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-   -   Elder Scrolls V in the works - direct sequel to Oblivion (https://www.subsim.com/radioroom/showthread.php?t=177327)

Iron Budokan 04-14-14 07:37 AM

I played in the last three betas of TESO and I really did not like it at all. Too many bugs, boring story line, floaty combat, etc. Maybe it's just me, but it comes across as a huge cash grab what with the paywalls and all.

Anyway, it's just not for me.

I'll stick with Skyrim which I really love, I guess. :)

BossMark 04-19-14 08:51 AM

I seem seem to have a rather large problem when enter the castle to get General Tulius to surrender I have no option to this, Ulfric asks Rikke to surrender she doesn't and then they both attack me while Ulfric and Gilmar just look on.
So at the moment I am unable to finish this quest, anyone no of any fix?

Friscobay 04-19-14 02:06 PM

''whaddaya mean I can't be a Werewolf''..........?

BossMark 04-23-14 02:12 AM

Well problem sorted I went back about 7 hours game play where I hadn't started the "the fallen" part of the main quest line., I just then continued with the Stormcloak quests and everything worked as should do

Skybird 09-18-14 02:44 PM

Not many new mods get tried, used, newly added to the Skrimeer'S collection these days, I could imagine, but me, I find myself time and again coming back to the Northern countries, and I found a new mod that I enjoyed so far, it could serve as a home-building and home mod. It'S called Windstad Mine, and allows you to conquer a worn out mine from bandits, buy the legal rights to use it, and then step by step improve and build up the place with more mineshafts, additional buildings, adding furniture and equipment and hiring staff - and quite a lot of staff, slowly turning the place into your own mini village, so to speak. There seems to be a story running on if further mineshafts get build, but I am not that far already. The location is just south of Windstad Manor. The whole thing reminded me of this other really welldone mod, Millwater Retreat, which had the same idea, but was not so huge and complex in size.- And this mine here, it really is a big place.

If you still play Skyrim occasionally like I do, try this one. It's good stuff.

Heck, I'm still playing this beauty. Not even Oblivion I played for such a long, continuing time. No, not playing - just that I "like "to be there" and enjoy the place. Must by now be the most-played PC game/sim in my whole player career, since the late 80s.

donna52522 10-17-14 09:58 PM

Quote:

Originally Posted by Skybird (Post 2244362)
Not many new mods get tried, used, newly added to the Skrimeer'S collection these days, I could imagine, but me, I find myself time and again coming back to the Northern countries, and I found a new mod that I enjoyed so far, it could serve as a home-building and home mod. It'S called Windstad Mine, and allows you to conquer a worn out mine from bandits, buy the legal rights to use it, and then step by step improve and build up the place with more mineshafts, additional buildings, adding furniture and equipment and hiring staff - and quite a lot of staff, slowly turning the place into your own mini village, so to speak. There seems to be a story running on if further mineshafts get build, but I am not that far already. The location is just south of Windstad Manor. The whole thing reminded me of this other really welldone mod, Millwater Retreat, which had the same idea, but was not so huge and complex in size.- And this mine here, it really is a big place.

If you still play Skyrim occasionally like I do, try this one. It's good stuff.

Heck, I'm still playing this beauty. Not even Oblivion I played for such a long, continuing time. No, not playing - just that I "like "to be there" and enjoy the place. Must by now be the most-played PC game/sim in my whole player career, since the late 80s.

Definitely one of my favorite games. With the amount of mods for this game every play through can be totally different, with the exception of the main and DLC quest lines.

The game was already out for almost a year before I started playing it and yet according to Steam I have 4,140 hours into it. That's even while taking breaks to play Morrowind and Oblivion, two games I never even heard of before I got Skyrim. Of course I have also taken breaks to play many other games.

Skybird 10-18-14 04:29 AM

I still play it extensively. Don't know how many hours I logged, since I deactivated Steam synchronization (takes very long time to close the game if left on, so the counter is frozen at some very early point in my Skyrim career), but it is my sixth character I have brought to levels beyond 60, it is 2500+ savegames (quicksaves not counted), and I would be surprised if total playing hours would not be deep in the four digit realm. Main quest I do not care for, I play it like some sort of The Sims, managing a whole lot of followers I garrisoned in Sutvaka Estate and Windstad, caring for their skills and equipment and so on, and leading my private army to battle against the Almeri due to a mod for total war with the Almeria Dominion, and another mod for immersive patrols.

