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Cretino
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PostSubject: Re: Skyrim   Wed Dec 13, 2017 9:43 pm

ThePhilosopher wrote:
I don't know if that would work so well, Cretino.
Adding monetary rewards tends to make people less creative, not more. Modders would become incentivized to make not the mod they feel it's missing from the game or that they wanna play, but rather the mod that gets the most purchases.

Most of the content added in Dawnguard DLC were made in "Bethesda's free work week" where every employee had to submit something, but the employee decided what he wanted to make. Over half of Google's services were made in similar "free work weeks" aswell.

Is the Dawnguard DLC good? I didn't had enough money to get it before, and now I'm burnout of Skyrim. Is it worth the price?
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PostSubject: Re: Skyrim   Thu Dec 14, 2017 12:58 am

I don't know what the price is now, but it wasn't really worth the $25 it cost when it was originally released. I'd say it would be worth it if it cost somewhere between $5 and $15, depending on how much you're into playing vampires or werewolves and how much you're into Skyrim itself. If you're burned out on Skyrim I wouldn't recommend spending much more than $5 on it though.

It adds two new factions, but the primary questlines for both are 90% the same and they mostly differ in the faction side quests, which are typical Skyrim fare (go to a location, kill stuff, bring something back). Beyond that it adds some flavor weapons and armor for the Dawnguard, a vampire perk tree for vampire lords, and a werewolf perk tree for werewolves. There is no significant new landmass.
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Feral
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PostSubject: Re: Skyrim   Thu Dec 14, 2017 6:56 am

It adds the best werewolf simulator ever, though.
Don't know if you are into running around and chewing on (still alive) stuff, but if so, it is for you.
I love to eat the Thalmor... They are very nurtitious.
The perk trees and Aela missions add to the game too, but not excessively.

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PostSubject: Re: Skyrim   Fri Jan 05, 2018 10:22 am

My favorite Dedric Prince, maybe ex equo with Meridia:

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PostSubject: Re: Skyrim   Fri Jan 05, 2018 6:05 pm

So skyrim's script extender for SE has been released in alpha and a good bunch of the mods that needed it have been ported to SE.








.....fuck
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PostSubject: Re: Skyrim   Fri Jan 05, 2018 6:30 pm

So many hours have I spent playing Skyrim, instead of working on the cure for my beloved wife...!




I need to go to sleep...
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PostSubject: Re: Skyrim   Sun Jan 21, 2018 5:32 pm

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PostSubject: Re: Skyrim   Mon Jan 22, 2018 9:42 am

lol! lol! lol! \

Oh my dear... Such racial profiling and intolerance!
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PostSubject: Re: Skyrim   Sun Feb 18, 2018 10:39 am

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PostSubject: Re: Skyrim   Sun Feb 18, 2018 11:40 am

Eww, TES:O lore.
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PostSubject: Re: Skyrim   Sun Feb 18, 2018 12:25 pm

Dragatus wrote:
Eww, TES:O lore.

Aren't the Orcs cute? lol!
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PostSubject: Re: Skyrim   Sun Feb 18, 2018 7:39 pm

I'm not complaining about the Orcs' looks. It's making a lore video and using information from the game that thought that Nords, Dunmer, and Argonian would band together for common defense against the other races of Tamriel that I have issues with.
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PostSubject: Re: Skyrim   Mon Feb 19, 2018 9:02 am

Dragatus wrote:
I'm not complaining about the Orcs' looks. It's making a lore video and using information from the game that thought that Nords, Dunmer, and Argonian would band together for common defense against the other races of Tamriel that I have issues with.

Well, it is not less likely than an alliance of Sweden, Nazi Germany and Israel, no? Not more likely, either...

An alliance of mutual riders (Nords and Dunmer) with slaves and slave owners (Dunmer and Argonians)... Well, why not? Almost as great as an alliance of an ass and a boot, but whatever.

But TES Online is generally glued together for sales not for the lore, so I am not sure if it is ery cannonical.



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PostSubject: Re: Skyrim   Mon Feb 19, 2018 12:09 pm

Their fundamental mistake was that they totally misinterpreted the Interregnum as a time when everyone fought over who is going to be the next emperor. But actually that was an internal conflict among Cyrodiils. The rest of Tamriel just enjoyed it's independence.

The second mistake was that they assembled the alliances based on geographical proximity, which resulted in exactly one plausible alliance (the Aldmeri Dominion), but even that one was set in the wrong time.

And then they tacked a copy of the Oblvion crisis on top of that, just replacing Mehrunes Dagon with Molag Bal. By then the TESO lore train had gone so far of the rails it wasn't even funny anymore.

As far as I'm concerned any piece of TESO lore is fan fiction and will stay such unless a title in the main series confirms it.
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PostSubject: Re: Skyrim   Mon Feb 19, 2018 12:15 pm

Dragatus wrote:

As far as I'm concerned any piece of TESO lore is fan fiction and will stay such unless a title in the main series confirms it.

Fuck yeah, mah niggah


There's a reason people call it The Scrollocaust:
 

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PostSubject: Re: Skyrim   Thu Feb 22, 2018 3:27 pm

I discovered the secret of the metal alloy that was used for Dwemer armor.

Before Feral asks, that was a link.
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PostSubject: Re: Skyrim   Thu Feb 22, 2018 4:53 pm

Till today I still thought Titanium was the name of the made up metal that makes up Wolverine's claws Neutral
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PostSubject: Re: Skyrim   Thu Feb 22, 2018 5:22 pm

I believe that's adamantium.
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PostSubject: Re: Skyrim   Fri Feb 23, 2018 5:34 am

Dragatus wrote:
I discovered the secret of the metal alloy that was used for Dwemer armor.

Before Feral asks, that was a link.

What kind of sorcery is this!? It doesn't liik like a link at all!

The alloy is also cool. I see a lot of aplications for it in presise equipement and biocompatibile components...

Or a Dwarven armour and sword Cool It might be too light for a good bladed weapon, though.
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PostSubject: Re: Skyrim   Fri Feb 23, 2018 12:33 pm

Is Skyrim still relevant? I mean, it's 7 years old already '-'
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PostSubject: Re: Skyrim   Fri Feb 23, 2018 12:39 pm

Your point being?

Feral, if it's too light for a sword, you can just make a bigger sword and get that sweet reach advantage.
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PostSubject: Re: Skyrim   Fri Feb 23, 2018 12:47 pm

Through great mods, it is! Same as VtMB.

True as well, Draggy. Or add some lead lumps to percussive weapons...
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PostSubject: Re: Skyrim   Fri Feb 23, 2018 1:56 pm

You might need to go back to Oldrim to have enough mods to make it relevant though. I've tried with Special Edition and just aren't enough mods to make it playable again.
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PostSubject: Re: Skyrim   Fri Feb 23, 2018 2:48 pm

ThePhilosopher wrote:
You might need to go back to Oldrim to have enough mods to make it relevant though. I've tried with Special Edition and just aren't enough mods to make it playable again.

That is sadly true... Bethesda messed it up with darn Creation Club...
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PostSubject: Re: Skyrim   Fri Feb 23, 2018 4:13 pm

I thought mods would automatically work with Special Edition. Unless they required an external tool that doesn't work with it, that is (such as the script extender).
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