whaaaaaaaaaaaaaaaaaaaaaaaat!!!!StynesReloaded wrote...
i want gay sex scenes
anything less isn't worth my money
The Elder Scrolls V: Skyrim Discussion Thread
#2826
Posté 15 août 2011 - 04:18
#2827
Posté 15 août 2011 - 05:00
deadmandum wrote...
nosympathy4saren wrote...
Would it be lame if I named my Skyrim character Sauron?
Do not listen to this man.
#2828
Posté 15 août 2011 - 05:01
Marriage is confirmed. Sex isn't. If they will include it, it better not be like *cringes* Fable....Andarthiel_Demigod wrote...
StynesReloaded wrote...
i want gay sex scenes
anything less isn't worth my money
Uhhh,what?
Not sure if you're being serious there.
Neither Morrowind nor Oblivion(or any other TES game for that matter) had any sexual situations involving the Player Character and I doubt they are going to change that now. It's really no the TES style.
#2829
Posté 15 août 2011 - 05:28
LegendaryAvenger wrote...
Marriage is confirmed. Sex isn't. If they will include it, it better not be like *cringes* Fable....
There will always be user-made sex mods for the PC players. Straight or gay.
#2830
Posté 15 août 2011 - 05:32
you don't like sauronBryy_Miller wrote...
deadmandum wrote...
nosympathy4saren wrote...
Would it be lame if I named my Skyrim character Sauron?
Do not listen to this man.
#2831
Posté 15 août 2011 - 05:44
Will there be mods? Yes. Will they be tasteful? No.bmwcrazy wrote...
LegendaryAvenger wrote...
Marriage is confirmed. Sex isn't. If they will include it, it better not be like *cringes* Fable....
There will always be user-made sex mods for the PC players. Straight or gay.
#2832
Posté 15 août 2011 - 05:48
i agreeLegendaryAvenger wrote...
Will there be mods? Yes. Will they be tasteful? No.bmwcrazy wrote...
LegendaryAvenger wrote...
Marriage is confirmed. Sex isn't. If they will include it, it better not be like *cringes* Fable....
There will always be user-made sex mods for the PC players. Straight or gay.
#2833
Posté 15 août 2011 - 08:26
#2834
Posté 15 août 2011 - 08:39
#2835
Posté 15 août 2011 - 09:12
#2836
Posté 15 août 2011 - 11:07
As for the helmet...it is called Fin Gleam. YouTube how to get Fin Gleam. It's in a very exclusive location. It's far west off the coast by the sea.
While you are out that way, there is a town called Anvil. In Anvil, you can do a quest of a haunted manor and after the quest, you get the manor. That's my mansion...I live there. Imo its the best house in the game.
#2837
Posté 15 août 2011 - 11:35
sympathy4saren wrote...
Altars are the best way to heal attributes, if one is around.
As for the helmet...it is called Fin Gleam. YouTube how to get Fin Gleam. It's in a very exclusive location. It's far west off the coast by the sea.
While you are out that way, there is a town called Anvil. In Anvil, you can do a quest of a haunted manor and after the quest, you get the manor. That's my mansion...I live there. Imo its the best house in the game.
Shadowcrest Vineyard puts the Anvil mansion to shame.
you can download it here: link


Modifié par naughty99, 15 août 2011 - 11:38 .
#2838
Posté 15 août 2011 - 11:43
#2839
Posté 16 août 2011 - 12:50
Naughty is that a DLC or a Mod? I like that there. Who'd you have to kill to get that baby? any nice trinkets inside of it?
#2840
Posté 16 août 2011 - 01:06
Description
============
"If you found this note, it means we made it out in time and made it to Skingrad. Years ago, we bought Shadowcrest
Vineyard. When we found it, it was in shambles, all but taken over by the ivy, but we worked long and hard to
repair it. That is when the troubles started..."
Unlock the secret past of Shadowbanish Wine to obtain a large interactive vineyard and manor, located in rich
fields surrounded by waterfalls and lakes. So come on over and have a drink...or are you scared of what lurks in
the shadows?
Location
========
To start the quest visit the Chapel of Julianos, in Skingrad. On the first pew there is a note that you must read.
The note is located on pew to the left if you are facing the altar.
Features
=======
This house is packed full of features. There are two very short quests, but many things to see and do. While
obtaining the manor is very quick, you may find it very difficult to get a decent nights sleep until it is
completed.
For your ease, there are 2 manuals placed within the manor that add to the manor's history, but also detail
processes and procedures required for several of the following features. These may be found in the kitchen
and laboratory.
1) The vineyard harbors the secret of the disappearance of Shadowbanish wine, and also provides a cursed version
of the manor. You get two homes in one!
2) The vineyard features a wine cellar. Here you can press harvested grapes into juice, and then place the juice
in a barrel to age. The wine press is animated, and the wine obtained is unique to the vineyard. At 10 days you
may bottle a special "cheap wine", at 20 days "fine wine", and at 30 days a "vintage wine". You may press and age
more than one barrel at a time, and remove them at different intervals while allowing the remaining wine to
continue aging. When the bottles of wine have been "emptied" by equipping the potion, you receive an empty
bottle to use in the winery process once more.
