The Elder Scrolls

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Since carry weight is tied to strength I would recommend using this, it allows you to modify every GMST in the game, alternatively if you just want to mess with carry weight and nothing else in this potentially overwhelming menu, this has you covered. It allows you to determine what multipliers carry weight is affected by.

Neither mod works on OpenMW, but I managed to level up enough in the mages guild that I was able to buy a couple bound weapon spells and sell the free iron shardaxe you get at the beginning along with a couple I previously looted.
 
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full on cap no way you think it's good oblivion is the most unresponsive fighting system out of the tes games with the only difference in combat high level or low level is the number on your sword which doesn't matter when everyone procedurally becomes a damage sponge that makes it seem your character is getting even worse at fighting as you level
It's the trademark bethesda system. There was absolutely nothing rewarding about Dark Messiah and how hitting a shield completely wonks you over. I'd be interested in realistic gameplay fallout but TES? Nah dawg. 2 minutes of hitting back and forth with great weight and response ain't it.
 
https://www.nexusmods.com/morrowind/mods/55720
A new quest mod just dropped has gotten my interest. It's centered on Clavicus Vile creating a splintered realm called "Port Whimsy" and you being trapped there among all the conniving people there. GlitterGear has made a ton of great quest mods here. This mod ties into his Wishmaster mod which introduces a Cult of Clavicus Vile as a new faction.
https://www.nexusmods.com/morrowind/mods/55613 / https://next.nexusmods.com/profile/GlitterGear/mods?gameId=100
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Interview with Dennis Mejillones, who was a character artist since Skyrim.

- Apparently the people who have taken over for Todd as far as more "hands on" leadership is concerned are not good.
- BGS culture has changed since Fallout 4
- He claims a lot of the BGS devs agree with fan criticisms
- Microsoft is putting a lot on Elder Scrolls VI
- Bethesda thought Skyrim could bomb 6 months before it released.
- There was a gore system in Starfield that got cut cause they couldn't make it work with the space suits.
 
full on cap no way you think it's good oblivion is the most unresponsive fighting system out of the tes games with the only difference in combat high level or low level is the number on your sword which doesn't matter when everyone procedurally becomes a damage sponge that makes it seem your character is getting even worse at fighting as you level
No I agree with him.
Oblivion did away with Morrowind's combat dice rolls which made combat feel unresponsive.
This means you could theoretically chip away at the health of a much stronger foe with good use of character movement and skills tied to the speed attribute.
I don't really see much difference in skill being used to make you have a higher chance to hit vs having your blows land harder other than the latter giving a more responsive combat experience.
Oblivion had yet to overly simplify combat like Skyrim.
Spell crafting is still around and you can end up with a build with 100% invisibility or 100% damage reflection by endgame.
Oblivion still maintains a difference between slicing or crushing weapons which skyrim did away with.
Oblivion lets your attacks attempt to disarm, knock down, or paralyze opponents depending upon which direction you move while power attacking.
In Skyrim those are just shouts, while in Morrowind they're dice rolls.
It's not perfect, you got daedric armor bandits, and minotaurs with enormous health pools, but I still prefer it over Morrowind's almost completely stat reliant combat and Skyrim's oversimplification.
 
Neither mod works on OpenMW, but I managed to level up enough in the mages guild that I was able to buy a couple bound weapon spells and sell the free iron shardaxe you get at the beginning along with a couple I previously looted.
Ah shit, my bad I haven't checked OMW in a while so I forgot that the scripting is very different.
 
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When I was finishing up my Morrowind playthrough, I carried 100 bottles of Flin, or whatever the potion is that buffs your strength. The merchant that sells it carries an infinite amount and there's no limit to how much you can drink, so every time I got encumbered I just chugged Flin until I wasn't. You can also drink a ton to hulk out before a really tough boss fight.
Good ol Sujama! Would always chug a few of those when in a pinch
Alcoholism saves the day in morrowind many a time.

Install OOO. One thing I like about Oblivion that it has over Morrowind and Skyrim is that it still had proper hotkeys and a cast button for spells, so you're not swapping between weapons and magic constantly. I don't really like how Skyrim did it with the individual hand equips.
Maybe its an openmw quality of life, but I think morrowind had hotkeys.
 
I finally got my modlist for Skyrim SE to work again after that dumb update destroyed my old modlist. Now I want to pirate the creation club mods to get revenge for putting me through all this pain. Does anyone know how to pirate these files? I know some cracked versions will have most of them but I don't know if I'm able to just simply transfer them over to my non-cracked Skyrim version.
 
chip away at the health of a much stronger foe with good use of character movement
guess what you can do that in Morrowind and Skyrim too
Oblivion lets your attacks attempt to disarm, knock down, or paralyze opponents depending upon which direction you move while power attacking.
In Skyrim those are just shouts
no in Skyrim those are perks just like oblivion but in oblivion they auto unlock once you hit a certain level
Morrowind's almost completely stat reliant combat
good luck if you don't have endurance 70 by level 10 you're getting gangbanged and one shot by ogres because you don't have enough health to keep up
Oblivion did away with Morrowind's combat dice rolls which made combat feel unresponsive.
I don't really see much difference in skill being used to make you have a higher chance to hit vs having your blows land harder other than the latter giving a more responsive combat experience.
I said responsive as in to your character's progression as you level you hit more accurate and it's not just landing more blows you also hit harder and faster the only thing oblivion did is remove hit chance and change directional attacks to power attacks that eat 5 times the fatigue of a normal attack and let your enemy get at least 3 hits in before it connects that is if you don't get stunned btw
Oblivion still maintains a difference between slicing or crushing weapons which skyrim did away with.
in Skyrim you unlock perks for maces which ignore armor like blunt weapons did before good luck with actually using it since most things in the game have no armor values that make them an advantage to swords which goes for both games (maybe a win for oblivion since random bandits start appearing with Daedric armors)
Oblivion had yet to overly simplify combat like Skyrim.
at least it's fun you don't get stun locked when you hit an enemy shield like your character suddenly gained down syndrome, you can (actually) shield bash to interrupt your enemies, you can use enviromentals to damage enemies, throw them into pits to split them up, use those fire lantern things, or make them walk into spike walls, skyrim's combat is an improvement on oblivion's while oblivion is a downgrade on morrowind's
 
