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    TES V: Skyrim Discussion Thread

    Discussion in 'Gaming (Software and Graphics Cards)' started by jerg, Jun 6, 2011.

  1. moviemarketing

    moviemarketing Milk Drinker

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    Personally, if I would have started with Morrowind, I would have been turned off because it is so dated.

    I found out about Oblivion when searching around for some FO3 mods. Tried it and it has become my favorite game to date and got me really deep in the history of TES, so I really enjoyed playing Morrowind as well.

    But Oblivion has a lot of flaws that were only improved after installing 150+ mods.

    If you can wait until November try Skyrim first, I think that would be the absolute best introduction to the series.
     
  2. Mr_Mysterious

    Mr_Mysterious Like...duuuuuude

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    I don't mind waiting, lol. Plus, I don't mind bad graphics if the content is good. My friend intro'd me to SC last summer, and despite the horrible graphics, I still got hooked, however briefly.

    Based on what you guys are saying, the content is excellent, so I don't have anything to worry about :)

    Mr. Mysterious
     
  3. DeltaForceMiddy

    DeltaForceMiddy Newbie

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    Now Oblivion seems dated to me, I can't play through it anymore. However I have it for the 360.......Stupid me lol. Skyrim on PC is a must......or any new Bethesda game for that matter, the mod community is one of the best out there.
     
  4. Mr_Mysterious

    Mr_Mysterious Like...duuuuuude

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    I would prefer not to do any mods, personally....But if I had to, then I'd appreciate a guide of sorts. What mods to do, what not to do.

    Not asking for anyone to inconvenience themselves, I can google the information myself :p

    Mr. Mysterious
     
  5. DeltaForceMiddy

    DeltaForceMiddy Newbie

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    The main Elderscrolls mod community is called TES NEXUS www.tesnexus.com. Mods can pretty much do anything, from just tweeking the way characters look to adding new weapons and quests. A lot of them try to correct things that people didnt like about the original game. Also there is usually a handy Mod Manager that you can download to help you install and unistall them without much of a hassle. Fallout 3 and New Vegas also have similar Nexus mod communities. Its the only reason why I still play New Vegas.
     
  6. Mr_Mysterious

    Mr_Mysterious Like...duuuuuude

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    Oh so you are saying that the mods are optional, that the game will still run fine without them?

    Last question, I don't want to hijack this thread!

    Mr. Mysterious
     
  7. DeltaForceMiddy

    DeltaForceMiddy Newbie

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    Ya with a mod manager, you can activate and deactivate any mods that you have downloaded. You can try out and keep the ones you like and ditch the ones that you dont like. Occasionally, there are some nuances with some mods conflicting with others. The mod manager is there to help you figure that out and still preserve the integrity of the original game data.
     
  8. moviemarketing

    moviemarketing Milk Drinker

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  9. moviemarketing

    moviemarketing Milk Drinker

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    In my view, the leveling process and combat balance for Oblivion has a lot of problems.

    Certain mods such as FCOM/OOO/MMM/Francescos/Warcry and Duke Patricks massively improve this

    Also, if you are playing at 1920x1080 resolution, the textures in the vanilla game are horribly low res and the lighting effects are quite dated.

    In order to fix this, I installed Qarls Texture Pack 3 2048x2048 textures, as well as OBGEv2, ENBSeries shaders.

    Also, I really like the survival mode from Fallout New Vegas where you have to eat, drink, sleep, so I installed COBL Real Hunger, Real Thirst, Real Sleep Extended. This gives me a reason to get excited about finding food and drink items.



    essential mods that do not change gameplay...

    • 4GB patch
    • OBGEv2
    • ENBSeries Shaders
    • Qarl's Hi Res Texture Pack
    • Tamriel NPCs Revamped (finally all the NPCs will no longer be ugly)
    • HGEC Body Replacer
    • Elaborate Eyes
    • Ren's Beauty Pack
    • Bananasplit's Better Cities
    • Unique Landscapes
    • Oblivion Stereo Sound Overhaul
    • Atmospheric Oblivion
    • Symphony of Violence
    • Oblivion Crash Prevention System
    • Oblivion Stutter Remover
    • Vampire Aging Disabled
    • Windows Lighting System
    • COBL Races


    Essential Mod Utilities
    • OBSE
    • BOSS
    • OBMM
    • Wyre Bash
    • COBL

    Essential Mods That Affect Gameplay (improve balance or otherwise affect gameplay)
    • Duke Patrick's SCA Combat Archery
    • Oscuro's Oblivion Overhaul
    • Martigen's Monster Mod
    • Francesco's
    • FCOM
    • COBL Real Hunger
    • COBL Real Thirst
    • COBL Real Sleep Extended
    • Less Annoying Magic Experience (L.A.M.E.)
    • Supreme Magicka
    • Thievery
    • Ashes to Ashes
    • Enhanced Economy


