...although Fallout 3 would look less oppressive if they took the green filter off of everything.
Apparently it is set 200yrs after Oblivion, so not sure what to make of that. Will we see guns and steam-engines other than old Dwemer tech?That would be awesome. Although they could handwave the guns part because the inventors in the world are just like "Why make an expensive, smelly and dangerous device when I could just use magic to do the same thing with lightning bolts?"
Magic can have an industrial age.
I spent ages in Morrowind just walking about, squatting in swamps, picking herbs and experimenting with them.True story: I had about 70% of Morrowind explored before I figured out what the silt striders were. That character was also the only character I've ever had in a TES game that achieved a natural 100 in Athletics. Starting from skill level 5. And no, I didn't use any skill trainers.
You swing you sword to attack something. Then it rolls to see whether you hit and if you hit then damage is applied. Think of it more like a pen and paper rpg.
Didn't really care about the story overly much.
Just realised that if it's a completely new engine there may not be any easy way to make mods :(
The consensus on the Bethsoft forums seems to point to that dude being Max von Sydow.
It's Bethesda. They make modable games - that's their thing. Them not having a CS is like Molyneux not bragging about how revolutionary his next game will be; slim, slim chances.
They've made all of their last games by first making the construction set from scratch, and then make the actual game. I can't see any reason why they would do otherwise - if I know them right, the CS is already done, and will either be out at launch, or a couple of months later.
Max von Sydow ain't nothing to sniff at. But yeah, Bethsoft loooooooooooves wasting voice talent (token exception being McDowell). I had no idea Terrence Stamp was in Oblivion, but he was.The consensus on the Bethsoft forums seems to point to that dude being Max von Sydow.
If he's their major 'get' for Skyrim that's kind of hilarious.
Patrick Stewart, Sean Bean, Liam Neeson, Malcom McDowell... and Max von Sydow.
Not really sure how that is a bad thing. Some of the best fun I've had in Fallout is when I creep around inside a building using a melee weapon pretending I'm playing Oblivion.See, I was making a joke about all the people who said Fallout 3 was just going to be Oblivion with guns, so I flipped it around. :{X
herpderp so friggin' excited for this
y'all have no idea
NO IDEA
8-)
would put money on this being game of the year
Confirmed Features:
-18 skills. A couple skills have been removed and their requisite abilities/spells have been merged with others. Enchanting is back, and there is a new skill, 'Smithing' that lets you create your own weapons, probably in a similar way to how Fallout used workbenches. Blade and Blunt skills have become One-Handed and Two-Handed.
-Perk picking at every level-up, each skill lets you branch off in perk selection as you get higher up
-Finishing moves, unique to each weapon and enemy you fight.
-Dynamic Shadows on damn near everything
-Kids
-5 Major Cities (BIG)
-Improved Faces/Improved Models Example: Faces have been dramatically overhauled. Characters now exhibit more emotion show of distinctions between different races and just plain looks better.
-Updated Engine Snow falls dynamically (not as a basic texture on the ground) From the mag: it piles on objects based on their shape
Trees and branches move independently with the wind
Water flows and huge draw distances ! To use an example, there is a mountain called the Throat of the World the player has to go to on a quest and climb 7000 steps (to put that in perspective, the Empire State building only has 1400 or so), and this mountain is visible from pretty much anywhere. Gone are the days of distant hills having low-res textures with a few billboarding trees.Skyrim is a slightly smaller providence than Cyrodiil, but still pretty damn big.Turns out overall scale is bigger even though it's a smaller province. World boundaries are handled a bit better than before, partially because much of the province is lined by mountains. Other than that, pretty much every visible area in-game is traversable.
-The Hero has a mentor: His name is Esbern and Voiced by Mark Von Sydow (Surviving Blade) MAX von Sydow, geezus
-The game takes place 2 centuries after Oblivion
-Initiating a conversation between a NPC no longer zooms and stops time: Quote (Conversations aren't done in a zoomed in static shot anymore. Start a conversation with some and they will act like someone would in real life, looking at you occasionally and walking around a bit and also continue doing a task if they were doing one while talking.) Other NPCs in the area continue moving about while you are talking to someone else
-Sprint is added and is based on Stamina (Fatigue's new name)
-Beards
- Dialog will pop up when you approach an enemy (as in, they'll talk to you while they're attacking you instead of pausing combat)
- You can't run backwards as fast as you do forward. This was done because they felt the third-person backpedal looked dumb, and also balanced the combat so you couldn't just strafe away at normal speed as a side effect.
