The Elder Scrolls Megathread XVII: Paid Mods? Not in My Community.
5,002 replies, posted
The Companions should have been werebears for maximum Viking.
Also their quest should have been not mediocre.
[QUOTE=Lomme;48050444]Y'know, when you think about it, the Companions are really just a [sp]shoddy replacement for the traditional Fighter's Guild questline, fuck them[/sp][/QUOTE]
They should've been an addition to the Fighter's Guild, not a replacement.
Something like you getting a quest dealing with the Silver Hand and then a Companions NPC pops up and says "hey bro u into wolves??" would've been dope. This'd also not butt you into being a werewolf if you wanted to complete the questline and spare you the trouble of curing yourself if you didn't wanna be a dog.
What file in oblivion dictates the glow on enchanted weapons and armor?
In my game, my shock weapons don't have the persistent yellow-blue glow. My armor does glow, but only if I take off a piece, and put it back on. This glow stops whenever I go through a loading screen.
Also, NPCs(and myself) when using invisibility or chameleon become semi-transparent, not the typical clear/watery effect. I feel like a mod(that has since been removed) changed these parameters.
So what file do I have to edit/replace to get the item glow back to normal. It's a minor feature that I've always enjoyed. Thanks!
Eh, I feel the Companions-- like all of Skyrim's factions --could've been a really cool and distinctive replacement for their traditional TES counterpart. I dunno if this'll carry much traction, but something about guilds literally being named "Mage's Guild," "Fighter's Guild," &etc kind of made them feel like they were just dumped out of a bucket or some other unceremonious container.
It's just that basically the entirety of Skyrim feels kind of like Bethesda didn't care about actually finishing the game nearly as much as getting it out by 11/11/11, leaving it full of stuff that seems like it could've been [I]so[/I] cool, but was just kind of meh in the end.
(Getting off-topic, but that's a big part of why I'm so annoyed by the Skyrim modding community's obsession with ultra HD grafex and sooper-sXe waifu material . . . there's comparatively little substantial stuff for Skyrim, given that the total playerbase and modding community is probably [I]still[/I] larger than Oblivion's ever was.)
Does someone have a mirror for creationkit.com? It's been down for a couple days and I need to look up the Papyrus reference
[QUOTE=Lomme;48050444]Y'know, when you think about it, the Companions are really just a [sp]shoddy replacement for the traditional Fighter's Guild questline, fuck them[/sp][/QUOTE]
"Hey we got that guy to beat the shit out of Ysolda, let's [sp]make him a werewolf and the new harbinger"[/sp]
That's the companions questline in a nutshell
Guild quests in skyrim lost so much personality and soul thanks to radiant quests.
[QUOTE=Blooper Reel;48053676]"Hey we got that guy to beat the shit out of Ysolda, let's [sp]make him a werewolf and the new harbinger"[/sp]
That's the companions questline in a nutshell
Guild quests in skyrim lost so much personality and soul thanks to radiant quests.[/QUOTE]
Part of that problem is that Skyrim didn't give you enough radiant quests between major quests to make it seem like you actually contribute to the faction in question, they're all "send him on one, call it a day".
Another part of it is Skyrim was lazy as fuck on the major quests themselves, they were basically radiant quests with actual dialogue written for them.
[QUOTE=Blooper Reel;48053676]"Hey we got that guy to beat the shit out of Ysolda, let's [sp]make him a werewolf and the new harbinger"[/sp]
That's the companions questline in a nutshell
Guild quests in skyrim lost so much personality and soul thanks to radiant quests.[/QUOTE]
Honestly, probably the biggest problem with radiant quests is how similar the vanilla dungeons all are-- generic "Kill the Bandit!" quests would suck a lot less if they meant visiting unique and interesting areas, to say nothing of how the Ancient Nords apparently built their tombs from IKEA prefab.
Well, they ARE nords after all, makes sense.
BILLY Draugr sarcophages are all the craze now.
