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Draconicone

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Everything posted by Draconicone

  1. It is possible, from the little I know of papyrus scripting. I was looking at a similar concept for a mod I want to make. I think for this all you'd need to do would be to add a Faction Value, which could then be modified by certain script events upon quest completion/bounty changes/thefts and such. That said, it would be a serious undertaking, since every quest in the game would have to be assessed and have lines inserted adding the +1 or -1 modifiers (or larger integers depending on the severity of the action) to the alignment faction values for each potential quest ending both failed and succeeded. As best I can tell, You'd create the faction, http://www.creationkit.com/Faction then you'd have to modify the quests to adjust the faction's reaction reaction score: http://www.creationkit.com/SetReaction_-_Faction Something like 1 = Evil 45 = Neutral 99 = Saint Then the actual scripts would check that faction value to determine alignment changes and responses (if any). The other problem is that many of the quests were not designed with that many moral options, the civil war for example is all rather morally gray, and the player gets railroaded into some situations, so its less obvious what values would be awarded if any. In some cases, a better spectrum of choices might need to be offered. I'm slowly trying to learn the scripting language myself, but its not easy, the creation kit has a lot of information, but its scattered about through wiki pages. TL:DR I think its possible, but you'd need to have a capable papyrus writer (or team of writers) to go through and both script the system and add in all the modifiers to the code for all the possible changes. Love the idea though!
  2. One already exists for all casinos except the Sierra Madre expansion I think. Haven't actually used it myself. Casino UnBanner
  3. So I'm curious, how many players play the villain and how many players play the saint in Skyrim? Do you find it hard to stick to your decision? I've noticed Skyrim doesn't really have a Zhentil Keep, Riften is probably the closest. There are some factions that are obviously evil, Dark Brotherhood for instance. Thieves Guild also are far less altruistic in Skyrim than they were in Cyrodil or Morrowind. On the other hand I don't really see a city that stands out as a haven of good either, and even fewer factions that are good. The companions are possibly the closest, to a good and honorable organization and they turn into werewolves that feast on men! Lets say, Bethesda released an expansion with the perfect city for your character to rule over. It has all the immersive elements you hoped to feel the true depth of your role, whether saint or sinner. What would make that city specially tailored for your character's moral compass (or lack thereof)? What Tamrielic factions would be present in your city? What laws would be added or removed?
  4. @Subject My mistake, It must have been on the xbox console, I had both consoles, and it was years ago. But that doesn't nullify my point. Whether it happened on an XBOX or a PS the point I was making is still relevant, you can't fix bugs you run into on the console systems, you just have to reload a save and pray that it wont happen again. Bethesda's always been buggy. Playing on a console ties one hand behind your back, and puts you at the mercy of those bugs.
  5. It was probably mentioned above somewhere, but incase it wasn't here's my 2 cents. I bought Morrowind for Playstation back in the day. This was a huge mistake. The game was great, except that there was a very minor bug on an NPC that was tied into the main quest line and at least one mage guild questline. Somehow the NPC was not grounded to the floor... and each time the cell was loaded she levitated up further. Eventually she floated through the ceiling and into the nothingness beyond the cell and became inaccessible. Those questlines at this point became completely broken. On a PC, if that happens you just pull up the console commands, either toggle collisions and walk through the wall to reach her, you could summon her right to you, or use a command to move right to her. On Xbox or PS, you don't have that option, all you can do is hope that one of your earlier saves was before the bug became unplayable, sometimes having to go back 10-20 hours of gameplay and losing a ton of progress. My point is that Bethesda games are always a bit buggy, but that is because they are open sandbox games, and there are just so many variables to every playthrough its next to impossible to predict what every player will do. Choosing PC lets you work-around these issues rather than just having to roll back to a prior save and pray that the problem wont recur again.
  6. Skipping over the obvious two pages of mods that show up when you put "Game of Thrones" in the search there are also these less obvious ones: Nights Watch Armor: http://skyrim.nexusmods.com/downloads/file.php?id=16741 Winter is Coming Cloaks http://skyrim.nexusmods.com/downloads/file.php?id=13486 Jarl Elisif of Solitude > Cersei Lannister http://skyrim.nexusmods.com/downloads/file.php?id=10557 Several armors, one of which is Lannister, and one for Robb Stark http://skyrim.nexusmods.com/downloads/file.php?id=10277
  7. Blacklight... I'm gonna go conquer it for Ulfric, and since half the city was destroyed by the eruption I can rebuild it how I want it and I don't have to fuss around with any useless Jarls.