- 10 races to choose from
- confirmed creatures: zombies, skeletons, trolls, giants, ice wraiths, giant spiders, dragons, wolves, horses Elk, mammoth, saber-toothed cats, Draugr (pissed off Nord mummies)
- presumeably open cities (as dragons can attack)
- cooking/farming/mining/woodcutting/blacksmithing
-Hud-free first-person view and improved third-person perspective
-very unique landscapes! Also unique dungeons! In other words, lots of uniqueness! Skyrim is not just snowy mountains; there are tundras, beaches, deciduous forests, etc. Dungeons have much more variance
-Plot: The plot is that you are possibly the last Dragonborn, a group characterized by their ability to hunt dragons. The Septim line was a prominent Dragonborn line protected by the Dragonguards which eventually became the blades. After the death of the Septim line, the Blades were hunted down and killed one by one and now are almost completely gone. The return of the dragons was foretold in the Elder Scrolls and was ushered in by the destruction of the Staff of Chaos, the creation of the Numidium, the events at Red Mountain and the Oblivion Crisis. The last event to unfold before the dragons return was the people of Skyrim turning against each other which is happening at the beginning of the game. Dragons start to appear in greater and greater numbers as the game goes on and will eventually culminate with Alduin possibly coming into the world, but we have no idea yet.
-Combat: The combat system has once again been overhauled. Now you may choose what you place in each hand, whether it be a sword and shield, dagger and sword, two swords or even a weapon in one hand and a spell in another. Assaulting with your shield is now apart of melee combat, being able to shield bash them to stagger them to give yourself an advantage in combat. Spells can now be dedicated to a certain hand meaning you can fight with your left hand aflame while your right hand is charged with lightning. Spells can be combined to greater effect. Ranged combat has been improved by increasing the damage bows deal significantly, so much so that it is possible for one to one shot an npc from stealth but also so the draw time of your bow has been increased. Ranged combat shouldn't be able to be abused from stealth like in Oblivion due to the fact that NPCs are FAR more intelligent than any TES game ever and possibly any game to date, we shall see.
Surely today's mice have enough buttons that we can have a Primary and secondary attack?
In any case, when has any non-scripted character interaction in a video game not been numeric? The only difference between TES and other games is that they make it really transparent.Not at all. The thing with other games is that they're not trying to go as broad as Bethsoft does. In terms of choice and consequence (dun dun dunnn) other games will often give you direct feedback for your character actions - NPCs will comment directly on your character's identity, his or her skills, an the choices they've made. Up until FO3 Bethsoft was the absolute weakest studio in the industry in terms of this. They offered so much player choice in terms of character creation that all interface between character identity and the gameworld was sanded away, rendering the choice meaningless beyond skill stats and abilities. For example, in Icewind Dale 2 or Arcanum or Dragon Age, characters will comment on the PC's race / gender / class in conversation. In the latter two games, racism exists in the game world and it is directly stated against the PC. In TES games, conversations around the PC are as general as possible (beyond stock "Hello Breton / Greetings Dunmer / Nice to see you Nord" greetings) and all feelings about the player's identity and actions are numerical in nature. People are prejudiced against Dunmer? Play as a dark elf and go around talking to people, they will not think highly of you, but for reasons that are never stated, it's a simple mechanical check for race leading to a dock in universal disposition. In many cases the way they address you and speak to you may remain unchanged from normal but when it comes to dealing with the character in other ways the character will not be predisposed to you. You may as well be someone who just never bathes. The game never tells you beyond the fact that this person has only 30/100 Liking You points. Feed them a number of 10 gold bribes (Morrowind) or play a contrived minigame (Oblivion) and in less than 5 minutes you can completely turn their feelings for you around, and it will be as though the factors that led them to dislike in the first place never existed.
Radiant Story in which if you kill a shopkeeper and he gave a quest, his daughter might inherit the shop and if she knows that you killed her father, she may not give you the quest that her father would have given you. If you killed him inside a secluded house and no one discovered you then she won't know you killed him and thus will be willing to give you the quest.
I just got done reading the the GI article and I'm really excited now. If they deliver on 1/5 of the things they said, it'll probably be my GOTY.
I am ridiculously easy to please though.
