Elder Scrolls V: Skyrim: Dragonborn DLC files found in latest patch

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SajuukKhar

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Dandark said:
I have to wonder how spears will work now if they are brought back in. I imagine that they will be heavy weapons that take up two hands but they can also do one handed versions. So I assume there are people here who played Morrowind, could someone let me know how they worked or felt in that game? Were they seen as useful?

Also didn't they at some point remove spears from existence in the lore?
Spears in Morrowind were like Crossbows and throwing weapons in Morrowind.

When Morrowind was still the current TES game spears, crossbows, and throwing weapons were almost universally accepted as being worthless, that is why they were removed.

However, since BEthesda made Crossbows useful in Dawnguard, I could see them making spears useful.

Bethesda wouldn't re-add a removed weapon if they didn't feel they could give it some unique purpose.
 

Dandark

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SajuukKhar said:
Dandark said:
I have to wonder how spears will work now if they are brought back in. I imagine that they will be heavy weapons that take up two hands but they can also do one handed versions. So I assume there are people here who played Morrowind, could someone let me know how they worked or felt in that game? Were they seen as useful?

Also didn't they at some point remove spears from existence in the lore?
Spears in Morrowind were like Crossbows and throwing weapons in Morrowind.

When Morrowind was still the current TES game spears, crossbows, and throwing weapons were almost universally accepted as being worthless, that is why they were removed.

However, since BEthesda made Crossbows useful in Dawnguard, I could see them making spears useful.

Bethesda wouldn't re-add a removed weapon if they didn't feel they could give it some unique purpose.
Im not that excited about throwing weapons but I would like spears as a melee weapon if they find a way to do it. They reintroduced crossbows and made them useful so im going to remain optimistic about spears. As long as they are good enough that I can do decently with them then I will probably use them as I love spears.

Do you know anything about them vanishing from existence? I remember hearing something about a powerful entity(Aedra or Daedra I would guess) removing them from existence for a lore reason of why they were not in Oblivion but I don't know if that's true or not.
 

SajuukKhar

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Dandark said:
Im not that excited about throwing weapons but I would like spears as a melee weapon if they find a way to do it. They reintroduced crossbows and made them useful so im going to remain optimistic about spears. As long as they are good enough that I can do decently with them then I will probably use them as I love spears.

Do you know anything about them vanishing from existence? I remember hearing something about a powerful entity(Aedra or Daedra I would guess) removing them from existence for a lore reason of why they were not in Oblivion but I don't know if that's true or not.
The whole vanishing form existence thing is a lore joke.

In the Elder Scrolls universe, Mundus, the mortal realm, is held up by these magical towers, and the end of each game involves the destruction of the tower.

People in the lore community use the destruction of the towers are a lore-joke explanation as to why stuff is different in the next game.

"The fall of the world tower altered the universe and thus spears were unamade"
 

Legion

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Wakikifudge said:
Zenn3k said:
My reasoning is simple. You should not have to self impose rules on a game for that world to make sense. Skyrim does not make sense within itself without self imposing rules on what you are and aren't allowed to do.
I don't think you really got his point on this issue. I'll try and clarify a bit:

Bethesda leaves all options open for players because some people might want to make a god like character who is master of all (I myself created a character like this). They don't impose any restrictions because the character I just described would be impossible to make if they were there.

However, if you only want your character to be an honorable warrior who doesn't partake in magic, then you can simply just do the main quest and companions guild. Yes you can argue that using shouts is magic but if that really turns you off, don't even do the main quest. You can simply make your own story. I'll admit that it does take a lot of creativity some times but if you really develop your character and give them motivations for what they do, I find it to be a rewarding experience.

This kind of roleplaying is definitely not for everyone though. Some people will be find it to be boring because they can't come up with anything interesting to do. That's totally fine but for me at least, Skyrim is a framework for which I can create my own stories and characters in. This is where the long lasting appeal comes from for a lot of long term Elder Scrolls players.

