• The Elder Scrolls Megathread XX: Might as well be XXX
    3,795 replies, posted
Have there been any attempts at TES fan games?
[QUOTE=ROFLBURGER;52444993]In some way, usually a very minor way that isn't distracting from the sidequest itself. Like in one quest you could train a bunch of soldiers for the NCR. Yeah it contributes to the main quest but in a very little way as a reward. In another quest you could solve a mystery about the meat being served in a casino. Again, it contributes to the main quest but in a very little way as a reward.[/QUOTE] New Vegas is just a game of side quests, the main quest really is very minimal and just serves to get you to go and explore the different stories. You don't even need to wait for the MQ to get to many of the quest chains and finish them. Most of them really are self contained stories imo I love it and TES 6 should do the same thing
Modding makes it much easier to just do it within the base game not to mention Bethesda would just C&D anything after like 3 years of hard work. edit- directed at Ott
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:snip: what just happened
[QUOTE=1chains1;52445104]My request is the same as it was 5 years ago. Bring back pole weapons/ throwable weapons, spell crafting, individualized attributes such as agility and make the physical combat feel more weighty. ' These are all reasonable requests that should be done.[/QUOTE] You really only need 3 attributes; Strength, Intelligence, Agility. Skyrim had it's own Strength Intelligence Agility (Health, Magicka, Agility) but they made it look like they dumbed it down.
[QUOTE=ROFLBURGER;52446119]You really only need 3 attributes; Strength, Intelligence, Agility. Skyrim had it's own Strength Intelligence Agility (Health, Magicka, Agility) but they made it look like they dumbed it down.[/QUOTE] You also only really need a couple of skills. People joked about how the next TES would just have "combat, stealth and magic" as skills, but even without going that extreme, you could still reduce things to something like: -Weapon Skill -Armor Skill -Offensive Magic Skill -Defensive Magic Skill -Thief Abilities Skill The reason there are more skills is because it lets you make a more nuanced character. It's the same with attributes. You can get by with just Health, Magicka and Stamina (which in terms of equivalency are more like Endurance, Intelligence and Strength/Speed - there's no Agility counterpart), but your characters aren't going to be as interesting as ones which can have variable levels of luck, personality, agility, willpower, etc. In the same way I might be able to point at my Skyrim character and say "I'm a nord warrior who uses light armour and 2handers," I could point at a similar Morrowind character and say "I'm a strong, fast nord warrior who uses medium armour and long blades, but is vulnerable to magic and doesn't get along with people."
[QUOTE=Glent;52446434]You also only really need a couple of skills. People joked about how the next TES would just have "combat, stealth and magic" as skills, but even without going that extreme, you could still reduce things to something like: -Weapon Skill -Armor Skill -Offensive Magic Skill -Defensive Magic Skill -Thief Abilities Skill The reason there are more skills is because it lets you make a more nuanced character. It's the same with attributes. You can get by with just Health, Magicka and Stamina (which in terms of equivalency are more like Endurance, Intelligence and Strength/Speed - there's no Agility counterpart), but your characters aren't going to be as interesting as ones which can have variable levels of luck, personality, agility, willpower, etc. In the same way I might be able to point at my Skyrim character and say "I'm a nord warrior who uses light armour and 2handers," I could point at a similar Morrowind character and say "I'm a strong, fast nord warrior who uses medium armour and long blades, but is vulnerable to magic and doesn't get along with people."[/QUOTE] Well Instead of skills being removed and merged into one I think new/old ones should be added that complement eachother. PerMa sorta does this where One-Handed gives some bonus damage to Two-Handed, and vice versa. It could probably help with skill level ups where like for every 100xp towards one handed you gain 25xp in two handed. You could very well bring back medium armor and have a triad of medium, light, and heavy armor. Could even split destruction spells into elements (Fire, frost, shock). Alteration, restoration, alchemy could be grouped. Turning one handed and two handed into Blade, Blunt, and Piercing and having them complement eachother. Would be pretty cool if archery was split into bow, crossbow, throwing weapons and having them feed off eachother Bring back Mysticism and have it alongside Conjuration and Illusion designed closely together. My whole idea falls apart though when you have leftover skills where you don't know where to place them. Smithing? I guess that could go with armors? Wait... what about weapons? Wait maybe pair it with enchanting, but what about alchemy? Wait, maybe remove mysticism, and replace it with Enchanting in the Mysticism Illusion Conjuration triad. But wait what about Smithing and Alchemy? But what about restoration and alteration? Speech? Uh you could create a mercantile skill to pair it with but what on earth would be the other skill? Illusion? Wait... Illusion is supposed to go with... A hobby of mine is dreaming of working at bethesda and having complete control over character progression.