    Here is a list of all the mods I have installed
    [codebox]Active Mod Files:
    00 Oblivion.esm
    01 Silgrad_Tower.esm [Version 3.36]
    02 Jog_X_Mod.esm
    03 Francesco's Leveled Creatures-Items Mod.esm
    04 Francesco's Optional New Items Add-On.esm
    05 Cobl Main.esm [Version 1.72]
    06 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
    07 Mart's Monster Mod.esm [Version 3.7b3p3]
    08 FCOM_Convergence.esm [Version 0.9.9MB3]
    09 Armamentarium.esm
    0A Artifacts.esm
    0B Better Cities Resources.esm
    0C Cobl - NPCDiversity - TNR Merge.esp [Version 9.3EV-D]
    0D Unofficial Oblivion Patch.esp [Version 3.3.3]
    0E DLCShiveringIsles.esp
    0F Unofficial Shivering Isles Patch.esp [Version 1.4.0]
    10 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
    11 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
    12 Symphony of Violence.esp
    13 Atmospheric Oblivion.esp
    14 WindowLightingSystem.esp
    15 Enhanced Economy.esp [Version 5.1]
    16 FF_Real_Thirst.esp
    17 DLCOrrery.esp
    18 DLCOrrery - Unofficial Patch.esp [Version 1.0.4]
    19 DLCVileLair.esp
    1A DLCVileLair - Unofficial Patch.esp [Version 1.0.6]
    1B DLCMehrunesRazor.esp
    1C DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]
    1D DLCSpellTomes.esp
    1E DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
    1F ArmamentariumVendors.esp
    20 SnakeArmor.esp
    21 trfjChronoStaff.esp
    22 XSPipeMod.esp [Version 1.2]
    23 DLCThievesDen.esp
    24 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
    25 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
    26 Cobl Glue.esp [Version 1.72]
    27 Cobl Si.esp [Version 1.63]
    ++ Cobl Tweaks.esp [Version 1.44]
    28 Bob's Armory Oblivion.esp
    29 FCOM_BobsArmory.esp [Version 0.9.9]
    2A Oblivion WarCry EV.esp
    2B FCOM_WarCryNoSpawn.esp [Version 0.9.9]
    2C Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
    2D Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
    2E FCOM_Convergence.esp [Version 0.9.9Mb3]
    2F FCOM_RealSwords.esp [Version 0.9.9]
    30 FCOM_DurabilityAndDamage.esp [Version 0.9.9]
    31 FCOM_SpawnRatesSlightlyReduced.esp [Version 0.9.9MB3]
    32 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
    33 FCOM_LessRats.esp [Version 0.9.9]
    34 FCOM_LessReaversInGates.esp [Version 0.9.9]
    35 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
    36 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
    37 Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]
    38 Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b3p3]
    39 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
    3A Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
    3B Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
    3C Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
    3D Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
    3E Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
    3F FCOM_DiverseGuardUnity.esp [Version 0.9.9]
    40 FCOM_BobsGuardUnity.esp [Version 0.9.9]
    41 FCOM_HungersUnitySI.esp [Version 0.9.9]
    42 FCOM_FriendlierFactions.esp [Version 0.9.9]
    43 FCOM_MoreRandomSpawns.esp [Version 0.9.9]
    44 FCOM_MoreRandomItems.esp [Version 0.9.9]
    45 Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
    46 OOO-WaterFish.esp [Version 1.34]
    47 300_Artifacts.esp
    48 Artifacts.esp
    49 hackdirtabyss.esp
    4A thievery.esp
    4B thievery - EE patch.esp [Version 4.2]
    4C DLCBattlehornCastle.esp
    4D DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
    4E DLCFrostcrag.esp
    4F DLCFrostcrag - Unofficial Patch.esp [Version 1.0.5]
    50 Knights.esp
    51 Knights - Unofficial Patch.esp [Version 1.1]
    52 FCOM_Knights.esp [Version 0.9.9Mb3]
    53 xuldarkforest.esp [Version 1.0.5]
    54 xulStendarrValley.esp [Version 1.2.2]
    55 xulTheHeath.esp
    56 XulEntiusGorge.esp
    57 xulFallenleafEverglade.esp [Version 1.3.1]
    58 xulColovianHighlands_EV.esp [Version 1.2.1]
    59 xulChorrolHinterland.esp [Version 1.2.2]
    5A xulBravilBarrowfields.esp [Version 1.3.2]
    5B xulLushWoodlands.esp [Version 1.3.1]
    5C xulAncientYews.esp [Version 1.4.3]
    5D xulCloudtopMountains.esp [Version 1.0.3]
    5E xulArriusCreek.esp [Version 1.1.3]
    5F xulPatch_AY_AC.esp [Version 1.1]
    60 xulPantherRiver.esp
    61 xulRiverEthe.esp [Version 1.0.2]
    62 xulBrenaRiverRavine.esp [Version 1.1]
    63 xulImperialIsle.esp [Version 1.6.6]
    64 xulBlackwoodForest.esp [Version 1.1.0]
    65 xulCheydinhalFalls.esp [Version 1.0.1]
    66 xulAspenWood.esp [Version 1.0.2]
    67 xulSkingradOutskirts.esp [Version 1.0.1]
    68 xulSnowdale.esp [Version 1.0]
    69 Better Cities - House price patch.esp [Version 1.0]
    6A RealSleepExtended.esp [Version 2.5]
    6B Ashes to Ashes.esp [Version 1.0]
    6C Vampire Aging Disabled 2 XYoung.esp
    6D bgMagicEV.esp [Version 1.7EV]
    ++ SM_UnlockSpells.esp [Version 0.70]
    6E Moonshadow Elves - Sc.esp
    6F 1em_Vilja.esp
    70 _Ren_BeautyPack_full.esp
    71 _Ren_BeautyPack_onlyhairs.esp
    72 tkHairPack01.esp
    73 Cobl Races.esp [Version 1.52]
    74 ElaborateEyes.esp
    75 bgMagicEVStartspells.esp [Version 1.68EV]
    76 bgMagicBonus.esp [Version 1.7EV]
    77 bgMagicEVAddEnVar.esp [Version 1.68EV]
    78 bgMagicAlchemy.esp [Version 1.57]
    79 SupremeMagicka.esp [Version 0.90]
    7A SM_OOO.esp [Version 0.89]
    7B SM_MMM.esp [Version 0.89]
    7C SM_COBL.esp [Version 0.86]
    7D SM_ShiveringIsles.esp [Version 0.86]
    7E SM_EnchantStaff.esp [Version 0.80]
    7F SM_Scrolls.esp [Version 0.84]
    80 SM_DLCSpellTome.esp [Version 0.80]
    81 SM_VanillaSpells.esp [Version 0.86]
    82 bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
    83 bgMagicEVPaperChase.esp [Version 1.68EV]
    84 bgMagicEV_Conjuration_for_Supreme_Magicka.esp [Version 1.5]
    85 bgMagicEVShader.esp [Version 1.7EV]
    86 bgMagicShaderLifeDetect.esp [Version 1.68]
    87 bgMagicLightningbolt.esp
    88 ElaborateEyes-RensBeautyPackFull.esp
    89 HTFpcb Extended.esp
    8A ElaborateEyes-RensBeautyPackHairsOnly.esp
    8B FCOM_Archery.esp [Version 0.9.9]
    8C Oblivion Graphics Extender Support.esp [Version 0.3]
    8D Real Hunger, Cobl.esp [Version 1.6.1]
    ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
    8E FormID Finder4.esp
    8F Better Cities Full.esp
    90 Better Cities .esp
    91 Better Imperial City.esp
    92 Better Cities - Unique Landscape Chorrol Hinterland.esp
    93 Better Cities - Unique Landscape Barrowfields.esp
    94 Better Cities - COBL.esp [Version 2.1]
    95 Better Cities - Thievery.esp
    96 Better Cities - Unique Landscape Cheydinhal Falls.esp [Version 4.8.1]
    97 Better Cities - Unique Landscape Imperial Isle.esp
    98 Better Cities - Unique Landscape Skingrad Outskirts.esp [Version 4.8.1]
    99 TNR ALL RACES FINAL.esp
    9A TNR - ShiveringIsles no helms.esp
    9B Bashed Patch, 0.esp
    9C Duke Patricks - Combat Archery.esp [Version 5]
    [/codebox]
     
  10. The Happy Swede

    The Happy Swede Notebook Evangelist

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    But remember to watch out with the mods for oblivion :O I really screwed my game up... Some people now dont have eyes or bodies :O Quite a horrid view, lol. But if you are just careful it shouldn't be a problem. And damn i cant wait for skyrim, im just wondering if im going to be able to play it decently....
     
