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

Task Force 02-22-12 01:27 PM

Quote:

Originally Posted by Dowly (Post 1843515)
Then again, Divayth Fyr in Morrowind was some 4000 years old. :88)

They don't live that long when I'm around! and now back to my elven genocide.

frau kaleun 02-22-12 01:34 PM

I'm pretty sure the Arch Mage at Winterhold mentions that he was an apprentice there at the time of Artaeum's most recent disappearance - it comes up if you ask him about the Psijic monks after one appears to you. And Artaeum last disappeared about 100 years prior to the events at the start of the game. So he is already 100+ years old and doesn't look like he's anywhere near the end of his normal lifespan.

I liked him, I wish he wasn't a character that was scripted to die. I was just thinking last night about some of the NPCs that I really have grown fond of... Calcemo is one, best "taking your leave" dialogue of anybody IMO. His "What? Oh. Goodbye!" never fails to crack me up. He may be the only person in Markarth I actually *do* like at this point. I also like Tolfdir a lot, he seems really sweet. And I guess I'll find out what scoundrels some of the Khajiit traders are if I ever join the Thieves Guild but they are among my favorite NPCs to deal with as my current character. There are a couple of old ladies in alchemy shops who are also very sweet altho one of them never seems to be open when I get there, even in the middle of the day... she must like a 3 or maybe 4 mead-tini lunch. :haha:

And of course M'aiq is awesome, goes without saying.

Edit: from the UESP Wiki Lore page on the Altmer:

Quote:

They are among the longest living and intelligent races of Tamriel, and they often become powerful magic users, having centuries in which to practice their art.
Emphasis mine. Can't find anything yet that refers to lifespans of other races.

Task Force 02-22-12 01:46 PM

Yes, It appears to be a very unhealthy thing to be the head of any of the guild/organizations in Skyrim...

mookiemookie 02-22-12 02:38 PM

Quote:

'm pretty sure the Arch Mage at Winterhold mentions that he was an apprentice there at the time of Artaeum's most recent disappearance - it comes up if you ask him about the Psijic monks after one appears to you. And Artaeum last disappeared about 100 years prior to the events at the start of the game. So he is already 100+ years old and doesn't look like he's anywhere near the end of his normal lifespan.
As was mentioned, Divayth Fyr was over 4000. Mages can be very long lived.

Brand Shei was born in 4E 6 and he still looks pretty good considering that the game takes place in 4E 201. Barenziah was born in 2E893 and was still alive in Tribunal which took place in 3E 427 - 431 years later. Dunmer live a long time, pbviously.

Tiber Septim was 108 when he died according to The Arcturian Heresy, so Nords can get to be pretty old too.

frau kaleun 02-22-12 02:48 PM

Quote:

Originally Posted by mookiemookie (Post 1843578)
Brand Shei was born in 4E 6

He's the general goods merchant in the marketplace in Riften, correct? I didn't even think of him and, yeah, once you know his backstory it's pretty easy to see he's no spring chicken. :haha:

Quote:

Tiber Septim was 108 when he died according to The Arcturian Heresy
And he reigned for 38 years which means he was still presumably fighting to establish and unite his empire when he was in his 60s.

Dowly 02-22-12 03:57 PM

Skyrim Audiobook Mod Project Trailer:
http://www.youtube.com/watch?v=5yJEObaowi0

Forum thread with few recordings:
http://forums.nexusmods.com/index.ph...im-audiobooks/

Very nice. :yep:

Takeda Shingen 02-22-12 04:36 PM

Quote:

Originally Posted by Task Force (Post 1843262)
And a character that doesn't look as if they where beaten over the face with a dirty war hammer!

I'm on the opposite side. This is a world without indoor plumming, water heaters and one where most people live an, essentially, 10th century lifestyle. They also spend their time crawling through dungeons, working forges and toiling in fields. Why in the hell would they be so clean? What logic is this?

One of my favorite things about Skyrim was that they finally brought a little Fallout to The Elder Scrolls.

frau kaleun 02-22-12 05:25 PM

Quote:

Originally Posted by Takeda Shingen (Post 1843646)
Why in the hell would they be so clean?

Two words: Magic Wetnaps.

Drewcifer 02-22-12 06:15 PM

Quote:

Originally Posted by mookiemookie (Post 1843578)
As was mentioned, Divayth Fyr was over 4000. Mages can be very long lived.

Brand Shei was born in 4E 6 and he still looks pretty good considering that the game takes place in 4E 201. Barenziah was born in 2E893 and was still alive in Tribunal which took place in 3E 427 - 431 years later. Dunmer live a long time, pbviously.

Tiber Septim was 108 when he died according to The Arcturian Heresy, so Nords can get to be pretty old too.


Its probably best to keep mages out of the conversation all together when it comes to age.. I mean they are magic.. Vanus Galerion and Mannimarco may well have lived forever if they didn' t kill eachother, which didn't even really stop Mannimarco from coming back.

So for the sake of finding an answer I'd focus on non mages.

As for that I assume Elves, live for thousands of years on average. Atleast the High Elves. Dark Elves and Wood Elves may differ slightly but I wouldn't think by too much.

