![]() At the same time though, play it like Skyrim and you're going to find yourself eating dirt within quite short order. It uses Skyrim's menus, Skyrim's combat, and while it uses a different metaphor (stones rather than constellations) it uses a lot of Skyrim's raw systems. One of the most interesting things about mods is that they can be seen through two lenses - how close they are to their core game, and how they differ. ![]() Some fifteen hours in, I'm nowhere near done, but I don't mind saying it's the perfect reason to both pull your adventuring boots on, and give Skyrim back its hard drive space. Shamefully, I never got around to playing that one for myself, but this one? This one I've been looking forward to for a while. It's the total conversion that players have been waiting for - a complete new RPG in the Skyrim engine, and the follow-up to the popular Oblivion mod Nehrim: At Fate's Edge. Has it really been five years since Skyrim came out? Firing up Enderal, it's surprisingly tough to tell. An illness to be treated, which will probably lead to insanity and an agonising death. and almost as quickly that in Enderal, that's pretty much the local equivalent of coming down with the clap. Waking up to find that you have special magic powers. From there, starving aboard a ship with a friend, all in the hope of finding a new life across the sea. ![]() A happy summer's day twisting into a nightmare of dead family, fire and flesh. Even by RPG standards, Skyrim total conversion Enderal deserves some kind of prize for a depressing opening.
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