  11. Mastershroom

    Mastershroom wat

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    moviemarketing, that's a hell of a list, but that's waaaay too much for a first-time playthough.

    If I were you, I'd try and keep your first game as relatively vanilla as possible. I definitely recommend Qarl's Texture Pack, Darnified UI (basically makes all the text and UI elements smaller and less console-ish), and Open Cities (it basically adds the interior of the cities to the main worldspace, so you don't load a separate zone when you enter a city. You can walk right in and out, it really adds to the immersion). QTP and Open Cities might take a hit on your frame rates, but nothing too serious.

    AWLS (Animated window lighting system) is another good one; it causes exterior windows to light up on buildings at night, and adds smoke coming from chimneys. Little details, but they add up.

    If you decide you don't like the way Oblivion's leveling system works (which is a very common complaint), I recommend Oscuro's Oblivion Overhaul. With Oblivion's normal leveling system, all the creatures and NPC's in the game level up with you, and depending on how you choose your stats, they sometimes even start out-leveling you at higher levels. Loot is often leveled as well. OOO fixes a lot of this by making NPC and creature levels world-centric rather than player-centric. They still scale to the player to an extent, but within reasonable ranges.

    For example, in vanilla Oblivion, at low levels you'll find bandits wearing leather and fur armor. As you level up, bandits will start appearing with unrealistically high-leveled armors like mithril and elven. And they get exponentially tougher at those levels too.

    With OOO installed, they'll only level up with you to a certain extent, and you'll never find them wearing high-tier armor.

    On the other end of it, in normal Oblivion, you can essentially beat the main quest at level 1 (in fact, it's easier to do so because you'll level up your skills but your enemies won't). With OOO, there are some dungeons and creatures that will wipe the floor with you at level 1, but you'll have an easier time killing them at level 10 or so.

    It's a much more enjoyable and natural experience with OOO if you ask me.
     
  12. sprtnbsblplya

    sprtnbsblplya Notebook Deity

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    I haven't run Oblivion w/ OOO and QPack in over a year, but I remember when I first installed it with a bunch of mods, it was such a pain getting everything to run perfectly.

    Since then, has an easier to use method of getting the mods to load correctly been released?
     
  13. Cloudfire

    Cloudfire (Really odd person)

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    You are in for a real treat. Morrowind with mods that give it very good graphics. Oblivion was excellent too. You have like atleast 300 hours in front of you if you want to play them.
     
  14. jerg

    jerg Have fun. Stay alive.

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    Just install OOO and AVO, those have all bases covered without changing core play too much.
     
  15. Megacharge

    Megacharge Custom User Title

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    I wasn't a big fan of Oblivion, but Skyrim is looking pretty sweet. May have to get this one.
     
  16. daranik

    daranik Notebook Deity

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    Im glad you guys posted all these awesome mods to install, I have a PS3 version but went out and got the pc version to mod it to get me ready for skyrim. Also for first time players of Oblivion, read the books, Each book in the game can be read and has its own story, lots of multiples show up though. Books also give you stat boosts but it also adds to the lore of the land, I hope Skyrim has alot of books aswell.

    I hope they force you to eat aswell, I mean if your sword degrades so should your health from not eating. Ill have to install the pc eating mod and try it out!
     
  17. The Happy Swede

    The Happy Swede Notebook Evangelist

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    Yeah it would be cool if they made something similar to the Fallout hard core mode! It would really help emerge yourself into the game!
     
  18. daranik

    daranik Notebook Deity

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    It just makes sense in the universe, weapons and armor degrades like in real life, but magically you never have to eat or sleep, and live a nomadic life, although you could buy a house in Oblivion, there wasn't enough reason to, I ended up just using the dark brother hood hangout, I guess though if you don't go down that path your forced to buy a house, or you could work outside the system, kill your horse, loot it and drop items on it, then it gets back up and is a walking chest.
     
  19. The Happy Swede

    The Happy Swede Notebook Evangelist

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    I completely agree! It would add so much replayability to the game.
     
  20. daranik

    daranik Notebook Deity

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    At the same time I think as a developer they have to balance "arcade" gameplay with "simulator" gameplay, or the gameplay then because too time consuming and hard for average consumers who don't have 4+ hours a night to play. Too much realism may be too much for people who can only get on for a couple of hours and don't want to waste most of if sleeping or making food to eat.
     
  21. The Happy Swede

    The Happy Swede Notebook Evangelist

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    Indeed they would have to balance it out, but like fallout have the main gameplay that all love in the regular difficulty and then a hard core mode which makes it sim like for the people who wants that!
     
  22. moviemarketing

    moviemarketing Milk Drinker

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    BTW for first time playing absolutely I would not install any of the overhaul mods.

    • Oscuro's Oblivion Overhaul
    • Martigen's Monster Mod
    • Francesco's Leveled Lists
    • Warcry

    These four mods are awesome, and some really smart people have figured out a way to make them all work and play nice together using another mod called FCOM and a utility called Wrye Bash.

    Also Duke Patricks is not exactly an overhaul but I would not install it until ready to install FCOM and the overhaul mods.

    My recommendation is not to install any of these individually until you are ready to install all of them together. If you already have one installed it makes it a bit more tricky because the install order is very important.

    Hold off on the overhaul mods, try a few smaller things, some textures, Tamriel NPCs revamped is a good one to improve all the NPC faces, etc. Vampire Aging Disabled is another good one to stop you from looking ugly if you become a vampire.

