The Elder Scrolls

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Greatswords are where its at. If you're using the Unofficial Patch (and you absolutely should), they're the fastest to swing which means you can recover from attacks a lot faster and block the next one, important if you're facing down lots of enemies.

I've used greatswords plenty of times in this game; can confirm, they are indeed a blast to use.
 
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Yeah, I'm currently doing a Barbarian Greatsword build and having a lot of fun with it.

War Hammer and Axes feel way too slow to me, and maybe that would be offset by their associated perks but I'm not willing to invest in it to find out.
 
Yeah, I'm currently doing a Barbarian Greatsword build and having a lot of fun with it.

War Hammer and Axes feel way too slow to me, and maybe that would be offset by their associated perks but I'm not willing to invest in it to find out.
I just hate how they’re animated to wield so I get some mods to fix that. Other than that they’re really fun especially the critical hit from a Warhammer.
 
My museum has ghosts and Bretons in it. Send help!
I wish the dialogue option to agree to help the priest of Arkay was "I ain't afraid of no ghost!". I usually tell him to handle it himself because I'm busy doing daedric shit and I don't have time to take four or 5 naps and looking for a piece of paper on a ledge. Even if the museum is closed you can get into your safe house through the secret entrance.

We're talking about Legacy of the Dragonborn for those of you who don't mod.
 
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Yeah, I'm currently doing a Barbarian Greatsword build and having a lot of fun with it.

War Hammer and Axes feel way too slow to me, and maybe that would be offset by their associated perks but I'm not willing to invest in it to find out.

I'm going to be running one of the two - leaning towards the Battleaxe side right now - for a Barbarian build of my own, actually. Playing as this kind of "bandit" character is something I had fun with in the past, and I've never really tried out Battleaxes or Warhammers before, so it's something new to do!
 
I'm going to be running one of the two - leaning towards the Battleaxe side right now - for a Barbarian build of my own, actually. Playing as this kind of "bandit" character is something I had fun with in the past, and I've never really tried out Battleaxes or Warhammers before, so it's something new to do!
I wish someone would make more mods relating to Fable so I can dress up like the bandit from Fable 2
 
I wish someone would make more mods relating to Fable so I can dress up like the bandit from Fable 2
The Studded Armor is enough bandit for the guards.
"You wear the armor of a brigand. Best not cause any trouble on my watch."
Last time using The Dragonborn's Fate guide with all the mods included; i played as a Nord Two-Handed who initially used Light Armor and mastering one time, switched to Heavy Armor.
Same thing with Two-Handed; first Greatsword perks, 100; resetting the skill, second Greatsword perks and Battleaxe perks, 100; resetting the skill again and putting all the specific two-handed perks.
 
If you want an additional build, forgive me for uttering this heresy. Play a Breton knight with heavy armor, two hand or 1 hand with block, speech craft, and maybe some restoration if you want to be a paladin. I’ve been playing for honor and painting Bretonnia figures so sue me.
 
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If you want an additional build, forgive me for uttering this heresy. Play a Breton knight with heavy armor, two hand or 1 hand with block, speech craft, and maybe some restoration if you want to be a paladin. I’ve been playing for honor and painting Bretonnia figures so sue me.
Two Handed Breton Spell Sword Knight is like my favorite build for Oblivion. People say it's basic bitch but shit was fun.
 
Altmer, Spellsword, Antorach with a sword and shield was the most fun I had. Jimmy Newtard still prevailed.
My favorite build is a Imperial Custom Class, bonus to Endurance and Luck, Atronach birthsign and Armorer, Blade, Heavy Armor, Block, Conjuration (for summons), Destruction (for the sweet Wizard's Fury spell) and Restoration (Heal is always welcome).
Followed a guide called Throught the Valleys, which gives you the possibily to build anything and not getting worried by the efficient leveling crap.
The final Armor is Daedric, Amulet is the one with Reflect Damage with Blunt, one ring is the one with Reflect Damage with Hand-to-Hand, shield is the Escucheton of Chorrol (one of the mods nerfed the Reflect Damage, lowering to 10 in all levels).
Greaves are called Magebane, which gives you a whooping 20 pts. of Spell Absorb.
In the end, the shit is purely defensive, like 95 pts. of Spell Absorbtion and 77 pts. of Reflect Damage, along with other things i don't remember right now.
 
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I tend towards dunmer spellsword, having my toes in everything, yet mastery comes in the late twenties rather than level 8 with normal builds
 
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Another mod I am running for the first time is the Undeath mod. I don't think I have done any of it yet.