3) You will also obtain ownership of 2 unique horses when you obtain ownership of the vineyard. If they get lost
or you mount another horse, they will return to the vineyard stable. There are two map markers for the vineyard.
One places you directly in front of the front door to the manor, the other in the stables. If you are traveling
via horse or have a horse in tow I highly recommend you use the stable maker. You can simply dismount your horse,
open the gate, and then close the gate behind you without worrying about stabling your horse.
4) The main hall features a window which you can sit in, as well as a reading area with lots of storage for books,
letters, and scrolls. It also features formal and informal dining areas.
5) The formal dining area features place settings which can be stacked on top of the cupboard, or set on the
table.
6) The bathroom features a tub which you may rest in, curing yourself of disease and restoring attributes, a wash
basin which helps resist disease (as proper hygiene should), and a trash basin which will respawn for item disposal.
You may only use the tub and wash basin once a day. The bathroom also features an animated curtain which may opened
or closed for more privacy.
7) The main bedroom features organized storage for weapons and armor, as well as a porch that overlooks the
vineyard, a private seating area, desk, and inviting fireplace. The guest bedroom features plenty of storage in
disguise, a small seating area, small alchemy area, and Ayleid window lights which can be turned on or off.
8) The laboratory is extremely user friendly. It features:
-Custom spell making altar
-Custom enchanting altar
-Static alchemy equipment (meaning you may perform alchemical experiments outside your inventory)
-Labeled and organized potion and scroll storage
-Ingredient shelves
-Plenty of storage in disguise for laboratory books, etc.
-Controllable Ayleid window lights
-The sink will boost your alchemy skill when in its vicinity.
-You may perform an experiment with the test tubes to create a potion of cure poison, but sometimes even the best
experiments go bad.
-Butterfly case for viewing
-Fishtank featuring animated slaughterfish and mudcrabs for viewing
9) There is a unique summoning altar in the laboratory loft. Placing a soul gem inside this altar and activating
it will send the altar into action, summoning a creature for you and filling your soul gem. The creature chosen is
random. You may place as many soul gems as you wish in the altar and activate it consecutively.
10) The basement features a training area, and a forge with a special anvil which will boost your armorer skill
by 10 points when approached.
11) The house features 2 hidden areas: a thief hideout and a dungeon. The dungeon features a custom sleeping altar,
static alchemy equipment, usable dungeon cells, and plenty of storage. The altar and coffins are all safe for
storage. You may dip apples in a barrel of poison to create poison apples in the dungeon.
12) The dungeon cells are restocked with prisoners (by your imps in your absence) who respawn. There are 10
respawning prisoners per cell. One cell has remote controlled darts, the other remote controlled gas traps.
You may also sneak a poison apple into their food sacks, or use them for food yourself if you are a vampire.
13) The grounds feature a pond area (courtesy of Bethesda, all I did was add some more "umph" to it.) This area
features a rope swing, stool, small additional water feature, and swimming mudcrabs slaughterfish. These creatures
are actually activators and will not attack you.
14) This house has been "havoc proofed" quite a bit, meaning what looks like clutter is usually containers to hold
your belongings. If you were looking for an empty house to clutter up, this mod is not for you. However, if you
like to be organized and have that lived in look, without messing everything up each time you run by a table,
this house is for you. Not everything is proofed though, so you will still have some episodes.
15) And last, but certainly not least...the kitchen!
The kitchen is fully stocked, and fully functional. While it looks full of food, don't be fooled...those are
containers. I chose to do this to avoid destroying that cell if you pick anything up, and it provides more
organized storage. Containers have been set up for everything marked as food. You may do the following in the
kitchen:
-You may bake a very special bread if you have all the ingredients. Once mixed, the bread must cook for up to 3
hours before you may take it off the hearth.
-You may bake shepherd's pie if you have all the ingredients. Once mixed, it must cook up to an hour before you
may take it from the cooking pot.
-You may fill up a re-usable tankard with ale, beer, or mead from the kegs. When you drink them, you get a dirty
tankard added to your inventory.
-You may then wash this tankard at a wash basin, which washes your dirty tankard and puts an empty one back in
the dish cabinet for future use.
-You may grind wheat into flour using an animated wheat press.
-You may make cheese by milking the vineyard sheep, boiling the milk in a special cauldron, and then aging it
a special rack. You may only milk the sheep once a day, and they only yield one bucket per sheep. You may age
more than one bucket of boiled milk at one time however, and remove the cheese at any time while allowing the
rest of the cheese to continue aging. At 5 days you receive young cheese, at 10 you receive mild cheese, at 15
you receive a cheese wedge, at 20 you receive a cheese wheel, at 25 you receive sharp cheese, and at 30 days
you receive mold cheese.
Modifié par naughty99, 16 août 2011 - 01:07 .
