I plan on installing:
Qarls texture pack III
OOO (obscuros oblivion overhaul)
Martigens monster mod
Armamentarium
Better Cities
The Lost Spires
and a few weapons/texture replacers
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moviemarketing Milk Drinker
I also highly recommend:
Duke Patricks Combat Archery
Deadly Reflex
Enhanced Economy
Unique Landscapes
Thievery
Ashes to Ashes
Supreme Magicka
Less Annoying Magic Experience
Midas Magic is also fun, but I'm not sure if it is compatible with the other two.
Tamriel NPCs Revamped (goes well with Better Cities, gives all the NPCs names and more realistic faces)
Elaborate Eyes
Symphony of Violence
Atmospheric Oblivion
Advanced Windows Lighting System
Oblivion Stereo Sound Overhaul
Ren's Beauty Pack
In the event you liked New Vegas hardcore mode, Duke Patricks Hypothermia, COBL Real Hunger, Thirst, Sleep are also fun. -
AWLS (Advanced Window Lighting System) is another good one. It basically illuminates windows in buildings at night, making cities much more believable. It can also put smoke rising from some chimneys as well. Again, one of those little things that makes a bigger difference than you'd expect. Chapels look absolutely stunning with their windows lit up at night. Virtually negligible hit on performance. -
moviemarketing Milk Drinker
Here is an excellent comparison of vanilla Morrowind, vanilla Oblivion and vanilla Skyrim: http://img847.imageshack.us/img847/8620/skyrimcomparison.jpg
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I know it's early, but what do you guys think the spec requirements for this game will be like? I loved Oblivion and, like a lot of people here, I'm in the market for a new laptop, but I'm not quite sure how one I buy now will hold up for Skyrim? Especially since I don't have much of a taste for bulky 17 inch machines.
(I did look through most of this thread and Google beforehand) -
moviemarketing Milk Drinker
so if you have a DX11 card, it probably won't be too much more demanding than any other recent 2010-2011 games. If you can get decent frame rates for other recent games maxed at 1080p you can probably get similar frame rates.
I guess it will probably be around the same or slightly more demanding than Fallout: New Vegas and FO3. (unless the DX11 optimization really makes a huge difference, in which case it would be less demanding)
For a laptop, if you are going for 1920x1080 display, try to get at least NVIDIA 555m, 460m, 560m, AMD 5830m, 5850m, 6770m, or better
For 1600x900 display you could go a step or two lower.
If you go lower resolution display, like 1366x768, I think it would be a huge mistake because you will be missing out on part of the visual experience of a game like this. -
Thanks a lot for the excellent response, moviemarketing. +rep
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moviemarketing Milk Drinker
New Skyrim article - very detailed walkthrough of E3 demo.
Setting out in Skyrim - Edge Magazine
Great read!
Here are some quotes I found interesting:
More details on the directional attacks mentioned in Gamer.no Norwegian article
Once again, the direction of movement modifies action, so that he can control the angle of his slashing blade. It’s a violently kinetic battle, the collision of blade and shield more acutely felt than in Oblivion, shield barges creating Havok-enhanced stumbles and successful blows splashing your weapon with gore.
Funny quote
Blessedly, this means that players will no longer have to spend the entire game jumping in order to more quickly propel these stats – although we will shed a tear for our beloved hero, Tubsy the cat-man, and his game-breaking ability to leap out of Oblivion’s levels.
On the possibility of some economy details changing before the final release version
“[Simulated economies are] always a good idea on paper,” says Howard. “We have lumber mills there, we have mines and smelters for iron – that affects weapons. Then we have farms – that affects food and ingredients which then affect alchemy. We have all that working, but we haven’t found the gameplay sweet spot. We’re still messing with that.”
Only dubbed regional versions will be French, German, Italian and Castillian Spanish (not Latin American)
So we’re not really limited by the physical media as much as how long it takes to record it. And the issue actually becomes… you know we’re doing the games in five major languages? So the amount of time it takes to record in English and French and German and Italian and Spanish – it’s a pretty major undertaking.”