    But later, when you want to really experience a massive improvement in the leveling process and much better balanced combat, here is the way to do it.

    1. research and make a big list of all the mods you want to install.

    2. write down all the steps of your install plan (this includes installing and using utility programs like OBSE, Wrye Bash, COBL).

    3. Then before installing any of them, post your install plan on the Oblivion mod forum to get advice and make sure you have the correct steps.

    4. Revise your install plan accordingly

    5. Enjoy

    About 6 months ago, I had absolutely no clue about installing Oblivion mods, then I did exactly this and the members of the Oblivion mods forum set me straight.

    Oblivion Mods - Bethesda Softworks Forums

    It took a little tweaking, etc., but a few hours later I was playing an entirely different game that was orders of magnitude better than vanilla Oblivion.
     
  23. moviemarketing

    moviemarketing Milk Drinker

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  24. Harleyquin07

    Harleyquin07 エミヤ

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    Did any of the previous Elder Scrolls games feature the romance hook? I always thought of that feature as a Bioware trait.
     
  25. Mastershroom

    Mastershroom wat

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    It's pretty straightforward with Oblivion Mod Manager. It lets you install mods in a pre-packaged .omod form and automatically determines load order (and lets you set it yourself if you like). I haven't had any trouble.
     
  26. moviemarketing

    moviemarketing Milk Drinker

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    Not in Oblivion or Morrowind and I seriously doubt there were romances in Daggerfall or Arena.

    How will this work if there are no cutscenes in Skyrim?
     
  27. jerg

    jerg Have fun. Stay alive.

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    Morrowind had Ahnassi, Oblivion had Dar-Ma.
     
  28. Mr_Mysterious

    Mr_Mysterious Like...duuuuuude

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    Thank you all! I'll be revisiting this thread after I've finished my lineup :)

    Mr. Mysterious
     
  29. lozanogo

    lozanogo Notebook Deity

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    If I recall correctly there is a mod for Morrowind to improve the graphics to Oblivion quality.
     
  30. daranik

    daranik Notebook Deity

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    Or you could download Morroblivion, which I haven't tried but watched youtube videos showing it off. That said I wonder if there will be a morrowoblivion mod to bring both those games into Skyrim and its new engine?!!! Add another 200 hours of gameplay please!
     
  31. SaveTheKennies

    SaveTheKennies Notebook Consultant

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    Well that would be awkward since Skyrim is what 200 years in the future? :)
     
  32. daranik

    daranik Notebook Deity

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    Well then a worn down Morroblivion or something, would still be fun to go through 3 different maps worth with the new engine. modders make it happen!!
     
  33. moviemarketing

    moviemarketing Milk Drinker

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    I thought there were some legal issues that caused the modder to take down the Morrowind with Oblivion engine mod.

    Something to do with using assets from one game in another?
     
  34. daranik

    daranik Notebook Deity

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    I bet the download is still floating around somewere on the net, once its on the net, it will never be deleted, a lesson to concider when you put personal info up aswell. But Id be soo hyped if that mod made its way to Skyrim,
     
  35. Cloudfire

    Cloudfire (Really odd person)

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    Awesome Morrowind mod:

    <param name="movie" value="http://www.youtube.com/v/2r6hilB6Dlc?version=3&amp;hl=nb_NO"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/2r6hilB6Dlc?version=3&amp;hl=nb_NO" type="application/x-shockwave-flash" width='640' height="390" allowscriptaccess="always" allowfullscreen="true"></embed></object>

    Here is the mod if anyone wants to try it. The best part is that is only 1 mod you need to install, not 20 different types. 1.1GB file size :)
    http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8987
     
    Last edited by a moderator: May 6, 2015
  36. fantabulicius

    fantabulicius Notebook Consultant

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    OMG OMG O<G Morrowind never looked so good !

    I am getting this asap.
     
  37. i has m11x

    i has m11x Notebook Evangelist

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    Hope Skyrim runs ok on my M11x. I will have to get the PS3 version if it doesn't, but I would prefer the PC version because of mods.
     
  38. moviemarketing

    moviemarketing Milk Drinker

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    Here is a comparison video showing some combat scenes in Oblivion and Skyrim

    <param name="movie" value="http://www.youtube.com/v/ZNILvopxqAQ?version=3&amp;hl=en_US&amp;hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ZNILvopxqAQ?version=3&amp;hl=en_US&amp;hd=1" type="application/x-shockwave-flash" width='853' height="510" allowscriptaccess="always" allowfullscreen="true"></embed></object>



    I thought the m11x had a relatively low res display? If so, you should be OK with a weaker video card.

    Skyrim shouldn't be any more demanding than most other 2010-2011 games. If you can run other recent games, you will probably be OK for Skyrim.
     
    Last edited by a moderator: May 6, 2015
  39. moviemarketing

    moviemarketing Milk Drinker

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    New Skyrim Interview with Todd Howard

    Excellent interview, lots of new info, here. You can actually tell this guy played previous TES games.

    AusGamers: Ladies and gents welcome back to AusGamers. You’re here with Stephen Farrelly and I have a very special guest with me today - Mr Todd Howard from Bethesda Game Studios; thanks to the fine folk at Bethesda for organising this for us.

    Todd, obviously [Skyrim is the] buzz of the show -- I saw it in Utah [prior Bethesda event]. Two dragons at the end this time? Was that put in this demo specifically or was that a procedural thing? Because you were talking about that in Utah.

    Todd Howard: We did... for this demo we have scripted their arrivals to make sure that we’re getting dragons on the screen and after that they do their own thing. So we did want to show another type of dragon -- the frost dragon -- so we set it up where once you killed one, the other one would come in (sometimes they overlap a little bit). But we wanted to show that because there are a lot of new Shout powers we wanted to show here at E3 -- absorbing the soul and doing all that.

    AusGamers: Is there only those two dragon archetypes?

    Todd: No, there are more. We’re not talking about that yet, but there are other ones. I don’t want to say the exact number -- we’re still messing with it. There aren’t a lot, but there are more.


    AusGamers: Now let’s step it back a bit, I want to talk a bit about Creation Engine. You guys have been demoing the game on Xbox 360, is there any particular reason why you haven’t shown the PC version? Because clearly that would be the higher end.

