#elder-scrolls-general-chat
1 messages · Page 54 of 1
No, i can't, because that's how i game. When i train in a game, i expect to do something. When i go to the Adventurer's guilt to train with Rakeesh, i expect to FIGHT him
I don't expect a lazy fade to black and a number increase
And that's what im saying.
No, i want applicatopn requirements
I don't want some lazy number check on a character sheet. I want to be given something to do that puts that number into practice
I want a practical, real test
And i still don't agree. Because those skill requirements are artificial, clunky, and ultimately restrictive
What if I've got a rich, sneaky son of a crime boss who wants to take over the mages guild by relying on clever enchanted items to fake magical skill?
Sorry, can't do that character hecause the spreadsheet says so
It's basically the whole schtick of one of the current mage organizations. Can't remember if its the College of Whispers or tue Synod, but one of them basicslly fakes power through artifacts.
Im not talking modified here.
Im talking 'sneaking a ring of Fireball into your Fireball test'
Because no NPC is going to know your Skill Level. That's an arbitrary number which, in all honesty, shouldn't do much of anything.
On Use enchantments are very much a part of the setting
Because, it doesn't make any sense
Guard Reactions are jarring and intrusive as it is. How does sone random guard know im sneaky? The whole POINT of being a thief is to bot be noticed as a thief
The idea of omnicient NPCs who can intuit everything about yoh and your abilities is just terrible
Neither do i. I just think Morrowind style requiremets are a terrible way to go about it
Active challenges with conditions are vastly superipr
Hardly. You just have to be clever about it.
Like, 'Complete X puzzle in 5:00 without drinking potions'. Where competion requires the use of particular spells. The time limit and the intended spells serve to gate Magicka requirements, and the lack of potions means you have to be able to cast spells at the intended level consistently with minimal down time to pass.
But this also leaves enough open that a crafty or sneaky player may find some way to cheat the exam. And they shouldn't be prevented from doing so, and in fact should be engaged in it.
Having the necessary spells, and the Perks to efficiently execute the course in the alloted time.
You could be highly proficient and skilled. Or you could just have a huge pool of magicka to rely on to brute force it. Or you could sak in magical tools to fake it.
Sure, I'd usually rather be that character too. But that not how any world actually works.
People are going to find different solutions, approaches, and even ways to cheat a test, and they shouldn't be strictly locked out of those. Because that's not how tests work
No, its not cheating.
Look at the Kobayashi Maru test in Star Trek. The test serves a specific purpose, to present officers with a no-win situation.
There are many different reactions to the test, from resignation to anger to resolute determination. Some officers try diplomacy, some try agression, some try subterfuge
Its the SAME test, but different officers approach it in different ways. Kirk even gets sneaky and manages to change the parameters so he CAN win, because he refuses to accept no-win scenarios.
Presenting checks which only have ONE means forward isn't engaging. Its not a platform for character identities, or worldbuilding, or interaction.
Brute force is a skill
In the context of how RPGs handle things, it is. But that's getting into abstracts which is a whole other discussion.
My point is, Morrowind numerical skill gating is too limited. It doesn't allow for creative or unique characters, or clever ideas and worldbuilding. It imposes a strict, numerical value to being a Mage, and prevents you from exploring Mages.
Its robotic and artificial, nkt natural and integrated into the world.
Becsuse they can. That doesn't mean it should be EASY
But flat out prohibiting them is an artificial, unimmersive roadblock
In the game, it SHOULD be allowed. But it should be difficult
Agreed. And that punishment, or at least failure, needs tk be there
If your Sneak isn't good enough to smuggle your Enchanted jtems into test, and you can't complete it in time, you should fail.
Worse, if yoh get CAUGHT cheating, you should be demoted and get an increase on those Sneak checks moving forwars
Because if you get caugbt, they're going to check you more closely next time. So you need to be even sneakier.
And none. If you cheat and pass, you pass. But whose to say what the next test will be, and how you're going tk cheat that.
The thing about cheating is, it starts off easy, but by the end can be even harder than just doing the work properly.
The difficulty of the sneak checks goes up because they're watching you.
Depending on the specifics of the test, you could fit some in.
Well... you can have the chance of being caught (based on stealth/awareness, and whether there are any ways to hide useful items), and being caught cheating is a fail in most cases.
Some tests might not have it as a fail if the idea is to test your competency and flexibility, and how well prepared you are. Hell, some "mage" tests might even allow for murdering the test subject to death with a weapon rather than "wasting" magicka on them, because it's a wise husbanding of resources.
Bear in mind, of course, that when it comes to design philosophy, i think these games are best when they present you with a goal, and tools, and just let you find a solition. So long as the goal is completed, thats all that matters.
Adding in some conditions tk twist the formula or make things interesting is fine, but when you start presenting situations which can only ever be completed in a single way, you're giving up the biggest strength of these sorts of games
The consequence could be having the lie run away with its self
For a conjuration exam - summon me this creature that you can only learn the summon spell from this tablet; and the base cost is 300 magicka - it could be completed in several ways. Get your magicka to 300. Learn a perk to halve - or even quarter - the cost. Wear enough + magicka or reduce cost items to get the cost down to castable.
None of these are exactly cheating.
"Pay the examiner 3000 gold to sign to say you've done it" would be.
So would using charm spells to get them to sign off without you actually doing the test.
And the latter could come back to bite you, if you suddenly find yourself on your last test with a Dremora who can't be bribed.
The Charm spells could also be Assault, if he remembers it
Which opens up a whole other avenue for consequences
Ultimately, every situation you present should make the player think 'How do i approach this' in some capacity. Ideally, you wakt them to think 'How does my character approach this'
One thing I would like to see : Not being able to rise to the leadership of a guild after about 5 adventures, one assassination, and about 2 weeks of dungeoneering and travel.
I'd settle for not becoming leader. But I was more referring to the perennial arc that seems to happen in all the ES games.
Maybe you can rise to Archmage if you can demonstrate Mastery of all the Schools, plus Enchanting, and there's a vacancy. But it needs to be more than just "whooops, someone killed the Archmage and you've done a short series of quests whilst demonstrating the ability to charm your way past the gate guard, and refused to cast the spell required for the introductory class...
I think you should be able to become the leader. But i also think there is room for some really engaging mechanics for being a faction leader
That said, i don't think it should be a natural product of interactinf with that factjon. You should have to actively choose to engage with that story.
If you just want tk go into the Fighters guild, pick up a job, and get paid, you should have that option as well.
Becoming the Leader is part of a story. But the Faction should be more than just that story
Two separate stories?
Join the guild, do the guild quest line, all that jazz.
When you've completed the guild quest line (aside from recurring radiant quests) there could then be a "take over the guild" storyline if you really wanted to go down that route.
As an example, when you join the Fighters Guild, you start as a Hireling. You're a new hire with no real faith, and not trusted to do big jobs yet.
After 5 jobs, you get brough on as a Rookie. No test needed, but you're now considered competent enough to be trusted with actual work. 5 jobs later, you get your first test: defeat a Merc in single combat to prove you're capable of handling tougher challenges. Complete it and you are awarded the rank of Merc.
5 quests later, you get the option to apply for a Brother position. This is entirely elective. You can stay a Merc and jjst get radiant quests to make cash, or you can 'Go Career'. If you do, you uave to get convince a current Brother to sponsor you, and then pass a challenge to show you're capable of tougher contracts.
Once you acheive the rank of Brother, the Story Quests open up for you. This allows you to do more than work for the Guild, and become an active member of its internal workings. As you progress up the ranks, its story unfolds. The goal bere is to focus on building relationships as well as skills, so when the end comes the leadership feels more earned.
As for how to feel like a leader and still have it be fun... well, that's going to depend on the guild, but it could involve you setting the broad direction for the guild and leaving fine details in the hands of your underlings whilst you go on "research" missions with some of the juniors from the guild (named followers) - these could parallel available missions from the "just join the guild" plotline, but you get the choice of quests rather than being given a random one?
Or, you can stay a Merc and just pick up contracts for work.
The reason i say that Leadership should still be a reward at the end of the story is because there is a lot of gameplay potential in that role. Sending Guild members out on contracts, decorating the Guild halls, social quests to secure new patrons and contracts for your underlings.
There's a lot of engagement and flavour for the leadership position that hasn't been tapped. But which Fallout 4 starts to poke around with
So the main guild storyline leads to you becoming a "brother" in Lachdonin's example.
After that there's maybe a different "become leader" storyline worked in there that's more politics than guild business.
Yeah
Which in turn allows you to open up a 'Settlement Like' system
That gets into some awkward storytelling options, but it could be done.
So... don't play the storyline you don't want to do?
Like if you don't want to do the thief guild questline don't do it.
It's a separate storyline to become leader in that case, not an extension of the guild storyline.
Could be as simple as having the 2nd say something like "Well, if you don't want it, we'll figure something out ill talk to the other Generals and one of us will habe to step up".
And just, yoh know... ndver actually resolving it
It'd be like having the College in Skyrim have the option to make Tofdir Archmage. Easy enough fix.
I want the OPTION.
I almost never choose that option, but it should be there
Yeah, i think that's doable. Again, could be as simple as the 2nd in line saying "Ill take over until we find someone better"
You might lose out on a little content that's basically "go get the guild a patron" - or the quest might be written so there are two starts and two finishes, and you're still doing the same quests, just that you can do it as the leader or on the orders of the leader.
Which also leaves room for you to come back later and take the leadership if you decide
As much as i hate oblivion, i can see Orrin being like "Oh thank Azura, if i had to go to one more court party to try and smooze with Nobles, i was going to kill someone".
"Guild Master, we one of the Jarls to sponsor our trade route. Can you go and talk to them and see who is willing to sponsor us?"
or
"Brother XXX. Go to Jarl Balgruf, and take him this letter. if he has any questions about sponsoring us, answer them as best you can."
Nah, no hard restrictions like that. Its like Fast Travel, imposing restrictions for the sake of them isn't something i like.
If someone wants to just play the game, they can play the game.
Not necessarily.
You could be Thief Guild and Dark Brotherhood leader at the same time.
Hell, you could probably combine either with a legitimate guild.
No, it doesn't. But not everyone roleplays.
Because some people are playing it more in the lines of "assassination simulator 2011"
Or they're completionist, and want to do everything on the same character rather than restarting and having to do the boring leg work and main quest to get re-established so they can do a different guild storyline.
And I don't see why becoming Listener for the DB should necessarily cut you out of leading another guild.
To an extent, sure. But blocking out totally unrelated options just because isn't something i support
Picking the Stormcloaks or the Imperials is one thing
But its not like the College and Companions are at war
No, but it's secret.
No one should know you're a member - or the leader - unless they're also in there.
Yeah, membership in the Brotherhood or Thieves Guild isn't exactly going to be known
Imagine how stupid it would be to be blocked from taking leadership of the College because you're also leading a group that no-one knows you're a member of.
Look at all the Comma Tong members in Morrowind's Fighters Guild
morrowinds fighters guild will actually set you against members of the thieves guild at some points
so if youre thieves guild as well, you might get expelled if you do that quest
i quite like that actually
Perhaps there are consequences to trying to run both, since you've not really got enough time to do both; but that's a gameplay consequence that could stop you doing both effectively, rather than being a hard coded, arbitrary limit.
this is good because its not just: "youre thieves guild so you cant join the fighters guild"
but youve actually got to juggle your priorities or try and find a way back into the thieves guild after
What might be interesting would be that as leader of both thieves and fighters guilds, you'd know which merchants have contracts with the fighters, so you could direct your thieves to other targets.... thus persuading them that they should either pay the thieves protection money, or hire your fighters as mercenary guards.
Maybe stage some incidents where the fighters "disturb" thieves in the action, and you can "recommend" help. 😄
That's the best of it. As far as the fighters are concerned, it's entirely legitimate.
i like the idea that being part of one guild should make it more difficult to be a part of another, i dont think it should ever be a solid block though
Think mafia boss who has his hooks into a legitimate security firm, and can recommend them jobs, and knows who has hired them.
slowly corrupting the fighters guild sounds like an amazing thing to roleplay
Why is it believable that being leader of a secret organisation (the Brotherhood, the Thieves' Guild) would stop you leading a legitimate one?
Or that being the leader of multuple legitimate organizations is impossible?
That is different, and can be handled by soft interactions,
i agree that there should be conflict, but that shouldnt be a hard cap
Yeah. Create that conflict, and let players see what they can manage
They screw it up
^^
Then let them.
If they manage to get two guilds crippled by mismanaging them, then that's their problem.
screwing up a conflict should absolutely have consequences
there should be ways to not screw up though
Like just saying no to conflicting contracts.
If you screw up, you could lose the services of the guilds you've affected.
No trainers.
For the mages, no guaranteed access to spells any more, just whatever happens to turn up in vendors or as loot.
For the fighters, perhaps that means that merchants don't have guards any more, or prices go up because they can't hire at guild rates, but have to negotiate themselves.
Yeah
If you manage to kill the thieves guild, perhaps there aren't any fences any more.
You then need to put in even MORE work to try and repair the damage you've done.
Or, yes. If you really, REALY screw up, you should be kicked out and unable to rejoin
Sorta like that murder thing, and only getting one second chance
If you screw up that badly, you might effectively kill the guild in the city - or even province.