  8. Its still quite true that the factions offered in skyrim are more limited than they were in prior games, and the shortfalls of those prior games are still in place. In morrowind the factions reached conclusion once you became head but there were many many more factions. Imperial Guard, Imperial Cult, Tribunal Temple, Fighters guild, Mages guild, House Telvanni, House Redoran, House Hlaalu, Morag Tong, Dark brotherhood, thieves guild. The options thinned with Oblivion, and even more so now with Skyrim. The factions are all somewhat less desirable compared to prior games too. Ulfric, racist or not, is not a very likeable character, the whole Thalmor agenda is fairly distasteful, the Mage Academy is bumbling and hated even by their neighbors, the thieves are ragtag and thuggish without many redeeming elements. The plots all neatly end or deteriorate into repetitive radiant AI quests when you become leader, you aren't penalized at all for neglecting your duties and not checking in on them every so often. I really don't know why they haven't overhauled this particular element, Fallout 3 and Fallout NV had factions, and the player never needed to become the ruler of a faction to be incredibly influential. Even with the brotherhood factions the best you ever did was become an honorary paladin. You got to delve into the actual wants and past of your followers too, Veronica's story was quite interesting in New Vegas. So far as I know, Lydia has no past nor any envisioned future beyond being housecarl and the only thing she dislikes is carrying stuff for my character, it makes the skyrim followers and their factions feel rather 2 dimensional. Having quests that navigated the politics of the jobs would be interesting. Actually negotiating with the other Jarls, repairing the academy's name, bringing those idiot court magicians (who all seem to be doing their own thing) to heel to the academy and making it a real entity would be awesome. Likewise giving the thieves guild a benign purpose, or taking them the other extreme advancing your criminal organization across the kingdom would also be something memorable. I'm not sure what the companions would do, except maybe face off with rival mercs, but still it seems like there should be more than just a few radiant quests issued so you have something to do. If you are thane of a hold you should have more matters passed down to you, its these small things that fill in the character depth that Skyrim really seems to lack. These higher positions seem like they should also be associated with some money sinks. I'm nowhere close to done with the game and I easily have 125,000 gold in my purse, and probably 10x that in my house chests. That's without even focusing on building my bank up. If I were a little more picky about my weight to gold ratio I'd probably be up even more.
  9. I was wanting to build a dark mountain-side castle with the styling of Solitude as a player home, possibly with an ebony mine in the near vicinity. Those dark, imposing, hard angles that just made you go "wow" the first time you set foot there would really make the place pop. Its such an awesome set. I was surprised when I got in the editor. Solitude's walls, keep, and towers cant be used as building blocks for anything beyond a solitude clone. The pieces are already all pre-connected to the courtyard with missing portions where they are intended to sync up with other pre-connected portions, even the individual houses, and smith buildings all have major gaps, or random castle pieces attached where they are supposed to fit into their specified niche. Instead of many small parts its like a dozen big chunks of castle exterior, I imagine this is done to help the consoles limited graphics load only one big piece instead of lots of small chunks, but it really makes it hard to use any of those portions in any kind of original modding. A little browsing showed me that its not the only fortress with that flaw, it seems most of the really stunning palaces and city forts were constructed the same way. It's very disappointing, leaving only the old crumbling fort pieces to build with, which are already rather overused in the game. I cant count the amount of times I've climbed up the wide circular stairways while slaying bandits. I know its probably not allowed by Bethesda to break the models into useable parts, and re-upload them, even with patched up holes so they work as building blocks. However, I think it would be possible to build a set of castle construction components that emulates the architecture that is so distinct to the major cities, but I know I can't do it. I am completely lost when it comes to 3d modeling, I tried blender a long time ago and I just don't seem to speak its language. There are a couple custom solitude texture mods out there already, so at least those could probably be used with their creator's permissions. Though it probably still requires building the walls/towers from scratch and some tinkering with textures? I imagine that is very time consuming and difficult, but I think it would be a huge boon to the modding community to be able to build such a variety of different castles. I can't imagine I would be the only one who would find this useful.