Both mods recommended, btw, the battles are EPIC.

It has become a bit repetitive by now, yes. Still, I hardly can spend a single week without logging some playing time at least once in that week. It's due to the beauty and atmosphere.

One of the greatest games ever made, no doubt.

Arclight 10-23-14 06:49 AM

Quote:

I love RPG lore. I walk into a virtual library in pretty much any game you care to mention, and I'm stuck there until I've read every single book in the place. And there are few games with more voluminous lore than The Elder Scrolls series, which is why the two series of books recently announced by Bethesda—The Elder Scrolls Online: Tales of Tamriel and The Elder Scrolls V: The Skyrim Library—represent such a dire threat to my wallet.
http://www.pcgamer.com/bethesda-anno...ing-next-year/

Skybird 10-25-14 07:29 PM

And another battle mod, maybe the best thee is: Battle Mod 1.02. It allows to use spells to create groups of fighters of various factions at impact point nof the spell, some of these groups are hostile to the player, hostile to each other, or friendly to the player. You can easily create very hige battles with it.

That has a special benefit. YOU chose the place. Ever had your home that is you castle built, knbow8ing that all your hand-selected men that you manually equipped would never be used to defend it? Think again. Here you can now have bandits, Falmers, skeletons Thalmor, rebels from the Reach attacking your fortifications, and have the cavalry of Whiterun coming to the rescue.

You can have several spells active, so have several groups running around, if your system handles it, you end up with several dozen fighters hacking and slashing away. The fights are intense, and very huge, and very long-lasting they get reinforcements.

A very much needed mod for Skyrim. Functions very well.

Skybird 10-27-14 07:01 AM

I had fun with the boys last night (place is Stonespire Castle).

http://www11.pic-upload.de/27.10.14/h3n9kt76lq31.jpg

But then somebody brought some beer... (battlers can be even several times greater in numbers with Battle Mod 1.02 than shown here).

http://www11.pic-upload.de/27.10.14/jw63uhku3re.jpg

Then back to my home sweet castle, Sutvaka. I have 16 fighters under my command there. And another dozen at Windstad Manor and the nearby fortified mining complex that I built there.

http://www11.pic-upload.de/27.10.14/cc9179jb1r.jpg

I'm stinking rich! :D

frau kaleun 11-09-14 10:16 PM

Wow, cool that I'm not the only one still playing (or wishing I had time to play) Skyrim!

Pfffft who am I kidding, even if I get the time I've still got hours of modding before I can start another character. :wah:

Skybird 11-10-14 07:00 AM

What happened to your Ulfric? Poisoned in bed, or what? :D

frau kaleun 11-10-14 10:39 AM

Quote:

Originally Posted by Skybird (Post 2259630)
What happened to your Ulfric? Poisoned in bed, or what? :D

Given that I always play Stormcloak, lol, Ulfric is and always shall be fine. :D Altho I'm kinda burned out on the whole bit with marrying him... it's just too complicated, trying to make the Palace livable and now with the whole adopting kids thing it's just weird having them in one house and "living" in the Palace with Ulfric. (Altho to be fair it's not like I spend THAT much time with them even when I "officially" live in the same place they do.)

And I don't even want to get into trying to make the Palace an option for the Hearthfire kids, it might be possible but yikes that would be a fair bit of work for something that might bug out the game.

Of course I've got follower mods that would let me tell Ulfric to live somewhere else of my choosing, but that's also weird because he should be in the Palace doing Jarl stuff when I'm not around. Even me living there and having the kids in Hjerim was not great, since apparently what counts as "playing outside" in Windhelm is basically standing in front of the tavern drinking... :shifty: Sure, they're mostly Nord kids, but COME ON. :O:

I still keep the mod in for Ulfric as follower/spouse (he's just too fun as a follower!) but the current plan is to marry Argis, which I've never done and every time I don't I end thinking I should have. Sadly my last game got the bug where the battle of Whiterun wouldn't start, and there doesn't seem to be any fix for that unless one of the unofficial patches has since addressed it so I abandoned that character. Or maybe the Civil War Overhaul mod has addressed it by now, I'll have to check for updates before I start getting my next mod list set up.

Skybird 11-10-14 02:11 PM

:dead: It seems marriage is nothing for you...!?