Which is, in its self, a fun gameplay option
realistically though what were describing is probably pretty hard to implement into the game
as cool as it would be
Depends on othe systems
Now, if it's the Brotherhood, you might not mind - but you've probably done it deliberately (like going to the Penitatus Oculatus over the Brotherhood) if you've done that. 😄
If you have the Trade and Economy system ive talked about before, a lot of this could be integrated into it
I saw a mod that basically had any loot you sell get redistributed to members of the same factions as the vendors belong to.
So if you sell ebony armour and weapons to the Imperial aligned smiths, named (and even some not-named) Imperials might be wearing it next time you meet them. It goes for unique items too apparently.
Just try not to sell to anyone with bandit sympathies, or some of the bandit dungeons could get a lot harder...
Yeeah. And a lot of the management side of it already exists in Fallout 4
So, all of this should definitely be doable
I didn't get the mod in the end because I didn't want to have to go to the effort of identifying what factions everyone belongs to, and unfortunately I don't think I saved it.
Let me just have a poke at Nexus
Damn it. It was this mod, but for SSE. https://www.nexusmods.com/skyrim/mods/101588?tab=description
But it doesn't seem to be up for SSE anymore. Instead there's a "lead your faction" mod has taken its place.
( https://www.nexusmods.com/skyrimspecialedition/mods/32997 )
But it doesn't look like it does any of what it used to do.
Oh wait. Faction Economy is hiding in the old files version of the SSE mod I linked there. @dim reef So you could get it from there and try it out.
For those who do wind up having their characters assuming the leadership of all possible guilds/factions, I keep wishing Bethesda would let the political leaders in the game see that as a threat to their power -- I mean, who the heck is this rando who, within the span of a few months, has somehow taken control of all the non-governmental organizations? I'd love to see Bethesda do something with the storytelling and gameplay opportunities in that situation.
That could also be fun.
At the same time, you have to be careful, because... well, ive said my piece abouf History changing events and alternate endings severak times recently, no need to drag that horse out and beat it again
Settlement mode with some broader features could be a great way for that. Perhaps high rank or becoming leader unlocks things like guild versions of buildables, special buildings, faction settlers? With gameplay effects.
If they make it so buildable objects and other aspects of settlements were dynamic they could be made to match a faction("claim it for Fighter's Guild"). Settlers could become low rank Fighter's Guild members, maybe some kind of ways to get higher rank members. In this way things could become more interesting than simple dice rolls to determine if a settlement defense was successful(if the players didn't defend manually), a well defended settlement could have a 100% chance of defending a bandit attack. Maybe buildings can level up like in TES Blades, maybe you can level more if you advanced in a guild a lot?
Did you ever see LC Build Your Own Noble House?
Start with a shed, and gradually build up to a manor house with guards and a walled mini-village. And all without a settlement framework to base it off of - instead using something based off of Hearthfire.
Plus it opens the door for more things. What if there were unique characters, like not full followers/companions but with some backstory and maybe quests, where you can recruit them to your settlements &/or factions? They could have affinity or dislike for some factions or for being a settler in an unallied settlement. One example could be M'Aiq, though I'd make him the hardesr to to recruit one.
That looks super cool and top priority mod for me next time I'm on Skyrim
One idea that might be interesting would be to be able to add your new HQ as a stop for whatever the traders are in the next game, so that their routes change to take into account the new opportunity.
Or even to sponsor a new trader based out of your HQ.
Exactly. If they have a dynamic building system like Sim Settlements, a plot for that would make a lot of sense. Plus traders/mercantile, healer, training, homes, fortifications, etc
I'll admit I've not got around to building the thing in any playthroughs since adding LOTD, because I don't need the "free" house as much as I used to. 😄
It just would be a huge benefit for the RP aspect, if you were Archmage you could convert a town into Mages Guild to get it looking cool like Oblivion's Arcane University, with mages living in it. Plus another thing to work on and another rabbithole to dive into for the game
If they had like 100 unique people, you could handpick people for your town
If it was an exclusive, you could rebuild the same location, but for whichever one of the guilds/factions you wanted to support. Obviously just the overt ones - the Brotherhood and Thieves probably shouldn't be advertising they've taken over the town. 😛
Same general frame work, but you can get very different looks with mage towers rather than guard towers. Or an Imperial / local faction aesthetic if you go that route.
The unique people could be a bit much, but certainly being able to choose between two or three people for key positions would work well.
Who do you want as your bard, your inkeeper, your smith, your court mage...
With the major engine upgrades perhaps we can have a lot more people in our towns and build up a lot more without impact to performance or stability. Perhaps settlement defense could be more epic than Skyrim civil war battles.
There's probably some lore friendly routes for that. Dark Brotherhood could have a shady noble house connected to them, same for theives guild. Some part of them that's public facing.
Mmm-hm.
I was thinking the 100 unique people might just be a bit overwhelming to interview in game, that's all.
And... sure, to take Skyrim's example, I suppose taking an estate over for the BlackBriars would be sufficient cover for the Thieves.
The unique people could be a bit much, but certainly being able to choose between two or three people for key positions would work well.
Who do you want as your bard, your inkeeper, your smith, your court mage...
Sim Settlements 2 does it, with about 50 of them.
They'd be all out in the world. Or some may just show up at some point, based on different triggers. Like your settlements building up enough or quest related events or player level or guild progress
Then again, if they turn up gradually it might be less overwhelming.
Then you may have to do a quest, or chat a bit or maybe they cool to just join up
You want a bard, you go to talk to the bards' college, and the leader rounds you up two or three candidates.
(After you've impressed him enough, by doing a thing, or fetching a thing, or rescuing his minions...)
Yeah guild people or innkeepers or bartenders could give leads to find them. SS2 has a specific NPC for that.
Perhaps even some guild buddies, there always seemed to be a fair few likable NPCs at each guild in Oblivion
For a smith you might have an established smith with a couple of apprentices, only one of whom can really take over as journeyman at the master's forge - but both are fully skilled and qualified, and one could set up on their own, if only they had a sponsor and somewhere without established competition...
I think it's doable if they work it in properly from the beginning, and especially if they leave the framework accessible for modders.
Exactly, there's so much potential for story and for mods. I would definitely do some, especially since we have xVA Synth
Through all of this the towns/cities can feel alive and can be unique every game.
If we have dynamic building system like Sim Settlements, that will be my primary focus in modding. (to the point of pretty much not buying other games)
Even something as simple as the Hearthfire modular building framework would do well for the building system.
A bunch of pieces that all go together so that, say, the East Tower can take on one of X forms, all of which meet up with the adjacent walls; and any internal buildings go on known plots which conveniently have the doors in the same place as each other for a given site. 😛
That way the roads can be the same in town, and don't really need adjustments between different build variants.
What Cities Skylines, Civilization etc don't have is that you can't walk around in 1st/3rd person perspective, talk to everyone and see it all up close, nor be able to go do dungeons or explore in between things.
A bunch of pieces that all go together so that, say, the East Tower can take on one of X forms, all of which meet up with the adjacent walls; and any internal buildings go on known plots which conveniently have the doors in the same place as each other for a given site. stuck_out_tongue
I can say for sure that the easiest way is just having buildable "zones" that represent an allocated area for it, in a few various sizes. And then foundation pieces, and then perhaps road pieces for connecting them on a "main street".
And yes a framework like FO4's would be all we need, although if it comes with more depth then that will mean a greater level of resource access, if it's partially game/engine features rather than pure scripted logic. If more of it comes stock, then modders will be able to go further and strive for something like Crusader Kings in TES
For Bethesda perhaps a foundation that dynamically creates the other things on top of it may be easiest
I think they've got the logic between FO4 and Hearthfire to do what needs to be done.
Of course, it could be built on a lot, especially if they can make the navmesh capable of altering on the fly in game when you build something.
In Fallout 4 it can, albeit to a limited extent & with only so many NPCs. Yeah the lack of static object based navmesh keeps this stuff from being possible on Skyrim, other than in the limited context of EnableParentMarkers & InitiallyDisabled stuff placed in CK. Which is cool but can't be 100% dynamic.
Full settlements and Sim Settlements style mechanics would be something
Todd could call "Radiant towns/Radiant cities". For Starfield these sort of features are my main hope, alongside vehicles.
The static only navmesh is why I was thinking of a system that keeps the doors in the same places. 😄
I hope I’m not interrupting, but I need something either confirmed or debunked:
Dovah are near-immortal unless they are killed, right? I’m asking because I’m having my Dragonborn character be 111 “this coming summer” for my Dragon Age: The Lost Scrolls fanfiction.
I think Dragonborn have the same general age issues as their parent race.
Actual Dovah are essentially immortal though from what I understand.
I think that the Dragonborn can “inherit” some “timelessness” from his Dovah herritage, though.
Not sure. 🤷 It's the impression I'd got.
So the official answer is “unknown”, right?
You might do best sticking it in the lore channel and waiting to see if anyone picks it up over the next day or so - they might have something with actual backing and references.
Yeah generally the lore beards would be there in #elder-scrolls-lore
I was thinking it's less likely to get lost in there than in here, where conversations will inevitably converse and push everything out of sight.
Oh, word of warning Sephiroth - from what I've been told the LC Citadel mod (Locaster's other main build up your noble house type mod) has bad navmesh issues that stretch almost all the way to the nearest town, and catch the edge of Labyrinthian.
Best to avoid that one from what I understand.
That's actually another issue still needing to be solved. Right now on FO4 it uses "portals" to link navmesh between disconnected areas(outdoors to interior).
There's scripted workarounds but it only works for player & active follower(s). For settlers being moved to an interior cell settlement they get teleported eventually.
Uh oh, but I suppose it isn't surprising. They would have had to navmesh it multiple times and rig things to navcuts and enableparents, navmesh is really troublesome even at the best of times
That's another thing I hope for from the engine upgrades, new navigation system. Along with more than 4 Papyrus threads and more than 64mb script memory limit.
Build Your Noble House seems remarkably well behaved by comparison, although I did have a guard get stuck in a pond.
And these are all things that would make the development team's lives way easier too. After trying mod making I get to see how hard some things are and what a challenge it probably was in the development of the game.
I'm also hoping that whatever they do for ES VI, they learn from the mistakes in Skyrim with regard to mannequins, and somehow make them completely unable to move so that they don't wander off if the scripts don't all fire immediately on cell load. 😄
It'd also be nice if you could give them weapons as well as armour and shields, so that they can stand there looking like fierce, armed warriors.
Bonus points if you can make them look wooden/stone/metal or like one of the player races.
Hopefully there may be another way to do those besides having them be NPCs. A funny but rare bug can result in them walking around
Script lag can cause that
If they're given a unique race (as they have at the moment), but that race is incapable of movement by design rather than being a reskinned clone of a normal race I'd hope it'd do it.
Or indeed they're "permanently paralysed by default", and not paralysed by script.
That works too although they still count as an AI thread I believe. Although may not be an issue if Starfield/TES6 support many more concurrently active NPCs
I'd recommend something like the FO4 display racks, containers with scripting to have it display the items stored
If that works, that works.
It just needs to not wander off and have a party in the basement, that's all.
lol y'all are reminding me of the absolute horror show in the mod I built for OG Skyrim
I had an armor display room, with a mannequin for every armor set
the movement glitch happened once and I'm pretty sure my neighbors heard me shriek
It once took me five minutes to find where one of my mannequins - that was wearing my enchantment/alchemy gear - had wandered off to.
Would be a funny idea for skyrim dungeon, enemy mannequins hidden among normal ones. Maybe mannequins that move only when you're not looking
I hadn't encountered the glitch at all when someone left the first review on my mod about how terrifying it is to have a room a 50 mannequins all turn and look at you
Well, if they're paralysed by default NPCs that'd be easier to do. 😄 Just have a script run on the enemy ones that unparalyses them.
Wasn't that already a thing in Condemned: Criminal Origins?
Maybe. I don't play Skyrim much.
No, Condemned is a wholly seperate game, Pyrocynical did a really good video on it.
Prey have that for the alien you fight
if there's one thing i want from an elder scrolls movie/show it's the answer on how do you carry them bloody ruddy staves on your back >.< they have straps or something, like guns?
One possibility is that there are rings on the staff that you can tie a strap to (doesn't appear to be the case with most ES staves though)
Another is that you use a strap with loops on it that hold to the staff by friction (or self tightening knots that do the same job)
A third, this being a magic setting 😛 is that the staff sticks to you magically as part of the magic of the staff.
Another possibility is that you've got a sling like the ones used to carry a flag on parades, where there's a leather cup at one end that the base of the flagpole/staff sits in, and a buckled/buttoned flap that goes around the shaft further up.
That said it's the same problem with mounting some of the two handed axes and hammers to your back. You need something to attach to the shaft to hold it there, but still make it possible to get it into your hands in a hurry.
yeah, in movies theys just carry two-handed weapons in arms. bah, videogames!
two travelling Blades, one with Dai-Katana (jk)
I have carried a polearm strapped across my back for a distance - using the "flag" method and plenty of padding down my back. It wasn't comfortable, but it was possible, and left my hands free for balance whilst scrambling up steep slopes.
I don't think I could have got it into a combat position quickly if I'd needed to, but that wasn't the point of what I was doing.
In fact, the pole arm was substituting for a flag.
