• The Elder Scrolls Megathread XIX: Welcome Back To Skyrim
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[QUOTE=Ganerumo;51646232]Dragons are probably immune to disease to begin with.[/QUOTE] Probably because they are one I can't tell you how many times I've been in the middle of an important quest and my leg starts acting up and suddenly a fucking dragon I've got to waste 7 minutes hitting with a sword and shooting pointy sticks at with a bow. [editline]a[/editline] The alchemists I visit say it's curable via the console but man it feels so cheaty giving myself dragon souls through it [editline]a[/editline] Can someone explain to me lore-wise how everything the pc steals is known to legitimate merchants as stolen?
[QUOTE=cdr248;51647142]uuuhh transcription error?[/QUOTE] There's no such thing as errors in Bethesda games.
[QUOTE=gk99;51648116] Can someone explain to me lore-wise how everything the pc steals is known to legitimate merchants as stolen?[/QUOTE] Whenever the pc steals something they put a little red sticker on the object just like how stolen objects have that little red mark in your inventory.
[QUOTE=gk99;51648116]Can someone explain to me lore-wise how everything the pc steals is known to legitimate merchants as stolen?[/QUOTE] Back in Oblivion I just assumed your character's just bad at bartering in general and comes off as particularly shady when trying to steal stolen goods, so merchants just turn it away. Since it's a game that lets you haggle and that actually lets you sell stolen goods if your skill is high enough, I feel like it's how it was meant to be interpreted to begin with. Skyrim just kind of works on the same logic by default but there's nothing that really conveys that other than the fact it was the case in Oblivion.
[QUOTE=Ganerumo;51648733]Back in Oblivion I just assumed your character's just bad at bartering in general and comes off as particularly shady when trying to steal stolen goods, so merchants just turn it away. Since it's a game that lets you haggle and that actually lets you sell stolen goods if your skill is high enough, I feel like it's how it was meant to be interpreted to begin with. Skyrim just kind of works on the same logic by default but there's nothing that really conveys that other than the fact it was the case in Oblivion.[/QUOTE] But even if you're at 100 speech and have all the perks you still can't sell stolen items to merchants unless you invest in them, so it's not like you're purely just able to hand over a stolen cup and pretend it's not or anything
Yeah as I said it's a leftover from Oblivion that's incomplete in Skyrim. You can however basically bribe vendors to buy your stolen shit so there is some form of alternative.
[QUOTE=_charon;51647422]There's some mentions how this is dealt with. Battlemages in Tamriel's armies are typically extremely powerful mages put in a more tactical role; most magical combat is just countering the other guy's magic and letting the soldiers do their work iirc. Part of why the Dominion kicked the Empire's ass is because the Empire only has those few experienced Battlemages to work with, while [I]everyone[/I] in Summerset is a potentially talented mage; too much magic for them to counter. [editline]9th January 2017[/editline] magic isn't as easy for others as it is for the player, and the scaling makes mages look more common than they are outside summerset and high rock (where they're constantly busy with their own problems), people skilled in combat magic seem somewhat rare[/QUOTE] That works if we're talking restoration,illusion and alteration. We're not. And the redguards are known for crazy swordsmen rather than mages, and somehow they won, so somehow swordsmen need to be able to beat an army with better mages. Of course, high elves make shit infantry and are weak to elements, and it's not like quantity will help you from a good AOE (unless lore wise, an AOE is really an outward explosion, and the victims in front protect the rear) Also seems a lot less interesting that mages are regulated to a roll of rock paper scissors.
[t]http://images.akamai.steamusercontent.com/ugc/94973258572958203/1E6016F9C55C59D4C8E71B03C595895722F70BC3/[/t] Sure bro take my stuff
[QUOTE=freaka;51649504][t]http://images.akamai.steamusercontent.com/ugc/94973258572958203/1E6016F9C55C59D4C8E71B03C595895722F70BC3/[/t] Sure bro take my stuff[/QUOTE] Everytime I look at stuff like this, I think "Bethesda could have easily put in a condition in the Creation Kit that would prevent this." It's just such an easy fix out of the many BGS doesn't do that it leaves me wondering :why:
-snip wrong thread-
[QUOTE=ClarkWasHere;51649536]Everytime I look at stuff like this, I think "Bethesda could have easily put in a condition in the Creation Kit that would prevent this." It's just such an easy fix out of the many BGS doesn't do that it leaves me wondering :why:[/QUOTE] Bethesda and effort. They do not go hand in hand. Half of everything wrong with their games can be fixed in such a simple manner, you can only wonder why they don't do it.