  10. I don't think its been released in a mod, I looked for it, but still it gives an idea of what is possible.
  11. I love the idea of getting the trains working! I was actually considering how this might work myself. Here's my 2 cent thoughts! You could have it begin as a series of quests, where you capture the escaped powders and put them back to work clearing the tracks. Or maybe you could convince some of those lazy workers at Sloan to help, since they never actually go back to work even after you clear momma deathclaw and her family out. Sloan actually does say in the dialog that the NCR have working trains, and that they are how the concrete is being transported once its mined. I think he speculates they are using it at the Dam and Fort McCaran to reinforce defenses. There's a scene in Fallout 3 Broken Steel where a subway train comes through and runs over some feral ghouls. It seems to run along the tracks. Maybe you could explore that in the GECK. How awesome would it be to see a train run over that annoying pack of Legionary Assassins that hound you every 10 steps! Edit: It happens at 0:55 timestamp in the video below. http://www.youtube.com/watch?v=a7S4HkhvZKw Also F3, but this guy designed a passenger car for the subway, with repeating graphics to simulate movement while inside. FNV would require a longer playing image, because its above ground so you'd probably need mountains going by, but it seems like it could work.
  12. Oblivion Book Creator http://www.tesnexus.com/downloads/file.php?id=29124 The how to is in the readme
  13. Well its progressing, albeit glacially. I'm fairly satisfied with the planned design for the dockside, which is outside the city's walled section. When there are choices in the buildings each choice has at least one benefit and one drawback, and my plan is to hopefully balance them. The choices tend to make the player choose between making money, being honorable, or being corrupt. So far the plan includes the following: The dockside will be the first city section the player establishes. It includes several options. Masons Guild, non-optional A large building able to become either a Hospital, Brothel, or Nobleman's Estate. Lower class residences, altered by player choices, though less directly than some others. Fish Monger, a dock based shop selling catch of the day. A tavern that can either be neutral or criminally oriented dependent on player choices. A Large Warehouse that can either evolve into a Smuggler's den, East Empire Trading Warehouse, or an Independent Trader's Warehouse. City Warehouse, dynamic interior with city's raw resources. With space for the census and excise officer, added upon reaching "city" size. Lighthouse (Overdone in Oblivion - May scrap it) Fishing Boat Merchant Ship, which will be tied to the options of the warehouse, either a smuggler's ship, a chartered ship of EET or an independent merchant's ship. Pirate ship Supply Ship which will deliver supplies from your benefactor in the early stages Aesthetics - Banners, Torches, skulls on spikes, and color changing flames dependent on the city alignment The items below this are other less solid concepts. Suggestions welcome, but trying to avoid DLC, KotN, and SI content for compatibility. So no dark seducers or golden saints... as tempting as they are :/ City Exterior Stables Farms Mill on the river City's Stone Wall Still trying to figure out how I'm going to show these being constructed. Having giant castle walls spring up out of the ground seems tacky. Ideally they would go up in about 4 stages. City Proper Probably divided into 3 wards as separate worlds to limit memory costs. The ideas below are still just brainstormed concepts and random ideas. Upper Ward Possibilities Temple - Temple options - 3 Good Daedra, Nine Divines, Player-Worship Upper Class Residences Museum Art gallery - Dependent on player choices Gardens (Additional gardens will occupy most Knight Orders Several options - Choices: Dark Knights (think Ebon Spur!) - Holy Crusaders (Daggerfell Orders) - Battlemages These units will supplement the city garrison in all wards, and will replace garrison units as castle guards. Upperclass shops - Unique opportunities dependent on alignment - sell more interesting items (Retextures and possibly some original mods if I can get permission or make my own ) Restaurant Market Ward Possibilities Lowerclass shops scattered through plaza: carts and vendors added per player's city rank. City alignment determines merchants and goods. Merchants will change based on day of week to increase immersion. Armorer - Neutral Fletcher - Neutral Pawnbroker - Crime Antiques - Law Common Bakery - Neutral Khajiit Bakery - Neutral Brewery/Distillery - Quest Reward - Neutral Alchemist - Law Necromancy - Crime Poisoner - crime Bookstore - Neutral Inn (versions: Normal/ Lawful/ Crime) Silversmith - Law Jeweller - Law Bank - Law Middleclass Houses for shopkeepers. Inn - Quality dependent on city alignment Guild Ward Possibilities Mages Guild, Rogue Conjurer's Guild or Necromancer Guild (Necro Guild only available if Player is Arch-Mage of the Mages Guild) Fighters Guild or Knights of the White Stallion or Blackwater Company City Barracks (Linked to Castle) - Troops dependent on city size, trade, and alignment Treasury (Linked to Castle) Castle Law structures add culture, stability, and morality. Crime add Chaos, Fear, and immorality. Neutral would be structures that are necessary but neither add nor subtract from those values. I need ideas for potential buildings especially ones that cater toward either Law or Crime intentions. What would you like to see in a city? Already I'm thinking I need to add more vampire friendly concepts.... but please suggest away! No Jedi, Nuka-cola, or Zerg broods please, I want to keep this close to Tamriel's cannon.
