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Today In Skyrim (Spoilerific), Like the other one, but with added spoilers!!! |
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| McBadgere |
Mar 29 2012, 06:03 AM
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Councilor

Joined: 21-October 11

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This is the spoiler version of the other Today In Skyrim, where we can talk at length, with spoilers permitted, about the quests we have done...'Cause some of us can't keep our mouth shut...  ... J'Zirlo is no longer a Werewolf!!...YAY!!...*Does dance*... And neither are Farkas or Vilkas...According to the both of them, they never asked for it...So the least I could do is cure them... So, after the terror of a glitch which meant it wouldn't cure me...Which I reloaded and it worked...I got the two others cured and now we are busy turning the Companions into the Fighters Guild...Yes...*Applauds*... Haven't talked to Aela yet to see what she thinks of being the only werewolf in town...  ... Aaaah, Spoilers...I feel so free!!...
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Replies(1400 - 1419)
| Acadian |
Aug 23 2014, 04:07 PM
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Paladin

Joined: 14-March 10
From: Las Vegas

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Oh, I remember those fire mages and oil traps! Buffy's Breton blood, Lord stone, Agent of Mara and a couple alteration perks max out her magic resist. And since her bow hits very hard, she can trade arrows for fireballs and win at range. That makes her pretty skilled vs mages (or dragons). Her nightmare (as ever) is big dudes with big weapons at melee range. Anyway, glad Marius and his little gang made it through the fire. Buffy's experimenting with followers too. Anduniel, Inigo and, now thanks to Grits, Arissa. There's something fantastic about the sounds and animations of having three or four of those big horses around. AFT + CH is magnificent. Edit: AFT = Amazing Follower Tweaks / CH = Convenient Horses. This post has been edited by Acadian: Aug 23 2014, 06:38 PM
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| Grits |
Aug 26 2014, 08:01 PM
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Councilor

Joined: 6-November 10
From: The Gold Coast

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Acadian, I’m so glad you’re having fun with Arissa! Marius seems to have lost her.  Valdi had Inigo in her first game. I really liked that guy. BTW, I did a little test with Convenient Horses and was able to bring a horse to Solstheim using the horn. Yay! (Though the Zanimal and crew are on foot until I come up with a good reason why a horse would let a vampire ride it.  ) SubRosa, that would also be a bad place for a vampire. I was thinking of Capt. Z while Marius was dancing around on fire. Also his bunny Shadow had a bad time. I don’t think he takes damage but the little guy was hopping very fast through the flames. I was shrieking too much to take a screen shot!  It took some doing but Capt. Z was able to sail his ship to Raven Rock. He is presently standing in the ash next to the Earth Stone wondering what the heck is going on. Due to a mod conflict he will be unable to pursue the Dragonborn main quest, so things could get quickly fatal for him. But he wanted to go here. Fingers crossed that he does not go wandering in daylight. One of his mods gives him sun damage. He plans to take Stenvar and Asrael up the coast hunting for reavers. Eventually he may check in with the authorities in town. He’s in no hurry to receive a blessing on his activities from House Redoran, or as he puts it, “that stuck-up cluster of pricks.” I’m pretty nervous about the next adventure.
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| SubRosa |
Aug 26 2014, 09:01 PM
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Ancient

Joined: 14-March 10
From: Between The Worlds

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QUOTE(Grits @ Aug 26 2014, 03:01 PM)  (Though the Zanimal and crew are on foot until I come up with a good reason why a horse would let a vampire ride it.  ) Methinks an undead horse like Avrak would not be too picky about a bloodsucker rider. QUOTE(Grits @ Aug 26 2014, 03:01 PM)  Due to a mod conflict he will be unable to pursue the Dragonborn main quest, so things could get quickly fatal for him. But he wanted to go here.
There is a way to get around doing the Dragonborn MQ, and sort of set things to normal on Solstheim. Open the console and enter these lines. Or better yet, save it as a text file in your Skyrim\Data\ folder. Then open the console and run it by typing bat {Filename} CODE setstage DLC2MQ02 5 setstage DLC2MQ02 10 setstage DLC2MQ02 25 setstage DLC2MQ02 30 setstage DLC2MQ02 40 setstage DLC2MQ02 60 setstage DLC2MQ02 200 setstage DLC2MQ03 10 setstage DLC2MQ03 30 setstage DLC2MQ03 50 setstage DLC2MQ03 60 setstage DLC2MQ03 70 setstage DLC2MQ03 200 setstage DLC2MQ03B 5 setstage DLC2MQ03B 15 setstage DLC2MQ03B 25 setstage DLC2MQ03B 35 setstage DLC2MQ03B 45 setstage DLC2MQ03B 200 setstage DLC2MQ04 10 setstage DLC2MQ04 50 setstage DLC2MQ04 550 setstage DLC2MQ05 10 setstage DLC2MQ05 340 setstage DLC2MQ05 1000 setstage DLC2MQ06 10 setstage DLC2MQ06 200 setstage DLC2MQ06 400 setstage DLC2MQ06 550 This will advance the game through all the stages of the Dragonborn MQ, without having to actually do any of it. Since I never play dragonborn characters, I do this with everyone who goes to Solstheim. That way I can sleep in the beds. The downside is that a few MQ dungeons will be blocked off, like the Temple of Miraak and Nchardak. Freia and her dad will be missing from the game as well. There are a few bugs you might encounter because of it however. If the combat music won't stop playing after finishing the Dragonborn Main Quest, open the console and enter the following: CODE removemusic DLC2MUSCombatBoss The appearance of the All-Maker Stones is not changed however (they still have the partially built Miraak buildings around them), and activating one will start the Miraak-worshiper building animation. The only way to change them back to normal is through the Bend Will Shout. You can use the console to gain the shout with the following commands: CODE player.teachword xx0179d9 player.modav dragonsouls 1 I have found I enjoy cleansing the stones. I just roleplay that instead of a Dragon Shout, it is a regular spell. The fights with the Creepy-Crawly guys it spawns are a lot of fun. Neloth might walk into Nchardak and remain there for the rest of the game. To fix this use the following console command to bring him to you: CODE prid xx0177DA moveto player xx is the prefix id of Dragonborn. You will have to use TES Mod Manager or Wyre Bash to find out what that is. This will move him to you. Now open the console again, click on him, and type in: CODE disable This will remove him from the game. Now add him once more with the following command: CODE placeatme xx01773A This should put him back in the game with him following his normal routines. This post has been edited by SubRosa: Aug 26 2014, 09:04 PM
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| ghastley |
Aug 26 2014, 09:08 PM
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Councilor

