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OpalEyedFan

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Posts posted by OpalEyedFan

  1. 21 hours ago, LenaWolfBravil said:

    Hmm... I run Win10 and it runs TES4Gecko just fine. Is it that different? Perhaps you need a different version of Java?

    Well I gave it a really good try a while back and failed. Win10 vs win11, I guess they are pretty similar

    Could be Java related as you suggest, I dont know, if I get around to it I might try again some day and then try out different versions of Java 🙂

  2. just chiming in... I use my win8 pc especially for Oblivion simply because of TES4Gecko. I have a win11 pc I use for Starfield and SkyrimVR but it doesnt run TES4Gecko. I have Oblivion on disc so it works without Steam. If I could manage modding Oblivion without TES4Gecko, then I would have it on my win11 pc for sure. I own Oblivion on both Steam and GOG as well and the GOG version is as good as any I guess

  3. On 12/18/2023 at 11:19 AM, AndalayBay said:

    It was largely left to the community to document what they could. Here's InsanitySorrow's guide on Gecko.

    We will have better documentation with the new version.

    Are you saying a new version of Tes4Gecko is coming? I'm currently using windows 8.1 and would I then have to invest in windows 10/11 for the new version? (yep I'm a dinosaur)

    Also I wonder, (and I did my best to try to understand  everything in InsanitySorrows guide that you linked to,) if I have a mod with new landmass but it has no LOD for the new landmass for whatever reason, would I still benefit from using the move landmass function in Gecko?

    What if I distribute the mod as an ESM istead of an ESP, would I still have to "move landmass" in Gecko to ensure that anyone can enjoy it "straight out of the box" or  is ESM different in that aspect?

     

    I'm a huge fan of Tes4Gecko but this confuses me  🙂

  4. Hi, thanks everyone who replied so far, so cool to hear your thoughts on this ! Sorry but this is going to be a long post :smile:

     

    DaddyDirection, glad to hear you feel inspired for a dive back into the Oblivion Editor as I am nosedeep in the Constructions Set myself for hours each day :smile:

     

    Glowplug, I admire your work, you have put countless workhours into your mods and it shows! And you have great talent :smile:

     

    Pellape, very early on in developement I gave up on the idea of building the mod in a way that would take advantage of the cool tools provided by the excellent Thieves Arsenal

    So I had to come up with solutions myself and as a result my mod and important parts of Scruggsy's are probably not going to work well together as we have chosen different solutions to reaching the same goals.

    I am a huge fan of the first two Thief games, and when I started creating this mod I was like, can I make Baffords Manor? Yes that went well :smile: , can I make Cragsleft prison? yes that also went well :smile: , okay I'm gonna make a city now to connect the two... hm I should make a cathedral for the undead as well :smile:

    A long tme ago I did try The Dark Mod, they did a great job :smile:

     

     

    The inspirations for my mod is (the Morrowind mod community of old) (The Battlestar Galactica tv series) (Thief 1 and 2) (yes Doom :smile: ) (Starwars Dark Forces) and (alien vs predator)

     

    DrakeTheDragon, I agree with you, I do not hesitate putting together things that may seem out of place but are superfun to me to play and I think your dragonrace is an exciting idea

     

     

    There are so many great modcreators out there not to mention in here and I am impressed by all the creations and effort behind them, it's amazing

     

     

    I can mention some ideas I have left in the drawer as time has passed :smile:

    I have things I would love to do that I have yet to find the time for, I always wanted to do some Babylon5 stuff (shadowships are awesome) and I always wondered if I could manage to mimic a modern city with cars and traffic GTA syle in Oblivion.

    And I've thought longtime about adding a Dungeon Keeper style segment to my mod just for giggles and laughs, but again time is as big a constraint as always.

     

    Maybe someday someone else has found the time and energy to make some of those things for Oblivoin?, that would be great :smile:

     

     

    You guys might have noticed the unusual looking bodies seen in the video, here's whats lies behind that

     

    The only mod for Oblivion that I released so far was back in 2009.

    I think it has an interesting story to it, though as mods go, it's not that great. B

    ut it's core plays a great part in the mod seen in the video

     

    The story began after Oblivion at first had struck us all with it's awesome innovations, then the general opinion was that the humanbodies had some gorilla like features, especially the ladies arms and hands. So everyone was hoping for either someone to port over the body from the Morrowind mod Better Bodies, or make a new female body alltogether.

     

    Now I was no good at nifs and meshes at that time but I wanted something cooler than the vanilla Oblivion body for my Oblivion mod that I was working on and I didn't care to wait for others to come up with a solution so I dived in and did some learning, figured out the way to import the male and female bodies from Better Bodies into Oblivion.

     

    Sadly I couldn't get the fingers to behave so whilst most of the community was dying to have something humanlike instead of the vanilla bodies I kept that little gem to myself, only posting a couple of pics on a few random forums showing people how npcs with Better Bodies compared to vanilla bodies, and how Morrowind clothes looked like on npcs in Oblivion.

     

    Not untill after a couple of fresh bodymods by gifted modelers had satisfied everyones needs, did I release the Better Bodies as a mod for Oblivion (including some nice clothes).

