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Author Topic: The Elder Scrolls V: Skyrim  (Read 1615666 times)

KingofstarrySkies

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Re: The Elder Scrolls V: Skyrim
« Reply #11580 on: November 08, 2014, 03:47:17 pm »

Oh, and I'm interested in the Anime mod.
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Re: The Elder Scrolls V: Skyrim
« Reply #11581 on: November 08, 2014, 04:25:29 pm »

Mercer yells at me for burning too many bee hives
Ah, I remember playing through that section... Summoning a flame atronach is a really bad idea around things you want not on fire.
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USEC_OFFICER

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Re: The Elder Scrolls V: Skyrim
« Reply #11582 on: November 08, 2014, 04:31:15 pm »

I remember that mission fondly as well... Mostly because I ended up trying to fend off all of the guards with a sword in one hand while trying to complete the mission with the generic fire spell in the other. And then a dragon attacked. Needless to say none of the hives survived that little debacle.
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Mech#4

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Re: The Elder Scrolls V: Skyrim
« Reply #11583 on: November 21, 2014, 12:19:59 am »

I have a question for people who play Skyrim; While playing I have noticed that the NPC's don't tend to talk to each other. I can't find any definite information around whether this is a change Bethesda made from Oblivion or it just isn't triggering in my game for some reason.

There is a difference here. I don't mean scripted dialogue, like the Redguards and the Whiterun guard when you first enter Whiterun, but random dialogue like in Oblivion where people would stop each other and make comments around things.

I stand off to the side of Whiterun market and, aside from the jeweller announcing her wears being made by Greymane, none of the other NPCs say anything. They stand in front of the stalls, thinking and move on or walk through the market without stopping.


Are they supposed to talk to each other or was it diminished to this degree from Oblivion?
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Putnam

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Re: The Elder Scrolls V: Skyrim
« Reply #11584 on: November 21, 2014, 12:26:37 am »

Only NPCs who have specific dialog with each other will talk to each other; there is no random dialog.

Skyrim in general is pretty awful with NPCs.

WillowLuman

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Re: The Elder Scrolls V: Skyrim
« Reply #11585 on: November 21, 2014, 12:30:41 am »

It's there, but I think they toned it down due to the pants-on-head retardedness of Oblivion chatter.

I notice it most in faction buildings (Companions, Government halls, College of Winterhold, etc.)
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Mech#4

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Re: The Elder Scrolls V: Skyrim
« Reply #11586 on: November 21, 2014, 12:33:56 am »

Right right, that fits with what I've seen.

I was fiddling around with the NPCs in Whiterun market and I sat around for a bit and the sellers were all quiet. I went up and talked to them and afterwards those I talked to started shouting their spiels again. Some dormancy thing so they're not still talking while your not in the area I assume.
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Arcvasti

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Re: The Elder Scrolls V: Skyrim
« Reply #11587 on: November 21, 2014, 01:09:59 am »

It's there, but I think they toned it down due to the pants-on-head retardedness of Oblivion chatter.

I think we can all agree Morrowind had the best random NPC dialogue.

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Knick

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Re: The Elder Scrolls V: Skyrim
« Reply #11588 on: November 21, 2014, 10:05:52 am »

I just restarted Skyrim.  I have only been playing it for a little while, since I got it during the Steam Sale.

My first character was a Nord (of course) who specialized in hitting things hard with a two handed Flawless Skyforge Steel sword of frost.  I tried to be a good guy--I really did--but wound up a bit of a cannibal while pursuing the Oblivion Walker achievement.  But no problem!  I can make good by assassinating everyone who knows my secret, and use Eola to get the ebony mail, that'll make up for killing Verulus, right?  Right?

