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The Elder Scrolls V: Skyrim Discussion Thread


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#2151
ErichHartmann

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Bretons have and always will be my favorite.

#2152
KenKenpachi

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LegendaryAvenger wrote...

KenKenpachi wrote...

Pft Imperials ftw, you filthy savages.

Uh huh. You Imperials are SO civilized waging war and taking kingdoms by force.



Pf thats how we roll son. And don't worry we'll be back to do it again.

Also speaking baddly about the Empire?!

"Stop right there criminal scum!"

Modifié par KenKenpachi, 03 août 2011 - 11:38 .


#2153
AventuroLegendary

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KenKenpachi wrote...

LegendaryAvenger wrote...

KenKenpachi wrote...

Pft Imperials ftw, you filthy savages.

Uh huh. You Imperials are SO civilized waging war and taking kingdoms by force.



Pf thats how we roll son. And don't worry we'll be back to do it again.

Hahaha. Where's your dragonborn septim bloodline? It's dead. You can't do anything :lol:

EDIT: *Pays 5 gold fine*

Modifié par LegendaryAvenger, 03 août 2011 - 11:39 .


#2154
naughty99

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I just found this awesome Oblivion mod, Oblivifall: Losing My Religion, which converts all the temples of the nine divines into 9 different factions:

http://tesalliance.o...ng-my-religion/

It looks fantastic, can't wait to try this. It suggests a lot of possibilities for deepening Skyrim's faction experience with mods.

Detailed Description:

The Nine Divines faction no longer exists. Each god/goddess has its own faction and each priest has been associated to his god/goddess.

Each god faction has different reputations with the other gods or other factions. Since each god views things differently, some might not be in good terms with each other or, on the opposite, might be allies.

Although no religion is enemy with each other, if you encounter a conversation between two members of rival religions, it might be more hostile than before.

Inside chapels, all stained glass showing other gods than the one worshipped have been replaced with clear stained glass windows.

Every altar dedicated to gods that are not worshipped has been removed as well.

Gottlefront Priory and its priests are associated with Kynareth, Weynon Priory to Talos and Cadlew Chapel to Arkay.
Each religion has a knightly order. Their members' duty is the protection of their god's holy place and crusading against its enemies. They are the military arm of their god and the protectors of the worshippers.

The knightly orders share the same reputation with other factions as their god's and will be happy to see you donate to their religion as well.

While visiting the chapels, you'll see armed guards proudly wearing their knightly order's outfit and keeping watch for those who would dare defile their god's holy place.

As of version 1.0, two knightly orders have their headquarters established in Cyrodiil, which you can visit.

As mentioned in the previous chapter, the Kynaran Order has its headquarters close to Kynareth's shrine.

The Order of the Hour, Akatosh's protectors, has its keep west of Kvatch. It is said that a small army have been seen marching from the keep to the city of Kvatch for reasons unknown.

There is a lot of new dialogue, filled with lore. Ask about a religion's services, background and knightly order. You can also engage in conversation with some of the special services NPCs, which can lead to an interesting discussion.

Be polite or not, it is your choice. So do not be shy, talk with every worshipper/knight you see!


- 5.9 Joinable Factions

As of version 1.4, the 9 god factions and 2 Knightly Orders can be joined. Joining a faction requires you to have basic knowledge about one of the faction’s required skills, and you must perform a pilgrimage to the god’s wayshrine. Ask the priests to know where you may find a wayshrine.

You can join only ONE god faction OR one Knightly Order. You cannot join both a Knightly Order and its associated god.

The benefits of joining a faction are that you have reduced prices for the healing service, lodgings in the temple/HQ, access to privileged services (For some religions) and the god/Knightly Order’s outfit. The friends of the god you worship are your friends. His enemies are your enemies.

Ghosts in your faction’s Undercroft will not attack you. Killing a member of your faction or stealing will result in being expelled. Once expelled, you cannot join again and you cannot switch to another god.



#2155
KenKenpachi

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Pft Go about your Buisness Citizen >>

*mutters something about getting cannons from the east and teaching all these barbarians the Empire lives*


Funny enough how long has the ES saga been running? I mean in game time, and yet no one has discoverd gun powder? And they use the same weapons, even 200+ years later? Then again they often are so busy killing each other to do much else, I bet they haven't even seen all of the world around them...hmm

#2156
AventuroLegendary

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Oblivifall? So they are using Daggerfall's temple faction system?

And about the 200 years later thing...

The Old Republic takes place 4000 years before the movies and they use the same technology :\\ Not comparing anything...