The reason why the bandit in Bleak Falls Barrow didn't react in E3 footage
“Fallout 3 had multiple states of alert and danger,” says Howard as he sneaks closer, drawing his bow. “We have those states, but they don’t jump in and out of them right away. The Eye symbol [replacing the reticule as in Oblivion] is showing you that they’re moving from one state to another, and your sneak skill affects how fast. We give you time to adjust to the fact that the thing you’re doing is wrong, to realise you’re moving into the light.”
2 unique puzzles in Bleak Falls Barrow that must be solved by looking at inventory items (not only the Golden Claw puzzle but another one by the entrance)
Had Howard not killed him, however, the thief would have found no happier fate – instead being butchered by a booby-trapped puzzle in the following chamber, giving the player a hint as to how not to solve it. It’s a simple symbol-matching puzzle, rotating blocks to match those depicted elsewhere, but it is proof that Bethesda is attempting to seed its dungeons with greater personality and variety beyond their monsters.
Are Dragon Priests controlled by Dragons?
Having taken care of the priest, however, Howard must still face his master – outside, the dragon that harried our ascent to the barrow is still to be seen, circling in the sky.
The pursuit of more dragon shouts compels the player to advance in the Main Quest
Learning the Shouts really ties into the main quest, so now you instantly see that not only is there a story reason, there is a power gameplay reason. In Oblivion and Fallout there isn’t really a power reason to do the main quest. Well, here with the Shouts you’re like: ‘Well, those are fun, I’m going to become more of a , so I’m going to do this questline.’” -
moviemarketing Milk Drinker
interesting new article in the Wall Street Journal about Skyrim
some highlights
- the dungeons are "in the hundreds"
- the game world is "3 or 4 times the size of FO3"
- "The dungeon is a kaleidoscope of trouble, every other room having some backstory or evocative detail—a Dungeon Master’s fever dream. "
SourceLast edited by a moderator: May 12, 2015 -
Last edited by a moderator: May 12, 2015
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The Happy Swede Notebook Evangelist
Last edited by a moderator: May 12, 2015 -
moviemarketing Milk Drinker
TBH, I think that quote about FO3 is probably wrong or misinterpreted.
maybe in terms of the activities and the depth of the world, but if they are talking about strictly the size of the worldspace, I've read that FO3 was supposed to be 15 sq mi and Oblivion was supposedly 16 sq mi, and Skyrim is reportedly roughly the same size as Oblivion. -
Star Forge Quaggan's Creed Redux!
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As nice as a new engine is, I'm going to miss Gamebryo just for the hilarious bugs and glitches. I have never laughed so hard at the failures of any games as much as Oblivion, Fallout 3 and New Vegas. Example I recorded last night:
<embed src="http://www.youtube.com/v/Orb0npL0TK0?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="349" width='425'>Last edited by a moderator: May 6, 2015 -
Last edited by a moderator: May 6, 2015
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Diablo III has failed us. TESV is the only hope for 2011!
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TES series were always good. You can bet it will be an excellent game!. Maybe it will have glitches and such, but that doesn't count at the end on such a great game!
I remember TES:Arena. A wonderful game! So huge for it's time really... yes, I'm a bit old -
moviemarketing Milk Drinker
BTW, if any of you guys have some burning questions for the Skyrim devs, there is a guy from the Bethsoft forum who is going to Quakecon and he got Pete Hines (head of Bethesda PR dept.) to agree to answer some of his questions in person.
You can let him know your own request for a question you want to see answered here: LINK
He's going to QuakeCon in a couple days -
Last edited by a moderator: May 6, 2015
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The Happy Swede Notebook Evangelist
or floating heads without eyes :S
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i've got an xbox360, and i'm getting an alienware in january, andI don't know whether to wait for skyrim until I have a PC, or to get it on Xbox. I don't know if the PC version is worth the wait, is it that much better than the 360 version, aside from graphics/Mods?
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Blazin -
I would wait it out and get it for PC if I were. It's not just the mods, but given Bethesda's history of quality control, there may very well be some game-breaking bugs that take a long time to get patched. On the consoles, you just have to wait for an official patch, but on PC, modders often create "unofficial patches", which fix all sorts of things that the official updates miss.
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moviemarketing Milk Drinker
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moviemarketing Milk Drinker
There is now word of a mysterious black door that asks the PC a riddle. It is probably located in Falkreath Hold.
This is a location mentioned in the IGN walkthrough of a 60-minute hands on demo of Skyrim at Quake-Con.
