You picked a lock right in front of the guard captain so you were kind of asking for it :p
[QUOTE=Vehk;47733588]You picked a lock right in front of the guard captain so you were kind of asking for it :p[/QUOTE]
Actually he went into an area that was considered trespassing and instantly got a 5 gold fine.
I've had it happen to me before :C
Basically lex was just standing directly at the top of the trap door, presumably pacing around his room at 1:00 in the morning
that fuckin resolution
I'm gonna randomly chime in on morrowind's combat, and why I think it's actually good.
With how undetailed it is (swing sword, miss sound plays, other guy swings sword, hit sound, you fall over dead) you can fill in the details of the combat with your own imagination. That example becomes you slash your sword, the guy jumps forward and to the right, landing to your left, and stabs you in the kidneys while you try to regain your balance.
Skyrim and Oblivion's combat is in a lot of ways the same, with you and your enemy swinging wiffle bats at one another and never even flinching as you get shanked in the scrotum with god's toothpick,
but they have better sound design and visuals, along with scrapping the missing mechanic. While objectively that makes the combat "better" (still unfun imo but then so was morrowind's), it draws attention to the remaining lacking aspect; that it doesn't at all look like actual combat. You might as well be directly attacking each other's health bars.
What I'm trying to say is Morrowind's combat is comparably so nondetailed you can fill it in with your own imagination and make a far better scenario out of the fight. Runs parallel with the whole concept of roleplaying as a whole, as well.
tl;dr: Agent 47 is an asshole who overthinks shit that doesnt matter
Hard to use your imagination when you are literally watching your sword hit this dude in the face only to have it miss all whilst he doesn't move a single muscle. If anything I just try to imagine two dudes standing completely still in front of each other swinging their swords until one just falls over dead.
I'm thinking of playing Morrowind again, and I know it's a tired old topic, but I could use some mod recommendations. Outside of the usual MGE/Tamriel Rebuilt, that is.
[editline]banan[/editline]
I've basically only ever played the game vanilla, so literally anything.
just spent ~4 hours trying to solve a problem that could've been solved in 4 minutes if I had a little creativity
[QUOTE=Agent 47;47733857]What I'm trying to say is Morrowind's combat is comparably so nondetailed you can fill it in with your own imagination and make a far better scenario out of the fight. Runs parallel with the whole [I]concept of roleplaying[/I] as a whole, as well.
[/QUOTE]
This is why I think it's hard to compare Oblivion, Morrowind, and Skyrim
Morrowind feels by no means an Action RPG. It feels like an RPG: No actual major player interaction in the battle, just to cast a spell, use a potion, or attack with a weapon. The drawback however, is that morrowind has realtime combat and you as the player can move around and exploit the environment to your advantage, I.E. jump on a rock and used ranged weapons.
And by the end of the game where you're level 60 and you have the best long blade skill and the daedric katana, enemies still take on average 5-7 hits to kill with fully charged attacks.
Oblivion started teetering on that RPG to action RPG whenever you could actually control your blocks which stagger enemies, and have power attacks that were complex enough to have different effects on the opponent based on which direction you swung in.
Don't forget the fact that you still can use the environment to your advantage. But the numbers of you and your opponents still matter heavily on the outcome (until you get to endgame and the enemies became damage sponges again)
In Skyrim, now that the block bash is available, you can pretty much chug stamina potions and beat any enemy from any level if you have the patience and the potions for it, making the game a lot easier.
[editline]15th May 2015[/editline]
[QUOTE=ROFLBURGER;47733923]just spent ~4 hours trying to solve a problem that could've been solved in 4 minutes if I had a little creativity[/QUOTE]
Details please. This sounds interesting.
I had no idea Verulus had unique dialogue if you kill everyone at the "feast". Being a hero-type feels good, man. :p
[QUOTE=Pretty Obscure;47733917]I'm thinking of playing Morrowind again, and I know it's a tired old topic, but I could use some mod recommendations. Outside of the usual MGE/Tamriel Rebuilt, that is.
[editline]banan[/editline]
I've basically only ever played the game vanilla, so literally anything.[/QUOTE]
abot's boats adds realtime boat travel, compatible with TR, it's pretty cool imo
[QUOTE=Sharker;47733891]Hard to use your imagination when you are literally watching your sword hit this dude in the face only to have it miss all whilst he doesn't move a single muscle. If anything I just try to imagine two dudes standing completely still in front of each other swinging their swords until one just falls over dead.[/QUOTE]
You know how the game itself is really only a representation of what happens in the universe, like the imperial city doesn't actually have 23 residents, it has thousands or tens of thousands or whatever?