You won't find townspeople loitering aimlessly in town squares anymore. Each denizen performs tasks that make sense in their environment. To impart the towns and cities with a greater sense of life, Bethesda has populated them with mills, farms, and mines that give the NPCs believable tasks to occupy their day. In the forest village we visited during the demo, most of the citizens were hard at work chopping wood, running logs through the mill, and carrying goods through the town.
The improved Radiant AI technology is also more aware of how a citizen should react to your actions. As you perform tasks for them or terrorize them by ransacking their home, the NPCs develop feelings about you. If you're good friends with a particular NPC and barge into his house during the middle of the night, he may offer you lodging rather than demand you leave the premises. “Your friend would let you eat the apple in his house,” Howard says. If you swing your weapon near an NPC, knock items off their dinner table, or try to steal something of value, they'll react with an appropriate level of hostility given their prior relationship to you.
**snip snip animation bit**
The increased animation fidelity and diversity has enabled Bethesda to ditch the awkward dialogue camera perspective that paused the game and presented you with an extreme closeup of the person with whom you were speaking. Now camera stays in the same perspective used during combat and exploration, and players are free to look around while engaging in conversation. Rather than drop their activities to give you their undivided attention, the NPCs continue to go about their business while in discussion. For instance, a barkeep may continue to clean cups while talking, and even move from behind the counter to a seat. A mill worker chopping wood may engage in conversation without turning away from his duties, only occasionally glancing toward you during the exchange.
Perhaps the most impressive use of the Behavior technology is how Bethesda is using it to create the dragon animations. Bethesda has worked meticulously to make sure the beasts look powerful and menacing when banking, flapping their wings, gaining altitude before making another strafing run, and breathing fire on their hapless victims. None of the dragons' actions are scripted, and Behavior helps make the movements look non-mechanical, even when the dragons are speaking/shouting.
**snip snip Radiant Story bit**
“Traditionally in an assassination quest, we would pick someone of interest and have you assassinate them,” Howard says. “Now there is a template for an assassination mission and the game can conditionalize all the roles – where it happens, under what conditions does it take place, who wants someone assassinated, and who they want assassinated. All this can be generated based on where the character is, who he's met. They can conditionalize that someone who you've done a quest for before wants someone assassinated, and the target could be someone with whom you've spent a lot of time before.”
The Radiant Story system also helps deal with untimely deaths. Predicting player behavior in an open world is tough, as many often stray from the main quests and get into trouble by murdering quest givers. In Skyrim, if you kill a shop owner who had a few quests to offer if you spend the time to get to know him, his sister may take over the shop and offer the quest that was formerly ascribed to him. The quest logic automatically picks up with pre-recorded voice work because Bethesda already assigned her that contingency role. Tread lightly though, because she's not oblivious to your dastardly actions. She will still recognize you killed her brother and perhaps even try to exact revenge later in the game.
Radiant Story is also smart enough to know which caves and dungeons you've already visited and thus conditionalize where, for instance, a kidnapped person is being held to direct you toward a specific place you haven't been to before, populated with a specific level of enemy. This helps Bethesda avoid repetition and usher the player into areas the team wants you to explore.
Radiant Story doesn't limit these new missions to encounters in towns. Like in Fallout 3 and Red Dead Redemption, a lot of random events occur while you're exploring the wilderness as well. "There are a wide variety of these random encounters," says design director Bruce Nesmith. "Many of them are things the player can interact with, some are not. You might save a priest who then tells you about a dungeon where there are people trapped that need saving. You might run across mammoth beset by a pack of wolves."
I wonder what that highlander like moment after he kills the dragon is all about?
That's easy - they've confirmed that you'll get the bulk of your dragon shouts from absorbing the souls of dragons. I think the way it works is, every shout has three words, and every dragon nets you a word. You can also get them from the wall murals in ruins, I think.
Also dragon shouts are separate from magic.
And yeah I know it's adding classes into the game by proxy, but the difference is that it's more like gradual specialisation into the class/class combination you want your character to become, not arbitrarily picking it at the start, and in my view that is what the TES setting is all about.
The perks are handled in branchlike structures (well, more like constellations), and many perks are locked by skill level/other perks/player level (not sure about the last one, but the first two definitely).
I'm sure this game will be cool and all just as I'm sure that I won't own a computer hardcore enough to run it for at least five years.
But you know what? Someone should just make a dragon flight sim. That'd be fuckin' wicked.
One shout lets you slow down time, or use a special whispered dragon shout to stealthily move close to an enemy in a mere instant
If you drop an item on the ground near NPCs they will react to that as well, such as a child might try to give you the sword back or two men will fight over it.