We know that it is near a "frigid" pond in a rocky area, and it is relatively near Falkreath, the only town the author visited during his 60-minute demo.
Perhaps he's referring to the lake in the center of Falkreath Hold, roughly equidistant from Oakwood, Falkreath City, and North Keep.
===============================================
More info from the IGN article:
Character Creation Options: "As expected, after selecting a race there's a spread of sliders that pop up onscreen to tweak the appearance. There are as basic as selecting nose height to as detailed as adding 'laugh lines', coloring cheeks and giving the Dark Elf one red eye and one grey."
Falkreath: "In the middle of the mountain range is a town called Falkreath filled with imposing buildings made more ominous as rain and fog move across the sky to soak the scene. There dour NPCs drag themselves through inns and complain of conflicts far beyond their power to alter, so naturally they ask for help."
Alchemy: "In a dusty corner of an inn is an alchemy apparatus where I can mash together reagents, flowers and plants plucked from fields, to form potions. All the combinations I try fail, so I steal a few things out of frustration and am promptly met by a guard that wants to escort me to jail.
Lockpicking: "instead of sleeping off my jail sentence, put two picks in the cell door lock. One pick moves along the top of the lock and at any point in an arc I can stop it and test the bottom pick. If the bottom pick turns the lock turns 90 degrees, the door opens. Or if I pick the wrong spot to test, the pick snaps."
Choosing Perks: " Leveling unlocks a point to allocate to one of numerous skill trees, from lockpicking to schools of magic to light and heavy armor, bows, blacksmithing, block, pickpocketing and a lot more. Points don't need to be used immediately, so it's possible to store them up across levels in case, at the outset, I haven't yet decided the type of character I want to be. There's certainly a lot of choice, as each skill tree features multiple nodes that trigger bonuses when activated, and most nodes can be upgraded multiple times for enhanced effects. I chose to upgrade my one-handed sword skill to do more damage, but it's clear that when Skyrim eventually ships on November 11 I'm going be spending a lot of time staring at this screen in agony as I decide which paths to follow and which to forsake. "
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Destructoid Walkthrough of 60-minute Hands On Demo:
A Second Cave Near Starting Location: "I then made my way to a nearby cave. Near its opening, I was given my first opportunity to test out Skyrim’s combat. With a shield in my left-hand and a iron sword in my right, I went to battle with some jackass bandit. Like all jackass bandits, he had some dumb wolf with him. Or maybe he was attacking the wolf. Either way, I killed them both."
Combat: The hit-detection, sound and weight of melee combat feel great. As someone who never loved Oblivion due to its combat, this is somewhat of a revelation. You’ll still need to adapt to strong sword blows, but at least the timing is consistent. Even better, you now have critical deathblows that let you finish off an adversary with an intense thrust to the gut or slash across the throat...
Combining Weapons with Magic: After getting a handle on using my shield, I changed over to using a firespell with my left hand. It turns out that lighting people on fire and beating them with sharp things is a pretty good combination. If you really want to humiliate these cave-lovin’ freeloaders, though, you can carry a torch in your left-hand and set them ablaze with it.
Archery: My favorite weapon has to be the bow. The revamped physics and controls made me feel responsible for every arrow shot. The trajectory of the arrows is realistic and not randomly determined by stats, but the damage is. A stealth arrow to the head is something I don’t think I will grow tired of during the many hours I plan to spend with Skyrim.
Level Design: The cavern itself was rather impressive for being such a hum-drum locale. The elements of Skyrim’s new engine are displayed to great effect. The lighting generates a haunting atmosphere, and a waterfall coming down the multi-tiered levels of the cave presents a spectacle that interiors in Fallout 3 and Oblivion lacked.
Companions: NPCs will follow you based on their perception of you -- a mix of your karma, dialogue choices and quest favors all brought together through the new Radiant AI system.
Bards Confirmed: Additionally, there are new features such as...requesting a bard to play a song in a tavern. Now, if only you could get him to follow you into a bandit cave and abandon him.
