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2022-01-10, 08:56 PM (ISO 8601)
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- Aug 2006
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Re: The Elder Scrolls: The XVII Princes of Oblivion
For anyone having issues with the fishing might I suggest a nice scenic visit to Belethor.
On summons: Frost Atronach is excellent at blocking up doorways. Especially if you then spray Ice Storms over the top of him.
My rogue types tend to be squishy and so they like hitting up Sanguine to get the Sanguine Rose. Conjuring a large angry tank helps you get away more often than you might think.I am trying out LPing. Check out my channel here: Triaxx2
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2022-01-10, 08:58 PM (ISO 8601)
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- Jun 2014
Re: The Elder Scrolls: The XVII Princes of Oblivion
Speaking of Saints and Seducers and buggy quests, I seem to have somehow started that mod’s quest.
SpoilerI was heading toward Forsaken Cave to pick up the White Phial, and it triggered a quest regarding bandits I never encountered and mentioned Khajiit I never spoke to.
Good to know Bethesda quality assurance is as high as ever.Also:
Spoiler: Fishing updateStill no Goldfish - I’m headed south so hopefully that will change - but I did notice there is, for some reason, an entirely new variation of Salmon Steak. I think it’s made when I use Salmon instead of Salmon Meat, but why the mod maker wanted or needed to make a largely identical item is puzzling.
Ooo, I don’t have Ice Storm yet but I will keep an eye out!Last edited by Kareeah_Indaga; 2022-01-10 at 09:01 PM.
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2022-01-11, 01:16 PM (ISO 8601)
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- Dec 2007
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- San Antonio, Texas
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Re: The Elder Scrolls: The XVII Princes of Oblivion
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2022-01-11, 02:19 PM (ISO 8601)
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- May 2009
Re: The Elder Scrolls: The XVII Princes of Oblivion
"None of us likes to be hated, none of us likes to be shunned. A natural result of these conditions is, that we consciously or unconsciously pay more attention to tuning our opinions to our neighbor’s pitch and preserving his approval than we do to examining the opinions searchingly and seeing to it that they are right and sound." - Mark Twain
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2022-01-12, 12:49 AM (ISO 8601)
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- Dec 2007
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- UTC -6
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2022-01-12, 04:05 PM (ISO 8601)
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- Jun 2014
Re: The Elder Scrolls: The XVII Princes of Oblivion
My issue with this is that it puts the onus on me, the user, for a piece of content I didn’t ask for in the first place, where previously I at least had the option of not engaging with it by not buying/installing it. It bodes ill for future games, because now at no point is Bethesda actually interacting with me, as a player or a customer:
- Someone else is making the content
- No one is testing it
- I don’t have the option of refusing it, regardless of what shape it’s in
Previously, if the base game was too buggy to be playable, I could check the reviews and put off buying it until it was stable. Ditto for the DLCs. If a mod was broken I could uninstall it. Now my options are ‘don’t play/buy the game’ or ‘let Bethesda decide what content I should have’ when they have no meaningful input into the process.
To be clear I’m not directing this at Saints and Seducers specifically or any of the othermodsCC content, S and S bugging out just highlighted it. My issue is with the precedent this sets, as I don’t see it leading to a quality gaming experience in the future.
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2022-01-12, 04:11 PM (ISO 8601)
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- Aug 2017
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- France
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Re: The Elder Scrolls: The XVII Princes of Oblivion
Forum Wisdom
Mage avatar by smutmulch & linklele.
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2022-01-12, 04:23 PM (ISO 8601)
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- May 2009
Re: The Elder Scrolls: The XVII Princes of Oblivion
Did you miss the part where the game auto updated on the 10th anniversary of its first launch? Unless you took active measures to keep your game on an unsupported obsolete version.
Yes, there's an identifiable plugin for S&S, and yes it can be deactivated. But what assurance do we have that the whole mod is contained in that one plugin? What if changes have been made elsewhere that have never been tested without S&S present?Last edited by veti; 2022-01-12 at 04:28 PM.
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2022-01-12, 05:42 PM (ISO 8601)
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- Aug 2017
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- France
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Re: The Elder Scrolls: The XVII Princes of Oblivion
Forum Wisdom
Mage avatar by smutmulch & linklele.
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2022-01-12, 07:19 PM (ISO 8601)
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- Aug 2006
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Re: The Elder Scrolls: The XVII Princes of Oblivion
Special Edition auto-updates with some CC content. Anniversary contained the rest and was an expensive additional purchase.