Some locations will have enemies that are too strong for your level, and you will have to come back when more powerful, and vice versa.
When opening the menu, instead of returning you to the last page you visited as it did in Oblivion, you are now presented with a simple compass interface that offers four options. (Right: Inventory | Left: Magical Items | Down: Map & Quests | Up: Skills)
This is a pre-order - Game will be despatched to you on or before the release date of 26th November 2011- Subject to change by the publisher. (http://www.ozgameshop.com/xbox-360-games/the-elder-scrolls-v-5-skyrim-game-xbox-360)
Why, alduin, why? (http://skyrim2011.info/)
So I'm starting up Obliv with the hope of playing more than 10minutes this time. I need a level scaling mod other than OOO becuase the world levelling with you is all kinds of dumb and I don't want to use any major overhauls until after I've finished the vanilla with sprinkles version.
Uhhh, there were lots of little mods I used to use but I can't remember if OOO covers most of them or not. I remember using one that made plants that you harvest ingredients from change so that you didn't keep seeing the same motherfucking plant which didn't have any fucking ingredients that a goddamn motherfucking 2bit back alley game designer could have done in the vanilla fucking game aaaaaaaaaaaaaaaaaaaayou're thinking of Harvest Flora and Harvest Containers, which are part of OOO but might be in the optional section and will probably need updating
I would recommend installing a super-mod called FCOM Convergence, which includes: Oscuro's Oblivion Overhaul, Martigen's Monster Mod, Oblivion WarCry, and Francesco's Leveled Creatures-Items.
at least, if you think it's worth the hassle.
http://www.oblivionmodwiki.com/index.php/FCOM (http://www.oblivionmodwiki.com/index.php/FCOM)
That doesn't make it any less shit.Well no of course not.
Dual Wielding swords....I might be foaming at the mouth at this stage, someone please hand me a tissue.This will be a feature that I will flat out refuse to use. Dual-wielding just turns games into easymode. What I WOULD like to see is a balanced use of two-handed weapons so that people will quit automatically overlooking them as "big slow low dmg weapons" and going for the shiny fast pewpewlazorz dual-wield. I mean, two-handed weapons in Oblivion were a joke.
Can't expect every quest to be a winner.
Eh, dual wielding melee weapons actually makes sense historically and as a very effective martial art skill. It's not like it's dual wielding guns where in actuality it makes shit goddamn stupid (most things) or fantastically over the top (Max Payne).
Less than 7 hours for the Australians.yeah but everybody broke on the date anyway
Also, you can't just click on something and jump to it, everything has to be slowly scrolled through.
I miss some of the cooking stuff from the Fallouts, though - compared to potions, there's no real reason to ever drag around food that I've found. There's definitely going to be a mod for that, though.
that doesn't really work when you consider Oblivion and Fallout 3's UIs were developed for consoles. I think it's that they were designed by the team responsible for making box art.
(http://cdn1.knowyourmeme.com/i/000/056/754/original/Don_t-Know.jpg?1277786276)I'm still horribly jaded from Oblivion. Though I liked Morrowind, I never had the OMG-Best-Game-Evarz! reaction to it.
Skyrim does look good though. I'll reserve judgement till closer to release.
I've spent maybe 5000 gold on horses alone because THEY KEEP DYING AFTER ATTACKING MY TARGETS.Here you go, a cowardly horses mod (http://www.skyrimnexus.com/downloads/file.php?id=1522).
about three hours in when the main quest takes you to the Thalmor embassy and you learn that Stormcloak is secretly a Thalmor asset and the civil war is all about weakening the empire from the insideYes, three hours in when you do nothing but the main quest. I put off getting the horn of Jurgen Windcaller for some time because its barrow was reallly out of the way, and I had no quests to do in the area. I did get around to reading their notes on Ulfric, but you need to remember that being an 'asset' doesn't mean he's collaborating with the Thalmor. If anything, he must hate them more than the Empire. After all, if it weren't for the Aldmeri Dominion and their White-Gold Concordat, he'd have a lot fewer reasons to instigate a rebellion. But you're right on the other count: It's in the Thalmor's interest to maintain the state of civil war, and either side winning would allow the Empire (and possibly an independent Skyrim) to fortify themselves against the Aldmeri Dominion.