I can understand why you might not enjoy doing this but I wish you wouldn't dismiss an entire way of playing the game as a bad design decision simply because it's not the type thing you lie.

For example: I don't like RTS games very much. I get bored very quickly but I can see the appeal for others and know that many are actually very good games. I don't dismiss them as badly designed simply because they aren't what floats my boat.

Anyway, that was me trying to help you understand where a lot of Elder Scrolls players and myself are coming from. I hope this helped but if it didn't, no hard feelings. I can't understand why people like some things sometimes either.
My issue is, that they don't provide alternatives for a lot of things. If you don't want to use magic then you are cut off from a a lot of things that require you joining the mages circle even though they don't really have anything to do with magic.

Or if you want to play as a "lawman", yet you cannot take on the Thieves Guild.

I have enjoyed role-playing several characters in Skyrim, but in all cases the game never lasts very long because unless you play as a Master-of-all-trades character, you are not in for a very lengthy game.
 

SajuukKhar

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Politeia said:
How about one related to genre fiction? It strains credibility and violates the willing suspension of disbelief. Joining all four factions is just dandy, there should be some sort of reasonable litmus test for entry though, and being able to attain the highest possible rank in all should be absolutely out of the question. While all four do require that you have to do...something to gain entry, only two of them approach what would be regarded as reasonable.
The Elder Scrolls is a series where attaining godhood is realizing that one is in a video game, where pausing time by opening menus, reloding saves, and altering the worlds with mods made with the construction kit has been woven into the canon lore of the series.

As Micheal Kirkbride once said
http://www.imperial-library.info/ForumArchives/AmuletAmulet.html
Tamriel is an impossible place, built on impossible precepts. It's, frankly, a magic ball of sentient schizophrenia.

These are why the echoes in every corner of every myth. These are why the ease of men to immortals and immortals into frozen egos.

It is pure magic, thought up by the nagging itch called "if", which necessitated a "then", which in turn made everything scared that it would go away forever.

It is a baby universe with doom already marked on its head, because it cannot really exist, it has no real mother, and it doesn't understand how to get out, or why it might, or if it should because the rest of the void is a horrible thought filled with nothing.
The Elder scrolls cannot exist even under its own logic, It is a universe that alters itself to the ever changing whims of the beings that live there, and that is the entire point of the series.

-The College of Winterhold is not a normal school, it is a place were mages go to have a place to commence their studies, have shared resources, and tell other College members of their discovers before they tell anyone else. Its not about you teaching them or them teaching you. they let you in on the premise that if you learn things about shouting you would tell them first so they can horde it for themselves.

-The Dark Brotherhood continues to exist because The Empire deems them necessary for continuing politics. Its never been about not drawing attention to themselves, its about having a role that needs to be filled. Its similar to how the empire lets the Thieves guild continue to exist because of how they are crime regulators.

-The Companions, the role of Harbinger was created and given to the warriors who did the most epic deed, and by fighting he white-hand, the ghosts of the 500 companions, and saving Kodlak Whiteman's soul from going to the hunting grounds, you have committed the most epic deed of the group. It makes perfect sense if you follow the lore.

-The Thieves Guild in Oblivion blew, the entire last quest was a pointless adventure to get a uber-powered artifact that gets thrown out two seconds later. why did I steal the Elder scroll if I can ever use it? why am I not using it to make the guild better? at Least skyrim's thieves guild lets me use the nightengale powers, and I got the badass armor.

-The Daedric lords are also terribly limited in their knowledge, on top of that the player character is literally god incarnate, your character literally alters the universe to allow you to do whatever he wants by simply existing.
Politeia said:
Say it with me folks -- because it strains credibility and violates the willing suspension of disbelief. Not only that, straining credibility and violating the willing suspension of disbelief is the only way you can allow everyone do everything. So I'm not so much as detracting from the power-players as much as the power-players are detracting from me. I demand the fiction I consume are something more than just juvenile power fantasies.
It only strains belief for people who don't have the faintest understand of the principals behind the Elder scrolls universes existence.

