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 No.27910[Last 50 Posts]

Always wanted to make this thread, but could never find time for it until now. Discuss lore, art, modding, headcanons, C0DA and other stuff related to the games.

 No.27911

>>27910
Personally I feel morrowind and Skyrim leaned way to heavily on their rpg mechanics thus breaking each games progression and sense of realism needed to promote immersion in the lands of Tamriel.

 No.27914

Not a fan of TES series, cuz Bethesda design philosophy, but leveling skills by using them is such an immersive, roleplay friendly and obvious thing. You like certain playstyle, or certain character build, and you progress through it by just playing it. Genius. Makes me wonder why most RPGs keep sticking to standard "stab 500 goblins to get better at oration" approach. I really dislike it because I dont like playing a murderhobo, I like roleplaying, in particular I like to avoid hurting animals in games, but XP-for-kill mechanic incentivizes towards becoming one man extinction event. Which as a rule carries no moral weight, game portrays you as a hero even though you are effectively some kind of life-force vampire, murdering everything around you top get stronger. Undertale genocide run is just default setting of wast majority of RPGs.

 No.27941

Just getting back into the series and SPID and KID for Skyrim has been a godsend for follower mods, paired with Nether's Follower Framework you can have a full party that levels with you and gets perks as they level. I've been distributing perks and spells to NPCs too and it's a ton of fun, mages are way scarier now and will actively banish/turn your summons. Walking into a mage dungeon is pandemonium, there's constant explosions and you need to stack resists to have a chance of surviving. I'll have to make AI packages so they use fear/fury effects properly, and maybe set up ASIS to increase spawns or just hand-place some more enemies with group utility skills so they aren't steamrolled when my party gets better equipped.

 No.27942

Did anyone else get hard filtered by the Oblivion gates? I was young when that game dropped and it took me years and years to beat it because my playthroughs would end after getting lost in the Daedric planes.

 No.27944

>>27942
I always avoided the main story because I hated NPCs getting killed and the mobs only got deadlier the longer you put it off, so I didn't beat the game until last year.

 No.27945

>>27942
nah, if anything young me just stacked resists/athletics and hard skipped 99% of the getting to towers thru the bridge puzzles by literally just yeeting myself too the towers locations lol

 No.27946

>>27945
an example

 No.27947

>>27946
It’s such a shame that bethesdas devs didn’t have enough assets to fully flesh out the oblivion dimension. So much of the region contains copy pasted assets :(

 No.27948

So mods included, which TES would you say is the best? I played Morrowind and Skyrim for quite a lot, but never finished them. Oblivion made me drop it the moment I got into Imperial City and had to deal with the dialogue system, but I am thinking of giving it another try, but idk, dont want to spend a week modding it and then immediately drop it again.

 No.27949

>>27948
morrowind by far, gives the player the most agency

 No.27958

>>27948
You can get mods for oblivion that make the dialogue options give a better idea about what you're going to say

 No.27959

>>27948
Games are basically the same wether or not they get modded. Just play the release that works the best for you

 No.28058

>>27948
Finished Morrowind before the current userbase was born. Played the rest afterwards.
If I was pressed I'd say:
Morrowind > Daggerfall > Redguard > Arena > Battlespire > Skyrim > Oblivion
(I haven't played the mobile games)
however, it's worth noting that Skyrim and Oblivion are uniquely awful in their own ways. The only saving grace Oblivion has is that it at least alludes to the Colovian high culture and Nibenese intrigue.
I will NEVER forgive that cunt for ruining the lesser aedra and dragons in particular.

Reject Bethesda, embrace Team Rebuild Tamriel.

 No.28065

>>28058
Have you played any of the pre-Morrowind titles some time in the last two decades? They havent aged well.

 No.28066

OpenMW is a beautiful vanilla mod, I love seeing the original game, looks great simply by using a fresh engine with far draw distance.
>>27911
Morrowind is about awakening to your godlike powers, it fits

 No.28067

remember to honor the Sixth house and the tribe unmourned

 No.28072

Morrowind - Great. One of the games I never uninstall. No need to say much about it.
Oblivion - a shit, but a fun shit. Mechanically it's really bad. Also, the worst scenery ever, fuck this shit. I do like the quests, the voice acting and of course Shivering Isles.
Skyrim - cut out even more shit, while not being as retarded of a system as Oblivion. I kinda like it, but I only managed to finish it once. Still haven't beaten the Solstheim dlc. Very nice nature and overall atmosphere. Less funny than Oblivion.

 No.28074

>>28065
The features you are alluding to miss have long since been added by excellent projects like daggerfall unity.
Criticizing a game for perceived antiquities is trite critique. Here especially, considering Oblivion plays worse regardless. Arena has terrible writing granted, though about as bad as Skyrim gets.

 No.28076

>>28058
I don't think Redguard and Battlespire can really be compared to the other games, and saying either of them is better than Oblivion or Skyrim is ridiculous.
>ruining the lesser aedra and dragons in particular
What changes did you dislike? ESO has some ehlnofey characters in one of the High Rock and Valenwood zones iirc.

>>28074
My main issue with Arena is that end-game fights turn into the same potion-chugging battles of attrition as in the later titles. The last dungeon specifically is a slog because they filled it with liches and called it a day.

 No.28100

File: 1685424087805.png (511.25 KB, 633x745, it's over.png)

What is the materialist explanation for nord rapefugees colonizing tamriel?