    Todd: Yeah it does, obviously the PC version looks better. It has higher textures, it can run much higher resolution and a lot more graphic features. We tend to show it on 360 so that it’s a good baseline for people to look at. So when they then see the PC version it’s going to go up. We’d rather do that than have people see the 360 later and it takes a step down.

    We’re really excited with how it looks on the 360 and the PS3. So we do author the art the same for all the platforms, it’s just that they render it differently. Also for things like this [tradeshows] -- I don’t know if people realise -- but as a game developer, the 360 is just much easier to show it on, from getting it started, to showing it, to controlling it, it’s just much easier to demo on logistically.

    AusGamers: Okay, now going from Gamebryo to Creation, what was the outset goal for you guys, in terms of the features that you wanted and the stuff that you didn’t want anymore -- the kind of hang-ups that you had. What was the process going forward?

    Todd: Well we came off of Fallout 3 and we’re always moving our own technology forward. Whether that’s using a piece of middleware or doing AI or things like that. We had a pretty big list of what we felt the 360, the PS3 and the high-end PCs could do, and it wasn’t like we said “we’re going to re-write the engine”; we just sort of started with “okay, let’s do this to the graphics; let’s do this to the gameplay”.

    We started hitting that hard right after Fallout 3, so I’d say after the course of the next year and a half it turns out we’d re-written all of this -- look how it looks; we’re not using this anymore; we’re not using that anymore. So that’s when we actually decided to brand it; we should call it something of our own.

    But it wasn’t from the get go “we’re going to re-write the whole engine”. It was a priority list and we ended up re-writing more than we thought we were gonna, but it worked out.



    AusGamers: You always support the mod community as well and I know that this is going to have mod tools out of the box.

    Todd: For download, not in the box.

    AusGamers: Right okay, yeah.

    Todd: In case people look in their box and they’re like “what?”.

    AusGamers: Obviously the PC community really enjoys that a lot, but have you thought about giving that level of access to the consoles?

    Todd: I have yeah. I think our PC mod community is one of the things that is great about our games. We’ve always supported it and we want to continue to do it. But a lot of our audience is on the consoles so they’re not experiencing that. So we have talked to Microsoft and Sony; “how do we do this?”.

    The good news is that those things have started to happen with games like Forza 3 and sharing all your car stuff or Rock Band’s a really good example, where you can make your own tracks where you’re authoring them somewhere else then you’re uploading them to the 360.

    There are still a lot of issues to solve with... because these aren’t instances like a song or a car you know, you could download a mod that destroys your game and we can’t have that. So we’re still... we have not solved -- even on paper yet -- how to handle security; how do we handle not messing up your saved games and things like that.

    So it’s not going to be solved for the game’s release, but it’s something that we’re going to continue to look at because we think that it’s an awesome part of the game that the majority of our audience isn’t seeing.



    AusGamers: Is there any opportunity going forward to actually take some of the PC mod stuff and port that to console for console players?

    Todd: It actually works. If you have a devkit console you can take the PC mod files, put them on your Xbox and they work. They actually worked in Oblivion, Morrowind and Fallout 3. For all of those games, I can take the PC mods and put them on my Xbox. We have one system so we just need to figure out the logistics of: How do we get it there? How do we secure it? How do we make it safe? It’s something that we would really like to do.

    AusGamers: Well that’s tantalising and pretty cool for the console players out there.

    Todd: Yeah, it’d be awesome. Here’s this awesome thing and we’re not doing it right now. What do you think of that answer? [laughs]

    AusGamers: Sticking with the mod community for a quick second. Is there anything that you guys added to Skyrim that was taken from Oblivion mods or even Fallout 3 mods that just seemed to work that you guys maybe hadn’t thought of before?

    Todd: There’s a bunch, in terms of... it’s nice when they’re creating so many things and then they’re voting so you can see what’s popular. We do look at a lot of the popular ones to see how they change the game balance because that’s fairly easy to do. Sometimes they’re adding dungeons and adventures, so we take less from that, it’s more about how do they change health/damage ratios or this, that and the other.

    One of the ones we liked early on in Oblivion is someone made a mod that made the bows a lot more powerful but you couldn’t shoot them as fast. So they just felt better and you felt more powerful instead of shooting over and over. So that was one of the things where “oh, we need to do that in Skyrim; it needs to work like this”. So the bows... the one we show is a lower-end bow -- you can pull them back faster -- but the higher-end bows, they take longer to pull back and when you shoot they do a tonne of damage.



    AusGamers: Okay, that’s cool. Now as far as the gameplay goes, the Radiant Story system sounds amazing but it’s a little bit hard for some people to wrap their heads around.

    Todd: Yeah, it’s hard to explain. The best way to explain it is, it’s the tool that our designers use to make quests. When they make a quest, they can make something specific. Like “this guy” is going to give you “this quest”. So every part of the quest, we call them “roles”, the people in it; the places; the items; those are all roles that the designer can fill out, either specifically or then conditionalised. So instead of “this guy” you can say “I want a guy in town who likes you a lot”, or “I want dark elf in town who hates you” or “I want a dark elf tavern owner who doesn’t know you”.

    You can conditionalise all of those roles and you can look at what the player has done. So you can say... a good example is: I can give you this quest, and usually it takes place at this other dungeon -- to get this item. Well I am -- through the quest -- going to change the role of that dungeon; conditionalise it for... you haven’t fought high-level undead in a while, “Is there a dungeon nearby that has high-level undead?”; I’m going to put the item there and the guy [quest-giver] says, instead of pointing you to that dungeon, he points you to that this dungeon. Those kinds of things, if that makes sense.

    But even for us, it was hard to wrap our heads around. We just built the system then we messed with how we were going to use it. Now it’s honestly a kind of light touch in the game. We don’t want people to notice it.

    AusGamers: Is there a reason that you felt compelled to guide players to areas that they hadn’t been to or anything like that? Is it just so that they can see all of the assets that you’ve put into it?

    Todd: Well, we want to try make things more interesting, but we were inspired by... in Fallout 3 we wrote this big script that would generate random encounters. So when you walked down roads, sometimes you would get encounters and we conditionalised the script for what you had done. And we were just inspired by that in terms of what we should do.



    AusGamers So like the Talon company, if you’d killed enough of them and they are going to come after you a bit more?

