The Elder Scrolls V: Skyrim Discussion Thread
#35076
Posté 21 janvier 2014 - 10:22
#35077
Posté 21 janvier 2014 - 10:24
Elhanan wrote...
@ Endurium: Gopher has a list of recommended mods in his Beginner's Modding series, plus some others displayed in Skyrim Mod Sanctuary or like vids. You may wish to give these a look if you have time.
This is the first in the series of modding Skyrim videos.
#35078
Posté 21 janvier 2014 - 10:39
http://www.youtube.c...oBVJfNCqvO5MmKP
BTW - I also prefer Real Water 2, though the others are also quite good.
Modifié par Elhanan, 21 janvier 2014 - 10:40 .
#35079
Posté 22 janvier 2014 - 04:28
I do however have an interesting build concept.
Orcish Sharman:
An Orcish Battlemage who doesn't cast spells with bare hands.
For melee
The Orc relies on 1 handed weapons (and perhaps shields too).
Wears Orcish Armour (Orcs wearing Orcish armour fits quite nicely, though you can reach armour cap with light armour).
For magic:
The Orc's Berserker Mode (not really a spell but I'm counting it as magic)
Thu'um (Shouts)
Scrolls
Staffs
Potions
Poisons
Enchanted 1 handed weapons
______________________________________________________________________________
Resources:
For every 2 increases to health
1 increase to stamina
No magicka since this Orc doesn't cast spells with his hands.
As for soul gems and soul charges, I'll need a weapon with soul trap. (Mace of Molag Baal perhaps?)
This build's one and only rule is no hand casting.
______________________________________________________________________________
Do you have any advice for this kind of build?
What perks should I prioritise?
I can't use Mods because I'm on the PS3, but I do have access to all 3 DLC's (so I can use that scroll enchanter in Solsteim).
I found this video that is somewhat similiar to the build proposed.
Modifié par Abraham_uk, 22 janvier 2014 - 04:49 .
#35080
Posté 23 janvier 2014 - 09:40
#35081
Posté 24 janvier 2014 - 09:02
blaidfiste wrote...
Roggvir MUST die!
Reminds me of one of the film adaptations of "The Time Machine".
The protagonist went back in time to save his wife but then something else killed her.
Interesting enough Skyrim has time travel.
Will time travel play a bigger part of future installments?
#35082
Posté 25 janvier 2014 - 05:33
Now I'm gonna just...yeah, I got nothin.
#35083
Posté 25 janvier 2014 - 05:55
LPPrince wrote...
Put Skyrim back in again. Didn't do too much, just went to see if I still can't take Serana with me as a follower(still the case), and after that walked to Solitude to see the family.
Now I'm gonna just...yeah, I got nothin.
Sounds like you are playing a Vampire. If that's the case, perhaps you might be interested in ridding Skyrim of renegades and rogues like the ones plaguing Morthal. My own Vampire took great pleasure in ridding Tamriel of this supposed other Dragonborn, and gathered a few artifacts along the way, as well as a new home among his former Dunmer people.
But nothing? Between Word Walls and faction quests, there is usually something to do. However, for game longevity I recommend creating personalities and backstories to refresh motivation and exploration. And take occasional breaks to cleanse the gaming palette.
#35084
Posté 25 janvier 2014 - 07:15
*Have found every Word Wall and have played all the Faction quests
I only have the one character because I grow attached and I can't role-play more than one without feeling like its not canonical.
#35085
Posté 25 janvier 2014 - 08:28
But for long range play, take another look at making long range goals that fit the character, but leave room for alterations to the plan. My most recent Orc DB was going to become a Companion, but accidently killed a guard when the bandit tossed the guard in front of the killing blow. No witness, no bounty, but broke the personal code of honor of this particular DB. So instead, he chose to head to Solstheim to seek isolation, or his personal redemption.
Personally, I loathe Markarth and surrounding lands being so corrupt and vile; often clean this place up simply because it offends me to leave it as it is currently. And while the same can be said for Riften, you could find ways to make life for Maven as uncomfortable as possible. Etc.
Again, I find it easier to refresh the game internally via backstories and personality than static events in the game. Let the game assist you in simply telling that tale.
#35086
Posté 25 janvier 2014 - 09:12
My character's a thane in every hold possible.
At this point, he's done pretty much everything. Its just a matter of living life and relaxing since there's nothing new to do. What this meant many months ago was he would walk across Skyrim, taking in the sights and such before making it back home.
S'all thats left really.
#35087
Posté 25 janvier 2014 - 09:27
Modifié par Elhanan, 25 janvier 2014 - 09:32 .
#35088
Posté 25 janvier 2014 - 10:23
#35089
Posté 25 janvier 2014 - 10:24
Especially the forested one. That looked quite beautiful.
#35090
Posté 25 janvier 2014 - 10:55
#35091
Posté 26 janvier 2014 - 09:55
Huh
#35092
Posté 26 janvier 2014 - 10:24
LPPrince wrote...
