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h3Xh3X

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Everything posted by h3Xh3X

  1. Hyper means more, over. Hypo means less, under. Hyperthermia is heat shock, hypothermia is cold shock.
  2. Waste of time and resources. I already have a family, I don't need a virtual one as well.. I play TES to sneak around doing magic and slaying monsters.. Attending a family doesn't blend well with these goals.
  3. You also have the option at all times to open the console and type movetoqt, but that doesn't mean you do. So, if you don't want to fast travel, then just don't. Still, I would appreciate a logical way for all citizens to travel long distances, and stilt striders are quite charming.
  4. I personally hope Havok Behavior brings to the table a possibility for weapons colliding with armour and objects, instead of sliding right through them like in Oblivion.
  5. This. I second these opinions. Corpses actually rotting would be awesome. They probably already have skeleton meshes, so why not? And definitely a lot of work should go into stealth - it's a huge part of fun and exciting gameplay for me!
  6. Body replacement mods should not be sexist, and exist equally for both sexes, and look realistic. I rest my case.
  7. I second this. Maybe something like the existing FaceGen tech but for bodies, that would allow us to customize characters in every detail.. height, body fat, proportions et.c. :) Different body types, i think is an absolute must. I got tired of seeing everyone in obvivion that had the same body type no matter their age. Someone else also said havoked hair which I think is a must. NO more static, go through your back hair when you are running. They just looked like plastic wigs. Also, even though this is more of a keep quality, it just wouldnt be a TES game if you didnt start in a prison or as a prisoner. Just sayin :thumbsup: I third (or fourth) this. Or second it. I would like to see characters of all shapes and sizes, and none conforming to modern real-world ideals, as I don't really see a realistic connection to ES society. Also, no miminal-coverage armour - it just doesn't make sense to dress up female characters in chainmaille bikinis when their male counterparts wear full-coverage suits. (Shivering Isles did this!)
  8. Window portals. Actually being able to see through windows between cells. And see NPCs through windows.
  9. I think the game will release in a retail version and in a steam version, as did Oblivion. That suits me fine, as I'll buy the retail version. Some games work well with steam, Elder Scrolls games do not.
  10. I think the sword talks to you already during the tutorial, but I might (probably) be wrong. If you are referring to the blade voiced by Max von Something, I'm pretty sure they meant blade as in Member of The Blades, not as in sword. :thumbsup: I facepalmed as I read this post. I think that says enough about what i think of the idea.
  11. I'm really looking forward to the new spell effects, I think the draconic shouts include a teleportation spell which is nice to see they've added at the request of the community (or so I believe). Several types of elemental spells, like fireballs, flamethrower spells and runes that work like traps. I just hope the visuals are more grandiose than in Oblivion. I really hope there is a spell/shout that instead of summoning a dragon, actually turns you into one, so you can fly over the mountain peaks and attack cities if you so choose. Maybe this is what you get from absorbing the soul of Alduin? :) I'm looking forward to seeing new armour and weapons, to visit the greybeards atop the 7000-step journey to High Hrothgar, and to hearing diverse voice acting from common people. I'm looking forward to have more natural conversations, even though the zooming never bothered me before. It's really hard to rate what I'm most thrilled about, so I'm glad it's one whole experience.. I know this is the best crafted experience I have ever had, because I can feel it in my gut. :)
  12. Just hoping to meet something Akaviri that's alive. No matter, akaviri armour is still awesome on its own. Edit: I meant Ayleid. I must have been tired when I made this post. :pinch:
  13. That would never work. They've tried making ladders work in earlier games, but always failed. They have a ladder curse upon them. (Source: podcast)
  14. It seems I need an account to read that link. What does it say? I apparently had javascript disabled, but was unable to edit this post earlier.
  15. I got a gread idea. Official export plugins for popular 3d modeling and animation suites, that allow modders to export rigged meshes and animations. And all other things that were limited before. I want modders to be able to add anything they want, unrestricted by lack of tech. They have these things in-house, so why not release them to the public?
  16. Where did you happen upon this information? How many hours and where? I can't wait!
  17. Thanks to this post we won't be needing transcripts anyway! Hooray!
  18. Good work on the new scans! Thanks a lot! Kudos! I noticed you'll start out as a prisoner again. I like this trend (Morrowind, Oblivion, and now also Skyrim; not sure about the others, haven't played them)! Also seems like shields will be carried visibly on your back when not in use. Great thing, I saw this suggested in another thread! Looks like characters may be parallax mapped, but I'm not sure about this. New magical effects, yay! Two of the skeletons look like they wield halberds. Hope! 3D books, and a more immersive menu system.. Awesome!
