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The Elder Scrolls

For discussing role-playing video games, you know, the ones with combat.
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Vaako
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Post by Vaako »

Element wrote: January 28th, 2024, 17:39
Vaako wrote: January 28th, 2024, 17:24
Not sure if these total conversions from Sureai got mentioned here already. But if you like Gothic style leveling up and the skyrim to morrowind engine you could check out Enderal, Nehrim or even Artkwent. Its pretty well made with lots of unique loot and fast traveling only works via spells or port crystals. (not sure anymore tho if Nehrim ever got english voices tho)

Enderal was the only reason I even spend money on the PC version on Skyrim and that I bought the special edition for less than 10€ since you need the legit version for it to run.


The rhalata quest was pretty awesome, especially if you have decent rhetoric that gives you a glimpse of the abomination that The Father really is. Very memorable showdown. Don't recall ever fighting a nonbinary Mengele larping as Leatherface in any other game before.
Image
I think I never got that questline started somehow. I usually just explored the map and collected all the items. Also I wasnt too much a fan of the mainstory either. But the world lore/voice acting/music and world design is pretty great.
Last edited by Vaako on January 28th, 2024, 17:46, edited 1 time in total.

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Element
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Post by Element »

Vaako wrote: January 28th, 2024, 17:45
Element wrote: January 28th, 2024, 17:39
Vaako wrote: January 28th, 2024, 17:24
Not sure if these total conversions from Sureai got mentioned here already. But if you like Gothic style leveling up and the skyrim to morrowind engine you could check out Enderal, Nehrim or even Artkwent. Its pretty well made with lots of unique loot and fast traveling only works via spells or port crystals. (not sure anymore tho if Nehrim ever got english voices tho)

Enderal was the only reason I even spend money on the PC version on Skyrim and that I bought the special edition for less than 10€ since you need the legit version for it to run.


The rhalata quest was pretty awesome, especially if you have decent rhetoric that gives you a glimpse of the abomination that The Father really is. Very memorable showdown. Don't recall ever fighting a nonbinary Mengele larping as Leatherface in any other game before.
Image
I think I never got that questline started somehow. I usually just explored the map and collected all the items. Also I wasnt too much a fan of the mainstory either. But the world lore/voice acting/music and world design is pretty great.
Wasnt a fan of the main storyline either, and I think it gets worse the closer you get to the resolution. Rhalata is self contained, I believe they added it post release as a dlc of sorts. Imo it's the Hearts of Stone of Enderal.
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Rand
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Post by Rand »

Oyster Sauce wrote: January 27th, 2024, 04:48
Give me an Elder Scrolls game set entirely within a big realistically sized city with Radiant AI 2.0 and little/no outside world or give me death
I'd like to see a full-sized, lore accurate Imperial city.
You could set a game there, including the sewers and maybe the big island it's on.
Come up with some bullshit reason you can't leave like you're bound to a daedric artifact and if you go to far, it starts to kill you or something.
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Vergil
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Post by Vergil »

It really does suck how much things have regressed. We get walled off cities in their own cell(s) yet are usually about the same size or smaller than the average Morrowind city.
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KnightoftheWind
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Post by KnightoftheWind »

If an Elder Scrolls game was confined to a small area, I can see it playing similar to Arx Fatalis. But you'd probably cause quite a bit of backlash, because this series is known for it's big open worlds, and any previous spin-offs were met with very poor reception. They probably think they learned a lesson with Redguard and Battlespire, which brought them to the brink of bankruptcy.