    However the way the fingers looked I just felt so awkward about it so I released the little thing as quietly as I could :smile:

     

    But my mod is still using the Better Bodies from the Morrowind mod for most of it's npcs to this very day, (and by now I have long since worked out a way around those fingers that behaved so badly).

    The player character (male in the doom scene/female in the thief scene) seen in the video is an example of how the Better Bodies look like in Oblivion ( also the imperial officers who briefly appear can be seen using the Better Bodies)

     

    The Fallout3 mod I made back in 2009 was also just so I had an excuse to look into scripting, which has been useful in developing the Oblivon mod :smile:

  5. I have a pretty nonlorefriendy Oblivion modded to my liking that I enjoy playing, and there seem to be so very few mods out there that are not lorefriendly, so I thought to myself that maybe letting people taking a look at a small portion of what I've done might inspire some mod creators out there to get a little crazy too

     

    Safe to say though that I've not been very productive in releasing any of the stuff that I've created so far,

    so besides two very basic mods many years ago (one for Oblivion and one for Fallout3) just to get my feet wet (pluss a little bit of Nif work for Morroblivion version 34 and 36 also a very long time ago) there is not much of anything mod related that I had my hands on that anyone out there has ever seen og played

     

    But I think there is room for more nonlorefriendly content mods out there, and it could be nice to take a break from doing the normal modstuff of which there is so much and do something a bit more crazy insted

     

    Here is a look at the stuff i put into my modded Oblivion game https://youtu.be/I30KurVuATM

     

    Might put someone off, might be inspirational to some, please keep an open mind and I know these things are not everyones cup of tea :smile:

     

     

  6. The E3 demo was given dozens of times over at E3 .. There were tons of E3 Demos .. The footage that was shown on TV shows and websites was just edited footage taken from version showings just like the Demo they released last monday :P .. it really doesn't matter though .. Not to spoil your fun of finding .. But its all real footage and in game .. its just taken from different demos .. Doesn't spoil the game at all and the footage is still totally legit .. They already explained which parts were scripted .. Dragon entrances for example .. How the dragon came and picked up the giant was scripted in to show it off .. they can do that in the game though the chances of them coming in while your fighting a giant are 1/100 or so and they wanted to show off some of the weird things that can happen.

    :happy: the video everybody showed from E3 (here's an example http://youtu.be/ic6dKnv3WdU) was not something they threw together during E3, that video was made before E3 believe me. :)

     

    When you're selling a game of this magnitude, you leave nothing to chance. You have a meeting between marketing and developers and then decide what scenes to shoot, what you want your audience to see, and then you record the scenes, over and over till you get the result you're after.

    Taking into account the high level of marketing skills Bethesda has shown previously, it's a safe bet that the marketing strategy for Skyrim 2011 was pretty much decided on last year.

    What time and where to reveal the game, how much and what kind of new info to release for every single month up until release has been carefully plotted on their marketing calendar. They run a tight schedule and they stick to it.

     

    They made one long video of the game early on. Making more scenes later or editing further later, would be a waste of resources needed elsewhere, save adding the voice over audio.

    Another safe bet is they have already made release trailers that will lead up to 11.11.11, they probably finished making them before summer. They know marketing well. The execution of their twitter strategy is also impressive, :thumbsup:

     

    The demo they released last monday, is the E3 video. And we get to see a few minutes more of it this time than we did last time.

     

    The E3 demo behind closed doors which was 30 minutes long, matched the content of 20+min video that Bethesda had made. However if they had shown the entire video to everyone at E3, there would've been no point in the behind closed doors demo. :tongue: So they edited out a few things.

     

    At quakecon they demoed Skyrim live, and some animal captured it and published it of course, which were against the wishes of Bethesda, who were planning on releasing the full E3 video later.

    The good thing about the quakcon vid is that it shows a few things that the E3 video do not.

    Like fish jumping upstream and the giant spider's long range attack which appears to be spitting. ( I wonder if they were inspired by the thief series where spiders would spit cobweb at you and you would get stuck in cobweb for a while).

    :D

  7. :smile: Watching Skyrim vids over and over, can't get enough right now. :blush:

     

    At first when watching the official gameplay videos, I was under the impression that the fight against the dragons were recorded in one go,

    but it looks like they at least recorded two battles and then put together the best footage from from both to make the two dragon battle scene as good as possible.

     

    At least it looks that way when using the wagon as reference point.

     

    When looking at the first dragon and where it's skeleton lies at the beginning of the battle against dragon nr 2,

    it becomes apparent that at the end when player kills dragon nr 2, the first dragon's skeleton is lying at a different location facing a completely different direction.

     

    Of course it doesn't really matter, I was just surprised as I didn't expect any of that end battle scene to be cut and paste. :rolleyes:

     

     

    http://img827.imageshack.us/img827/4808/xqdragonskeleton1.jpg

     

    http://img843.imageshack.us/img843/5661/xqdragonskeleton2.jpg

     

    So at which position did the player kill the first dragon earlier in the scene? That would be position 2. :tongue:

     

    They took different parts from different videos .. this isnt a secret .. they took the best of the different demos they did at PAX,E3,Quakecon and edited it together.

