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Lodur9000

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Everything posted by Lodur9000

  1. I thought they were just in [Morrowind base folder]/Saves
  2. Aedra are the beings who took part in the creation of Nirn and are now bound up with it. Daedra are the ones who did not take part. That's essentially the core difference between them but there are major consequences for the Aedra being bound up with Nirn. The two Dragon Breaks could only have happened because of it, and all the Aedra change to some extent between cosmic eras, aka 'kalpas' (there's a reason why the Dunmer call them 'flighty spirits'). Camoran's claim that Nirn is another Daedric realm is a conceit on his part. Lorkhan is Aedric by definition.
  3. I think she would be more exciting than Belldandy. I guess the main question would be "how uber?". Since she is literally a goddess, an Azura companion is going to pack some serious punch unless the modder wants to contrive a story to tone her down. One thing to watch for is that Uber spellcaster companions can be more trouble than they're worth. I've been killed by 'friendly' Frostblooms etc numerous times. If Azura is spamming manastorms every which way, the PC better be careful not to get in the way. Though maybe an array of powerful Illusion spells would be more Azura's style, come to think of it.
  4. Yes it is cheating, no it doesn't matter. It's a singleplayer game so cheats don't raise any fairness issues. If using the walkthrough is more fun than being stuck and frustrated for hours then the choice is easy.
  5. I think that 'Control Weather' needed to be a Lesser Power and/or last longer. I watched the dancer for ten seconds and was bored out of my mind. Inspired, I enlivened things with a spot of Frenzy. The dancer stopped her stupid dancing and ran up to the Dark Seducer throne guard, punching her squarely in the face. Both the Seducer and the Golden Saint immediately pulled out weapons and attacked the dancer, who fled screaming towards the Dementia wing of the palace with the guards in hot pursuit, while the court healer also panicked and ran off the opposite way into the Mania wing. The dancer was beaten unconcious just short of the exit and the court healer was too scared to ever come back into the throne room. I cackled and hooted at this spectacle and this made me feel more like the Mad God than any of the official quest rewards.
  6. Daedra Princes are generally self-interested and concerned with their Spheres, manipulating mortals to that end. Several are inherently destructive - Mehrunes Dagon and Molag Bal for example - but most are neither really good or evil. Some are beyond understanding in those terms, like Hermaeus Mora. Some of the Daedra Lords who seem benevolent one moment can quickly turn antagonistic - Meridia might hate the undead but she was also willing to aid Umaril, a cruel Ayleid lord, against the rebelling human slaves, and Azura cursed an entire race just because she was annoyed with three members of it.
  7. The unofficial patches won't work unless you've already patched the game with the official ones.
  8. [All personal opinion->] I don't plan out my levels and it's never given me any trouble I couldn't deal with, I don't mind if the game is a little harder for a few levels. Besides, in the end it actually tends to balance itself out. Fighting tougher enemies means using fighting skills more. For example, if you're killing bandits in just three or four hits then your chosen fighting skill(s) - be it weapon, fists, bow or spell - raises more slowly per opponent because it takes less individual 'uses' of the skill to kill them. On the other hand if you're having to wail on tough enemies for a while to kill them it'll mean your fighting skill raises a lot more quickly. Attributes are a matter of taste. I'm content to get by with +2 or +3 per level. It generally makes little difference except that, for me, I'm not breaking my immersion by fretting about when and where I raise a skill. Some things can be tricky - Clanfears in particular are a menace to low-level characters who are not capable in combat - but smart play and liberal use of potions/scrolls can get a player through anything.
  9. Haskill from SI. He's in it a lot, which is good because he's awesome, but there's not much about the man himself. Also the unnamed Legion Soldier (specifically the one of the three who has the bow) who helps you storm Kvatch's castle.
  10. So you're saying that I'm not a veteran player based solely on the fact that I don't share your opinion on one specific aspect of CPRGs? o_O That's a rather narrow-minded and hasty conclusion to be jumping to, zapata. Gamers have many different motivations and perceptions about gaming. They play for all kinds of different reasons and experience games in different ways. No two are exactly alike and some are very different, polar opposites even. This applies to veterans as much as it does to anyone else. There's absolutely no reason to expect gamers, even veterans, to all share the same opinions. Ironically this is generally a well-known thing among veteran gamers. I've been playing RPGs since the late 80s, way more than is remotely healthy. I'd say that qualifies me as veteran. I like the early stages of a low-level character because I enjoy the struggle of getting by with rough gear and weak stats. I like building a character up from the ground floor. I like the story-building that comes through taking your character through their first levels. I enjoy first reaching level 2 - sure, every level-up is good but that first level-up to level 2 is special. I like seeing monsters or NPCs that massively outlcass me, especially when you encounter hostile ones and have to get the hell out of dodge before you die (or you can try to improvise a glorious victory). It's all a very different experience from mid- and high- level characters. I like being at higher levels but I wouldn't only want to play the game that way. Yes, there are some games where being low-level is kinda boring but that's never been the case for me in any of the TES games. Low levels are interesting for me. But hey, none of the opinions in that paragraph matter right, because a 'real' veteran only sees it as so much empty button-pumping. :rolleyes: I'd address what you've said about the CDs if it was coherent but it doesn't seem to be. I have no idea what point you're trying to make, it seems different each time. Forgive me if I'm missing something.