 No.28101

>>27910
Only chinlets like medieval fantasy rpgs

Real communist like futuristic scy-fy ones

 No.28102

File: 1685428182007.png (2.53 MB, 1280x720, The-Outer-Worlds-scr1.png)

>>28101
Outer Worlds has one of the worst art direction I have seen in a video game.

 No.28104

>>28102
It's just a mediocre game in all aspects, with half baked itemization. I also remember being able to max quite a lot of skills, like it was impossible to not become a jack of all trades.

 No.28105

>>28102
I am fervently unqualified to say anything about cgi but I have a term I like to call natural contrast. Basically it’s the idea that the colour variation of most levels should general adhere strongly to a single colour at a time because most of the light is coming only from one source whose frequency naturally shouldn’t change(unless it’s like exciting a material but even then you don’t need to go that deep with graphics).


When natural contrast is prioritized sets look boring but not visually overloading to the player but when it’s ignored it’s very distracting

 No.28110

File: 1685498276107.gif (3.99 MB, 360x360, dagoth ricardo.gif)

>>28066
They basically remade the Morrowind engine from its precursor without any of Bethesda's original source code. Best of all, it is somehow even more stable and extensible than the original, especially with the shader and script support in recent versions and upcoming dehardcoding of gameplay mechanics as well as support for .bsa and .nif formats of future games.
Btw, if anyone wants a point to get started with OpenMW, there is modding-openmw.com that got various modlists for either quick modding, complete overhaul of the game or simply a better looking vanilla experience.
>>28058
Also do not forget how they cut down the varieties of Daedra in Skyrim. Not including Scamps and Hungers is a downright criminal offense.

 No.28111

File: 1685498459130-0.png (348.57 KB, 1128x608, Iron Dagger.png)

Also, I have started working on something of a model remake project for MW. The starting point was the Iron Dagger model, and I am looking for what would be fun to redo next. Any ideas?

 No.28112

>>28111
Enemy model variations.
Bethesda has a thing for faking diverse enemies through procedural algorithms

 No.28115

>>27914
>Makes me wonder why most RPGs keep sticking to standard "stab 500 goblins to get better at oration" approach
One benefit of skill point buying systems is you have much finer control over the growth of your character and don't need to take time away from actual gameplay grinding out a single skill (although players might end up grinding character levels rather than individual skill levels regardless). It's particularly hard to raise skills like mercantile or, in Daggerfall, passive skills like medical or languages in a way where they'll keep up with the rest of the player's skills, so more often than not they end up on the chopping block/merged with other skills in later games to fit with usage-based leveling mechanics. Adding in skill trainers can help somewhat and cut down on grinding but it defeats the whole point of needing to use skills to level up, it's just point buying but as a money sink.

In the future I hope they use some kind of hybrid model where you can allocate perks by using the skill as normal and leveling up, or by completing quests and earning perks/levels which you can distribute as you see fit. I feel like character/skill level-based progression is sorta dated now but any other system I can think of basically reinvents it. You either end up perpetually short on perks or as a jack of all trades able to unlock everything. Or maybe they could take a page out of Runescape's book by deriving character level from combat skills only, but now I'm getting way off topic.

 No.28116

File: 1685522065519.jpg (21.28 KB, 640x533, zzcrd7vvz67z.jpg)

>>28110
based free software gaming enjoyer
OpenMW could be a good basis for more action RPG, much like how the Quake engines are still used for lots of games, even commercial ones (licensed freely, at least the code)

 No.28117

>>28101
I disagree with this statement (although the fandom indeed can be kind of chinletdish at times), but Starwind is very gud. Pretty much an indie Star Wars RPG made on Morrowind's engine with a lot of playable species, locations, quests and other stuff.
https://www.nexusmods.com/morrowind/mods/48909

 No.28118

I’ll be honest. I don’t like it, not for what it represented for its time but for what it is today. Daggerfall is an unfinished game by todays standards, not for its graphics but for its content. The world is one of the largest open worlds but there’s very little reason to explore any of it, it’s dungeons use copy pasted assets with little sign of puzzle solving or storytelling aspects to them(the ladder is fine by itself but the former does make exploring these labyrinths really repetitive). There’s no naturally occurring mob spawns anywhere or even roads meaning you won’t find any enemies in the wilderness or NPCs you can talk to making the open world completely barren all stacked on top of no unique structures or inside of small towns, “caves” and dungeons

Obviously there’s mods to fix these aspects of daggerfall through the unity ported version which I’m planning to learn to mod myself with all the assets I’ve made through blender but for now, this game is really disappointing for me after oblivion

 No.28119

>>28111
Join: https://www.tamriel-rebuilt.org/ and their dicksword
They'll give you plenty to do.

 No.28121

Daggerfall… home.

>>28118
It's helpful to know what you're in for when playing Daggerfall, I'd compare it more to Dwarf Fortress adventure mode than the later titles in the series: the adventuring is much more self-directed and slower paced and the world design means you won't just chance upon interesting locations while exploring. Most of the worldbuilding is done through books rather than factions and quests so there isn't a lot of storytelling or intrigue to hook players who like that sort of thing. Dungeons are generated procedurally in blocks, which is why they can feel samey and easy to get lost in. It's not for everyone but I like it a lot, it's a strict improvement over Arena and I come back to it more than I do Oblivion, plus the mods in the last few years have been great both for quality of life and replayability.

