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PostPosted: Fri Jun 01, 2012 6:20 pm 
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PostPosted: Fri Jun 01, 2012 11:02 pm 
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Allie is the best mount ever :)

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PostPosted: Fri Jun 01, 2012 11:49 pm 
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By the way, mounted combat was added with the 1.6 patch. It's only been released on the PC, but it should be on consoles soonish. Actually, it might already be on consoles. I don't know for sure. All I know is it is live on the PC.

EDIT:

I guess I should say it is a beta patch on Steam.

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PostPosted: Tue Jun 05, 2012 7:19 pm 
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Started a second character. This time, a Breton mage, focusing on Conjuration, with an eye to being a mage-assassin.

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PostPosted: Tue Jun 05, 2012 9:52 pm 
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Crimsonsun wrote:
Allie is the best mount ever :)


/Connery
Your mother is the best mount.
/Connery

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PostPosted: Wed Jun 06, 2012 6:50 am 
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Rynar wrote:
Crimsonsun wrote:
Allie is the best mount ever :)


/Connery
Your mother is the best mount.
/Connery

:spit:

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PostPosted: Fri Jun 08, 2012 6:12 pm 
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Conjuration is fantastically easy to raise.

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PostPosted: Tue Jun 26, 2012 2:39 pm 
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Dawnguard dropped today for the 360. Anyone with the 360 version here and planning on getting it? I'm getting it for sure when it is released on the PC, but I was wondering what other people that have played it thought.

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PostPosted: Tue Jun 26, 2012 6:05 pm 
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Raltar wrote:
Dawnguard dropped today for the 360. Anyone with the 360 version here and planning on getting it? I'm getting it for sure when it is released on the PC, but I was wondering what other people that have played it thought.

I will get it but am holding off because I can't decide if I want to reroll a new room or keep my guy.

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PostPosted: Thu Jun 28, 2012 6:10 pm 
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PostPosted: Fri Jun 29, 2012 5:41 pm 
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Any of you insiders have an inkling about when this will release for ps3? Vampire Lordship will fit in nicely with my current build. I'm excited.

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PostPosted: Fri Jun 29, 2012 6:35 pm 
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I've been lead to understand that for the 1 handed and 2 handed weapons, the blunt weapon-specific perks are practically worthless because NPCs tend to wear poor armor, it's never smithed, and they have no armor perks; thus the available armor to penetrate is practically nothing already. The sword and axe ones aren't compared to the base damage improvement perks, but they do actually accomplish something.

In short: if you want to specialize in one weapon type, get the weapon-specific perks if that type is a sword or an axe (and stick to only one-handed or two-handed). If you want to specialize in blunt, or aren't going to specialize in one specific weapon, don't get them, at least until late in the game when your skills are maxxed and you've settled on one or two weapons.

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PostPosted: Fri Jun 29, 2012 7:44 pm 
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Rynar wrote:
Any of you insiders have an inkling about when this will release for ps3? Vampire Lordship will fit in nicely with my current build. I'm excited.

Next month.

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PostPosted: Wed Jul 04, 2012 10:22 am 
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So I'm looking at the Ebony Blade quest. It turns out that the Ebony Blade reward is a 2-handed weapon (uses 2 handed skill and animations) but uses perks from 1-handed weapons. It also is not smithable. It also turns out that there's 2 versions of the Ebony Blade in the game data; the second version prevents nonhostile NPCs you attack with it from turning hostile (hostile NPCs will still attack) but you can't normally access that version of the sword.

There's various mods to fix these issues; i.e. allow you to smith it, give you access to the hidden version, or modify the sword(s) to fully one- or two-handed. However, it strikes me that if you were using a character advancing the 1-handed perk tree, this weapon could be uniquely useful if you wanted to also train 2-handed skill for leveling purposes, or even just to be able to use a 2-handed weapon without having to advance 2 different skill trees.

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PostPosted: Wed Jul 04, 2012 12:04 pm 
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That's how I built up 2h. It would've been impossible for me otherwise at level 30ish.

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PostPosted: Wed Jul 04, 2012 2:15 pm 
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I found that 1H fortification enchants also work on it.

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PostPosted: Thu Jul 05, 2012 6:27 pm 
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So, I started my newest project last night; a Shadowknight, EQ1 style. Redguard for the race, closest thing to an Erudite. I almost used Dark Elf but I wanted that for something else.

I only got through the initial "get to Riverwood" part, but in the process of doing this, I did discover that the Deadly Dragons mod screws up the script for the beginning of the game. Specifically,
Spoiler:
when you put your head on the chopping block and Alduin is supposed to attack, the dragon just flies around roaring and never actually lands.


Fortunately, disabling the mod through Nexus Mod Manager remedied it without any trouble.

I love NMM. I never used to mess with mods in TES games mainly because I just didn't want to screw with them, but this makes them a breeze! The only mod I've really wanted so far that I just can't get to work is Armed to the Teeth.

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PostPosted: Thu Jul 05, 2012 11:51 pm 
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That isn't a problem with the Deadly Dragons mod. I use Deadly Dragons and have never had that problem. That is a problem that comes from a long standing bug that can't be squashed, but you can't replicate it 100%, either. There are dragon spawns that will just fly around and not attack(unless attacked) and there is even a rare encounter with Alduin during the course of the game where he will just fly around, though Alduin isn't supposed to act like that in the beginning. It was purely a coincidence that turning the mod off "fixed" the problem.

I highly suggest turning Deadly Dragons back on because vanilla dragons are so freaking easy they may as well not even be in the game.