Also, then dont make it a power fantasy, no one is forcing you.
Politeia said:
While I actually do use mods that disable fast-traveling (though I have mods which add teleportation spells and the like) it's not one that I begrudge others for...but it strains credibility and violates the willing suspension of disbelief.
Fast Travel is a system that takes you from point A to point B and that advances time to simulate the time it owuld have taken to walk there.

It isn't teleportation, or instant travel, it is simulated walking with all the walking cut out. How that suspends disbelief is beyond me.

Fast Travel = "we are going to walk your character butmake it to where you don't have to see all of it".
Politeia said:
Actually Bethesda is totally in charge of that one. What's hilarious though is that you actually accuse the people wanting restrictions and harder gameplay as requiring hand-holding. The reality boils down to this: requiring every guild-quest line to be beatable by any character build detracts from them by necessity.

Here's the deal; I totally should have to be a badass wizard in order to become Archmage. I should fail thieves? guild quests if I kill and I should fail Dark Brotherhood quests if I'm caught. I shouldn't be made Harbinger period because I'm barely more than a whelp and for god's sake I should've been able to join the Silver Hand and slaughter them all instead of being forced to become a werewolf. Every character in the game should be killable, absolutely, because when they prevent me from completing quests (including the main one) that gives their lives weight and my actions meaning.
Bethesda is not in charge of the difficulty of games no more then Garry Newman is in charge of the difficulty of G-Mod.

Here's the deal, when Bethesda did do that in Morrowind, with those skill requirements, all people did was exploit around them anyways.

The fact of the matter is people DON'T want those, and if you put them in, all people do is exploit around them.

And no, making character's killable and losing out quests does not give their lives meaning, it just denies you content.
Politeia said:
massive list snips
And most of those things you listed either
1. violate lore
2. can be simply solved by not using the exploits
3. are unnecessary, in the case of atronachs and bound weapons as those without mods still work well even at level 81
Politeia said:
I feel the need to link you to TVtropes article on insane troll logic. The idea that you engaging another doesn?t count as initiating a conversation is?fucking imbecilic. It?s honestly the single dumbest thing I?ve heard in weeks.
Real conversations require two people to be engaging with each other. A single reply to a post is not dual engagement, it is single engagement.
Politeia said:
50 additional magicka is no where near useful at end game. It's far exceeded by enchanting by effects you could gain via enchanting in the vanilla game. Likewise, magicka regen is useless if you have the forethought to enchant and there's no reason for any build you could make to not have enchanting and smithing despite your laughable attempt to paint it as ?exploits?.

Like so many things SkyRE did it better. Instead of a generic regen effect you're allowed to take advantage of the absurd amount of magicka a mage build will have by quickly burning off all that mana in exchange for increased Destruction output. Your damage with destruction spells will increase in cost and damage based upon how much magicka you have in reserve. It's a mode that can be toggled on and off and it lets you burn excess magicka quickly for a damage burst.
It actually kinda is, 50 magicka would be equal to 1/8 of my characters total magicka, which is quite a sizeable chunk.

Except for RP purposes, which is what the skills are for, to RP your character.

As for what SkyRE did, that is so terribly unbalanced it is laughable.
Politeia said:
Again, SkyRe did it better by letting the histskin ability choose what you'd like to regen quickly -- magicka, health, or stamina at the cost of lower regeneration amongst the other two. Also adds a protective scales passive that negates 25% of damage from bladed weapons.
again, that is lore violting, and terribly overpowered.
Politeia said:
Poison resistance is nice; turning an animal into an ally is made obsolete by a dragon shout which has the same effect and a much lower cooldown.
and while one is on cool down you can use the other, and get more total chances to turn animals.
Politeia said:
Again, SkyRe did it better by adding the "twin blood" spells which allow you to either greatly increase the output of all your spells while halving the cost or allow you to briefly conjure unlimited summons. The drawback is that during this time your health depletes continuously and you're vulnerable to magic.
that is, again, terribly unbalanced as magicka resistance is easy to max, and its hard to not ave crap ton of hp regens. All the negatives of that skill are negated by simple potions. It has no real negatives to it.
Politeia said:
Bullshit! SkyRe, again, did it better. Ancestor's Wrath procs whenever you fall below 50% health; on enemies (i.e. Dunmer who aren't you) it activates a flame cloak and a 50% boost to fire damage. On you, you get no flame cloak but a 15% chance to avoid all damage + a 50% boost to fire damage.
And again, anyone who even takes a BRIEF look at that can tell its so op.