You're forgetting the idea of magnets holding staves to you like the Buster Sword for Cloud Strife
Magnets. Of course.
the staves are obviously enchanted to just stay like that
gosh i hope TES 6 will let to work for Thalmor. damn human ephems need to learn their place
Or let you actually do something to stop them. It's a fantasy game where you can murder death kill nearly everyone and besiege entire cities by yourself, let me waltz across the border and leave a trail of bodies to and from the Somerset Isles instead of "Oh, all the important Thalmor are either unkillable with the blessings of the game devs or outside the country. Now with that out of the way, pick Bootlickers or Illiterates for a civil war that's pointless and actually helps your enemies."
tis why Valenwood would be just perfect for TES 6 <3 liberate our woodland cousins from their savagery and fight cyrodiilic opressors, yes yes
Or freeing the kittypusses from their agreement with the knife ears while uppercutting Sloads with Khajiiti Kung Fu in Elsewyr.
don't be stupid, be a smartie! come and join Thalmor party!
Seriously though, wherever's next I want to use some of those arts like Whispering Fang or Rawlith Khaj.
yup, would be neet to see more foreign cultures present whenever the game is set
And for them to be accurate to lore, like you being wanted for the rest of the game if you mess with the plants in Valenwood or Hammerfell Redguards hiring non Redguards to kill undead and guards actively avoiding fighting summoned undead.
Imagine the fun we can have with plant-based alchemy in Valenwood.
Or having to eat the bodies of the people we kill (Crazy Bosmer)
There is a lot of fun i can ikagine in Valenwood...
IF they play up the fantasy and abandon all the design from ESO
Extremely correct evaluation
Cats don't real in TES
Alfiq does not want to be petted. At least not where others can see.
Tbey are Afliq spies
That only works if there are, (or at least were) housecats.
And of course the sabre cats I've been turning into rugs had better not be assorted Senche spies... 😄
All cat are Khajiit spie
There is. Small cat
(you mean people discovering what you're doing and being out for your blood?)
It would certainly take some reconsideration of the available ingredients, or some clarification as to if it's acceptable to use parts of plants that it wouldn't harm them to take.
...or if we're limited to bits that have already fallen off.
Wait do khajiit baby look like small cat?
So what if spy? Do you tell your cats government secrets while you're rubbing their precious little faces?
They might go through your paperwork or eavesdrop on meetings.
Yes
Baby thumbless paws can't open locked drawers.
It's presumed they're born in a small enough form that they can all be born to Alfiq, and then grow from there.
It is complex
Alfiq are almost all mages, and could know lockbreaking spells and telekenesis.
Give them a collar made from a repurposed Morrowind slave bracer...
Or just get a dog instead. 😄 😄
...no. I will not go and get the fox and dog people mods. I do not need them.
Wait, was Ashes from Fallout 4 an Alfiq? That would explain how simply telling them to go home works on them, which will never work on a real cat...
It is a deep and dangerous rabbit hole.
Very deep and strange. I get the whole realism aspect and not needing to have NPCs tell you "Dogmeat's a guy, trust me I'm an NPC who also knows their name nobody gave it somehow" but beyond that, I don't get giving deer only there for you to shoot for more leather straps for more leather bracers buttholes.
Besides, it gives you a target point.
I... accidentally have that?
I... had that briefly.
But I got rid of that mod list because it was getting silly and getting in the way of actually playing the game.
Which reminds me. I should correct my BodySlide settings before restarting the game.

Too much? Apologies.
Yes, entirely too much
I was going to try to transition that into a broader topic, since fat characters should also exist...
And that's where you're most likely to need that sort of animimation characteristics.
And hair. Hair with some decent movement would be nice
True, fat rolls should roll properly on my terrifying abomination characters. I want Heart from Hokuto Shinken, body so thick most attacks can't go through.
There are plenty of creatures it would apply to as well. Ogres, Ogron, Sload
Also more dismemberment. I want to cave in a guys skull with a warhammer and throw bits of his grey matter at his allies.
So, the same sort of rigging and animation which is used for 'That' had a lot of uses... i just don't think 'That' is particularly useful.
Thats little more complicated. And we do have some really awesome automated rendering systems on the horizon for that
But they're pretty processing intensive
Sadly. Jigglebones have only really seen use in TF2.
I remember watching a demo about a procedural material system which could account for impact force and material density ti automatically simulate breakdown and damage
Super cool system, but running it in the fly in a game? Don't think the processing resources are there yet
I'm hoping for something like that if I ever manage to make that fantasy game. Stats? No, coverage and materials. Doesn't matter how cool looking that spinning strike was, you hit the top of a plate helmet with a sword, it's not doing anything.
Well... that depends how hard you hit the helmet, and how relatively strong you are.
Yeah. And we're getting into the actual software potential for stuff like that. But the resources to run it limits it to situational simulatipn right now
Not gameplay.
You might affect their balance, you might temporarily "stun" them so that their next attack or block is a bit slow or sloppy.
Stun is probably a bit too strong a word.
True, but that metal handle you chose because it looks cool is now vibrating in your hand like the guy's helmet is.
Sure, but the weapon vibrating a bit is expected when hitting someone armoured anyway, and hopefully damps out between the grip and your gauntlets.
Or the next place you hit. 😄
Padding is important, and no games seem to think about that.
Well... It would be a nice thing to see in ES VI.
A padding layer (which functions nicely as armour on its own if needed), and an outer armour layer.
Maybe there could be penalties for wearing outer armour without relevant padding. After all, chain isn't comfortable without some padding, and it tends to shift. Let alone when you get up to plate style armours.
Think about how unsneaky you'd be with plate and such not put against a good gambeson that allows you to tie it into place. Also the heat of bare metal against your flesh in a DESERT.
Or when stood on top of a cold mountain with a bit of a breeze.
Padding can be handled easily with certian clothing having protection bonus
If you wear the proper clothing for a fight, you're going to have a better time of it
But can I get a statue of Skooma Cat?
I love the Alfiq merchants. They're so cute
What do you require of Ezabi, fragrant employer?
I also have the raven merchant and banker chilling in my witch cabin
I have a Redguard Rogue. Who uses a Greatsword.
It's hilarious
The game began to slow down, it starts slowly (black screen), saving loads for a long time, before this was not the case. They can't find a solution. help
Hi, Vi_eX1701! Which game are you referring to?
Skyrim se
Whilst talking about Jackie Chan drunken wizardy combat in Skyrim channel, it occurred to me they don't really have any kung fu unarmed combat. I know they got suplexes, but it would be cool if they expanded on unarmed combat in general instead of just left right punch and cinematic finisher. I know some might associate it with Akavir, but it would be pretty sweet to perform various kung fu moves (especially for my sneak thief build) and different unarmed fighting styles in general like in MMA. Further expanding on that, different weapon styles and movements as well based on the currently selected or studied stance for selected weapon types, bows, magic.
there are several martial arts styles associated with the khajiit
and I have no clue what's that about Methylmethacrylate...
In a practical fighting sense, most Martial Arts aren't actually that good. They're visually stimulating and showy, but lack a lot of functionality that could see you actually win a fight.
And even those that ARE combat focused are... difficult to replicate in first person.
I mean, all martial arts are difficult to replicate in First Person, really.
Question, if i buy a ESO plus sub does i still need to buy the Blackwood DLC? because ESO plus you get all dlc`s right??
So long as your subscription is active, yes
In all likelyhood, when next year's chapter releases, Blackwood will become a DLC and therefore included in ESO+
Martial arts would probably end up being punching that looks different. Some sort of strike or chop with the appropriate animation. Hopefully differing effects
There's actually cool things you could do with it, particularly when you put in stats vs. weak enemies. Have a decent chance of knockdown or even paralysis when your skill is high
Well I meant that too, it's not just for the aesthetic and fitting my character roleplay, but some moves having specfic purpose and where they land like how you can stagger and enemy with a shield bash or power attack or disarming for example
I’ve got a few questions for my Dragon Age: The Lost Scrolls fanfiction. During the meeting with Imshael in Suledin Keep, the Mace of Molag Bal comes to life as a “conduit” for Molag Bal, ordering the Dragonborn to kill Imshael because, and I quote, “this ‘choice spirit’ reminds me too much of my rival Boethiah (did I spell that right?)’. After Imshael is killed, the Mace of Molag Bal is empowered, with Molag declaring, again as I quote, “The Mace of Molag Bal! Restored to its glory of the Second Age! I give its power to the Inquisition. When Corypheus lies broken and bloody at your feet, know that I, the Lord of Domination, will be watching.”
——
My first question is, would Molag Bal order Imshael’s death?
My second question is, what would the Mace’s enchantment be when it was “restored to its glory of the Second Age”?
is there more then just the helm and shoulders for the skyterror dragonslayer armor?? (ESO)
there is https://en.uesp.net/wiki/Online:Elder_Dragon_Hunter_Style, which looks similar, though
Yes, because Bal's expectation is the Dragonborn's obedience.
Likely just a stronger version of it's normal enchantment; Drain.
More likely, it would simply be special moves and nothing more. Of course, this all depends entirely on the sort of combat mechanics at play... But in general, First Person limits just how flashy you want your combat animations to be. It's a trade off for precision and control.
And a whorthwhile one, IMO. Arkham style combat may look flashy, but it's ultimately repetitive counters and very little actual thought or engagement.
It's not all about flashiness.. I didn't even think of that when thinking of unarmed combat. It's like saying they shouldn't have axes because they aren't flashy enough. Nor is it first person only. But while I'm at it, do they even have unarmed-based weapons in Skyrim like they do in Fallout. Again, for my sneak-thief build, maybe a claw to slit throats besides daggers everytime or maybe some kind of warrior fist weapon for a warrior build instead of just a armor fist perk. Like were unarmed weapons ever present in any of the past TES titles or just completely non-existent? Just the generic left right & sometimes cinematic if you know how to trigger them that is.. can't even kick. Barely even notice unarmed combat in the game if at all
Oh, don't get me wrong, i'm not advocating for Flashy. I think Arkham's, and in fact most 3rd person action systems, are all style and no substance. I vastly prefer clean, concise and controllable systems over something that looks impressive.
But more than Jab and Punch, i don't see much functional room for any sort of melee outside of special attacks. Which are their own thing entirely.
Unless you go full on crappy Twirl and Dance combat, and honestly... I've yet to see a game where that felt engaging, or looked anthing other than dumb as eff
Ok, that's not ENTIRELY true... God of War looked good...
Well like a guy said about arrows hitting the head should be different than in the foot, where a hit lands should have impact, but I suppose it's complicated to implement? It always felt weird to me swinging a sword at any part of the body and doing the same damage.
It's less complicated to implement, and more complicated to target. Especially in 3rd person
But your fist is like a sword or anything else, its a weapon. Woukd be cool if you could enchant your fists or feet
At least fallout has vats, but that would be weird to have in TES
Yeah. I think in that regard Doom is the best model to adopt. It has a pretty wide field of targeting for body parts, which it uses for it's Glory Kills
I've been interested in making unarmed combat builds, it's just so stagnant compared to other forms of weaponry where it really could have a lot more potential. And it would be great if you could actually just knock out opponents this way if you choose to do so instead of killing them.
Nor was I too thrilled about the lack of throwing weaponry in Skyrim either.
Throwing is a separate discussion, but i do think there is room to flesh out Unarmed as it's own thing. Or, rather, 'Hand to Hand', as i think it would most reasonably include Fist weapons in it's approach
The crux of how that is approached, however, is going to depend on back combat interactions
Yea, a guild for it would be nice too. Some monk temple studying various unarmed disicplines like the mages college studies magic
I always thought it would be better suited for a brawling system
But then again... I am generally pretty Anti-Monk archetype
I mean I would include brawling in the studies
I like the variety
That's also why I'm into the idea of stances for different combat styles with other forms of weaponry
The problem is, unless you can make those stances and combat styles have meaningful differences, without compromising the control and precision of the whole system, then their variety is only superficial
Like weapons in Morrowind. Sure, you have more Weapon Skills, but every Skill does the exact same thing. All you're doing is investing in visuals, not function
For my characters (builds and roleplay), I think some variation in visuals is good, but yes they could add more depth to them beyond that
Like I could be a redguard, but who has adopted the fighting stance of Nordic culture rather than Redguard for my characters background
I definitely think there are ways to integrate those sorts of ideas, without compromising the overal function of the system
But, it's almost midnight, and i have to be up in 6 hours. Time to sleep. I'll have to get back to this later
I think the system is fine as it is, just adding branching details to it, but goodnight
Kicks can knock down opponents or interrupt attacks as the attacker has to modify their footwork to stay standing, that and those could most likely be aimed so you could sweep a leg for a knockdown or kick them square in the chest to knock them back and interrupt attacks.
I have played with the idea of a Kick as an activatable basic Technique alongside Power Attack. I suppose you could include multiple variations of it too.
Basically, i don't think basic combat should have more than 2 attacks. Thrust and Swing. Clear, controlled attacks with understandable input. No attack patterns, no flashy moves, just clean and precise basic actions.
Tap for Thrust, Hold for Swing.
Then you can layer in Techniques, specific activated abilities that suplement your basic actions. Power Attack, Kick, Whirlwind, Uppercut, etc.
