Jump to content

terickson227

Members
  • Posts

    35
  • Joined

  • Last visited

About terickson227

Profile Fields

  • Country
    United States
  • Currently Playing
    Fallout 4

terickson227's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Well, to be honest, sometimes I wonder if returning to text-only in future games for the sake of options would be reasonable. Actual voice acting is nice, but restricts the options you can have for dialogue, assuming Bethesda doesn't go out of its way to have both voice acting and many dialogue choices. I obviously can't and won't speak for all players, but part of me does consider that. Your answer to my fictional superhero scenario is true enough. The Jarl of Whiterun and other characters don't do much other than tell you about some legends and direct you to the Greybeards. I don't want to make incorrect assumptions, but I feel like we are having two different debates. I am trying to get opinions on how realistic the Dragonborn's dialogue is during the time soon after killing Mirmulnir, and it seems to me that you are trying to justify your position on this matter. If this is true, there is no need to defend your stance, since I am not criticizing or even disagreeing with it. What I am talking about is that there are various dialogue options, but to me they all lead to one basic reaction from the Dragonborn. That one reaction is basically (as I have mentioned previously) like this: "So you are Dragonborn. There is no refusing the summons of the Greybeards," and the available responses are A) Go immediately to High Hrothgar, or B) "Who are the Greybeards?," quickly followed by option A. There is no "reluctant" option, such as "I don't know what to think about all this," or something similar. Naturally, in a debate, there are differing opinions, but I want us to be discussing the same thing.
  2. I'm not criticizing the guidance from NPCs to go to High Hrothgar, or even their actions in general. As I said previously, what I really can't understand is why the Dragonborn is forced by the available dialogue choices into being strangely undisturbed by this. Some players might be more inclined to play or want to roleplay a character like that, but like it or not, that is how you must act. Adding voice acting to have NPCs respond to all possible reactions would be ridiculously difficult at best, but being limited to just one reaction, with essentially no hesitation to go meet some strange hermits on a mountain after learning you are the latest in a series of legendary heroes doesn't seem much better. Imagine you discovered in real life, that you were the latest in a line of individuals with Superhero-like powers, and you likely had been your entire life without knowing it. In addition, just days/weeks ago you had nearly been executed for being in the wrong place at the wrong time as well. Every person would handle that situation differently, but Skyrim only allows a very specific and possibly unusual reaction, which would be from someone who is curious but not disturbed about this sudden revelation about their very nature. Essentially, only allows that type of reaction is allowed, which I imagine is not very common in general. My real questions involve the probability of this situation, not from the perspective of Jarl Balgruuf and other NPCs, but from the Dragonborn. To be fair, an in-game balance has to be found between continuing the Main Quest and roleplaying options, but in my opinion, Skyrim is far from any sort of balance on this. Obviously, this is not the same as watching a movie or reading a story, but I can't help but feel like the Dragonborn behaves this way not by choice, but because of a lack of options.
  3. That is one of the major downsides of being able to play what might in many other games be a cutscene. Unfortunately in Skyrim, because of bugs or mods, you might have to restart the game and go through it all over again. For me, going to Bleak Falls Barrow for the billionth time is really annoying. I don't even have to look at the Golden Claw to know the combinations: Snake Snake Whale at the room with the switch, then Bear Moth Owl at the large door. That's how many times I've been through that place. Yeah, that too. I don't even have to remember the animals. I just know how many times I have to activate the pillars/rings. 1st pillar once, 2nd and 3rd pillar both twice, activate lever Turn all three rings twice, activate claw. But at least there is some excitement while playing through the burrow. Experiment new ways to kill things, or a draugr might do something funny or unexpected, it's never completely the same twice, unlike the graybeard part. True, although Bleak Falls Barrow comes before the Greybeards. Sometimes I consider getting the Dragonstone with the Console, since going to Bleak Falls Barrow for me is almost exactly the same every time. I know where most of the enemies are going to be before I reach them, and it gets really old. It's like a career on an assembly line, and some people might not be able to handle doing the same thing over and over again exactly the same way, even if they are being paid to do it. Maybe I am one of those people, but going through Bleak Falls Barrow is still required to progress. It just feels like a chore for most of it now, but I'm taking a break from Skyrim (for several reasons, not just this).
  4. That is one of the major downsides of being able to play what might in many other games be a cutscene. Unfortunately in Skyrim, because of bugs or mods, you might have to restart the game and go through it all over again. For me, going to Bleak Falls Barrow for the billionth time is really annoying. I don't even have to look at the Golden Claw to know the combinations: Snake Snake Whale at the room with the switch, then Bear Moth Owl at the large door. That's how many times I've been through that place.
