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Enhanced Game Play 2 (EGP2)
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File Size:
Posted:
Updated:
34.018 MB
Jan 16, 2013 @ 2:09pm
Feb 6, 2013 @ 10:52pm
12 change notes ( view )
In 1 collection by Iztari
My Personal Collection
20 items
Description
Enhanced Game Play 2 is Back, and with a vengeance.
Version: 1.4206

Don't for get to visit the Website at Facebook, and like this.

Requirements:
Skyrim 1.8+
Dawnguard
SKSE[skse.silverlock.org]

What is this mod?
================================================================
Enhanced Game Play 2 is a major overhaul of the game, with a lot of new features,
bug fixes and improved AI. It started as a weight changing tweak, but as grown a lot.
EGP 2 is lore friendly, and tries to fix all the things that wasn't incorporated into the original game.

F.ex: Now you can learn Ingredients effect by reading recipes, or Alchemy books or you can only harvest ingredients from certain creatures after reading how to.

It's STRONGLY recommended that you start a new game, to avoid crashes and conflicts...

This is a WIP (Work in progress) project...

What does it do?
================================================================
There are too many changes to list them all separately, but some of the major changes are:
- Improved AI and Packages.
- Dynamic Time Scale.
- New Spells and Potions.
- Boatload of items are now marked as "Obstacles"
- More randomized behaviors and less "I'm standing here with no clue what to do..."
- Some characters have new or modified equipment.
- Since Patch 1.8 has reduced the amount of dragons, Dragon Priests also yield a Dragon Soul.
- Incorporate Hearthfire items, for those of you who has it installed.
- Incorporate Dragonborn items, for those of you who has it installed.
- The ability to give gifts to almost anyone.
- The player can now be more then Friends with people, up to Ally.
- A couple of new quests and fixes of old ones.
- New weapons including a Silver Bow.
- Slightly darker nights.
- More Randomized weather.
- Some locations have been changed to be in the correct Hold.
- A "Background" to your character where you can select a class.

I can keep this up forever, but all it boils down to is that you have to download it yourself and see if you like it.

TWEAK TIP:
================================================================
If you have many Mods installed, or just want to boost the performance of the game try this:
(It reduced the weight changing time from 10 min to about 5 min for me.)
- Edit [X]:\Users\[Username]\Documents\My Games\Skyrim\Skyrim.ini
- Under the [Papyrus] section add:
iMinMemoryPageSize=100000
iMaxMemoryPageSize=5000000
iMaxAllocatedMemoryBytes=1800000000

General Information:
================================================================
A NOTICE: There is a in-game function called SetState(x) that handles quest stages, and starts quest. After patch 1.8 many quests doesn't start with this method. That is why the Dragon attack might not start. There are other quests that refuses to start this way as well.

UPDATES:
================================================================
Version: 1.4206
- Dragonborn items included.

Version: 1.44x
- Added (hope fully) all missing scripts to a new BSA file.
- Changed Skooma visual effect.
- All Dogs can open doors (so they can follow you or their owner).
- Fixed DA16 (Walking Nightmare Quest) bug that prevented the quest to move on after you handed over the book of Vaermina's Torpor.
- Correct flags at White River Tower.
- Fixed a trigger for MQ101 (Main Quest)
- Changed Extended Behavior start to after the Unbound Quest.
- Fixed DA15 (The Mind of Madness) Freeze Crash issue .

Version: 1.43
- Fixed some items categorization (Mostly Food items with wrong keywords)
- Renamed Raw Food items.
- Tweaked the weather.
- Added Dayspring Canyon Mapmarker (Entrance for Dawnguard Fort)

Version: 1.42
- Tweaked behavior scripts even more.
- Added scroll usage to behaviors.
- Added more Road Markers.
- Fixed some vanilla quest conflicts.
- Fixed some noob scripting errors, I created when I should have been sleeping.
- A lot more...

Version: 1.41
- Fixed a couple of typos that caused the new behaviors to fail.
- Added a couple of "fail safes" to improve script performance.
- Fixed a typo that prevented the bonus Restoration perks to be added.
- Manually checked and corrected all NPCs scripted data.
- Optimized New Behavior scripts for less CPU and Memory usage.
137 Comments
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Iztari  [author] Oct 29 @ 3:15pm 
BTW: A less intrusive version is in the works (that should work with more mods)... A BETA version is availabe to download from the facebook page.
Iztari  [author] Oct 29 @ 3:13pm 
Easy fix for Arvel not responding:
1) Visit Whiterun and tell the Jarl about the Dragon, then go to Bleakfalls Barrow...
oliver_wilken Oct 29 @ 3:06am 
Just as Lokharn and Scion are having this issue, I am as well. I cannot get the Golden Clow quest or Arvel the Swift to trigger. Sadly, this means that I will not be able to use this otherwise fantastic mod if I want to continue on in the main quest.
cajofor Oct 17 @ 9:46pm 
Maybe you could add "sticking to" surfaces, and collision-able branches at the trees, so that you can climb buildings and trees, and snipe or ambush enemies from above, or just infiltrate forts, castles and whatnot. That would be terrific for sneak characters, and has people the indeed want something like that. Oh, and add ingredients coming from the trees themselves, like leaves, sap and bark, and maybe even make the branches cuttable with a woodcutter's axe, giving firewood.
Phoenix Lord Sep 21 @ 9:20am 
Does anyone know if this works with Live Another Life?
MadCheezit Sep 5 @ 3:32pm 
Silverhand armor is just the vampire armor
Scion Aug 22 @ 5:57am 
I'm also having the same issue where I can't start the Golden Claw quest in Riverwood. Even if I ignore the merchant, Arvel the Swift doesn't react at all, to my interaction or to the giant spider, nor does he have any dialogue unless you try talking to him. Even then, its nothing related to the quest.
Iztari  [author] Jul 21 @ 12:22pm 
@Lokharn : You might just have a mod conflict then (or a corrupt save file), try putting EGP2 last in the loading order and see if that helps.
Lokharn Jul 14 @ 5:11am 
@Iztari: I hope youre right cause i really like this mod you made. At first i thought the game crashes cause of 3DNPC mod (it caused some of the housecarls not to be there when they should, had to spawn em from the console). Gonna give it a go with the autosave turned off and get back to you with feedback if it worked. Also, it might have been coincidental but as soon as i loaded a previous save with EGP2 disabled i got the "Werewolf Mastered" perk which according to some forum threads was bugged (i asume it is coincidental cause i dont think it does anything with achievements or has any influence over them).
EDIT: After giving it a go with autosave turned off its been a partial success - i can change locations, but i cant quicksave or regular save cause the game crashes to desktop instantly.
Iztari  [author] Jul 11 @ 3:33pm 
@Lokharn: Your problem is not related to this mod, but you can try to disable autosave during travling. This is a common problem with Bethesda's game engine all the way back to FO3