These would be activated using the secondary action inputs, such as the Bumpers on a controller. Tap to use your last Technique, Hold to bring up a Power Wheel and allow you to quickly select another Technique from your loadout
That might be starting to get a bit close to playing a beat em up. I'm already a bit short on buttons...
I don't have bumpers on my mouse...
You mean you don't have a mouse with about 50 extra buttons on the side? Shame on you!
No, but you have Tab, Alt, and Number Keys on your keyboard
While functional on a controller, this sort of psydo-actionbar style of design would be even more versatile on a mouse and keyboard hecause of all the extra input options
I prefer the Dark Souls method of thrusting being the heavy attack, allowing the feather duster technique of prior ES games to still exist.
That never made any sense to me. A thrust is a quick, precise and controllable attack. You're not trying to impale someone on a tree, you're trying to poke them
Even with a spear, a thrust is more about keepong your opponent at range and capitalising on minor openings.
That sounds super cumbersome honestly. My dad hates the combo system of fighting games so that's out of the question. Maybe something akin to shield badh where you hold one button then use another at the same time? Maybe kicking should be just shield bash's inputs but without a shield.
That sounds super cumbersome honestly. My dad hates the combo system of fighting games so that's out of the question. Maybe something akin to shield badh where you hold one button then use another at the same time? Maybe kicking should be just shield bash's inputs but without a shield.
Oh no, nothing like a Fighting Game combo system
It depends, with Dark Souls that heavy attack thrust on straight swords really helps convey the impact of the strike even if it's rather quick regardless.
Mkre like Doom's weapon select
Weapon select via hotwheel was hard to do diagonally previously, it would suck trying to get to the Piercing claw strike while fighting a guy in thick armour only to get annihilated while standing still then accidentally selecting another attack entirely.
Well, Player precision is something you can't always design for.
You can minimise it by not allowing too many options, but never eliminate it
Dragon Age Inquisition for instance had a wheel menu with like, 30 items on it, making each so small you couldn't really do a snap-select outside of the cardinal points.
Not sure about that unless you mean anything with touchscreens, controllers and keyboards are rather precise. 30 is certainly way too much, Outward has a system where you can get 8 quick to deploy hotkeys on a controller but it throttles the mouse and keyboard players and takes up a fair bit of the controls.
Well, hotkeys would be something else entirely. The Keyboard allows 1 through 10 so easily
These wheels woul function more like Skyrim's Favourites menu, with an added Use-on-Select function
So, youd have a basic system where Thrust and Swing are your basic attacks, allowing for clear and precise actions which can highlight differences in Weapons relatively easily.
you think replacing the favorites menu with a wheel is a good idea, especially if you plan to add different moves to it?
Absolutely. A 10 slot Wheel (or in this case two of them) would allow for far more finctional implementation of favourites than the Menu does
Maybe have both? Favourites menu bogged down the game's flow to a standstill as you have to pick out your weapon, offhand, brand of detergent and such while hotkeys were snappy. Therefore, hotkeys for moves/spells and favourites for consumables and weapons or if things were super good, loadouts. Of course, spells can be put in favourites and weapons can be put in hotkeys as the hotkeys are for things you want to equip quickly.
okay, and what to do with the stuff beyond 10 that I want to favorite?
my current character doesn't have that kind of problem, as he only has a hammer, a crossbow, and a pickaxe he uses, but my magic users have quite some stuff in their favorites menu
I often have main weapon, bow, arrows, shield, a couple of summons, a couple of shouts, and a few other spells that are useful enough to want on quick select.
I'm well beyond 10 in most cases.
so am I - and that is before your proposed movement thignies
In this example (im going to stick with Controller explanations, since ive found console players strugfle to understand playing on a keyboard...)
You tap L-Bumper to use your quick-Select Technique. You then Hold L-Bumper to slow time and bring up the 10 slot wheel. L-Stick to select Power Attack, which activates on release.
You the step back, Hold R-Bumper (Magic) and select Self Invisibility, casting it on release.
So, at base, you have 20 'Slots' for Techniques and Spells. PC then has the advantage of the number keys, allowing for a seperste hotkey system on top of that
OK, so here you've taken over both the sprint and shout buttons.
Now, that's not insurmountable - certainly there are other reworkings of the controller buttons
Sprint Press L-Stick. Shout is replaced by the Magic wheel entirely
L-stick is sneak.
R-Stick? Whichever one controls movement.
Sneak is a whole other kettle of fish, and IMO needs a major redesign
And replacing the shout (which I usually want to do immediately) with a magic select window isn't necessarily helpful either.
I mean replacing Shouts entirely
But even so. 10 slots each for "techniques" and spells might not be enough - certainly sometimes I've got more than 10 spells favourited because I use them at various points.
Its already double whats possible in Skyrim with any quick-Select system
And on PC you're able to access three times as many 'Favourites' options, quicker than Skyrim allows
Absolutely. A 10 slot Wheel (or in this case two of them) would allow for far more finctional implementation of favourites than the Menu does
I have far, far more than 10 (or 20) favourites on most characters once I get going. That's the problem here.
and you don't have a system for items yet
If you're leaving the normal favourites menu intact, that's OK, but I can easily have more than 10 spells I want "quick" access to.
Even more so when you take into account "powers" added by mods that take up spell or shout functionality.
The normal Favourites menu only allows for 10 quick options, and that's only on PC.
The rest are best described as 'Quickish'. Faster than goung into the normal menus, but still not really fast at all.
As for Items, you have a few options. Al
Attach them to normal wheels, so Equipment in the Left Wheel, Potions in the Right.
You could also put an Alternative select option on either wheel, using the Triggers while the Wheel is active (since your attacks won't trigger while you're picking anyway.
In the latter example, you could use those triggers to switch to pre-set loadouts, with their own pre-set wheels (similar to Diablo's loadouts) allowing you to have 3 'Ready to go' equipment loadouts each with their own Wheels (heres where you could fit in Stance ideas too) or you could just combine A and B and use these as seperate Wheels
Which would effectively give you 60 quick-select Favourites options, all only 3 Inputs away
Compared to Skyrim, where the list displays 7 items, so you're looking at a minimum of 9 inputs to select the last one on the list.
Wait do Argonians molt like lizard?
"Jewelry that Anais had made from my hatching shell and scales I lost during moulting."
So when does the new elder scrolls come out for consoles
Also will it be more like Morrowind where I can build up acrobatics and possibly fly
And see live dwarves
How close to fallout are we gonna be on it to I wanna farm materials and upgrade better variants of armors and weapons
let me summarize all we know about the next Elder Scrolls:
The Elder Scrolls VI
Lmao
Yeah I sat at edge of chair all excited and ready to read about it haha
😛
Do we at least know if it will be out before starfield?
we know it will be out after starfield
starfield is what they're currently working on; they haven't even started working on TES6
Good lord. That’s like years away it feels like still. What will I play until then
Starfield i guess
Haha when it comes out I will.
I could just start another new game on fallout or Skyrim. Again
Plenty of other games out there.
My general fallbacks are Stardew Valley, Xcom, Heroes of the Storm, Stellaris, and WoW. Though, with the ongoing issues with Activision Blizzard, i haven't touched WoW or Heroes in months.
I’ve got a new question for my Dragon Age: The Lost Scrolls fanfiction:
In my notes, I have that Vampires discover Red Lyrium, and begin seeking it because it grants them a level of resistance to sunlight.
https://dragonage.fandom.com/wiki/Red_lyrium
So my question is, since vampires aren’t like mortals, what other effects would Red Lyrium have on them?
I feel, if anything, the petrification of Red Lyrium would still happen, but perhaps at a much slower rate? Maybe the vampires are affected the same as mortals, since red lyrium is linked to spirits/demons, but over a longer time period?
That’s what I thought, but what ELSE could it do. Varric says that it can “make things float” and “bring statues to life”, while Cole says it’s “very angry”.
Make things float... This is a bit out there, but what if it gave them telekinesis?
There's your explanation for where Gargoyles come from in your fanfiction
Red Lyrium?
Yeah.
Guess it’s worth a try.
It's an easy explanation for something we still don't have a straight answer for in TES directly
Okay, how about this: During the Events of ESO, Molag tried to pull a Blight-weakened Thedas into Coldharbour at the same time, causing Andraste to put her rebellion against Tevinter on hold to help the Vestige stop him.
https://dragonage.fandom.com/wiki/First_Blight
During this time period, there were a few Dwemer hounds (did I get that term right?) who discovered the infamous Bartrand’s Folly, and thereby Red Lyrium, before it was officially re-discovered.
Primeval Thaig is just glowy Bloodgrass
Close, but not quite. That’s Red lyrium.
I almost forgot to mention two things.
- Part of what makes Red lyrium so bad is that simply being near it enables it to “sing” to you, like a song on the edge of hearing, eventually becoming “whispers in the mind” that drives you mad. Cole describes the song as “the song behind the door that old whispers want opened.”.
And 2. MY Champion of Cyrodiil character (named Alexander the Great) retires to Kirkwall in an attempt to enjoy his remaining time as “himself”, but the Qunari Uprising, the Mage Rebellion, and the Fall of Meredith, which were all complicated by a splinter cell of Mythic Dawn cultists and Mehrunes Dagon’s “revenge” against Alexander, hastened his “ascension” into Sheogorath, primarily due to relative proximity to Red lyrium because of siding with the Templars in an attempt to steer them away from evil, while Hawke sided with the mages. Speaking of which, what would Sheogorath (both the old and the “new”) think of Red lyrium-induced madness?
So, about the Elder Scrolls (not TES6), specifically TES5 wishlist: UE5 Nanite+Lumen (similar technology) in the game-engine used by Bethesda Game Studios. Skyrim: Photorealistic Edition?
I guess the time for TES5 wishlists is long past
That game released nearly 10 years ago...
That sounds like a significant overhaul that they're unlikely to make in case it breaks stuff.
Yeah, I employ CBBE and lots of other mods to make Skyrim bearable.
let's call 'we tried photogrammetry and we literally were sitting on a version of that so here goes' Skyrim Photogrammetry edition <3
i hope that doesnt sound unfriendly. i love BGS
Or "Skyrim: Very Special Edition"
that's the alexa version babey
Ohhh, so not a new idea then... :/ Thought Alexa was Skyrim: Sultry Voice Edition
just the name is already in use
thwts not even a significant overhaul thats litwrally asking for a 100% different workflow assets and engine
The elder scrolls online
i need to get back into talking about here
kinda stopped cause i was taking a break from things
What year do you think es6 will launch, my bet is on 2027
Or 2077
It's obvious 2920
It starts with 0 after 2920, though
(Or 1? Anyway, numbering begins anew)
Man I'm dumb
They'll do something weird with a date. Then it'll be obvious in retrospect.
Or they might do something clever with the title. They announced Oblivion by adding one letter per day to a blank background on the front page of their website. They did this by starting in the middle, with IV, then filling in the rest of the letters on successive days. This gave us the roman numeral "IV" first, then the full title. It had fans guessing for a week.
Hmmm. 2028 is divisible by 6.
If they released it in June (month 6) that might have some relevance?
Unfortunately 6/6/2028 is not a Friday or Saturday.
I'd guess 3-4 years after Starfield
I wonder if the es6 will be before or after skyrim
Almost certianly after. None of the numbered games have been prequels
oblivions funny because it and morrowind were books on the bookshelf in redguards intro
it had arena daggerfall morrowind oblivion and then one after that wasnt actually readable
Kinda makes sense as those last few games had the same voice actors, then Skyrim's voice cast was almost all different.
How are voice actors relevant to that?
What is interesting is that this was a reveal of TES4's name before TES3 was even released
Not sure how far in development it was at that time
I think the fifth book read something like "Romanella", which obviously is not Skyrim xD
I remember looking at old forum posts where people in 2001 were wondering when oblivion will be released. Makes sense now how they knew about it
They could have planned it enough to have already recorded voice lines.
We really need better reasons to go into ingame bars and eateries. Oblivion had the unique enchanted gear in shops and Morrowind had... Well, y'know. And the ones in Skyrim have NPC followers and questgivers but none of them have anything to bring you back unless you seriously want butter for crab legs for a no potions challenge run in Skyrim. https://youtube.com/watch?v=1r9j0azY_0Y
An outlander takes a visit to the House of Earthly Delights in Morrowind.
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Hey, come on... there's always bribing bards to sing songs for you in Skyrim.
And abusing mechanics to level certain schools of magic with non-hostile, multi-target spells.
Yeah, but they only have like 2 songs, 3 if you count the other faction's remix.
And sure, I guess there's targeted spells too (too rich for my blood buying all those tomes).
last time I was merrily leveling illusion that way I found the spell tome on a corpse. 😄
I mean, magicmen may have them sometimes but they are the worst to fight for the reasons I keep mentioning. Conjurers from the Spell Tomes DLC in Oblivion were way easier.
In Skyrim they die horribly to sniper fire (or sufficient magic resistance I suppose), so that's a thing.
But yeah, I can see wanting more things to do with bars and eateries... It's just difficult to justify what it should be unless you're tucking unique vendors into them, or putting fences in the darker, shadier bars - but even there, shouldn't the fences be "legitimate businessmen/women" with proper businesses as a front, rather than the suspiciously rich guy in the slum? 😄
Why would they needed to have voice lines for an animation of a bookshelf?