I guess I just see the combat as the same thing. Yeah, it's just two dingleberries waving their arms around but take this example, "john blocks jack, john critically hits jack for 75, jack dies".
If you see that happen in game it's just awkward people who look like they have a full diaper and one trips, but I see that happen in game and picture john chopping jack's ax in half at the handle midswing, then ramming a dagger up jack's jaw into his brain.
I just think making your own story for yourself is much more rewarding than the game giving everyone the same thing.
[editline]15th May 2015[/editline]
obviously the dev's probably didn't intend for the combat system to be the way I envision it, but that matters far less than the actual game itself and how it turned out imo
[editline]15th May 2015[/editline]
[QUOTE=ClarkWasHere;47733949]This is why I think it's hard to compare Oblivion, Morrowind, and Skyrim
Morrowind feels by no means an Action RPG. It feels like an RPG: No actual major player interaction in the battle, just to cast a spell, use a potion, or attack with a weapon. The drawback however, is that morrowind has realtime combat and you as the player can move around and exploit the environment to your advantage, I.E. jump on a rock and used ranged weapons.
[/QUOTE]
I do agree that maybe morrowind (and daggerfall by extension?) would've come off better combat wise in a turn based or RTS based system, or something else in that vein.
That being said I think daggerfall's combat is legit fun as hell
I would love to see a TES game where there are thousands of NPCs in a city.
[QUOTE=Intoxicated Spy;47734047]I would love to see a TES game where there are thousands of NPCs in a city.[/QUOTE]
Gl with that.
[QUOTE=Vehk;47734053]Gl with that.[/QUOTE]
Hell, if we can get maybe more than fucking 20 npcs in an area without the game freaking out, I bet Bethesda would go "NEXT-GEN NPCs"
[QUOTE=Vehk;47731811]...What? They're making new resources for pretty much everything and re-building Vvardenfell from scratch.
Regardless of your opinion on it, it's a little more than a simple port.[/QUOTE]
Never said it was, but they're also scrapping a ton of things that made Morrowind so cool. The armor system will be Skyrims, so no more different gloves or pauldrons, or pants. I'd rather just play a prettier Morrowind than Skywind in the end.
Iirc, separate armor/clothing bits is another thing they're working on.
The mod is still in like a pre-alpha state so anything can change.
That was the original plan, but in their Faq they state that they'll use the Skyrim armor system.
Honestly Open MW is more promising, its fixing the major issues with the MW engine rather than porting over to another broken engine.
I'm hyped for both. Skywind cause it's having a lot of effort put into it, and OpenMW cause new engine.
[QUOTE=Vehk;47733980]I had no idea Verulus had unique dialogue if you kill everyone at the "feast". Being a hero-type feels good, man. :p[/QUOTE]
The Ring of Namira goes really nicely with Imperious's Bosmer Cannibalism, so eating the dead gives you a super strong buff.
[QUOTE=IrishBandit;47734155]The Ring of Namira goes really nicely with Imperious's Bosmer Cannibalism, so eating the dead gives you a super strong buff.[/QUOTE]
Yeah, ineed adds cannibalism stuff for Wood Elves too I think. My next character is going to be Bosmer once I finish my current character.
[editline]sadf[/editline]
As much as I dislike Oblivion, I think I might try and play it again [sp]for about 5 minutes then play something else[/sp].
Turning off the voices might help. We'll see.
[QUOTE=Intoxicated Spy;47734062]Hell, if we can get maybe more than fucking 20 npcs in an area without the game freaking out, I bet Bethesda would go "NEXT-GEN NPCs"[/QUOTE]
The issue from Oblivion and Skyrim is all the NPCs had to be ~unique~ and have their own ~special schedules~ and ~unique life~ when 99.9% of the time you give absolutely no shit and it's still all super generic wake up -> mill around -> go do thing/job -> mill around for lunch or go to pub -> go back to job and mill -> sleep.
Players pay so little attention to it, it's not worth handing over to manual design. It should be an automatically generated system that just needs the single field of where their house is. The rest can be handled by the town (where to get food, converse, work, meet, etc.)
Balmora, to me, still feels about as big as Whiterun. The Imperial City only felt somewhat big because it was cut into many sectors (which helped quite a bit), but was still laughably off-scale. I mean, even in the MQ of Skyrim, you assault your first dragon with [B]four fucking guards and a bootlick elf.[/B] And the guards sound half-asleep through the laughable rally speech anyways.