    Todd: Things like that or once you hit The Enclave now Vertibirds are landing. There are a couple of other examples based on quests you had finished where things would happen. So we really liked the end result of that and wanted to systemise it for the game [Skyrim].

    AusGamers: Now you’re also concentrating on the northern area of Tamriel and obviously the Nord race is really tied into this and that’s the guy that you’ve been showing off. What’s the thought process for players that don’t ever play as the human characters and don’t care about that lineage for that particular race? What are you doing to invite them to becoming Dragonborn as well and does the game-world react to different races based on them being Dragonborn?

    Todd: Well no matter what race you pick, you are Dragonborn. We’re kind of showing this guy because he’s very on-the-nose for the tone of the game so that people can understand it easily. But you can be any of the races; you can be an Argonian lizard who is Dragonborn and sorry I forgot the other part of the question... oh how do they react? It’s mostly a flavour thing. There’s a little bit of, this is a little bit harder, you can’t do this with a race but only a little bit -- it’s more dialogue flavour than anything.

    Then you do have different powers based on which race you pick. So your skills start out differently, then each of the different races has their own powers, like some cool special abilities.

    AusGamers: Now you didn’t touch on the guilds much out at Utah, but during the presentation here there was a bit of talk about it. Is there a specific number of guilds? Can people expect what they’ve had in the past in other Elder Scrolls games?

    Todd: Well the three that we’re talking about and the three that we’re focused on are the companions for the warriors, the Thieves Guild and we’re using the College of Winterhold for mages because those are the three main archetypes that we want to pay off on. There is other stuff in the game. I don’t know if or when we’re going to talk about that honestly, but there are other groups in the game but they’re not as big as those factions.



    AusGamers: Now last question -- and this is kind of a weird convoluted one. So I know you can’t talk about DLC but based on what’s come before it’s definitely going to happen.

    Fallout 3 and New Vegas are really good examples of this: at the end of the game, if you’d finished it and you bought DLC... sorry, when you had finished the game before the DLC came out, you couldn’t just go back and continue to explore. Are you guys going to lock the player out when they complete this game?

    Todd: No. No, that was a mistake, yeah. We were really confident about that, then the game came out and we heard pretty loud and clear that was not what they wanted. So we’re not gonna do that again. No, you’ll definitely be able to.. when you finish the main quest you can just keep playing.

    And you mentioned DLC. We would like to do DLC; we don’t have any specific plans yet, but they’ve been really successful and we like making them. So right now I can say that we’d like to do less DLC but bigger ones -- you know, more substantial. The Fallout 3 pace that we did was very chaotic. We did a lot of them -- we had two overlapping groups -- and we don’t know what we’re going to make yet, but we’d like them to be closer to an expansion pack feel.

    AusGamers: One last super-quick thing -- I mentioned this in Utah, but I’m just going to remind you. When you kill a person in their house, you should be able to...

    Todd: Sleep in their bed, I remember you asking that. It’s on the list, I remember that. It’s not done yet, but it won’t be a DLC. We’re gonna do it.

    AusGamers: Just put that on the record as well [laughs]. Alright, thanks so much for that Todd, the game looks fantastic.

    Todd: It’s good seeing you again, thanks for coming out.

    AusGamers: You too. Cheers.
     
  40. daranik

    daranik Notebook Deity

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    LOL sleep in dead guys beds, thats pretty funny, I guess its not owned anymore. So then by that same token, stealing a dead guys items wouldn't be stealing because the guy doesn't own them anymore.... I hope thats in there too, I like that hes really supporting PC with modding still, and the higher res textures makes me a happy camper aswell. Its neat to here that with oblivion and morrowind the mods from pc work perfectly on the xbox 360. Great read thanks !
     
  41. daranik

    daranik Notebook Deity

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    Watched a youtube video last night stating there are more than 1 type of dungeon/jail system in the game, which should prove interesting, when I get home Ill link the vid in the post, also should Khajiit, orc and Argonian which were much more lively and better looking than there oblivion versions.

    Some other thoughts, I can't wait for the one TES that includes all of Tamriel a redone arena of sorts, sick sick ours of play and unique questing, maybe even MMO, who knows, hopefully not though, or if anything co op. That would be a pretty sweet mod, co op Skyrim, someone get on that. Also another topic to touch on is werewolves, well suited for Skyrim I wonder if you can finally become one again, to ones advantage or disadvantage!

    EDIT: on this site I've found the new orc photo, which is AWESOME!!! http://elderscrolls.wikia.com/wiki/Orc
     
  42. jerg

    jerg Have fun. Stay alive.

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    Scans of Skyrim Orc (male), Khajit (male), Altmar (female), Nords (male and female), and Imperial (male) have been out for a while now actually. They all look great and honestly quite realistic compared to Oblivion renditions of them.
     
  43. tony_coringa

    tony_coringa Newbie

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    Everything is quite realistic compared to Oblivion...
    :)
     
  44. daranik

    daranik Notebook Deity

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    Its such a remarkable step forward, even the extra crafting in the game to dual spell and weapon weilding will add so much more depth. This is one of those games that will greatly show the beginning of a generation and what we can accomplish with set hardware for 5+ years. The humanoids look and walk much more realistically, the player models alone are leaps and bounds better. It makes oblivion feel old and robotic in contrast, which is a great thing. Armor and weapon models, to the environment are amazing compared to Oblivion, even Oblivion with Qarl text pack 3. I wanna see other parts of tamriel brought into this engine.
     
  45. MrFong

    MrFong Notebook Evangelist

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    Hmmmm. That looks worth a playthrough.

    Though I might have to figure out how to play Morrowind with my left hand. My other hand might just be... busy.
     
  46. moviemarketing

    moviemarketing Milk Drinker

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    Brand New Skyrim Fan Interview!

    Cool new info - Highlights include:

    • Friendship, Romance, Marriage with NPCs possible!
    • Armor made from dragons is the rarest and most prized armor!
    • Non-lethal TAVERN BRAWLS!

    Source


    About 2 months ago, the devs invited fans to submit their own questions for this Q&A, resulting in about 800 posts from fans, some of which including multiple questions. Lucky for me, three of the questions I asked got picked below!