 No.28171

Why do people care about the "lore" of these games so much? They're so cookie-cutter. It's the questlines and characters that make them appealing.

 No.28179

File: 1685827473503.gif (9.99 MB, 575x324, cheetah rain.gif)

>>28171
I think it is mostly Morrowind that was richest in worldbuilding, both in-game and in books. Oblivion and Skyrim on the other hand boiled it all down to Tolkien and GRRM respectively, with most of the more interesting lore stuff in those being part of books or easily missable sidequests or expansion packs. As for characters and questlines, yeah these are the bread and butter of the franchise but I wish they were more fleshed out. Both Oblivion and Skyrim left me wanting for more ways to advance and solve certain quests, and the vast majority of Skyrim's characters felt awfully one-dimensional due to most of them having at best a couple of dialogue options and none at worst.

 No.28216

>>28171
That's conflating the fluff in the games with all the supplemental world building (which at this point has become its own beast and has been for a while). The Wheel is I, reach heaven by violence, WELCOME TO THE HOUSE OF WE, etc.

 No.28217

>>28216
Also, would be remiss of me to not mention that some of TES' best ideas come from RuneQuest, which is also great though I prefer Kirkbride's and Kuhlmanns prose myself.
Anyway, that as a sincere answer to your bait question. Satisfied? Learned something?

 No.28220

File: 1685957508488.png (38.07 KB, 750x444, mk.png)

It's interesting that the series survived where so many western CRPGs (and the game studios that made them) died or faded away all around the same time in the late 90s/early 2000s: Wizardry, Ultima, Might & Magic, Bard's Tale, hell even Fallout which was resurrected by Bethesda themselves. The ones that DID survive like Bethesda and Bioware fully embraced more action-oriented real-time combat and consoles. There doesn't seem to have been a similar reckoning in Japan, I wonder what caused it.

>>28171
In-game lorebooks probably get people interested, and the lore has had multiple writers and influences over its almost 30 years of existence. Plus Kirkbride's writing (both in-game and in quasi-official sources like the imperial library) is so strange for a lot of people that they end up digging deeper to find out more. The 36 Sermons are pretty much straight from Crowley/Thelema and he apparently believes in and practices gnostic mysticism stuff. In pic related he's cautioning someone against reading one of his imperial library posts too carelessly because it's magical.

 No.28222

Who lives in Red Mountain under debris?
Dagoth Ur-Ur
How grand and intoxicating is he?
Dagoth Ur-Ur
If corprus and blight is something you wish
Dagoth Ur-Ur
He's a god and you're slaughterfish
Dagoth Ur-Ur

 No.28262

File: 1686034957879.png (52.78 KB, 933x350, sir-tech.png)

>>28220 (me)
I was reading more into it and I guess there was a wave of consolidations around that period that saw a ton of studios go under or get acquired for their IP and dissolved by bigger players. There's an interview from 1998 with one of the founders of Sir-Tech (the company behind Wizardry) as it was partially shutting down, in which he said the level of investment and negotiating power needed to create and market new titles was increasingly out of reach for mid-size companies, he even mentions Bethesda in particular as one he expects to go under in the near future. Bethesda founded Zenimax the next year and probably got enough money to stay afloat from that, and ended up with a lot of well-connected people on its board of directors like Donald Trump's brother, Robert.

Full interview if anyone else finds it interesting: https://www.ign.com/articles/1998/10/16/sir-techs-last-words

 No.28795

File: 1687108260097.jpg (147.72 KB, 997x1200, 36 lessons of vivec.jpg)

>>28220
Lets just say that Kirkbride is pretty amazing as a person. He is very outreaching to people who ask him questions about various text or lore events, also advocating for the canon being more open to interpretation and allowing writers to make their own stories, fill in gaps in lore and even create micro-settings within the established Elder Scrolls universe without worrying about it possibly clashing with the canon.

 No.29354

File: 1689956903803-0.png (1.76 MB, 1366x768, ScreenShot23.png)

File: 1689956903803-1.png (975.7 KB, 1366x768, ScreenShot35.png)

What is everyone's opinion on the SimonRim series of Skyrim overhaul mods? I honestly find them a very good alternative to overloaded total overhaul mods like Requiem because they do not suffer from feature creep as much and play very nicely with other mods, so if you for example do not like Adamant's perks you can substitute it with Ordinator or another perk tree mod without worrying about compatibility much.

 No.29394

>>29354
I definitely prefer Simon's to EnaiSiaion's stuff, the latter is just way too out there for me. SPERG is nice and simple too.

Requiem is sort of in a league of its own, development is going along at a glacial pace and just getting everything to work is a pain in the ass. There are so many different versions and tools needed out there for all the different modpacks (Wildlander, Serenity 2, etc) that it's easier to just use Wabbajack at this point rather than trying to put it together yourself. I appreciate what they were going for but it takes a while to get your character decent and I can't keep interested after level 20 or so when it loses the challenge. And it's a shame that so many of their features are tied into the overhaul, a lot of their extra spells are cool and I wish they could be easily used without Requiem.