  11. Is it? I don't think that it is. You said that almost all RPG names are derived from real-world names because that's the most practical way of doing it. What I said was that alternatively a developer can procedurally/randomly generate names. These are two entirely different methods and you only talked about the first one of them.
  12. It's a sandbox game, you can steal from any NPC or assault and murder them. Evil. The Telvanni questline is also at best amoral, you can supress slave revolts and kill people in cold blood to get their artifacts.
  13. Nope. Only to the Ashlander names, which are lifted from Assyrian. The other style of names, the 'Settled People' names, aren't taken from the real world. Any similarities are coincidence and are bound to happen when you have hundreds of samples to sift through.
  14. I'd say it was a bit of a false impression. Oblivion is much the same as what you felt about FO3, don't be too daunted by appearances. The main quest dialogue and journals sort of nudge you to keep following that questline but you can resist their wiles and do your own thing instead. Most of the time all I do is go to see Jauffre, toss him the damn amulet and tell him they're on their own. It can happen but you kinda have to go out of your way to create that situation. It's not likely to happen even with an unoptimized character. As long as you make sure to steadily raise your fighting skills as you progress, whether they be melee, magic, marksman or any combination of those, you'll be fine. For a learning character I guess you'd want something of an all-rounder, or at least a hybrid. Try the Spellsword for melee and magic. For stealth and melee, look at the Assassin. I second the www.uesp.net recommendation. It's a wiki and as game wikis go, an exceptionally well-ordered one with tons of info, nothing like the tatty crap you get on a lot of game wikis.
  15. I don't know for sure but I suspect the Guild may see a difference (a fine line perhaps) between short-duration Conjuration spells and the kinds of things you see Necromancers doing with corpses in their lairs. Conjurers are often found with permanent Daedra too, not just the ones they summon for a short time.
  16. The depth and strength of the MW lore is a major advantage for roleplay. The main quest is kinda ambiguous too which means you can put your own spin on it (pawn, plant, hoax, or the real deal?) Factions have more depth to them than in Oblivion, and there are more of them too. They're all characterful and joining them tends to make more of a difference to your character than Oblivion factions - you'll definately notice strong Disposition changes, often negative ones from those of rival factions. As I said there are lots of factions, which means lots of faction sidequests to keep a player interested. Look into the LGNPC series of mods for even more RP depth and if you want a side-order of extra hack-and-slash, Morrowind Comes Alive with the More Enemies add-on provides lots of random respawning hostile NPCs.
  17. It's just the lord of the Shivering Isles saying you're supposed to work for him while you're there. He wants a 'champion', meaning someone who'll fight for him. You can go in the portal any time, even as a level 1 scrub still in your prison rags. :D
  18. Not necessarily. The Dunmer NPCs in Morrowind all have unique names and there are hundreds of them. I get the impression from the way the names are formed that they were mostly procedurally generated using some simple rules. It's not hard to make a program to do that.
  19. Only you can answer that. There's no universal objective answer, only a personal one for each player.
  20. They are basically outlaw magicians who traffic with Daedra. Rather than being a cult dedicated to a Daedra Prince like the Mythic Dawn or the worshippers at the various Daedric Shrines, the Conjurers seem to just want to use Daedra for their own ends. Martin seems to have started down the road of a Conjurer in his youth. I'd guess they're always hostile because they don't want anyone discovering their hideouts and living to tell the tale. It's possible they want nice fresh body parts for rituals, feeding their Clannfears, etc. I don't know how the Mages Guild is towards them for sure, but I'd expect them to despise them. Conjurers give all magic-users a bad name.
  21. I doubt that would be worth it, for several reasons. - It would be seen as a weak, mean-spirited money-grubbing attempt by Bethesda to sell their older games - Most people would just cheat with the console or make a mod - Owning the CDs doesn't prove anything about what the player did in the games anyway I'm a veteran RPG player and I don't see it that way at all.
  22. Drag 'em off the road and toss 'em into the undergrowth / into a river / off a cliff.
  23. Unofficial Oblivion Patch series. Natural Enviroments is great too.
  24. Personally the only balance that works for me is 0% Efficient Levelling, 100% 'just play the game'. I used to go out of my way to level efficiently in Morrowind and it just ended up boring me. I didn't even bother at all in Oblivion. For me the number-counting, with its the strategically timed book-reading and training sessions, is just too 'gamey', it detracts from immersion and story flow. I don't mind the game getting hard. Unless I went and did something boneheaded like take Speechcraft as one of my 7 Skills and then raised it 100 times in a row, I don't see the game getting too hard. So I just take things as they come. I use a mod that calculates Health on current Endurance so I can raise Endurance any time without losing out on the Health benefits of pumping it early.
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