    Here are the first 25 responses

    Complete Interview text:

    Skyrim Fan Interview
    Todd Howard, Game Director
    Bruce Nesmith, Lead Designer
    Matt Carofano, Lead Artist


    1) Will the character be able to change into certain creature?
    Todd: We’ve done various things like that in our previous games, and it’s something that we probably won’t be talking about specifically on this one. Don’t read anything into that, we just prefer to not discuss this one. We’d like to leave that an open question until the game is out.

    2) What sorts of cosmetic options, like beards, tattoos, or body proportions, are available? Can we edit them later in the game?
    Matt:
    There is large amount of customization available for each race. You can choose from multiple hair styles, beards, scars, and face paint. Each race and gender has a light and heavy build and you can pick any level in between. We’ve completely redone our facial system, and we’re really excited to show off the results.

    3) Is armor handled like in Oblivion (with each body part being welded together) or in Morrowind (with each body part separate)? Will you be able to wear both clothes and armor at the same time?
    Matt: The armor system is very similar to Oblivion’s. The main difference is that the upper and lower body armors, the cuirass and greaves, have been combined into one piece. This helps create armor styles that have the look we needed for Skyrim. In most of the Nordic designs we created, the upper armor would completely cover the lower armor, making it unnecessary. We get much better visual results combining those pieces, and it renders a lot faster too, so we can put more people on screen, so that was an easy tradeoff for us. We can also make a lot more armors now, so the number and variation types are more than we’ve ever had.

    4) Are the main and faction quests branching or linear? What about side quests?
    Bruce: We’ve focused on telling one story well. There are decision points in all the quest lines that can change things, but overall it’s a single story. Because the side quests are smaller stories, they are more likely to have major branches. For example, you can decide to save or betray someone, which changes the whole end of the quest. Overall the quest structure in Skyrim is closer to Oblivion than Fallout 3, in that there are many more quests, but they have fewer branches.

    5) Are loot and quest rewards level scaled, like in Oblivion? Will there be any powerful un-scaled items?
    Bruce: We’re handling leveling stuff similar to how we did in Fallout 3, but with a few new twists that we hope players won’t even notice. The enemies and loot are based on the “encounter zone” you’re in, so it could be higher or lower level than your current level. We do have a new concept of epic or “special” loot that you can randomly find in many cases, regardless of the zone, and you will still get better stuff in the better zones with your level higher. Same goes for quest rewards. We try to make them appropriate for what you did. Sometimes that is random, sometimes that is a set item. There’s a lot of specific stuff that is very powerful, like the Daedric artifacts.

    6) Will items present in Morrowind but not in Oblivion, such as spears, medium armor, and mark/recall spells, be making a return?
    Todd: They are not in Skyrim for the same reasons we didn’t include them in Oblivion. I’ll address each one. First spears, the truth is we’d love to do them, but it becomes a priority and development time thing for us. We feel it’s better to spend our time right now making sure the gameplay for the other play styles is really solid. That includes sword, sword and shield, two-handed weapons, and bows. You can also add magic to that list. Getting those all working well together, while feeling different, is our priority.

    As far as medium armor, that’s not a time or polish thing, it’s a design choice to focus on two armor types and making sure those feel different and the player appreciates them. We try to make your character move and feel different between light and heavy and having a 3rd one in the middle just muddies it up in how it plays, as well as visually. And even now, we still have to tweak those two armor types so they feel different, while remaining fun. Every time we slow down heavy armor more, it feels bad, but it’s the main way of balancing it. We’ve added other ways of balancing it that feel right—like different stamina drain rates when sprinting and such.

    Mark and recall is one where it’s a lot of fun, but like levitation, was removed so we could design better gameplay spaces and scenarios. We were really limited in Morrowind because the player could recall or levitate out of many situations and break them. There was a lot of good gameplay and level design work that we just couldn’t do and now we can. Back then it seemed like many good ideas we had were shot down when another designer would say “oh yeah, I just levitate or recall away.” So we got rid of them.

    7) Will we be able to have relationships with the NPCs, romantic or otherwise?
    Bruce: Absolutely! You make friends with people by doing things for them. Friends in the game will treat you differently. Some of them will even agree to go with you into dungeons and on adventures. You can even get married. If you own a house, your spouse will move in with you.

    8) Are there any new armor/weapon materials unique to Skyrim?
    Matt: One of the most prized and rarest sets of armor is made from dragons. It can be forged in both a light and heavy variant. You’ll see a return of many armors from previous games, such as leather and steel, however these have been redesigned in the Nordic style.

    9) Can we have some specifics about the PC version of the game? How will it's UI be different? Will there be a 64-bit executable?
    Todd: 64-bit specific exe? Not at this time. As far as UI, it visually looks the same across the platforms, but the controls are entirely different. There’s also a lot of “power user” stuff we do with the keyboard from how favorites work, to quick saves, and more that is similar to what we’ve done before in that area. We’re packing a lot of info on the screen and the whole interface is much less ‘look at giant fonts!’ than, say, Oblivion. The PC version also gets higher res textures, larger render modes, and a bunch of other effects you can scale up if your machine is a beast. Last but most important, is the Creation Kit we’ll be releasing for the PC. Modding the game and making it your own is very important to us and our fans, so we’re going to keep doing whatever we can in that area.

    10) How will enchanting work in Skyrim? Will we have to constantly refill our enchantments with soul gems like we did in Oblivion, or will it be more like Morrowind in which the weapons recovered after a certain resting period?
    Bruce: The method in Oblivion worked really well, so we kept it. Magic weapons use charges and have to be refilled with soul gems. Magic armor is always on and doesn’t need to be recharged. Soul gems and their lore and usage are a staple of the Elder Scrolls.

    We have revamped the enchanting system though. Enchanting is now a skill. The better your skill and perks, the better you are at creating enchanted items. You’ll be able to find enchanting stations all over the world, which will make it much more accessible.

    There are some changes from Oblivion, including the effects you can use when creating items, as well as how you learn effects. You now learn enchanting effects by “breaking down” a magic item you find, as opposed to them coming from spells you know. This allows us to separate enchanting from the other magical skills better.

    11) What are the differences between the races? I guess they'll have different skill bonuses, but will they also start with different perks or have different "hard-coded" attributes, such as different running speeds or maximum encumbrance, etc.?
    Todd: They each start with some skills that are higher by default, but those aren’t hard to overcome with another race in a short time. They also have different starting spells and each has its own passive abilities, like before, as well as powers, like before. So Khajiit can see in the dark, Orcs have a berserk power, Redguards have Adrenaline Rush, and so forth. They work differently in the new system, but the flavor is the same. We kept all the racial movement speeds the same, that’s now a factor of what you’re wearing and have equipped. And starting max encumbrance is the same and is based on your Stamina attribute.

