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Author Topic: The Elder Scrolls V: Skyrim  (Read 1624420 times)

miauw62

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Re: The Elder Scrolls V: Skyrim
« Reply #8070 on: February 11, 2013, 05:39:23 am »

The trick is to provide lots of interesting distractions along the way, which random encounters can help greatly with. I walk all the way across Skyirm because otherwise I won't stumble upon all the interesting things in the game. You could also have a few open, barren places with almost nothing, and crossing them without fast travel gives you a sense of accomplishment. In fact, even long, middle-of-nowhere desert/plains/tundra type areas can still be interesting if you add in a survival/resources mechanic (think about crossing such places in DF adventure mode!)

I've been trying to build, since forever, an area on 1x1 scale in one of the TES areas for a TC mod. Given how all the elder scrolls games have their location severely scaled down, and some rely on invisible walls, I think the best choice of setting for this place would be a decent sized island, somewhere like 6 miles long or so, with lots of islands around it with other interesting stuff. So, the game area would be in about a 10mi x 10mi square of ocean.
Sounds a bit like Far Cry 3.
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Zaerosz

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Re: The Elder Scrolls V: Skyrim
« Reply #8071 on: February 11, 2013, 06:43:45 am »

Just dropping in to see if there are any modders in here, or people who want to try out new mods. I'm going to be doing a journal-prose-style screenshot LP following the adventures of Darum-El, known in Black Marsh as Stabs-Many-Faces, featuring and advertising many mods, including two of my own creation.
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Sergius

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Re: The Elder Scrolls V: Skyrim
« Reply #8072 on: February 11, 2013, 09:34:33 am »

In fact, they leave most of the larger architecture in the Overworld so that you can see houses from atop a mountain or something.

That is not good enough, what if I want to jump over the walls with high enough jump skill as in Morrowind?
Or what if I have a mod which enables me to fly?
Basically you end up in some low-definition version of the town without people or pretty much any other furniture.

Which is why I said it's not good enough.
I want non-mod open cities!

What are you talking about? My comment was in reference to cities not being larger on the inside than the outside, like houses, and therefore it not being a reason to have them closed.

How is that "not good enough"?
« Last Edit: February 11, 2013, 09:36:37 am by Sergius »
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Ultimuh

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Re: The Elder Scrolls V: Skyrim
« Reply #8073 on: February 11, 2013, 10:31:11 am »

Ah well I guess I derped there.
Sorry.
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PanH

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Re: The Elder Scrolls V: Skyrim
« Reply #8074 on: February 11, 2013, 05:12:49 pm »


I think we could mod out the cities, I'm pretty sure most PC could handle it. But that would need door animations, and some stuff.
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Rhodan

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Re: The Elder Scrolls V: Skyrim
« Reply #8075 on: February 11, 2013, 05:32:27 pm »

I'm just gonna leave this here: Open Cities of Skyrim
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WillowLuman

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Re: The Elder Scrolls V: Skyrim
« Reply #8076 on: February 11, 2013, 05:40:55 pm »

I'm just gonna leave this here: Open Cities of Skyrim
Only problem with that is the totally feature creep oblivion gates.
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Spitfire

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Re: The Elder Scrolls V: Skyrim
« Reply #8077 on: February 11, 2013, 05:56:40 pm »

I'm just gonna leave this here: Open Cities of Skyrim
Only problem with that is the totally feature creep oblivion gates.

Why are the oblivion gates a problem to you?
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forsaken1111

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Re: The Elder Scrolls V: Skyrim
« Reply #8078 on: February 11, 2013, 05:57:17 pm »

I'm just gonna leave this here: Open Cities of Skyrim
Only problem with that is the totally feature creep oblivion gates.

Why are the oblivion gates a problem to you?
Because presumably he wants open cities without whatever changes the mod author felt were 'necessary'.
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WillowLuman

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Re: The Elder Scrolls V: Skyrim
« Reply #8079 on: February 11, 2013, 06:20:37 pm »

Really, all those gates imploded at the end of Oblivion, it was in the cutscene and everything. I mean, he's made a really cool gameplay mod, but also gone and said "Oh BTW here's my interpretation of the lore, you have to go with it."
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umiman

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Re: The Elder Scrolls V: Skyrim
« Reply #8080 on: February 11, 2013, 06:21:54 pm »

Yeah I can agree with that.

Not a big fan of when modders do things beyond what is necessary. I mean, it's pretty rude for us to criticize him for an overall good work... but this is kinda like your neighbour shoveling your snow for you for free... except every time he does it he makes snowmen staring into your windows.

Dutchling

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Re: The Elder Scrolls V: Skyrim
« Reply #8081 on: February 11, 2013, 06:24:46 pm »

A better comparison would be software with browser add-ons >:[
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Sergius

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Re: The Elder Scrolls V: Skyrim
« Reply #8082 on: February 11, 2013, 06:30:07 pm »

Well, at least he included a config.

The annoying part is this:

Why Oblivion Gates

Sigil blah blah blah manifestation improper shutdown blah blah logically blah blah Sean Bean blah blah blah WHO CARES.
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PanH

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Re: The Elder Scrolls V: Skyrim
« Reply #8083 on: February 11, 2013, 06:59:49 pm »


The worst is him saying :
Quote
Arguments of it being feature creep don't fly either. No more so than a smelter in Riften where none exists, or gatesmen who open the gates for you if you're on horseback. These gates add a touch of uniqueness to the mod, and pay what I believe is an homage to TES4:Oblivion as one of the best games of its time. They are not active portals and nor are they eyesores. They're not even in your way.
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Urist McScoopbeard

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Re: The Elder Scrolls V: Skyrim
« Reply #8084 on: February 11, 2013, 07:16:21 pm »

it is, besides it IS 200 years later. You'd think people would remove the gate remains.
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