#2841
Posté 16 août 2011 - 01:27
#2842
Posté 16 août 2011 - 01:31
#2843
Posté 16 août 2011 - 01:36
==========
To get the full benefit, you might want to consider installing COBL.
COBL Link
===========
In the COBL version of Shadowcrest Vineyard, the following features have been added and/or changed:
- The Ingredient shelves in the laboratory are now COBL shelves, which will sort your ingredients for you.
Please refer to the COBL readme for more information. I did not go the multiple container route with
these, all containers are the same.
- Instead of a mortar and pestle in the laboratory, you now have a mortar and pestle that uses the
COBL Grinder techinique. "Grinders convert various miscellaneous items into alchemical materials:
bones into bone dust, gems into gem dust, iron ingots into iron filings, etc." Do NOT store anything
in the grinder, as COBL grinders respawn.
- The Luggage has been added to the hallway in the upper floor. If you have previously discovered The Luggage
on the Anvil dock, you will find The Luggage on a bench under the window...near the bedrooms. If not, you
must first discover The Luggage first. COBL Glue is required.
- An Upper class Dinner Plate has been added to the dining room area. (Look on the buffet next to a pitcher
and two silver goblets). If you are not running a COBL-aware hunger mod this will just simply appear as a
named plate you cannot pick up! The dinner plate will take food from your inventory.
- The exterior well has been changed to accomidate a COBL-aware thirst mod. If you are not using such a
mod, the well will simply appear as a named well.
- A barrel of COBL food has been placed in the kitchen. The food barrel RESPAWNS so don't put any thing in it
unless you want to lose it. The other food barrel found in the back part of the kitchen does not respawn and
is safe, you can put your COBL food items in there if you choose.
#2844
Posté 16 août 2011 - 01:45
sympathy4saren wrote...
Breton pics?

I hope you didn't mean Bretons in Skyrim pics, nobody has those!
#2845
Posté 16 août 2011 - 02:52
chunkyman wrote...
sympathy4saren wrote...
Breton pics?
I hope you didn't mean Bretons in Skyrim pics, nobody has those!
Lol. Darn it!!!
You hooked me up with a pic though
#2846
Posté 16 août 2011 - 02:56
Bethesda does.chunkyman wrote...
sympathy4saren wrote...
Breton pics?
I hope you didn't mean Bretons in Skyrim pics, nobody has those!
#2847
Posté 16 août 2011 - 03:50
How many rings can we have equiped at a time?
Also what does the game consider an "Artifact"? I seen this in our character section of the game and been meanin to ask this one. Thought maybe the Fin Gleam helmet would have been one.
#2848
Posté 16 août 2011 - 06:30
#2849
Posté 16 août 2011 - 06:43
Dave of Canada wrote...
Any idea if there's choices in the story or shall we be railroaded? I've got some hypothetical stories brewing up (Example: Imperial Assassin who's been sent to make sure Skyrim's civil war ends with Skyrim remaining in the Empire) and I want to make sure it'll work.
I would guess the main quest will be fairly linear because they must establish lore, but they've stated side quests will be very dynamic due to Radiant Story and better writing. Maybe we could choose to take sides with the Empire or Rebels in the MQ, but it hasn't been confirmed if we can or not.
#2850
Posté 16 août 2011 - 07:23
chunkyman wrote...
Dave of Canada wrote...
Any idea if there's choices in the story or shall we be railroaded? I've got some hypothetical stories brewing up (Example: Imperial Assassin who's been sent to make sure Skyrim's civil war ends with Skyrim remaining in the Empire) and I want to make sure it'll work.
I would guess the main quest will be fairly linear because they must establish lore, but they've stated side quests will be very dynamic due to Radiant Story and better writing. Maybe we could choose to take sides with the Empire or Rebels in the MQ, but it hasn't been confirmed if we can or not.
So far, it's been confirmed that we can choose to join the Rebels (the Stormcloaks), so I think it would be pretty strange if we are not able to join the other side.
Also, Andrew Reiner had a very interesting encounter with a group of Stormcloaks escorting a prisoner who was perhaps a member of the Empire faction.
On encountering them, he had multiple branching paths to proceed. For example, he could attempt to set the prisoner free, hand him a sword, or fight the Stormcloaks (obviously these choices would probably hurt his reputation with the Stormcloak faction). Or he could choose to heed the Stormcloak's warning and not interfere, or perhaps follow them to their destination and speak with more members of the Stormcloaks. And if he had spoken with certain NPCs in Riverwood, he would have picked up a quest in his quest journal to "find and join the Stormcloak rebellion."
If he were to choose to help the prisoner, and he turned out to be a member of the Empire faction, it is likely that would have improved his reputation with the Empire forces.
Another example of branching paths is the gates at Whiterun. There are multiple ways to enter the city, including bribery, speechcraft dialogue check, picking up and completing certain quests, perhaps even fighting your way in.
Modifié par naughty99, 16 août 2011 - 07:25 .





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