There's only one horse I bother with, and it's the homicidal maniac you get from a certain faction's quest line. That thing absolutely massacres bandits and lesser wildlife if you let it.
There's only one horse I bother with, and it's the homicidal maniac you get from a certain faction's quest line. That thing absolutely massacres bandits and lesser wildlife if you let it.
I would also like to put a word in for the spooky scary skeleton horse.
But seriously those are the only two horses that are worth a damn.
Maybe the next Elder Scrolls game they are going to announce will be Daggerfall Remastered. I could see it taking 9-10 years to fix it with updated graphics.
Maybe the next Elder Scrolls game they are going to announce will be Daggerfall Remastered. I could see it taking 9-10 years to fix it with updated graphics.
I would LOVE to see how they handle the dungeon map.
Because the top down thing they have going from Morrowind on?
... huh.
y'all weren't kidding about Daggerfall dungeons, I see.
That’s actually very tame for a daggerfall dungeon.
The very first dungeon was significantly larger and more labyrinthine. I have no idea how I manage to get out of it when I was 15 years old.
Like the original arena maps were a bit labyrinthine, but they were really just old school 2d dungeons. Daggerfall really pushed it up to absurd levels.
Local maps have been completely unusable in all Bethesda games post-Morrowind. That's one thing they really need to work on.
I think there should be an actual Cartography skill and that your character mentally maps a place out in 3D as they progress through it.
The skill for it would provide the player with a simple unlabelled 3D map as they progress through a dungeon. As the skill increases, you can check the map to see things like doors and whether they're locked, lever locations, trap locations, chest spots, estimates of treasure in the dungeon, etc.
And making the dungeon map properly 3D (like it should've been since fucking forever) means they can design dungeons again that are more than just a big loop with a secret door that lets you out back by the entrance. Ones that are built like actual places, not one design idea stamped on every dungeon.
The loops are just compensation for not having mark and recall (due to game engine issues). They are fine I think, I liked that kind of thing in Soulslike games too. Once I clear an area one time don’t make me waste 10 minutes just walking through it.
There's only one horse I bother with, and it's the homicidal maniac you get from a certain faction's quest line. That thing absolutely massacres bandits and lesser wildlife if you let it.
I would also like to put a word in for the spooky scary skeleton horse.
But seriously those are the only two horses that are worth a damn.
Was the skeleton horse the one you could basically summon and dismiss like a WoW mount? Because that was definitely the best horse, used him all the time for my no fast travel run.
Local maps have been completely unusable in all Bethesda games post-Morrowind. That's one thing they really need to work on.
I think there should be an actual Cartography skill and that your character mentally maps a place out in 3D as they progress through it.
The skill for it would provide the player with a simple unlabelled 3D map as they progress through a dungeon. As the skill increases, you can check the map to see things like doors and whether they're locked, lever locations, trap locations, chest spots, estimates of treasure in the dungeon, etc.
And making the dungeon map properly 3D (like it should've been since fucking forever) means they can design dungeons again that are more than just a big loop with a secret door that lets you out back by the entrance. Ones that are built like actual places, not one design idea stamped on every dungeon.
This just made me imagine an RPG with a cartography skill where characters with a low cartography are faced with dungeons like that Daggerfall dungeon from earlier in the thread, and the cartography skill modifies the actual dungeon layout to make it more streamlined, reasonable, and legible. I guess kind of how a high Survival/Ranger/Pathfinder/whatever skill can prevent random encounters.
(Probably more fitting for some experimental, concept RPG rather than an Elder Scrolls.)
Local maps have been completely unusable in all Bethesda games post-Morrowind. That's one thing they really need to work on.
I think there should be an actual Cartography skill and that your character mentally maps a place out in 3D as they progress through it.
The skill for it would provide the player with a simple unlabelled 3D map as they progress through a dungeon. As the skill increases, you can check the map to see things like doors and whether they're locked, lever locations, trap locations, chest spots, estimates of treasure in the dungeon, etc.
And making the dungeon map properly 3D (like it should've been since fucking forever) means they can design dungeons again that are more than just a big loop with a secret door that lets you out back by the entrance. Ones that are built like actual places, not one design idea stamped on every dungeon.
And because it's an Elder Scrolls game it only gains exp by opening and closing the map so the start of every playthrough begins with standing still in a dungeon mindlessly hitting M until it's high enough level and then being annoyed that suddenly all of the enemies are in steel armor.
Morrowind seems maybe the worst choice for VR just due to all the super leaping potions you can make. If people have trouble walking in vr from motion sickness, I think jumping 3000 feet might make people faint.