If any such title were to exist, it would be made by a different developer and only pending on the success of Elder Scrolls VI: Wakanda.
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Vergil
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Post by Vergil »

It's a shame because like Fallout I think TES is a good property for spin offs. Obsidian tried desperately to get a deal for a TES spin off right after New Vegas going but they didn't bite.
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Post by KnightoftheWind »

Vergil wrote: January 29th, 2024, 00:14
It's a shame because like Fallout I think TES is a good property for spin offs. Obsidian tried desperately to get a deal for a TES spin off right after New Vegas going but they didn't bite.
Fallout was never a Bethesda IP to begin with, they just inherited it. For that reason I think Todd is far more willing to farm that IP around. But Elder Scrolls was/is his primary claim to fame, and I have a feeling he doesn't want to take any more risks with it given the aformentioned Redguard and Battlespire. He also doesn't want to be shown up by another developer, and allow them to make a better Elder Scrolls title than his team can. He'll give the go ahead to ESO and that crappy Blades game, but those are distinct enough as to not be in his home turf so to speak. Once you start talking about another AAA single player RPG though, that's when he might give you some problems.
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Post by Tweed »

rusty_shackleford wrote: January 28th, 2024, 13:22
Vergil wrote: January 28th, 2024, 13:20
rusty_shackleford wrote: January 28th, 2024, 12:58


I never said Morrowind sold more, I said Morrowind sold at all because mushroom brained consoomers will buy anything non-traditional to rebel against their parents making them go to Sunday school.
But you contradict yourself. How is the only reason Morrowind managed to sell a lot because of its non-traditional setting but Oblivion managed to sell even more with a traditional setting? It's flawed logic that goes against reality and is pure cope. You're just grasping for a reason to say Morrowind bad even if it goes against the last nonsense statement you farted out.
Oblivion sold more because it's just a good game and didn't rely on a gimmick to sell.
Radiant AI :smug:
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Post by Vergil »

Don't worry guys I've found out how to get rusty to like Morrowind
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Post by rusty_shackleford »

Vergil wrote: January 29th, 2024, 04:57
Don't worry guys I've found out how to get rusty to like Morrowind
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I hate dialogue trees tho
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Vergil
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Post by Vergil »

@Wretch wanted me to post my current Oblivion mod list if I ever got it to a decent state so I figured I'd go ahead and post it here. This won't "fix" Oblivion if you don't like it but it does soften the dissonance going from Morrowind to Oblivion (at least for me personally). Just some quality of life things missed from Morrowind and some bandaids to try and stem the bleeding of some of Oblivion's big problems. I've kinda split this into three sections that were the main things I wanted to tackle going into this playthrough. As far as how it runs it runs about as well as you can expect Oblivion to on PC. Even with all the stability mods playing purely vanilla Oblivion is still gonna result in a ton of crashes.
Gameplay overhauls:
► Show Spoiler
These do a lot to mitigate some of the pure pain that Oblivion combat becomes (especially as a magic user) and makes the level scaling less retarded. Supreme Magicka also adds in some spells like Mark/Recall, Divine Intervention and levitate the later which which goes well with the opened up cities. Nothing super major because I still wanted to play Oblivion that still mostly felt like Oblivion and didn't radically change a bunch of stuff like the commonly recommended Obscuro's or Mankar's overhauls.
Ecnonomy:
► Show Spoiler
These just make it to where merchants behave like Morrowind where you're actually bartering instead of them having a set amount of infinite gold (which makes Oblivion's economy the fucking worst of the series btw). Also added unlimited training so you aren't limited 5 per level and can use training as your primary money sink once you start making lots of money which vanilla Oblivion gives you nothing meaningful to spend on outside of your house. A large part of the "gameplay loot" for me when I play Morrowind is doing quests/dungeons to make gold to spend on training my character which you can't really do effectively in vanilla Oblivion.
Quality of Life updates:
► Show Spoiler
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Element
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Post by Element »

rusty_shackleford wrote: January 29th, 2024, 01:27
► Enderal
With a twist bolted on top, but ultimately yes.
Which is why I consider the Rhalata as the one quest that's worth completing. Returning to the main after it is boring.
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Wretch
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Post by Wretch »

