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MagisterTremere

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Everything posted by MagisterTremere

  1. Definitely a must have, so "Yes Please".
  2. I will definitely look in to this considering the fact that Vondure seems to have had success with it. The only problem I may have is that the snow in Climates of Tamriel will go back to being annoyingly bright... Which was resolved by turning down the sunlight via Imaginator. :( *sigh* I guess this is one of the instances where you have to pick your poison.
  3. Thank you! Thank you! Thank you! The bug that prevented start-up after not finding games that weren't installed has been fixed! Again... "Thank You!"
  4. Thanks... I appreciate you taking the time to answer. *Laughs* You're right about this solution seeming confusing. Likewise it seems like a crap-shoot if you mistime something. Still, thanks for the answer.
  5. Hello... I was curious if it was possible to use a dead thrall as a sacrifice instead of a true follower/companion. In truth, I have no desire to complete this quest as it is. However, using a dead thrall would be a viable alternative. Thanks in advance for your input.
  6. Let me start by saying that I am in complete agreement with what you wrote in this post. The initialization of the Boethiah's Calling quest is especially annoying and the primary reason for why I'm searching these forums. In regards to the Dark Brotherhood questline, [iMO] it would have been a viable option to initiate it via the random assassin attacks. I've been attacked on numerous occasions by these bozos and have no idea in regards to why or who. Finding the order/contract on them and attempting to track them down would have been more engaging and would have likewise provided a clear justification for why or why not to join/destroy them. Hold yer horses there, friend. Don't misunderstand me: in general, I think that Skyrim is a fantastic game. I've no interest in freezing game development Han-Solo-style in nostalgia for Morrowind or Oblivion or whatever "insert things were always better back in the day" argument one might try to make. Any criticism that I make of the game is in the spirit of trying to be constructive, to illustrate ways in which--IMO--the game could have been better, not just to tear it down or make specious arguments because I am bored or angry or frustrated or just trying to engorge my own personal e-peen. So please respect the sentiment of my post, and don't jump to characterize me like you know me. Anyway, that said, I will try to avoid undue criticism and nostalgia when I say that the Skyrim quest interface is neither better nor worse, IMO, than its predecessors, it is merely different. However, it certainly isn't much resembling an actual journal any longer, and is now little more than a glorified tool-tip for organizing your agenda. Yes, of course, in past TES games, that is what the journal was for as well, but there was at least the added embellishment of comments and/or use of an actual book that has now been stripped out. When I hit "J" it brings up essentially a list of commands that the game is telling me I should do, which, IMO, is fine. However, given that in many circumstances I have no control over how these things end up in my "journal," I am now being told to do many things that I have no desire whatsoever to do, like to kill my follower for the glorification of Boethiah. Or to kill Grelod the Kind simply because it was my first playthrough and I didn't yet know to avoid the Aretino boy. Is it really so much of a unreasonable request to be able to just say, "Oh hell, no" to Aretino and to tell him to kill Grelod himself? No, instead it stays stuck in my quest log--as a command--to go and kill an old woman that I have never personally ever met. If the interface were truly a "journal" it would read something like, "Demented Aretino kid wanted me to kill some little old lady; I am not sure if I am very comfortable with this." Instead, it says, "Kill Grelod the Kind," and I am stuck with this, even as the most noble of paladins--forever (assuming I don't actually want to kill her). Why, as a paladin, would I have ever written "Kill Grelod the Kind" in my journal to begin with? The fact that this is just foisted on you, the character, without your consent, is what my quarrel is with the way these things are implemented. On my first character, I had like fifteen different "Kill/rob/beat up random NPC" entries in my quest log that I could not get rid of. Whilst that might not be anti-roleplay, it is rather confusing (why would my noble character have made these entries?) and cumbersome (scrolling down two pages of forever-idled quests to see other ones). In other words--It could have been handled better. Skyrim is an amazing game (I am more a fanboy than a critic, truth be told...) and I would recommend it to anyone. But I, like many (though obviously not all) others, favor playing in a roleplaying style. I absolutely do not want random, nonsensical "Kill X" entries cluttering up my quest log. The more strange aspect of all of this is that this functionality (to accept a quest or to reject it) is already employed for _many_ of the quests already in the game. You glossed over my example of the Nirnroot quest. Why am I given the option to turn this, or any, quest down, whilst others are forced upon me? Why, after I leave the farm, do I not have a journal entry telling me to collect a heck of a lot of Nirnroot? By