Anyone who just even hard assedly keeps thier hp near 50% can get that affect to trigger all the time.
Politeia said:
The only purpose of getting rich quicker is so that at level 40 you can have twice as much gold you'll never spend because there's nothing to spend it on. As Yahtzee said, you can pretty much skip any money making schemes and still end up with a majority share in the universe.

I care very little for Voice of the Emperor; I don't like racial abilities I can gain from ingame abilities.
I spent money on lots of things, including buying shit for my homes in Hearthfire.

Politeia said:
I should really stop harping on about SkyRe, if it weren't so obvious that T3ND0 simply did perks and racial abilities better than Bethesda. Anywho, SkyRe removed Voice of the Emperor and added three new abilities; attack order, guard order, and tactician. Basically this let the Imperial fill a niche by giving him racial abilities which increase the attack speed, damage output, or damage mitigation of followers based upon what's needed at the time. Tactician causes enemies to lose stamina when you perform a block with a shield.
Except he didn't, everything you listed is laughably overpowered, and just as abusable as smithing.

Politeia said:
Again, useless, in both cases the Khajit hand-to-hand damage is still vastly outperformed by actual weapons especially when you factor in enchanting. SkyRe has fix though; an entire branch dedicated to unarmed combat was added to the one-handed tree (renamed light weaponry) with various styles added capable of unique abilities like being able to snatch weapons and shields while fighting unarmed. The Khajit's claws also become stamina dependent for damage; more is better.
That it is over performed does not mean it isn't viable.

And an unarmed tree? why?

Stamina dependent damage? why? people hated that in Oblivion, that is why it was removed.

Politeia said:
Yes but you're only getting half of its use. I notice you still use terms like "warrior, thief, mage" alot. You seem to be dividing your characters along distinct archetypes which is the polar opposite of what a good leveling system should be doing. I never see you talk much about spellswords or other hybrid classes that we had in older TES games.
I use those as examples because those are the three core classes everyone knows, I made a spellsword character in Skyrim easily.

Skyrim's leveling system, b its nature, doesn't force you into archetypes.
Politeia said:
Anywho: SkyRe adds magicka to the list of damage mitigated that way. It also causes health to drain and potions to become less effective so it isn't simply an ability you can use as a crutch anymore.
You couldn't use it as a crutch before either it only lasted 60 seconds and could only be used once a day.
Politeia said:
Thematically it doesn't fit; why are the Redguard poison resistant again? SkyRe adds 50 additional stamina and a unique "charge" like ability
Because the Alikir desert is full of scorpions, snakes, and other poisons animals.

Politeia said:
In some cases, yes, in others no. There's no reason for the Wood Elf racial to be limited to once a day given how underpowered it is. I'm glad SkyRe simply removed it and added in the ability to enchant arrows. In other cases the limitation is necessitated because of poor design.
No the limits are placed there because the entire point of racials was that they were to be used in very rare, emergency situations, not these insta win "if i play my hp at nearly 50% all the time I can spam fire shield" skills.
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For someone who claims to hate the "power fantasy" of skyrim's design you seemed to love the mod that changes all the normal, unexploitable, racial skills into easily exploitable win buttons.
 

Dandark

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SajuukKhar said:
Dandark said:
Im not that excited about throwing weapons but I would like spears as a melee weapon if they find a way to do it. They reintroduced crossbows and made them useful so im going to remain optimistic about spears. As long as they are good enough that I can do decently with them then I will probably use them as I love spears.