  5. I guess I might have put unintended emphasis on Skyrim's culture, but that is secondary. What I think is truly bizarre is that your dialogue essentially forces you to do these things in a very unrealistic way. I don't mean refusing the quest, but just how the dialogue doesn't allow any (in my opinion) realistic hesitation that sentient beings have. Like I said above, the dialogue is more associated with machines. For example: "You are the Dragonborn, go to High Hrothgar," to which the Dragonborn can only respond something that really boils down to "Command confirmed." Perhaps I should have mentioned this in my original post, but it's not the fact that the Dragonborn is going into dangerous locations within days of nearly being executed and entering Skyrim that really gets me, since that could be said about any number of games. I have played other games, including Fallout 3, Fallout New Vegas, and Oblivion, but the quest line never really bothered me in those. In Fallout 3, you get out of Vault 101 to escape being caught, in New Vegas you are chasing the person that tried to kill you, and in Oblivion you are a prisoner who takes advantage of an unusual situation to get out of prison (when the Emperor and his guards come to open the secret passage). None of that felt the same way as this. After all, the Dragonborn seems to be a minimum of 25 years old, and lived their entire life without knowing anything about Dragonborns or anything like that. Suddenly, once they (and the rest of Skyrim) find out, everyone expects them to know things no one else does, and do things without a second thought. Even among somewhat unrealistic plots in games, this really seems to stand out in my opinion. Personally, Delphine always seemed to be pressuring me for answers, which brings up another good point. Delphine isn't even a Nord (she is a Breton, according to the Thalmor Dossier on Delphine), so the Nord culture argument falls apart. To be honest, I didn't think about the strange nature of the Main Quest much the first few times I played, but now I have mods (like Deadly Dragons) that force you to slow down, and with mods that make the game more difficult, I can't help but notice how ridiculous the dialogue seems. The Greybeards don't have that dialogue line. That would be Farengar in Dragonsreach, sending you to Bleak Falls Barrow. However, you are correct, in that it doesn't seem to get any less strange or any more believable after you meet the Greybeards.
  6. Whenever I choose to/have to start a new game, and I reach the part where you learn you are the Dragonborn, I can't help but ask certain questions in my mind. Note: The summary below is after you go to Whiterun for the first time, kill Mirmulnir, etc., and is from the Dragonborn's in-the-moment perspective. Mirmulnir is dead, and you go to investigate his corpse, when something strange starts happening, then the dragon is suddenly just a skeleton. A guard approaches, and suddenly you are labeled as Dragonborn, the first in hundreds if not thousands of years in a series of individuals with the power to shout naturally, like dragons are able to. You return to Whiterun, and after informing the Jarl of what occurred, you are told to go up to High Hrothgar without any delay. This is the point that I'm mainly talking about. When you get to this stage, maybe most people just go along with it, but I think about it as if I was there myself. I imagine that most people would be at least a bit unnerved by nearly being executed, escaping from a dragon attack, fighting and killing another dragon, suddenly being realized as some mythical "Dragonborn," and being directed to meet "some old Nord hermits who live up on a mountain." Even better is this all takes place in at most a week, assuming you didn't get sidetracked between leaving Helgen and going to Whiterun. It seems like people in Skyrim believe that you will go to High Hrothgar as the Dragonborn without hesitation, and the existing dialogue seems to allow nothing short of a robotic level of compliance. I can't help but think this is unrealistic, unless possibly if the Dragonborn is a Nord. Has anyone else had this come to mind, and/or have thoughts as to how this might be more realistic than I see it? Maybe I'm taking the game too seriously, but whenever I play that part of the Main Quest, it definitely lingers over my game.
  7. I figured out why this problem was happening, and it apparently had nothing to do with having Stormcloak Guards wear appropriate Hold armor. For some reason, the Stormcloaks with Sleeves mod was causing this problem, but the mod author uploaded a fix which has worked so far at least. If you are reading this and have this problem, check if you have this mod, then download the fix (called StormcloakWSleevesKiltFix). Here is the link to that mod: http://skyrim.nexusmods.com/mods/25868 This thread should be closed
  8. I'm also having this problem. In fact, I'm having a lot of problems typing this message, so I guess the recent changes to the site might not be finished yet. For me (at least so far), the problem only seems to be with this particular download.
