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Favorite minor DLC, Intelligent Poll Inside |
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mirocu |
Sep 25 2013, 02:43 PM
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Spam Meister
Joined: 8-February 13
From: [CLASSIFIED]
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I didn´t find a similar poll when I looked around, so here we go! As you can see I only included the minor DLCs. I excluded KotN because it´s much larger than the others and is more or less treated as an expansion rather than a minor DLC. This poll is as you also can see about your own preferences rather than your characters´, but feel free to include them if you want. ------- As you may know I have all of them on retail disc (except Fighters Stronghold of course), but as I don´t want to break the plastic cover or download them together with everything else from Steam I´ve never used any of them. However I do have a general feel for what I would think of them. In the same poll over at Bethsoft I voted Wizards Tower with Thieves Den as a close second. But I do think now that I would prefer Thieves Den altogether because of its inhabitants and the pirate feel it offers. Either of them would suit Lothran like a glove but the latter would be the best one in the end I think. He has no real need for the solitude that the Tower offers and his spell making business can be taken cared of at the University. So, my friends! What say you?
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Lol birdIt matters not how strait the gate, How charged with punishments the scroll, I am the master of my fate, I am the captain of my soul.
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ghastley |
Sep 25 2013, 03:48 PM
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Councilor
Joined: 13-December 10
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Like you I have none of them. So I'm voting on which I'd consider adding to my game if they were still individual non-Steam downloads.
For me the Orrery wins, because:
I'd like the available rewards to overcome the unavailability of Drain Attribute to anyone but Orcs. I don't the door that doesn't go anywhere from the Arch-mage's lobby. The fetch quest is at least reasonable, and suits any kind of character.
Edit: but horse armor is just so awesome, I'm sure it will win!
This post has been edited by ghastley: Sep 25 2013, 03:50 PM
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Mods for The Elder Scrolls single-player games, and I play ESO.
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Acadian |
Sep 25 2013, 09:54 PM
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Paladin
Joined: 14-March 10
From: Las Vegas
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Theives Den. My fave because it is like a little underground pirate town with plenty of people to talk to. Buffy is gregarious and really likes having plenty of NPCs around. We RP that Jak Silver is the boss down there. Buffy’s ‘in’ to the place was a referral from Daenlin for her to restock enchanted arrows from the fletcher down there. We treat it like adding another tiny village.
Wizards Tower. Second fave. As a true blue guild mage, Buffy doesn’t care about additional altars or the ‘perks’ of the tower. What we like is how neat it is inside as a place to visit and how beautiful it looks from the surrounding snow covered mountain trails that wind around it. For RP, we pretend it is the home of an eccentric old wizard that we visit sometimes. As a home, it is out for us however because it would be too lonely.
The Orrery is just a nice little quest that is one of a few ways to get the ‘drain attribute’ effect into your spellbook. The quest is related to the Mages Guild, so it seems a natural for Buffy. And the finished Orrery adds a very nice little touch to the University.
Mehrunes Razor is a fun big dungeon crawl. What we like to do is complete it, deactivate it then reactivate it so we can do it all over again – as often as we want.
Vile Lair. I have used and evaluated that one, but it is lonely and steeped in vampire feel. So it doesn't really fit in to our world. There's plenty of vamp lairs that have actual vampires to kill.
I have never installed Horse Armor because Superian relies on speed and enough enchantments on her tack to make a dragon wince.
Never used Spell Tomes. Almost all Buffy’s spells are self-made at the altar, and her modded race inherently knows how to summon a bear. So I don’t think there’s anything we want there.
Don’t have Fighters Stronghold, so no opinion on that one. All my DLC’s come from the KOTN DLC Collection disc, which was released before the Fighters Stronghold came out.
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ghastley |
Sep 26 2013, 05:54 PM
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Councilor
Joined: 13-December 10
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A question for those who have them. I note that quite a few were aimed at a specific class of character, such as Thieves Den, and Wizards Tower. How much does that put you off using them, if your chosen character doesn't match up?
This is a relevant question for my Evergloam mod - which is essentially Thieves Guild continued. In the other mods I'd made, I'd been careful to provide quests for all types of player, including post-quest-line things for CoC's, Madgods, Archmages, Masters of the FG, etc. and I'm finding it hard not to think the same way for Evergloam.
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Mods for The Elder Scrolls single-player games, and I play ESO.
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Callidus Thorn |
Sep 30 2013, 10:33 AM
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Councilor
Joined: 29-September 13
From: Midgard, Cyrodiil, one or two others.
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Wizard's Tower, everytime.
I think it looks fantastic, is incredibly useful, and I like my magic using characters having somewhere they can experiment and practise magic away from the guild.
The Thieves Den is nice, but I don't think it's name quite fits. These aren't pickpocets your working with after all, they're pirates.
I'm also rather fond of Spell Tomes, if only because it gives us consolites access to spells we otherwise wouldn't get, like summon bear.
I've still yet to get around to Mehrunes Razor.
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A mind without purpose will walk in dark places
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SubRosa |
Sep 30 2013, 03:11 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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QUOTE(mirocu @ Sep 27 2013, 03:29 AM) QUOTE(SubRosa @ Sep 26 2013, 07:43 PM) Since I am on the PC, I can make spells or enchant items simply opening the console, so that means nothing to me. The makes the tower nothing but a home in a way off place that takes forever to walk to. Its got those teleporters to the mages guild halls, but I don't like those, since they feel like a cheat.
And bringing up the console to make spells and enchantments doesn´t?? No it does not. Perhaps it comes from being a Witch IRL, but in my mind anyone who uses magic ought to be able to naturally enchant their own items or alter/create their own spells. That is simply part of being a magician. Just like being able to run is part of being a football player, or being able to fight is being part of being a hockey player. If you look at many of the shamanistic traditions, when a tribe/settlement's shaman died, the spirits would choose another to take their place. They would impart all the knowledge that the new shaman needed directly to them. No need for a spellmaking altar, or even an NPC to teach them a spell to begin with. Likewise, when I look at my own practice, I have never needed to put coins in a slot and pull some levers in order to use magic in new and different ways. Magic is all about using your Power, and that can only come from within yourself. That Power can only be strengthened by exercise, just like muscle power, and it can only atrophy by being lazy. It is all about you. You cannot get it from a vending machine. This post has been edited by SubRosa: Sep 30 2013, 03:14 PM
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