Do you know anything about them vanishing from existence? I remember hearing something about a powerful entity(Aedra or Daedra I would guess) removing them from existence for a lore reason of why they were not in Oblivion but I don't know if that's true or not.
The whole vanishing form existence thing is a lore joke.

In the Elder Scrolls universe, Mundus, the mortal realm, is held up by these magical towers, and the end of each game involves the destruction of the tower.

People in the lore community use the destruction of the towers are a lore-joke explanation as to why stuff is different in the next game.

"The fall of the world tower altered the universe and thus spears were unamade"
Now that is something I knew nothing about, are these magical towers things built by the Gods like the adamantine tower? How are they destroyed at the end of each game? I have only played Skyrim and Oblivion, what tower was destroyed in Skyrim and how?

Im probably being a bother so could you recommend a site where I can look up and learn about this kind of thing? I love the lore for elder scrolls but suck at actually figuring most of it out.
 

SajuukKhar

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Dandark said:
Now that is something I knew nothing about, are these magical towers things built by the Gods like the adamantine tower? How are they destroyed at the end of each game? I have only played Skyrim and Oblivion, what tower was destroyed in Skyrim and how?

Im probably being a bother so could you recommend a site where I can look up and learn about this kind of thing? I love the lore for elder scrolls but suck at actually figuring most of it out.
Adamantine tower was built by the gods, as was Red-Tower, also known as Red-Mountain

The other towers were built by the Elves, the first of the spirits to take shape, who wanted to mimic their "parents".
-White-Gold was built by the Alyeids
-Crystal-Like-Law was built by the Altmer
-Walks-Brass was built by the Dwemer
-Green-Sap was built by the Bosmer
-Orichalc was built by the Left-Handed elves
-Snow-Throat's origin is unknown, being a mountain it seems unlikely the Falmer "built" it, but the Falmer were Snow-Throat's "users"s most certainly.

As for the towers destruction
-The Redguards destroyed Orichalc when they destroyed their homeland of Yokuda.
-Walks-Brass was destroyed by Zurin Arctus, the Underking, at the end of Daggerfall.
-Red-tower was disabled by the Nerevarine when he freed the Heart of Lorkhan at the end of Morrowind.
-Green-Sap went offline shortly before Oblivion occurred, presumably because of the actions of the Mythic dawn.
-The armies of Dagon destroyed Crystal-Like-Law during the Oblivion Crisis.
-White-Gold tower was taken offline when Martin destroyed the Amulet of Kings at the end of Oblivion.
-The tower destroyed in Skyrim was Snow-Throat, and it was "deactivated" by the dis-unity of the Nords.

*note* When I say "destroyed" I mean no longer working, the physical tower may exist still, but the powers of molding creation it once had are gone.
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And no, you are not being a bother, in fact your being far more on-topic then some people on this thread.
 

Jynthor

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Where would one apply to the College of Elder Scrolls Lore?
I know quite a bit but only on the surface level(As in how everything appears to be)

Basically, where would one start to really learn TES lore?
 

SajuukKhar

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Jynthor said:
Where would one apply to the College of Elder Scrolls Lore?
I know quite a bit but only on the surface level(As in how everything appears to be)

Basically, where would one start to really learn TES lore?
The single most important lore document, which is basically a summery of most of the metaphysics of the series, is Vehk's Teaching, specifically the "Tower" section, and the "More on the Psijic Endeavor" section.
http://www.imperial-library.info/content/vehks-teaching

Cosmology, is also pretty good for a clear cut explanation of the universe's structure.
http://www.imperial-library.info/content/cosmology

The Nu-Mantia Intercept is written very oddly, but it explains the towers, the things that hold up Mundus.
http://www.imperial-library.info/content/nu-mantia-intercept