+1
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
You can play Morrowind without making the outrageous potions and spells; for VR that's just a choice you'd have to make when playing to keep things reasonable. Or you could be me and just not enjoy the gameplay loop of breaking a crafting system, so I never did that stuff in the first place :P
0
WhiteZinfandelYour insidesLet me show you themRegistered Userregular
Honestly a jump 100 for 1 second spell is on my checklist for every playthrough just as much as receiving the package from Caius Cosades. Superjumping around is way too convenient and fun to ever not do.
+1
L Ron HowardThe duckMinnesotaRegistered Userregular
Are the paintbrushes in Morrowind, but they were removed in Oblivion? Or are they in Oblivion and removed for Skyrim? I can't remember.
0
WhiteZinfandelYour insidesLet me show you themRegistered Userregular
They were in oblivion and removed for skyrim.
+2
L Ron HowardThe duckMinnesotaRegistered Userregular
Awesome, thanks!
+1
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
The loops are just compensation for not having mark and recall (due to game engine issues). They are fine I think, I liked that kind of thing in Soulslike games too. Once I clear an area one time don’t make me waste 10 minutes just walking through it.
Yeah, having a loop through a dungeon is fine, for the exact reason that the end of the dungeon dumping you at the beginning saves you several minutes of hoofing it back through the now-explored dungeon.
But that one main loop is basically every Bethesda dungeon everywhere at this point, with rare exceptions. Take something like Morrowind, where you could levitate up to a door, explore a fortress, end up on the other face of the mountain that you started from, and neither entrance was the actual main entrance because it's an actual fortress, not a big loop with fortress textures and rooms.
And they really can't get away from that with the shitty 2D map Bethesda uses, simply because somebody trying to navigate 6 floors of interconnecting tunnels without a 3D reference would be a total nightmare. It would just be a solid block of nonsensical overlapping tunnels.
I mean, I've had games providing 3D maps you revealed on the fly as far back as the PS1 days. This is not a new idea.
Honestly a jump 100 for 1 second spell is on my checklist for every playthrough just as much as receiving the package from Caius Cosades. Superjumping around is way too convenient and fun to ever not do.
Narrator: And that's how WhiteZinfandel got vomit inside a VR headset.
just watching the first part of one of those YouTube videos made me motion sick. it's going to suck when EVERYTHING becomes VR because boy howdy my brain *hates* it.
just watching the first part of one of those YouTube videos made me motion sick. it's going to suck when EVERYTHING becomes VR because boy howdy my brain *hates* it.
The big thing about VR is that it's really hard to demo it for people without a headset on them, especially if they're people who experience motion sickness.
Personally I don't think I'll ever be able to do much VR in games where you have the ability to free roam just because my brain does not like it when the world around me moves forward but I'm actually standing still and I'm skeptical they're ever going to find a solution to that (teleporting is even worse for me).
But there are still a ton of things in VR that can be a a lot of fun even when you're constrained to just the area you can physically move around in (I say having a Rift that hasn't been set up in three years because of lack of space :P ).
it's going to suck when EVERYTHING becomes VR because boy howdy my brain *hates* it.
Well, I (and by "I", I mean, "actual VR adoption rates on the consumer side") have some good news for you.
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Yeah, unless they can resolve a) the very notable cost issue and b) a VERY significant chunk of the population suffering severe motion sickness from VR, it ain't ever gonna be the go-to replacement for 2D screens.
I mean, I love the tech and I've only used a cheap version of it, but I still have yet to put it at any kind of priority.
The loops are just compensation for not having mark and recall (due to game engine issues). They are fine I think, I liked that kind of thing in Soulslike games too. Once I clear an area one time don’t make me waste 10 minutes just walking through it.
That careful, elegant shortcut design through the series is one of my favorite things about their design.
I mean, Dark Souls 3 literally throws bonfires at you like they are Skittles anyway, but still.
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Not only am I mildly shocked that there isn't a full conversion mod that adds Pokemon gyms to all the cities of Skyrim, but it seems like there's vanishingly few Pokemon mods for Skyrim at all. I guess the existence of Pixelmon set my expectations too high.
Not only am I mildly shocked that there isn't a full conversion mod that adds Pokemon gyms to all the cities of Skyrim, but it seems like there's vanishingly few Pokemon mods for Skyrim at all. I guess the existence of Pixelmon set my expectations too high.
Yeah, I honestly don't recall Pokemon mods being much of a thing in Skyrim before the SE either, and I followed the mod scene since literally the start, when everything was just being converted over from Oblivion. It's a very impressive thing in Java Minecraft, I know.