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It did. I think he's talking about switching to magic stance to actually cast.
Yes.
I finally got my modlist for Skyrim SE to work again after that dumb update destroyed my old modlist. Now I want to pirate the creation club mods to get revenge for putting me through all this pain. Does anyone know how to pirate these files? I know some cracked versions will have most of them but I don't know if I'm able to just simply transfer them over to my non-cracked Skyrim version.
Even if you can find the files, as far as I know the creation club stuff is only compatible with AE. You could try https://www.nexusmods.com/skyrimspecialedition/mods/106441?tab=files if it doesn't work on SE.
 
- Apparently the people who have taken over for Todd as far as more "hands on" leadership is concerned are not good.
"Hands on" can be good if they were competent, if not it can prove fucking disastrous. We're past the point of just being "concerned" we're seeing it happen in real time.
- BGS culture has changed since Fallout 4
I wonder how so? Aside from copious amount of incompetent diversity hires who probably never played a game past 2022 if we're being generous and hates everything before 2020. I'd imagine it's just the completely annihilation of the soul that might have still existed in BGS when FO4 was released. I also say "soul" generously.
- He claims a lot of the BGS devs agree with fan criticisms
If that's the case, the devs really don't have any power when it comes to actually developing their game. Either that or "a lot" isn't "most."
- Microsoft is putting a lot on Elder Scrolls VI
>Thinks Skyrim won't amount to much (technically this was BGS)
>Because one of the most popular games of all time, culture defining
>Puts their "all" into the next games, especially Starfield
>They're even more dogshit, even after Microshit bought acquired them
Meanwhile:
>Microshit prepares to shut down Tango Gameworks, but let them dump out a game before they close thinking it'll flop
>Publish under BGS
>It blows up, absolutely insane popularity
>Panic and damage control ensues as you still intend on shutting them down
>Lose even more reputation (dunno about stock)
>Hilariously cries about how they should be seeing more indie studios live on stage
Yeah nah, if they're "putting a lot" on ES6, it's going to be a disaster. Give it a studio with passion they're about to shut down and tell them to do whatever and we'll probably get the best ES game in history.
- There was a gore system in Starfield that got cut cause they couldn't make it work with the space suits.
How the fuck?? :story:
 
I finally got my modlist for Skyrim SE to work again after that dumb update destroyed my old modlist. Now I want to pirate the creation club mods to get revenge for putting me through all this pain. Does anyone know how to pirate these files? I know some cracked versions will have most of them but I don't know if I'm able to just simply transfer them over to my non-cracked Skyrim version.
I'm interested to know this too. Since the 1.6.111 update, there is a new Resource.esp file that is mandatory in order to run the game now. This ESP has a few additions to it like Aloe vera plant which can also be used in hearthfire planters. The ESP also undoes some character edits from the main Skyrim.ESM file. Anyways, like you say, If one has the individual esps as well as any required source/script files along with custom meshes/textures. Then I don't see how the game would be able to tell whether they're legit or not.
 
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I'm interested to know this too. Since the 1.6.111 update, there is a new Resource.esp file that is mandatory in order to run the game now. This ESP has a few additions to it like Aloe vera plant which can also be used in hearthfire planters. The ESP also undoes some character edits from the main Skyrim.ESM file. Anyways, like you say, If one has the individual esps as well as any required source/script files along with custom meshes/textures. Then I don't see how the game would be able to tell whether they're legit or not.

Previously, Skyrim's ESL-flagged plugins only had 2048 form IDs to work with: 0x800-0xFFF. This is due to a Skyrim engine bug that reserved form IDs 0x0-0x7FF from all plugins when it should only be reserved from Skyrim.esm. Now the range of 0x0-0x7FF can be used by plugins other than Skyrim.esm, which means increasing the number of form IDs available to all plugins by 2048, and doubling the amount of new forms that can be stored in ESL-flagged plugins.
This was previously fixed on Fallout 4, and has been ported back to Skyrim for the v1.6.1130 update.
The issue with this fix is any new plugins, not just ESL-flagged plugins, can now be made with form IDs in the 0x0-0x7FF range. If an old SkyrimSE.exe, such as downgraded, VR, or GOG versions of the game, loads these new plugins, the game will immediately crash. There are no mods that use these new form IDs yet. The concern is that future mod makers might make plugins using form IDs in this range, which will not be backwards compatible with downgraded, VR, or GOG versions of the game.
However, a more immediate concern is Bethesda shipped a "_ResourcePack.esl" with the v1.6.1130 update. This plugin uses form IDs in the 0x0-0x7FF range. So if you try to load this "_ResourcePack.esl" file from a downgraded (or GOG, VR) exe, your game will immediately crash.

tl;dr I'm pretty sure older versions of Skyrim will just crash trying to use creation club content without the mod I linked earlier.
 
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