The Metaphysics of Morrowind breaks down some of the more...... gamey elements, like the pausing time by opening menus, and loading save games, and the construction kit, and how they fit into the lore. Its mostly in section 3, you can skip sections 1, 2, and 4 if you want, 3 is the important one.
https://fallingawkwardly.wordpress.com/2010/08/29/the-metaphysics-of-morrowind-part-1/
https://fallingawkwardly.wordpress.com/2010/09/02/the-metaphysics-of-morrowind-part-2/
https://fallingawkwardly.wordpress.com/2010/10/25/the-metaphysics-of-morrowind-part-3/
https://fallingawkwardly.wordpress.com/2010/11/23/the-metaphysics-of-morrowind-part-4/

The Forum Archives section of the Imperial Library also contains many useful developer quotes, and old threads about lore points, though many of the threads have lost formatting over various site upgrades and can be hard to read.
http://www.imperial-library.info/content/forum-archives
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Really there's a bunch of other things found in the forums archives sections, such as how Lorkhan is Akatosh, and in Kikbride's quote section he explains a bunch of stuff about countless topics.

The Imperial Library is really the hub of all Elder scrolls lore, mostly everything in the Obscure Texts sections, and the forum Archives section, can teach you things.
http://www.imperial-library.info/content/obscure-texts
http://www.imperial-library.info/content/forum-archives

But most of it wont be brought up, as long as you understand
-Vehk's teachings
-Cosmology
-The nu-mantia intercepts
-The Metaphysics of Morrowind
All you have to remember is Lorkhan is Akatosh and Talos is Lorkhan reborn, and you got most of the important stuff.

Also, there is also a process of mantling, a process of "walk like them until they must walk like you" its the thing that turned the champion of cyrodiil into Sheogorath. Basically by acting like Sheo, having Sheo's staff, sitting on the throne of sheo, and basically just being Sheo, the champion was able to literally turn himself into Sheo because he acted like Sheo so much no one could tell the difference and thus he became sheo.

Mantling is also what made Tiber Septim, Ysmir Wulfharth, and Zurin Arctus merge into Talos who is Lorkhan reborn, because they replaced the same events that Akatosh, Lorkhan, and MAgnus, took at the mortal realms creation.
 

SweetLiquidSnake

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Why are so many people butt hurt and complaining. When I read the article I smiled and thought "sounds great I can't wait until it comes out"

Why must people constantly be like "durr morrowind was so much better.... durrr why did they take away spears..... darrrr why can't I use levitate"

Can't we all just be happy with the game? Skyrim is great, so was oblivion, and I'm sure morrowind was too.
 

AlotFirst

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Jynthor said:
Where would one apply to the College of Elder Scrolls Lore?
I know quite a bit but only on the surface level(As in how everything appears to be)

Basically, where would one start to really learn TES lore?
uesp.net is pretty much regarded as the official information hub, on everything Elder Scrolly, by the Elder Scrolls community. And I suppose that if you want to have Lore discussions the official Elder Scrolls forums would be a good place to go (stay clear of the trolls though, we're still talking about forums.

Edit: Wow, I got ültra-ninja'd by Sajuuk. Ignore this post.
 

Jynthor

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AlotFirst said:
Jynthor said:
Where would one apply to the College of Elder Scrolls Lore?
I know quite a bit but only on the surface level(As in how everything appears to be)

Basically, where would one start to really learn TES lore?
uesp.net is pretty much regarded as the official information hub, on everything Elder Scrolly, by the Elder Scrolls community. And I suppose that if you want to have Lore discussions the official Elder Scrolls forums would be a good place to go (stay clear of the trolls though, we're still talking about forums.

Edit: Wow, I got ültra-ninja'd by Sajuuk. Ignore this post.
I know UESP although I don't find the lore on it goes deep enough.
As for the forums, I got banned over a year ago, that's not really an option.
 

SajuukKhar

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AlotFirst said:
uesp.net is pretty much regarded as the official information hub, on everything Elder Scrolly, by the Elder Scrolls community. And I suppose that if you want to have Lore discussions the official Elder Scrolls forums would be a good place to go (stay clear of the trolls though, we're still talking about forums.