Also on the tools front, there's a new patcher out there which appears to be lightning fast and doesn't care about ESL limits called Synthesis, which is built on something called Mutagen? I haven't dug in yet, but their github is here: https://github.com/Noggog/Synthesis/
Hey so I'm in the Skywind discord and they post a lot more progress stuff in there, and someone did a preview of Spellmaking! Small warning because at the end of the video this guy goes and murders a bunch of NPCs to show that the spells work.
1) I love that I can tell EXACTLY where this is, and even immediately recognized the NPCs despite the fact that they no longer look like blocky 2003 messes!
2) Loving that UI! The spell school symbols are a little unintuitive (would like a hover tooltip plz) but the rest is a nice blend of original Morrowind's complexity with a more modern look and feel.
Posts
I would also like to put a word in for the spooky scary skeleton horse.
But seriously those are the only two horses that are worth a damn.
https://podcast.tidalwavegames.com/
Maybe the next Elder Scrolls game they are going to announce will be Daggerfall Remastered. I could see it taking 9-10 years to fix it with updated graphics.
I won't take anything less than an entire world in my open world games nowadays.
I would LOVE to see how they handle the dungeon map.
Because the top down thing they have going from Morrowind on?
AIN'T GONNA CUT IT FOR THIS
y'all weren't kidding about Daggerfall dungeons, I see.
That’s actually very tame for a daggerfall dungeon.
The very first dungeon was significantly larger and more labyrinthine. I have no idea how I manage to get out of it when I was 15 years old.
Like the original arena maps were a bit labyrinthine, but they were really just old school 2d dungeons. Daggerfall really pushed it up to absurd levels.
https://www.reddit.com/r/Morrowind/comments/jzozr9/vr_morrowind_in_proper_virtual_reality_openmw/
I think there should be an actual Cartography skill and that your character mentally maps a place out in 3D as they progress through it.
The skill for it would provide the player with a simple unlabelled 3D map as they progress through a dungeon. As the skill increases, you can check the map to see things like doors and whether they're locked, lever locations, trap locations, chest spots, estimates of treasure in the dungeon, etc.
And making the dungeon map properly 3D (like it should've been since fucking forever) means they can design dungeons again that are more than just a big loop with a secret door that lets you out back by the entrance. Ones that are built like actual places, not one design idea stamped on every dungeon.
Steam: MightyPotatoKing
Was the skeleton horse the one you could basically summon and dismiss like a WoW mount? Because that was definitely the best horse, used him all the time for my no fast travel run.
Murderhorse was pretty fun too though.
(Probably more fitting for some experimental, concept RPG rather than an Elder Scrolls.)
And because it's an Elder Scrolls game it only gains exp by opening and closing the map so the start of every playthrough begins with standing still in a dungeon mindlessly hitting M until it's high enough level and then being annoyed that suddenly all of the enemies are in steel armor.
Morrowind seems maybe the worst choice for VR just due to all the super leaping potions you can make. If people have trouble walking in vr from motion sickness, I think jumping 3000 feet might make people faint.
Yeah, having a loop through a dungeon is fine, for the exact reason that the end of the dungeon dumping you at the beginning saves you several minutes of hoofing it back through the now-explored dungeon.
But that one main loop is basically every Bethesda dungeon everywhere at this point, with rare exceptions. Take something like Morrowind, where you could levitate up to a door, explore a fortress, end up on the other face of the mountain that you started from, and neither entrance was the actual main entrance because it's an actual fortress, not a big loop with fortress textures and rooms.
And they really can't get away from that with the shitty 2D map Bethesda uses, simply because somebody trying to navigate 6 floors of interconnecting tunnels without a 3D reference would be a total nightmare. It would just be a solid block of nonsensical overlapping tunnels.
I mean, I've had games providing 3D maps you revealed on the fly as far back as the PS1 days. This is not a new idea.
Narrator: And that's how WhiteZinfandel got vomit inside a VR headset.
just watching the first part of one of those YouTube videos made me motion sick. it's going to suck when EVERYTHING becomes VR because boy howdy my brain *hates* it.
https://podcast.tidalwavegames.com/
The big thing about VR is that it's really hard to demo it for people without a headset on them, especially if they're people who experience motion sickness.
Personally I don't think I'll ever be able to do much VR in games where you have the ability to free roam just because my brain does not like it when the world around me moves forward but I'm actually standing still and I'm skeptical they're ever going to find a solution to that (teleporting is even worse for me).
But there are still a ton of things in VR that can be a a lot of fun even when you're constrained to just the area you can physically move around in (I say having a Rift that hasn't been set up in three years because of lack of space :P ).