  19. Here's another, page 48: A NEW LAND Only a few moments into observing The Elder Scrolls V in action, the game takes our breath away. Whether you're looking at the world from the HUD-free first person view or the improved third-person perspective, the world of Skyrim is meticulously detailed. The new rendering engine offers unparalleled fidelity for an open- world role-playing game. Every object in the world casts a perfectly formed shadow. Trees and branches move independently, and water flows in swill currents, imparting a sense of energy and life to the world even when no other creatures stand nearby. Increadible draw distances allow players to look out from a mountain peak across vast distances, and everything you can see - from the lowest valley to the highest distant snowcapped rocks - is traversable. Snow falls naturally onto the stones and branches, appearing not as a preset texture, but falling exactly as it would onto that object given its shape and size. The titular setting of Skyrim is a harsh wilderness that lies to the north of Cyrodiil, the sprawling central nation through which players journeyed in Oblivion. Where Oblivion focused on idyllic sylvan glades and imperial cities, Skyrim delivers precipitous mountains, majestic tundras, and crumbling ruins. "It's a really rugged environment," game director Todd Howard explains as he walks us through the world. "For a fantasy world, it's lower tech. We want magic to stand out as something special. It's a bit more brutal. It's the original home of men in Tamriel. You see these cities that seem like they've really been lived in for a thousand years. It feels less Renaissance Faire. I'm a big Conan fan, so there's some of that." The homeland of humanity, Skyrim is a mas- sive nation with many elevations for players to explore. "It's kind of nice for us, especially coming off of Fallout, to do something really beautiful, with vistas and plants," Howard says. "The northern coast is very icy, and you get these glaciers and snow. And then there's an area called the Reach, which is rocky and craggy, in the western end of Skyrim. There's a tundra, this big wide open area in the middle, where you see the mountains at the far edge. Within this one place, there's maybe six or seven really different environment looks." Saber-toothed cats, wooly mammoths, and elk wander freely through the same wilderness populated by towering giants, lumbering frost trolls, and terrifying snake-like ice wraiths that float along the frigid air currents. Five massive cities dot the landscape, offering refuge from the harsh landscape. Even underground areas are rich in variation, from icy caves to forgot- ten crypts. "There's a uniqueness to the terrain that makes it really good for the kind of games we like to do," Howard tells us.
  20. Some of the GI scans are quite hard to read. This thread aims to fix that, and to collaboratively produce a complete transcript of the article. I'll start here with the radiant story, which isn't too hard to read in my stitched-together version, but might be a challenge otherwise. THE RADIANT STORY The Elder Scrolls V has a remarkable new approach to storytell- ing in a role-playing game. In Oblivion, Bethesda's Radiant AI technology empowered NPCs to enact their own daily schedules and needs. Radiant story applies the same principle to the much wider experience of moment-to-moment character interactions with the world. Put simply, the Radiant story system is about reacting to player actions in everything from the tiniest detail to the broad- est plot point. "We're still telling very specific storylines in our main quest and our factions, and all that stuff is done by hand," Howard reaffirms. "But Radiant story allows us to have quests that are flavored dynamically for who you are and where you are." The game itself watches everything you do. What skills have you improved? What places have you visited? Who have you killed? What weapons do you own? Which figures in the world are your friends, and who are your enemies? The answers to these questions create the backbone of your story. If you murder the shopkeeper in Riverwood that might give you a quest, his sister will automatically inherit the shop, and might even offer you the same quest. However, knowing that you killed her brother, she might do so only in anger and frustration. Out on the street, your magically empowered hero may be approached by another magic-user who wishes to duel. If you had only improved your weapon skills, that character might never appear. Wandering through town, you could enter your inventory and decide to drop a heavy two-handed weapon rather than sell it at a nearby shop. In some instances, the weapon might lie forgotten in the mud. At another time, a young boy might grab it up and rush after you, asking if you had dropped it and might like it back. In a third instance, two burly men might reach the weapon at the same time, and begin to fight over who will take it home. The game eventually logs a huge storehouse of knowledge about how you've played, and subsequently tailors content to your capabilities and experiences. Entering a city, a young woman might approach you and beg you to save her daughter from kidnappers. The game will look at the nearby dungeons you've explored, automatically set the mission in a place you've never visited, and designate opponents that are appropriately matched to your strengths and weaknesses. "To the players, they'll get a quest that we feel is appropriate for who they are and what they're doing at the time," Howard says. In essence, your version of Skyrim will be built to your specific playing style. For more exhaustive details on Radiant story and all the technical features of Skyrim, visit gameinformer.com/skyrim. Please add your own transcripts and guesses to blurred lines/words below.
  21. I second this idea. Great for making notes about alchemy formulations and what have you. :)
  22. If there are children included it will be the fallout child murder debate all over again. If they decide to add invincible NPC's I really hope they'll be restricted from attacking the player.
  23. Get well! :) I'd like to see joinable factions on opposing sides (like mages vs necromancers in oblivion, I sometimes wanted to join the "evil" guys for a change) Decapitation while creatures/people are still alive. I disliked the crippling system in Fallout, because limbs would only detach and ragdoll once the entity was dead. Basically they have to divide the mesh into chunks or procedurally generate these chunks, and move them from model space to world space leaving a decapitated mesh with the same animations.. It shouldn't be impossible at all! Just curious, when are you going to visit? :) All the best to you and your family. My landlord's daughter is fighting the same fight as you, and I can easily feel how taxing it is!
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