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Do Vigilants of Stendarr compromise game rules?


Wyrmspleen

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Is there a mod which fixes the compromised Vigilants of Stendar wearing armour with mage robes? This makes them casting Oakflesh redundant. Can the heavy armour pieces worn with the mage robes be replaced with mages gear? How difficult is that?

While we're at it why does the silver hand only have silver swords? Sure your expect the occasoinal mace (esp with the Vigilants) or even axe.

Behaviour wise it would be great to see Vigilants become hostile to summoned daedra, etc.

 

Why does the amulet of Stendarr give a bonus to block when the Vigilants don't use shields? Maybe they should have access to shields? Or would a shield count as Heavy Armour and counter any benefit from casting Oakflesh? I am guess it would. Odd.

 

Its a shame the closest cleric type class seems so poorly incorporated into the game.

How difficult would these changes be with SSEEdit without taking things over the top (adding new quests, armours, etc etc)? I might have a go myself... is anyone interested in helping make such amendments?

Thanks

 

http://i64.tinypic.com/xngtop.png

Edited by Wyrmspleen
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Very well said, such inconsistencies are degrading the experience, I for once, would be very interested to see these changes!

 

Unfortunately I don't have the required knowledge to help you.

 

By the way, there are not only those inconsistencies you've mentioned, which mostly are visual when we are talking about outfit, but also logical inconsistencies and please let me explain what I mean.

The vigilants of Stendar are fighting Daedra and vampire which, apparently makes them "good guys" and nobody would argue that Daedra and vampires are evil.

Yet we see the silver hand not to be considered in the same way as the vigilants of Stendar, why?

Because the werewolves are less harmful than Daedra and vampires?

Or is it because in contrast with Daedra and vampires, werewolves may take human form?

 

I've never understood, neither like, the mixing of companions and werewolves, those characters should be hunted down executed like the rest of the beasts!

The only sensible NPC at Jovarsk is Kodlak who recognizes and admits that this is a curse, a disease but he have not found a way to cure the "circle" of the companions, there a foul logic around companions and werewolves, however there is not about everyone at Jovarsk, but only about the "circle" members.

I really hate them walking around normally instead of killing them, even the giants (who they kill also) are not agressive in the sense that they wouldn't initiate an attack if they didn't be threated.

I hate that the Bethesda developers made them as heroes or something and grant them essential status, what were they thinking?!

 

However, I could set them to non essential and kill them one by one as hunted animals they are.

There are only 2 other NPCs who have essential status but they really should be killed, Maven and Maul at Riften, even if I sympathise with imperials more than the stormcloacks, I certainly prefer to have Laila law giver with stormcloacks rather than Maven black briar with imperials!

 

On Oblivion there were the "blades" and in my consideration there is not even comparison with the "companions"...about the thieves guild the whole thing is just a joke, they treat you as the errant boy and when you are done with good loot you have to share it with them!

Why not to keep it for yourself, do you need those rats who live at the gutter to tell you what to do and pimp you up constantly?!

They shouldn't be even considered as a guild but just common criminals, companions (circle) should be considered as beasts and the real enemy to get rid off!

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Its a cover-up, am pretty sure a few of Whiterun know the Companions secretly are werewolves but as they are the original protectors of Dragonsreach (anyone correct me if that lore is wrong) and do not transform within the walls of the city, by attacking them you will commit crimes. Transformed werewolves outside of the walls are open game I suppose.

 

Because it is an inner circle secret perhaps the Vigilants haven't caught on yet?

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Light vs heavy armor "game rules" don't exactly exist. In fact, the series as a whole started off as a custom class type of game (and was so until Oblivion really). It still sort of is, even if it's not optimal. Hell, even the cover art Dovahkiin is some kind of hybrid rogue warrior. I get your point about the Blocking skill though... although I suppose they're just parrying.

 

I think the Vigilants were basically modeled after D&D clerics.. who are usually mace wielders with a mix of light and heavy (or some kind of chain/medium).

Edited by kthompsen
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"Having skill in the Block combat art allows the Dragonborn to parry or absorb melee and archery attacks with shields and two-handed weapons. Block with one-handed weapons is also possible if left hand stays unoccupied. Successful blocks reduce damage."

 

Ok blocking and amulets of Stendarr make more sense now. Thanks for clearing that up. I don't use block skills or shields so overlooked that one.

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