  9. When, during the Civil War questline, a Hold switches from one side to another, all the guards in that Hold lose their armor. For example, if Solitude is taken by the Stormcloaks, all Solitude Guards are replaced by guards with Stormcloak armor. I've tried a few times to create a mod that has the new guards keep the same armor as the previous ones, but it has a strange problem that I have no idea how to fix. This problem involves each Hold armor, except for Windhelm/Eastmarch, which is the same as the Stormcloak armor. For whatever reason, the other 8 Hold armors seem to partially "turn into" the Stormcloak armor. I would like it if someone (who actually knows what they are doing) would create this mod in a way that doesn't lead to this problem. Here is the problem: http://imageshack.us/a/img10/9854/w5g4.jpg It might be hard to see, but I definitely notice it in-game. The very bottom edge of every Hold armor is the same color of the Stormcloak Cuirass, which Windhelm Guards and Stormcloak Soldiers wear. Even stranger is that this problem isn't a problem with the guards, but with the armors themselves. The problem is visible whether or not a certain Hold is under Imperial or Stormcloak control, and even if the player is wearing it. This could be a mod conflict, but I don't think I have any mods that would have this result, intentionally or not. To see what Hold armors should look like, go to this link: http://elderscrolls.wikia.com/wiki/Hold_Guard_%28Skyrim%29
  10. I'm having a problem with a new interior cell I've created, which has NPCs spawning under the floor and falling into empty space. When I use the player.placeatme Console command, that NPC will not spawn anywhere close to me, but far below the cell. I only know that they are doing this by using TCL (Toggle Collision) to exit the cell and seeing them far below me, and apparently continuing to fall (or at least in the falling animation). The interior I've created was a duplicate of another cell, which I cleared of all references, then added my own. Because of this, I suspect the cause of this problem might be that the game believes I am still where that interior used to be (below my new one), and with nothing but empty space there now, the NPC falls after it spawns. If that is true, I would like to know how to make the game recognize my real location. However, NPCs that I placed purposefully in the Creation Kit (in another cell, also a duplicate under the same circumstances) met the same fate, even though I placed them inside the cell. These could be two separate issues, but I would like to find out why they are happening and how to fix them. Thanks.
  11. The GECK is annoying, mostly because it takes forever to load, but it would work. The catch is when the load order changes. By the way, what is FNVEdit? Would it be any easier to get BaseIDs with it than with the GECK? That method sounds like it would work, but only if there was whatever I needed in front of me. If I need the BaseID for an item from a mod, it could change later even if I wrote it down. Is there some mod that can show the current load order in the game, so all I would need to write down is (for example) _ _ 0 0 0 0 0 0 to get an item, or some other way of finding these BaseIDs in-game?
  12. In Fallout New Vegas, the Console works, but has a problem that I thought was just a limitation, until I started playing Skyrim. The Console in Skyrim allows you to get the base id of something (an NPC, item, etc.). In New Vegas (and Fallout 3 as well), it doesn't seem to work. For instance, if I wanted the base id for a steel sword in Skyrim I would type help "steel sword" into the Console, and anything with that name would appear on the screen. This works with anything in Skyrim, even things added in mods. In both Fallout games, however, I don't get any results with the same command. I tried looking for the base ids several times, double and triple-checking the names of what I want the base ids for, but still nothing. Is there something I'm doing wrong, haven't done at all, or maybe a setting I need to change? I can't see why this works in Skyrim, but not in Fallout. This is extremely helpful in Skyrim, especially with mods, but I have to close the game open the GECK, and load the DLC/mod whenever I need any base ids in the Fallout games. Thanks.
  13. I'm looking for a mod that basically increases the Stormcloak or Imperial presence in Skyrim (depending on which side is chosen), especially after the Civil War quests are completed. I would like to see certain changes at specific points in the game, such as... - Soldiers watching borders, patrolling roads, etc. after each hold is taken. For example, if Whiterun is taken by Stormcloaks, Stormcloak soldiers and Whiterun Guards will be in watchtowers and patrolling roads. If protected by the Legion, the same thing will happen except with Imperial Soldiers. Before the Civil War quests are started, only Whiterun Guards will do these things. - After a hold is claimed, cities are restored (basically repairing damaged buildings and removing any debris) and strategic buildings in its surrounding hold are repaired (such as the Western Watchtower near Whiterun). - When a fort, city, or town is occupied by one side, that sides' flags are on the buildings, walls, etc. If that location changes hands, then the flags switch to those of the faction now controlling it. I don't need any new quests to help the side I joined either during or after the Civil War quests are finished, but I would like to see changes that better reflect a victory by whichever side is chosen as it progresses. Does anyone... a) Know of a mod that makes these types of changes? b) Has the skills and willingness to make this type of mod? I would make a mod like this myself, but I'm not even sure I can get NPCs to patrol correctly, let alone make a mod that makes the changes listed above.
  14. I already have the D.C. Street Lights mod. Between the street lights, the Moon, and what you said, I'll try to get it working. Thanks.
×
×
  • Create New...