honestly, i'm considerably more entertained by the caves in Minecraft because, despite only using four different blocks, you never really know what you're going to find when you explore, and your exploring has a significant effect on the surrounding area. The random caves create a real sense that you're actually exploring somewhere, not just hacking through a short series of small rooms to get to the end of it.Yeah, the whole dungeon layout is quickly becoming a trope of itself. Enter, kill the mooks, kill the chief, loot the big chest, and open the secret passage that leads back to the entrance. But even if every cave and barrow follows this layout, they're doing a pretty good job of making the individual locations feel unique rather than just copy-paste jobs from a cave you encountered three hours earlier. I recall critics saying that other Elder Scrolls games were far more guilty of this.
and no, i'm not playing it any more. It, like every other TES game, got dull pretty quickly because pretty much everything is the same, and outside of the longer quest chains, nothing means anything beyond whatever small reward you get from it.If you want to play a fantasy RPG that actually gives your actions consequences, play the Witcher 2. It's often mentioned in contrast with Skyrim because of the question of what makes an RPG a role-playing game. Skyrim allows you to go out and have an adventure on your own, or be a hero, or be a heartless criminal, or anything in between, but the breath of possible experiences excludes the depth of immersion in your particular role. You can be the most wanted criminal in all the holds of Skyrim, but other bandits will still attack you just the same. The Witcher 2 puts you in a predefined role in a Deus Ex style staged open world, but allows you to fill in this role in with your own moral nuances. This approach really resonated with me, and got me thinking about my actions and personal goals much more than a game where you just go around doing what people tell you to.
I'm at level 56 and still enjoying myself. Some of the lower Dwemer ruins you visit towards the end of the game looks amazing, I've just finished exploring every corner of them.I've gained access to those now as well, with the thing that Septimus Signus gave me. The place is mindboggling! I just can't figure out how that giant and the two frost trolls ever got in there.
In the Elder Scrolls universe, a "plane" and a "planet" are one and the same; that is, there is nothing in the mortal plane of Nirn except for the planet Nirn. What mortals see as the moons and planets are nothing more than the mortal brain's attempt to interpret the presence of the divine planes surrounding Nirn.
So uh after about 148 hours into this game
As to the divines, they are definitely active - see the end of Oblivion. According to lore (http://elderscrolls.wikia.com/wiki/Nine_Divines), the eight are actually weaker than the other Aedra, their weakened state being because part of their souls went into shaping Nirn, the world. The ability of a human to rise to divinity or near-divinity is also apparent - Sotha Sill, Vivec, Almalexia and Dagoth Ur all did exactly that.
Actually, when reading about Dagoth Ur right now, I notice that his goals are very similar to the Stormcloacks. He wanted to sever his province from the Empire, return to the old religions, and had a clear "Morrowind for the Dunmer" ideal (although he actually wanted to completely eradicate all none-Dunmer population in the province). Looking at some versions of the story told in Morrowind, he wasn't even the bad guy.
In the Elder Scrolls universe, a "plane" and a "planet" are one and the same; that is, there is nothing in the mortal plane of Nirn except for the planet Nirn. What mortals see as the moons and planets are nothing more than the mortal brain's attempt to interpret the presence of the divine planes surrounding Nirn.
dude after 148 hours i don't care what you say, you either really like the game or live in antarctica.
*coughLabyrinthiancough*Yeah, how else did you think I knew that there were eight? ;)
Good point. I'm impressed with my own ability to not go on the wiki and find where the rest are - I have five or six myself. I'm guessing that you'll get a really good mask, but since that can't be equipped together with a helmet, I won't be using it, as removing any piece of my daedric armor cuts the armor class from above one thousand to under five hundred. I'm going to have to increase the difficulty, as there's nothing in the game that's remotely dangerous anymore. I haven't drunk a health potion for twenty levels.you can improve them quite well with enough smithing skill
And I finally visited the peak of the Throat of the World. Found a really cool pickaxe there!
Oh, the drop is because of the loss of 50% bonus for heavy armor and 50% bonus for set.You don't lose one of the 50% bonuses if you equip a dragon priest mask that's labeled as Heavy Armor. I think half of them are Heavy, and the other half Light.
The daedric mace does the same damage as the ebony one, but the armor is far better - better even than the heavy dragon armor. I made all of my pieces at the forge, I'm not sure if I have found a full set when playing. The cool thing about daedric is that you forge it from the same stuff as ebony, but you need one daedric heart for every piece you forge. A bit of extra flavor.