you don't even need to add a condition, you just need to make it so it's enemies with the werewolf faction. if you just set it to a condition it would stand there and do sandbox stuff, but it won't bother you. the reason why neutral/good NPCs (villagers, guards) attack/fear werewolves is because the player is forced into the PlayerWerewolfFaction upon transformation. Anyone in the PlayerWerewolfFaction are considered enemies with anyone who is part of crime factions AKA any npc that will give you a bounty if you assault them. the thief itself is set to unaggressive, meaning that it won't attack enemies no matter what they are (unless the enemy attacks first). it's also factionless, which means it doesn't have a problem with anyone anyways. the reason why the thief attacks the player is because the game tells him to via script, which is a pretty bad problem because I think you can actually yield the thief and he just walks away not giving a shit (this happens with a lot of other radiant npcs too, such as the npc that calls you a milk drinker, or the skooma dealer.) to solve this you just need to create a faction that's enemies with the PlayerWerewolfFaction and give that faction to npcs that would realistically attack/flee from the player as a werewolve on sight. this would also be a huge benefit to modders because it doesn't mean having to create your own faction that does this
[QUOTE=The Jack;51649073]Of course, high elves make shit infantry and are weak to elements[/QUOTE] On this specifically. It's not like magic dmg = environmental dmg, but how would high elves be able to assault Skyrim or Hammerfell if their armies wouldn't be able to deal with the extreme cold/heat? A desert war with people who are really good at being in deserts would make their frontline really weak, and mages can't exactly cast shit when they're getting ganked by angry scimitar wielding desert people. Similarly, when going to Skyrim, if Dominion war tactics depend primarily on demoralizing the enemies, how are they gonna demoralize the most foolhardy warrior race in the game? I'm kinda reaching, but these garbage elves must be stopped. We need Pelinalgramor or something
[QUOTE=Ganerumo;51647666]I'm fucking sorry I must have misread you [img]http://i.imgur.com/cKcViu9.png[/img][/QUOTE] Considering how much Pelinal hate elves, there must be some things beyond human ken that backs up his reasons. After all he's one of the Ada' , so he must knew things that normal human doesn't. For humans, elf is just another race, just like how chinese is for the norwegian. But for the Ada' elves are proabably some kind of alien/abomination that does not belong in Mundus for some reason.
[QUOTE=hakimhakim;51650850]Considering how much Pelinal hate elves, there must be some things beyond human ken that backs up his reasons. After all he's one of the Ada' , so he must knew things that normal human doesn't. For humans, elf is just another race, just like how chinese is for the norwegian. But for the Ada' elves are proabably some kind of alien/abomination that does not belong in Mundus for some reason.[/QUOTE] Actually Pelinal is just fucking insane He's a nutso crazy homosexual robot from the future whose brain is programmed to constantly spout "KILL ELVES KILL ELVES KILL ELVES" at him and seemingly has aspects of Akatosh and Lorkhan bickering inside him 24/7 edit: this isn't even out-of-game Kirkbride lore it's [I]very[/I] heavily implied in the written stuff in Knights of the Nine
[QUOTE=_charon;51650865]Actually Pelinal is just fucking insane He's a nutso crazy homosexual robot from the future whose brain is programmed to constantly spout "KILL ELVES KILL ELVES KILL ELVES" at him and seemingly has aspects of Akatosh and Lorkhan bickering inside him 24/7 edit: this isn't even out-of-game Kirkbride lore it's [I]very[/I] heavily implied in the written stuff in Knights of the Nine[/QUOTE] The Liberty Prime of TES
Nah like, for real. Fighting as/against mages would be so much cooler if armour/shields/weapons could defend against it. On one hand, you've got the people of hammerfell deflecting thalmor balls of green fire with their [I]curved swords[/I] like they're fucking jedi or something. He's gonna drop that fireball somewhere around your feet, which way do you turn your shield? On the other hand, you're Trying to work out what's the best way to deal with the guy in ebony. Freeze him, cook him, or remember the conductive properties of ebony. Ah yes, maybe you should try a burden spell...