Joined: 13-December 10

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QUOTE(Grits @ Aug 26 2014, 03:01 PM)  ... (Though the Zanimal and crew are on foot until I come up with a good reason why a horse would let a vampire ride it.  ) ... Somebody needs an Arvak! Or a whole bunch of Arvak clones, so the whole crew can have one each!  And there are mods for various other rideables; my bears were derived from the ones in Like a Boss. This post has been edited by ghastley: Aug 26 2014, 09:12 PM
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| Grits |
Aug 27 2014, 02:20 PM
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Councilor

Joined: 6-November 10
From: The Gold Coast

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Dusted, lol Acadian.  When he dies the mod Better Vampires will actually turn him to dust! Thank you so much, SubRosa! I ran the file this morning for Zanimal. That will also open up Solstheim for my non-heros. I love the Dragonborn main quest for a very few characters, but it was a huge mistake for the game to start it (by screwing up Solstheim) without the character’s input. I got the battle music and resolved it immediately with your info. I appreciate your help so much! ghastley, now I want a chaurus mount! If I make a Falmer character it will be your fault!!  I think the giant ice wraith would be a good mount for the Zanimal, if perhaps a bit conspicuous. He doesn’t need to worry about chilling his delicates.  In character news I popped into Marius’s world this morning to test a mod, and Arissa showed up. She has an urgent personal matter she needs help with. She sweetened her words with a nice pile of coins first. This is not her first day as a rogue. Marius is fresh from the victory of restoring the Crown of Barenziah so he was more than happy to offer his help. And Rune’s help of course. Rune is just so nice it’s hard to leave him behind. Marius has occasionally freaked out a little after a particularly close call, and Rune always has a quiet word in those situations. Actually Rune is pretty steady at all times. Anyway as soon as they re-provision they’re off to kick the tail of someone who seems to deserve it. At least that’s how Arissa made it sound. She could certainly be lying, but that would not be much of a problem for Marius. He is also a fan of not telling the truth.
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| SubRosa |
Aug 28 2014, 08:34 PM
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Ancient

Joined: 14-March 10
From: Between The Worlds

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A few nights ago I picked up Persephone's game. She had just finished clearing out Forsaken Cave, except for the bears at the beginning, which she left alone. Along with my Animal Friend mod, and Kyne's Peace spells, I also created a mod that adds a Standing Stone power called The Wildling that makes animals friendly, the same with Amulets of Kynareth. Given that Persephone is undead, she cannot wear Amulets of the Divines. I roleplay that they burn her, especially Arkay's. So she uses the Wildling to avoid having to kill every animal she comes across. She also has a Kyne's Peace spell to make them play nice with one another, and other travelers. Persephone made her way back toward Helajarchen Hall, and stopped off at Ironbind Barrow along the way. It is the one with the young Redguard wannabe adventurer and her traitorous Argonian mage mentor. Persephone got the Redguard through it alive. But the Argonian lost his head. Afterward she found a stair in the back of the barrow that took her up on top of the mountain east of the barrow, overlooking Wayward Pass. From there she headed east along the mountain top, and eventually down to the Word Wall at Mount Anthor. She found a couple of folks there who needed killing. Afterward she spent the night visiting an old friend whose bier sits over the Sightless Pit. At dawn she headed to Winterhold to sell off some of her loot. While she was there she made her Enchanting and Smithing Skills to Legendary. Afterward she finally headed back toward Helajarchen Hall again, stopping off to clear out Duskglow Crevice along the way. With that was done, Persephone has now cleared out all of the northern half of the map east of Morthal. That includes all of Whiterun's Hold. She has done all of Eastmarch as well. Only Geirmund's Hall remains in the Rift. I have held off on that because I am not sure if I want to do the Mages College with Persephone. I think she might be doing that soon though. Going to college might be just the thing for this next phase in her life. She has also explored almost all of Solitude's Hold, but has never been in the city itself. That, and some parts of The Reach and Falkreath Hold are all that is left for her to explore. There is also Solstheim, which she has yet to venture to. I checked her stats, and it says she has discovered 309 locations, and killed more people than small pox. I have been playing her for so long that many of the locations she has explored have respawned more than once. For me that is a record. She is Level 59, which is another record for me. Anyways, after returning to Helajarchen Hall she spent a few days with the Sofia and Lucia, got her hair done, and puttered around in the garden. She went down in basement where she stores her horde of gold, silver, and jewels and started smithing. In no time at all she got her skill back up into the 90s. Even after all that, she still has a pile of gems. Her stash of Filled Grand Soul Gems also went to training her Enchanting skill back up as well, though it is only up to around 50 or 60. This post has been edited by SubRosa: Aug 28 2014, 08:35 PM
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