  14. These aren't exact matches for what you are looking for, but if you are looking for better thieving opportunities you might like them! None of them focus on castles only though, and some of them will conflict with each other if you try to install them all. For instance I think at least three of these change the value of the same silver tableware in the game. Cheydinhal for Thieves by David Brasher Adds respawnable loot to Cheydinhal and all its interior cells, I think that should include the castle there, but I'm not sure. It was linked in the forums elsewhere recently, and I have been meaning to check it out, it seems really interesting. "One of the aims of this mod was to make sure that there was something worth stealing in practically every interior cell in Cheydinhal." Silverware values are increased, and new chests added. All cells respawn twice a week, and a new fence is added. Readme lists these features a lot better. http://www.tesnexus.com/downloads/file.php?id=32484 There are other mods designed to make theft more profitable, but most are broader in scope than just the castles in particular. You don't find more stuff, but the loot you do take out is worth more. Valuable Gems and Silverware by Talonhoff This mod increases the value of all silverware, gems, pearls, and nuggets by 10. Since almost all of the castles come stocked with a lot of silver throughout it might help some. http://tesnexus.com/downloads/file.php?id=24304 More Valuable Gem Prices by xxxsleepyxxx Ups the value of all gems by a multiplier of 5. http://tesnexus.com/downloads/file.php?id=40007 Mastercheefz Better Thief Loot by Mastercheefz Changes all middle and upper class clutter, silver, gems, nuggets, and non-magic jewelry. Middle class Loot = 5gp Upperclass Loot = 20-40gp http://tesnexus.com/downloads/file.php?id=32048 ACs realisticaly priced clutter This one seems unbalancing making all upperclass clutter worth 50-60 gold each. http://www.tesnexus.com/downloads/file.php?id=4935 This is for shops, it doesn't include castles, but might be up your alley: ImpeREAL Shops - Oblivion Shop Restock System by SilentResident Causes the static shop clutter to respawn after a certain time, so shops aren't bare after you robbed them once. http://www.tesnexus.com/downloads/file.php?id=37372
  15. You searched for "crossbows" however a search for the non-plural form "crossbow" turned up the following Oblivion Mods, there might be more under less obvious names. SB TES4 Oblivion Crossbow Mod by Sjors Boomschors http://www.tesnexus.com/downloads/file.php?id=36396 Crossbows of Cyrodiil by Linus http://www.tesnexus.com/downloads/file.php?id=14723 Crossbows of Cyrodiil updated esp by HeyYou (Adjustments to CoC by Linus) http://www.tesnexus.com/downloads/file.php?id=24121 Modders Resource Crossbow by scruggs http://www.tesnexus.com/downloads/file.php?id=10605
  16. Thanks I've looked through some of that so far, gives me a lot if ideas and stuff to work from!
  17. By best do you mean easiest? Cheapest? Or most fun? A fun way to get the armor: 1. Obtain a poisoned apple. See spoiler for locations 2. Save your game. 3. Enter the Chorrol Guard Barracks. It isn't considered trespassing to be in the barracks. 4. Sneak around and clear all the tables of food upstairs and downstairs. You might need to use some carefully aimed spells to send the food into better concealed locations before picking it up if you don't have a decent sneak. A constant chameleon on your armor can help too. 5. Place the poisoned apple(s) on the table. OR Reverse pick-pocket the poisoned apple onto a sleeping guard. If you plant it on them this way it will take a little longer since you will have to wait for that specific guard to wake and eat, but you can be sure it wont be eaten by the named guard in the barracks. 6. Wait. At the next mealtime the guards will go looking for food, since you have stolen all the rest the only food they will find should be the poisoned apple. The guard will eat the apple and then keel over dead shortly after. No bounties will be issued. 7. Loot the body. Make sure to check the name of the corpse if you didnt use the reverse pickpocket method, it is possible for the named guard that is part of the allies for Bruma quest to eat the planted apple and die from it, since he is not essential. If this happens you wont be able to get his help later in the Main Quest, just reload the save from step 2. Its not recommended to use this method on more than one or two guards unfortunately, because there is a bug that will poison the respawns of the guard also. IT can be fun to kill the entire garrison in this manner though, just remember not to save afterwards.