Well, I (and by "I", I mean, "actual VR adoption rates on the consumer side") have some good news for you.
I mean, I love the tech and I've only used a cheap version of it, but I still have yet to put it at any kind of priority.
That careful, elegant shortcut design through the series is one of my favorite things about their design.
I mean, Dark Souls 3 literally throws bonfires at you like they are Skittles anyway, but still.
the definitive essay on tabletop dungeon design is this: https://thealexandrian.net/wordpress/13085/roleplaying-games/jaquaying-the-dungeon
ms. jennell jaquays is a genius
and more video game designers should learn from her example.
https://podcast.tidalwavegames.com/
Yeah, I honestly don't recall Pokemon mods being much of a thing in Skyrim before the SE either, and I followed the mod scene since literally the start, when everything was just being converted over from Oblivion. It's a very impressive thing in Java Minecraft, I know.
why
why would you want true to scale cliff racers
https://www.nexusmods.com/skyrimspecialedition/mods/42161 - that "no grass in objects" thing got updated again, this time with a method to pre-cache all your grass. It can apparently take up a lot of disk space, but....yeah. Grass!
https://www.nexusmods.com/skyrimspecialedition/mods/42043 - Pandorable did a large "males" NPC release. I think I mentioned this last time? Not sure. Anyway, now it's not just sexy women in Skyrim - get you some sexy men, too.
https://www.nexusmods.com/skyrimspecialedition/mods/42480 - Also the female Companions because why not
https://www.nexusmods.com/skyrimspecialedition/mods/42349 - I'll throw the new Northbourne one in here too, because it's probably my favorite "make the NPCs look better, but not necessarily attractive" series out there. 3 holds down.
https://www.nexusmods.com/skyrimspecialedition/mods/42635 - new beard mod which has some impressively large options
https://www.nexusmods.com/skyrimspecialedition/mods/42026 - Reading is Good, remade as a SKSE plugin
https://www.nexusmods.com/skyrimspecialedition/mods/42839 - engine fix for where custom enchantments weren't applied properly if equipment was forced on you via non-normal means
https://www.nexusmods.com/skyrimspecialedition/mods/42408 - New Enai mod, a more stripped-down vampire overhaul than Sacrosanct
https://www.nexusmods.com/skyrimspecialedition/mods/42090 - Speech overhaul thing, mostly looks like more options when responding to dialogue, but this may be up some folks' alley
https://www.nexusmods.com/skyrimspecialedition/mods/42602 - Individual eating animations and sounds for all vanilla food items
https://www.nexusmods.com/skyrimspecialedition/mods/42033 - Improved version of that 3d snowberries thing from before. Also applies to wreaths now!
Dueling water plugins! By the same guy!
https://www.nexusmods.com/skyrimspecialedition/mods/42854 - forces you to wade in water (move more slowly) proportional to how deep in it you are
https://www.nexusmods.com/skyrimspecialedition/mods/42962 - sink in water while fully armored, including be able to attack while at the bottom of the water. You can fight slaughterfish!
https://www.nexusmods.com/skyrimspecialedition/mods/42639 - New Great Village, this time Kynesgrove. Now not only unique architecture, but also including new voice acting. I believe that's supposed to be standard moving forwards.
https://www.nexusmods.com/skyrimspecialedition/mods/42957 - And I may have published a patch collection for it last night >_>
https://www.nexusmods.com/skyrimspecialedition/mods/42544 - meh321 made a durability mod which doesn't involve a plugin and should be compatible with most stuff, which is pretty impressive.
https://www.nexusmods.com/skyrimspecialedition/mods/42906 - meh321 ALSO made a mod that basically makes being a telekinesis mage viable.
https://www.nexusmods.com/skyrimspecialedition/mods/42522 - Someone added Triple Triad to skyrim.
Also on the tools front, there's a new patcher out there which appears to be lightning fast and doesn't care about ESL limits called Synthesis, which is built on something called Mutagen? I haven't dug in yet, but their github is here: https://github.com/Noggog/Synthesis/
I'm
Well
I can't judge, honestly, and I hope this person has found fulfillment, and I envy their immunity to motion sickness.
https://podcast.tidalwavegames.com/
https://www.youtube.com/watch?v=yVBAfgmE1F8
1) I love that I can tell EXACTLY where this is, and even immediately recognized the NPCs despite the fact that they no longer look like blocky 2003 messes!
2) Loving that UI! The spell school symbols are a little unintuitive (would like a hover tooltip plz) but the rest is a nice blend of original Morrowind's complexity with a more modern look and feel.
https://podcast.tidalwavegames.com/