[QUOTE=wat_am_i_doin;48053308]Eh, I feel the Companions-- like all of Skyrim's factions --could've been a really cool and distinctive replacement for their traditional TES counterpart. I dunno if this'll carry much traction, but something about guilds literally being named "Mage's Guild," "Fighter's Guild," &etc kind of made them feel like they were just dumped out of a bucket or some other unceremonious container.
It's just that basically the entirety of Skyrim feels kind of like Bethesda didn't care about actually finishing the game nearly as much as getting it out by 11/11/11, leaving it full of stuff that seems like it could've been [I]so[/I] cool, but was just kind of meh in the end.
(Getting off-topic, but that's a big part of why I'm so annoyed by the Skyrim modding community's obsession with ultra HD grafex and sooper-sXe waifu material . . . there's comparatively little substantial stuff for Skyrim, given that the total playerbase and modding community is probably [I]still[/I] larger than Oblivion's ever was.)[/QUOTE]
It makes perfect sense, though. Guilds were a very real thing, and if our world had magic and was constantly full of monsters that had to be slain, I can almost guarantee you both a Mages Guild and a Fighters Guild would have popped up.
Meanwhile, after removing the two guilds that make perfect sense, they for some reason decide to keep the Thieves Guild, which makes significantly less sense. Especially since they don't even really have any notion of honor anymore.
and then they make it double stupid by making the thieves guild questline not about thievery but that's an entirely different issue
[QUOTE=Vodkavia;48046996]bruh I'm literally the guild master of everything: try me.[/QUOTE]
My savage pack of Orcs just might just try..
even if just for stealing some food or slaying other random targets, and then limping back to whatever cave my Orcs crawled from.
[QUOTE=elowin;48056185]It makes perfect sense, though. Guilds were a very real thing, and if our world had magic and was constantly full of monsters that had to be slain, I can almost guarantee you both a Mages Guild and a Fighters Guild would have popped up.
Meanwhile, after removing the two guilds that make perfect sense, they for some reason decide to keep the Thieves Guild, which makes significantly less sense. Especially since they don't even really have any notion of honor anymore.
and then they make it double stupid by making the thieves guild questline not about thievery but that's an entirely different issue[/QUOTE]
The theives guild questline in skyrim was Nocturnal's questline in disguise.
The Nocturnal side and thivery side of the thieves guild are pretty much two entirely separate things
There's no indication that the thieve's jobs you can do at any point actually progress towards anything since you don't even need to do them in the first place to progress the main thieve's guild quest
The shoehorning of Nocturnal into the thieves guild quest was so dumb and cringy
It's like you're minding your own business being a lowlife scumbag and suddenly you're batman
[QUOTE=Bat-shit;48056232]My savage pack of Orcs just might just try..
even if just for stealing some food or slaying other random targets, and then limping back to whatever cave my Orcs crawled from.[/QUOTE]
It's always fun to play the underdog races with a follower mod that lets you recruit like 20 of them at a time, specially if you toggle everyone's weird immunity off so you can raid cities.
You guys see that [url=http://www.nexusmods.com/skyrim/mods/3592/?]Skyrim Online mod[/url]? Imagine if something like this was implemented into TESVI, with a second dude playing with you in co-op. The host would be the main character activating all the quests and dialogues while the second player could be similar to a follower NPC from the base game.
I always thought the name "Thieves Guild" was a way of mocking the authorities. It's saying that they have so many connections and members that they may as well be an official part of the Empire.
[QUOTE=_charon;48056854]I always thought the name "Thieves Guild" was a way of mocking the authorities. It's saying that they have so many connections and members that they may as well be an official part of the Empire.[/QUOTE]
It's not the name that's stupid, it's the concept.
[QUOTE=elowin;48057121]It's not the name that's stupid, it's the concept.[/QUOTE]
A group of thieves working together to make bigger heists and push competing thief groups out of business seems fine to me.
[QUOTE=elowin;48057121]It's not the name that's stupid, it's the concept.[/QUOTE]
Makes sense to me. It's basically just organized crime.