Vergil wrote: January 29th, 2024, 09:37
@Wretch wanted me to post my current Oblivion mod list if I ever got it to a decent state so I figured I'd go ahead and post it here. This won't "fix" Oblivion if you don't like it but it does soften the dissonance going from Morrowind to Oblivion (at least for me personally). Just some quality of life things missed from Morrowind and some bandaids to try and stem the bleeding of some of Oblivion's big problems. I've kinda split this into three sections that were the main things I wanted to tackle going into this playthrough. As far as how it runs it runs about as well as you can expect Oblivion to on PC. Even with all the stability mods playing purely vanilla Oblivion is still gonna result in a ton of crashes.
Gameplay overhauls:
► Show Spoiler
These do a lot to mitigate some of the pure pain that Oblivion combat becomes (especially as a magic user) and makes the level scaling less retarded. Supreme Magicka also adds in some spells like Mark/Recall, Divine Intervention and levitate the later which which goes well with the opened up cities. Nothing super major because I still wanted to play Oblivion that still mostly felt like Oblivion and didn't radically change a bunch of stuff like the commonly recommended Obscuro's or Mankar's overhauls.
Ecnonomy:
► Show Spoiler
These just make it to where merchants behave like Morrowind where you're actually bartering instead of them having a set amount of infinite gold (which makes Oblivion's economy the fucking worst of the series btw). Also added unlimited training so you aren't limited 5 per level and can use training as your primary money sink once you start making lots of money which vanilla Oblivion gives you nothing meaningful to spend on outside of your house. A large part of the "gameplay loot" for me when I play Morrowind is doing quests/dungeons to make gold to spend on training my character which you can't really do effectively in vanilla Oblivion.
Quality of Life updates:
► Show Spoiler
Thanks for this, very glad I asked you. It seems our tastes are about the same. I also really like oblivion and was just hoping for some mods to add some fast travel from cities, more utility magic, fix the leveled mobs, and hopefully fix the level system as well and that’s all here.

Is there a mod here that changes how leveling for the player works or do you know of any good one? I really despise having to munchkin and +5/5/5 stats just to stay relevant.
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Vergil
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Post by Vergil »

Wretch wrote: January 29th, 2024, 12:10
fix the leveled mobs, and hopefully fix the level system as well
Do keep in mind like I said these are basically all mitigation mods I don't know if I'd really say it's "fixed" the issues just kind of made them more tolerable.
Wretch wrote: January 29th, 2024, 12:10
Is there a mod here that changes how leveling for the player works or do you know of any good one? I really despise having to munchkin and +5/5/5 stats just to stay relevant.
I thought about looking into something like that but with the overhaul(s) I already had I didn't really want to add something else on top of it. Plus Morrowind also had the +5/+5/+5 stat system and with infinite training it's at least easier to control what attributes you're getting bonuses for now. One thing I didn't think about though was the fact that unlike Morrowind those attribute points don't just stack for the next level they actually stop and start applying for your next level(s) which is a big problem unfortunately. So far though I haven't had to really babysit the system to stay competitive with the world as I level up unlike vanilla Oblivion.
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Wretch
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Post by Wretch »

Vergil wrote: January 29th, 2024, 13:07
Wretch wrote: January 29th, 2024, 12:10
fix the leveled mobs, and hopefully fix the level system as well
Do keep in mind like I said these are basically all mitigation mods I don't know if I'd really say it's "fixed" the issues just kind of made them more tolerable.
Wretch wrote: January 29th, 2024, 12:10
Is there a mod here that changes how leveling for the player works or do you know of any good one? I really despise having to munchkin and +5/5/5 stats just to stay relevant.
I thought about looking into something like that but with the overhaul(s) I already had I didn't really want to add something else on top of it. Plus Morrowind also had the +5/+5/+5 stat system and with infinite training it's at least easier to control what attributes you're getting bonuses for now. One thing I didn't think about though was the fact that unlike Morrowind those attribute points don't just stack for the next level they actually stop and start applying for your next level(s) which is a big problem unfortunately. So far though I haven't had to really babysit the system to stay competitive with the world as I level up unlike vanilla Oblivion.
Mitigating the problem is actually enough for me. I really like oblivion, the scaling enemies and getting weaker as the game goes on is the main problem I have with it.