    Irrelevant I'm afraid, the different location of the skeleton is not caused by any mixing of the PAX QuakeCon E3 footage. :geek: The video editing shown indicated by these two pictures were done by Bethesda earlier to show off the game at E3.

     

    Here are the exact same bits from the E3 footage, although the quality is a bit rough, it's identical to what we see in the newly released vid.

     

    http://img840.imageshack.us/img840/2859/xdragonskeleton1e3.jpg

     

    http://img171.imageshack.us/img171/7454/xqdragonskeleton2e3.jpg

    :biggrin:

  8. :smile: Watching Skyrim vids over and over, can't get enough right now. :blush:

     

    At first when watching the official gameplay videos, I was under the impression that the fight against the dragons were recorded in one go,

    but it looks like they at least recorded two battles and then put together the best footage from from both to make the two dragon battle scene as good as possible.

     

    At least it looks that way when using the wagon as reference point.

     

    When looking at the first dragon and where it's skeleton lies at the beginning of the battle against dragon nr 2,

    it becomes apparent that at the end when player kills dragon nr 2, the first dragon's skeleton is lying at a different location facing a completely different direction.

     

    Of course it doesn't really matter, I was just surprised as I didn't expect any of that end battle scene to be cut and paste. :rolleyes:

     

     

    http://img827.imageshack.us/img827/4808/xqdragonskeleton1.jpg

     

    http://img843.imageshack.us/img843/5661/xqdragonskeleton2.jpg

     

    So at which position did the player kill the first dragon earlier in the scene? That would be position 2. :tongue:

  9. 1st person is the one and only option for me. Luckily Skyrim true to TES tradition,is built around it.

    I'm ok with them offering a 3rd person view on top of that, the odd pc player + the majority of consoleplayers dig that kind of stuff I reckon but at the end of the day, Elderscrolls to me is primarily 1st person games. :thumbsup:

     

    I prefer being the one actually doing the adventuring in 1st person, rather than remote controlling some silly animated avatar through a dungeon making it feel like I'm watching some 3rd rate b-movie. :confused::whistling:

  10. While it is reasonable to think that a frail breton lady is not as strong as a brute mail orc, i ask myself who wants to play a frail breton lady and could mentioned frail creature really be the long awaited dovakin? :blush:

     

    Just mod it to your liking.

    I'll probably mod me a ring that allows my character to carry an inzane amount of stuff after a while. Leaving behind loot is not fun for me. :armscrossed:

     

    This is an RPG of sorts so if somebody wants to roleplay a frail wee woman,

    they can decide for themselves not to let their character carry more than say 90 ibs.

    I know if I play a breton female character she'll be strong as an grown bear and capable of carrying any orcish male on her back into battle and home again.

     

    Well yes there is a perk on the pickpocket perktree, that increases how much you can carry.

    " "Extra Pockets"

    Carrying capacity is increased by 100…"

     

    One could ask why should a frail breton girl thief get to qualify for a perk like that, and the big strong orc warrior not?

     

    I guess there's a simple answer, it's an RPG. So realisme don't always apply. It's a shame, but it's a game.

     

    Hm, On the other hand, should orcs be allowed the same speak skill to start with, as breton ladies?

    After all Breton ladies are so charming and orcs are so appalling . :biggrin:

     

    Meh, basicly we can roleplay the hell out of our characters if we want. :smile:

  11. If anyone wants to watch these videos in even more HD, they are on the Skyrim website: http://www.elderscrolls.com/skyrim/media/

     

    EDIT:

    Horse riding is only in 3rd person :confused:

    https://twitter.com/#!/DCDeacon/status/113283818642870273

     

    thanks

     

    Thank all gaming gods there's atleast uncompressed video 1280 x 720 being released also at

     

    http://www.gamersyde.com/download_the_elder_scrolls_v_skyrim_gameplay_demo_part_1-23439_en.html

    and

    http://www.joystiq.com/game/skyrim/download/skyrim-e3-2011-gameplay-demonstration-part-1-video

     

    which doesn't hurt the eyes as much as the youtube stuff. :facepalm:

  12. I think I've learned this so far, Skyrim looks to have great gameplay. Great graphics. Great music. and strangely Bethesda needs to learn how to produce their videos in higher detail.

    Tried to watch the 720 mp4 version but it hurt my eyes and my brain, had to watch it in a 50% window to get something similar to the image quality I would get from actually playing the game on my computer.

     

    The gameplay trailer they released at the beginning of this year seemed to have better image quality even then this. I guess recording HD on an Xbox is never going to happen ..... but then could we atleast get the chance to download the raw video, and not just the compressed to death youtube version? I'm slightly disappointed as I'm fairly convinced that the raw video, looked a lot better than the youtubefied version we got presented just now.

     

    It's a wonderfully directed video and although they cut a few things here and there, all the important bits seems to be in place. Yea, yeah ,yeah, we've seen almost all of it before. Pretty much in the same quality as well... which is astonishing.