[QUOTE=_charon;48057165]A group of thieves working together to make bigger heists and push competing thief groups out of business seems fine to me.[/QUOTE]
that's not really what the thieves guild is at all though?
[editline]26th June 2015[/editline]
[QUOTE=cdr248;48057252]Makes sense to me. It's basically just organized crime.[/QUOTE]
No, it really, really isn't. It's so ridiculously unorganized it's hilarious, and yet they have a straight up safehouse which isn't even that hard to find, where all of them apparently gather. It's so fucking retarded on every level.
[QUOTE=elowin;48057437]that's not really what the thieves guild is at all though?
[editline]26th June 2015[/editline]
No, it really, really isn't. It's so ridiculously unorganized it's hilarious, and yet they have a straight up safehouse which isn't even that hard to find, where all of them apparently gather. It's so fucking retarded on every level.[/QUOTE]
They're allowed to be cocky about it because they have Maven Black-Briar paying off the Jarl to stop the guards from raiding the cistern and arresting them all or some shit like that.
[QUOTE=Lordgeorge16;48057553]They're allowed to be cocky about it because they have Maven Black-Briar paying off the Jarl to stop the guards from raiding the cistern and arresting them all or some shit like that.[/QUOTE]
That would be all well and good, if they were just a local crime syndicate. But they're not.
[QUOTE=elowin;48057437]that's not really what the thieves guild is at all though?
[editline]26th June 2015[/editline]
No, it really, really isn't. It's so ridiculously unorganized it's hilarious, and yet they have a straight up safehouse which isn't even that hard to find, where all of them apparently gather. It's so fucking retarded on every level.[/QUOTE]
You said the concept was dumb, not that Skyrim's execution of it was dumb.
But yes, Skyrim's execution was dumb.
[editline]26th June 2015[/editline]
[QUOTE=elowin;48057564]That would be all well and good, if they were just a local crime syndicate. But they're not.[/QUOTE]
At this point in the story they kind of are just a local crime syndicate. Most of the other chapters were wiped out and with their guildmaster dead, they aren't exactly able to commit to larger operations. Typically the guilds don't even operate outside of their own province.
[QUOTE=elowin;48057564]That would be all well and good, if they were just a local crime syndicate. But they're not.[/QUOTE]
They [I]used[/I] to be a huge crime organization that followed in the Empire's shadow, but then the Great War happened and Cyrodiil, their base of operations, got rekt. They're highly dependent on Imperial influence to beat the competition, so the Empire's defeat means they've been forced into hiding in the bad part of Skyrim. These aren't the master thieves of old, these are just a couple survivors trying to bring back the old days.
Skyrim's execution does suck though yeah.
No, I mean the concept of a Thieves Guild is absolutely retarded. If you look at any kind of organized crime, they certainly don't focus on theft, at least not the sneak in and steal stuff kind of theft. Because why would you. As a thief, being part of a larger organization would only ever harm you, there is no benefit to be had, no reason to gather, and thus they don't.
[QUOTE=elowin;48059241]No, I mean the concept of a Thieves Guild is absolutely retarded. If you look at any kind of organized crime, they certainly don't focus on theft, at least not the sneak in and steal stuff kind of theft. Because why would you. As a thief, being part of a larger organization would only ever harm you, there is no benefit to be had, no reason to gather, and thus they don't.[/QUOTE]
I think it's implied they do things other than steal, isn't it? That's why the work with Maven Black-Briar, and collect those bribes from the people of Riften - that kind of stuff just isn't of interest to the player.
Also it's implied/outright said (i don't remember) in Oblivion that they have connections in the Imperial Guard, which is how they can consistently escape the best security force on the continent, and a damned good reason to join up. I think implications of smuggling have been made too, though the Skyrim Thieves Guild doesn't seem to do that, presumably because they're too small.
Also also there's a cult aspect to it with their relationship with Nocturnal.