the logic you used before, I "heard" about her needing Nirnroot and would thus have entered it into my journal, even if I hated Nirnroot and never ever wanted to handle the blasted things. It is a double-standard. Weirder still, any character can collect Nirnroot; it has no logical bearing on a character's morality or sense of honor--yet I am given the option to refuse, as if the choice were morally consequential (rather than just a waste of time...). This courtesy is then _not_ extended to me in the case of wanton murder, something that fundamentally affects the sort of morality our character is guided by. It doesn't make sense. An option to simply "ignore" information that we think is totally, irredeemably sketch would be logical as well as a nod to the player that they are free to pursue only the quests that they are interested in. An option to "drop" a quest would have been harder to implement, of course, but would have been nice in those situations wherein we listen to that demented Aretino and then decided we'd rather report him to the Jarl than to commit murder only to be rewarded with a junky silver plate. So, I would say: 1. Give the player the opportunity to ignore things they don't want to hear. Those Windhelm guards aren't going anywhere if I suddenly become possessed by Molag Bal and just want to kill, kill, kill. 2. Extend your reasoning all the way to its conclusion and never ask the player for permission to take a quest, ever. Assume that he wants to do them all, and create journal entries accordingly. It may not be pretty, but it will be internally consistent. (NOTE: having just re-read this post, I'll add that I'm not trying to be rude either. I think your position in general is good, as I too intensely dislike bashing good games or when people are haters or flame for no logical reason except to try and feel cool. And--for sure--those types of people are out there. I'm definitely not one of them though, and for sure neither are you. Therefore, I would say we're more allies than anything else :) .)
  7. This is the answer! I knew there was an app that did this, I just couldn't remember the name and didn't think to look in my FO3 directory where I had it installed for that game. Thanks for the reminder.
  8. Hello and thanks for stopping by!
  9. I found this mod intriguing in it's original form, so I'm really looking forward to seeing where it goes from here. On that note, I'd welcome the opportunity to contribute to the project in some way. I have done some light modding and scripting (for myself) since playing Oblivion. I'd also like to get involved in the writing if you have a need for such. I could also lend a hand in proofreading and testing at the appropriate time. As for what I'd like to see in this mod, I'm truly hoping that the *Savants* evolve from the warm, cuddly, laugh inducing lot to something darker and more akin to who they really are. After all Savant pranks aren't usually played out in the spirit of fun. Well, not the observer's fun in any event. ;^) Also, while I'm not an Elder Scrolls purist, I didn't buy at all into the notion that Terran Vampires were (by design) inherently stronger than Nirnian Vampires. Especially when you consider that all Nirnians have the spark of magic in them and can toss fireballs as well as master Necromancy. Considering the fact that Terran Vampires are *dead*, you can imagine how a Necromancer would be able to *do something* about a Terran Vampire attack. Having said this, we are talking about a mod, so I digress. Again, I'm looking forward to seeing where you go with this and I'd welcome the opportunity to join the ride.
  10. Thanks! Yes, I did restart... a couple of times. Unfortunately, it's still there. Is there another solution to this. I've tried searching, but to date haven't found any solutions. I appreciate the help. :^)
  11. Hello Everyone, I was walking around Big Town and noticed that a tree seemed a bit odd. When I walked up to it, there was an image of another tree super-imposed on it. This particular tree (see screenshot) was floating just above the ground and I was able to walk right through it. Can anyone explain how this could happen and more importantly how I can get rid of it. To date, I've checked the GECK to see if it originated in one of the mods I was using. I've also tried to click on it and type disable, but for all intents and purposes, the tree isn't there. Any help you can provide will be appreciated. Thanks! :^)
  12. *chuckles* Right... The point is, it was an odd beginning to the game that should have been better thought through. I guess the developers just needed a somewhat lore friendly tutorial and settled on what they did. That doesn't deter the fact that it doesn't make much sense. I mean seriously, you're an escaped prisoner and no one is hunting you down? No one questions you? Vouches for you? :mellow::down: Still, my question isn't about any of this. Just the mod in question and how to help it add to the game's immersion factor... Lore-friendly or not. Besides, the mod in question doesn't offer a tutorial at all. It's for those who are replaying the game and don't want to go through the tutorial. Well he's escaping through the prison because there are more assassins outside I guess :unsure:
  13. Thanks David. I've seen this mod before, but I don't have in mind to remove the main quest all together. Just make it less obtrusive and truly a random event.
  14. :D *Hahaha* This isn't the first time I've been accused of thinking too much.