 No.29395

>>29354
To me skyrim doesn’t need an overhaul of its systems it needs balance and a lot more levels to justify the size of its map

 No.29396

File: 1690306831541-0.png (1.16 MB, 1366x768, ScreenShot43.png)

File: 1690306831541-1.png (1.7 MB, 1366x768, ScreenShot31.png)

>>29395
Thats why I go with Simon's mods. They are more concerned with changing the balance and refining the existing systems than tacking tons of stuff on top. Races get more fleshed out ability pools that reflect their lore better, perk trees are redesigned to both encourage specialization and make leveling more rewarding, encounter zones outside dungeons spawn enemies the same level as inside, magic is made both more powerful and more costly and a long term specialist investment etc. Most serious changes to the combat system come from the Blade & Blunt mod, but it feels more of an organic expansion and refinement of Skyrim's vanilla combat than trying to be Soulsborne (though combined with CGO it feels kind of like Severance). As for levels, all this stuff is built to mesh well with quest mods, so most of the time you can install Falskaar, VIGILANT, Carved Brink, Project AHO and others and won't encounter much balancing issues or need patches unlike bigger rebalance mods.

 No.29397

Also, OpenMW 0.48.0 has gone stable:
https://openmw.org/2023/openmw-0-48-0-released/
Lets see what will come out of it. The Lua script engine thing is pretty lit, as is the built-in post-processing/shader thing. Not as powerful as MGE/MWSE yet, but very close to leveling the field and some MWSE mods might be ported over to it soon.

 No.29398

>>29397
OpenMW-lua isn't anything to write home about yet. Even says so in the release article. The lack of a video is going to hurt them, much like TR reports going from monthly to bimonthly is hurting that project.

>Not as powerful as MGE/MWSE

OpenMW is already "more powerful". OpenMW-lua specifically doesn't have feature parity with MWSE.

>very close to leveling the field (with MWSE)

lol. Here's a tip: don't write so much about shit you don't understand. You could've just posted the article with something along the lines of "Neat, there's a new version of OpenMW!" Would have spared your face from the egg.

 No.29399

File: 1690322937661.gif (726.04 KB, 320x240, output_5FtJNR.gif)

>>29398
Yeah, I have worded it a bit poorly sorry. I indeed did not mean the engine itself is not up to par to MGE-MWSE (the engine is all in all much more stable and moddable than the vanilla one obviously besides that), but rather that the Lua scripting engine is currently lacking in comparison to the other one and needs to be expanded to be brought on par, like support for adding custom skills to be displayed in the inventory's skill list (see: Ashfall). OMW-Lua seems to be actually better documented than MWSE-Lua so maybe that can give it a better headstart, but as you said the defining issue here is lack of exposure. They still rely too much on blogposts and word of mouth within the TES community itself, when a video showcase would have garnered more attention overall through the social media as well as give more of an idea how each feature actually affects the overall game and its modding environment.

 No.29409

>>29399
Appreciate the reply, that took guts.
I agree. OpenMW benefits from an inherently better position over wrappers/injectors. It really is only a question of *when* it will take off in the mod scene. See also TR (and by extension PT) waiting on cell based water height (among other things).

 No.31150

File: 1697784133576-0.png (22.79 KB, 1041x200, 36 lessons.png)

File: 1697784133576-1.png (85.69 KB, 1730x458, red year.png)

I've been binge-reading the collected posts of MK (PBUH) and there's a ton of interesting tidbits. Apparently the 36 sermons weren't written on LSD after all, and he and some other people REALLY dislike the names of provinces and the Red Year was meant to allow a redo of some of them (there's also an interview with an Arena dev who lamented the names of provinces, Summerset especially, and some place names as well, but pretty much anyone at the office or their friends/family could put markers on the map and name their own locations). To think we could have had a Bloodborne: Valenwood Edition.
https://en.uesp.net/wiki/General:Michael_Kirkbride's_Posts

 No.31151

>>31150
Relatedly Kurt Kuhlmann has apparently been let go by Bethesda and not of his own initiative according to MK, also TESVI apparently has no plot written so far and is likely to be doomed with Kurt having been the last hope for TES lore and good writing for it.

 No.31152

>>31151
Well fuck. I guess that makes ESO the torchbearer for lore now. This truly is the darkest timeline.

 No.31153

>>31150
the name 'elswyr' makes me want to kill myself

 No.31155

File: 1697816433862.png (550.75 KB, 824x549, kot hazmat blini.png)

>>31151
Starfield lead writer got laid off just after the release so I am not surprised now tbh. They clearly do not even care about the lore anymore as can be seen with BGS releasing a Fallout Shelter clone with a painfully generic fantasy aesthetic.
>>31153
Someone in the team really does not like cat people. Pellitine is not much better tho and registers with cat toilet filler for me.

 No.31193

>>28222
could be gemmy, but poorly executed

 No.31552

File: 1699603584435.png (993.32 KB, 600x1000, ClipboardImage.png)

>religious fanatic leading a group of well-organized and equipped cultists
>attacks the center of the world's largest empire
>brings down the White Tower, metaphysically and psychologically striking at the fabric of reality and causing the world to enter a new era
>imperial agents raid his faction's secret cave base but he narrowly escapes
>they find him a long time later in a compound with his family members and kill him but it's too late to affect his plans
Is he Osama

 No.31559

>>31552
does he have bible black on his pc?

 No.31562

>>31559
he probably has a few copies of the lusty argonian maid laying around, and some chokeweed/marshweed to make him horny for argonians

 No.32228

What are some good quest mods there are for Morrowind? Already have Tamriel Rebuilt and towards something closer to a questline than a new lands mod.