The other problem is how aesthetically displeasing most of the armors are? Do you know any good armor replacer mods? I tried looking some up and they were unfortunately all porn mods.
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Mairon
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Post by Mairon »

rusty_shackleford wrote: January 28th, 2024, 13:22
Vergil wrote: January 28th, 2024, 13:20
rusty_shackleford wrote: January 28th, 2024, 12:58


I never said Morrowind sold more, I said Morrowind sold at all because mushroom brained consoomers will buy anything non-traditional to rebel against their parents making them go to Sunday school.
But you contradict yourself. How is the only reason Morrowind managed to sell a lot because of its non-traditional setting but Oblivion managed to sell even more with a traditional setting? It's flawed logic that goes against reality and is pure cope. You're just grasping for a reason to say Morrowind bad even if it goes against the last nonsense statement you farted out.
Oblivion sold more because it's just a good game and didn't rely on a gimmick to sell.
Probably because the 360 was very popular initially, their previous game had good reviews and was on the Xbox (gaining fans from the console loyalists), and it simplified more about the game which makes it more appealing to more people. Similar song and dance with Skyrim. Build upon previous success, simplify the game and make it appealing to a wider audience. They kept doing this too and it worked for awhile. I think the momentum they had with this formula is quickly fading as even more casual gamers expect more from a game than they used to.

Nearly everyone has good internet now and guides exist everywhere and easily can be pulled up on your smartphone. Even if a game is harder, it's easier than it would have been in 2006. There are so many resources from walkthroughs, let's plays, build guides, videos showing off secrets, and whatnot all within a week or month of release.
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Vergil
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Post by Vergil »

Wretch wrote: January 29th, 2024, 13:41
The other problem is how aesthetically displeasing most of the armors are? Do you know any good armor replacer mods? I tried looking some up and they were unfortunately all porn mods.
Honestly not really. I haven't spent a massive amount of time looking for armor replacers but the ones I've found have been mediocre or like you said focus on cooming and there's not really anything great for the Legion armor or mage robes which are the two things I really wanted to find replacements for. Usually stuff I end up using add more armors instead of straight replacing them and are part of larger mods like OOO or WAC - Integration.
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KnightoftheWind
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Post by KnightoftheWind »

Vergil wrote: January 29th, 2024, 09:37
@Wretch wanted me to post my current Oblivion mod list if I ever got it to a decent state so I figured I'd go ahead and post it here. This won't "fix" Oblivion if you don't like it but it does soften the dissonance going from Morrowind to Oblivion (at least for me personally). Just some quality of life things missed from Morrowind and some bandaids to try and stem the bleeding of some of Oblivion's big problems. I've kinda split this into three sections that were the main things I wanted to tackle going into this playthrough. As far as how it runs it runs about as well as you can expect Oblivion to on PC. Even with all the stability mods playing purely vanilla Oblivion is still gonna result in a ton of crashes.
Gameplay overhauls:
► Show Spoiler
These do a lot to mitigate some of the pure pain that Oblivion combat becomes (especially as a magic user) and makes the level scaling less retarded. Supreme Magicka also adds in some spells like Mark/Recall, Divine Intervention and levitate the later which which goes well with the opened up cities. Nothing super major because I still wanted to play Oblivion that still mostly felt like Oblivion and didn't radically change a bunch of stuff like the commonly recommended Obscuro's or Mankar's overhauls.
Ecnonomy:
► Show Spoiler
These just make it to where merchants behave like Morrowind where you're actually bartering instead of them having a set amount of infinite gold (which makes Oblivion's economy the fucking worst of the series btw). Also added unlimited training so you aren't limited 5 per level and can use training as your primary money sink once you start making lots of money which vanilla Oblivion gives you nothing meaningful to spend on outside of your house. A large part of the "gameplay loot" for me when I play Morrowind is doing quests/dungeons to make gold to spend on training my character which you can't really do effectively in vanilla Oblivion.
Quality of Life updates:
► Show Spoiler
Haven't heard of any of these mods before, will definitely archive them. Shopping around for Elder Scrolls mods has to be the most in-depth and tedious work one can do. What are your preferred Skyrim mods?.
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Rand
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Post by Rand »