  15. I hear what you're saying, but this is how the game starts. And you're absolutely correct... "Why would the emperor escape through the prison at all?" After all he's the emperor and is surrounded by blades and battlemages, etc. Why wouldn't he and his protectors just make their way to Cloudruler Temple and be done with it? Still, to play the Devil's Advocate, the Emperor, knowing that he's about to be killed could have surreptitiously dropped the sack with the Amulet and the letter without his guards knowledge. After all, he gives it to you without anyone knowing. I respect what you're saying, but my frame of reference is how the game started to begin with. In regards to the mod I mentioned in the very beginning, how much sense does it make to find the Amulet of Kings in a dead rat? This is what started me thinking.
  16. Hello everyone and thanks in advance for hearing me out. :^) First I'd like to say that I really like the Alternative Start Mod by Robert Evrae [http://www.tesnexus....e.php?id=11495], but to this day, I still think it could have been done a bit differently for the sake of immersion. As you may know, the mod starts with you being aboard a ship arriving in Cyrodiil. While on board, you're offered some options to customize your character before leaving the ship and starting your life. The main quest can be started by the player venturing into the same sewer exit you'd use at the end of character creation and finding a dead rat who somehow swallowed the Amulet of Kings. o.O Suffice it to say that I didn't like the concept, so I changed this and put the Amulet of Kings, along with a note from the Emperor in a sack "somewhere" in the ruins that you'd travel if you'd completed the original start. This (in my opinion) made getting to the Amulet (and the main quest), more deliberate and still not necessarily a given if you didn't know the items were there. On that note, the only game quest that would send you that way would be a Dark Brotherhood quest. At the end of the day, I still felt like this could have been done differently, but I don't have enough modding expertise to get it done myself which is why I'm putting the idea out in this forum. What I have in mind is a two-pronged approach to starting the main quest. The first being traversing the ruins and finding the items (randomly) as I did. The second (which I haven't explored) involves the quest in The Market District involving the corrupt Captain Audens Auvidius. With the second approach, you are thrown in jail on some trumped up charges, which would explain why you're in prison in the first place. This of course, could/would open the door to other options as well as the start of the main quest. I think these are two good approaches to this subject that help with immersion and allowing the circumstances surrounding the start of the main quest to appear more random. The problems I see with this are (a) Dialogue with NPC's... Vicente Valteri (I think you know the way, hmmm...) and Baurus at the end of the main quest. Neither of these would make sense if (a) You've never been in the ruins under the prison or (b) Aren't an escaped prisoner. Also, there would likely be problems with adjusting triggers for starting the main quest, message windows, etc... Please note that I'm seeing this through the eyes of a modding novice, so my perspective is likely a bit off. Still, I think these are good ideas and would like to read other people's ideas on this and read any commentary from those who could guide me in the process of realizing this or are willing to work with me to make it so. Of course, the mod isn't mine to claim, but I think it could be used as the basis for something new and improved that would add to the game's immersion factor. I hope to hear from you one way or the other. Again, thanks for hearing me out. Oh, I'm also attaching the words on the parchment I put with the Amulet. Take care! Gabriel
  17. I'm having a similar problem. In fact, one of my virus scanners sees the fose_loader executable as a virus and won't let me start the game unless I set it as an exception. WTF!?! Could this have something to do with it disabling Windows Live? I'm running the game on Windows 7 Ultimate [x64] with Fallout 3 installed to an alternate directory [C:\GAMES]. *Thanks in advance to any who answer. :^)
  18. Dude... I am so on board with you about the omissions you mentioned and many, many others. Another thing that irks me is that there seems to be no rhyme or reason to why the Lone Wanderer would choose to destroy the Citadel at the end of Broken Steel. I personally could understand why, but in the context of the game, there seems to be no justification one way or the other. My thoughts are that the player sees their parents legacy (Project Purity) being perverted by the Brotherhood of Steel (think Scribe Bigsley, rationing water to whomever they deem worthy, etc...) and concludes that they are actually no better than the Enclave or the Outcasts for that matter. While this makes sense to me, I can't understand why there's no such reference in the game itself. I wish I had enough experience in modding to take on a project like this. I've certainly played with the idea in my head enough. For example: 1. Hiring a Raider party to find Dr. Li and bring her back to help take over Project Purity. 2. Getting Pinkerton to help reprogram President Eden in order to take over Raven Rock. 3. Rebuilding Grayditch (the nearest structurally sound settlement near water). ... and the list goes on. Suffice it to say that there are a lot of wacky omissions in this game, but these don't take away from it's curious replay value. I guess this is what makes the game commercially viable while not necessarily technically or logically so.
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