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Skyrim is worse than Oblivion in every way

Turisas

Arch Devil
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Why didn't you list Thief in there? Haven't you played it yet? If not, why not?

That'd be like putting an olympic 100m sprinter in a kindergarten running competition.
 

Broseph

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ah, those blind things? they actually jumps down from those big hives on the wall.

No no no, on Solstheim, the little blue goblins. Reklings? They were in Bloodmoon too. They jump right out of the ground or out of barrels.

i havent reached Solstheim yet, im dancing around with the Thieves Guild atm.

It's a good chunk of content, worthy of the expansion term. You should enjoy it if you enjoy the main game.

Too busy with :obviously: games to immerse myself in popamole atm. I wonder though, has The Brazilian Slaughter played it? Maybe he can tell us more.
 

Luzur

Good Sir
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ah, those blind things? they actually jumps down from those big hives on the wall.

No no no, on Solstheim, the little blue goblins. Reklings? They were in Bloodmoon too. They jump right out of the ground or out of barrels.

i havent reached Solstheim yet, im dancing around with the Thieves Guild atm.

It's a good chunk of content, worthy of the expansion term. You should enjoy it if you enjoy the main game.

well, its mostly i enjoy the occassional brute dungeon crawling and hiking, the main plot....well...
 

Mangoose

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Divinity: Original Sin Project: Eternity
Okay I decided I'm going to try replaying Skyrim (I played through the end, liked some of the game, didn't like some of the game). WITH a bunch of mods and overhauls.

Mainly, is there anything that varies the dungeons past the (continue along twisty but linear corridor beat boss, exit through door that you tried earlier that was godmode-locked)? That would probably motivate me most to do this.

Of course if any compilations with quality are recommended, then they will also be greatly appreciated.
 

Mother Russia

Andhaira
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Codex 2013
Okay I decided I'm going to try replaying Skyrim (I played through the end, liked some of the game, didn't like some of the game). WITH a bunch of mods and overhauls.

Mainly, is there anything that varies the dungeons past the (continue along twisty but linear corridor beat boss, exit through door that you tried earlier that was godmode-locked)? That would probably motivate me most to do this.

Of course if any compilations with quality are recommended, then they will also be greatly appreciated.

Fuck unprofessional mods. Download the Vampire DLC and play as a vamp (or werewolf) Vamps are done properly this time, for the first time in TES series. Their final form, which you can morph into at will is pretty cool and powerful
 

Mangoose

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Divinity: Original Sin Project: Eternity
Okay I decided I'm going to try replaying Skyrim (I played through the end, liked some of the game, didn't like some of the game). WITH a bunch of mods and overhauls.

Mainly, is there anything that varies the dungeons past the (continue along twisty but linear corridor beat boss, exit through door that you tried earlier that was godmode-locked)? That would probably motivate me most to do this.

Of course if any compilations with quality are recommended, then they will also be greatly appreciated.

Fuck unprofessional mods. Download the Vampire DLC and play as a vamp (or werewolf) Vamps are done properly this time, for the first time in TES series. Their final form, which you can morph into at will is pretty cool and powerful
Vampires were done properly in Morrowind, where there were different clans.

Properly for the first time in Skyrim my ass.
 

Mother Russia

Andhaira
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Codex 2013
Okay I decided I'm going to try replaying Skyrim (I played through the end, liked some of the game, didn't like some of the game). WITH a bunch of mods and overhauls.

Mainly, is there anything that varies the dungeons past the (continue along twisty but linear corridor beat boss, exit through door that you tried earlier that was godmode-locked)? That would probably motivate me most to do this.

Of course if any compilations with quality are recommended, then they will also be greatly appreciated.

Fuck unprofessional mods. Download the Vampire DLC and play as a vamp (or werewolf) Vamps are done properly this time, for the first time in TES series. Their final form, which you can morph into at will is pretty cool and powerful
Vampires were done properly in Morrowind, where there were different clans.

Properly for the first time in Skyrim my ass.