  18. So having fiddled a little with the GECK a little in the past I started playing around with an idea for oblivion. I'm by no means an experienced modder. I remember really liking the step by step quest for building of my fort in Morrowind. So, I thought it would be a fun challenge to do something similar here on a larger scale. Even if I never finish it, it will be fun to tinker with the scripts and learn the mechanics, I've already had fun just exploring the static objects as I build. My thoughts were basicly as follows: Script wise... the character, after acquiring 'X' quantity of Fame, receives a messenger upon entering the city. The messenger gives a letter (with some dialog) summoning the character to visit a count. When the player visits the count they get a rant on the trials of leadership and all the political forces arrayed against them. Daedra, Goblins, Necromancers, and Bandits. The count then hires the player to establish a settlement in the wilderness to help bring imperial law to a lawless frontier region. This would then start a series of quests which at intervals would be linked to structures in the settlement location. As the player makes choices and completes quests the settlement evolves accordingly with two or three variant options. One example might be: One month after the establishment of the first warehouse on the waterfront of your new settlement, your city guard captain comes to you with reports that shadowy figures are lurking around the docks. The player could then choose to either 1) Send the captain to investigate further 2) Investigate it yourself 3) Ignore it completely for now. If they choose 1 the guards engage a smuggling ring and arrest some tong agents. 2 the player is then presented with another set of options 2a) kill the smugglers themselves, 2b) Convincing the smugglers to cut you into their profits in exchange for letting them be (in which case you get either access to some less-common items/components or regular income), 2c) Convincing them to leave quietly whereas 3 can allow the captain to report on it again later, or trigger a series of events involving an imperial census and excise officer that spirals into another series of quests. Each choice during these quests would in theory add to some hidden attributes, Law and Crime. If the player continually allows or worse encourages crime growth in the city, certain quests that would enable wealthier settlers might be less prevelant, the quest for a museum might never be offered... afterall what curator wants to display ayelid and daedric artifacts in a city rumored to be brimming with thieves, pirates, smugglers and scoundrels? At the same time having a very high law stat would encourage wealthy law-abiding citizens and encourage more elite growth while discouraging some of the more low brow things. Instead of a hole in the wall alehouse that would be offered with a crime score of >5 a law score of >10 might offer a fine restaurant that caters and allows for the later evolution of a lesser noble family moving in (greatly enhancing the settlement's wealth and income) The choices would also be aesthetically differing, with the more crime oriented buildings taking on darker decors, and the more noble establishments getting brighter light colored ones, allowing every player to have very different cities depending on their choices throughout the quests. Certain items would be added upon achieving certain crime/law scores also, like a player statue for a beloved crusader, a fountain for a true neutral, or a gallows for the truly sinister. At the same time the character is lead down a quest line between two nobles who are both trying to declare the new settlement is within their county jurisdiction, and thus can claim taxation on its citizens. As the city grows they get more and more forceful, eventually climaxing with opposing city garrisons clashing outside the player's settlement, and Chancellor Ocato intervening then and the player either choosing a county, and instigating a civil war or being awarded their own small county. The primary NPC for all the quest progressions regarding buildings would be a city clerk who is assigned by the original count. An essential character, he would be located in the settlement and only give quest progressions when present, thus limiting the amount of perpetual reference IDs the game would have to maintain. Unfortunately I've already run into a bit of a snag when laying out the base waterfront district. The area I'm building on has a fairly steep incline. If I smooth out the terrain, what impact will that have on the LOD objects. Alternatively I could still manage it, but I definitely need some visible timber support stilts to visibly offer support for the buildings and structures that span out over the steep shoreline. I've not found any items in the TES CS that really fit the bill. Anvil Boardwalk materials are the closest I have found, and those are all attached to sections of dock. Can anyone recommend any modders resources that offer free-standing timber supports. These would also be useful for showing the half-built buildings at certain points. I think I might revisit cropsford in the CS and see how that was done exactly, I seem to remember there being some half build structures there at one stage. Some buildings will look similar no matter what like the warehouses, so only the doors and interiors they link to will need to change depending on the characters moral choices. So... questions: 1) Does altering terrain have any nasty side effects for compatibility or break any LOD objects later? 2) Are there any modders resources out that offer half built structures and solitary, maybe even free standing, support timbers, and house frameworks? Or are there some hiding in the CS somewhere I missed? 3) I have blender installed, but I'm too Noob to figure it out, are there any guides for the blender challenged out there? 4) How hard would it be to make my own timber supports if there aren't any available? Any help or suggestions is much appreciated. I'm just playing around but I don't want to break my game either. If it evolves well and actually isn't horrible I may even upload it eventually... but that's a long way off.