Source: http://www.destructoid.com/first-ever-hands-on-with-the-elder-scrolls-v-skyrim-207990.phtml -
moviemarketing Milk Drinker
UK Gamespot Review of 60-minute Demo
http://uk.gamespot.com/events/quake...397&tag=updates;latest;all;title;1&pid=615805
Some Highlights:
Face Paint: " Between the reptilian Argonians, cat-like Khajiit, pointy Dark Elves, and many more, we decided to play an Orc with a striking coat of yellow face paint. The striking yellow face paint was one of the many face paint options available via the face paint slider."
Character Creation: " As you would expect, there were dozens of these sliders to choose from in creating our devilishly handsome (or perhaps hideous) character. Everything from skin tone to jaw width to eye depth to facial hair could be tweaked to our liking. And if we switched to another race in the character creation screen the game saved our customizations so that we don't have to redo them when we returned to that race."
Traveling/Camping Merchant: "We decided to test this out on the unsuspecting merchant we spied camping along the bank of a nearby river. At first he was more than happy to have a customer at his little shop, and gladly bought the wolf pelt we'd collected earlier. However, his mood quickly soured after we cracked him upside the head with our hand axe."
Gardening/Farming: "Flush with victory, we equipped the new weapon and took practice swings at nearby trees until we happened across our next victim: an elderly woman who was outside gardening."
Alchemy System: "In her basement there was an alchemy station where potions could be brewed. All we needed to do was combine two to three alchemical items (pilfered from upstairs) that shared a special property. Each item had four special property slots, all labeled "unknown," and the only way to find out what they were was through trail and error at the station, or by eating the item. Either method consumed the item(s). Our first potion failed, but the second succeeded since two of the items shared the "resist frost" property. This information was then recorded in the item's description for future reference."
Barbarian: The First Perk in Two-Handed Tree, Multiple Ranks: "At level two we first had to choose between improving our magicka, health, or stamina attributes. Next we got to pick a perk from one of the many skill constellations. From the two-handed skill set we chose to improve the first skill, barbarian, which granted our character 20 percent more damage per rank when using a two-handed weapon. "
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New Italian Article -
Multiplayer IT Review of 60-minute demo: The Elder Scrolls V: Skyrim Provato per PC Windows del 05 agosto 2011 | Multiplayer.it
there is some new info there
WE CAN CRAFT CLOTHING!
Loading screens look cool
hand to hand attacks have a much improved gravity and physicality
random NPCs that you persuade to join you are interesting companions
pop-up issues, vsync, polygon management, etc., fixed (I guess this is more relevant for Xbox version)
rough English translation:
Version tested: Xbox 360
Sooner or later you will find a short article on QuakeCon 2011, the id convention being held in Dallas at this time at the Hilton Anatole, a large hotel complex situated in the middle of a city that exists only for business and for oil. It feels a bit like walking on the moon, especially coming from Italy, because I do not know how many colleagues have ever attended and since we are the only ones invited to this event.
The id family has grown recently, however, when Bethesda bought Carmack's software house and this is how it came to be that we have the opportunity to play one of the most anticipated titles of 2011: The Elders Scrolls V: Skyrim.
The game contains one of the features most requested by fans of Oblivion, dragons, but there was no sign of these flying reptiles. We will meet them during the main quest, which was disabled in this pre-alpha version of the Xbox 360 (Skyrim will also be released on PC and PlayStation 3 on November 11), which we played from the character creation until the early quests, freely, along with ten other colleagues for a moment in time when [everyone was so focused that] you could hear a pin drop. Imagine a room, wrapped in silence, except for the words of Pete Hynes and Todd Howard, Game Director and Vice President respectively, of Bethesda, who turned in their chairs to help those who were playing. In search of dragons ... that were not there, though.
In the footsteps of Oblivion
One thing is clear, Skyrim is a game too complex to be dealt with in one hour of play. Too many things to do, too many unanswered questions [and not enough time] to be able to concentrate and actually do something productive, really.
Imagine a dozen stations, and at each there was a journalist who did something completely different. The writer has found himself manufacturing armor upon leaving the starting area, delivering a letter and exploring dungeons a bit .
There are those who became archers, who killed wolves and deer, and who traveled through at least a couple of urban settlements, shown on a 3D map with the names of the outposts, including using fast travel, but only after having first explored the area on foot.
To reach this myriad of end results, we all started from a save following shortly after the start of the game, which takes place in a dungeon, as usual, leaving the details of the story to our previous article which is rich with details.