Id say from the sounds of most stories too that most of the (human) characters that aren't killed in great battles in their prime live for about 100 years. roughly.

They may not have modern healthcare, but they have Magic, and Powerful Alchemists.

Ducimus 02-22-12 07:15 PM

Quote:

Originally Posted by Takeda Shingen (Post 1843646)
I'm on the opposite side. This is a world without indoor plumming, water heaters and one where most people live an, essentially, 10th century lifestyle. They also spend their time crawling through dungeons, working forges and toiling in fields. Why in the hell would they be so clean? What logic is this?

One of my favorite things about Skyrim was that they finally brought a little Fallout to The Elder Scrolls.

I agree, the game needed to be gritty. One of the things i disliked about Oblivion, was how everything was so neat and tidy. In my opinion, a game world where swordplay is used needs to be gritty to be believable.

edit: As gritty goes, every fight in skyrim should be as gritty as the first 10 minutes of Gladiator.

Dowly 02-22-12 07:34 PM

Quote:

Originally Posted by Ducimus (Post 1843716)
edit: As gritty goes, every fight in skyrim should be as gritty as the first 10 minutes of Gladiator.

Couldn't agree more. :yep:

Ducimus 02-22-12 07:39 PM

That reminds me, i haven't tried it yet, but ive had my eye on this mod called killmoves plus.

Dowly 02-22-12 08:07 PM

Quote:

Originally Posted by Ducimus (Post 1843730)
That reminds me, i haven't tried it yet, but ive had my eye on this mod called killmoves plus.

Been using it for a few days, but dont know if it's coz I'm a dual wielder or if
the console commands have to be repeated in every session, but I'm not seeing
that big of an difference. :hmmm:

frau kaleun 02-23-12 11:11 AM

Quote:

Originally Posted by Task Force (Post 1843387)
To the mods! could give links to the nexus or steam, if it ever comes up again!

http://skyrim.nexusmods.com/downloads/file.php?id=711
water and land, and

http://skyrim.nexusmods.com/downloads/file.php?id=7654
IIRC this is the lighting mod I use, Also use the 2k HD texture pack, to name afiew.
*Using FXAA in those pics. For settings, depends on your Pc.

I am liking both of these mods a lot altho with Realistic Lighting I'm finding some of the interiors really too dark, I have not been in a dungeon yet with it running but in a couple shops the merchants were essentially talking to me from the shadows and I couldn't even see their faces despite them standing right behind the counter in the most logical spot for doing business.

I tried using the included .ini file to make interiors and dungeons a little less dark but since I adjusted it before playing at the default settings I can't really tell if it did anything... plus you have to run some .jar file in order to incorporate the changes to the .ini into the .esp or something? I have no experience with that kind of file so I'm not sure it did anything. I couldn't even do anything with it at first because Windows didn't know what it was, found it was something to do with Java so I followed a link and downloaded something. I can doubleclick on the file and what looks like a DOS window flashes briefly onscreen and then disappears so I guess it's doing what it's supposed to?

Anyway I will try tinkering with the .ini more to see if I notice any changes. Outdoors in open spaces the Realistic Lighting is awesome so far altho I haven't played through a nighttime sequence yet and that may be too dark for me as well.

Played with the Options some too, enabled FXAA and dropped AA back to 2 and bumped AF up to 16... IIRC I could then run some things at Ultra settings and not see any really noticeable performance hit, altho I was just running around in the open and most lag that I've noticed is after first loading into big city spaces or interiors of some of the properties I own. In the latter case it may be more the mods involved there than anything else. I bounced everything back to High but I may try to play for a bit with the adjusted Ultra settings to see what happens when I have to actually interact (i.e., fight and kill) something or someone.

In other news I've just about had it with the Dovahkiin's Hideout mod, all the extra storage and central location (while something of an immersion killer if abused) is great but the "extras" are getting out of hand. First it was all the useless clutter and NPCs I had to keep picking up, storing, and/or disabling, then it was being given a quest I can't finish by a new NPC I'm afraid to disable because: unfinished quest, the object of which I've already completed, but can't do anything about because the NPC doesn't have the dialogue to acknowledge it.

Then last night I head in there to drop off some stuff and get ambushed just inside the door by a hostile necromancer. WTF? I entered from within another owned property and he wasn't in there, so it's not like we were outdoors and he ran up to do/say something and accidentally loaded into the cell with me.

It gave me a real fright not because he was that dangerous but because Argis immediately started his "I'll kill you" dialogue thing and I thought I'd somehow done something to make him hostile to me.

And I think it's just going to get worse and worse with future updates. I thought I'd seen everything that was added with the last one but random enemies spawning IN MY OWN PRIVATE HIDEOUT that is at least two cells removed from any exterior space is something new and, no thanks. It's really gonna be a PITA to haul everything out of there and find somewhere else to put it but it's gotten to the point where there is more stuff there that is irritating and useless than actually useful. :nope:

Task Force 02-23-12 11:22 AM

Yea, Ive learned with this mod to bring a torch with me.

I believe that the game has a preset ini that brightens up the nights, IIRC you just need to rename it realisticlighting and pop it in the main folder and it should work.


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