  19. Edit: Disregard sorry... I was mistaken. I could have sworn I had dialogue from the prisoner as a cute elf starting out, but I just tried it and I don't either this time around.
  20. I've only seen these two, I think Saaya's is supposed to be more newbie friendly but I'm not sure, I haven't used them personally. Better Bouncing Boobs Weighting Tutorial by coronerra: http://www.tesnexus.com/downloads/file.php?id=28372 BBB Armor Weighting Tutorial by Saaya http://www.tesnexus.com/downloads/file.php?id=34355
  21. Well I know its possible to get at least 2 +5s, as I managed that, a random leveling of a couple other stats kept me from testing the 3 5s potential. I have read that you can get 3 +5s but you have to manage 10 level ups in 3 attributes (10 pts in major 20 in minors) but after trying this for a couple times... its too much work to keep it up. I didnt realize such a mod even existed! I will have to check it out thank you! Love the umbra story! I will check out those mods you suggested. The castle sounds interesting. I'm not really looking to make a superhero, just a solid character that I can play through the whole game, and I thought that a good foundation would solidify that. Maybe I set my goals a little high. I did join the thieves guild, and I have managed to fence around 3000 gold worth of silver and books so far, with a fairly low sneak it was kinda fun. I'm on to the 2nd special mission offered for them. An imperial forester ran out in front of my arrow while deer hunting east of Leyawin after my earlier post. He started shooting back, so I took cover behind a rock and kept darting out to shoot him and diving back behind it before he could loose his arrows at me. Kept the rock between us for the whole fight and it was close but I won. It cost me 60 some arrows and I broke a bow, but I got his silver one! That was kinda fun. Thankfully the thieves guild cleared my bounty for only 520 gold.
  22. So, I've started playing Oblivion again after a break of over a year or so and decided I'd start from scratch with a new Cute Elf character. (custom race 10 reflect damage, +75 Magicka, Weakness to shock and frost I think) As much as I enjoy roaming around in the woods fighting wolves, crabs, and the occasional bandits in fur I'm finding the beginning levels to be extremely tedious. I feel as though I cant start questing yet, because any leveled item reward I earn will be worthless in about five levels. I'm also tiptoeing around the stats trying to get 3 +5s on my level ups because I seem to recall the monsters advancing in severity far faster than my character my last go. I'm also trying not to enter any dungeons that are even linked to quests, so I don't accidentally break the game. All in all getting a character that is balanced and of sufficient level that I'm not wasting quest rewards is killing a lot of the fun in the game. I know I could use the console commands to generate the later evolutions of my quest rewards, but I'd like to avoid using the console unless really necessary. So, how do you guys enjoy your early levels without ruining quest rewards that are crucial later or creating an unbalanced character that can't cut it in the later stages?
  23. When I started playing I assumed Oblivion was just Morrowind 2.0 and I found a nice little dungeon that wasn't too far outside of one of the towns. I cleared it of bandits and happily set to work moving ALL my equipment, quest items, and various collectable loot into the few chests and corners in that mine, making it into my home of sorts (well, it worked in morrowind! You clear out a dungeon... it stays dead). So after 30ish days of ingame stashing, and many many overwriting saves, I returned to not only find bandits back, the chests respawned, and a strange "adventurer" NPC roaming around picking up the objects laying on the ground! I lost several nirnroots and a few other magical accessories to that, as well as a substantial amount of alchemical ingredients. It was very shortly afterwards that I shelled out for that little shack in the city.
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