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PostPosted: Thu Jul 05, 2012 11:52 pm 
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Diamondeye wrote:
So, I started my newest project last night; a Shadowknight, EQ1 style.


That is just fan-fricking tastic. I'm not sure why I derived so much amusement from that thought. I think this is seriously the thing that pushed me into "really want this game" territory.


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PostPosted: Fri Jul 06, 2012 4:43 pm 
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Raltar wrote:
That isn't a problem with the Deadly Dragons mod. I use Deadly Dragons and have never had that problem. That is a problem that comes from a long standing bug that can't be squashed, but you can't replicate it 100%, either. There are dragon spawns that will just fly around and not attack(unless attacked) and there is even a rare encounter with Alduin during the course of the game where he will just fly around, though Alduin isn't supposed to act like that in the beginning. It was purely a coincidence that turning the mod off "fixed" the problem.

I highly suggest turning Deadly Dragons back on because vanilla dragons are so freaking easy they may as well not even be in the game.


I turned it back on as soon as the sequence was done. I highly doubt that Deadly Dragons wasn't involved, mainly because I ran it three times with the same thing happening, then as soon as I turned it off, Alduin's script worked again.

The thing with dragons somethimes flying by and not attacking is not a bug, either. It's supposed to be like that, although you're supposed to be able to provoke them into fighting anyhow. If they still don't fight after you provoke them, that's a bug. Most likely, what the script does is somehow cause that Alduin flying around thing to activate at the beginning of the game. There's no reason to have Deadly Dragons on until after
Spoiler:
you leave Helgen (or even really until after you kill the first dragon at the Western Watchtower) because there are none to fight,
so turning it off as a precaution doesn't hurt anything.

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PostPosted: Fri Jul 06, 2012 6:32 pm 
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I wasn't saying the flying dragons was a bug. I'm just saying that is what causes the bug at the start of the game where Alduin just flies around instead of landing.

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PostPosted: Fri Jul 06, 2012 11:50 pm 
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Neksar wrote:
Diamondeye wrote:
So, I started my newest project last night; a Shadowknight, EQ1 style.


That is just fan-fricking tastic. I'm not sure why I derived so much amusement from that thought. I think this is seriously the thing that pushed me into "really want this game" territory.


It's turning out to be trickier than I thought. Skyrim has diseases, but they only happen to you, you don't give them to others. You also can't really use DOTs or magic-based damage (shock is the closest thing, though, since electrical attacks in EQ did magic damage).

I also discovered that one of these smithing mods I have installed, most likely the Lost Atr of the Blacksmith, makes smithing go rocketing up to 100 or so, just by doing the tutorial smithing in Riverwood and improving some of the starter gear. I almost didn't realize it because I didn't look at the skill increase bars numbers, and when I went to the level up screen I had to take all my levelups at once and at first I thought it was bugged, asking my what I wanted to improve a few times in a row.

That actually worked out nicely, though, because I could start out with enough perks to really feel like I was playing a shadowknight, and you're also at a plateau after that because increasing any other skill will only give you a small level increase amount, but smithing is maxxed.

Anyhow, this is my eventual plan for the SK:

http://skyrimcalculator.com/#152551

I went with 1-handers to facilitate casting. I didn't go for shield-specific block perks however in order to not waste too many perks when raising 2-handed skill. I also avoided the "set" based Heavy Armor perks in order be free to wear a circlet, or some kind of open-faced armor. I like to be able to see my characters' faces and unfortunately a lot of the heavy helms are full face shields. It's still not too hard to hit the armor cap with smithing perks and enchants. In fact I may never even use the last 2 heavy armor % increase perks, if it looks like I can easily hit the cap without them.

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PostPosted: Sat Jul 07, 2012 2:52 am 
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http://skyrim.nexusmods.com/mods/9286

Skyrim Redone has some new spells that would fit nicely with your Shadow Knight idea(they are called plagues), but it changes a lot of stuff and is made with the community uncapper in mind. I actually use Skyrim Redone and would recommend it. Especially since a lot of the things are optional.

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PostPosted: Mon Jul 09, 2012 8:38 am 
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Diamondeye wrote:
I went with 1-handers to facilitate casting. I didn't go for shield-specific block perks however in order to not waste too many perks when raising 2-handed skill. I also avoided the "set" based Heavy Armor perks in order be free to wear a circlet, or some kind of open-faced armor. I like to be able to see my characters' faces and unfortunately a lot of the heavy helms are full face shields. It's still not too hard to hit the armor cap with smithing perks and enchants. In fact I may never even use the last 2 heavy armor % increase perks, if it looks like I can easily hit the cap without them.

You need the No Helmet mod if you care about that. I certainly do. A helmet would spoil these looks...


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PostPosted: Mon Jul 09, 2012 10:05 am 
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Screeling wrote:
Diamondeye wrote:
I went with 1-handers to facilitate casting. I didn't go for shield-specific block perks however in order to not waste too many perks when raising 2-handed skill. I also avoided the "set" based Heavy Armor perks in order be free to wear a circlet, or some kind of open-faced armor. I like to be able to see my characters' faces and unfortunately a lot of the heavy helms are full face shields. It's still not too hard to hit the armor cap with smithing perks and enchants. In fact I may never even use the last 2 heavy armor % increase perks, if it looks like I can easily hit the cap without them.

You need the No Helmet mod if you care about that. I certainly do. A helmet would spoil these looks...


Those are some spectacular looking screenshots. What mods do you have for that?

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