Try Sutvaka. Should fit all those mentioned needs while avoiding the deficits. My preferred home, since long time now, not too big and not too small, plenty of storage, plenty of guards, follower-friendly, secret vaults and escape tunnels, castle-feeling - superb home. I had children living there, too, but no longer (needed a mod adapting children to non-regular homes).

frau kaleun 11-10-14 02:30 PM

I generally don't do player home mods, I would just end up spending hours modding them to my own specifications anyway. It's easier to mod the existing player homes into what I want and not clutter up the landscape with even more buildings.

Anyway, if I were going to add a new home I'd just mod it in myself. I actually did do that in Winterhold, I changed one of the destroyed buildings there into the intact version and created a cell for the interior and the player gets the key to it if they become Thane of the hold. It's not much, in keeping with the general Winterhold situation, but at least it's a place to sleep and store stuff without having the College as the only option for a living space there.

I've done a few other mods of my own that I ended up really liking, for instance one that adds a couple boats and jetties so you can travel from Riften to Ivarstead and back (with a stop at Heartwood Mill) all by water - still fast travel like the carriages but it seemed odd that there would be NO boat travel at all in the interior of the province, and that's really the only stretch of river system where it seemed realistic too have it - too many falls and rapids everywhere else. Also added a boat that shows up if you buy the Hearthfire land in Hjaalmarch, that will take you across the bay to the Solitude side making that particular house WAY more convenient, seriously it's a long way around from there to Solitude by land and I got tired of swimming across the damn bay just to go up to the shops in the city. :O: The time doesn't seem to pass properly when traveling that way, though, so I probably need to look at the scripts for the carriages and see if I can figure out how that's done.

Most ambitious mod I've done is the one that changes the PO outpost in Dragonbridge to a basic guardhouse for either the Legion/Stormcloaks depending on who holds Haafingar, and moves the entire Penitus Oculatus to the border with Cyrodiil southwest of Falkreath. Never made sense to me that the PO would continue to HQ in Dragonbridge even if the Stormcloaks won the civil war, now they're down on the border tucked out of the way so it doesn't seem so odd.

And now I'm just getting more and more homesick for Skyrim. :wah:

Skybird 11-10-14 06:30 PM

My main fort is Sutvaka, and I spend a lot of time in managing the many guards and followers I have there. I build in this running career the Hearthfire Home at Windstad (was it Windstad? I always mess up those names), and have another group of followers there. Recently I added a mod that slowly builds a huge mining complex very close to it, with even more NPCs and some guards there. I used a mod for establishing that wonderful little blockhouse and fishing quay plus watchtower at that lake southwest of Riverwood, another mod repaired one of the broken homes near the magicans' academy, and recently I added Stonespire Castle west of Dragonbridge. I run an army of around 30 followers that via AFT are in constant service for me. :)

Some homes from former careers are still there, because they look so nice, but I do not use them anymore. Sutvaka and Windstad Manor are my primary places. Two kids in Breezehome, however. Key to handle little monsters is to keep them at a distance. :smug:

frau kaleun 11-10-14 09:18 PM

Quote:

Originally Posted by Skybird (Post 2259875)
My main fort is Sutvaka, and I spend a lot of time in managing the many guards and followers I have there. I build in this running career the Hearthfire Home at Windstad (was it Windstad? I always mess up those names), and have another group of followers there. Recently I added a mod that slowly builds a huge mining complex very close to it, with even more NPCs and some guards there. I used a mod for establishing that wonderful little blockhouse and fishing quay plus watchtower at that lake southwest of Riverwood, another mod repaired one of the broken homes near the magicans' academy, and recently I added Stonespire Castle west of Dragonbridge. I run an army of around 30 followers that via AFT are in constant service for me. :)

Some homes from former careers are still there, because they look so nice, but I do not use them anymore. Sutvaka and Windstad Manor are my primary places. Two kids in Breezehome, however. Key to handle little monsters is to keep them at a distance. :smug:

Try having SIX. :O: :dead: I always felt sorry for the ones I couldn't adopt so I use an adoption mod that ups the number to six, but I don't think it adds any extra orphans to the game so at least I can get the truly homeless ones from Hearthfire off the streets and still have room for a couple more. I usually take at least one from the orphanage just to clear the quest that pops up for it.

It really IS better to keep them tucked away in some nice warm home you rarely visit, though. So far my preferred place for that has been Heljarchen, the HF estate in Dawnstar. I like its central location and nearness to Whiterun, which when all is said and done usually ends up being my primary "city" residence. I tried making Windhelm my primary location and wish I could be happy with that but the location is just too remote. It's still my favorite house and the one I find easiest to mod for what I want without turning it into an obvious Nord Tardis that is WAY bigger on the inside.