Character creation has always been the pride of Bethesda, and this is no exception, thanks to new engine models, which allow much more rough and realistic faces marked by a thousand details. Tattoos, scars, hairstyles and appearances can be modeled with detail even higher than previously experienced. The races are the races of Oblivion, what has changed radically is the class selection, which no longer exists, as the evolution of the character is completely linked to the skills that you decide to develop, as you level up by playing.
Each of the skills, from wielding two-handed weapons, one-handed weapons, or casting spells to heal, has an indicator that tells you how many times it is used. Each of these contributes to the skill level and every time we reach a new character level, we are asked if we want to increase the magicka, stamina or the health of our alter egos.
Afterwards you can invest one point in any of the skills, to select a perk that permanently increases the abilities of the main character. Each skill is represented by a constellation, each of these branches arranged in a tree, marked by perks that can be activated by having the minimum requirements. Each of the perks on the tree has different levels of development, going to create an overall picture that sounds like a headache, but already at first glance it appears to provide a sufficient level of complexity with greater immediacy than the guilds and classes of Oblivion.
Good old TES
Who has not played Oblivion may not be familiar with the controls of The Elders Scrolls V: Skyrim , at least at first. Upon discovering how the different spells and equipment are handled in detail via the favorites menu, the basic commands remain the same. You jump with Y, with A you interact with objects, with B you activate the inventory / map, with X you draw your weapon or stow it away for exploration.
The trigger buttons still handle the task of launching attacks, one for each player's hand and left hand side is the left trigger, until you have run out of stamina.
The similarities however, stop at the layout of the buttons, since the answer to the demands of the player is completely changed.
Just hitting your bare hands, with the new engine offers a physicality and a gravity unknown before, they actually feel like blows, and this makes it difficult to walk around beating your fists in empty air.
Even the new animations, especially those of the protagonist that can finally be controlled with a third-person view without being ashamed to show what really happens on the screen.
The surrounding world seems less obsessed with having to tie a physical reaction to any interaction, but the detail and quality are from a different planet compared to Oblivion. The pop-up problems, vertical sync and even management of polygons all appear to be completely resolved, leaving room for a glance obscured by trees, flowers, trees, rocks and houses far on the horizon.
At the E3 presentation, we feared, among other things, such grace had been bestowed on a world with an almost lunar quality, too devoid of NPCs or enemies, but this test has dispelled this doubt, since the animal encounters and NPCs were frequent, giving the idea of a truly populated world, even unexpected encounters and animated in a much more credible way.
First Steps
Apart from the desire to recover from back to playing with a new episode of The Elder Scrolls, enjoy the view and the new "physicality" of our hero (which Bethesda should send a screenshot in the coming weeks), there was just enough time to interact with some NPCs and explore a little the world of Skyrim.
One of the first events that struck us was the active quest indicator, in the compass at the top center of the screen, guiding us even to the doors of houses where you need to enter, thus making it much easier to move into cities in search of the NPC [related to the quest].
Load times appeared a little long, populated by polygonal models, however, interactive, and always different, at least in this first test, dragons, statues and figures of the main quest and all well made.
The ease and immediacy with which the the mode of progression in the game seems to have changed were also evident in some aspects of quests. As we helped a person to receive a letter in this brief quest, we could ask him to follow us, and he became an intelligent and careful fellow companion adventurer.
In short, among other things, we were able to craft some armor and weapons at the blacksmith's forge and carve skins to make our own clothes, under the watchful eye of a master blacksmith met after a few minutes in a village.
As the darkness fell, we appreciated the new lighting and thick fog that enveloped the earth, and this took us into the bowels of a mine not far from where we started playing.
There was the usual attack of robbers and rats of different kinds and sizes, with a pleasant sense of dejavu. In short, it seems that Bethesda in preparing The Elders Scrolls V: Skyrim has certainly given the strengths of Oblivion, creating an obvious point of continuity, but also sought to solve the cumbersome aspects that could have kept away many players.
Obviously it takes a lot longer to understand the balance of this new nature and the direction taken, in particular in assessing the behavior of the NPC and the merits of the new skill structure, but the first good news is that at this stage of pre-alpha, The Elders Scrolls V: Skyrim seems much cleaner than it was Oblivion at launch and this is already a good starting point.