Last edited by Triaxx; 2022-01-12 at 07:20 PM.
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2022-01-12, 09:35 PM (ISO 8601)
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- Jun 2014
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2022-01-18, 12:56 PM (ISO 8601)
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- Nov 2009
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Re: The Elder Scrolls: The XVII Princes of Oblivion
There a couple of neat-looking Elder Scrolls-themed mods, if someone likes strategy and big battles. I have yet to try them out.
Elder Scrolls -- Battle for Tamriel for BFME 2 (ROTWK) https://www.moddb.com/mods/the-elder...le-for-tamriel
And Morrowind: House Wars for Mount and Blade Warband https://www.moddb.com/mods/morrowind-house-warsOriginally Posted by J.R.R. Tolkien, 1955
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2022-01-18, 08:33 PM (ISO 8601)
- Join Date
- Jun 2014
Re: The Elder Scrolls: The XVII Princes of Oblivion
Things I want in Elder Scrolls 6 UI:
- Some indication for ‘you already know this spell’ or ‘you already learned this enchantment’ when I’m looking at a spellbook/enchanted item. I’m tired of buying spellbooks only to find it was for a spell I started the game with, and carrying (heavy!) swords and armor across town twice when I find out it’s safe to sell.
- Some way to sort items by weight, value, and at least filter by name - I want to find the stuff that is weighing me down the most and what I’m most likely to want to sell at bare minimum.
- I want the option to hide any recipes, potion attributes, armor types etc. that I don’t currently have the materials for. I shouldn’t have to scroll through ten thousand things when I can only make two of them.
- Speaking of potions, I want the ability to favorite recipes.
- Poison is clunky and ESO does it better. Don’t make me hand select a poison out of my hoard of bottles every time I want to use one, at least give me a handful of hits per bottle.
- Please don’t make me listen to the shopkeepers’ canned dialog when I click out of the shop and immediately back in again.
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2022-01-18, 08:44 PM (ISO 8601)
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- Dec 2007
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- San Antonio, Texas
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Re: The Elder Scrolls: The XVII Princes of Oblivion
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2022-01-19, 02:06 AM (ISO 8601)
- Join Date
- May 2016
Re: The Elder Scrolls: The XVII Princes of Oblivion
I'd honestly rather that they dropped spell tomes as the mechanic for learning spells from merchants and just used the system that they used for Morrowind and Oblivion - the merchant shows you a list of the spells which they can sell you that you don't already know, and you learn the spell when you buy it rather than having to take the extra step of going into your inventory and reading a spell tome. Spell tomes are okay as a way to obtain spells from loot, but there's not really any gameplay value in using them to obtain spells from merchants - it's not like opening your inventory to read a spell tome or three makes for interesting or engaging gameplay, and there's not even a trade-off between spells known and carry capacity such as would result from needing to carry a tome for every spell that you want to be able to use - and I can't say I see any reason to want to buy a spell tome rather than the spell itself unless you're trying to build a library with as many unique books as possible or something like that.
Poison is clunky and ESO does it better. Don’t make me hand select a poison out of my hoard of bottles every time I want to use one, at least give me a handful of hits per bottle.
Beyond that, generally speaking my feeling is that if an effect is weak enough that it's reasonable to allow it to apply to the next N>1 hits then it probably ought to come from a (semi-)permanent enchantment or a buff spell rather than a poison, and a poison that has such a weak effect is probably too weak, at least for my current level - especially if it's that weak even in comparison to common level-appropriate (or, worse, weaker-than-level-appropriate) enemies. I would far rather have instant-damage poisons whose magnitudes read "drop dead" to most common enemies, DoT poisons strong enough to do the same for most elite/boss enemies given time to run their course, and crowd-control/debuff/damage-amplifying poisons strong enough and common enemies weak enough that I don't feel the need to poison every enemy I encounter than have a poison whose effect is +30 damage to my next 5 attacks. Especially if there are spells, non-poison consumables, or enchantments that do basically the same thing, because if you're going to give me temporary ways to amplify my damage (or, really, to do anything else) then I'd rather have a system that gives me meaningfully distinct options - e.g. a poison that adds 500 damage to my next hit and a buff spell that increases my attack damage by 50 for the next 30 seconds - than one where all the different options give me the same end result (e.g. 50 more damage on each attack for the next 30 seconds regardless of whether I apply a poison, cast a spell, burn a scroll, or whatever), because if it's done well then the former will allow for one option to be better in some cases and another option to be better in other cases whereas the latter gives the exact same result regardless of approach.Last edited by Aeson; 2022-01-19 at 02:11 AM.