 No.32405

elder scrolls 6 is going to cause a massive wave of steppe-ass white boys. went through a bethesda art directors pinterest and i saw so many ian connor pictures, errolson pictures, and pictures of rick owen lug tractor boots i am speechless
https://www.pinterest.com/raylgun/

 No.32408

File: 1702271761108.jpg (44.51 KB, 739x415, elco5wopt1e81.jpg)

>>32405
>all this ethnic and desertpunk stuff
Seems like it is going to be Hammerfell after all yeah.

 No.32611

File: 1703009417123.jpg (199.69 KB, 1119x1737, GBUGM31WIAADGIf.jpg)

>Avellone stated that the team had presented numerous ideas for a new Fallout game to Bethesda, but unfortunately, all were turned down. Moreover, Avellone alleged that Obsidian even approached Bethesda with a proposal to develop spin-offs similar to FNV for The Elder Scrolls franchise, but these suggestions were also met with rejection.
We could have had Skyrim but with an actually good series of interlocking quests.

> This is true. One of the Elder Scrolls proposals (which I pitched) was intended to serve the same function as FNV did between F3 and F4, to provide more adventures in the setting during the years before the next Bethesda release.

> I thought it couldn't hurt to try and push a similar system to what Treyarch/Activision had going with Call of Duty at the time (but hopefully less rushed). Bethesda could do a core release, then we'd release a TES title (in same world or a divergent timeline/era) before the next big Beths. push.
https://nitter.net/ChrisAvellone/status/1736609878133850431#m

 No.32616

>>32611
Damn, that could have been pretty cool. Sucks that Bethesda screwed them over.

 No.32618

>>32611
What a shame

 No.32620

File: 1703033741282.png (584.37 KB, 808x880, ClipboardImage.png)

>>32611
He can't keep getting away with it.

 No.32661

i honestly can't tell if all the Deep Lore™ of Elder Scrolls is brilliant or incoherent rambling, maybe both

 No.32662

>>32661
both. they used to have some great writer in bethesda who tried to make sense of the lore but he isnt working there anymore sadly

 No.32663

>>32661
>the lore is incoherent rambling
so just like real life lore

 No.32664

>>32661
I do not know of any other games that both have a detailed world like this that is both coherent and retains enough mystery for the players to write their own stuff around. D&D-ish on surface, yet more and more divergent from conventional fantasy the more you dig into it, like the sun actually being a hole in reality from which magic seeps into Mundus that is gradually shrinking, or Talos being actually a composite of three people. Most of the lore is written in a manner where certain events are described from different biased perspectives, so deciding on what might be the truth is up to you.

 No.32732

>>32661
>maybe both
Yes.

 No.32733

>>32732
It's fun to read and build things on top of, that's what I care about.

 No.32734

>>32733
This is the best take away you can have, and I am happy you see it that way.
(We've already had this exchange in the other thread. c:)

 No.32737

File: 1703449624651.jpg (1.52 MB, 1060x2000, chmonya purse.jpg)

>>32734
I am thinking about getting that one idea of an OpenMW fangame/conversion out of the backburner seeing the recent developments with the engine and now that I have free time for that. Still grounded in the TES setting and still having the original races and concepts, but set on an island rather than the continent and featuring a set of its own organizations, characters, species, concepts and so on. So far I have a vague idea of it being about a conflict between two colonial powers (Empire and Dominion, or maybe of the Akaviri kingdoms?) and the island's natives somewhere in the post-Morrowind timeframe, but have not got a map ready yet. Not sure if I will be able to actually cobble much of the game together, but I will try to get help for it and in turn make some materials to help other modders.

 No.32752

>>32737
Take extensive notes. Even if this project will go under (and chances are it will, failure is mandatory for learning), you are likely able to use ideas and concepts in other projects. I'd tell you to keep the scale small, but I'm terrible with that myself so just focus on doing shit instead :)

 No.32798

>>32664
it's super cool but reading some of the Kirkbride stuff just melts my brain lmao.

 No.32869

Daggerfall Unity 1.0 came out.

 No.32877

>>32876
How so compared to Morrowind's slavery apologia?

 No.32878

>>32877
Depicting slavery within a game is not the same thing as apologizing for slavery. Morrowind explicitly made the dunmer look like dickheads for keeping khajiit or argonian slaves. It was a pretty progressive game for its time and it did a good job of making sure you the player knew that slavery was bad.

 No.32879

>>32878
It was a theme park, shallow depiction of slavery that only made most people think it is okay because they enslave literal animals.

 No.32881

>>32869
Awesome, I never had problems with bugs or crashes but it's great that they're confident with a stable release. I've been meaning to try it with mods, now seems as good a time as any.

 No.32890

>>32877
>>32879
There's an abolition faction that is PAINFULLY clearly made out to be the good guys. What are you talking about.

 No.32893

>>32890
This does not change dichotomy that the only alternative to the imperial invaders is letting the dark elves continue their slavery.

 No.32896

>>32893
The abolitionists are dunmeri. The imperial ties you allude to are circumstantial, and inherited from the Hlaalu-Empire relationship.
The slavery dichotomy isn't even "yay" vs "nay", but naked chattel slavery (Telvanni, Dres) vs indentured servitude and serfdom (Hlaalu, Velothi).

 No.33023

Item physics based on the Bullet physics engine in an experimental OpenMW fork by Max Yari. Not fully ironed out yet, but items can be tipped over, thrown and can deal damage to characters when colliding with sufficent velocity. Kind of reminds me of GMod and DUSK at the same time.