Incorrect. Being a Vamp in Morrowind banned you from nearly every quest. You were attacked on site. You got utterly shit powers, you could make better ones in the spell maker for much cheap mana. Werewolves OTOH were overpowered, which was probably cuz they had their own retail DLC burnt on a CD called Bloodmoon. Also, Bethshit always had a hard on for furries.

But this time Vamps are done in a way which makes you wanna play them. You can disguise as a human. And the feel of a vamp is different; you don't feel you are playing a weaker werewolf. And you can actually drink blood, instead of casting a blood drain spell.
 

Utgard-Loki

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except the stat boosts in morrowind were actually significant and useful, whereas majestic vampire lords suck dragon cock.
 

Jick Magger

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PC RPG Website of the Year, 2015 Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 Bubbles In Memoria
And I liked it when The Elder Scrolls games actually had gravity behind the decisions you made. With shit like Vampirism and Lycanthropy having actual, game changing consequences instead of just being the glorified stat and perk boosters with little-to-no downsides that they are in Skyrim.
 

Mother Russia

Andhaira
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Codex 2013
For crying out loud. Now Morrowind is some classic from the golden era that can't be said to have any faults?

WTF is wrong with you people. Why can you not recogonize turds for what they are, even if the game itself is overall quite good, while finding needless faults with something else just cuz it's new and it's the edgy thing to do?

This time they put real thought into the Vamps, just like they put real thought into werewolves for Morrowind. Why? Because both were paid expansions and thus consumers had expectations.

For the first time, Vampires actually get unique powers and abilities. Before, their negatives far far outweighed their positives. There was no reason to play a Vamp, from a min max POV, when you could be a werewolf and enjoy the game normally yet at the same time transform at will into a superbeast with cool powers.
 

Kahlis

Cipher
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Jun 23, 2012
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"Maxed-out skills can now be made Legendary - allowing players to keep their perks but reset their point counter to 15 and pursue additional abilities. “This effectively removes the overall level cap”, write Bethesda."

More completionist ego affirmation...must be to help TES players in the eventual transition over to TESO.
 

DalekFlay

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That's a nice new patch, tons of fixes, give them a little credit.

I'm confused on what legendary skills means though. Is there some benefit other than the reset? I really don't mind them letting you get a 200-300 hour character to max in everything, it's not like that eliminates the choice and roleplaying it took to get there. However I think I would rather just start a new character than try to do so.
 

Zewp

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3,594
Codex 2013
For crying out loud. Now Morrowind is some classic from the golden era that can't be said to have any faults?

WTF is wrong with you people. Why can you not recogonize turds for what they are, even if the game itself is overall quite good, while finding needless faults with something else just cuz it's new and it's the edgy thing to do?

This time they put real thought into the Vamps, just like they put real thought into werewolves for Morrowind. Why? Because both were paid expansions and thus consumers had expectations.

For the first time, Vampires actually get unique powers and abilities. Before, their negatives far far outweighed their positives.

Yes. They put a lot of thought it into vampires. They thought long and hard about what would make an affliction that should make your game harder more appealing to the instant-gratification seeking, casual crowd. Making vampirism make the game harder is going to piss off casuals who just want to be BADASS BROS and not have a challenging time of it.

There was no reason to play a Vamp, from a min max POV, when you could be a werewolf and enjoy the game normally yet at the same time transform at will into a superbeast with cool powers.

Case in point. Rather go against the established lore because it will make teh cashuls angry if being a vampire meant they had a harder time in the game.
 

Sceptic

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For crying out loud. Now Morrowind is some classic from the golden era that can't be said to have any faults?
Considering how many threads we've had going into great detail about Morrowind's flaws, and what works in the game despite these flaws, and what doesn't work because of these same flaws, I stand by my point.

Also, IT IS TOTALLY IMPOSSIBLE TO AVOID COMBAT IN MORROWIND.
 

Jick Magger

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And even then his recollection of it is alot more rosey than the truth; if you were seen transforming by someone, you'd be marked as kill on sight by everyone in Vvardenfell.