[QUOTE=elowin;48059241]No, I mean the concept of a Thieves Guild is absolutely retarded. If you look at any kind of organized crime, they certainly don't focus on theft, at least not the sneak in and steal stuff kind of theft. Because why would you. As a thief, being part of a larger organization would only ever harm you, there is no benefit to be had, no reason to gather, and thus they don't.[/QUOTE]
To organize and make sure the big time thieves aren't being murderous dicks to each other and allow them to band together to make larger heists in a manner that won't make them easily discovered.
It's basically the whole 'honor among thieves' thing taken to an extreme, along with basically just being an agency for big time thieves to find work. Should also be mentioned that the guild also participate in other illegal activities that aren't just breaking and entering.
The Thieves Guild dabbles in highway robbery, extortion, grand theft, and smuggling, not just petty theft. Also, it actually does make sense to join: if you're a member, the guild will help you if you get caught. For the player, this comes in to form of letting you bribe guards to ignore crimes. For in-universe characters, this likely comes in the form of breakouts and/or bribes.
[QUOTE=_charon;48059291]I think it's implied they do things other than steal, isn't it? That's why the work with Maven Black-Briar, and collect those bribes from the people of Riften - that kind of stuff just isn't of interest to the player.
Also it's implied/outright said (i don't remember) in Oblivion that they have connections in the Imperial Guard, which is how they can consistently escape the best security force on the continent, and a damned good reason to join up. I think implications of smuggling have been made too, though the Skyrim Thieves Guild doesn't seem to do that, presumably because they're too small.
Also also there's a cult aspect to it with their relationship with Nocturnal.[/QUOTE]
The Oblivion Thieves Guild kind of sidesteps all my problems with the concept by not really being about practicality at all. The entire Guild is basically set up around establishing a code of honor among thieves, which puts the guild in the good graces of the Empire.
The Skyrim Thieves Guild pretty much threw that whole thing out. They're dishonorable little shits.
[QUOTE=cdr248;48059327]To organize and make sure the big time thieves aren't being murderous dicks to each other and allow them to band together to make larger heists in a manner that won't make them easily discovered.[/QUOTE]
No.
I mean, fuck, if anything, the larger your group is, the easier you're discovered. That's why most organized crime groups work in smaller cells, where each member only knows the leader of their individual cell. Which is clearly not the case for the Skyrim Thieves Guild.
[QUOTE=cdr248;48059327]It's basically the whole 'honor among thieves' thing taken to an extreme, along with basically just being an agency for big time thieves to find work. Should also be mentioned that the guild also participate in other illegal activities that aren't just breaking and entering.[/QUOTE]
Yeah, except they abandoned honor.
As for their other illegal activities, yeah, they do other shit. It's not really clear to what degree, but they're definitely doing some protection rackets. My issue with that is, at that point you're not even a Thieves Guild anymore. And yet they not only call themselves the Thieves Guild, but actively try to be one.
It would have made more sense as just being some large gang.
[QUOTE=elowin;48059450]The Oblivion Thieves Guild kind of sidesteps all my problems with the concept by not really being about practicality at all. The entire Guild is basically set up around establishing a code of honor among thieves, which puts the guild in the good graces of the Empire.
The Skyrim Thieves Guild pretty much threw that whole thing out. They're dishonorable little shits.
No.
I mean, fuck, if anything, the larger your group is, the easier you're discovered. That's why most organized crime groups work in smaller cells, where each member only knows the leader of their individual cell. Which is clearly not the case for the Skyrim Thieves Guild.
Yeah, except they abandoned honor.
As for their other illegal activities, yeah, they do other shit. It's not really clear to what degree, but they're definitely doing some protection rackets. My issue with that is, at that point you're not even a Thieves Guild anymore. And yet they not only call themselves the Thieves Guild, but actively try to be one.
It would have made more sense as just being some large gang.[/QUOTE]
What your missing is that the Skyrim Thieves Guild is fundamentally different from what they were in Oblivion. They're not a mob of master thieves, lapping up the Empire's corruption; they're a couple of ragtag survivors hiding out in a slum in a war-torn province, whose luck has literally run out since the Skeleton Key was stolen. They're a bunch of hangers-on to a glorious legacy.
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