As in, recorded a number of voice lines for Morrowind/Oblivion by that time, which may be why there apparently was a voice actor whose lines were replaced at some point with those of another actor in the files of Oblivion.
I doubt they'd recorded Oblivion lines back when they made Redguard.
I mean they do, but they are usually in enclosed spaces which sucks due to their AOE spam. The one time I managed to fight some at the very limit of bow range they managed to injure me with a stray firebolt despite shooting wildly in CAUTION mode.
I doubt they had any actual writing done for Oblivion by that time
Remember, they hadn't released Morrowind yet, and IIRC they weren't really well financially, so it's unlikely they worked two games ahead
There's no real way of knowing aside from asking BethSoftworks employees around at the time, they may have had to bitcrush the lines in Redguard because file sizes but that doesn't mean they couldn't keep uncompressed versions on standby. I don't know how voice acting worked but I'd imagine doing a bunch of lines early would be less expensive than bringing them back in later for more sessions.
It makes absolutely no sense, though
I don't see why not if they're lines that don't need much writing like "Oh, hello." or "Greetings."
8 years of recording tech improvements tends to make old recordings less than useful.
Plus you don't necessarily know that early on what your guards are going to be, or exactly where it'll be set.
Think the difference between having characters with "imperial" accents and "Nord" accents.
And of course if all you've got is the basic lines like "hello", "greetings", "you're under arrest", and then you want to use guards for quest givers and so on you have to get those actors back anyway.
Also, even if a new season would cost much more, having them record additional lines is also cost-intensive. At a time where money is on short supply you don't spend it on something two projects ahead, you try to get the current project out
That is true. They must have had some idea on the story and where it'd be set, though.
They might have had several possible stories and locations. Remember this would be two whole games ahead.
it was like "uhh, some daedric invasion... in cyrodiil?"
in skyrim 'cover story' on gameinformer Kurt Kuhlmann tells what happened so far in TES games, lemme:
“Battlespire sets up Mehrunes Dagon as an enemy of the Septim Empire, and his defeat provided him the motive of revenge in Oblivion’s story.”
https://www.gameinformer.com/b/features/archive/2010/12/26/decrypting-the-elder-scrolls.aspx
seems like they thought about Lord Dagon's fun when they made up that post-Morrowind title.. Wait, wait a minute
wait a minute
how come Redguard features title Morrowind, if they were thinking about game set in Summerset? they meant to call it Tribunal
Likely because they had already changed ideas by that point.
As the story goes, it was the description of Morrowind in The Pocket Guide to the Empire which changed the setting for TES3. But that document was written FOR the development of Redguard. So by the time they actually made the intro for Redguard, they probably had already decided to move TES3 from Summerset, to Morrowind.
could also mean that time is not linear and reality is bugged 👆
though yes, now i recall Kirkbride laughing in polygon's 'oral history of Morrowind' how boss Howard demanded he must work on Redguard more
It was only during and right after Daggerfall that Tribunal was thought to be the sequel. They didn’t get far into it before switching the location to morrowind. I did a ton of digging into this in the past few years and can write an article about it if people are interested
hah, some pre-Daggerfall rumors from UESP:
Development of TES3 is already well advanced under the stewardship of Bruce Nesmith as Chief Designer and Julian Le Fay as Chief Programmer. It is set in the province of Summurset Isle, and will run under a later release of X(n)gine, which incorporates SVGA. It will probably not be a native Windows 95 application. The (first) release date is slated for August 1997
sounds like there's lots of drama in that story. LeFay and Petterson left and such. article about this period? yes please *- *
Not really drama just an interesting what if case.
Iirc, TES 3 developmemt restarted twice. And the drama happened soon after Morrowind's release
Either way I prefer not to focus on the drama aspect more than I have to. It's really not worth dwelling on for too long.
Yeah
Oooooh boy did drama start soon after release...
I'm ashamed to admit, i was one of those who was pissed about the game, but some people were down right vengeful
"Its not like Daggerfall, TES is ruined!"
Aaand then the threats came. How anyone can threaten someone, least of all a developer, just because you don't like a game is beyond me. I actually left the forums entirely during that period. Didn't come back till Skyrim.
Yes, the negativity was so bad I had to stop visiting Bethesda's forums for awhile. It was starting to poison my love for the game. I came back about the time Tribunal was released. Tempers had cooled slightly by then.
And I suspect the worst offenders has been given a justified ban hammer.
I warmed up to Morrowind when my friends started playing it, and praising it. Ultimately, while i still think the game its self is clunky and poorly executed in a lot of ways, i fell in love with the world and depth of worldbuilding
Buuuut... then Oblivion...
Oblivion is great if you don't take it too seriously. It has a lot I like, the rather cheery atmosphere, the goofy stuff that happens intentionally and unintentionally and the effort they gave it (even if the execution can be iffy) gives it such a charm to it.
Oblivion, in its vanilla state, is my second-least favorite in the numbered series, after Arena. Ironically, once Oblivion was released I became the very thing I disliked. Now it was me saying negative things about Oblivion and probably driving people away from the forums.
These days I can play it without getting too enraged if I use a bunch of gameplay-changing mods like Maskar's Oblivion Overhaul, Av Latta Magicka, Realistic Fatigue, Sneaking Detection Recalibrated and others.
I can tolerate Oblivion's existence, but i doubt i will ever enjoy it.
Still, that puts it ahead of New Vegas, so it's got that going for it.
The world building in oblivion was the least cohesive and spread themselves thin trying to cover everything, although for its time it was cutting edge, and the forested central areas were well done and cohesive
I was technically introduced through TESIII a couple times, but IV was the one I truly dug into first. Many like me loved it. I still think II is the best, followed by III, but I have nothing but love for IV
Someone I know who grew up with II said he really likes IV because it reminds him of II in some ways. It's more medievaly, you have your horse again
hackdirt was the best village in tes and ongar the world weary the best npc in gaming
My problem with IV stems from the fact that... Morrowind was creative and interesting and well thought out. It was clear that the devs had taken time and care in building a world, and it felt unque. Not alien, as modt describe it, but... well, if you see a picture from Morrowind, you know its from Morrowind.
Oblivion, on the other hand, went back to generic medieval fantasy. Change the names in that game, and it could be dropped in practically any other Fantasy setting. There is nothing unique or innovative or distinct about it. Even the Deadlands are just "Hell".
And i couldn't get past that. Gameplay asside, i couldn't get passed the genuine sense of wonder and exploration of Morrowind being replaced with the same bog standard Medieval Fantasy i could find in a dozen other games. Games which arguably did it better.
Neverwinter Nights and Baldur's Gate had better characters. Dark Messiah had better atmosphere. World of Warcraft had better exploraton and environments.
I completely understand. Those are some of the reasons why the others rank higher for me
Plus, I'm incredibly bitter about the Dark brotherhood and Manimarco
That's interesting because the Dark Brotherhood bit is usually viewed as the best part
Thieves Guild may be my favorite, DB or FG might be next
I really appreciate the MG makes you go to each city (and that there's chapters in each city at all)
I think they took all the menace and threat out of the Brotherhood and turned them into a bunch of tacky Manson Family rejects
All of the factions in Oblivion are deeply flawed, bjt the Brotherhood is the only one i hate the direction of, and i think it fundimentally ruined the Brotherhood for me.
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Any good guesses on when The Elder Scrolls 6 will come out?
Moderators and members here cannot assist with things like this.
We know that Bethesda Softworks intends to stick to the release schdule they have manintained with Bethesda Game Studios over the past two decades. In the past they have generally released the studios' games every three to four years. So if we assume that Starfield is not delayed that puts a probable release date for TES VI at about 2025 to 2026.
Good Lord that's a long ways away. Skyrim is gonna get enjoyed for that many more years huh? I guess that's okay...
@wicked shore As I said, members of this server are not able to help with this, as this is not an ESO or ZOS related server. You will have to contact the ESO/ZOS team, and the best method for that is through a ticket or on Twitter.
For those interested in the origin of the name of Alduin I wrote about the history of it here. https://www.reddit.com/r/teslore/comments/pvlpp3/on_the_origins_of_the_name_alduin_dreadlord_of/
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todd howard does a good job of naming things that are fitting and not cornball which is a potential problem in fantasy games, maybe not tolkien level but very good. instead of cornball names like narnia and alamur.
that right there would make me instantly not buy a product
Because "Nirn", "Akavir", "Tamriel" all sound so much better than either?
And "hey, where do our demon equivalents live?"
"Oh, 'Oblivion' will do for that..."
I was pretty confused when I first heard of "nocturnal animals"
like, what's that daedric prince having to do with them?
i like those. the only one i dont like is colovia, sounds like a low budget gated community
(as a non-native english speaker I heard of the daedric prince Nocturnal before I learned that it was also a regular word in the english language)
i mean a game called kingdom of akavir would sound pretty lame, but in context its fine because it refers to some ancient long ago myth that likely would have originated in a long ago lexicon
Yeah, words only loose their absurdity with familiarity.
At their core, they're abstract collections of sound that habe no direct relation with what they discribe, and only take on that association through collectice agreement of their use
Me with meridians or the colours azure or sanguine except I’m a native English speaker
Will Hamnerfell really be TES VI next location?
If not, where would be a good place?
ESVI : That one island just off Stros M'kai
The current indications are that Hammerfell is likley. However, Blackmarsh, Elsweyr, Valenwood and Summerset are all good options as well.
Depends on the story being told.
I could also see it being slightly in bangkorai if they REALLY want to go full on scale with the game
I wouldn't count on a beastland game, sadly
Though after the acquisition it might be possible
who wouldnt want a triple A rpg about lizards \o/
Lizards you say?
I just hope one day we get TESA II: Eye of Argonia
I doubt it...
I think they'd be totally be fine with a game about tree licking lizards in a swamp
😕
You can't tell me that's not an accurate description of Argonians
I got pinged, but there's nothing there 👻
Come to think of it, my message is gone, too
Was there a tangent that got mod hammered?
I'm not sure, maybe. I just looked at the rules of this server and couldn't see one I could have violated
Abusive language and disruptive behavior will not be tolerated. This includes comments directed at ZeniMax/Bethesda employees, mods, your fellow community members, or other groups or companies.
Ohhhh, I said something would be really cool, but not in the best way
maybe say it in a better way next time

I made a Emote for fun, It's the Numidium from Daggerfall
It always looks so angry
For mass appeal in an rpg, a temperate area would seem best. Not sure if a jungle or desert world is best in that regard
An area with diversity would be best
Elsweyr and Hammerfell habe deserts, rocky uplands, forests and jungles
Valenwood and Blackmarsh would be harder to diversify in a similar way, but not impossible
I mean you have sub-themes within the main theme too. Like Skyrim is pretty much snow-based, but there were still areas different from that and not just snow entirely.
Yeah Skyrim is a good example of the team finding a way to make the biomes pretty diverse
Oh man, those hot springs are something else with a decent ENB and some fog effects
But yeah. With a bit of creativity, you can make any of the provinces feel diverse and interesting
I would appreciate them even more if the entire province were at least twice the size as it ended up being. So you can't as easily see 3-4 other biomes from the one you're in 🙂
Oblivion... Kinda did that. Snow up in Bruma, Swamps near Leyawiin, forest near the island the Imperial City was on, torched hellscape which pretty much was Kvatch, wide open countryside near Anvil... I might be forgetting some but they were all pretty far apart.
Yeah there were different looks even for the regions that weren't snowy, rocky, swampy. I liked them all for different reasons, especially County Cheydinhal. It could have been mostly jungle like the lore says 🙃, but I definitely appreciated it for what it was
I'm not a fan of this modern trend of "infinite view distance" in games. Like InheritedWill says, it's too easy to see massive areas of the game world at once. This, to me, just makes a game world feel incredibly tiny and cramped, almost like a model train layout.
That's a good point, the view distance can play a big role in this type of game. I always thought of it as some sort of amusement park that has several themed sections, and you can see a few of them without needing to be on the edge of one
Back in Morrowind it was mind blowing to see two towns at once if you stood on a rock
These days you just have a mod to make the draw distance way higher
I was too young to play Morrowind back when it came out, first game I played from BGS was Skyrim
I could barely see a few meters ahead of me in Vvardenfell, and was probably better for it
ultima underworld the draw distance was very short, which added to the underground spooky atmosphere
That's why you've got to design the terrain super well, can't see the icy north from the desert if there are sand dunes and mountains blocking your view. It does make me wonder if it's bad to see super far from extremely high up, though, like if you're on Mount Everest and see a desert from thousands of miles away with an incredibly strong telescope. The issue might be the small size of the workd honestly, though I prefer small places with lots of detail to places that are realistically big but have absolutely nothing for miles...
I keep on getting character ideas and develop them.
Despite still having other characters to play as. XD
Twin dagger altmer stealth assassin. 😄
lol
Nice
That might be next on my list if I can just wean myself off of bows, and stop having a horde of followers who get everything before I get close.
I just keep going back to bows. I'm considering trying the Morrowind multiplayer mod as an archer, even if hit chance is an issue.
Also it sucks you can't just poison arrows several at a time instead of one poison per arrow. Make a big amount and dip them in, it's not pouring an entire bottle on a claymore, for goodness sake.
