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Author Topic: The Elder Scrolls V: Skyrim  (Read 1602719 times)

Rex_Nex

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Re: The Elder Scrolls V: Skyrim
« Reply #6240 on: June 06, 2012, 11:01:51 pm »

This argument is heading towards the wrong direction.
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Trapezohedron

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Re: The Elder Scrolls V: Skyrim
« Reply #6241 on: June 06, 2012, 11:13:18 pm »

So, uhh... Alvor the Blacksmith from Riverwood died. If I try to resurrect him, would that slowly glitch up my game?
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Thank you for all the fish. It was a good run.

Sergius

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Re: The Elder Scrolls V: Skyrim
« Reply #6242 on: June 06, 2012, 11:20:28 pm »

This argument is heading towards the wrong direction.

The mere existence of the argument proves me right ;D
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buckets

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Re: The Elder Scrolls V: Skyrim
« Reply #6243 on: June 07, 2012, 12:36:45 am »

So, uhh... Alvor the Blacksmith from Riverwood died. If I try to resurrect him, would that slowly glitch up my game?
Using console commands? You should be fine.
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forsaken1111

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Re: The Elder Scrolls V: Skyrim
« Reply #6244 on: June 07, 2012, 06:47:36 am »

So, uhh... Alvor the Blacksmith from Riverwood died. If I try to resurrect him, would that slowly glitch up my game?
Using console commands? You should be fine.
If his death isn't tied to a quest, you can use 'resurrect 1' and it should be fine.
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Neyvn

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Re: The Elder Scrolls V: Skyrim
« Reply #6245 on: June 07, 2012, 10:07:18 pm »

So, uhh... Alvor the Blacksmith from Riverwood died. If I try to resurrect him, would that slowly glitch up my game?
I would love a mod that puts general fear into any NPC that isn't a Combat NPC such as a Guard or such. Having 10 villagers run at a dragon only to be killed because they were wearing rags and wielding maybe a dagger if they were lucky isn't very fun...
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Domenique

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Re: The Elder Scrolls V: Skyrim
« Reply #6246 on: June 07, 2012, 11:46:10 pm »

So, uhh... Alvor the Blacksmith from Riverwood died. If I try to resurrect him, would that slowly glitch up my game?
I would love a mod that puts general fear into any NPC that isn't a Combat NPC such as a Guard or such. Having 10 villagers run at a dragon only to be killed because they were wearing rags and wielding maybe a dagger if they were lucky isn't very fun...
But they're nords.
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Tarran

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Re: The Elder Scrolls V: Skyrim
« Reply #6247 on: June 07, 2012, 11:54:20 pm »

So, uhh... Alvor the Blacksmith from Riverwood died. If I try to resurrect him, would that slowly glitch up my game?
I would love a mod that puts general fear into any NPC that isn't a Combat NPC such as a Guard or such. Having 10 villagers run at a dragon only to be killed because they were wearing rags and wielding maybe a dagger if they were lucky isn't very fun...
But they're nords.
Thought process of a normal person meeting a dragon:
"OH SHIT RUN AWAY!"

Thought process of a Nord meeting a dragon:
"Burn my home and the homes of my friends? Oh no you motherfucking don't you goddamn dragon. I don't care if you've got goddamn fire and ice breath, I don't care if you're several times larger than you, I will fucking kill you with my goddamn fists if you don't get your goddamn ass out of here."

/Stronglanguageomg.
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Mono124

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Re: The Elder Scrolls V: Skyrim
« Reply #6248 on: June 08, 2012, 12:50:29 am »

So, uhh... Alvor the Blacksmith from Riverwood died. If I try to resurrect him, would that slowly glitch up my game?
I would love a mod that puts general fear into any NPC that isn't a Combat NPC such as a Guard or such. Having 10 villagers run at a dragon only to be killed because they were wearing rags and wielding maybe a dagger if they were lucky isn't very fun...
But they're nords.
Thought process of a normal person meeting a dragon:
"OH SHIT RUN AWAY!"

Thought process of a Nord meeting a dragon:
"Maybe I'm the Dragonborn, and I just don't know it yet!"

Fix'd
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scriver

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Re: The Elder Scrolls V: Skyrim
« Reply #6249 on: June 08, 2012, 03:36:00 am »

Heh. Really, that they can't get simple obvious things like this right is part of why Bethesda's "radiant AI" will always be a complete failure.
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Love, scriver~

forsaken1111

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Re: The Elder Scrolls V: Skyrim
« Reply #6250 on: June 08, 2012, 06:22:04 am »

You could go as simple as classifying every NPC as civilian or combatant, or give each person a general 'bravery' value which is checked, or even go as complex as giving each person a set of personality values which can be referenced. Modeling human behavior accurately isn't easy, but generally faking it is.
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Sordid

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Re: The Elder Scrolls V: Skyrim
« Reply #6251 on: June 08, 2012, 08:24:50 am »

TES games have had that since Morrowind. There are three variables, "fight", "flee", and "alarm" that determine the conditions under which an NPC fights and runs away and how likely it is to respond to another NPC's call for help.
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forsaken1111

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Re: The Elder Scrolls V: Skyrim
« Reply #6252 on: June 08, 2012, 08:28:34 am »

TES games have had that since Morrowind. There are three variables, "fight", "flee", and "alarm" that determine the conditions under which an NPC fights and runs away and how likely it is to respond to another NPC's call for help.
Well in Skyrim they seem to have forgotten all of that and set everyone to fight.

To the death.

Even if all I did was pick up a cup by accident.
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Neyvn

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Re: The Elder Scrolls V: Skyrim
« Reply #6253 on: June 08, 2012, 08:33:45 am »

TES games have had that since Morrowind. There are three variables, "fight", "flee", and "alarm" that determine the conditions under which an NPC fights and runs away and how likely it is to respond to another NPC's call for help.
Well in Skyrim they seem to have forgotten all of that and set everyone to fight.

To the death.

Even if all I did was pick up a cup by accident.
Oh I LOVE when that happens. What ever you do, do not even think of dusting anything in Skyrim. You would be put to death for moving something...
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Rose

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Re: The Elder Scrolls V: Skyrim
« Reply #6254 on: June 08, 2012, 08:34:46 am »

Chicken.
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