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> Today In Skyrim (Spoilerific), Like the other one, but with added spoilers!!!
Lopov
post May 8 2015, 08:32 PM
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Acadian, that's a funny story about the Argonian thief disguised as a child. tongue.gif It's good that Buffy took her time and thought about the oddity of the situation, instead of attacking Clinton. wink.gif As a side note, if anyone knows what it means to "gut you like a fish", it must be Argonians.


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ghastley
post May 8 2015, 08:55 PM
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QUOTE(mALX @ May 8 2015, 02:11 PM) *

What is "Ebony Flesh?" Is it kind of like the "Barkskin" perk in FO3?

There are four levels of it, and it is like Barkskin, but temporary. The lowest is Oakflesh (40), then Stoneflesh (60), Ironflesh (80) and finally Ebonyflesh (100). The Alteration tree has perks that multiply the effectiveness of these, up to x3, so you can get the equivalent of 300 points of real armour (36% damage reduction), but these perks don't stack with real armour, so you have to choose. They're cast as spells, lasting 60 seconds, and there are perks to increase duration. The Lord Stone gives you a permanent variety, but adds magic resistance at the same time.

There's one more "Mage Armour" spell, but it works differently, giving you the defense cap (80% reduction) regardless of all other considerations. Dragonhide is a Master spell, which means it takes almost as long to cast as it lasts.

Regular armour gives you more defense as you go, as your skill gradually increases just by using it. The mage armour only improves when you switch up to a better spell, and increasing skill lowers the cost of casting instead. Improving armour with smithing can take it to the 80% defense cap. Spells can't get past half-way.


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mALX
post May 8 2015, 09:02 PM
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QUOTE(ghastley @ May 8 2015, 03:55 PM) *

QUOTE(mALX @ May 8 2015, 02:11 PM) *

What is "Ebony Flesh?" Is it kind of like the "Barkskin" perk in FO3?

There are four levels of it, and it is like Barkskin, but temporary. The lowest is Oakflesh (40), then Stoneflesh (60), Ironflesh (80) and finally Ebonyflesh (100). The Alteration tree has perks that multiply the effectiveness of these, up to x3, so you can get the equivalent of 300 points of real armour (36% damage reduction), but these perks don't stack with real armour, so you have to choose. They're cast as spells, lasting 60 seconds, and there are perks to increase duration. The Lord Stone gives you a permanent variety, but adds magic resistance at the same time.

There's one more "Mage Armour" spell, but it works differently, giving you the defense cap (80% reduction) regardless of all other considerations. Dragonhide is a Master spell, which means it takes almost as long to cast as it lasts.

Regular armour gives you more defense as you go, as your skill gradually increases just by using it. The mage armour only improves when you switch up to a better spell, and increasing skill lowers the cost of casting instead. Improving armour with smithing can take it to the 80% defense cap. Spells can't get past half-way.



By "Takes as long to cast as it lasts" - does that mean they play that "magicka charging up" animation before the cast will fly? That little animation almost cost Maxical her life against like 50 draugr in a dungeon once; she spent so long in the animation that they were on her by the time she cast (and therefore within a safe zone from the fallout). It was the last time I used that spell, and I really don't like that animation anyway; it looks ... weird.








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Grits
post May 8 2015, 09:23 PM
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And with the Cutting Room Floor mod active, the Dragonhide spell effect looks even weirder. huh.gif


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mALX
post May 8 2015, 09:31 PM
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QUOTE(Grits @ May 8 2015, 04:23 PM) *

And with the Cutting Room Floor mod active, the Dragonhide spell effect looks even weirder. huh.gif



I have been dying to know what all the Cutting Room Floor adds, I know it was content cut from the game, but wondered what it adds (and why it might have been cut). Awesome visuals on that dragon hide! Is that a spell that was cut or just the visuals?

Anything more you want to reveal about that mod, I'm all ears. Dialogue; quests; NPC's? I'm dying of curiosity about it, but can't install it just now.