Wretch wrote: January 29th, 2024, 12:10
Is there a mod here that changes how leveling for the player works or do you know of any good one? I really despise having to munchkin and +5/5/5 stats just to stay relevant.
I looked into them a few years ago, and in my opinion they all pretty much suck or are a overcomplicated pain in the ass. Except one.
https://www.nexusmods.com/oblivion/mods/42149
Image

Why?
Vergil wrote: January 29th, 2024, 13:07
the fact that, unlike Morrowind, those attribute points don't just stack for the next level. They actually stop (when you get enough for a level up) and start applying for your next level(s) which is a big problem
So I suggest the simplest one, the one that's just a series of 9 GMST adjustments: to make 1 skill up to 9 skill ups all give the same as 10 skill ups: +5 to the associated attribute. Except luck.
It's the most straightforward, keeps close to the curve of the monster difficulty increases (for END and STR), and will not conflict with anything as it only runs once on game load.
Last edited by Rand on January 30th, 2024, 07:25, edited 5 times in total.
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Vergil
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Post by Vergil »

Yea if I was to ever get a mod like that I figured I would just get a simple one that always give you +5s to reduce the micromanaging (which is made worse because you can't even see how many bonus points you have for each attribute until you actually sleep again unlike Morrowind).
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Rand
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Post by Rand »

Vergil wrote: January 30th, 2024, 07:41
Yea if I was to ever get a mod like that I figured I would just get a simple one that always give you +5s to reduce the micromanaging (which is made worse because you can't even see how many bonus points you have for each attribute until you actually sleep again unlike Morrowind).
Open the console (~ key)

SDT 10

TDT

The last one is a toggle so type it again to turn it off
Last edited by Rand on January 30th, 2024, 08:39, edited 1 time in total.
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Post by Vergil »

KnightoftheWind wrote: January 30th, 2024, 06:28
What are your preferred Skyrim mods?
I think I might hit the character limit if I try to go into how I mod/play Skyrim that's a whole different ball game :lol:
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Wretch
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Post by Wretch »

Vergil wrote: January 30th, 2024, 08:49
KnightoftheWind wrote: January 30th, 2024, 06:28
What are your preferred Skyrim mods?
I think I might hit the character limit if I try to go into how I mod/play Skyrim that's a whole different ball game :lol:
I would be interested in one for morrowind if you ever have the time.
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Post by Tweed »

Friendly reminder that all mods, TCs, and everything else is technically canon if you read the C0DA and Loveletter. Yes, somewhere out there an Amaranth is dreaming of Thomas the Tank Engine dragons.
Last edited by Tweed on January 30th, 2024, 23:02, edited 1 time in total.
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Post by Tweed »

rusty_shackleford wrote: January 29th, 2024, 04:58
Vergil wrote: January 29th, 2024, 04:57
Don't worry guys I've found out how to get rusty to like Morrowind
Image
I hate dialogue trees tho
HATE NEWSPAPERS TREES
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Vergil
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Post by Vergil »

Wretch wrote: January 30th, 2024, 14:31
Vergil wrote: January 30th, 2024, 08:49
KnightoftheWind wrote: January 30th, 2024, 06:28
What are your preferred Skyrim mods?
I think I might hit the character limit if I try to go into how I mod/play Skyrim that's a whole different ball game :lol:
I would be interested in one for morrowind if you ever have the time.
I don't ever really mod Morrowind except occasional small and specific things depending on what playthrough I'm doing.
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Post by maidenhaver »

Tweed wrote: January 30th, 2024, 23:01
Friendly reminder that all mods, TCs, and everything else is technically canon if you read the C0DA and Loveletter. Yes, somewhere out there an Amaranth is dreaming of Thomas the Tank Engine dragons.
Arguably the best Skyrim mod.
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Post by Emphyrio »

just found out that Kikebride wrote Pelinal Whitestrake as a faggot. Seems to be a recurring theme for him.
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