Really, it all boils down to Bethesda having different intentions behind Vampirism in both games. In Morrowind, although it certainly has its perks, Vampirism was a curse, one that only the most fucking stone-cold evil bastards in Vvardenfell could find appealing. Its pros were great and its negatives potentially crippling if you went into it half-cocked, and finding the cure involved hours of reading in obscure texts for myths and rumours. In Skyrim, it's just the grimdark alternative to fighting for the Dawnguard, with a simple way to cure yourself and an even simpler way to cure yourself of being a werewolf, because that's the only part of lore Howard's not willing to break.
 

racofer

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While BiowarEA is too busy releasing Sim Dating 3: Citadel today, Bethesda is working behind the curtains on a totally new patch:

http://www.bethblog.com/2013/03/04/now-on-steam-skyrim-1-9-beta-update/

Beginning today, Steam users can download the beta version of Skyrim 1.9 title update – featuring Legendary new features (see below) and new bug fixes. For console players out there, we’re hoping to release 1.9 later this month — we’ll keep you updated when we have specific dates.
With recent changes to Steam, you’ll want to take the following steps to opt into the beta.
  • Within your Steam Library, right click on The Elder Scrolls V: Skyrim.
  • Select Properties
  • Select the Beta tab and opt in using the drop box
If you opt into the Beta, be sure to back up your saved games or simply be careful not to overwrite your existing saves. If you decide to opt out of the beta program, your old saves will still work with the current release of Skyrim on Steam (v 1.8).
So what’s in the update? Check the changelog below…
Skyrim 1.9
NEW FEATURES
  • Legendary difficulty setting
  • Legendary Skills – Skills of 100 can be made Legendary. This will reset the skill to 15, return its Perks and allow the skill to affect leveling again. This effectively removes the overall level cap.
Bug fixes after the break…
BUG FIXES
  • General memory and stability improvements
  • Fixed issue with quest scripts that were not shutting down properly
  • Companions will equip better weapons and armor if given to them
  • Fixed rare issue where player is unable to learn the Clear Skies shout during “The Throat of the World”
  • Fixed rare instance where Alduin would become invincible during “Alduin’s Bane”
  • Fixed a rare issue where player could become stuck in Night Mother’s coffin during “Death Incarnate”
  • Fixed rare issue where protected companions could be killed from poison damage
  • Fixed rare issue with certain ash piles left from resurrected NPCs not clearing properly
  • Fixed rare issue with NPCs and creatures respawning improperly after player fast travels
  • Fixed rare crash when entering Dark Brotherhood Sanctuary
  • Fixed rare crash when entering a player owned home
  • Random dragon attacks will no longer occur during “Battle for Whiterun”
  • Fixed a rare crash when attempting to save your game during “Waking Nightmare”
  • Fixed issue where “Glory of the Undead” would not start properly if player is in combat with Eorlund Gray-Mane
  • The white phial is no longer consumed if given to a follower
  • If player marries Aela, the “Totem of Hircine” quest will be available
  • Unused briar hearts can be dropped after finishing “The White Phial”
  • Fixed issue with paying off a crime against the Companions that prevented player from getting Companions quests properly
  • Thieves Guild caches are now properly enabled in the appropriate cities
  • The Dragon Infusion perk now works properly when taking Esbern’s Potion
  • Cragslane Cave properly resets if player receives a radiant quest to clear it out
  • Fixed rare issue with bounty quest objectives not properly clearing after completion
  • Gallus’ Encoded Journal is no longer a quest item after completing the Thieves Guild
  • In “No Stone Unturned” Vex will now accept Unusual Gems if you’ve collected them all before starting the quest
  • Vekel the Man now gives rewards for completing “Toying with The Dead”
  • Fixed rare issue with being unable to turn in stolen items in “The Litany of Larceny”
  • Fixed issue with followers becoming over-encumbered after being repeatedly rehired
  • Fixed rare issue with visiting Kynesgrove on horseback not progressing “A Blade in the Dark” properly
  • Fixed issue with receiving a duplicate radiant quest from a Jarl