I think part of the reason that nothing is hard is that I combine 100 in smithing with 100 in enchanting. The mace does 183 raw damage plus 25 fire damage and 20 health drain (I should be able to get higher fire damage now), with the additional +25% standing power attack perk, I probably top 300 damage per power hit (ignoring 75% armor). I figured out that with the mace, a quick strike followed by a power strike is about as fast as two normal hits. Combining those things, I think the elder dragon can take six hits, the draugr deathlords takes about the same.
50% for having boots, gloves, helmet and curiass from the same set (iron, steel, dwarven, ebony and so on), in addition to the 50% for heavy armor only. Or does the dragon priest masks actually work with those? I can't check, as I've put all of the ones I had in their slots.Oh? When I exited the mask chamber, all the masks that I placed in their slots were returned to my inventory. Did they get left behind for you? The masks give you the bonus for +25% when wearing all heavy armor, but not the +25% for a matched set.
I tried to make my perks here (http://skyrimcalculator.com/#61791), but I'm at level 60, so I must have picked one too much, not sure which. I've been avoiding stuff that I wouldn't use - light armor smithing, better prices (lifetime gold found - 650k, curent gold - 50k, most gold at once - 110k), and so on.
I cranked the difficulty up and went over to wielding Wuuthrad, it's made things a bit more difficult, but health drain still keeps me alive easily.
One time I was fighting a dragon and a group of Thalmor joined the fray. The dragon was dead in less than 30 seconds. Say what you want, but they're a hell of a lot more effective than any man I've seen fighting a dragon. (Except me of course.)You know that dark elf chick at Azura's Shrine? I watched her wtfbbq (literally) a dragon in less than 10 seconds.
The inclusion of an actual Elder Scroll as a plot item in Oblivion (final thieves guild quest is to steal one) got me really excited. That one had such a central role in Skyrim was just plain awesome. And they've still been able to keep the lore about them pretty low-key, which is cool - there's still mystery to the world.And if you try reading it, your eyeballs explode. I honestly thought my character died when I tried reading it out of curiosity before getting to the quest you have to use it in.
A full suit of daedric armor? Daaaaaaang.I had a full set and weapon before lvl 30 because
To keep it a bit more challenging, I switched from using my main battleaxe when I hit 100 on the two-handed skill, and started using a war axe and shield instead. You get to have some variety in combat, and your neglected skills will skyrocket as well.I'm doing that too, with 2-hand and archery, since I've maxed heavy armor, 1-hand, block and smithing. I've realized it's rather hard to keep leveling as a straight melee character, so I'm branching out. Currently working on light armor, pickpocket, enchanting and sneak. Resto I'd be using too, but like others have said, it's been levels since I last drank a health potion.
You don't lose one of the 50% bonuses if you equip a dragon priest mask that's labeled as Heavy Armor. I think half of them are Heavy, and the other half Light.There's a perk that gives an armor bonus if wearing a matched armor set, so yeah, a mask would reduce your armor if you broke a set.
And, holy crap, 100 in smithing and enchanting? How do you have skill points left for anything else?I'm doing it (and currently have 6 unspent points). I simply took only one point in the initial perk of each of my primary (and secondary) trees. Sure, I'm missing out on a ton of damage and armor, but seriously, even at lvl 49 there really isn't a lot that can hope to goosh me or that I can't overcome, so why waste the points? And it allows further specialization so you can have a "back-up spec".
Also, this Extra Credits on the opening of Skyrim is pretty spot on.I dunno. He sounded a little whiny and I couldn't see what was wrong with the problems he listed. Me, personally, I thought it was a great opening, the perfect start to an epic saga. My only complaint would be that character creation isn't right at the start and you don't get a 'second chance' to modify your character before setting out into the world.
I got the Steed Stone for that. Also gives you +100 carry weight, for free! The perk that makes light armor weightless is pretty useful too, it allows me to carry around two entire sets of armor with different enchantments. If I ever need to carry more than 500 units, I can equip a necklace, ring, boots, and/or gloves of fortify carry weight, without sacrificing the set bonus. Even though I leave all the loot behind that isn't immediately (or in the near future) useful to me, it still has a way to accumulate. Usually, when I get home to Whiterun I unload the entire Ingredients tab into the satchel on the alchemy table. You'd be surprised how much lighter that makes you.
Still haven't been down to Falkreath yet. That entire hold is basically the last unexplored region in the game for me.
