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Posts posted by Balakirev
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Reporting from the file sites.
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Guys, sounds like he may need some Win7 assistance.
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I seem to recall at one time getting some sort of feedback after using the Report function, but now there's no indication that a message has been sent. Am I wrong in recalling this?
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If you can put your modlist up using Wrye Bash that might help. It lists mods in loading order, and is very easy to follow. Your list above stays on my screen for roughly 1-2 seconds before fading away.
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The thing is, although three people may have a severe cough, each one could be for a very different reason. Guess what I'm saying is, instead of posting in this thread, start your own, and include:
1) Your operating system, video card, and memory.
2) All your mods, listed in loading order.
3) How long this has been happening, and what may have been done beforehand to cause it.
Makes it a lot easier for everybody to help out, in that case.
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But I have learned something new... I though the rewards are random, not based on... skills. That makes it little bit sad.
...maybe it would be possible to just remove certain sound files from guards, heh.
Rewards should be based on skill, but I'm thinking they are randomized. This is pretty surprising and rather sad in a flagship game from a company with the resources Bethsoft has. What thane who isn't stark raving mad would simply pick whatever was handy to give to somebody that has done them a favor and deserves a reward? And if somebody who wants you to work for them is ranting on and on about elves, don't you think they shouldn't be doing this directly to an elf? No race check. But I can find dozens of similar instances.
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Well, it would prolly help to just adjust how high the skill must be for the guards to comment on it. It must be fairly low now, like 30, so making it 90 or something should really make them say you're sneak thief, lock fiddler and whatever else only when you really are.
Along with "I see you are like me, huh, preffer one handed weapons over those clunky two handed ones..." says the guard with huge warhammer to the Nord with huge battleaxe.
It's not that simple--or rather, it should be, but there are almost no checks to player character variables in any of the ES games. That's why you'll find a guy dressed in a robe and cowl using no weapons being addressed in every encounter with The Companions as though he/she was a warrior, and why a thane will reward a warrior in worn heavy armor with...a staff. And as I remarked before, it's ironic that so much time is spent on visual atmosphere when the lack of the same in dialog breaks immersion plenty of times.
It's really not that hard at all to set up a series of player variables with required checks in dialog. It just takes time, and has never been a priority for ES development teams.
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We need the Creation Kit to make it better.
At times you get random lines from guards saluting your efforts and then the same guard will say the sweetroll line or call you a sneak thief. o_O
That was never something modders paid attention to in Morrowind, sadly. And with Oblivion and Skyrim, and the need for verbalized dialog, it's nearly impossible. If you do add checks to PC variables about specific conditions, then they can't be voiced, or the voice won't be the same one as the Bethsoft-generated character uses. Either way, immersion is broken. Myself, I would mind the lack of voicing far less than the lack of response to the PC as a specific character, but others might not see it in the same way.
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Trick is, the package you'd normally give npc's / creatures you wish to have follow you, would be a follow-player-package. Instead of this, make it a wander-to-x-marker package. Than have a quest script (I just use one called 'gamemechanics' containing all these little sort of codesnippets, to keep the amount of processing scripts down) which moves the x-marker to the playerposition.
That's pretty ingenious. But what happens if you want your party to go, say, down this one small corridor, stop, then check out this short area to the left, stop, turn around and go back to the crossroads, and check out the larger straightahead until you come to the bend about 20 feet ahead? If I understand you correctly, you'd have to manually set a series of wander-to-x markers for each one of these actions, where follow allows the party to seamlessly go wherever you want to, all the time.
I guess this only points out how difficult the entire procedure currently is for a large party, and how needlessly so.
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Ideally, use a house mod. Then you'll have a selection of containers that are nonspawning, and set for different purposes. You also get whatever other series of benefits come with that house, which may include any or all of: rooms for companions, a potion and alchemy ingredients sorter, spellmaking and enchanting altars, mannequin and weapons display cases, teleportal devices, healing chambers, etc. Worth considering, at least.