But how is it? Any of you played Undeath?
I remember it being fine, it doesn't activate until you hit level 30. It involves a fucking huge dungeon that's a reference to one from TES2 Daggerfall, I think.
 
I've been thrashing about trying to script quests for a mod, so I am taking a break to do something else. I was wondering what people would think of my idea for a Suburban mod for Vivec
Vivec plan.png
My plan would raise the population of Vivec to approximately 1,350 from 502 in the base game
  • Valenmawia would be the oldest suburb and would feature Velothi apartments and shops, I always liked the Velothi tile set (the set used for the Cantons, temples, and the village of Vos) and would like to make a New Jersey (to Vivec's New York) out of it, with a market square and docks. I will have an ancient velothi Stronghold there as well (Valenmawia). Omani's Manor will be easy to pick out because I will leave it in the Hlaalu style. It will also have only 100 less people than Vivec proper meaning I am going to have to organize this section properly
  • Hla Ayem (Little Almalexia) will be in the Mournhold style, I plan on Justifying this naked inclusion of my favorite tile set by having it be where Almalexia and her entourage would stay when preparing to take their pilgrimage to Red Mountain, I am going to have this collection of Manors be occuiped the Telvanni and a number of Imperials living in mansions they have not build, eating cromberries they did not plant.
  • Gah'Ruhn (Great Home) is going to be a new district for velothi laborers live as they construct a second Foreign Canton, shacks and permanent homes.
  • Hawia District is going to be a mix of Velothi and Imperial structures as Egg miners and Colonist contend for this strip of land.
  • St. Felm Island is going to be a militarized district of Velothi style (I don't like the shell bug style of the Redoran) with old manors and a Velothi style fort for Temple troops.
  • The Neviris Peninsula is going to be a mix of Hlaalu style housing and in the south more Colonial Imperial homes, this and Mudan Island are going to be the Colonial population centers with ethnic enclaves and a number of out of work miners due to problems in the Abaesen Egg Mine
  • Mudan Island is going to be an Imperial City like Anvil or Sutch with a large naval yard to house a number of imperial ships, it is also going to house almost no dark elves.
I want to know what the PEEPOLE want in a Vivec City Expansion?
 
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I've been thrashing about trying to script quests for a mod, so I am taking a break to do something else. I was wondering what people would think of my idea for a Suburban mod for Vivec
View attachment 4041846
My plan would raise the population of Vivec to approximately 1,350 from 502 in the base game
  • Valenmawia would be the oldest suburb and would feature Velothi apartments and shops, I always liked the Velothi tile set (the set used for the Cantons, temples, and the village of Vos) and would like to make a New Jersey (to Vivec's New York) out of it, with a market square and docks. I will have an ancient velothi Stronghold there as well (Valenmawia). Omani's Manor will be easy to pick out because I will leave it in the Hlaalu style. It will also have only 100 less people than Vivec proper meaning I am going to have to organize this section properly
  • Hla Ayem (Little Almalexia) will be in the Mournhold style, I plan on Justifying this naked inclusion of my favorite tile set by having it be where Almalexia and her entourage would stay when preparing to take their pilgrimage to Red Mountain, I am going to have this collection of Manors be occuiped the Telvanni and a number of Imperials living in mansions they have not build, eating cromberries they did not plant.
  • Gah'Ruhn (Great Home) is going to be a new district for velothi laborers live as they construct a second Foreign Canton, shacks and permanent homes.
  • Hawia District is going to be a mix of Velothi and Imperial structures as Egg miners and Colonist contend for this strip of land.
  • St. Felm Island is going to be a militarized district of Velothi style (I don't like the shell bug style of the Redoran) with old manors and a Velothi style fort for Temple troops.
  • The Neviris Peninsula is going to be a mix of Hlaalu style housing and in the south more Colonial Imperial homes, this and Mudan Island are going to be the Colonial population centers with ethnic enclaves and a number of out of work miners due to problems in the Abaesen Egg Mine
  • Mudan Island is going to be an Imperial City like Anvil or Sutch with a large naval yard to house a number of imperial ships, it is also going to house almost no dark elves.
I want to know what the PEEPOLE want in a Vivec City Expansion?
Asbestos, we need more asbestos!
 
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Is there a way for me to have sky UI look exactly like the vanilla inventory. I just hate how to looks but I really want to play legacy of the Dragonborn.
 
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