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Grits
post May 9 2015, 01:07 PM
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The neat thing about Cutting Room Floor is that the restored content is difficult to distinguish from the original game, so I’m not even sure of everything that it’s added. There’s a complete list under the ReadMe tab on the mod’s Nexus page which I’ve referred to a few times when I couldn’t tell if something was new from the mod or just new to me from the original game.

A couple of things that I remember offhand are a farm between Whiterun and Rorikstead, a mill/farm with a small quest near Dragonbridge, an NPC with his house at Stonehills, a scene with Uthgerd the Unbroken by the Whiterun stable, a handful of small College of Winterhold quests including some radiant quests and one to find the missing apprentices, an animal pelt radiant quest from the Companions, a staff in Slid’s lair that summons subjugated ghosts, a Fade Other spell, and a Spectral Arrow spell that is the reward for helping out the guy who used to live at Treva’s Watch. The Spectral Arrow spell lets a pure conjuror deal direct damage, so I can guess why that was cut. Darnand loves it of course. There are also some clothing items made available through this mod, but I have no idea which ones since they just appear in vendor inventories.

The restored mage armor spell effects are neat looking, but possibly not to everyone’s taste. There is a mod somewhere on the Nexus that removes that addition and restores the original green glow, kind of like the mods that revert some of the Unofficial Patch’s changes.



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mALX
post May 9 2015, 05:49 PM
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QUOTE(Grits @ May 9 2015, 08:07 AM) *

The neat thing about Cutting Room Floor is that the restored content is difficult to distinguish from the original game, so I’m not even sure of everything that it’s added. There’s a complete list under the ReadMe tab on the mod’s Nexus page which I’ve referred to a few times when I couldn’t tell if something was new from the mod or just new to me from the original game.

A couple of things that I remember offhand are a farm between Whiterun and Rorikstead, a mill/farm with a small quest near Dragonbridge, an NPC with his house at Stonehills, a scene with Uthgerd the Unbroken by the Whiterun stable, a handful of small College of Winterhold quests including some radiant quests and one to find the missing apprentices, an animal pelt radiant quest from the Companions, a staff in Slid’s lair that summons subjugated ghosts, a Fade Other spell, and a Spectral Arrow spell that is the reward for helping out the guy who used to live at Treva’s Watch. The Spectral Arrow spell lets a pure conjuror deal direct damage, so I can guess why that was cut. Darnand loves it of course. There are also some clothing items made available through this mod, but I have no idea which ones since they just appear in vendor inventories.

The restored mage armor spell effects are neat looking, but possibly not to everyone’s taste. There is a mod somewhere on the Nexus that removes that addition and restores the original green glow, kind of like the mods that revert some of the Unofficial Patch’s changes.


It really makes one wonder why it got cut! I am most def going to install it; but the truth is that I originally downloaded it to sort through the voice files - I've been looking for some good voice files for my Player character; and I'm also planning to make my own custom follower (just for my game, not for upload) and have been having trouble finding any one set of female voice files I like.

(Vilja & Sofia have both been eliminated due to some fatal dialogue flaws, lol).







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Renee
post May 10 2015, 11:15 AM
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Fade Other spell? blink.gif The animal pelt radiant quest sounds great too. Wow, that would make hunter characters (Nasqaa hunts, for instance) a lot more immersss. Immmm. Fun to play.

I found a 'cutting room floor' mod for Oblivion awhile back, but I couldn't get it to work. Kept crashing my game. No doubt, it was probably conflicting with some other mod. I got too impatient to really dig into it though, but it sounded like it had a LOT of cool stuff


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haute ecole rider
post May 10 2015, 07:22 PM
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When we last left Alise, Argis and Lydia, they were about to enter Ustengrav. Not only did this outing show Lydia's abilities to Alise, but Lydia also learned more about the new thane whose burdens she would not share. First, why Alise is so reluctant to be called the Dragonborn. Those Word Walls really knock her out!
Then they reaced their goal, the Tomb of Jurgen Windcaller, only to discover someone had beaten them to it.
Upon exiting the tomb, they found night had fallen. Alise knows the risk of sleeping in someone else's bed and insisted they make their own camp. They spent a couple of hours sharing food and tales before turning in for the night. Gallant Argis made Lydia share Alise's tent.