Personally I'd rather have them make better use the perk trees as kind of secondary skill trees while the main skill value determines broader things. Skyrim already went this way with 1-Handed and 2-Handed, instead of blunt/blade. I feel like this could be extrapolated into some interesting directions. Magic being separate schools works just fine [I]when[/I] there's enough spells in each category an that's not the case in Skyrim. Some schools barely have any spells at all because they absolutely gutted the magic system in that game. Also merge back stealth and pickpocket. Nobody fucking wanted that. The main issue with Skyrim's simplification of skills is that it works on a single-solution basis: the game tries really hard to boil down most obstacles to having [I]one[/I] solution. A good example of this is how unlocking spells were completely removed from the game, for seemingly no reason.
Any morrowind mods that give races all of the vanilla hairstyles?
Been a long time comin' but it finally came for DiscoInferno to get back into this game. With the release of Beyond Skyrim: Bruma I've started plyaing Skyrim again, though I'm going to wait a bit for Bruma to get patched a few times before installing it. In the meantime, I've got a lot of mods to play though, see if any need to be axed if I decided to restart my character and her personal mod list. But the last post of mine that wasn't some sort of quib was aaaages ago so let's get some reintroductions out of the way. [quote][img]http://i.imgur.com/h74alnD.jpg[/img][/quote] This is Sheva, the Khajiiti-raised Redguard. Born of a Hammerfell mercenary and an Elsweyri merchant-turned-noble. Her journey to her mother's homeland via Skyrim was diverted by a misunderstanding with the law. She had her travel supplies and possessions confiscated during her arrest. As she was about to executed as a traitor to an Empire she was not even a citizen of, a dragon interrupted just before the axe was to come down on her neck. In the firey chaos, she escaped the ruined town of Helgen but the dragon's attack prevented her from recovering her gold. Luckily, she found odd jobs and easy mercenary work in Riverwood and Whiterun to get together some gear to continue her journey but she still needed a horse to get to Hammerfell. And that's where we last left off. [quote][img]http://i.imgur.com/c55gtzm.jpg[/img][/quote] But it would take too many chunks of chopped wood to afford a horse, and with too little real battle experience under her belt to join the Companions, Sheva took a carriage headed for the captial of Skyrim. She aimed to both send a letter to her family in Elsweyr and to look for better paying work, that's when she heard of the Bard's College. It was less dangerous than fighting bandits and trolls, and higher paying than farming or woodcutting so she applied. [quote][img]http://i.imgur.com/QDInaKN.jpg[/img] [img]http://i.imgur.com/bjceqLh.jpg[/img] [img]http://i.imgur.com/oVYr8V1.jpg[/img][/quote] Long story short, after being tasked with getting the lost King Olaf's Verse from a crypt, being vastly underleveled, coming back 5 levels later, then making up the missing parts to convince the Jarl that the festival should continue Sheva became a bard and can now play a sweet lute. Really, it was a very tedious dungeon with so many Draugr Scourges that are tough at level 11. Deleveling mods make being able to play the game a chore if there's so few low level areas to be able to grind... But hey, now Sheva can earn some safe gold! First a horse, then to Hammerfell. With the Bard's College so nearby a greenhorn like Sheva needed a more distant audience who wouldn't be able to judge her so harshly, so she headed back, by carriage, to Whiterun. But there Sheva will encounter a new challenge, a riddle her warrior mother was of the sort that spent their lives trying to find the solution to. [quote][img]http://i.imgur.com/7TG4eiq.jpg[/img][/quote]
I would like the ability to become a something powerful but I'd rather it be late midgame before it happens. I never liked being given power or statues at the start of games because it's not as impactful. It's why I really like that you're not the main hero of Oblivion and it's played with that you might be the Nevarine in Morrowind [editline]8th July 2017[/editline] It's why The courier is my favorite FO protagonist because there's nothing really special about them. You're just a random shmuck who becomes one of the most important people in the Mojave. Compare that to 3 or 4 where your dad/son is the key to changing everything in the wasteland from the get go