  • Fixed conflict with clearing Driftshade Sanctuary before starting “Trouble in Skyrim”
  • Fixed issue with using shouts while in jail and having guards unlock the jail cell
  • Fixed rare issue with quest NPCs not properly moving to quest locations
  • Fixed issue with NPCs not selling master level spells
  • Fixed rare issue where player gets control locked outside the Thalmor Embassy at the start of “Diplomatic Immunity”
  • Fixed rare issue with disappearing containers after upgrades in player owned house
  • Fixed issue with being erroneously attacked while as a werewolf during “Ill Met By Moonlight”
  • The Ebony Blade is now only improved by two handed perks
  • Locked door to Proudspire Manor can now be unlocked by proper key
  • Fixed issue with merchants not receiving the proper additional gold with the Investor perk
  • Fixed a rare issue where the player would be unable to learn a word after leaving for several days during “The Way of The Voice”
  • The Nord Hero Bow can now be improved
  • The Purity perk no longer requires the Experimenter perk
  • Fixed rare instance where Lovers Comfort would not be applied properly
  • If you approach Frostmere Crypt from the north, “The Pale Lady” will start properly
  • Fixed rare issue where player could be prevented from speaking with Atub to start “The Cursed Tribe”
  • Fixed rare issue where a dragon could appear in the Mind of a Madman realm and kill the player
  • Fixed instance where player could get stuck in Japhet’s Folly
  • Fixed rare instances where Arngeir would not teach Worldwind Sprint
  • Fixed issue with “Ill Met By Moonlight” if Sinding dies before the quest starts
  • Gharol can now properly train up to level 75
  • Fixed conflict with visiting The Karthspire before starting “Alduin’s Wall”
  • Reduced the instance of random dragon attacks after fast traveling post main quest
  • Recruited Blades now have appropriate dialogue while at Sky Haven Temple
  • Fixed rare issue where an incorrect dungeon could appear as a location during “Totems of Hircine”
  • Fixed rare instance in “Fetch me that Book” where books found before getting the quest would not be properly recognized
  • Fixed rare issue with traveling to Thalmor Embassy with companions during “Diplomatic Immunity”
  • Fixed issues with Matching Set perk not working properly with certain pieces of armor
  • Fixed issues with Custom Fit perk not working properly with certain pieces of armor
  • Fixed issue with NPC dying in a bear trap blocking progress in “Time of My Need”
  • Fixed rare issue with swinging door becoming stuck and blocking an entrance in Volunruud
  • Imperial Light Armor can now be crafted
  • Fixed issue with “Vald’s Debt” where Vald was not leveled properly
  • Fixed issue with Vilkas not giving proper greeting after completing “Battle for Whiterun”
  • Fixed issue with respawning actors that were raised by using the Ritual Stone power
  • Fixed issue with the Ancient Knowledge perk not calculating properly
  • The Palace of Kings now has patrolling guards on upper floors
  • Reduce percentage chance of getting a werewolf loading screen while player is a werewolf
  • Pantea’s flute is no longer a quest item after completing “Pantea’s Flute”
  • Placing an unread Oghma Infinium on a bookshelf in the player’s house no longer allows the book to be reused again
  • Adjusted dialogue priority to improve chances of hearing more combat dialogue from certain NPC enemies
  • Fixed issue with falling damage on high difficulty levels
  • Fixed bad collision on certain clutter objects
  • Fixed rare instance of couriers who would appear only dressed in a hat
Once you’ve opted into the beta, let us know what you think in our beta discussion board. Initially, we recommend running using the update with no user-made mods installed, but the beta does provide you with an opportunity to test your creations before the update goes live for everyone.
It's like a slap on BiowarEA's face, to be honest.
 

Sceptic

Arcane
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Divinity: Original Sin
No. Some clever manipulation of the spellmaker machanics and you can cast a custom Paralyze / Silence / Drain Health for 20 seconds spell that costs so little magicka you could spam it if you were so inclined. :smug:
Technically casting the spell on the rat cliffracer still constitutes getting into combat. You cannot use your Speech skill to avoid getting attacked in the first place. Therefore the diplomatic path in Morrowind doesn't exist.
 

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