 No.33026

>>33023
But I like stacking arrows in DNA spirals :(

 No.33031

>>33026
I feel like the mod should have a way to freeze placed items in place, or items should be freezed in place unless picked up or hit by weapon or spell. That would be good both for players setting up scenes and for the game performance.

 No.33033

has openmw attracted any good writers? has anybody made any cool quests for the game?

why don't modders ever make cool new levels and quests and shit like that for games?

 No.33034

>>33033
Check out MelchiorDahrk's mods for starters, like Secrets of the Crystal City and the Imperial Mananaut one. Also there just happened to be a wave of good OpenMW-compatible quest mods recently, so just lurk around Nexus.

 No.33035

File: 1704755290625.png (520.4 KB, 700x1010, 9auffj7vr0o61.png)

Some hidden content in these games is pretty funny.
>Kill Me is a blindfolded Breton acrobat found in the interior test cell TestAlan. When you attempt to activate him, a message box which reads: "I'm growing!" pops up. When you kill him, "You killed me!" pops up. Trying to loot him will still activate his script and you won't be able to access his inventory.

 No.33036

>>33033
I dunno man, maybe take a fucking gander at the popular mods before you start making wild claims.
What a dumb fucking post.

 No.33052

File: 1704822532913.png (333.17 KB, 630x630, ClipboardImage.png)

skyrim came out closer to the '90s than to today

 No.33053

File: 1704829729780.jpg (24.52 KB, 531x451, limecat.jpg)

>>33052
What do you even mean? It is just a bit more than a decade old.

 No.33064

>>33053
2011 (Skyrim) was 12 years after 1999. 2024 is 13 years after 2011. Skyrim's release is closer to the 90s than to today.

Btw Morrowind and Oblivion came out between Skyrim and the 90s and only TESO has come out since Skyrim and today.

 No.33068

>>33064
started playing eso recently, it's ok. lots of new content I've never seen before. I'm still trying to figure out how I'll make my build, but in general it's going well.

 No.33071

File: 1704951763348.png (1.51 MB, 2048x2048, Khajiit swordsman.png)

>>33068
I wanted to have a go at it to see their version of Elsweyr, but apparently that questline is paid,and honestly from what I have seen they did not do good job at portraying the province. The cultural conflict between nomadic.northern and sedentary southern Khajiit is one of the interesting parts of their lore and ESO seems to sideline it heavily in favor of a dragons, Jagar Tharn's grandgrandma and cat daedra outbreaks. I am also not a fan of the game's rather boring art direction that looks like a crappy in-between of Skyrim and Oblivion to me, but sure the old SWTOR adds into it too.

As a heads up regarding my project thing, I am currently practicing my drawing skills and trying to pull myself to make a concept art library for it and anything else I would plan or would like to contribute to.

 No.33083

>hmmm, I wonder why they're called argonians, maybe it has to do with argon
>look up the etymology of argon
>Modern Latin, from Greek argon, neuter of argos "lazy, idle, not working the ground, living without labor," from a- "without" (see a- (3)) + ergon "work"
What did Todd mean by this?

 No.33084

>>33071
that's nice art (if you did it)

 No.33085

>>33083
I always thought it is a reference to Eye of Argon, aka the worst fantasy novel ever written, especially considering that one of the scrapped TES Adventures games was called Eye of Argonia.

 No.33086

>>33084
Yep, thats my work. I have not really use any references during making it per se, but what was on my mind for the armor were Turkic, Arabic and Mongolian designs with thought put into physiological traits of Khajiit like sensitive ears. The clothing is wider at the sleeves in order to allow for better ventilation, while bracers are to be worn beneath the garment's sleeves themselves. I am thinking of ways the design could be expanded on, but in older drawings I thought of grotesque battle masks and face guards that accomodate to the shape of the wearer's face and protect it while still allowing them pick up scents and looking intimidating.

 No.33087

>>33071
>paid content
True, but I've also heard you can exchange game currency/items for store currency with other players to buy dlcs and circumvent actually paying. I plan to join one of those groups eventually to get the right content to complete my class.

 No.33089

>>27910
>Elder Scrolls
Literally far-right coded

 No.33090

File: 1705072861578.png (84.5 KB, 500x649, le happy thalmor.png)

>>33089
Scrolls of the Elders of Alinor more like it.

 No.33094

>>33090
>the n'wah know

 No.33095

>>33090
It's a far-right coded series, the entire plot is literally about race wars, with the hooomans (obviously the white ppl) being portraited as the good guys despite being the only ones who commited genocides

 No.33096

>>33095
In short, it's garbage, DnD is much better

 No.33098

>>33095
>with the hooomans (obviously the white ppl) being portraited as the good guys
lol

 No.33101

File: 1705266615661.jpg (25.23 KB, 570x366, ybAhGWai3k8.jpg)

>>33095
Not sure if you are serious with your assessment, but…
The thing is that the.humans being portrayed as good guys here is acknowledged even in-universe as the works of Imperial hegemony while also showing multiple points of view on every major backstory event (just check out Battle for the Red Mountain lol). None of races in this setting is really inherently good or evil nor there is a rigid alignment system that keeps them in that way unlike D&D that you mention. Most of the ethnic conflicts happening in the series come off more as result of societal elites vying for more power, wealth or following some ideology than result of the supremacist ideologies being true, which for me is already better than most other fantasy universes that barely flesh out their peoples and do not bother with writing multiple PoV story pieces.