     

     

    Noticed the rain falling through the building also, ?? What were they thinking. They can only pull off that kind of stuff high up in the mountains where there is no rain, only dynamic snow that will not fall through the roof.

     

    The Morrowind music they played when the mammoths came, now that was pretty cool, hope they reuse a lot of that stuff in Skyrim.

  13. If I may suggest something.........

     

    I have one mod request. Fishing, the real thing. Not just the unrealistic "swim along, grab salmon with hand" approch that Bethesda went with.

    Anyone who can make a fishing mod for skyrim, like the one from the Oblivion mod - NPCs with jobs, as demonstrated here in Sarkanders vids, is a hero in my opinion.

     

    'Be eternally gratefull if someone could pull this off for Skyrim.

     

     

     

    Bait aiming example

     

     

    Catching a fish:

     

     

     

     

     

    Add a pilotable rowboat to that and things would be getting pretty darn perfect me thinks.

  14. I love the two first thief games and back in the days I followed the developement of Thief3 with hopes of soon getting yet another classic thief game to play. 2002 was dramatic as we lost Emil Pagliaroulo to the ElderScrolls series. The forums to follow when one is interested in thief games is now, as it was back then, TTLG.com.

     

    Now Thief4 is in the works and once more I get my hopes up, expecting an epic thief game experience.

    After Deus Ex3 now being released, Thief4 is next in line using the same engine and tech, so hopefully soon pics of T4 will appear on the net.

     

    Well, in a moment of nostalgia I went back and reread various posts at ttlg that lead up to Emil leaving the T3 team and joining Bethesda. Btw did you notice the plain common wood chest from Morrowind looking pretty much the same as the wooden chest in Thief?

    I figured someone might find this stuff interesting as it documents Emil expressing his admiration for the TES games prior to joining Bethesda.

     

    So here are some posts from TTLG 2002, the year Emil switched team :

    -

    26th Apr 2002 Vitali Kram

     

    Where is Emil Pagliarulo?!

    I worry about Emil Pagliarulo. This man was always with community on this forums. But after his shocking news about "Thief 3 only for XBox" or "PC version after XBox version" Emil disappear from our forums. But we know -- he is still working on Thief 3 as level designer. In my opinion, Thief 3-management just forbid Emil talk with community. If it is then its not fairly from Ion-Storm side. . . . .

    . . . . Hey! Thief3-management-censor-men release to us Emil !!! Don't hurt Emil !!!

     

    (may be I little brutal and Emil business not so bad. But Emil good man! Paul, what will you say? May be you little enlighten us about Emil. Is he alive? Or Warren eat him long ago? (joke))

    --------------------------------------------------------------------------------------------------

    27th Apr 2002 Egg Boy

    ....

    ....Originally posted by Vitali Kram

    Where is Emil Pagliarulo?! But Emil good man! Paul, what will you say? May be you little enlighten us about Emil. Is he alive? Or Warren eat him long ago? (joke)

     

    I suspect Emil has just been very, very busy lately polishing his Advance Wars skills. I heard a rumor that he's got an upcoming "tiebreaker" Advance Wars duel against an individual who is -- by all accounts -- something of a "Genghis Khan" when it comes to strategy games, and whose very name instills fear in the hearts of men in many lands.

     

    I suspect that if I were faced with the prospect of an upcoming duel against such a mighty

    opponent, I too would be spending all of my spare time preparing for the coming onslaught rather than posting on the TTLG forums.

    --------------------------------------------------------------------------------------------------

    29th Apr 2002 Ion-Emil

    I Live...AGAIN!

    Whaddup all!

     

    Yeah, I've been absent from the forums lately. But, before the rumor mill starts churning out a batch of complete falsehoods, let me set the record straight: never once did Eidos, Ion, Warren or Garrett himself forbid me from posting anything on the message boards, before or after my infamous piece of "news." No, I never got in any kind of trouble, and the powers that be were completely understanding of the situation. So there.

    Actually, the truth is I've just been extraordinarily busy lately trying to balance my work and

    personal life. Not sure who knows this, but my wife and I had another baby five months ago (Cormac Avery), and as you can imagine my family keeps me pretty busy. So, when I'm at the office I tend to concentrate on work, and when I go home I'm busy being daddy.

    But...that's still all just an excuse, and the real reason I haven't posted is that I'm a huge

    procrastinator! So, I'll be a good boy from now on. Even if I can't say anything, I'll still drop in to hang out and say high.

     

    Til next time,

    --------

    Emil Pagliarulo

    Victorian Slumlord

    Thief 3

    --------------------------------------------------------------------------------------------------

    30th Apr 2002 Ion-Emil

     

    I think it's safe to say that you guys will be happy to know how many of your ideas and design concepts have inspired us. Of course, the biggest problem is that I can't tell you WHICH ideas we've decided to go with and which ones we haven't.

     

    There was actually one point when all the designers were looking in the forums and checking out everyone's suggestions and wishlists. As it turned out, soooo many of them were part of our plans.