The fact that this happens within the context of aesthetics so lush and detailed, then, can only be expected to improve further by November 11th, the game's release date. -
The Happy Swede Notebook Evangelist
Hey guys, so if its not to much, can anyone try and find the link to some of these mods in this vid :S Im not very good with oblivion mods and such, so it would be a major help. Ill rep whoever can provide some links to some of them!
The Elder Scrolls - Oblivion The Beauty of mods - HD / HQ‏ - YouTube -
I should NOT have read through this thread. I am so excited for this game it's not even slightly funny. Unbearable xD
Going to buy the collector's edition when it comes out!
Just search for them on this site -> The Elder Scrolls Nexus - Oblivion mods and community
(The search bar is on the right side)
Edit:
Yessssss
I think it just came out today?
http://www.tgdaily.com/games-and-en...723-bethesda-teases-skyrim-collectors-edition
http://www.amazon.com/Elder-Scrolls..._3?s=videogames&ie=UTF8&qid=1312581286&sr=1-3 -
The Happy Swede Notebook Evangelist
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moviemarketing Milk Drinker
Here are some of the mods that I found to be essential (I would not go back to playing Oblivion without these)
All listed mods can be found on
the Elder Scrolls Nexus: The Elder Scrolls Nexus - Oblivion mods and community
the Engineering Guild: http://www.theengineeringguild.co.uk/forumdisplay.php?17-The-Elder-Scrolls-Forum
Planet Elder Scrolls: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.List
Bethsoft Official Mods Forum: http://forums.bethsoft.com/index.php?/forum/25-oblivion-mods/
Essential mods that do not change gameplay...
- 4GB patch
- OBGEv2
- ENBSeries Shaders
- Qarl's Hi Res Texture Pack
- Natural Environments
- Crowded Cities
- Ambient Town Sounds
- Illumination Within
- Elaborate Eyes
- Tamriel NPCs Revamped (finally all the NPCs will no longer be ugly)
- 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
- Duke Patrick's Basic Hypothermia
- Duke Patricks Melee Combat - massive improvement to melee combat
- Deadly Reflex
- Oscuro's Oblivion Overhaul
- Martigen's Monster Mod
- Francesco's
- FCOM (this allows you to combine OOO, MMM, Fran's and Warcry)
- COBL Real Hunger
- COBL Real Thirst
- COBL Real Sleep Extended
- Thievery
- Ashes to Ashes (adds a lot more to the experience of playing vampire, or hunting vampires - new quests, animations and vampire system)
- The Necromancer (adds 2 joinable Necromancer factions with lots of quests)
- Oblivifall Losing My Religion (adds 9 new factions - the followers of each of the Nine Divines become different factions with quests and reputation system)
- Oblivifall Let's Talk (adds a lot more interesting dialogue with NPCs
- Myths and Legends (adds 14 legendary artifacts with quests to find them)
- Shadowcrest Vineyard (cool player house near Skingrad with quests)
- Fighter's Guild Contracts (adds lots of new Fighter's Guild quests)
- Lore Dialogue 300 (adds massive amount of extra dialogue for NPCs)
- Enhanced Economy
Fun Magic Mods
- Less Annoying Magic Experience (L.A.M.E.)
- Supreme Magicka
- Midas Magic (I don't think this one works together with the other two, but SM and LAME work fine together)
- Duke Patricks Combat Magic - massive improvement to magic system
- Advanced Magecraft (adds new ways of using material components for spells and better enchanting system)
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 The Necromancer
9A TNR ALL RACES FINAL.esp
9B TNR - ShiveringIsles no helms.esp
9C Bashed Patch, 0.esp
9D Duke Patricks - Basic Hypothermia.esp [Version 3.1]
9E Duke Patricks - Combat Archery.esp [Version 5]
[/codebox] -
moviemarketing Milk Drinker
There has been a flurry of new info and features revealed about Skyrim in the past 2 days.
Which new features are you most excited about?