Oh man I want to play this again, but I can't until skyboost is up to date, as my game is HORRIBLY laggy without it. Also CREATION KIT YES YES YES!I'd be down for that. Do you just have an area in mind, or a quest to go with it as well?
Anyone want to hang out in a chat room and plan out a mod? Or make a thread for it? I'm thinking a straight up content mod - cave or fort or player home or something like that. I really want to get into modding this game, as it has proper tools to support it.
Oh man I want to play this again, but I can't until skyboost is up to date, as my game is HORRIBLY laggy without it. Also CREATION KIT YES YES YES!I will perform whatever unholy acts you want if you can make the paladin Judgement Armor from WoW into a mod:
Anyone want to hang out in a chat room and plan out a mod? Or make a thread for it? I'm thinking a straight up content mod - cave or fort or player home or something like that. I really want to get into modding this game, as it has proper tools to support it.
Oh man I want to play this again, but I can't until skyboost is up to date, as my game is HORRIBLY laggy without it. Also CREATION KIT YES YES YES!I'd be down for that. Do you just have an area in mind, or a quest to go with it as well?
Anyone want to hang out in a chat room and plan out a mod? Or make a thread for it? I'm thinking a straight up content mod - cave or fort or player home or something like that. I really want to get into modding this game, as it has proper tools to support it.
I've got a rough idea about it - I want to experiment with dungeon layouts (probably caves) with multiple routes through them, to see how that can work.
The reasoning behind this is that while Bethesda has made some great dungeons overall, with nice vistas, a great buildup of tension, and has made the choice (that I'm very fond of) of letting you have a shortcut back at the end, the dungeons are mostly linear. The only branches are usually dead ends with some extra loot. There is one dungeon in particular that stands out to me as great, which is the one you get to if you take the job from the obviously sketchy khajit Je-Raa in Solitude, and follow the quest line all the way through (called "light's out"). You get to broken oar grotto, which in addition to a cool housing for the locals, has some great alternative paths - there's water in the bottom of the cave, and you can walk along either the right side of the cave wall, or on platforms in the middle. It makes for some great bow-battles with cool views.
So, I want to make a cave, not necessarily with a quest to go with it, where you have multiple (as in more than two) angles of attack to get from the entrance to the loot chest - not only in direction, but also with regards to how you get through, and what challenges you face. Mainly I want to play around with the kit and make a dungeon, but this is the main point. For now. If anyone wants to give feedback or help make the thing, that could help a lot, and would probably be great fun.
after spending 228 hours in skyrim i can safely say i am thoroughly sick of dwemer ruins in general
It's also partially because a lot of my memories of Dwemer ruins include me walking with a drawn bow with 1200/600 weight capacity, hauling an absurd amount of dwemer junk.It's even worse as a lower level melee char and getting jumped by half a dozen Falmer at once.
Honestly, it's not the game's fault it can't cater to my needs and wants. But that's just my personal experience of Dwemer ruins. :mrgreen: all the Dwarven gear just has to be ridiculously heavy compared to everything else.
Throw them in a big pile and them Fus Ro Dah them.I've got a couple hundred gold and silver ingots, which I want to eventually get enough of to stack up against the walls of my house so I can have a solid gold house...but I think I like that idea a lot better :-D
@dollface: did you recently choose the Shadow Warrior perk from Sneak during a level-up? I think that causes the smoke. Also apparently it could be caused by certain kinds of armor. I know some items have a damage rebound effect of sorts as well.
Oh, the smoke is from the ebony armor. It's also what's damaging people who attack you. I'm not positive why but it's an attribute in any case. If you want to get rid of it, I think there are some mods (assuming your on PC?) that get rid of that texture. Your attackers will still take extra damage, you just won't see the smoke.There is a mod (http://skyrim.nexusmods.com/downloads/file.php?id=8991) that gives Ebony Armor its Morrowind enchantments, along with Morrowindizing a few other artifacts.
I still can't help but think that it's nothing but pure laziness on their part of why they've cut down on the weapon selection so damn much.
To be honest, my biggest complaint with The Elder Scrolls is how much Bethesda relies on the modding community.Eh, that's a good point. If only they did what they did in Morrowind in terms of gear diversity, and with today's engines and graphics...
Soooooo, Bethesda has officially stopped working on Skyrim and has put all their workforce into their 'New Project' that's been in pre-production for a while. I'm assuming this means they'll be announcing Fallout 4 sometime in the next year.Most likely going toward TES Online.