Edit: Wow, I got ültra-ninja'd by Sajuuk. Ignore this post.
UESP is good, for gameplay, it really isn't that great a place for lore.

The UESP admins are super butthurts about not putting anything that isn't directly found in the game s on there, even if it has been confirmed by developers, or the games themselves, as true.

I understand why, but they leave out so much.
 

Dandark

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SajuukKhar said:
The single most important lore document, which is basically a summery of most of the metaphysics of the series is

Vehk's Teaching: http://www.imperial-library.info/content/vehks-teaching
Specifically the "Tower" section, and the "More on the Psijic Endeavor" section.

The Cosmology: http://www.imperial-library.info/content/cosmology
is also pretty good.

Nu-Mantia Intercept: http://www.imperial-library.info/content/nu-mantia-intercept
Is written very oddly, but it explains the towers, the things that hold up Mundus.

The Forum Archives section of the Imperial Library also contains many useful developer quotes, and olds threads about lore points, though many of the threads have lost formatting over various site upgrades and can be hard to read.
http://www.imperial-library.info/content/forum-archives
Thanks for that, I already had some knowledge of the wheel and the tower thanks to this helpful thread
http://www.gamefaqs.com/boards/615803-the-elder-scrolls-v-skyrim/61231075
That was still helpful though.

Im currently trying to read through the Nu-mantia intercept and it's great, this site is probably going to become as addictive as TV tropes to me so thanks for the link =D

Im struggling to grasp the concept of the towers but hopefully I will wrap my head about it.
 

Spiritofpower

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So, to recap: The new DLC, which may or may not be called Dragonborn and may or may not be related to Dragonborns in some way will very likely contain:

- Dragon Mounts (whether this is a permanent thing or a one-off deal is unclear)

- Spears (one or two-handed is uncertain)

- Chitin, Bonemold, Stalhrim, and a new type of Nordic armor (which ones are Light and Heavy is unknown)

- Solstheim, with Raven Rock, Castle Karstaag, and a Telvanni tower

- Apocrypha, Hermaeus Mora's plane of Oblivion (in what capacity and how much is unknown)

- Magic on horses

I think that's everything. If I'm wrong, please correct me.
 

SajuukKhar

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Spiritofpower said:
I think that's everything. If I'm wrong, please correct me.
Well there is some other stuff, transcribed from here
https://forums.bethsoft.com/topic/1417456-18-beta-update-solsthiem-dlc-hints-thread-10/
Gameplay Additions :

Spears
Dragon Riding
Mounted Magic
"Boat Riding"
Use of some spells and shouts while Dragon riding
Tree and ground ambushes

New armor types :

Chitin, Bonemold, Nordic, Stalhrim, all being both light and heavy

New places:
Places on Solstheim, namely standing stones, Castle Karstaag, Raven Rock
A Telvanni Tower
Some place called "Miraak Temple"
The repeated mention of something "Benthic" suggests some (deep) underwater area
Apocrypha

New creatures:

A "Benthic Lurker"
Some daedric creature related to HM (Hermaeus Mora or Herma-Mora?)
Scribs (and thus probably Kwamas?)
Netches
Rieklins
Boars
Dwemer Ballistae
Something with tentacles
(Since there are light chitin armors, I wouldn't be astonished if the Shalk came back)

Something involving a heart ripped off. (Something related to Briarheartss maybe? Or to Pelinal? Or something Lorkhan-esque)

The DLC title is presumed to be "Dragonborn".

As Bigbossbalrog said, the mention of a Chieftain hints at a return of the Skaals.
 

Denamic

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SajuukKhar said:
Soviet Heavy said:
Hmmm. I hope they add more recipes then. One of my favorite things about Honest Hearts in New Vegas was how useful cooking and survival became. The benefits they offered to your special or to your health regen and damage were awesome substitutes for stimpacks.
Most food items only had a very menial health increase in New vegas

stuff like
+2 Hit Points per second for 18s
+2 Hit Points per second for 10s
food really wasn't a good substitute for stimpacks

Which is about the same amount of health most food items in Skyrim give.
Except survival increases the healing, and even 2HP/s is great for healing between battles without wasting stims.
A single Sunset Sarsaparilla can heal for 5HP/s for 25 seconds, which is 125 points of total healing.
That is fantastic.
 