Here are 25 things that that have me going :drool: :drool: :drool:
- - joinable Rebel faction
- - pickpocket skill provides greater RP opportunities and much more realistic thievery for thieves
- - myriad options for facepaint
- - char gen remembers your settings when switching to different races
- - even minor NPCs have much more complexity and depth compared with Oblivion
- - you can persuade various random NPCs to accompany you and they feel like fleshed out, interesting companions
- - there are six different stages to crafting items (refining crude ore, assembling materials, not sure what the other 4 stages are but it sounds a hell of a lot more complex than Oblivion and Morrowind crafting)
- - more realistic alchemy labs instead of spamming health potions in the middle of a dungeon
- - in addition to alchemy ingredients there are also reagents (more complex alchemy system than Oblivion)
- - some spells you find as spell tomes and others you purchase from merchants, but spells definitely not perks
- - hand to hand attacks have a much improved gravity and physicality
- - the first encounter with Rebel soldiers (Stormcloaks) escorting a prisoner sounds AWESOME - you can choose various options, like setting the prisoner free, giving him a sword, etc. Quests in general sound like there are more ways to complete them
- - Bosmer look better than in Oblivion
- - traveling merchants camp beside rivers
- - you can learn Alchemy by trial and error, tasting unknown ingredients or making potions with unknown effects
- - lockpicking mini-game improved
- - Bards confirmed in Falkreath
- - MYSTERIOUS BLACK DOOR!!!!
- - you can hold onto your perk slots instead of choosing a perk at each level up
- - you can add laugh lines in character generator
- - you can give a Dunmer one red and one gray eye in the character generator
- - loading screens look cool
- - after murdering innocents in Falkreath Hold, the PC in one of the demos crossed the border into White Hold and no one bothered him
- - there is a Two-Handed perk called "Barbarian"
- - "DOZENS" of sliders for character creation
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The Happy Swede Notebook Evangelist
I found some of them, but ended up finding some rather interesting mods, and some of them failed and some made it
Well the orcs in my game looks full on retard after a failed mod xD
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Pre-ordered copies already! Woooo can't wait for this too come out. Hopefully they go back to their more wind roots!
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Or shouldn't anyway, can't be tempting myself. -
moviemarketing Milk Drinker
Here is a video of the QuakeCon demo: EXCLUSIVE SKYRIM GAMEPLAY - Quakecon 2011 [SaveYouTube.com]-1.mp4
You can see some cool stuff! -
Stream it here if you don't wanna wait.
Quick before it gets taken down.
http://www.dailymotion.com/embed/video/xkefdc -
I had well over 200hrs in Morrowind and also Oblivion. Closer to 300 for Oblivion actually.
Skyrim is the one game this year that has actually got me excited and counting down the days till it comes out. Morrowind I only ever played on the xbox, but reading thru these 19pgs has got me wanting to download it along with a bunch of mods for the pc while I wait for Skyrim. I hope that Skyrim includes a letter of apology from Mr Howard to my wife explaining that its his fault, not mine, that I've turned into a zombie with no desire for anything other than sitting in front of my pc slaying dragons.
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Thoughts on old guns in skyrim? (Ala the fable series.) I'm not talking about automatic rifles, but maybe crossbows or the occasional flintlock.
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Yeah, you can skip to around 27 or 28 mark, but the audio will be out of sync.
The demo from that point on is pretty much the same as the one that was shown back in E3 (fighting the dragon around the watch tower).
As for the game, overall quite good, but here are some pointers -
UI overall is good, but I'm not digging the inventory system.
Enemies still don't carry much weight the moment they are killed off, just like in Oblivion. Feels quite unrealistic.
Melee combat is roughly the same, except you can do more critical damages and instant kill.
When one of the enemies was arrow sniped by the campfire, the other guy just stands there as if nothing happened... questionable AI.
Horse animation still isn't as graceful as it is Red Dead or AC, but way better than it was in Oblivion.
Can't think of anything else at this moment.
Also, the audience cracks me up... -
the audience is stupid. haha.