so how does one convert an old armor to mod work in the special edition? there's one I used to use a lot in regular skyrim, and the creator hasn't been around for a few years. would like to still use it hence why I'm curious
[QUOTE=MrHeadHopper;51650450]On this specifically. It's not like magic dmg = environmental dmg, but how would high elves be able to assault Skyrim or Hammerfell if their armies wouldn't be able to deal with the extreme cold/heat? A desert war with people who are really good at being in deserts would make their frontline really weak, and mages can't exactly cast shit when they're getting ganked by angry scimitar wielding desert people. Similarly, when going to Skyrim, if Dominion war tactics depend primarily on demoralizing the enemies, how are they gonna demoralize the most foolhardy warrior race in the game? I'm kinda reaching, but these garbage elves must be stopped. We need Pelinalgramor or something[/QUOTE] Okay, let's begin a debate I chose the Legion over Stormcloaks because: - the conflict is just increasing the chances of losing Skyrim to the Dominion - they didn't fight the previous war in short I chose the Legion because the Stormcloaks would fuck up the entire war and leave Skyrim and the rest of Tamriel to be ruled by fucking selfish narcisistic elves [editline]11th January 2017[/editline] [QUOTE=hakimhakim;51650850]Considering how much Pelinal hate elves, there must be some things beyond human ken that backs up his reasons. After all he's one of the Ada' , so he must knew things that normal human doesn't. For humans, elf is just another race, just like how chinese is for the norwegian. But for the Ada' elves are proabably some kind of alien/abomination that does not belong in Mundus for some reason.[/QUOTE] Well, the elves (I mean the Dominion races) think they should be gods and everyone should obey their orders... (I don't think Dubmer are included though)
[QUOTE=Ganerumo;51648733]Back in Oblivion I just assumed your character's just bad at bartering in general and comes off as particularly shady when trying to steal stolen goods, so merchants just turn it away. Since it's a game that lets you haggle and that actually lets you sell stolen goods if your skill is high enough, I feel like it's how it was meant to be interpreted to begin with. Skyrim just kind of works on the same logic by default but there's nothing that really conveys that other than the fact it was the case in Oblivion.[/QUOTE] In Morrowind couldn't you steal something and then sell it to pretty much anyone as long as it wasn't the original owner? It made more sense that way, other than the merchants not talking to each other to let them know something got stolen, I guess.
[QUOTE=Ghost101;51653484]In Morrowind couldn't you steal something and then sell it to pretty much anyone as long as it wasn't the original owner? It made more sense that way, other than the merchants not talking to each other to let them know something got stolen, I guess.[/QUOTE] I think in a sandbox RPG like Elder Scrolls (or at least what Elder Scrolls strives to be) crimes like theft should be handled way more intuitively. I mean games like Deus Ex and System Shock were pinnacles of emergent gameplay mechanics, and should be games that Bethesda strives to emulate considering sandbox gameplay is where they seem to be trying to go with Elder Scrolls and Fallout series; that being said, games nearly 20 years old give more consistent flexibility and complexity with world and NPC interactions than a modern AAA title that's entire focus is player freedom. In a perfect Elder Scrolls game, NPCs would be "radiant" enough to not be stolen from as easily as they are in Skyrim or Oblivion to begin with. Oblivion was better about it arguably, since NPCs would hound you far more aggressively whenever you began trespassing, with far more liberal definitions of what was considered suspicious behavior, such as just picking up owned items without putting them in your inventory. In a better Elder Scrolls game, these definitions would be even more liberal and NPCs would be far more suspicious about players in general; would make theft more about stealing things that pique the player's interest rather than players easily stealing a ton of low-value-low-risk items by just being slightly behind a chair. Additionally, the value of the item should play a bigger role in indicating whether the item can be sold to merchants; Morrowind had the right idea, but it could be taken just a bit further. If the player, for instance, steals some expensive ebony short sword from a store-based merchant in some major city like Bruma, there should be some, you know [B]consequences[/B]. The merchant should mention that they've had some expensive items go missing recently, so maybe they have an extra armed guard in the room and so further theft becomes even more challenging. Additionally, you should totally be able to sell that item back to the merchant, but attempted to cash in on the trade should result in the merchant recognizing it and the player getting caught. Trying to sell to other major merchants in other major cities should have a probability of resulting in the same problem depending on the time elapsed or the distance from the origin city; maybe selling that kind of stolen good would be easier in small villages but merchants in those towns would perhaps be nowhere close to being able to afford the total value for the stolen good. This would, in turn, incentivize players to use Thieve's Guild fences without necessarily hard-coding the Thieve's Guild as the only option for selling stolen goods. Importantly, the Thieve's Guild should be far more "picky" when it comes to stolen goods, acting more like a broker or pawn shop than a store, with players selling to the fence for a fractional cost, and then returning after a period of time for the rest of the sum after the item has been resold and the money laundered. Maybe even add some radiant quests that aren't fucking boring Preston quests where players have to deliver their stolen high-value item to a buyer after the Thieve's Guild has notified the player that there is a buyer. Make stealing a bit more work than just abusing dumb AI so fewer players steal, theft is more "thought out" when it does happen, and players will hopefully be less likely to accrue massive fortunes after only a few ingame days; all without necessarily constraining the player or removing their freedom to steal everything in sight. This would hopefully help solve the massive inflation problem Elder Scrolls titles suffer from.