[QUOTE=ROFLBURGER;52446119]You really only need 3 attributes; Strength, Intelligence, Agility. Skyrim had it's own Strength Intelligence Agility (Health, Magicka, Agility) but they made it look like they dumbed it down.[/QUOTE] They did dumb it down, agility and athletics are straight-up gone. It had Health, Magicka, and [I]Stamina[/I], which only affected how much you could carry, how long you could sprint, and how much you could power attack. I think Skyrim's levelling system is really good, but it's the perks and trees that need to be better. I want a tree that makes me jump/move faster and making unarmed not shit would be nice, too. [editline]a[/editline] Let me be One-Punch Man damn it
[QUOTE=gk99;52447441]They did dumb it down, agility and athletics are straight-up gone. It had Health, Magicka, and [I]Stamina[/I], which only affected how much you could carry, how long you could sprint, and how much you could power attack. I think Skyrim's levelling system is really good, but it's the perks and trees that need to be better. I want a tree that makes me jump/move faster and making unarmed not shit would be nice, too. [editline]a[/editline] Let me be One-Punch Man damn it[/QUOTE] The light armour perk that makes stamina come back faster when in light armour is supposed to be the "speed up" perk, I think. Like, it makes sprinting outside combat less of a waiting game. Heavy armour didn't have an equivilent perk though to make them more distinct
Bring back: Medium armour Most skills from oblivion Spell creation Staff creation Goblin enemies and all the other common enemies Give: Fallout style perks More weapon variety (like SPEARS) What else?
Are my Sheva posts interesting at all? Or at least tolerable? Because if they're just eye-rolling or an inconvenience due to all the pictures then I can stop again.
Why does anyone want medium armor back? There were like three medium sets in Morrowind and none of them were good enough to make a build out of.
[QUOTE=DiscoInferno;52447590]Are my Sheva posts interesting at all? Or at least tolerable? Because if they're just eye-rolling or an inconvenience due to all the pictures then I can stop again.[/QUOTE] Personally I love seeing other people's Skyrim stories, they are always interestingly unique so I'm happy to see more of that.
[QUOTE=DiscoInferno;52447473]The light armour perk that makes stamina come back faster when in light armour is supposed to be the "speed up" perk, I think. Like, it makes sprinting outside combat less of a waiting game. Heavy armour didn't have an equivilent perk though to make them more distinct[/QUOTE] I'm not moving faster, I'm moving the same speed but now that speed is limited because sprinting is a thing. If that was supposed to be the "move faster" perk then they did a fucking terrible job.
[QUOTE=gk99;52448089]I'm not moving faster, I'm moving the same speed but now that speed is limited because sprinting is a thing. If that was supposed to be the "move faster" perk then they did a fucking terrible job.[/QUOTE] Then sprint I guess. I don't know I'm just going based on what I assume. I assumed Bethesda wanted you to sprint when you wanted to go faster rather than walking at sanic speed. Maybe a perk like FNV's travel light where all speed is increase by 35% in light/no armour...
Just a quick Bruma shot during late morning of me trekking to frostcrag spire. They have done a fantastic job with the mod so far, with the only issues being mostly collision based stuff on objects you wouldn't really touch like the side of a mountain etc. [IMG]http://puu.sh/wF2C7/fe9e1b0ecd.jpg[/IMG]
[QUOTE=1chains1;52448601]Just a quick Bruma shot during late morning of me trekking to frostcrag spire. They have done a fantastic job with the mod so far, with the only issues being mostly collision based stuff on objects you wouldn't really touch like the side of a mountain etc. [IMG]http://puu.sh/wF2C7/fe9e1b0ecd.jpg[/IMG][/QUOTE] Are you a member of the BS Community Discord? Pop in and report them so we can get them fixed, the last 3 weeks leading up to the launch I was going through doing heaps of tiny mesh fixes like collisions. Although, they [i]might[/i] be related to vanilla meshes having bad collision too (at some points there's really scaled up rock meshes and that can mess with the collision a little and bring out how bad the vanilla collisions are) Thank you for the kind words on the mod though and hope you continue to enjoy it :)
[QUOTE=DiscoInferno;52448584]Then sprint I guess. I don't know I'm just going based on what I assume. I assumed Bethesda wanted you to sprint when you wanted to go faster rather than walking at sanic speed. Maybe a perk like FNV's travel light where all speed is increase by 35% in light/no armour...[/QUOTE] But I don't want my speed to increase in only a certain type of armor by a certain amount, I want my speed and jump height, like everything else in the game, to increase as I use it. I don't care if there's a percentage-based "you lose this much speed in heavy armor" modifier or something, but I want the interactivity that Oblivion and Morrowind had.
