The Glade 4.0

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PostPosted: Fri Aug 17, 2012 6:03 am 
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Keep reading that thread DE. Keep brain bleach handy though.

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PostPosted: Fri Aug 17, 2012 12:31 pm 
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Hopwin wrote:
Keep reading that thread DE. Keep brain bleach handy though.


After seeing the Man Penetrator, I don't need any additional reasons for brain bleaching.

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PostPosted: Sat Aug 18, 2012 2:12 am 
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Tried out the alternate start mod today.. seems pretty awesome!

This one looks REALLY interesting, may try it out. I'm a little concerned though, by the limited information given on it. That seems to scream "stability issues" to me.

Screeling, this one isn't specifically a difficulty boost, but it does make armor matter up to 1300 rather than only to 567 and increases (somewhat) the damage you take, and might boost your challenge a bit.

A question for everyone: Does anyone use, and if so, how do you feel, about "need mods" that make you hungry, thirsty, sleepy, need to take a ****, etc? I've seen a few and while it might be nice to feel like less of an invincible super-being in that respect, I'm also a little worried that using one would turn into a major investment of time and effort just satisfying the mod.

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PostPosted: Sun Aug 19, 2012 1:38 am 
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You know what I would really like? A mod that lets you take some of the brattier children over your knee for a good spanking. If I hear Braithe tell me one more time how she's not afraid of me as I stand there with my Ebony 2-Hander and Dragonscale Armor covered in the gore of the latest master vampire I gutted at the gates of Whiterun, I'm going to scream.

The kid-slaying mods are disgusting, but a quick whuppin would be oh so satisfying.

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PostPosted: Sun Aug 19, 2012 7:54 pm 
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Children-killing mods are disgusting? I always thought it was kind of weird, but it was my understanding that it wasn't about wanting to go around snuffing out the lives of children one-by-one, but rather that the option to do so doesn't exist. Kind of like how people hate how half the NPCs are considered 'essential' and can't be Killed Off for Real.

I swear, though, Bethesda knows its kids are unkillable, and goes out of its way making you want to by having maybe one or two kids in the entire damn game that don't spew forth insults whenever they open their mouths.


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PostPosted: Mon Aug 20, 2012 2:23 am 
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Yes, children-killing mods are disgusting, especially when the worst thing the kids ever do is beat up their love interests. Frankly, I think Bethesda knew, in a series as heavily-modded as TES is, that some sick bastrd would make a kid-killing mod about 5 minutes after it hit the shelves. They probably figured they might as well justify it, and at least that way all the kids aren't sweet as apple pie.

There's mods out there that de-flag the critical NPCs too. With a series that has this active a mod community, I find it hard to criticize almost any design decision (other than the actual bugs) because no matter what they did in any regard, someone wouldn't like it and there'd be a mod out there for them.

Skyrim has really introduced me to the joys of modding. I've never used a single mod on Oblivion, ever, and frankly I think a lot of criticisms of that game came from the simple fact that it could be so easily modded, and thus people tended to, in typical videogamer fashion, massively overstate the problems of the game simply because mods that made it better for them existed. With Skyrim, however, and my discovery of Nexus, that has made modding accessible for those of us that don't know how to deal with the issues of manual modding, I think I'm at around 50 mods right now, and now I'm starting to worry I'll get up to too many and start having problems.

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PostPosted: Mon Aug 20, 2012 2:39 am 
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And now you know why even though there are school buses and carnivals in the Grand Theft Auto-verse, there isn't a single person under the age of 18 anywhere to be found.

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PostPosted: Mon Aug 20, 2012 7:02 am 
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I thought the kid-killing mods were to allow other NPCs to kill kids. This prevents a dragon attacks Dragonbridge 6x or so and kills every adult, leaving a creepy town full of creepy unkillable kids.

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PostPosted: Mon Aug 20, 2012 8:33 am 
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Diamondeye wrote:
I've never used a single mod on Oblivion, ever, and frankly I think a lot of criticisms of that game came from the simple fact that it could be so easily modded, and thus people tended to, in typical videogamer fashion, massively overstate the problems of the game simply because mods that made it better for them existed.