[QUOTE=The Jack;51651895]Nah like, for real. Fighting as/against mages would be so much cooler if armour/shields/weapons could defend against it. On one hand, you've got the people of hammerfell deflecting thalmor balls of green fire with their [I]curved swords[/I] like they're fucking jedi or something. He's gonna drop that fireball somewhere around your feet, which way do you turn your shield? On the other hand, you're Trying to work out what's the best way to deal with the guy in ebony. Freeze him, cook him, or remember the conductive properties of ebony. Ah yes, maybe you should try a burden spell...[/QUOTE] There's a block perk in Skyrim reduces the damage you take when blocking with a shield vs magic dmg. Wildcat adds timed blocking, which hard staggers an enemy if you block an attack within 1 second of raising your block. This is VERY good and should totally be in TESVI, and it'd be neat if you could deflect spells with either a wep/shield if you timed block them. [QUOTE=RockyTV;51652677]Okay, let's begin a debate I chose the Legion over Stormcloaks because: - the conflict is just increasing the chances of losing Skyrim to the Dominion - they didn't fight the previous war in short I chose the Legion because the Stormcloaks would fuck up the entire war and leave Skyrim and the rest of Tamriel to be ruled by fucking selfish narcisistic elves [editline]11th January 2017[/editline] Well, the elves (I mean the Dominion races) think they should be gods and everyone should obey their orders... (I don't think Dubmer are included though)[/QUOTE] They did fight in the war though. Half the reason why Nords are so mad (besides the fact that they're nords) is that they bled just as much as the Imperials and still got thrown under the bus. Either way, I don't think an offensive could ever be launched from a single independent Skyrim, but they're not defenseless. If the Dominion comes, taking Skyrim won't be as easy as taking Cyrodiil. And who's to say an independent Skyrim wouldn't ally with an independent Hammerfell vs. the Dominion? It's just far more interesting if the SCs win. There's a lot more ways Bethesda could go compared to the Legion victory scenario. That, and the Legion managing to pull through on their Thalmor-mandated systematic oppression and destruction of Nords and Nord culture is kind of fucking disgusting.
I thought the thalmore poorly written. How did they win? I know the empire was weakened but... They're the extreme party of a state. Many High elves want nothing to do with them. The Khajiit should be seeking to betray them at every opertunity. (oh, you gave our moon back? who took it anyway?) The Moarmer are to the south of them, a dangerous group. Like, I can see them casting off the empire so they can be proud elves/have more slaves. But reaching as far as skyrim in their demands? No, no.
[video=youtube;9pZ40FL0sj4]https://www.youtube.com/watch?v=9pZ40FL0sj4[/video] quality in mod form [editline]11th January 2017[/editline] [QUOTE=The Jack;51654996]I thought the thalmore poorly written. How did they win? I know the empire was weakened but... They're the extreme party of a state. Many High elves want nothing to do with them. The Khajiit should be seeking to betray them at every opertunity. (oh, you gave our moon back? who took it anyway?) The Moarmer are to the south of them, a dangerous group. Like, I can see them casting off the empire so they can be proud elves/have more slaves. But reaching as far as skyrim in their demands? No, no.[/QUOTE] 1. kinda like how many germans wanted the nazis gone that sure held them back huh 2. khajiit are naturally trusting, for one thing; we see a lot that as a nation they usually just try to get along with everyone but valenwood (also they've been allies before) for another, they seriously have no idea who took them, all they know is that the aldmeri dominion claims to have given them back 3. whatever happened to the maormer last time they invaded left them in no condition to come back, apparently
i find it fucking hilarious that they made him an elf
I want to start a weird run with some an incredibly lore unfriendly PC that'll be some kind of weird satyr thing. Is there any mod at all that adds goat eyes in the game ? Otherwise I'll have to work with orc eyes, which is fine.
Would it be possible to make the 2-handed sword block pose the standard idle pose? I have a mod that fixes the baseball grip, but I think the block pose looks better since it seems like a more realistic guard stance than just the standard "holding my sword off to the side" and since there arent any mods that add actual real-life longsword stances.
[QUOTE=Ganerumo;51656714]I want to start a weird run with some an incredibly lore unfriendly PC that'll be some kind of weird satyr thing. Is there any mod at all that adds goat eyes in the game ? Otherwise I'll have to work with orc eyes, which is fine.[/QUOTE] how dis? [t]https://i.imgur.com/gtt5voz.png[/t] Do you want it? Please provide feedback if you want it changed to your liking.
That's pretty cool, actually. I ended up using orc eyes but I'm not done with making the character yet, so I would appreciate being able to change it to those.
[QUOTE=Ganerumo;51659195]That's pretty cool, actually. I ended up using orc eyes but I'm not done with making the character yet, so I would appreciate being able to change it to those.[/QUOTE] [url]http://www.nexusmods.com/skyrim/mods/81453/?[/url] It's also available for both sexs of all vanilla races. tell me if you want more.
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