[QUOTE=Lord Hayden;52448792]Are you a member of the BS Community Discord? Pop in and report them so we can get them fixed, the last 3 weeks leading up to the launch I was going through doing heaps of tiny mesh fixes like collisions. Although, they [i]might[/i] be related to vanilla meshes having bad collision too (at some points there's really scaled up rock meshes and that can mess with the collision a little and bring out how bad the vanilla collisions are) Thank you for the kind words on the mod though and hope you continue to enjoy it :)[/QUOTE] One of the biggest ones is in Castle Bruma in the lords manor area, when you first walk in the stairway walls can be walked through, used it to lose the guard after stealing a bunch of their shit.
[QUOTE=1chains1;52448935]One of the biggest ones is in Castle Bruma in the lords manor area, when you first walk in the stairway walls can be walked through, used it to lose the guard after stealing a bunch of their shit.[/QUOTE] We'll get right on it, thank you!
[QUOTE=Lord Hayden;52448792]Are you a member of the BS Community Discord? Pop in and report them so we can get them fixed, the last 3 weeks leading up to the launch I was going through doing heaps of tiny mesh fixes like collisions. Although, they [I]might[/I] be related to vanilla meshes having bad collision too (at some points there's really scaled up rock meshes and that can mess with the collision a little and bring out how bad the vanilla collisions are) Thank you for the kind words on the mod though and hope you continue to enjoy it :)[/QUOTE] Most of them were just encountered while "mountain climbing" so just hopping with my face mashed against mountain sides so its to be somewhat expected. The biggest offender is in Castle Bruma in the Lords Manor area, the grand staircase when you first enter has a wall that you can walk through into a little area that you can stand. I used it to lose the guards after looting the area dry. edit - wtf it didnt show the earlier post. nvm dumb duplicate post.
[QUOTE=_Maverick_;52447528]Give: Fallout style perks[/QUOTE] What do you mean by this? Fallout 4 had one of the worst perk systems I've seen in terms of unlocking perks (attributes and level instead of skill) and perk choice (arbtrary "semi-automatic pistols deal x more damage" while there's another arbitrary "automatic pistols deal x more damage.")
[QUOTE=gk99;52448823]But I don't want my speed to increase in only a certain type of armor by a certain amount, I want my speed and jump height, like everything else in the game, to increase as I use it. I don't care if there's a percentage-based "you lose this much speed in heavy armor" modifier or something, but I want the interactivity that Oblivion and Morrowind had.[/QUOTE] I prefer the "realism" the current running and jump height have. It cuts out the 'hop everywhere' grind of Morrowind and Oblivion and allows for better animations.
[QUOTE=DiscoInferno;52448954]I prefer the "realism" the current running and jump height have. It cuts out the 'hop everywhere' grind of Morrowind and Oblivion and allows for better animations.[/QUOTE] I still hop everywhere, I have that better jumping mod installed that allows sprint jumping. So I will sprint and jump since during the jumps you regen stamina you can move at a very quick pace with it. Not to mention if you specialize in alteration you can cover a good half of the map in a few hours just by doing that + any weakening of gravity + time slowing.
[QUOTE=DiscoInferno;52448954]I prefer the "realism" the current running and jump height have.[/quote] And I prefer the videogaminess of being able to move at a quick speed without having to cheat or down 7 Skoomas. Fast travel teleporting is boring and so is moving across the landscape slowly. [quote]It cuts out the 'hop everywhere' grind of Morrowind and Oblivion[/quote] So does your movement preference. To get the desired effect you can just not "hop everywhere." Personally, I like being rewarded for what I'm already doing because on-foot travel is boring and I already spend my time jumping everywhere. [quote]and allows for better animations.[/QUOTE] Unless you play in thirdperson I fail to see why you consider this worth limiting RPG elements for.
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