They stopped by Lakeview Manor where Alise told Lydia to join Rayya in keeping the place safe. Already she is thinking about adopting more than just dogs. Then Alise and Argis made their way to Riverwood to rent an attic room. Alise was startled when Delphine approached her and gave her the Horn, and led her into a secret room. Then she learned about the dragons being resurrected by Alduin, and that the next one is suspected to emerge near Kynesgrove. She decided to make her own way there with Argis.

On the way, they defended a mammoth camp from a cruising dragon. After dealing with the flying reptile, Alise is drawn to the dragon's perch atop Bonestrewn Crest This time Argis urges her to approach the word wall, promising to always watch her back during her moments of weakness. wub.gif

One thing led to another and Alise found herself undercover at a fancy dress party. A/N: that screenie is from our third playthrough last year, but Alise said to use it here. It wasn't long before Alise had the opportunity to vent her hatred of everything the Thalmor stands for.

It wasn't until Argis met her just outside Meridia's ruined shrine that Alise realised how much she missed having him at her back. She had been on the go for over twenty four hours, so they gathered up the horses (fortunately she left nearly everything packed away on the animals) and headed down to Dragon Bridge. There Alise realised that she had given all of her gold to Delphine (facepalm time) and they moved out to a stone circle to make camp. As the sun was going down, Alise thought she heard whining on the wind. Argis grumpily followed her across the river and into the woods, where they found a sad-eyed hound and a dead master. Naturally Alise invited Meeko to join them. The dog was too happy to hang out, and was still with them the next morning when they rose and had breakfast.

Meeko was unfazed by a pair of giants that shared the road with the trio on the way back to Riverwood. They also stopped by Lakeview, where Meeko was happy to join Stray Dog, Sofie and Lucia. The girls adored him, but Rayya grumbled about feeding another mutt (there is already a guard dog outside).

Alise and Argis took the long way back to High Hrothgar, from Riften's Ratway to Riverwood where Delphine left the inn in Orgnar's charge for good (he seemed a little taken aback but not overly emotional about it), then out to Karthspire where Alise discovered that neither Delphine nor Esbern are patient enough to let her thin the numbers by sniping. She was all too happy to leave them there, but first, she collected a Blades shield for Lydia (to go with the improved Blades armor she had already received) and Dragonsbane for herself (to make dragonslaying a little easier).

On the way up the seven thousand steps, Alise realized it had been too long since they had passed that way. It didn't take long for the pair to finish off the opposition.

Upon returning the Horn to Arngeir, Alise asked about the Shout to bring down Alduin. She revealed to him that they had seen Alduin's Wall. After his initial refusal, Arngeir decided it was time Alise met the leader of their Order and let the Master decide. After learning the Clear Skies shout, which Alise found very useful on the way up, the intrepid pair made their way to the Throat of the World. The encounter with the Master was not quite as Alise had imagined. Once she realized he wasn't going to attack her, Alise found herself in conversation with Paarthurnax. He was quite the fascinating personality, and she learned a great deal from him.

On their return to Ivarstead, Argis commented on the 7,000 Steps. She answered that they'll get to go to Winterhold and see if it got blown up. Argis made an unexpected request: could we check out that haunted barrow? It'd be nice to do something easy for a change. Alise was surprised by his request, but shrugged her shoulders. Sure, why not? Let's do it in the morning.

Delighted, Argis invited Alise to share a mug of mead inside Vilemyr Inn.

The next day, they battled their way through the haunted barrow, which turned out to be not as easy as Argis thought it would be.