    12) Is there any game content (story, quests) that might be locked for a character based on race/faction/politics allegiances/morality/choices? Or one can experience all the content in one single play?
    Todd: We do have some stuff that gets locked out based on decisions you make. It’s wherever it felt natural. It wasn’t a goal that you could or couldn’t play everything with one character. The game’s honestly so big that we don’t think about it much.

    13) To what extent will our racial / gender selection at the start of the game will affecting our gameplay? Are there relationships affected by these choices?
    Bruce: Your race is very important. It’s more than just how you look. Each race has a bias toward certain types of characters. If you want play a wizard, it will be easier with a High Elf or a Breton. If you want to play a warrior, it will be easier with a Nord or a Redguard. However, just like in Oblivion, we don’t force you to follow that bias. If you want to be a Nord wizard, that’s completely viable.

    Gender does not change any initial skills or abilities. There is nothing that men do better than women or vice versa in the game. Other characters will recognize your gender and address you properly. Some may have prejudices for or against a particular gender as a part of their character, but it won’t change what you can or can’t do.

    14) Do you plan to include non lethal ways of defeating opponents??
    Todd: Depends on what you mean by “defeat”. We have various stealthy ways of getting past people, and the various poisons and spells allow you to basically render enemies harmless to you, whether that is casting a calm or fear spell, knocking them down, or something else.

    Oh, and we now have tavern brawls that are non-lethal! I love those.

    15) Will boss fights involve interesting mechanics involved as opposed to just more health and hits harder?
    Todd: We have many new combat behaviors in our AI that makes fights with certain enemies very dynamic and interesting. It matters what the enemy can do. Dragons, for example, can do lot of things from multiple shouts, bombing runs, picking guys up, and more. An enemy that has a sword and shield, a bow, magic spells, and potions will use all of those things, and those fights are the most interesting. But we also design some combat encounters where the player simply may get mobbed by more simple enemies, and those have a different pace and strategy.

    16) Do companions have skill and perk trees we can train?
    Bruce: No, you only manage your own. Though companions often have certain perks so they behave different or better.

    17) Is the culture in Skyrim strictly Nordic, or are there places (like Cheydinhal in Cyrodiil) that show influence from other cultures nearby, like architecture, religion, etc?
    Matt: While there are pockets of other races in the game, we focused on the Nordic culture and their regional differences. The architecture between cities is dramatically different and reflects how the Nords live in that area.

    18) So, the dragons are big and powerful. Did you include some destructible environment so they could leave marks and scars everywhere they attack? Can they demolish buildings, break trees, start avalanches, burn houses, things like this that emphasize their power?
    Todd: They do leave marks and scars everywhere, but as far as destroying buildings and such, it’s rare. It does happen, but not a lot. Systemically destroying our spaces is something we have not found a good way to handle yet, because it’s so dynamic. We’re dealing with places that we have NPCs living, and providing quests and other game services. It’s something we avoid in every game unless we can specifically wipe it off the map, like Megaton.

    19) Will there be any difference between the animation sets of male and female as well as human-like and 'beast' characters?
    Matt: The animation system is completely new and dramatically improved. You will notice huge difference from previous games. There are differences between male and female animations, and even beast races have some specific animations.

    20) Will any sort of karma system be incorporated like there was in Fallout, or will it be the Fame/Infamy system of Oblivion?
    Bruce: We don’t provide a numeric score that you can track, but the game knows if you’ve been naughty or nice. We felt that a number really didn’t do your fame justice. Characters in the world will acknowledge the specific things you have done rather than just a generalized reputation. If you are a criminal, they’ll know that too. But if you pay your debt to society, all is forgiven.

    21) Will crafting (weapons, armor) be effected by the tools you use as well as the ingredients used in the crafting? Such as the hammers and clippers, mastery level of the weapons and your level? Basically, will I be able to produce a more powerful, or even unique, weapon if I use a master hammer or clipper as opposed to novice?
    Bruce: The blacksmith’s shop includes a forge, a grindstone, and a smithing bench. You can improve your weapons at the grindstone. The higher your skill, the more you can improve them, and the more damage they’ll do. Same thing for armor with the smithing bench, only the armor rating gets better. The forge is actually used to create new weapons and armor from raw materials.

    22) Will your character have a voice? So that you can hear yourself having a conversation with other people?
    Todd: You do have a voice, but you only hear it in grunts and shouts. So we have recorded for each race and you can play, all the different combat grunts, as well as the dragon language shouts.

    23) Obviously every character is "Dragonborn", but not every character will be playing the same way. The question is: Will dragon shouts support all types of characters? Are there long ranged shouts? Some kind of stealthy "shout"?
    Todd: Yes, the shouts support all character types. We’re not ready to talk about the other shouts yet, but soon enough.

    24) Are there going to be places where you can use nature to your advantage? Like make a trap out of a falling tree or climb a tree to stealth attack an enemy?
    Todd: Yes and no. You can’t make things, but our environment is so dense, you’re almost always using the natural terrain to get an advantage, especially with stealth.

    25) Will you be able to carry on after the main story?
    Todd: Yes, absolutely.
     
    Last edited by a moderator: May 8, 2015
  47. _Cheesy_

    _Cheesy_ Notebook Hoarder

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    One Sentence... Must_Have_Game_Of_The_Year :p
     
  48. moviemarketing

    moviemarketing Milk Drinker

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    If you had asked me yesterday whether I thought I could possibly be more hyped about this game I would have said not a chance.

    Somehow, I am even more excited about it.

    It's gonna be a loooooong 4 months
     
  49. pixelcloak

    pixelcloak Notebook Guru

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    See this is why I loved Oblivion so much. I loved how gorgeous that game was with a nice rig. One of the reasons I still play PC games is to get the best graphical experience I can.
     
  50. Blizzblaze

    Blizzblaze Notebook Geek

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    Only thing I hated about Oblivion. If I do task A as level 4, why should I get a worse item than if I did task A as level 11?

    Everything else in that paragraph is great though.
     
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