Most likely going toward TES Online.
Hopefully, if TES Online becomes a reality, they don't abandon the single-player games like what happened to Warcraft, 'cause I really want a game that takes place on Summerset Isles and involves toppling the Aldmeri Dominion.
Since TES Online takes place before Arena in the timeline, this keeps the possibility of TES VI alive.
The Elder Scrolls Online is being developed and produced by ZeniMax Online Studios, while the Elder Scroll games such as Morrowind, Oblivion and Skyrim were all developed by Bethesda Game Studios and published by Bethesda Softworks, so that's not it. Its more likely that its going to be Fallout 4, which they've been hinting at for about a year.Did not know that...so how much involvement does Bethesda have with it then?
QuoteThe Elder Scrolls Online is being developed and produced by ZeniMax Online Studios, while the Elder Scroll games such as Morrowind, Oblivion and Skyrim were all developed by Bethesda Game Studios and published by Bethesda Softworks, so that's not it. Its more likely that its going to be Fallout 4, which they've been hinting at for about a year.Did not know that...so how much involvement does Bethesda have with it then?
Bethesda Game Studios, the company that actually made the The Elder Scrolls games and Fallout 3, is not the same as Bethesda Softworks. Bethesda Softworks is the parent company of Bethesda Game Studios, and is again owned by ZeniMax Media. Bethesda Softworks are publishing The Elder Scrolls Online, which is being made by ZeniMax Online Studios, which is a daughter company of ZeniMax Media.
I never said Softworks made them, but that it published the games. You'll notice earlier that I mentioned Bethesda Game Studios made the Elder Scrolls and Fallout 3.
I loved playing stealthy. It made me sad that I could barely use my daggers. When playing stealthy bow and arrow are incredibly powerful.
Yeah. The old Morroblivion project tried to just... give you the Morrowind files as a part of the mod, and understandably got massively shut down by Bethesda. So they need a Morrowind install to pull the Morrowind game files from. It's $20 on Steam.
I'm not a big mod person, but if Skywind comes to fruition I will buy a PC copy of the game just to play it.
Actually, I seem to recall hearing you need Morrowind installed as well?
So there I am, wandering around off...somewhere. And I show up at a mill, a courier is waiting for me, and gives me an inheritance letter! Adrienne Avenicci died. :/ I'm all 'wtf mate', and I go back to Whiterun, not only is she dead but Sigurd's body is lying in the street.
I dunno if it was a vampire attack or bug or who knows what. But that's *my* town Talos-damnit. No one gets to kill my NPCs *but me*.
Strange that it only killed Nazeem.You sure the asshole didn't just insult the Companions one too many times?
"Do you ever get up to the Cloud District - Oh what am I saying, of course you don't."Strange that it only killed Nazeem.You sure the asshole didn't just insult the Companions one too many times?
Since the Thalmor pretty much have the Empire's nuts in a vice... Still, Whiterun is pretty much neutral over the whole Stormcloak/Empire war at least in the start, so it's kinda weird. I've wound up killing that Thalmor patrol before, oddly enough just down the road at the guard tower where you first learn to Shout. I never had any guards come after me over that. I guess because you were right there at Whiterun, someone saw you? Beware the chickens... They're all stool pigeons.
But elves are cool!Yes, and they know it all too well.
Was he supposed to be an elf?
Well, that explains... nothing.
Yeah... pretty much all the non-human, non-beastpeople races in Elder Scrolls seemed to have started out as elves, at least. The orcs and Falmer were mutated into their current form. I'm not sure why the dwemer/dwarves look so different from the Altmer, Bosmer and Dunmer though...
Yeah... pretty much all the non-human, non-beastpeople races in Elder Scrolls seemed to have started out as elves, at least. The orcs and Falmer were mutated into their current form. I'm not sure why the dwemer/dwarves look so different from the Altmer, Bosmer and Dunmer though...
There's also the Chimer (Dunmer before they were cursed by Azura) and the Snow Elves - both look very different from the others.
I still really want to see a game set in Akavir.
I recognized the character and the movie you showed... I was just trying to forget that horrible thing...
Have you seen it since? I thought Captain EO was a great movie when I was 8, too.
Back on the subject of Elder Scrolls Elves, there's also the Bretons, which - if I'm reading this right - are half Nord and half Aldmer.
Dragons appear any time after you fight the first one (after the Dragonstone quest), as explicit said.'
They start to become more frequent the further you get in the main quest.