[QUOTE=Doom14;47734209]And the guards sound half-asleep through the laughable rally speech anyways.[/QUOTE]
You'd probably sound half-asleep too if you were one of the 6 voice actors Bethesda was forcing to voice 300+ characters :v:
[editline]asdf[/editline]
Fallout 3's and Skyrim's use of voice types was a decent step up from Oblivion and Morrowind, definitely, but they [i]really[/i] need to raise bigger voice acting budgets before they finalize their games. Especially if they keep making huge worlds like they have been and [b][i]especially[/i][/b] especially if they start making even bigger worlds.
[QUOTE=Intoxicated Spy;47734062]Hell, if we can get maybe more than fucking 20 npcs in an area without the game freaking out, I bet Bethesda would go "NEXT-GEN NPCs"[/QUOTE]
Can't you have like infinite NPCs with SKSE's memory patch? Infinite until your framerate drops to 0 and becomes unplayable that is.
Just hire the script extender dudes and make them fix FO4 before release or something, sheesh.
[QUOTE=Doom14;47734209]The issue from Oblivion and Skyrim is all the NPCs had to be ~unique~ and have their own ~special schedules~ and ~unique life~ when 99.9% of the time you give absolutely no shit and it's still all super generic wake up -> mill around -> go do thing/job -> mill around for lunch or go to pub -> go back to job and mill -> sleep.
Players pay so little attention to it, it's not worth handing over to manual design. It should be an automatically generated system that just needs the single field of where their house is. The rest can be handled by the town (where to get food, converse, work, meet, etc.)
Balmora, to me, still feels about as big as Whiterun. The Imperial City only felt somewhat big because it was cut into many sectors (which helped quite a bit), but was still laughably off-scale. I mean, even in the MQ of Skyrim, you assault your first dragon with [B]four fucking guards and a bootlick elf.[/B] And the guards sound half-asleep through the laughable rally speech anyways.[/QUOTE]
If you ask me New Vegas did NPC population vastly better even though Obsidian was forced to cut NPCs out for performace/release rush reasons
Not every NPC has to be unique with the same unique line they say every time you chat to them. NV is filled to the brim with nameless nobodies who exist to comment on the goings on of the world and the choices the player has made so far. It actually feels like there's actual weight to your actions and makes it seem like characters care about more than outside whatever little town they've been situated in.
[QUOTE=ClarkWasHere;47733949]Details please. This sounds interesting.[/QUOTE]
I'm trying to get Arexon to run to the Bannered Mare in Whiterun but for whatever reason he refuses to run to that location. I did find a location he's allowed to run to outside of whiterun.
I was trying to debug it. I can attach a script to it when he arrives at the location. I pretty much need him to run outside the current cell and run in the direction to whiterun and that's it.
So I decided to be smart for about a minute and say "why can't I just teleport him to the Bannered Mare after he arrives at the location outside of whiterun"
[editline]15th May 2015[/editline]
also top 10 things I hate about the creation kit
[t]http://i.imgur.com/JQIPul2.png[/t]
searching for commands is such a piece of shit because creation kit results appear on the bottom of the page because of bullshit like this
vivec is supreme
visiting, staying in one canton or another based on your faction choices was such a great way to make the city feel bigger than it is and add to the immersion. by putting all of morrowind's micro-cultures together it made the world feel so layered and interconnected. plus the city is so big and has so many off-the-grid and unique places that it doubled into the actual exploration/dungeon aspects gameplay, literally in some cases. like, vivec's small but unique places like jobasha's bookstore ended up being so full of personality that they developed a cult permanence in the canon. also it being this bizarre cross between a kind of alien vatican city / venice with far eastern affectations was just super unique and captivating.
when MGE came out the first thing i thought of was vivec, and it was honestly a holy shit moment, standing on the top level of the foreign quarter and seeing baar dau suspended over the palace of vivec for the first time.
[t]http://static-4.nexusmods.com/15/mods/101/images/46118-0-1431192837.jpg[/t]
[URL="http://www.nexusmods.com/oblivion/mods/46118/?"]wowowowowowowowow[/URL]
[editline]aas[/editline]
YOU FINALLY DID IT
YOU MANIACS
YOU JUNGLED IT ALL UP
well Cyrodil iirc IS a rainforest.
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