I played Oblivion and thought it was terrible. I was going to put it down for good. Then I read the game could be modded. It was still early on in the game's life, so there wasn't a wealth of mods at the time. But there were enough to finally make me enjoy playing the game.

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I think I'm at around 50 mods right now, and now I'm starting to worry I'll get up to too many and start having problems.

I'm sitting on around 150 mods right now. The only problem I have is character creation hard-locks the game on me. If I uninstall one mod, I can get the face sculptor in Dawnguard to work. But I can't, for the life of me, get the console command "showracemenu" to work for me. I figure it's gotta be related to the sheer volume of appearance mods I have installed. I haven't made a serious attempt at resolving it though because all I really care about is occasionally altering the appearance of my existing toon. She's the one I'm trying to explore EVERYthing with.

Just kind of a bummer. I was wanting to convert my character to a Temptress or Lunari race because they have some nice things in there.

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PostPosted: Mon Aug 20, 2012 8:36 am 
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Out of curiosity, does it bother anybody that the DLC's name sounds like "Dong Guard" if said fast enough?

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PostPosted: Mon Aug 20, 2012 8:58 am 
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^ no.

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PostPosted: Mon Aug 20, 2012 12:17 pm 
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I'm not using too many appearance mods, just the base CBBE and one hair pack, and I'm not sure the hair pack is really doing anything for me. The appearance mods I find a bit intimidating because they always have all kinds of discussion about "you can use this skeleton, but not that one, and this mesh but not that one" and then of course armor and clothing mods seem to always specify certain appearance mods or combinations thereof and.. my head hurts.

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PostPosted: Mon Aug 20, 2012 1:50 pm 
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Only mods I am using are skyui, high res textures, whiterun trees (makes whiterun far more impressive a city), no sneak attack sound (no more loud CLANG, THUNK, or "YEAAARGH!!!" when sneak attacking), dynamic merchants, and concentrated poisons.

I'm not opposed to using more, but those are the ones that improved my playing experience. I am sure there are more that I'd enjoy, just haven't really bothered to seek them out.

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PostPosted: Mon Aug 20, 2012 3:53 pm 
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Ive not used ANY mods except the high res texture pack..

Any good suggestions for overall mods? >_> Im not quite sure what Id do in the game though... I finished the main storyline but am too cheap atm to buy the DLC

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PostPosted: Mon Aug 20, 2012 6:30 pm 
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Crimsonsun, you should really, really reconsider buying the DLC. It's really a gamechanger.

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PostPosted: Mon Aug 20, 2012 9:14 pm 
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I'd recommend the DLC. The only thing I really, really disliked about it was that the introduction of attacking from a horse rendered my "first person horse" mod obsolete and unusable. That was by far one of my favorite mods.

Definitely like seeing the Werewolf get a perk tree, which makes playing it a lot more fun. Vampire lord, meh, I wasn't as impressed. Though I do like the changes of the sun not insta-killing you nor do you become KOS at stage 3 Vampirism. But I still think it's stupid that you become stronger by starving yourself. How stupid do I think that is? Let's put it this way: Sparkling Vampires in Twilight makes far more sense than starvation power.

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PostPosted: Mon Aug 20, 2012 10:26 pm 
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So what exactly does the DLC change then, that you're recommending it so much? :p

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PostPosted: Mon Aug 20, 2012 11:47 pm 
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http://www.uesp.net/wiki/Skyrim:Dawnguard

Mostly reworked how vampires and werewolves behave, lots of new quests (and fairly different depending on which faction you choose), new armor, new spells, new shouts, new blessings, etc. And you can attack from your horse (RIP First Person horse mod).

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PostPosted: Tue Aug 21, 2012 2:56 am 
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The crossbows are well done too, IMO. They aren't just bows that look different like in WoW nor are they incredibly underpowered like in D&D. They "feel" different when being fired, but are still quite useful.

As for the vampires and werewolves, they made them into a lot more than a set of ancillary powers you can get - plus, there's simply just that much more questline to do. In a way, it makes the game feel even more sandbox-y: you have the war going on, the dragon return, AND the dawnguard sequence all as major questlines. Depending on how you play it, any of them could be central to your story.