While I like the cities and destinations, I def like all the stuff that goes on and you encounter in between, traveling. Which you wouldn't be able to engage or experience as well without distance. Sometimes big and loud things, sometimes more quiet and subtle things you notice out there
Like most things, view distance is a tool tjat can be used well, or used poorly. Climbing up to a high location to see potential points of interest could be really cool, especially if combined with manual map markers. But at the same time, being able to easily see how close things are to eachother can make the world feel much smaller
When you think about it, that happens everytime you open the digital map in Skyrim. It's a big map in itself, but it does feel smaller when opening the whole map to look at. But even when you look down from the Throat of the World in Skyrim, you still can't see every location or the whole map, just a chunk of it. Which I think that is okay since we can do the same and see a good chunk of land mass if we were to stand from a mountain or skyscraper (depending on the weather of course, like fog and whether it's day or night lit up by thousands of tiny lights). So I would just use for scenics views in certain areas or for beautiful architectures itself. And then smaller towers more for tactical/combat approaches (would be nice to climb trees too and drop down on opponents for assassin kills or better vantage point for bows).
bows are good in skyrim. melee needs to be improved, melee should be intrinsically fun which increases replayability
I agree. I think Skyrim handled this much better than Oblivion did. In Oblivion I hated seeing Anvil from Kvatch, or Chorrol from the Imperial City, and so on. There isn't nearly as much of that in Skyrim.
I think that's more to do with geography than anything else, since Cyrodiil is much less jagged than Skyrim's landscape with rolling hills. Then again, the White-Gold tower is an incredibly visible landmark due to its sheer scale and lack of obstructions.
White-Gold is just a cheap knockoff of the Tower of Hoeth
Which is just a cheap knockoff of Minas Ithil.
Really I've been curious about High Rock, but not for it's mountains, but because of underground/cavern surface cities within some of those mountain ranges. Not just a bunch of random cave dungeons. I know they have Dwemer for that, but personally I usually associate them with the deeper depths and their own unique architectural style and theme.
I'm more interested in underground in Valenwood
But... well, ESOs Valenwood was a disappointment, and they'd need to totally redesugn the province in concept to do what ibwant..
Valenwood, I like the idea of linking treetop cities / structures with giant trees teetering up into the sky, underground tree root cities and structures, hobbit-like surface homes, hidden illusionary and vibrant portals to beautiful and mystical grottos, massive spider dwellings, dense dark forests that change like a rotating labyrinth evetytime you enter them. And the like..
Mountain sized trees woth roots thag split the earth, and deep chasms riddled with caves
Populated by Satyr
Divide it through 4 levels. The Black (chasms)the Brown (grpund level) the Green (the boughs of the trees) and the Blue (the treetops, where you can see the sky)
Yes, I could def see a more corrupted forest part of it as well. Possibly changed/altered by the piece of the Staff of Chaos hidden there.
It's ridiculous the amount of potential Valenwood has. It's become my favorite province to think about over the years
I like High Rock, Argonia, Morrowind
I like all the provinces. So long as they do something interesting with them
Like, if Hammerfell is all just deserts and Oases... naw, that sucks
Yokuda always seemed Egyptian to me in the lore
I'm intrigued by the whole separate continents being one large mass without any oceans in the beginning, then being separated. That and the sheer power to sink Yokuda. Makes me wonder if more of such disasters occur, like Hammerfell disconnecting from the rest of Tamriel
Afaik there's no continental drift
the continents were once a single landmass?
where's that sourced?
I read it somewhere, let me go peek again
They also got more complex conjecture about how yokuda is the past, tamriel the present, and Akavir the future. Kalpa
Much of Tamriel's history is known and documented, but large swathes are still unknown, particularly the periods known as the Dawn Era and the Merethic Era. Tamriel's very beginning can be traced to the War of the Ehlnofey, when the wandering Ehlnofey fought the Ehlnofey who remained settled in their former home. During this war the original singular landmass of Nirn was broken apart into at least four major landmasses—Tamriel, Akavir, Atmora, and Yokuda.[6] The wandering Ehlnofey were ancestors to all men, while the settled Ehlnofey were co-ancestors with the Aldmer to all mer. It was at the end of the Dawn Era that the Aldmer of Aldmeris began to diverge along cultural and biological lines, starting the process that would lead to the modern mer races.
But I could of misunderstood it
You can also read some about it in The Annotated Anuad: https://en.m.uesp.net/wiki/Lore:The_Annotated_Anuad
It's interesting that so much of it sunk. Makes me wonder if we'll ever get to explore some of those underwater forgotten lands and what lurks hidden within.
There is a myth that all the continents were linked until the Ehlnofex War flooded most of Nirn
It ties intk the Water is Memory idea
That said, you're dealing with the Dawn for this, soooo...
I know zero about the Dawn or Merethic Era
All I actually know is Dwemer were kicking in the latter Merethic Era
The Dawn was a clusterf*
Basically, strict linear time hadn't been imposed yet, so mutually exclusive outcomes could coexist, gods could be in multiple places at once, events couldfow backwards, and Metaphors were real things
All I know is the Merethic Era started with Lorkhan's trial or something
as for elsewise
I think anyway
The Merethic started with Auri'el' departure, and the Gods leaving Mundus. Lorkhans trial/execution was involved in that somehow
It was an event known as Convention. All the Aedra, Daedra and Magne-Ge were there, and there is apparently a door to it in Adamantium Tower
hopefully there are flooding rivers like the nile
The highlight of what I know is supposedly how it went down. Lorkhan is trialled, Trinimac killed him and tried to destroy his heart. Then Auri-El's bow shot it across the world. My info might be shaky
That is one myth, yeah
The Merethic is more structured. The Altmer start to explore out from Summerset. Chimer and Dwemer settle NE tamriel. Men from Atmora settle nkrthern tamriel
Do we know when Trinimac became Malacath?
The Falmer origin and Dwemer origin always intrigued me
We know Falmer once looked like Altmer but the road ends there
The Kit offers nothing either
Trinimac became Malacath became leading up to the Velothi Exodus. Which, depending on the source, was either the late Dawn, or early Merethic
Interesting
The Falmer, like the Ayleids, were likely originally Altmeri colonists in the early Merethic
The Dwemer origin I know has a few theories about
At some point a dev said they were once a great house
Yeah, we have almost no information about their origin
But we do have a few references to House Dwemer
They have similar heights to Dunmer right, comparing the Spectors anyway
And a similar complexion to what we knkw of the Chimer.
Yeah, pale but that would be from primarily being inside
Some needed googles to see the sun iirc
Then again, most Mer are some shade of yellow
All I know for sure is when it came to the Chimer-Dwemer alliance not all of the Dwemer were happy
Rourken being the biggest that didn't like it
Doesn't Corprus turn you yellowish?
When it get's to the zombie stage
Might be lighting in the Corprus bowels tho
Something I’m going to mention here since we’re talking about the Merethic Era:
In my Dragon Age: The Lost Scrolls fanfiction, After Alduin turns to evil, he demands an army “worthy of him”. The Dragon Cult at the time ensnare a renegade Dwemer Scientist whose obsession with using Alteration to purposely shape life got him banished from his people, and use him to create an army of spirit/mortal hybrids, which Alduin calls ‘Shiftlings’.
The problem though is that said Dwemer Scientist (inspired by Warlord Okeer from the Mass Effect Series) is also obsessed with perfectionism, and he discards his failures en masse. Ultimately, this is one of the catalysts that starts the Dragon War.
When the Inquisition, alongside the Dragonborn, discover a “Gate of Two Brothers”, which enables them to move back in time to that era, they eventually recover “Okeer’s” ‘perfect shiftling’.
Not going to say more right now, don’t want to spoil it.
I'll give an example from my Dwarf from my mod. I took from a example of a Dwarf from Morrowind. That Dwarf being Radac in Tribunal and a little mix of Yagrum Bagarn wondering about what happened. This is for the past in your case, but Dwemer certainly had a ego problem. Always working on stuff trying to perfect it. For an example, Clan Rourken forged Spellbreaker just to fight Shalidor, but ultimately lost. Or at least first used it in the fight
Because of the limited Dwarves we've actually got a convo from, it's only Lore stories about Dwemer trying to challenge the gods, and other conflicts
Dwemer were a fan of Tonal Manipulation more than traditional Magic iirc
holy crap, i finally understand what Deadlands dlc is about
The infected Corpus creatures we encounter all appear to be Human. The Ash Zombies and Ash Ghouls, on the other hand, appear to be Dunmer. So i think the colouration is more to do with their original race, rather than the Corpus themselves.
slice of daedric life ? yes please
I looked at Yagrum in Legends and his skin is just pale in the art, but idk where his card is taken from.
I thought his skin was yellow for some weird reason
That could definitely fit into the events of the Merethic
Corprus art in Legends are just pale from what I've looked at, so I was way off
https://chng.it/QR8G2smS
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Intrestingly, Dagoth Ur is also ashen skined
Thank you.
But he died a Chimer, not a Dunmer
I always liked to picture them more like extended fingers with the flesh worn through to bone
So their 'Claws' are really just exposed bone
The Legends art got me the most
In Morrowind the textures are from 2002 so Idm it as much
For some reason the long extended fingers is all I can picture Kagrenac having
He was obsessed with the Heart too
Yeah
Maybe symbolic of mortals reaching too far?
No... that's reading too much into it
In my mod I made one of my Spectors talk about Kagrenac so I had to invent a personality based off limited info known. [The mod has a Temple to him, but that's going into something for the skyrim mods channel]
Not really a traditional worship temple either
Just explaining Kagrenac and what he did and why it was not worth it
Yeah, unfortunately most of what we know about Kagrenac comes from outside sources
And may not reflect what Beth intends for the character
Pretty much. I tried to keep it to what Yagrum Bagarn says and the lore page. Explaining Dumac was a little easier as I have a book to him too because it's important imo to know Dumac too.
The moral of the story is Kagrenac made a error not worth repeating
Or, did he do exactly what he intended, and others interfered?
That's a possibility, but was in the perspective of a Dwarf who died before the conflict
My living Dwarf never saw the war either
I have one living Dwarf and the rest are Spectors using that Sovngarde effect
Since it's Aetherius based
I also kept away from Spellbreaker because I don't want to have to completely move away from the source on info
I did a little piece on Volendrung tho, but just a history of what we actually know
Overall with the Mystery of the Disappearance it always makes me love Dwemer lore more. We have good guesses but I try and stay open to any possibility. We'll never get an answer but I'm fine with that
Yup, Nirn is basically patches of 12 other worlds in 1 world (Nirn).
Maybe. I personally prefer the Damaged Amaranthe hypothesis for the 12 worlds...
The what now?
The idea that the 12 Worlds were actually the damaged psychies of Anu and Niri's 12 children in a previous Dream, crippled by Padomay
The Ehlnofey and Hist being the only ones capable of semi-dreaming, and this influincing th Aubris in ways truly native entities cannot.
Ok, excuse me, I'm out
So will Bastian ever be a romance option? Or is that more a ZOS question? >.>
definetly ZOS
BGS has little influence on ESO
For anything related to ESO, you can visit the ESO forums at https://forums.elderscrollsonline.com/en/categories.
The ESO is also include in Xbox game pass?
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Will ever a remake of Oblivion be released? I tried to play this game with huge amount of graphical mods but it still didn't look modern-styled (after modded Skyrim SE)...
Unless one of us can look into the future, the best we can say is "unlikely"
todd expressed hatred to remasters, but if others are doing so should you. its a layup so that appeals to some developers too
Well, there's the Skyblivion mod if that helps at all.
*will be
I don't think it's finished yet
Sorry, yeah.
There's the Skyblivion mod as a possible upcoming "remake" of the game.
I'm hoping for a Skybliviorrowindaggerfarena mod to be made some day...
How would that even work?
Ik it’s a joke but I’d like to actually see it
It's all built in Skyrim's engine, but with Cyrodiil from Oblivion, Vvardenfell from Morrowind, Daggerfall from... You get the idea as time travel gateways at the edges of the map. Travel through one and you end up at the start of that game, or if you're past that point at an important area in that game, like Oblivion's Imperial City, Morrowind's Vivec etc. Everything would either need the game files of each game from Morrowind or Redguard onwards but once it enters 2D territory it'd have to be modeled in 3D by the modder.
arena had no actual overworld
daggerfalls too large
morrowind has skywind
oblivion has skyblivion
thwt wouldnt work as youd expect because skyrims creation has limits to size
cyrodils pushing it massively
In regards to world size, a lot of Daggerfall and Arena was randomly generated, so you could do the same for those parts technically.
Also, make it into smaller packs or add loading zones if size is an issue.
a full in scale remake would be more doable then a original size remake
since itd be alot smaller then skyrim
You might as well just do faithful full remakes that don't deter too much
or just play daggrfall unity
I don't even think they have the source code to polish up Daggerfall for a Remaster
daggerfall unity does that very well
True, but I want to use the Fork Of Horripilation on Tharn...
arena… i think someones making an arena engine remake aswell
So I've heard, it's on my list
daggerfalls free from bethesda and daggerfall unitys easy to find
I've been wanting to get into Morrowind Multiplayer honestly but I'm too casul to play without an "always hit" mod.