#2157
naughty99

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And here is a kickass EPIC Necromancy mod that adds two new Necromancer factions to Oblivion:

http://www.theengine...p?do=file&id=21

The prospects of improving Skyrim's faction experience with mods are looking better and better, especially considering Skyrim will have greater complexity in the reputation system and in how the PC interacts with NPCs.

#2158
AventuroLegendary

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Skyrim will have a ton of potential for mods. With all of the new features, the mods will build off of it. Technically, The vanilla game determines the boundaries of modding.

Modifié par LegendaryAvenger, 03 août 2011 - 11:57 .


#2159
AventuroLegendary

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Anyone else heard of the Andoran mod? That looks kick ass.

#2160
KenKenpachi

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I think I'll just play the game and not the mods first if we Xbox players can get them :P

As to Star Wars, Not the same situation at all. The Star Wars world has reached what my be considerd a technological threashold. Advance computer systems that can pick up radiation from various crafts and weapon systems and play it in directional sounds for pilots and gunners (Thats how they "Hear" weapons fire and ships, with audio play back in the head sets, even Solo told Luke as much when in the Turrent.) Gravitational Control, from interdictors to repulse lift. Skyhooks, Plasma, Ion, Energy, and even Controled explosion atomic weaponry. Transparent steel, they are a tier 1 class civilization, and have little to improve on. Minus Centerpoint station etc.

The ES factions have stayed at whats at best a Tier 7, maybe even an 8. Ranking between living on agricultral means, and being cavemen. Not nearly the same.

#2161
AventuroLegendary

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KenKenpachi wrote...

I think I'll just play the game and not the mods first if we Xbox players can get them :P

As to Star Wars, Not the same situation at all. The Star Wars world has reached what my be considerd a technological threashold. Advance computer systems that can pick up radiation from various crafts and weapon systems and play it in directional sounds for pilots and gunners (Thats how they "Hear" weapons fire and ships, with audio play back in the head sets, even Solo told Luke as much when in the Turrent.) Gravitational Control, from interdictors to repulse lift. Skyhooks, Plasma, Ion, Energy, and even Controled explosion atomic weaponry. Transparent steel, they are a tier 1 class civilization, and have little to improve on. Minus Centerpoint station etc.

The ES factions have stayed at whats at best a Tier 7, maybe even an 8. Ranking between living on agricultral means, and being cavemen. Not nearly the same.

Yeah, I came to that realization. War and racism really keeps Tamriel from advancing. I also find it funny that the Dwemer were an ancient and lost race, yet they built steam-driven machines and robots, which is considered "Sci-fi" in the ES world.

Modifié par LegendaryAvenger, 04 août 2011 - 12:13 .


#2162
KenKenpachi

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LegendaryAvenger wrote...

KenKenpachi wrote...

I think I'll just play the game and not the mods first if we Xbox players can get them :P

As to Star Wars, Not the same situation at all. The Star Wars world has reached what my be considerd a technological threashold. Advance computer systems that can pick up radiation from various crafts and weapon systems and play it in directional sounds for pilots and gunners (Thats how they "Hear" weapons fire and ships, with audio play back in the head sets, even Solo told Luke as much when in the Turrent.) Gravitational Control, from interdictors to repulse lift. Skyhooks, Plasma, Ion, Energy, and even Controled explosion atomic weaponry. Transparent steel, they are a tier 1 class civilization, and have little to improve on. Minus Centerpoint station etc.

The ES factions have stayed at whats at best a Tier 7, maybe even an 8. Ranking between living on agricultral means, and being cavemen. Not nearly the same.

Yeah, I came to that realization. War and racism really keeps Tamriel from advancing. I also find it funny that the Dwemer were an ancient and lost race, yet they built steam-driven machines and robots.


Yeah I was reading that not long ago on the ES Wiki and wen't wow.......You went from Steam Punk to borderline cave men?

Then again Star Wars is a good example of this. Sure they are Tier one, but the civilizations before were Tier 0. able to move plants and star systems, make black holes, etc. But yeah They have alot of Racial issues and in fighting that really keeps them from going anywhere (ES).  Makes me wonder if you'll have an ES came where a bunch of other Beastmen 
(say like an Ape race) and Humans come knocking down the doors with primative projectile Weaponry but no magic. Might make a neat game hmm..

#2163
Bryy_Miller

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naughty99 wrote...