Randomly walking around Rorikstead I found a place I had never been to in 400+ hours and over a couple of years
Huh
There is a song about a guy from Rorikstead.
That song ended on a dark note.
Ragnar The Red.
#35093
Posté 27 janvier 2014 - 03:24



I've also been playing my Volkihar vampire quite a bit. I had a few screenshots, but for some unknown reason Skyrim overwrites previous screenshots when I've closed the game and start it again later. Aaand I've made a few more characters. A khajiiti mage, who's supposed to be the female equivalent of J'zargo, and an orc shaman type. All still level 1, haha.
#35094
Posté 27 janvier 2014 - 07:32
Also, regarding icicles, I found this interesting mod which might be nice. Will test it once I get my .ini settings verified and start a new game up.
Will be moving soon so not a lot of time for modding in the next couple of weeks.
#35095
Posté 27 janvier 2014 - 09:05
If you were the story and quest designer of the Civil War, what decisions would you make?
Modifié par Abraham_uk, 27 janvier 2014 - 09:22 .
#35096
Posté 27 janvier 2014 - 09:40
Endurium wrote...
I found this interesting post/PDF regarding ugrids and certain .ini settings, which I'm going to spend time with. Was looking through Skyrim's exported .ini (obtained by using saveini in the console, as I recall) containing most settings, to make sure I have them under the correct sections. If this works out well I may be able to get ugrids 9/11 landscapes with ugrids 5, which would save me from a few quest issues that pop up with ugrids 7/9 (like being unable to attack the troll fighting the Companions before they kill it.)
Also, regarding icicles, I found this interesting mod which might be nice. Will test it once I get my .ini settings verified and start a new game up.
Will be moving soon so not a lot of time for modding in the next couple of weeks.
Gopher made a vid about uGrids mods (could have been the same one) and it comes with a warning. be sure to check it out before increasing the distances.
#35097
Posté 27 janvier 2014 - 10:05
Elhanan wrote...
Endurium wrote...
I found this interesting post/PDF regarding ugrids and certain .ini settings, which I'm going to spend time with. Was looking through Skyrim's exported .ini (obtained by using saveini in the console, as I recall) containing most settings, to make sure I have them under the correct sections. If this works out well I may be able to get ugrids 9/11 landscapes with ugrids 5, which would save me from a few quest issues that pop up with ugrids 7/9 (like being unable to attack the troll fighting the Companions before they kill it.)
Also, regarding icicles, I found this interesting mod which might be nice. Will test it once I get my .ini settings verified and start a new game up.
Will be moving soon so not a lot of time for modding in the next couple of weeks.
Gopher made a vid about uGrids mods (could have been the same one) and it comes with a warning. be sure to check it out before increasing the distances.
That is actually an interesting mod.
#35098
Posté 27 janvier 2014 - 11:39
Abraham_uk wrote...
Regarding the Civil War.
If you were the story and quest designer of the Civil War, what decisions would you make?
Would have improved the Blades involvement.
#35099
Posté 28 janvier 2014 - 12:36
Abraham_uk wrote...
Regarding the Civil War.
If you were the story and quest designer of the Civil War, what decisions would you make?
I would focus on the Thalmor, since they are the main reason of the whole Civil War. So at first you join one of the two factions: Stormcloaks or Imperials. With an option to betray them to the Thalmor, etc. Though they could really make a Thalmor invasion a complete main quest in the next Elder Scrolls.
#35100
Posté 28 janvier 2014 - 01:42
Thanks; the mod Gopher specifies is covered/recommended in the documentation in my first link.Elhanan wrote...
Endurium wrote...
I found this interesting post/PDF regarding ugrids and certain .ini settings, which I'm going to spend time with. Was looking through Skyrim's exported .ini (obtained by using saveini in the console, as I recall) containing most settings, to make sure I have them under the correct sections. If this works out well I may be able to get ugrids 9/11 landscapes with ugrids 5, which would save me from a few quest issues that pop up with ugrids 7/9 (like being unable to attack the troll fighting the Companions before they kill it.)
Also, regarding icicles, I found this interesting mod which might be nice. Will test it once I get my .ini settings verified and start a new game up.
Will be moving soon so not a lot of time for modding in the next couple of weeks.
Gopher made a vid about uGrids mods (could have been the same one) and it comes with a warning. be sure to check it out before increasing the distances.
I was running stable uGrids 9 before the "legendary" patch nerfed Skyrim's memory system; increasing exterior cell count helps (something Gopher wasn't doing in that video).
My concern is that outdoor quests activate upon spawn, rather than according to how close you are, so, for example, the Companions and Troll spawn so far away at uGrids 7 or 9 that he's dead by the time I arrive on the scene; a problem not encountered with uGrids 5 unless you dally around.
I'm going to try the method of disabling static fade to see if that gives me a good alternative to running uGrids 7, as far as scenery rendering distance is concerned. If not, I'll go back to uGrids 7, which is quite stable for me.





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