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Bethsoft's historically never paid much attention to using player variable checks in NPC dialog. It's a very lengthy process that really enhances the game. Consider what it might do for the player if a group of NPCs observed your character's dragonborn powers, and responded with awe to you. Then, about a month later, you found a merchant in the next town over telling you that he'd heard of someone matching your description who etc, etc.
Or let's not even take it that far. Wouldn't it be nice to have The Companions acknowledge through their responses that the guy dressed in a hood and robes who wields magic all the time and doesn't use a weapon is a mage, and not a warrior? Or one of the thanes notice while giving a typical rant that the person he was ranting to didn't need a staff as a reward, but was dressed in shoddy heavy armor that could easily use an upgrade?
In fairness to Bethsoft, Skyrim is hardly the first game to ignore a PC's condition, race, sex, profession, or possessions while handing out quests, rewards, or comments. It's pretty commonplace, and has been trashed repeatedly--hell, I remember when we made fun of all the questgiver references in Baldur's Gate I to male party leaders by NPCs, even when you had female partyleaders. But you'd honestly expect a development team that sets out to create great atmospherics to realize that these bits of responsive dialog that note a PC's variables either enhance the atmosphere when they're present, or kill it when they aren't. I mean, the company's been a major industry player for a long time.
Not everyone regards this as important, of course. Some people simply want a "go there kill that" kind of game, and that's fine. But for at least some of us who love the lore and depth of the ES series, it's still a damn shame your character is just XYZ to the inhabitants as you wander through the countryside, accomplishing great things in a very specific way.
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You write, you "installed mostly everything." Did you duplicate your old mods completely, or not? If you didn't, that probably explains what's happening. If you don't remember what you installed, there's your problem. No need to look further.
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The last one wouldn't be Jeremy's Knights of Tamriel, by any chance? It sounds possible, but my impression was that these were only available individually, or through Balmora Expansion.
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It's hardly the game's fault that it doesn't run on your old PC. That's like bringing a ride-on lawn mower to a NASCAR race and then blaming NASCAR for your inglorious humiliation.
Where does David say that his PC is old, and not a relatively recent one?
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skyrim isnt really buggy...
Leaving aside the matter of personal opinions, Skyrim is at this point in time very buggy. Check out the technical support area on the official boards. There are an enormous number of complaints about missing dialog, unfinishable quests, vanishing NPCs, etc--most of it predicated upon some series of conditions that shouldn't cause problems, but do. (I'm not suggesting that you've experienced these, but a lot of people have.) I'm sure Bethsoft will get around to fixing most of this in the next few months, just as it has for Morrowind and Oblivion; and the slack will be taken up by modders, once again. But these problems are very real.
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Deleted because the issue was already solved. Or at least appeared to be.
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I created a mod that scales destruction damage and generally improved magical combat. Please check it out and let me know what you think. Here's the link: http://www.skyrimnex...ile.php?id=2275
I've actually been watching your mod for a little while, thanks. :) Going to see how it develops. In any case, I've put off playing more Skyrim until after the CS comes out and plenty of modders get to work on producing improvements to the core package.
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Creation Kit — Beginning in January, PC players will be able to download the same development tools we used at Bethesda Game Studios to create Skyrim. In tandem with the Creation Kit's release, we will roll out a new Wiki and videos to help you get started. It also features something we think you're going to love…
No mention of "early." Just sometime in January, roughly 2 months after the game's release.
Please note that, for comparison's sake only, Oblivion's CS was out 2 days before the game.
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Another mod utility worth mentioning is the Morrowind FPS Optimizer. This doesn't have all the bells and whistles of MGE, but it will allow you set the draw distance up to 4x (if I recall correctly) the standard. It can also be automated to redraw at different levels depending upon your current FPS. Much more user friendly than MGE, with nothing else that can mess up.
The link's to the 1.96 version. There's a 2.x version floating around out there, but it's by another modder and is a very buggy, unfinished product.