So, overcome with guilt, I restarted.  This time, I had chose an Altmer named Drogo (since I made him look like Kal Drogo).  I have decided that he will be a bit of a bastard, specializing in magic, stealth, assassination, and thievery (last time, I destroyed the Dark Brotherhood).  I am looking forward to killing as many NPC's as possible.  I am probably going to start with Sven, once I have leveled a bit.  I will say it was strange walking to Windhelm and not being able to stop off to visit the girls in Breezehome.  I am also kind of avoiding Sofia.  It feels awkward since I can't adopt her.
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Taffer

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Re: The Elder Scrolls V: Skyrim
« Reply #11589 on: November 21, 2014, 10:28:23 am »

I have a question for people who play Skyrim; While playing I have noticed that the NPC's don't tend to talk to each other. I can't find any definite information around whether this is a change Bethesda made from Oblivion or it just isn't triggering in my game for some reason.

There is a difference here. I don't mean scripted dialogue, like the Redguards and the Whiterun guard when you first enter Whiterun, but random dialogue like in Oblivion where people would stop each other and make comments around things.

I stand off to the side of Whiterun market and, aside from the jeweller announcing her wears being made by Greymane, none of the other NPCs say anything. They stand in front of the stalls, thinking and move on or walk through the market without stopping.


Are they supposed to talk to each other or was it diminished to this degree from Oblivion?

You're right, they rarely talk to each other. That being said, Arthmoor's Cutting Room Floor restores a lot of cut content from the game, and this includes a number of scripted conversations that were already recorded and included with the game, but not enabled. Similarly, the Unofficial patches re-enable some scripted conversation (usually because the actors involved never actually appeared in the same cell together).

That doesn't directly answer your question, but between the two of them Skyrim's NPCs felt more alive to me.
« Last Edit: November 21, 2014, 10:36:27 am by Taffer »
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Flying Dice

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Re: The Elder Scrolls V: Skyrim
« Reply #11590 on: November 21, 2014, 10:38:59 am »

I just restarted Skyrim.  I have only been playing it for a little while, since I got it during the Steam Sale.

My first character was a Nord (of course) who specialized in hitting things hard with a two handed Flawless Skyforge Steel sword of frost.  I tried to be a good guy--I really did--but wound up a bit of a cannibal while pursuing the Oblivion Walker achievement.  But no problem!  I can make good by assassinating everyone who knows my secret, and use Eola to get the ebony mail, that'll make up for killing Verulus, right?  Right?

So, overcome with guilt, I restarted.  This time, I had chose an Altmer named Drogo (since I made him look like Kal Drogo).  I have decided that he will be a bit of a bastard, specializing in magic, stealth, assassination, and thievery (last time, I destroyed the Dark Brotherhood).  I am looking forward to killing as many NPC's as possible.  I am probably going to start with Sven, once I have leveled a bit.  I will say it was strange walking to Windhelm and not being able to stop off to visit the girls in Breezehome.  I am also kind of avoiding Sofia.  It feels awkward since I can't adopt her.

I'd suggest getting a mod that lets you deactivate protection for vital characters without flat-disabling it all the time, otherwise you'll be spending a lot of time with the console.

Yes, I'm still on that kick about how the "Thieve's" Guild cut-rate mafiosos all need to die terrible deaths.
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Zangi

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Re: The Elder Scrolls V: Skyrim
« Reply #11591 on: November 21, 2014, 03:26:36 pm »

I believe there is a knockout mod out there, where you can set ALL named NPCs as uhh... 'preferred' or something.  So, when they get whomped, they will only be knocked out(you can set it for however long) and they can only die when you finish them yourself.  Unnamed redshirts still die like normal.

It might have more options, but I might be thinking of some other mod I used with it.
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Flying Dice

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Re: The Elder Scrolls V: Skyrim
« Reply #11592 on: November 21, 2014, 06:05:39 pm »

Oh, that's nice, hadn't heard of that one.
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Mech#4

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Re: The Elder Scrolls V: Skyrim
« Reply #11593 on: November 21, 2014, 08:28:13 pm »

I was thinking that Skyrim could do with more excess population. It makes it a bit difficult as a werewolf when every place you attack will probably include someone related to a quest.
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Orange Wizard

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Re: The Elder Scrolls V: Skyrim
« Reply #11594 on: November 21, 2014, 08:34:57 pm »

I don't like the whole "essential" NPCs mechanic at all. Morrowind handled it better, I feel - the game would let you kill everyone but warned you when a quest NPC was killed.
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