The kids will usually live either in Whiterun or Heljarchen, once I have them, depending on the state of the civil war. I wouldn't want them living some place that is going to be coming under fire... also with Civil War Overhaul installed just moving around without drawing aggro in enemy territory is impossible unless you're disguised, so I kinda have to keep the kids in friendly territory if I have them when I start that questline. I've had them living in Honeyside for a bit when that was my only friendly option, but it's not a longterm solution IMO.

I could never have the kids live in Winstad, Hjaalmarch and that whole swamp area is just too creepy for me. The place in Falkreath isn't bad even though that's not my favorite hold either, but it is a bit more accessible. It's just such a cramped area up on that ridge where it sits. And I really do prefer the wide open spaces around Whiterun, I just wish the weather at Heljarchen was as temperate as it is down around the city.

Honestly I think I've played Skyrim too long and know too much, because when I'm in the game and start a family the list of places I'm *willing* to have them live is very, very small. Solitude? No. I don't like it up there, and only go there when I have to or it's the most convenient stopover on a current excursion. (Plus the house is so expensive it's often the last one I get.) Riften? I don't mind it, but it's not a place I'd want to raise kids, too much shady stuff going on there. Windhelm would be fine if not for the out of the way location. Hjaalmarch - no. Falkreath - meh. Markarth - OH GODS NO. :haha:

Doesn't leave much, and I really don't care for the mods that add new homes/manors/estates, I've tried a few and they just clutter up the landscape IMO. Lately I've been in the habit of removing mods that add stuff that I feel just crowds up the environment, I ditched Interesting NPCs for that reason, although it was wonderfully done and some of the people and quests it added were very cool. However it added so many NPCs in so many places that I felt *should* have been left alone, or that broke my immersion just a little too much.

Oberon 11-10-14 10:36 PM

I finally finished installing everything from STEP the other day, and surprisingly it didn't explode or melt my system. :o :doh:

EDIT: I didn't install this mod though...tempting as it was:
http://www.youtube.com/watch?v=dTKhOvBNakM

frau kaleun 11-15-14 04:36 PM

STEP? Is that a particular modder? Or site for mods?

Now I've got the bug to get back into the game again, currently going through mod list and making some of the changes I noticed I wanted in the last playthrough... also decided to step things up with a couple of my own mods, I'd done one that made it possible to get into Snow Veil Sanctum through the "back door" and go as far as the word wall, so it was no longer questlocked. Moved all references to the relevant TG quest out of the cell so nothing was triggered by going in there. Obviously a mod for characters that will never join the TG, which is basically all of mine at this point. :O:

Anyway I've now changed the mod to unlock all of Snow Veil Sanctum, and allow followers in, so it should be possible to go through the whole dungeon without ever joining the TG or breaking the game if I haven't. I hate major locations being locked like that now that I've done the TG and am unlikely to do it again.

Now trying to do the same thing with Brinewater Grotto, removing the TG triggers and quest-related stuff and making the start of the area accessible from outside the East Empire Warehouse. Although I'm thinking of making it locked and putting the key somewhere that would require my character to earn it. Not sure how that's going to work out, but we'll see.

Other things on my to-do list are figuring out a way to make certain irritating NPCs either go away or shut the hell up, most notably the constantly force-greeting Vigilant in Markarth outside the Abandoned House. I'VE TOLD YOU I DON'T KNOW ANYTHING TYRANNUS NOW LEAVE ME ALONE!!!!! Gawds what a tool. I usually just disable him with the console but it would be nice to have him still in the game just in case, even if the only reason to do that quest is to flip off Molag Bal by deliberately failing it. :D I'd just like to have the option to bring it up with him myself after one convo, instead of constantly fending him off when all I want to do is get my other business done in the city. :stare:

Schroeder 11-15-14 04:49 PM

Quote:

Originally Posted by frau kaleun (Post 2261301)

Other things on my to-do list are figuring out a way to make certain irritating NPCs either go away or shut the hell up, most notably the constantly force-greeting Vigilant in Markarth outside the Abandoned House.

There is also a certain Argonian in Solitude who keeps bothering me every time I'm trying to sell my loot to the merchants...STFU I'm not interested!:/\\!!


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