After stopping in Windhelm and selling off some loot, Alise and Argis headed out to Winterhold. On the way, they found Alduin waking up Viinturuth. Alise introduced the latest dragon to the bite of Dragonsbane. Right after that they ran into a pesky Ice Wraith. A couple of fire bolts and Alise had another set of Teeth for Marise in Riften. Continuing on, they cleared Fort Kastav the old fashioned way - slash and smash.

After hearing about the Shrine of Azura ever since leaving Vlindrel Hall and Markarth, Alise decided to take a detour and let Argis see for himself what a sight to see really means. Near the Shrine, they encountered a Khajiit Daedra Master, and Alise temporarily invited him to join their party. She thought Qa'Dojo will show them what a mage can do in a tight spot. Argis wasn't so convinced. But he soon forgot his misgivings when they reach the top and looked around. They spotted a dragon cruising the thermals, but Alise decided to let it be.

Now they're deep in Alfthand, about to enter the Blackreach. I hope to have more screenies up soon!


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Renee
post May 11 2015, 12:45 AM
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There you go. Alise has been quite busy. Love all the pics, but I can't see the one of the fancy dress party one, did it get uploaded?



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SubRosa
post May 11 2015, 01:01 AM
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Alise looks good in her wolf armor (or is that a bear's head?). I always did love armor with animal motifs.


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haute ecole rider
post May 11 2015, 01:09 AM
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@ Renee: Try it again. I think it was set to private, I changed it to public so you should be able to see it. Let me know if that one works for you now.

@SubRosa: Those armors were never my taste, but both the Vagabond (Alise's) and Warchief (Argis's) armors are growing on me. Or maybe it's the characters wearing them? Anyway, Alise's Vagabond armor uses a bear skull/head, while Argis's is a Sabrecat's.


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Acadian
post May 11 2015, 01:27 AM
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Rider – Renee is right, Alise has been busy indeed! Plenty of stuff going on to keep her and Argis busy. Such a commanding view from Azura's Shrine. happy.gif I sure am glad someone is taking care of those pesky dragons! Great pictures (and they all worked fine for me).


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Grits
post May 12 2015, 03:37 PM
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haute, it sounds like Alise and Argis are keeping busy. I love the picture of them in their animal head helms outside Meridia’s shrine. Lol at Rayya as a guard dog. tongue.gif I’m glad Meeko has a nice Lakeside home and Stray Dog for canine company! Argis looking up at the 7,000 steps is a great shot, and I laughed again at his comment at the Word Wall. Jerric has the same voice set, and when he says that it’s to tease his nervous companions. I’d take it seriously coming from Argis! I also love the picture of the peaceful dragon in the sky by Azura’s shrine. Great update!


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Renee
post May 13 2015, 11:56 PM
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QUOTE(haute ecole rider @ May 10 2015, 08:09 PM) *

@ Renee: Try it again. I think it was set to private, I changed it to public so you should be able to see it. Let me know if that one works for you now


Yup, it did work, thanks! wink.gif


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haute ecole rider
post May 17 2015, 07:48 PM
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I see I have been remiss in posting more screenies. Without further ado . . .

@grits: I see that you called out Argis quite a lot in your comments. ;) It seems we both have a fondness for a certain Nord . . . I do love his voice set - it is my favorite of all the voices in Skyrim.

We left Alise and Company on the way to Alfthand to recover a lost Elder Scroll. Alise is dubious about the crazy old man's "Attunement Sphere." But it worked to get them down to Blackreach. It was a very bizarre place, but Alise and Company were too tired to care. They found an old Dwemer building that apparently had been used more recently than the long-disappeared Dwemer. It had a place for a fire, especially nice since the place is freezing cold and dreadfully damp. Alise also found alchemical ingredients, including an odd colored plant. A tattered journal explained the condition of the place, and Alise decided it was as good a place as any to lie down and rest. They had food, but had forgotten the camping gear on the horses. So the three of them made themselves as comfortable as they could in a stone chamber.