     

    I've read a couple of posts that sort of implied that Thief 3's design is already set, and we're proceeding with the game we have spec'd regardless of whatever you guys might suggest. Well, that IS largely true. As a professional project, Thief 3 has a set schedule, a set number of resources, and has been in development for quite a while now....so of course there are things that are pretty nailed down in our overall design.

     

    BUT....that's not to say that the Thief 3 designers don't want (and need!) inspiration from you guys. While the "big picture" of Thief 3 may very well be set in stone, there's still a lot of room for flexibility in the smaller level design details. That's where your suggestions, ideas, and brainstorms come in.

    ----

    Emil

    --------------------------------------------------------------------------------------------------

    19th Jun 2002 Egg Boy

    Originally posted by oRGy

    And the reason Egg Boy can't answer any technical questions is of course because HE'S BEEN PLAEYING MORROWAND ALL DAYE LIEK A BAD-BOY!!!

     

    Shhhh! Not so LOAUDE! Be NISE and DOANT TELL MY SEAKRETS!!!

    If teh WAREN SPECTRO reades teh forrums and findes out taht I haev bean palaying teh MORROWINDE all daye instead fo WOARKING liek I SHOUALED, it could get me into teh TROUBAL!

     

    --------------------------------------------------------------------------------------------------

     

     

    20th Jun 2002 noah

    TIII and Morrowind

    If I may de-lurk for a moment...

     

    First off - I'm a huge fan of the Thief series and have been ever since I played TDP in college when it was first released. Many a long night did I spend sulking about in the shadows, and being subsequently amazed (and disappointed :-p) when the early morning (real world) light began peeking through my window shade.

     

    Needless to say, Thief has had a profound impact on me (not to mention warping my mind a little :-D) and is one of the reasons I chose the gaming profession...specifically, the computer gaming profession.

     

    I am an artist for Bethesda and had the privilege of working on Morrowind for a few years. I can't think of a higher complement than one coming from a developer for a highly respected series, especially one I hold in such high regard. Thief: TDP is right up there with games like Ultima VII as one of my all time favorite games ever. Heck I even...uh..."borrowed" the wooden chest design from Thief for the plain common wood chest in Morrowind! ;-)

     

    I eagerly await Thief III (and constantly hype it up to anyone here who will listen) and look

    foreword to other offerings from ISA. Thanks again for the kind words and for bringing such amazingly rich, detailed, atmospheric, and immersive experiences to the table!

    --------------------------------------------------------------------------------------------------

    20th Jun 2002 Egg Boy

    Re: TIII and Morrowind

    Originally posted by noah

    I am an artist for Bethesda and had the privilege of working on Morrowind for a few years. I can't think of a higher complement than one coming from a developer for a highly respected series, especially one I hold in such high regard.

    GROUP HUG!!!!!!!!!!!!!!

     

    Thanks, noah. I can't think of the last time I had so much fun playing an RPG ...

    ... nothing quite like getting my first quest for the Telvanni, and finding a corridor that goes up, and realizing I had to learn to levitate just to complete the quest, and finding that my intended recipient would rather burn her own cat-slave alive and make a coat of his fur than wear the gown I'm trying to give her ......

    ...and then finding I want to rejoin the main quest, and discovering I'm such a flaming idiot

    that somewhere along the line I sold the package I was supposed to give to Caius Cossades, and now Caius won't talk to me ....... and finally discovering, after 6+ hours of searching and spelunking through old save-game files, that I sold the package to the Telvanni alchemist in Vivec within the first 10 minutes of play, but fortunately, he still has the package and is willing to sell it back to me ....... and concluding that I'm basically an idiot ... ... and eventually being turned into a vampire ...

     

    Anyway, please send the good folks at Bethesda my warmest regards for making a truly excellent game.

    Ah, well, back to T3 and DX2 ...

    --------------------------------------------------------------------------------------------------

    20th Jun 2002 Ion-Emil

    Hey Noah,

     

    You should also know that the Thief 3 artists are completely in love with Morrowind's aesthetic. If I may quote Ion Austin artist Rob Kovak, "Dude, this game looks bad-ASS!"

    And everyone else agrees, too.

    It's kind of funny, too. Before Thief: TDP. the only game that offered anything close to the type of thief gameplay was Daggerfall, which I played as this sweet cat burglar character.

    Now I'm playing Morrowind as a custom Argonian "Shadowscale," and ripping off anything that's not nailed down. Garrett would be in klepto heaven on Vvardenfall...

    Anyway, nice to meet you!

     

    -----

    Emil

    Last edited by Ion-Emil; 20th Jun 2002 at 21:39.

     

    --------------------------------------------------------------------------------------------------

    5th Nov 2002 EmilPags

    Farewell, Taffers!

    Hey all,

     

    Well, this isn't REALLY a farewell, since I'll still be floating around the Thief forums. But I

    just wanted to let you guys know that my time with the Thief series has officially ended. It was a great run, and I had a blast, but in the end I decided it was time for a change.

     

    I'm now at Bethesda, working as a designer on the Elder Scrolls series (you know, Morrowind-type goodness). I've always loved Bethesda's games, and have always wanted to help make them. Now's my chance.