Once I have a streaming pc again I'm going to be starting my first non-god-mode game of Morrowind in like, 15 years 😆
because I, too, got annoyed by the RNG in Morrowind, and dying all the time, and really I just wanted to be able to read everything
but last year I played through about half of dark souls before I lost my streaming pc, and while testing my planned mod set up for Morrowind I've found that I'm enjoying the challenge of having to level properly again
Shock, horror... Playing a game mostly as intended can be... fun?
😛
If only I could settle on a mod list for anything. 😦
I prefer the Dark Souls thing of being able to hit every time and enemies the same.
I kinda enjoyed the playable lute mod even if the lute has a weird bugged bit of geometry floating. I haven't tried much else, sadly.
the mods I play with are mostly Code Patch and then graphical updates like texture upscaling. Once I have a pc that can handle it, I might go and remake some of the mods I know I'd built for myself - just little QoL type things like a storage location and some added Mages Guild teleport sites
Hm. For Skyrim I'm split between quest mods and "stop this armour looking terrible" mods.
Where do I go to submit community suggestions for TES 6?
Suggestions such as? Community page organization, or mechanics?
A few ideas, specifically about having the option for dedicated game modes.
I.E a hard mode or hardcore mode(s) that can be started when making your character.
One such example is the hard mode that was available for fallout new Vegas, having a dedicated play through would be much better than the alternative which has been just having a difficulty slider.
Yea increasing hp and enemy damage gets old and isn't necessarily more difficult as it is tediously time-consuming.
Exactly, I want realism and smarter AI, not brainless enemies blessed with giant healthbars by the devs just to be able to get stomach bugs from raw meat.
Wait, New Vegas had a hard mode?
HardCORE Mode, yes.
Oh, that. Only time i died on it was misjudging a jump... but in general i find it suffered from all thebusual problems
As difficulty goes up, numbers shouldn't change. You should be required, as a player, to juggle more things
For me, my limbs break too easy and then I have to limp up the road to Camp McCarran to get them fixed but beyond that it was great as you could tell exactly how hungry you are and could eat or drink or sleep appropriately/ration well instead of instantly losing 1-2 strength points from "being a bit peckish" and not realising it means "hungry enough to be full from eating a fun size candy bar" instead of "bring out the Salisbury Steak" like in Fallout 4. They really need to sort out their version of Hardcore if they're going to put it in ES6...
Yeah
Yeah I agree Cruller, they definitely have some opportunities here for some fantastic content in this next game in my opinion.
I’m just trying to rally the community and maybe get my opinion heard by the devs.
Totally understand there. Most if those conversations are had in this very thread, sk you're mkre than welcome here
I wonder if Talos worship will return.
Depends where we are. If we're in Hammerfell there might not be that much of it anyway, and they're not under the Concordat in any case.
In Skyrim it will depend who win the civil war
nobody will
Another factor is when the story takes place. If we have another 200-year jump forward in time (or if the game is set in the past) anything is possible.
Hopefully not. Talos is a Downright Insufferably Caustic Kiddo
Are Talos actually a god or is just a belief?
Both. The belief is what grants him the strength/godhood to bless those who believe in him, same thing with Daedric Princes. Literally anyone can become a divine with enough people believing in them...
Interesting
Maybe. Sources conflict somewhat on the actual power of belief in TES.
That said, Talos is almost certianly a god, as his blessing protected the Divine Crusader against Umaril, and his avatar is encountered in Morrowind.
Plus the whole Blood of a Divine thing in Oblivion... but really, any Dragonborn blood may have worked there.
I don't think people stopped worshipping him, just they made it illegal to do it publicly. There's a Shrine people still go to in Skyrim iirc in the wilderness
But does stabbing an elf count as an act of worship for Talos?
An Altmer, Yes.
I’ve managed to come up with something for my Dragon Age: The Lost Scrolls fanfiction and I’d like some opinions:
I’ve said that, after Lorkhan’s heart was cut out of his body, his rebirth (because I believe in the eternal cycle of life, death, and renewal) became kind of… complicated due to how mortals viewed him. Without his heart, he had to rely on the “thoughts of mortals” in order to achieve it. Because of that, his soul/identity was split in two, giving rise to two gods.
Those who viewed him as an evil trickster caused the dark half of his soul to become a “Black God”; those who viewed him as a heroic defender of mortals caused the light half to become a “White God”, who eventually took the name Shor.
——
So what do you think?
Let us have a WTF with what just happened on the NA server?????
What do you mean?
it is ok ... I have moved my issue to the ESO support channel
I AM wanting an opinion on something I have planned for my Dragon Age: The Lost Scrolls fanfiction:
After Maxwell and Matthias deal with the undead in Crestwood, they return to Skyhold to learn that Neloth has been assigned to the Inquisition by House Telvanni “to represent their interests”. I’m also saying that he won’t be happy about it (by that I mean throw a cluster bleep bomb in a dead language) but agree to it.
——
Any opinions?
For issues related to ESO support, please use the ESO forums located at https://forums.elderscrollsonline.com/en/categories
Where are my fellow Empire supporting Altmer? Imperial City, born and raised. Hunting traitor rebels for most of my days.
sup
kings 👑
play as stormcloak side once, only feel bad later.
I don't care about Imperial vs Stormcloak, but attacking a neutral city like Whiterun is like big nope for me. that's my home damn it.
Although I heartily despise all empires, I did once roleplay an Altmer Empire supporter in Oblivion. I used the Alternative Beginnings mod to start her as a squire to Geldall Septim. She felt personally responsible for his death (she was out on the balcony of Septim manor during the attack) and spent the rest of the game redeeming herself in her own eyes by bringing his killers to justice (which was actually a way to make myself play the main quest).
Need Merlin's sword
think whiterun dont really stay neutral, when stormcloak attack, whiterun sided with empire if i remember. also sitting right in middle of a civil war and being a major trade hub for province kinda be a magnet for attention
with season unending it still can be neutral afaik
just a general psa: i wouldnt talk about todays news imo
I don't remember much from my dragon age days (played them all extensively) but much respect to your fan fiction for sure
Thank you.
I hope 6 makes artifacts feel more competitive, they can never quite match player made enchantments even without exploits,
what news? i missed something in real life?
no news yet
something got leaked and rapidly deleted?
see #content-news
lol
I still don't understand. Are we talking about the horse pictures?
well, the children like drawing is what i ''loled'' at when i checked it
Controversial take i know, but i hope TES6 does away with the current way humans are handled, and switches them to an ethnicity+culture set up,
Why just with humans?
Why not have a Cyrodillic Dunmer set up differently to a Morrowind Dunmer?
A nord is not gonna get fire resistant just because they're living in morrowind...
Mer have more clearly magical abilities, so one could argue those aren't a result of cultural developments, but Human's having special powers tied to their appearance is a bit uncomfortable, so like instead of Nord automatically equaling Frost resist it would be Born and raised in Skyrim=frost resist,
You mean Morrowind Dunmer are all gravel voiced "You N'wah! Go away, outlander." while those outside of Morrowind are all "Blimey! Me mum did crimes against the queen an' she put 'er on this island that's chockas with dangerous wildlife. I hope me ground harness isn't getting rusty again..."?
Earth Humans aren't quite the same as Tamrielic Humans.
They literally have magical powers as well.
The magic resistance on Bretons (although they're half elf), the Imperial ability to calm down even people who are attacking them, the supernatural frost resistance of the Nord, and the supernatural poison resist of the Redguard come to mind; along with the innately known "familiar" spell for all Bretons.
Doesn't make it any less uncomfortable that for 2 of the last 3 games canon is being Black=being hotheaded but physically gifted, for real if attributes come back please don't ever assign them based on race again, i actually recoil rembering some of the stuff from Morrowind,
Why is it more uncomfortable to have it tied to human appearance, and not to, say, the black race of elves being innately able to set fire to everything around them as a "defensive" cloak, or the blonde ones just being better mages than everyone else?
Now, I'm not against having a racial category and a cultural category, but having "all <type> elves are fundamentally the same" is bad design if you're making humans split on a culture/race level.
Especially when the elves and beastkin are seen as thinly veiled covers for Earth Human stereotypes.
Dunmer are grey/Blue people with red eyes and pointy ears, that is completely different from actual ethnicities that exist in the real world, and yeah there needs to be improvements in the non humans, but again they aren't humans, there are no actual Dunmer, and while yeah them being a combination of Arab/Hebrew/Native Americans is clear, they are also still closer to a dragon then a human in terms of how close they are to real people, yes the khajit need a new accent and their architecture/clothing needs to be changed so the games aren't filled with gross sterotypes veiled behind cat people, but they are still cat people, them being able to see in the dark is different from saying Mediterranean Eruopeons can magically make everyone calm,
I dislike fixed racial stats for the simple reason that it limits roleplaying. Good roleplaying mechanics should encourage diversity, not enforce uniformity.
it's not like you can't play a different playstyle...
Agreed, but i am assuming even fixing stuff that comes off as clearly racist IRL will already be an uphill fight, so the idea of completely scrapping the system is a pipe dream to me,
I actually find it more uncomfortable to have a racial group projected onto non-humans and exagerrated, because it makes them more "the other" than if they were a human group. That's more racist.
Think about it "everyone that acts this way isn't human".
But unless we get a culture/ethnicity split for everyone we're not going to see it.
True, but i am talking about gameplay elements, again Kahjit need to be changed to not be based on real world people so blatantly or at the very least not be such an ugly sterotype of them, but again Cat seeing in the dark seems logical,
i see imperials "voice of the emperor" more as an ability to talk people down and calm them down
diplomacy/negotiation
not as a magical ability
Mid-battle, whilst they're trying to kill you. Instantly calm them without saying more than a word?
Nah, that doesn't fly.
yeah dude havent you seen any movie with those super charismatic dudes?
Not as a "natural" ability.
nords "battle cry", imo, isnt a mass fear spell, its a literal battle cry
youre so intimidating that your opponents flee from you
and orcs enter an extreme adrenaline mode where they barely feel pain, all they can think about is dealing as much damage to the enemy as possible
Ah, but that's an elf ability, so that's magically there and they always get that regardless of culture!
the dunmeri ability isnt just a flame cloak, its reaching out to your dunmeri ancestors who cloak you in their magic
orcs? magical?
They are directly tied to a Deadric Prince
In my ideal system, each race would offer, say, 10 racial bonus options during character creation. The player could choose one of these (or none at all). I believe this would retain some of the flavor of present races but still allow for some individuality between characters of the same race.
In addition, I would return to a Daggerfall-esque approach of allowing the player to assign Attributes and bonus skill points during character creation.
Well, when the argument is that Mer abilities are "magical", and thus innate to the race and can't be separated, then that's the conclusion, that Orcish beserk is a magical thing.
But Nordic frost resist? That's entirely cultural...
id say "magical" stuff is more like nords frost resist, cause the nordic have always lived in the cold, even before skyrim they lived somewhere much colder, and ice was the prime element for nord wise men
Great
But that's exactly the example Thanatos was using as cultural, not inherent to the race.
Because Humans should not be depicted as being magically different based on their race, it's gross,
How well do you know the lore of how Men and Mer came to be?
why not, its a fantasy world where the difference in races is very real
Are you aware that Redguards/Yokudans aren't even from this cycle of the world?
Are you aware that the Bretons (although "Men") are actually part Mer?
who is this directed at 
At Thanatos
Because no one should be writing that because it's freaking gross, the games have literally decades of racist writing to undo, switching over to the D&D system for actual humans is the least they can do,
why should elves have different "types" and not humans?
Because no freaking Dunmer is going to play the game,
its not like mer are the only ones influenced by the magic of mundus
This discussion is going nowhere, let's change the topic folks.
True, one last thing I'd like to add is that any race can have different skin colours, at least from Oblivion onward so there's that.
Personally I'm fine with certain things being different or having their own system in-game and lore, not just copying everything from reality and making it digital. Already living in that world.
Same, it could be complicated by going about how the way they're raised and played changes their stats kinda like Obsidian's space RPG but y'know it's fantasy and it's better to know to avoid using fire on a Dunmer or magic in general on a Breton.
👀
To be fair, most NPCs already don't use any powers, you could just take away the passives as well and say it's like birth signs only certain people have any of it,
while i am thinking about it, i hope in 6 staves stop being reusable scrolls and are instead used to help magic scale into late game better,
Staves are just awful, it'd make sense if they were a means of using advanced or magicka exhausting magic for the magically inept common man or mages who want to let their magicka recharge like a magic self defense weapon but they're always of soul trap, flames or other things pretty much anyone with a brain and even those undead without one can use anyway. Also I just want to bop people and block with a stick.
staves seem to be a secondary weapon that you whip out when your magicka depletes
they're meant to be used by mages, not the magically inept
If that's the case, why do the stave spells all suck? You might as well just use a potion or punch them instead for all the damage you're doing. It's like attacking someone with a Bic lighter as your flamethrower ran out of fuel.
i can't speak for gameplay reasons; i was just stating what the intended use of staves probably is
My problem is it works for neither party, since Atronach mages have been buffed heavily in Skyrim to the point of the downside being nonexistant.