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any mods that alter the apperance of the npc and pc models ?
they looka bit out of place with mge judging from the screen shots
Better Bodies. Some people love Better Heads, but I prefer the mix of The Facepack Compilation and The Morrowind NPC Makeover, which gives each NPC completely new face and hair. There's also a bunch of more highly textured armor mods to help things along. Mind, it's never in this respect going to look like Oblivion, but it's a lot better than vanilla Morrowind.
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What mods would those be ?
i played morrowind back in the day but coudlnt get in to it
tes didnt really got a hold on me until oblivion
He means the Morrowind Graphics Extender, known as MGE, and possibly the Morrowind FPS Optimizer. I use the latter, as it's much easier to configure and less erratic, but doesn't accomplish as much. There are also a ton of excellent texture mods replacing everything from the external world to the appearance of gold coins.
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Just use the advanced search. Set it to armor in category, and type "all armor" in the file field. This will make all armor available in a location the modder chooses. Or you can try the console.
Hit the schwa/accent key. Type:
player.additem XYZ 1
...where XYZ stands for an Object ID that represents a part of the glass armor set. Note you'll have to enter each of these using the formula above, on a separate line:
00036340
00036341
00036342
00036343
00036344
0003633F
Then hit enter, close the console. Check your character's inventory. They should have a full set of glass armor, including shield and helmet.
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Glass shows up at level 20. Of course, there are mods that change this.
Problematic as Oblivion's leveling system is, at least you can ignore it by refusing to sleep. Skyrim forces you to level. You have no control over the process any longer. We won't have to wait too long after the CS comes out for modders to fix that. ;)
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Ok so Oblivion might have more quests in them but dont forget its a game thats around for years so they have put in a lot of stuff in those years,
Discounting expansions, Oblivion has more genuine quests (by which I mean, something a little more involved than walking down the street to hand a forged note to someone's lover) than Skyrim. This isn't a criticism of what Skyrim has to offer, but a statement of fact. And for that matter, Morrowind had more than either, in part because it also featured three conflicting "Houses" that represented different cultural interests.
I fully expect Skyrim to be heavily modded in a year or two with lengthy new quest systems, which will render the issue moot. But for now, them's the facts.
But most of them are talking down skyrim because of that and thats just ridiculous only because some "dont have good pc's" Well if you cant play Oblovion with normal graphics you dont only have a bad pc you just have a piece of crap from the year 1942 haha...Which would be even more amusing if they actually had PCs back in 1942. Most complaints I've read about Skyrim have nothing to do with Oblivion graphical superiority, and everything to do with 1) the UI, 2) the forced leveling, 3) the lack of spellmaking, or 4) a cultural sameness that translates into visual sameness. Some other concerns (dumbing down alchemy, lack of weapons variety, etc) have also been expressed, but Oblivion having better graphics...? I suspect this is being taken out of context.
Oblivion is an awesome old game and Skyrim is an awesome new game and they actualy both didnt need any mods in the first place...If they didn't, it's surprising that there are literally over 20000 Oblivion mods, and dozens being created daily for Skyrim even before its CS comes out. By which I mean there's a real perception among quite a lot of the players that there are either problems with a given game that need to be fixed, or ways in which it can be generally improved. Neither game is perfect, and given that both have large audiences, it only stands to reason that large market segments of each audience would want a game that played different--or better--than the vanilla version.
That said, I was under the impression that this was a thread for people who are ignoring Skyrim to express this, and give their reasons why. So to keep on subject, why are you ignoring Skyrim? :)

Skyrim is Very Disappointing, A Major Let-Down.
in Classic Discussion
Posted
I can't speak for David, but I've seen many complaints up on the official forums of people running Skyrim on computers that should have no problem, but do. Myself? I have sudden periodic stopping while it caches, but I'm running a 32-bit OS which means it probably can't access more than 2 GB RAM at a time; so I expect and can live with that. But it would seem that while a lot of PC users meet the requirements and run it without problem, others do so, and still experience minor to major difficulties.