    Rest assured, Thief 3 is in great hands! I like to think I did some good work on the project before I left, and you can be sure that everyone else is producing great stuff as well.

    Well, anyway, stay Thiefy, and I'll see you in the Bethesda forums!

    -----

    Emil Pagliarulo

    Designer

    Elder Scrolls "Stuff"

  15. I decided already when I bought Oblivion CE long ago, that I would be getting the TES V CE no matter what.

    First chance I got, I preordered 2 copies of the Skyrim CE. (One for me and one for my nephew who's birthday is in November).

    I know already today that when the time comes for ordering TES VI, I'm getting the CE then as well, same for Fallout4 ofcourse when that time comes..

     

    Expensive? Sure! Then again I do not buy as many games as most people, the last 6 years I think I only bought about 6 games. That would be:

    Oblivion CE,

    Quake Wars:Enemy Territory,

    Oblivion GOTY,

    fallout3,

    Fallout3 GOTY,

    Fallout New Vegas.

    :rolleyes: So I do not feel like I'm wasting money getting the CE of Skyrim, I spend less money on pc games than the average gamer over time. I'm going to spend thousands of hours playing Skyrim and I'm probably not going to buy another pc game before Fallout4 CE hits the shops so to me the Skyrim CE version is a must buy.

  16. It's pretty ignorant of bethesda to leave out fishing as a feature in the game. A fishing rod would be the most natural personal item for any nord in skyrim. fish hooks for instance were invented way back in the stoneage and since then people didn't rely on catching fish with bare hands anymore.

     

    Cut&paste from the history of the fish hook, http://en.wikipedia.org/wiki/Fish_hook

    "History

    Pic

    Stone Age fish hook made from bone.

     

    The fish hook or similar device has probably been around man for many thousands of years. Examples of some of the earliest recorded fish hooks were from Palestine about 7000 BC. Man has crafted fish hooks from all sorts of materials to include wood, animal[2] and human bone, horn, shells, stone, bronze, iron up to present day materials. In many cases, hooks were created from multiple materials to leverage the strength and positive characteristics of each material. Norwegians as late as the 1950s still used juniper wood to craft Burbot hooks. Quality steel hooks began to make their appearance in Europe in the 17th century and hook making became a task for professionals"

     

    I hope the excellent fishing mod from Oblivion's NPCs with jobs, finds it's way into the realm of Skyrim soon after 11.11.11

  17. Beth did 5 dlcs for fallout3, This time they will do 2 maybe 3 dlcs that will be bigger and feel more like expansions. Bigger dlcs mean that more bugs are likely to appear. So the 360 users will do the testing for us, and later when the dlcs find their way to the pc marked, the dlcs will be hopefully mostly bugfree.
  18. Seems to me at least that Pete Hines stated that you can use leveling tactically during a fight somehow.

     

    quote from article

    "This also gives you full life, mana and stamina, explains Hines as he struggles against three nekromansere who is about to kill him.

     

    - So if you are a bit tactical on you so do it when you have little life during a battle.

     

    That's what he does, and after a little sword against some heads his Orc stands victorious.

    "

     

     

     

    on another note, here's another small google translated quote, also from the pressfire.no preview:

     

    "The menu system, which has already been overhauled, it turned to be even more helpful with the inclusion of a small triangle at the best weapons or the best protection you have in each class. Then you can trawl through all you have to compare the shinguards to see which one of the four pairs you have that provide the best protection.

     

    You can also equip your weapons and items directly from the loot screen after you have taken someones life, so you do not have to enter the menus to find things you've just picked up Smart!"

  19. Where in that line does it suggest that you can skip leveling-up?

     

    Because he was talking about how you initiate a level-up. You select the option in a menu. This means you can skip leveling just as before to stay at level 1 the whole game (not as beneficial as before though because the level scaling is much reduced, and you can only get perks through leveling), except you can even sleep while doing it.

    Source?

    Here also:

    http://www.pressfire.no/spesialer/GamesCom-11/3833/Skyrim-er-snart-ferdig

    quoted by google translation

    "A welcome change is that now you do not need to lie down to sleep when you've gone up in level, but only press in on the possible upgrades in the menu when the "ding".

     

    - This also gives you full life, mana and stamina, explains Hines as he struggles against three nekromansere who is about to kill him.

     

    - So if you are a bit tactical on you so do it when you have little life during a battle."

  20.  

     

    Where in that line does it suggest that you can skip leveling-up?

    you no longer level up automatically the moment your skills go up enough. You can choose to wait till the opportune moment and then leveling up. Leveling up during a fight could be a good time to do so, as your health will then be restored in the process. You level up using a menu.

  21. No, you can still save whenever you want. The autosave feature is just more customizable this time: In Oblivion you basically just had the choice between On and Off. Me? Crashy games have gotten me into the habit of quicksaving every few seconds anyway.

    Oh well that's ok then, I was a little worried there a minute. Thanks!

  22. A preview appeared on Gamer.no, Probably nothing new here to most people, but the regular autosave function was news to me, ...does that replace the save whenever you want feature that we have in Oblivion?