I just found this awesome Oblivion mod, Oblivifall: Losing My Religion, which converts all the temples of the nine divines into 9 different factions:

http://tesalliance.o...ng-my-religion/

It looks fantastic, can't wait to try this. It suggests a lot of possibilities for deepening Skyrim's faction experience with mods.

Detailed Description:

The Nine Divines faction no longer exists. Each god/goddess has its own faction and each priest has been associated to his god/goddess.

Each god faction has different reputations with the other gods or other factions. Since each god views things differently, some might not be in good terms with each other or, on the opposite, might be allies.

Although no religion is enemy with each other, if you encounter a conversation between two members of rival religions, it might be more hostile than before.

Inside chapels, all stained glass showing other gods than the one worshipped have been replaced with clear stained glass windows.

Every altar dedicated to gods that are not worshipped has been removed as well.

Gottlefront Priory and its priests are associated with Kynareth, Weynon Priory to Talos and Cadlew Chapel to Arkay.
Each religion has a knightly order. Their members' duty is the protection of their god's holy place and crusading against its enemies. They are the military arm of their god and the protectors of the worshippers.

The knightly orders share the same reputation with other factions as their god's and will be happy to see you donate to their religion as well.

While visiting the chapels, you'll see armed guards proudly wearing their knightly order's outfit and keeping watch for those who would dare defile their god's holy place.

As of version 1.0, two knightly orders have their headquarters established in Cyrodiil, which you can visit.

As mentioned in the previous chapter, the Kynaran Order has its headquarters close to Kynareth's shrine.

The Order of the Hour, Akatosh's protectors, has its keep west of Kvatch. It is said that a small army have been seen marching from the keep to the city of Kvatch for reasons unknown.

There is a lot of new dialogue, filled with lore. Ask about a religion's services, background and knightly order. You can also engage in conversation with some of the special services NPCs, which can lead to an interesting discussion.

Be polite or not, it is your choice. So do not be shy, talk with every worshipper/knight you see!


- 5.9 Joinable Factions

As of version 1.4, the 9 god factions and 2 Knightly Orders can be joined. Joining a faction requires you to have basic knowledge about one of the faction’s required skills, and you must perform a pilgrimage to the god’s wayshrine. Ask the priests to know where you may find a wayshrine.

You can join only ONE god faction OR one Knightly Order. You cannot join both a Knightly Order and its associated god.

The benefits of joining a faction are that you have reduced prices for the healing service, lodgings in the temple/HQ, access to privileged services (For some religions) and the god/Knightly Order’s outfit. The friends of the god you worship are your friends. His enemies are your enemies.

Ghosts in your faction’s Undercroft will not attack you. Killing a member of your faction or stealing will result in being expelled. Once expelled, you cannot join again and you cannot switch to another god.


..... that sounds fantastic.

But not enough to get me to play again.

#2164
naughty99

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LegendaryAvenger wrote...

Anyone else heard of the Andoran mod? That looks kick ass.

c

Yes, Andoran and Neherim both look like lots of fun.

However, I still haven't completed Oblivion yet, even after playing for a couple years. I would plan to try these two mods; however, I don't think I would have any time to play them between now and Skyrim's release (in 99 days), considering I'm working on finishing Oblivion and I just started playing Morrowind.

#2165
AventuroLegendary

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naughty99 wrote...

LegendaryAvenger wrote...

Anyone else heard of the Andoran mod? That looks kick ass.

c

Yes, Andoran and Neherim both look like lots of fun.

However, I still haven't completed Oblivion yet, even after playing for a couple years. I would plan to try these two mods; however, I don't think I would have any time to play them between now and Skyrim's release (in 99 days), considering I'm working on finishing Oblivion and I just started playing Morrowind.

Yeah, I have enough work building up for Skyrim. I've just finished Arena (finally) and I'm working on Daggerfall and Morrowind. By the time they finish Andorran, very few people will be playing Oblivion.

#2166
RinpocheSchnozberry

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I just read that spell creation might not be in Skyrim.

The world is black and dark. Grey swans swim through black water. Ash billows in the night sky.

I cry.

#2167
slimgrin

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Seriously? WTF??

#2168
naughty99

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By freezing the section of the E3 footage with the map, I noticed two towns I had never heard of before. Has anyone else heard of these? Any reference in previous lore or speculation as to who or what might live there?

Morthal: http://dl.dropbox.co...awk/Morthal.jpg
Fort Snowhawk: http://dl.dropbox.co...rt Snowhawk.jpg

they appear to be in the mountain range to the North and West of Bleak Falls Barrow and Riverwood, which would put them at the south edge of Haafinheim Hold (or whatever the name is of the Hold containing Solitude).