SajuukKhar

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Denamic said:
Except survival increases the healing, and even 2HP/s is great for healing between battles without wasting stims.
A single Sunset Sarsaparilla can heal for 5HP/s for 25 seconds, which is 125 points of total healing.
That is fantastic.
That would be true if stims were uncommon, or expensive, using stims is like using gold in Skyrim, its kinda pointless since there's so much of it.

I had 400+ stimpacks in New Vegas at one time.

Also food takes up carry weight, stims are weightless.
 

Spiritofpower

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SajuukKhar said:
That would be true if stims were uncommon, or expensive, using stims is like using gold in Skyrim, its kinda pointless since there's so much of it.
Admittedly, early on, most players will be strapped for cash. But after doing a few quests and selling some loot, yes, you'll probably have more gold than you know what to do with.

Captcha: hunted by cinemax

OH GOD OH GOD THEY FOUND ME I'VE GOTTA HIDE OH GOD
 

Matheus Moreira

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About Skyrim Redone, although it may be lore-unfriendly in some points, it isn't overpowered. The proof of that is that the game actually becomes harder if you install all the parts of it.

About the gold you get, I use a mod that makes the following: merchants only buy things with which they work; merchants doesn't have tons of cash to buy your stuff; in different regions, different goods have different prices, according to what's more common to find there (for example, dwemer weapons are much more expensive in Falkreath than in Winterhold). Those changes make money harder do get and I think they are perfectly logical and lore-friendly. I have to save money to buy an expensive house, not simulate a saving, but really save, otherwise I can't buy food to stay alive (since I use a mod that makes feeding necessary to live).

About the fast-travel issue, the things are: didn't I find any enemies on the way? if I found, why am I not injured, why haven't I got experience and why didn't I loot it? The fast travel mechanism could have an old, famous and useful element to make it more real: the random encounters. If I travel, sometimes an enemy will appear on the road and I will fight it, sometimes I'll be ambushed, sometimes, if my stealth abilities are good, I will sneak and avoid the fight. Those options should appear when you fast travel, "you were ambushed during the travel" or "you see enemies ahead, do you want to fight or try to sneak?".

The way fast travel is is like a teleport with time passage, nothing EVER happens during fast travels. If the time passed, you went from a place to a place, but if you went from a place to a place, why never ever happens? You can say "Well, if you want something to happen, travel normally", but I can reply "I want to avoid all the walking, but deal will anything that affects me on the way, as an immersion factor". You could, then, say "Fast-travel is not for immersion" and I would say "If it's not to be immersible, why did Bethesda bother with time passage in the first place? I could self-impose a time passage by myself". At the end, you will say "It's not teleportation, because time passes" and I will say "It's not travel because at least sometimes, things happen in a travel". The result is: fast-travel could be better.

About the self-imposed rules, we reached a common agreement. We agree that it may be good sometimes for the role-playing (a horse or a dragon?) and that, sometimes, it's not enough to have self-imposed rules, as stated below:

SajuukKhar said:
There is nothing contradictory about my statements.

There are some things, so overpowered, that they do need a restriction on them.

Which is why they removed spell making, and I am glad they did.
I guess the point of the discussion is not if self-imposed rules are bad or good for role-playing, but when it is good and when it's not enough. We know that some self-imposed rules are good, but some restriction is also good too.

Some guys, as SajuukKhar, think that the way Skyrim is is the perfect way in terms of self-imposed rules balance. Some guys, as myself and Zenn3k, think that Skyrim relies way to much on self-imposed rules to be actually a completely role-playing game. And, as I see it, the amount of decision you can make is not the problem by itself, the problem is the amount of consequences you have to simulate. I think we should be able to make any decision we want, but couldn't have control of most of the consequences; an aspect of the real life.