Feeling much better, Alise and Company explored Blackreach. Alise found more of the crimson nirnroots, and managed to collect enough to bring to Sinderion's old apprentice as he had wanted to do (according to his lab notes). After a few scary encounters with Charus Hunters and Centurions, they entered the Tower of Mzark and discovered a most amazing piece of machinery ever. It took some doing but Alise, with some help from Argis and Qa'Dojo, finally opened the Elder Scroll container. Then it was time to take the Scroll and make tracks out of there. But Alise had a moment's hesitation: is the thing booby trapped? Argis and Qa'dojo both pointed out that the complexity of the puzzle they had just solved was likely the booby trap itself.

They returned to the surface to find another dragon overhead. Maybe the same one they saw from Azura's Shrine? In any case, the darn beast attacked them. They converted it into bones and scales, and called up the horses. At this point Alise thanked Qa'Dojo and sent him on his way, after giving him a nice glass sword. She promised to look him up again if she had need of his skills and knowledge.

Then Alise and Argis returned to High Hrothgar. They found Paarthurnax anxiously awaiting them atop the Throat of the World. He was impressed that they had managed to recover a lost Scroll.

After reading the scroll and learning the Dragonrend shout, Alise and Argis made their way to Whiterun. There Jarl Baalgruuf asked them to get the Imperials and Stormcloaks to agree to a truce before he would let them use Dragonsreach to catch a dragon.

The way to Solitude was a bit busy, what with Nahagliiv outside Rorikstead and more bandits in Robber's Gorge.

Then a close call when Alise was sniping bandits at Valtheim Towers on the way to Windhelm. That arrow just missed Argis before it knocked the bandit off that high bridge!

This post has been edited by haute ecole rider: May 17 2015, 07:57 PM
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SubRosa
post May 17 2015, 08:38 PM
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I love the sky in that picture climbing up to the Throat of the World.


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Acadian
post May 17 2015, 11:24 PM
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Rider, great shots! It is comforting indeed to know that A&A are taking care of those pesky dragons. Beautiful capture of that glass arrow in flight - and glad it hit the right target! tongue.gif


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mALX
post May 18 2015, 02:12 AM
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QUOTE(haute ecole rider @ May 10 2015, 02:22 PM) *

Bonestrewn Crest

Meeko was unfazed by a pair of giants



These are my two favorites. The first is just plain stunning. The second - are the giants friendly? I thought they would attack the player! Did you have to do anything in particular to get them to be friendly?




QUOTE(haute ecole rider @ May 17 2015, 02:48 PM) *



My two favorites. The first look epic, the second is amazing, that you were able to catch that arrow in flight!




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ghastley
post May 18 2015, 03:37 PM
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Mellewen (who is a mage avoiding the College) has just completed the Dawnguard quest line on the Dawnguard side, and I downloaded Athmoor's Castle Volkihar Rebuilt to give it a whirl. I really wanted to see what, if anything, it did with Valerica, and if Serana could be made to live there instead of Fort Dawnguard. Serana's not the best follower for a mage, but I wanted to park her somewhere else.

Nope, it just cleans up, and moves in some Dawnguard henchmen if you took that side. Valerica stays in her study with the open portal, and Serana is not affected. I may have to change that.

On the other hand, I like the way it was implemented. There are piles of rubble that are activators using the mining animation, and using them cleans up the current cell, after a fade to black and back. They can be hard to find, especially as a couple of them aren't piles, but pillars. The furniture replaced or added matches the player's side in the quest line, and the resulting player home isn't overblown.

Mellewen has moved on to collecting Dibella statues for her shrine in the Lakeview basement. A few of my characters have done this, as there's not much else to do with them. I think she has ideas of becoming a priestess herself.

She just did Peryite's quest, as she was in the area for something else, and discovered that her preferred spell, Absorb Health (modded), is the worst possible one to use against Orchendor. Since it damages him continuously, he teleports every two seconds, and she can't keep up with him. She had to pull out Auriel's Bow instead, and she has no Archery perks at all. That was a long fight, with many potions used.


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