They might be near the border between the three Holds: The Pale, Whiterun Hold and Haafinheim Hold.

Here is a map for reference: http://skyrimguild.c.../Skyrim-map.png

#2169
RinpocheSchnozberry

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@Slimsie There is some confusion, because a translated article suggests that you can't mix and match spell effects... but did they mean you can't mix and match spell effects when you dual wield spells (fire spell in one hand and water spell in the other making a steam spell) or that you can't craft spells at all?

Unknown last I read.

I'll be over here in the corner. Reading grey text on grey paper. And hating it.

Modifié par RinpocheSchnozberry, 04 août 2011 - 01:47 .


#2170
naughty99

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RinpocheSchnozberry wrote...

@Slimsie There is some confusion, because a translated article suggests that you can't mix and match spell effects... but did they mean you can't mix and match spell effects when you dual wield spells (fire spell in one hand and water spell in the other making a steam spell) or that you can't craft spells at all?

Unknown last I read.

I'll be over here in the corner. Reading grey text on grey paper. And hating it.


That Italian article mentioning no spell creation was from january.

In February, Todd Howard answered a question about Spell Creation in a way that suggests they were still considering it but had not yet decided.

Spell crafting is kind of a -- it's a real wildcard, something that we've done a lot and there are pluses and minuses to it.

We'd like to find - we have some ideas that we really like on how to solve that and I don't know where that's gonna go.

But the thing that we don't like about the previous system that we've done is that it becomes very "spreadsheety" where it takes the "magic" out of magic, if you know what I mean.

You got to see the game, but your listeners haven't. There's a bigger emphasis on how the magic physically acts.

Just a spell like fire, there are different spells for how the fire moves, like putting it down like a rune, or fire you can spray that lingers on the ground like you're spraying a wall, and you can spray the ceilings and it's there. Or fire that travels like a flamethrower out of your hands or a fireball that you charge up and throw and it explodes at a distance.

Our main goal is to make magic feel like this arcane, powerful thing, and once it goes into a spreadsheet in the game where you can say "I want something that that's this, this and this and in this power," it removes the illusion of how this stuff actually works.

We have some ideas of ways around that, but we don't know where those are gonna go yet. We do have the benefit of, we're really, really happy with how the magic plays in the game, both visually and mechanically. And then being able to do it with both hands, there are combinations and things you can do, without getting into the spreadsheet aspect of it -- which I do know that some people like -- but it does take away from the impact of the spells that you're finding and mechanically how they work.



#2171
RinpocheSchnozberry

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Nice infos Naughty99! I've seen snippets from that bit by Howard, but manged and reworded to fit poster's points.

First they kill Hand to Hand then they put spell crafting in the poopy pile. Sadness!

Not cancelling my preorder. >.>

Modifié par RinpocheSchnozberry, 04 août 2011 - 01:55 .


#2172
naughty99

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Here is a map of Skyrim in the days of Arena - Fort Snowhawk was a city in those days, it seems: http://i8.photobucke...SkyrimMap-1.png

@Rinpoche, there is still hand to hand, it's just governed by a different skill, probably one-handed.

According to Ashley Cheng you can still play a total hand to hand character, "like a monk"

Modifié par naughty99, 04 août 2011 - 01:59 .


#2173
Eski.Moe

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Imperials shouldn't even exist as a race. [face_nottalking]

#2174
naughty99

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Eski.Moe wrote...

Imperials shouldn't even exist as a race. [face_nottalking]


There were different waves of migrations of the Nedic peoples from Atmora to Skyrim over the millenia.

some of the descendants of the earlier groups were enslaved by the Ayelids, taken to Cyrodiil as slaves and became intermingled with indigenous tribes, such as the Keptu and Kothringi. These are the Imperials.

The Nords are descended from a mix of the earliest Nedic (Atmoran) immigrants and the later waves.

The Bretons are descended from the some of the earliest Nedic immigrants who interbred with Aldmer (the ancestors of Orcs, Falmer, Altmer, Dunmer, Bosmer, etc.)

#2175
AventuroLegendary

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RinpocheSchnozberry wrote...

Nice infos Naughty99! I've seen snippets from that bit by Howard, but manged and reworded to fit poster's points.

First they kill Hand to Hand then they put spell crafting in the poopy pile. Sadness!

Not cancelling my preorder. >.>

You can hand-to-hand through the entire game like a monk (Like Liu Kang Or Kung Lao), as Naughty said.
And is it CONFIRMED that spellmaking is removed?