 No.33109

File: 1705335590767.jpg (701.26 KB, 2560x1600, char.jpg)

My unenjoyable time with NG+ in Starfield made me want to go back and finish 100%-ing Skyrim in vanilla and I just finished. Always wanted to try a sort of arcane berserker character that uses mage armor and a bound weapon, super flimsy until the dragonhide spell that lets you ignore 80% of damage. It's like a regular warrior character except you don't really feel that strong until level 50 when you've got all the potions and enchants you need, you need to recast your weapon any time you want to use any other spell, your damage output falls off in the late game, and you have downtime/casting times so if you get caught unaware without your spells up you're gonna get wrecked. I don't really like how big of a crutch alchemy and enchanting are for any character that isn't a stealth archer or sword and shield + heavy armor.

If nothing else it was a good reminder for why I use certain mods, and gave me reason to look up more mods for areas of the game I don't usually play.

 No.33110

>>33109 (me)
Also the shock cloak spell with associated perks is great for a melee character, it effectively reduces every enemy's health pool by 15% via disintegration and the range increases massively when dual cast and using buffs.

 No.33113

I want to start playing Skyrim, but I dont feel like installing more than couple mods (last time I did I spend more time doing that than actually playing game), so which overhaul mod do you think is the best in turning the game into an actual RPG? Requiem seems interesting, does anyone have experience with it?

 No.33114

>>33113
Requiem works well for turning your game into hell with minimum hassle, yeah. Not exactly friendly with other gameplay and content mods without patches, but might be just the thing for you.

 No.33115

>>33113
Depending on what you mean by actual RPG, Requiem should be fine. It doesn't change the bad storylines from vanilla but it does add better character progression. Only thing I don't like is there's a lot of game knowledge you need to know up front to build your character properly. It does require a bit of work to set up and tweak to your own tastes plus there are a lot of mods/patches for it (like 3Tweaks and Expanded Grimoire) that are worth using. It's a major overhaul so any mods will either need to be made specifically for Requiem or have patches to work properly with it. Other than Requiem I also enjoy SimonRim (although it's about 20 mods under one umbrella), it's more like vanilla+ than an overhaul but adds a lot of build variety and flavor to the game.

If you don't want to bother with hunting down mods and patching them you can use a premade modlist with Wabbajack: https://www.wabbajack.org/

The only downside with using Wabbajack is if you don't pay for Nexus you'll be stuck clicking "download" for a while depending on the modlist size (from one hour to many hours), but after it's done you're good to go. There was a good one for Requiem called Serenity 2 but it doesn't look like it's available anymore. I've also heard good things about Wildlander but haven't tried it, nor have I tried any of the SimonRim modlists.

 No.33116

>>33115
I mean adding some sort of depth and meaningfulness to the progression, instead of Bethesdas "do anything, go anywhere, everything is the same". As for the main quest, I am just going to install Alternate Start mod, and roleplay a wizard sellsword.

 No.33117

>>33116
Oh yeah, you'll probably like it then. My only advice is if you choose the prisoner start from the mod make sure you spend one of your first 3 perks in lockpicking or you won't be able to leave the cell lol

 No.33118

>>33116
>>33117
I prefer Skyrim Unbound since it does not even tie your start to being a prisoner and gives more character creation options like vampire/werewolf status, starting faction, gold and items, ability to use shouts and absorb dragon souls etc. Good compatibility with mods too.

 No.33152

File: 1705765481803.jpg (337.15 KB, 1920x1080, Oblivion_Mods_Guns.jpg)

You know what, fuck it, I cant be bothered to install all the stability and bugfix patches, on top of Requiem and custom start mod. I just installed Enderal instead.

Btw, I was thinking about giving Oblivion a try, and I am willing to put little more effort into modding by virtue of never actually playing it. Big thing I want to change is that god-awful leveling system, any mod recommendation on that front?

 No.33153

>>33152
Instead of modding Oblivion just go full steam ahead and install Nehrim as well.

 No.33154

>>33153
I tried, but really didnt like it. Dont even remember why, but I think it just lacked meaningful interactions with NPCs, I remember it being very dungeon-crawly.

 No.33159

>>33152
This one gives you a +5 bonus no matter what whenever you level up: https://www.nexusmods.com/oblivion/mods/2691
When I play Morrowind I like using a mod that just has attributes increase naturally as you increase related skills, but I've never tried the Oblivion equivalents so I dunno if they work or not.
You should also get a mod that reworks the ridiculous level scaling. I tried this one a while ago and it was good: https://www.nexusmods.com/oblivion/mods/49194

 No.33160

>>33152
Maskar's Oblivion Overhaul kind of deals with the leveling if I recall correctly. Can be also be safely combined with Oscuro's Oblivion Overhaul, a earlier mod with similar aims.
https://www.nexusmods.com/oblivion/mods/42780
https://www.nexusmods.com/oblivion/mods/46199
Also can suggest looking into the Ascension mod.
https://www.nexusmods.com/oblivion/mods/50237
Make sure to use Wrye Bash after installing these mods to eliminate any possible conflicts through merging the conflicting changes into a patch .esp.