I bet if more time was given to the AI, it would have started searching the cave. better than in oblivion where when you kill one person, everyone nearby knows where you are and that you did it. Horse animation was terrible, I hope it gets fixed. -
Man this game looks sweeet. Big LOL to the audience that wanted Todd to kill everything. Even the town folks lol
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moviemarketing Milk Drinker
Here is a video where you can watch the public demo from QuakeCon (keep in mind this is different from what the 13 journalists got to see): EXCLUSIVE SKYRIM GAMEPLAY - Quakecon 2011 [SaveYouTube.com]-1.mp4
There was a tremendous amount of info released in the past 2 days. At QuakeCon, they allowed 13 different journalists to play Skyrim for 60 minutes and they all did different things and uncovered new information. Also, Todd Howard did a live Q&A with fans on Facebook, there was a live demo video presented (see link above), and there was a pic of the Collector's Edition with a map that revealed a bit of new info about the town of Morthal.
Here are some links to the various articles from the journalists who got to play the demo:
New Skyrim Info Bursts Out Of QuakeCon - The Elder Scrolls V: Skyrim - Xbox 360 - www.GameInformer.com
The Elder Scrolls V: Skyrim Preview - Xbox 360 - Page 1 | Eurogamer.net
Stomping Across the Snows of Skyrim - Xbox 360 Preview at IGN
First ever hands-on with The Elder Scrolls V: Skyrim -Destructoid
http://www.gamepro.de/preview/spiel...71062/the_elder_scrolls_5_skyrim_preview.html
The Elder Scrolls V: Skyrim Provato per PC Windows del 05 agosto 2011 | Multiplayer.it
The Elder Scrolls V: Skyrim Hands-On Preview - Test Drive an Orc - PC News at GameSpot
The Elder Scrolls 5: Skyrim for Xbox 360 - Preview - The Elder Scrolls 5: Skyrim Hands-On Preview -- Time Flies When You're Dual Wielding Fire Spells - G4tv.com
http://www.gametrailers.com/users/IW-Brooks/gamepad/?action=viewblog&id=561048
Italian Article (translation): another preview! - Bethesda Softworks Forums
German Article (translation): German game pro article - Bethesda Softworks Forums
Some analysis of the articles
The Stormcloaks (aka The Rebels) - Bethesda Softworks Forums
Factions of Skyrim: Unofficial Guide - Bethesda Softworks Forums
Skyrim's Magic System - Bethesda Softworks Forums
Morthal and Fort Snowhawk - Bethesda Softworks Forums
Animal Friendship Confirmed? -
moviemarketing Milk Drinker
yet another QuakeCon hands on preview - this one by French website JeuxVideo.fr
Source: Preview de Elder Scrolls 5 : Skyrim, nous y avons joué !
Some highlights
Dual Casting Perk: it seems that you are only able to dual cast spells after you get a dual casting perk:
Jarl of Whiterun: Also, the name of the Jarl of Whiterun has been revealed: JARL BALGRUUF
Quests from Hilde and Sven: There are numerous quests you can pick up in the Riverwood tavern, or when speaking with Hilde and Sven (the mother and son arguing about dragons in the E3 demo when you enter Riverwood)
Riverwood Tavern Quests:
- there are some warriors looking for volunteers to join their clan
- other quests involving small jobs we can do for the quest giver
- even the small quests involve a few steps
- in the case of Sven's quest, it's possible to go directly to Camilla to deliver the letter or talk with the elf first
- within three minutes he had collected a lot of quests
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It's 5 years after Oblivion and 8 years since Morrowind. Technology has improved exponentially and I think a new system was needed. I also like how all the items are instantly viewable and zoomable. Because as TES fans, we all know kicking butt well is almost as important as looking good while doing it.
I think it really adds to the immersiveness of the environment. In previous TES games, looking at nirnroot in your inventory was unemotional. Did you see the detail on the nirnroot in Skyrim? Pretty amazing!
-Skill system is pretty awesome.
-Agree with TomTom on enemy deaths. It just looks silly, enemies being knocked back 20 feet from a sword slash or bouncing off the walls from a blast with chain lightning. -
I know what you mean with the death stuff. I was playing oblivion yesterday, and I was wacking ogres all over the place with an akaviri katana... -
So I just bought Morrowind for the pc last night since that one I had only played on Xbox. Gonna play thru this while I wait for TESV. Some of you were nice and posted the "essential" or "best" mods for Oblivion. Would one of you be able to do that for Morrowind too just to save the hassle of trying 300 different mods in order to find the good ones. Thanks!
TES V: Skyrim Discussion Thread
Discussion in 'Gaming (Software and Graphics Cards)' started by jerg, Jun 6, 2011.