     

     

     

     

    Here are a few google-translated quotes:

     

     

     

    "You do not need to sleep to go up in experience level anymore. Instead, do you do it via a menu option. You get full life and Magicka by this, so it also becomes a tactical tool. "

     

    "Bethesda has worked hard to make the caves more personal and unique in Skyrim, and this includes underground rivers, suspension bridges and interesting flora. Here and there we can pick some mushrooms, or bring ore from the cave wall. "

     

    "Picking is of course slightly different than the one in the post-apocalyptic RPG, and this time you rotate a knife and a lockpick in the lock. "

     

    "If you make a cuirass you may need to forge some ore into iron, as well as making leather straps of hide from a wolf. "

     

    "Should eye open all the way then you have simply been discovered, something you can avoid by including removing torches to reduce your visibility. "

     

    "If one runs around and see a flock of butterflies, it is possible to cram one in your pocket if you are dexterous enough. Then you can pluck the wings and turn it into an ingredient in a potion. "

    "Should the challenge be too intense as the game includes a new auto-save system that is very exciting. It saves your game because with three regular intervals, as you can define. This means that you can set it to store every fifth, tenth and 30th minute, and jump between saving files if something goes sour. "

     

     

     

     

     

     

    for the ones interested, the google-translation of the preview is found hiding behind the spoiler tag. It's not easy to read though.

     

     

    COLOGNE (Gamer.no): "How does the enemies themselves, they will scale with your character?", "How many levels of experience are there?", "Can you be so kind as to tell us how the performance of PC versus console?". It must be exhausting to showcase one of the most anticipated role-playing games out there, because through my three meetings of the game, I heard the same questions repeated until it frustrating.

     

    However, it is understandable that you have many questions about such a gigantic game that Skyrim pretend to be. Here one should not only take into account the extensive history, but also all that inhabit the open world. At the same time, people have concerns about whether this approach to hardcore Morrowind or available Oblivion . This session has answered many of our questions.

     

     

    This year's Gamescom presentation of Skyrim is slightly atypical. Our previous sessions of the game have been conducted walks through setting the developers know well, but now we should finally get a chance to cut the ribbon and sniff around loosely. It is naive, if not blindly, to believe that Pete Hines walked around completely at random for us, but the structure was at least much freer than before.

     

     

    True to tradition, it starts off with the creation tool, and we get an insight into the process of designing the hero to save the northern province of Skyrim from dragons and ghosts. In essence, this is much the same as we did in Morrowind and Oblivion, with the same breeds and many of the same choices. It is true that some new features, such as that one can choose whether the figure should have dirt in your face, but this looks very familiar.

     

    Then it is a comfort that one can at least make people look like human beings now. Hines recognizes this, and commend Bethesda Game Studios' newfound ability to create attractive people for the first time. This is not a band that is completely devoid of introspection and irony, that is.

     

     

    The differences in the way you make a character on lies primarily in how customized it is. You choose, for example no longer preferred characteristics and does not define a class as such. Instead, start all the bare ground with the same assumptions, and can in many ways to say that this is a role-play an even greater extent than previously. Now it is in fact only what you use and makes the game that forms the main character.

     

    The different races, however, different strengths and weaknesses, so that the choice of origin still plays a significant role. Moreover, the aesthetic a lot to say in an RPG.

     

     

     

    All start with a basic weapon package and one destructive and one healing magic formula. It is the chisel that cores out your personality. After rising one's skills in a given number of categories you go up in skill level. Every time this happens you get dispose of a point in either magic, health or stamina. Then you are choosing a property to a category of their choice. This may be cut weapons, or the ability to block with shields.

     

    The properties are defined through the categories represented by the constellations, and reminiscent of the traditional "talent trees" in RPGs. This means that you may have to invest a certain amount of points in the basic properties of swords to be allowed to lock up the more exciting. You do not need to sleep to go up in experience level anymore. Instead, do you do it via a menu option. You get full life and Magicka by this, so it also becomes a tactical tool.

     

     

    When we finally walk out into daylight, it becomes clear how comprehensive and sweeping the board is, even if the left insists that the actual size is similar to Oblivion. Content-wise we are talking about a completely different dimension. If one weighs the board's physical size to the amount of content it has, this supposedly be three to four times as large as the massive Fallout 3

     

     

     

    Therefore it should only fair that we find a cave comfortably near the starting point, and jogging down with hatchet in hand to see what is hidden in the depths. Bethesda has worked hard to make the caves more personal and unique in Skyrim, and this includes underground rivers, suspension bridges and interesting flora. Here and there we can pick some mushrooms, or bring ore from the cave wall.

     

    Sometimes one encounters a locked door, and then apply it either to find the hidden lever, make your way around or to pick their way through the lock. The confusing lockpicking game from Oblivion has been replaced with a version of Fallout 3's intuitive lockpicking game, something I personally appreciate. Picking is of course slightly different than the one in the post-apocalyptic RPG, and this time you rotate a knife and a lockpick in the lock.