 No.33161

File: 1705854021000.jpg (420.5 KB, 3072x1728, lziw0tu8jadc1.jpg)

Any thoughts on the new Daedric Prince? Aside from "I'm glad TESO isn't canon"

 No.33162

>>33161
Not opposed to it outright, there's supposed to be countless Daedric Princes hanging around who don't really care about Nirn. Depending on how the story pans out maybe it'll be a good addition, but I doubt it. From what little I know there's hints of a multiverse, and fuck that.

 No.33169

>>33161
Does "TESO writers should individually be made to put their hands inside a steel wrangler" fall under "I'm glad TESO isn't canon"?

 No.33197

>>33161
The avatar's design is meh like most things in ESO and the whole fate-weaving thing is already Mephala's domain. I am not opposed to new princes being introduced, but the way Ithelia is being introduced is just lazy and reminds me of Games Workshop's approach to Warhammer lore.

 No.33371

File: 1706474326830.jpeg (386.96 KB, 1934x1826, tes races.jpeg)

Why's every war in the First Era a war of extermination/genocide?

 No.33373

>>33371
Most things in that image being dead are Todd revisions.

 No.33375

>>33373
Only the Lilmothiit who were introduced in Oblivion's 3rd edition of the Pocket Guide to the Empire as casualties of the Khanaten Flu and the Falmer. Imga are for some reason ignored by ZOS, as well as Tsaesci got turned into just a weebish human nation instead of vampiric snake samurai they were implied to be in earlier lore.

 No.33376

>>33371
Because it was when human filth (settler colonizers) started to invade and infest Tamriel

 No.33377

>>33375
Imga are still around. The Akaviri of all forms are still around, including the Tsaesci heading the Blades.
Falmer are a Todd-era invention and therefore irrelevant.
Black March inclusion is just idiotic in general. Might as well include the whole continent at that point.

Reject Todd revisionism, embrace C0DA canon.

 No.33378

>>33377
>Black March inclusion is just idiotic in general
Lilmothiit, Kothringi, Orma, Horwalli, Yespest, and Barsaebic Ayleids all lived in Black Marsh but everyone except Argonians died or left, most of them without any explanation.

 No.33380

>>33377
>Falmer are a Todd-era invention and therefore irrelevant.
What are you smoking man? They have been part of the setting since Daggerfall and Bloodmoon.
https://www.imperial-library.info/content/king-edward-part-x
<"Such shy folk … I tried," Lucky faltered. "I did try. The ice elves were very hard to find, and not that friendly when I did find them."
https://en.uesp.net/wiki/Bloodmoon:In_Search_of_the_Falmer
Skyrim only introduced the dumb idea of them being turned into literal CHVDs by the Dwemer.
>Black March inclusion is just idiotic in general. Might as well include the whole continent at that point.
Well they did include the whole continent already and shat all over the lore to the point that UESP and even Imperial Library are not really reliable anymore if you consciously look to reject all of the shitty new lore.
>>33378
Half of that is ESO bullshit and half of that is anti-Argonian slander to pin the blame for the extermination of Lilmothiit and other natives of Imperial-occupied parts of Black Marsh on them.

 No.33384

>>33378
The not retarded ones are either MIA, or still around just not recently recorded.
Reject Todd revisionism.

>>33380
The King Edward series is of dubious canonicity. Assuming it is veracious: the ice elves and snow elves are not the same thing. Specifically, the elves of the Fall of the Snow prince are implied to be a native culture of Solstheim that first empire men retroactively grouped with their mythical ice elves. It's a propaganda piece. Note the quests suggestion that the "Falmer" and "Riekling" are the same - it is not incidental.
I did forget Morrowind coined the term Falmer though, so my bad.

>shat all over the lore to the point that UESP and even Imperial Library are not really reliable anymore if you consciously look to reject all of the shitty new lore.

I have observed this too. The UESP has gotten significantly worse after the Morrowind faction of the staff gave up.
Luckily, the Project Tamriel team has their own wiki which is supposed to include non-stupid lore and their own additions.
https://wiki.project-tamriel.com/wiki/Main_Page
Still pretty thin, but it has pages on the Masser colonies.

>Well they did include the whole continent already

fair lol

 No.33895

Thoughts?

 No.34222

the elder scrolls series turned 30 today

 No.34229

*sssssssip*
yup, they don't make mods like they used to

 No.34230

>>27910
Honestly I like skyrim the best. Morrowind is a pain to get into so I never did. Oblivion is good I still don't feel as immersed as I do in skyrim. I don't play with mods either. I also play on switch.

 No.34231

File: 1711475396076.jpg (22.12 KB, 500x500, 1467062925623.jpg)


 No.34235

>>34231
I mean, it's just their preference. what's the issue with that? Although prefering vanilla Skyrim is kinda weird.

 No.34236

>>34231
NTA but the leveling system alone makes vanilla Morrowind and Oblivion almost unplayable.

 No.34237

>>34236
>consoles: good ports
>PC: good mods
Damn it, I dunno which one is better anymore.

 No.34239

First for OpenMW VR is very good.

>>34236
>Oblivion
Possible to underlevel, but difficult
>Morrowind
You have to be retarded to fuck it up with so much static stuff in the world. Halo kiddies who got it with their xbox hueg console could handle it.

 No.34265

>>34239
I dont mean unplayable as in hard, Morrowind if anything has exact opposite problem, there are so many ways to break the game player will inevitably do it just by accident. But I like roleplaying, and the leveling in those games is overly complicated, unintuitive, and encourages power-gaming.


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