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PostPosted: Tue Aug 21, 2012 7:10 am 
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I didn't find Skyrim to be all that "fantasy". It had vikings (nords), 2x elves, bears, tigers, wolves and dragons. The addition of random vampire encounters ups the fantasy factor significantly for me.

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PostPosted: Tue Aug 21, 2012 1:55 pm 
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Hopwin wrote:
I didn't find Skyrim to be all that "fantasy". It had vikings (nords), 2x elves, bears, tigers, wolves and dragons. The addition of random vampire encounters ups the fantasy factor significantly for me.


*Raises Eyebrow*

- Enchanted weapons and armor
- A story that revolves around a being with the soul of a dragon that can shout a magical language infused with powerful spells
- Effing dragons
- Wizards
- Witches (of the normal and hagraven variety)
- Daggers as powerful as recurve bows
- Magical portals
- Scrolls that prophecy the future
- Trolls (that regenerate and are weak to fire, no less)
- Giants

With all of that, you didn't find this game to be very "fantasy"? It took more vampires (of which it already had a bit of) to do it for you?

*boggle*

If you could go back in time to 1975 and show this game to Gary Gygax, he'd crap his pants and say it was the greatest thing he had ever seen in his life. And then he'd crap his pants again.

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PostPosted: Tue Aug 21, 2012 2:01 pm 
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Numbuk wrote:
Hopwin wrote:
I didn't find Skyrim to be all that "fantasy". It had vikings (nords), 2x elves, bears, tigers, wolves and dragons. The addition of random vampire encounters ups the fantasy factor significantly for me.


*Raises Eyebrow*

- Enchanted weapons and armor
- A story that revolves around a being with the soul of a dragon that can shout a magical language infused with powerful spells
- Effing dragons
- Wizards
- Witches (of the normal and hagraven variety)
- Daggers as powerful as recurve bows
- Magical portals
- Scrolls that prophecy the future
- Trolls (that regenerate and are weak to fire, no less)
- Giants

With all of that, you didn't find this game to be very "fantasy"? It took more vampires (of which it already had a bit of) to do it for you?

*boggle*

If you could go back in time to 1975 and show this game to Gary Gygax, he'd crap his pants and say it was the greatest thing he had ever seen in his life. And then he'd crap his pants again.


That may also have something to do with the fact that any computer capable of running Skyrim in 1975 would have also had NASA, the NSA, the Air Force, the Navy and the CIA crapping their pants too. Still, I'm really not clear how Skyrim can be "not very fantasy". It's certainly not anything else.

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PostPosted: Tue Aug 21, 2012 2:24 pm 
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Diamondeye wrote:

That may also have something to do with the fact that any computer capable of running Skyrim in 1975 would have also had NASA, the NSA, the Air Force, the Navy and the CIA crapping their pants too. Still, I'm really not clear how Skyrim can be "not very fantasy". It's certainly not anything else.


True. But technoglical marvel aside, he'd kill to play in the world of Skyrim.

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PostPosted: Tue Aug 21, 2012 3:00 pm 
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In Oblivion all the races were equally represented. In Morrowind the environments were amazing. Both had Wizards guilds in all cities.

Skyrim was just Vikings. All Vikings. All the cities are boring, dull, drab, the environments are trees or snow, the mages college is tiny and unimpressive, giants are non-aggro unless you stand under them so they aren't a factor unless you seek out the "peaceful giants".

Just felt super-meh to me.

Adding in haunted castles, cool quests for new recipes/weapons, adding in random world encounters that were not bears/tigers/wolves, adding in an entirely new dimension of Oblivion with new beings that are more powerful than the gods/daedra = we've got ourselves some fantasy now!

Also in Oblivion the elven ruin motif was infinitely more fantastic than: Here is another tomb full of zombies.

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PostPosted: Tue Aug 21, 2012 3:15 pm 
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I liked that Skyrim felt more disconnected and secluded than the rest of the areas of Tamriel (which also gave weight to the whole nords not trusting outsiders motif). And I liked that magic was far more subdued. It fit right along with my idea of where the nords came from. It also allowed the feeling that when you did run into magic that it truly felt ancient and powerful.

In Oblivion ancient elven ruins were more common than Starbucks (and even more obvious to find visually). I like my fantasy not to be carbon copies of each other, and Skyrim delivered.

YMMV

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