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2022-01-19, 06:35 AM (ISO 8601)
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- Aug 2006
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Re: The Elder Scrolls: The XVII Princes of Oblivion
As far as I can tell the reason to have Spell Tomes is so enemies can drop them. I'd be okay with keeping the tomes if they only dropped from enemies/loot chests.
I am trying out LPing. Check out my channel here: Triaxx2
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2022-01-19, 06:39 AM (ISO 8601)
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- May 2013
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- Where I am
Re: The Elder Scrolls: The XVII Princes of Oblivion
I also answer to Bookmark and Shadow Claw.
Read my fanfiction here. Homebrew Material Here Rater Reads the Hobbit and Dracula
Awesome Avatar by Emperor Ing
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2022-01-19, 10:43 AM (ISO 8601)
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- Dec 2013
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Re: The Elder Scrolls: The XVII Princes of Oblivion
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2022-01-19, 11:08 AM (ISO 8601)
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- Jun 2014
Re: The Elder Scrolls: The XVII Princes of Oblivion
These are the ONLY poisons I’ve been using regularly.
Stamina drain is only useful against power attacking foes, Magicka drain is only good for spellcasters, but everything uses hitpoints. So I would much rather do the ESO method of putting a big stack of poison into the poison slot of the weapon I’m using and forget about it until it runs out ten fights from now. It’s much less micromanage-y than having to dig through the unfilterable mess of poisons and potions I’m carrying around multiple times per fight, just to find another damage health bottle. I would be willing to put up with a little inefficiency in the form of wasted doses on already-poisoned or immune-to-poison foes to avoid that hassle.
(Admittedly ESO also has you making x4 the number of poisons for each batch you make compared to potions; wastage isn’t as big a deal when you’re making 16 poisons for each set of ingredients you use.)
I don’t mind buying the tomes, it happens rarely enough that the two seconds to pop into my inventory to click them aren’t a big deal. What I mind is that the duplicates, when they occur (especially via accidental purchase due to lousy UIbut loot and quest rewards too) are not useful. Why can’t we teach the extras to our followers? Or make it so reading a spell tome we already know gives us a boost to the relevant magic skill? Or if we can spellcraft in ES6, make one of the creation requirements be an existing spellbook of the same school? There are lots of better, more interesting options than ‘sell it (possibly back) to the merchant for a fraction of the price you would have paid for it.’
But failing all that, tweak the UI so that I’m not buying duplicates in the first place.
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2022-01-19, 11:51 AM (ISO 8601)
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- May 2016
Re: The Elder Scrolls: The XVII Princes of Oblivion
To me, this just says that poisons are too weak and too common and that basic enemies have too much health. +Some damage on hit (semi-)permanently is what weapon enchants are for.
Also, if you're not using the poisons that don't offer direct damage, why are you carrying so many of them that it's hard to find your damage poisons? They're not so common in loot that this just happens every time you clear a dungeon despite selling all your unwanted poisons whenever you go in to a town.
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2022-01-19, 12:43 PM (ISO 8601)
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- Jun 2014
Re: The Elder Scrolls: The XVII Princes of Oblivion
My current character is, as mentioned before, squishy (I found most of my Falmer armor set but her skill with it is low, ergo it’s not as helpful as it should be), so I will take all the damage plusses I can stack on when the enemies get past Lydia and my Frost Atronach
meatice shield. Also enchanting my sword means I can’t improve it farther yet, as my Smithing skill isn’t high enough for that perk, so my most recent sword doesn’t have an enchantment yet.
(And I need to Soul trap another Mammoth for it, because Wylandria’s gem stole the last one, but that’s a tangent.)
Tl:dr - it’s just poison right now.
- I’ve been fighting the Falmer a lot to get the cool bug heavy armor, so yes I do run across that many poisons.
- I’m the sort who will pause my rampage through the dungeon to use the Alchemy table in it, so I get more potions/poisons that way, and every time my Alchemy level goes up they take a new slot because the power changes.
- I haven’t played in a while and I’m not using the wiki for alchemy traits, so there are a lot of weird combo/sell only potions and poisons in there from trial and error.
- And yes, I do want to sell the unneeded ones at some point, so I’m holding on to them until then and not dumping them on the ground at random.
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2022-01-19, 01:41 PM (ISO 8601)
- Join Date
- May 2009
Re: The Elder Scrolls: The XVII Princes of Oblivion
If you're having trouble finding and sorting out your potions and poisons, there are mods to help you with that.