I would prefer staves work as tools for the spells the mage already knows, making them scale instead of getting replaced, so instead of fireball doing 50 damage in 25ft it would do damage and effect an area based on destruction skill and your staff, special and legendary staves could have built in spells still or add special effects like staff of Magus building up charge each time you kill an enemy with it equipped it stores energy, and it can use that energy to replace your magica when it's empty,
Staves behave exactly like spells (just costing charge instead of Magicka), and there's staves for spells up to expert level
Sadly, spell scaling is very limited in skyrim
I know it's basically limited to a few perks and some head gear, which is why i want staves made into a tool for helping it scale, maybe even use scaling as a way to bring back something that resembles spell making without the game breaking potential, like being able to decide how much scaling goes into each aspect over others, so you can have a fire ball designed to hit a huge area with weak alpha damage but way more DOT and one that's smaller but has way more alpha damage,
I hope TES VI gets more expansions than Skyrim. I would still be buying Dawnguard/Dragonborn tier content if they were releasing it today.
If you cound Creation Club as expansions, that's quite the ambitious hope 😄
I would love to see TES VI adopt an approach similar to ESO, where spell damage scales with Intellect. If the traditional attributes don't come back, spells could scale off of Magicka instead. The lack of spell scaling is a gripe I have had with every Elder Scrolls game.
Yeah, spell scaling sounds nice, with higher skilled characters having a wider array of viable spells.
If they choose to run the game out for another 11-13 years they just well may.
I'm EXTREMELY excited about this new Ghosts of the Tribunal quest they're releasing with the Skyrim Anniversary Edition.
It also makes me wonder, and I know this is a bit of a broad question, but can we call the creation club items canon? I know it means very different things to people.
Me too
we are discussing the new Creations at #skyrim-creations
Got it thank you!
I just have a quick question/idea for the elder scrolls games and or something to consider. So I have always loved the elder scrolls games they are my favorite rpg series but I am a decent artist too but in the elder scrolls lore and universe there is almost something thing related to magic and power but like in skyrim ur the dragonborn ur pretty powerful but yet the characters we build and play as don't ever look powerful like enchanting armor in the games don't change what or how the armor changes putting a soul into It for more power it just looks the same u don't ever really see the magic in both the armor and weapons and its kinda dull.... like say it were to be possible for the elder scrolls 6 to enchant the armor or weapons and actually have the armor bend to the power of the magic. Like if u were to enchant it with electric damage have electricity zapping all the way through it with glowing blueish colors coming from the sword or even the character like the saying always goes all magic comes at a price or even power so like choices u make in the determine how ur character looks by choices like a vampire lord doesn't even look powerful but like the power comes from a flickin God how are u not able to destroy ur enemies how u want but instead they are super weak and don't make a good end game power and ends up becoming a burden and makes u want to reload ur save before u made that choice but like armor that changes to something that actually looks like it has magic and a soul shoved inside if it to show ur enemies or fans in the game
how powerful u are or to have horns and glowing red eyes on ur characters because of all the gods weapons and powers u have obtained in ur adventures or to glow with the holy power of akatosh and the other divines like it's magic that surrounds the entirety of Nirn! Or to become a werewolf and have the human form bigger in size and muscle and make the intimidating perks better due to the size or have full on Deadric armor on form different gods and make the npcs scared if the power u behold upon the very being of your character like honestly power is power if u have it like a power hungry corporation u want to show it off and make people both praise the money and power u have but also fear it that's how I feel the elder scrolls should be.... so sorry for the ginormous paragraph but that's what I feel should happen If the elder scrolls 6 or other elder scrolls games should consider the ideas I have proposed
There are visual effects around some of the enchanted items, they're just a little subtle.
And... growing horns and glowing red eyes makes no sense in a lot of cases. You're still a person (whether man, mer, or fur), so growing all of that or glowing isn't really likely.
I think you're looking for Fable, honestly. I'd recommend Lost Chapters, 2 and maybe Anniversary, the others suck.
Well I just mean like in skyrim u don't really see the magic at all on the armor when u enchanted it it still looks normal and it's very dull or other abilities the just seem so weak when they are supposed to look strong and powerful
There's a little bit of an effect with some of the enchantments, although it isn't crawling with lightning bolts and flames. Possibly because they're distracting after a while, possibly to reduce the amount of load from trying to use that as lighting as well.
there was a mod on Oldrim, SeeEnchs, that added pretty nice effects to enchanted weapons
There are a couple on SE that seem to emphasise at least the weapon enchants (since you can see those in first person, and can't see most armour locations in first person).
There was a very noticeable visual effect on enchanted gear in Morrowind and a lot of people hated it. The modding community removed the effect within weeks. Bethesda listened to the criticisms and tried to make the effect more subtle in Oblivion and Skyrim. Personally I think enchantment effects in the later games are more aesthetically pleasing.
Minecraft has the same problem now, with the effect only looking good on Gold and maybe Diamond armour... The glassy look was awful, made everything look like a Christmas tree ornament...
Bethesda operates on a very loose canon, basically anything can be canon to a given entry in a series as long as that entry itself doesn't contradict it,
i personally prefer enchanted equipment to have a very minimal distinction aesthetically from non-enchanted gear. because imo that just makes sense. you don't want to go out on the battlefield making it plainly obviously your gear is enchanted, lol
Same, it's like the silly bright garish colours of weapon buffs in Dark Souls 2 making your greatsword look like a giant ice lolly, only over literally everything you're wearing as well.
yeah, would be a huge red flag to every bandit to kill you for tons of golds. also like minecraft, i dislike the magic sheen it give item, i want my iron armor to be gray, not purple >.>
Enchanted leather armour is even worse, to the point I don't even enchant them despite having to make new ones every once in a while... Also yes, I'm annoying in that I run around in mostly enchanted gold for aesthetic...
i see gold/mail as the ultimate armor to feel like a rich guy. though technically netherite is now the rarest thing, too lazy and also dont want to annihilate my nether to find some scrap
I like the idea of mail but I think you need a skin that properly fits it otherwise it just looks like bubblewrap. I do wonder what happened to mail in the Elder scrolls, it's vanished in Blades but was in a lot of sets in Oblivion.
mostly used as skin thing for some armor i guess (minus ebony mail who was only mail armor per say?), from what ive seen in my limited eso time, mail seem only to be ''under armor'' kind of thing for plate armor
Hello
Re installing Skyrim. I don't remember the last time I played it. lol
Where is everybody???
Boop
Hello
I was playing Skyrim. 😛
All the mods I wanted to install keep crashing. Ugh!
I give up adding mods on this game. lol
Take it slow, add a few at a time until you find the mod that breaks everything...
I will do that another time.
if you're on PC, there are a few tools that can help with identifying the mods that are causing crashes, although I'm not good at interpreting them. NetScriptFramework can produce useful logs as to what was doing what when the game crashed, and if you get repeated crashes in the same area More Informative Console can tell you more clearly what touched a given item last, so that if a particular mod is always causing the crashes you know one component of the problem.
hello I am having a problem. I bought skyrim special edition and when I play awakening quest in dawnguard.. after I free serena and awakening quest gets completed .. the bloodline quest doesnt start. and when I click on serena to come she says miss me ... etc etc please help bloodline quest is not starting. I have no follower here please help
Hello, I would recommend asking this question in #elder-scrolls-support
I wonder if 6 will have navel combat since Hammerfell and summerset are both big maritime powers,
It's unlikely to go well with the style of ES games, where you're mostly a single adventurer. Even the civil war battles don't go well in Skyrim due to the AI losing its mind.
*Possibly we might get boarding actions in the same vein as the civil war sieges, but I don't think those went over well enough to make it a priority.
Civil war problems can be attributed to them insisting on using full NPCs for everything, hopefully 6 will do away with that and have normal enemy soldiers/guards ect just be people shaped creatures, in terms of gameplay
That would be a step backwards in game play. Even creatures are effectively full NPCs - combat AI packages, equipment lists, treasure drops, perks, spells etc.
yeah it's a waste o resources for no real benefit, like giving every single item physics, can be seen as a decent trade off, but if you want to try and tell a war story you got to be able to field enough people at once without it breaking the game,
there is no difference between an NPC and a creature...
NPCs have armor,
But the point of the game isn't to tell a war story.
It's to do the adventures of the main character.
And so do several creatures. It's just not necessarily droppable.
For example, Spriggans have shields that have the non-playable tag, so they're not dropped as loot.
There are a few other cases, but that's one that I spent a week trying to chase down why they were suddenly dropping from every spriggan I killed.
There armor isn't a muddled piece applied to another model, instead of taking a nord and putting thee storm cloak set on him just make a creature that looks like a nord wearing it but nothing else iss muddled, just by making pants and shirts one piece they dramatically increased the number of NPCs the game could handle, imagine not needing Boots armor helmet gauntlets for the soldiers and gaurds,
So when you kill this "creature" wearing an all in one armour piece, what happens?
Can you loot his onesie, or does the game have to remove the onesie, and then place the relevant armour pieces in his "dead" inventory?
Also, I'm not sure what you mean by "making pants and shirts one piece" - that's two separate slots.
If you mean pants are one slot, shirts are another, that's been the case for at least a couple of games, with (I think) daggerfall being the last to have pants and armoured legs be different slots.
in skyrim, the upper and lower body have been combined into one slot
are you so sure that the greatest limiting factor is the amount of armor an actor wears?
I'm pretty sure that is just a minor thing
No, just like the random thieves who you can't loot, being able to loot dozens of sets of generic guard armor is not a worthwhile trade off for how much space it wastes, they said that merging to two parts greatly increased the number of NPCs they could do, so removing them altogther along with gauntless boots helms the data for what under them ect could be a huge help in letting citties be bigger and more vibrent,
Huh. I guess I'm thinking of the trousers items that technically use the boots slot.
But you can loot the "random thieves", and you should be able to - weapons, ammunition, gold, armour etc. It's where you get a lot of your leather gear from.
I have no idea what you are talking about
there is no trousers item in the game
I remember them saying they combined upper and lower body because it gave them more designing freedom, and not that it directly increased the amount of actors they could have active at a time
Some of the "boot" slot items run up into effectively being trousers as well.
There are random thieves wearing sets of thieves guild armor you can't loot, also pretty sure you can't loot the dark brotherhood gear from the generic assassins you get targeted by sometimes,
They can however generally be looted. And they still have the armour items behind the scenes, it's just flagged weirdly.
They're not "NPC shaped creatures with no slots", they have items in those slots, it's just got the not playable (and thus no-drop) flag on it.
And of course, if all the "generic" soldiers etc don't have the normal armour items on them, where do you expect to get those items from in game?
Bandits are "generic". Most forsworn are "generic".
anyway, how are less armor pieces going to help reduce the ammount of AI calculations the game has to make?
It won't, my point there was to not have the AI have any possible functions outside the one battle it's used for, so you can ensure it does it's job, no pathfinding oputside of the ones for that specific case, no decisions other than to follow the script,
you also make sure the environments are designed for it, smooth linear paths the AI has been well tested on,
So now you have to create more versions of the NPC? You need the guard for city patrols, the guard for out-of-city patrols, the guard for large battles etc.
And if they have no decisions other than to follow a script, you get them breaking if the player does something unexpected.
Garuds can do just fine, but for big battles like Skyrimn tried to pull removing all the fluff could help them stay on task,
Or break them entirely, and mean the AI team now have to make more AI packages and test them.
that's not how it works
They'd be better not doing the large battles, honestly.
Fans will whine endlessly if they skip the next big war, personally i would be fine having it only as a back drop to a more personal story, but if they do it making sure it goes smoothly is still important,
The next big war can be happening without the PC having to be in the middle of it.
Or rather in the middle of the tiny little battles that are meant to represent the massive sieges.
People were out for blood over the next war not being a DLC for skyrim, they will lose their minds if it's not a major focus of the next game
"people" will be pissed regardless
"People"? So how much of the player base have you asked?
Because some of us more or less skip the entire civil war storyline because it's just bad, and the sieges are terrible.
They're terrible due to the low numbers on each side - which isn't just an AI problem, it's a "number of actors" problem.
I'd much rather there not even be a big war in the next game - although that's personal - and have the game set in a period when the province is putting itself back together without a huge civil war rolling through and partially blocking the main quest line.
"people" will hate it if there's no war, "people" will hate it if they make the second great war, "people" will hate it if they simplify the game, "people" will hate it if they make the game more complex, "people" will hate it if they rush the game, "people" will hate it if they take their time with the game, "people" will hate it if the game is set in Hammerfell, "people" will hate it if the game is not set in Hammerfell, "people" will hate it if you can shout, "people" will hate it if you cannot shout, ...
Most people would say, you know, "The last one is the most refined." Right? Well. So Skyrim is the most refined, but people will say "Well I prefer Morrowind, I prefer Oblivion, I prefer this" and we say "We made those too, we love those games". They are intentionally different. Whereas people really like Morrowind, it's a very exotic world. But people forget - when Morrowind came out, the Daggerfall fans went "What the f are you doing?" Right? And then Oblivion comes out and the Morrowind fans go "What the f are you doing?" and then Skyrim comes out... So they all are their own thing -Todd Howard Pax East 2019 interview
Yes, true. Many Daggerfall fans hated Morrowind back in 2002. The negativity was so harsh and so constant that I had to stop visiting Bethesda's forums because it was poisoning my love for the game. I returned about the time Tribunal was released. By then tempers had cooled a little and discussions were a little more civil.
Four years later I was one of the ones who hated Oblivion, lol. 😁
I disliked Oblivion because of the levelling system feeling like a trap.