<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>How To Play :: Mad God's Overhaul for Skyrim VR</title><link>https://synergyvr.org/mgo/how-to-play/index.html</link><description>You might think that learning how to play is simply a matter of learning the controls1. In fact, the mods in MGO change most of Skyrim’s systems to some degree—pretty dramatically in several cases—and you’ll have more fun if you learn about these new/improved systems.
  Movement Skyrim VR’s vanilla movement options are still present, but MGO includes mods to enhance the experience of just getting around.</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://synergyvr.org/mgo/how-to-play/index.xml" rel="self" type="application/rss+xml"/><item><title>Movement</title><link>https://synergyvr.org/mgo/how-to-play/movement/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/how-to-play/movement/index.html</guid><description>Skyrim VR ships with the usual basic options for VR movement: teleportation vs. smooth motion, snap-turn vs. smooth turn. There’s jumping and crouching/sneaking. All the usual stuff, and it’s all done via thumbsticks. The game is room-scale, so you can turn and move with your actual body (until you slam into actual furniture or an actual wall), but motion controls aren’t involved in player movement beyond that.
If you’ve been paying any attention at all, you’ve probably guessed that Mad God’s Overhaul includes mods that change that.</description></item><item><title>Melee Combat</title><link>https://synergyvr.org/mgo/how-to-play/combat/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/how-to-play/combat/index.html</guid><description>If you want to fight, you’re going to have to swing your arms around like a goofball, so it may as well feel like it has some impact.
When Skyrim VR shipped, the consensus seemed to be that melee combat was so dull that players were better off ignoring it entirely in favor of archery and magic. With mods, it’s a different story.
It took some time, but modders have overhauled Skyrim VR’s melee combat to the point that it bears little resemblance to vanilla mechanics. All of the following mods impact the approach to combat in one way or another, and they’re all included in Mad God’s Overhaul:</description></item><item><title>Interaction</title><link>https://synergyvr.org/mgo/how-to-play/interaction/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/how-to-play/interaction/index.html</guid><description>Interaction may be the area in which mods make the most dramatic difference in Skyrim VR. In vanilla, every type of non-combat interaction—speaking to someone, picking something up, rotating a pillar, looting a body—simply involved pointing and pressing a button. In 2018, I was just thrilled to be playing a truly substantial game in VR. But in the wake of games like Asgard’s Wrath and Half-Life: Alyx, Skyrim VR started to feel a little underwhelming in terms of interactivity.</description></item><item><title>Marksmanship</title><link>https://synergyvr.org/mgo/how-to-play/marksmanship/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/how-to-play/marksmanship/index.html</guid><description>Skyrim VR shipped with a “Realistic Bow Aiming” option, and it was actually pretty good! Of course it still wasn’t good enough for the sickos who make mods. MGO includes a few mods to make archery (and whatever you call “using a crossbow”) even better.
Archery With aiming being pretty good in vanilla, the community needed other things to obsess over. They found plenty.</description></item><item><title>Magic</title><link>https://synergyvr.org/mgo/how-to-play/magic/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/how-to-play/magic/index.html</guid><description>Vanilla magic was arguably not as disappointing as vanilla melee combat, but it left something to be desired. You point your hand, you hold a trigger, fire comes out. It works, but for a game that lets you be a freaking wizard in VR, it doesn’t quite deliver on the fantasy. Naturally, modders couldn’t leave it alone. Mad God’s Overhaul leans on a pile of mods to make spellcasting feel more like… well, magic.</description></item><item><title>Skills &amp; Perks</title><link>https://synergyvr.org/mgo/how-to-play/skills-and-perks/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/how-to-play/skills-and-perks/index.html</guid><description>Skyrim’s skill and progression system is pretty simple, with all of the pros and cons that suggests. Your skills go up, your character levels, and you spend perk points to unlock new abilities. Even the concept of major and minor skills from previous Elder Scrolls game went away.
Well, none of that matters anymore because your skills have nothing to do with how to you level up! Let’s take a look at how the mods in MGO rework all of that: how you level up and what perks are available.</description></item></channel></rss>