And if you want a permanent damage boost to your weapons, then I suggest focusing obsessively on training up smithing. It's the easiest way to achieve that early. And it'll help with your armour as well.
Edit: As for spell tomes, I've seen a couple of mods that add gameplay around them. One that requires you to find a quiet, safe place and spend time reading the tome, in several sessions, to learn the spell. Another, probably more in line with the Skyrim ethos, uses a tome of a known spell to upgrade the spell to a more powerful version.
So there are ways to make tomes worthwhile. Maybe TES6 could do something with them.Last edited by veti; 2022-01-19 at 01:48 PM.
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2022-01-19, 01:48 PM (ISO 8601)
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- May 2016
Re: The Elder Scrolls: The XVII Princes of Oblivion
UI changes won't solve self-inflicted problems. If you're finding your weapons and armor inadequate and you're refusing to upgrade them because you could upgrade them more later or are using something that you lack the skill to use effectively because of how it looks, that's on you, and changing poisons in such a manner as to make them in effect just another weapon enchant just so that you can keep using your cool-looking but ineffective equipment is in my opinion a change that's harmful to the game.
Also, why aren't you upgrading your weapon? It's not like all the weapons in Skyrim are unique and irreplaceable masterworks the likes of which cannot be found anywhere in the world; most of them can be found by the armload in any dungeon with the right type of enemies or crafted in quantities limited only by your patience and the resources you have at hand.
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2022-01-19, 02:48 PM (ISO 8601)
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- Jun 2014
Re: The Elder Scrolls: The XVII Princes of Oblivion
Thank you, but I’m trying to go mod-free for now. Once I get bored with the base game again, then I might branch out. Also, some of this critiquing is with an eye towards what I do and don’t want to see in ES6 - admittedly not likely to affect it, but it keeps me interested when things get buggy.
I am. That’s why the enchanting has been a bit problematic (I’m about ten skill levels shy of the perk to upgrade enchanted items).
You’re inventing problems, here, and seem to have skipped over a chunk of what I wrote. Suffice to say I disagree; it’s a bad UI and the next game should do it better.
See above.
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2022-01-19, 03:45 PM (ISO 8601)
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- May 2016
Re: The Elder Scrolls: The XVII Princes of Oblivion
What, that you don't have a Mammoth's soul and lack the Arcane Smithing perk? See: Self-inflicted problem (refusal to upgrade a weapon now because you could upgrade it more later). You're feeling that your weapon's performance is inadequate, so upgrade it with what you have available. Even if you're well and truly attached to having a specific weapon model, it isn't like you can't just go get another copy of it by visiting the local shop, crafting it yourself, or raiding a nearby dungeon once you have the materials/skills to do better for most of the weapon models in Skyrim.
Last edited by Aeson; 2022-01-19 at 03:46 PM.
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2022-01-19, 04:02 PM (ISO 8601)
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- Nov 2009
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Re: The Elder Scrolls: The XVII Princes of Oblivion
Skyrim's UI also had the fault of being black and white. Oblivion was a console UI, but, at least, it was easy to read. It actually pains me that Microsoft is still following this B&W UI concept in some elements (like the system tray), when close to all screens are colour.
Originally Posted by J.R.R. Tolkien, 1955
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2022-01-19, 08:13 PM (ISO 8601)
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- Jun 2013
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- Bristol, UK
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2022-01-19, 08:54 PM (ISO 8601)
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- Jun 2014
Re: The Elder Scrolls: The XVII Princes of Oblivion
I’m still not following your leap of logic for how ‘I don’t have the materials to enchant my sword’ is somehow self-inflicted, unless you expect me to console-command in a filled Soul Gem. Sorry, but I want to actually play the game.
I am; I’m throwing poison on it to boost the damage, hence the complaints about the terrible Skyrim UI.
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2022-01-20, 02:51 PM (ISO 8601)
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- Dec 2007
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- San Antonio, Texas
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Re: The Elder Scrolls: The XVII Princes of Oblivion
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2022-01-20, 07:09 PM (ISO 8601)
- Join Date
- Sep 2016
Re: The Elder Scrolls: The XVII Princes of Oblivion
I've long since forgotten that was a SKyUI feature and not a base one. There are people who don't use SkyUI these days?
And if you don't, as in you're playing a purely vanilla game...why is it an issue? There are like 30 spells in Skyrim, it shouldn't be that hard to remember which ones you know lol.