     

     

    As we run into an anvil, and other craft equipment, which gives us the chance to play with the ore we found earlier. A problem in previous The Elder Scrolls games have been that to collect the full armor sets can be difficult. It necessarily taints the experience to the self-absorbed and vain players. Therefore, one can now forge his own armor of varying rarity, given that we have the skills and materials required.

     

     

     

    The system is easy enough, where you fill various gaps with the necessary ingredients. If you make a cuirass you may need to forge some ore into iron, as well as making leather straps of hide from a wolf. Similarly, one can use grinding stones to improve your weapons, or work surfaces to polish the armor. To put together the very stylish device, you must also rely on you to invest some skill points in armor making.

     

    Alchemy works in a completely different way. It combines ingredients at random, which insulate their properties. Then you learn more about what the various ingredients do, so you can make something to your taste. Improving objects with magic works a bit the same way. If you force something you must learn the characteristics of destroying objects with the features you are looking for. Then you can use them freely, provided you have caught the monster souls in "soul gems."

     

     

    The combat system has already been shown a part before, and I like what I see. The developers seem to have done two-handed weapon considerably more exciting, with a good block and push the attack. At the same time of course the all-new aspect of a weapon in each hand, which encourages a more dynamic and vigilant way to fight on. It will be interesting to see how the ability to cast spells and turn in weapons at the same time affect game balance.

     

     

     

    It is not to hide the fact that the battle system reminds something very similar to that in Oblivion, and liked Mon not there so it is unlikely to change now. This means that one never swordsman as such, and that the dynamics of the sword fights usually consist of going back and forth at the right time rather than actually fighting. So you get to decide whether it is exciting or not.

     

    Sneak Attack is also a stylish alternative to confront someone face to face, and this has been working part with. Weapons your aim, by the way had a more advanced stealth indicator this time. It is completely flat if you are hidden, and becomes a semi-open eye of some wind of you and are looking. Should eye open all the way then you have simply been discovered, something you can avoid by including removing flares to reduce your visibility. It can be very useful if you decide to become part of the assassin faction The Dark Brotherhood, which is confirmed further.

     

     

    More than anything, it is mostly those little touches that make me curious about Skyrim. I one runs around and see a flock of butterflies, it is possible to cram one in your pocket if you are dexterous enough. Then you can pluck the wings and turn it into an ingredient in a potion. This is perhaps not an essential part of a role-playing experience, but the game world feels always organic and alive.

     

     

     

    It is enhanced only by the fact that we trudge down in a decaying castle has fallen into a lake. After picking a couple of fish on the way down to the entrance under the sea, we discover a crucified skeleton. A diary by the legs of the unfortunate man reveals that he has been on tour a haunted castle to try your luck, and defied warnings that it is haunted. It was obviously not very smart.

     

    The castle revealed also a whole horde of ferocious "Necromancer", which conjured up undead, threw nasty magic and served as a brilliant grinding stones for our sword. Hines makes it clear once and for all that the enemy's skill level is determined first time you enter an area. It means that you can come back a couple of experience levels later if you are struggling. Some areas are still made harder or easier in nature.

     

    Should the challenge be too intense as the game includes a new auto-save system that is very exciting. It saves your game because with three regular intervals, as you can define. This means that you can set it to store every fifth, tenth and 30th minute, and jump between saving files if something goes sour. This is definitely something I want to see in more games to come.

     

     

    It feels always futile to write sneak peek of the big games, no matter if you're lucky enough to see a handful of times over several years so you never reach anything other than to poke at the surface. These are experiences you often take along for several weeks or months, making it difficult both to judge quality and to say something sensible about how it really feels.

     

     

     

    Then it is easier to point out what distinguishes Skyrim from its predecessors, and there are several things. This time we got to see how they have chosen to do character development system more open, ready to shape the hero on how you play. At the same time, it seems that the fifth The Elder Scrolls game will have a much deeper system to create new objects, which I know many players have scratched after.

     

    The trip to the snow-covered landscape in northern Tamriel is just a few months away now, and I am excited. Promises that this will be a mix of Morrowind and Oblivion seems to hold water so far and what they made of the new guidelines seem to be for the better. Skyrim is probably much more accessible than Morrowind ever was, but it is not entirely a bad thing.

     

  23. Well, is romance something they just threw in for good measures or is it something more? Will the game pick your spouse through radiant story or is there a specific candidate that you have to court through doing favours and quests, or will any friend you make like you enough, eventually be open for romance? is there a same sex+race+species option? There are children in the game, can you get children also, like marrying someone who already has kids, or can you get pregnant? How much roleplaying is there to this really?

     

    Also, if you're roleplaying an evil character, can you marry a bad person\bandit\etc?

     

    I wonder if anyone will make marrying giants available through mods? From the E3 demo it looked as if they had conversation icon. Are there both female and male giants even? just a thought :armscrossed:

     

    I'm looking forwards to getting married in Skyrim, the blacksmith assistent that I plan on roleplaying will hopefully make enough money in his profession to afford a nice house, then it's time to get married. Ofcourse the potential spouse has to accept that my character goes off on long fishing trips every now and then.

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