The Elder Scrolls

>This video showcases 124 mods

Please god tell me there's a way to just subscribe to all of those at once using that shitty NexusMods Vortex thing, and you don't have to manually download/update all 124.
Doesn't look like it lol. Also with Nexus's latest ui change on the site looks like shit when they could have added a bulk download ie. checkmark download button. But tranny priorities.
 
Doesn't look like it lol. Also with Nexus's latest ui change on the site looks like shit when they could have added a bulk download ie. checkmark download button. But tranny priorities.
Hey I'll have you know enforcing selective reality on everyone is a very time consuming process and any deviations risks shattering the epistemic closure. They can't actually improve the site, there are CHUDS that might want to use it and give them money and that would be WRONG
 
Anyway, sorry to derail the conversation. I gotta hit the road for the weekend anyway. Cheers, everyone.
Don't apologize. I just wandered in here to see some angry dude arguing about rhetorical fallacies in a video game discussion. I assume that your contribution has vastly improved the entire thread.
 
UE5 is an iteration of Unreal Engine, Creation Engine is literally the exact same version of Gamebryo that Oblivion was built on with some extras duct-taped to it poorly. Dataminers have found identical library files in both that prove it.
Not just the same version as Oblivion but Morrowind with Skyrim running in OpenMW as my proof
 
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Reactions: Samuel Fuller
120 GB?! Isn't that like half of the average SSD?

And isn't the original game pretty much the same?

(and getting tired of Clown World "body type" BS)
 
Excellent, yes.
Reminds me of... the other day I was playing the tutorial of some game, one of the shiny new "roguelikes" that's supposed to be quite good but are spit out a hundred times a year, and I was so incredibly disappointed that I couldn't figure out how to break the tutorial. At one point I discovered a way to shoot at the tutorial NPC which gave some message about "you weren't supposed to be able to do that" and I actually had that thought of, "oh, well, I guess they thought of everything." ... and then I'd closed the game down within another 10 minutes and haven't loaded it back up.

I don't think I ever quite put it together about how there's a sort of inherent disappointment in it being so polished. Because there's inevitably still bugs, but... is it gonna be anything actually interesting?

Anyway, sorry to derail the conversation. I gotta hit the road for the weekend anyway. Cheers, everyone.
Being extremely polished doesn’t mean there can’t be exploits, it all depends on how the devs handle it. In Mario Odyssey, there’s one structure in particular that’s only there for looks and is away from any objective, but you can get to the top of through a series of very specific movements, so the devs put a big pile of coins on top, out of sight to anyone looking from below, just in case.

Or in Deltarune, there’s exactly one boss that has a shooting mechanic, and people found an exploit that let you constantly fire charged shots. When the devs found out, they didn’t remove the exploit, they made the boss get mad and more difficult if you use it.
 
I swear, everytime I exit a building I can see the world loading in the piss filter. It's like a stinky, hazy cloud of shit mist blankets the environment and robs it of its vibrant colors in real time. Really noticeable in the morning hours.
 
I swear, everytime I exit a building I can see the world loading in the piss filter. It's like a stinky, hazy cloud of shit mist blankets the environment and robs it of its vibrant colors in real time. Really noticeable in the morning hours.
r.volumetricfog 0 in the console
 
Doesn't Daggerfall include basically infinite dungeons across a playable map rivaled only by something like Asheron's Call or Minecraft? Basically procedural generation is the name of the game and I don't think the Jeets and Females wearing Bethesda like a skinsuit could conceptualize that, yet alone program it.
You don't have to put the whole Island.

In fact I mainly just wanna see the castle for the first time in a non....ancient engine.

Have it be a side quest to go there, see a town and castle daggerfall.
 
This is a custom fork with heavy heavy work done to do what OpenMW did with Morrowind for later games, it works as a base because the later Bethesda games used the previous games as a base, they aren't the same engine at all, they are evolutions. You cannot load Morrowind data in Oblivion or Skyrim.

You can mount later games in OpenMW right now and load into the cells, but all you will see is static meshes and untextured terrain with t-posing NPCs that don't render correctly, and all the handling for later games is separated from the Morrowind handling, because they are different formats.
 
Elden Ring did the same thing with the genders, but at least in my head, I can create a lore reason/excuse as to why they did that.
In my head, in the lore of , Elden Ring people don't reproduce via conventional sex as we know it, they die and are reincarnated via the erdtree, eliminating the need for sex and thus over the course of thousands of years the need for traditional gender roles are eroded and then even later the recognition of difference in genders almost entirely.
Also, if you're an inhabitant of the lands between and you die and are then reincarnated as a different gender each time, you basically stop seeing yourself as a male or female, you just see yourself as a genderless soul inside a body with a gender.
Backing my theory are item descriptions describing the people's lack of virll (desire for sex) and "horrific mating rituals" (probably because Marika has a monopoly on who gets to be reincarnated and uses propaganda to prevent people having sex and reproducing without her consent/knowledge)
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I can't think of a lore reason why Elder Scrolls has done this....
 
This is a custom fork with heavy heavy work done to do what OpenMW did with Morrowind for later games, it works as a base because the later Bethesda games used the previous games as a base, they aren't the same engine at all, they are evolutions. You cannot load Morrowind data in Oblivion or Skyrim.

You can mount later games in OpenMW right now and load into the cells, but all you will see is static meshes and untextured terrain with t-posing NPCs that don't render correctly, and all the handling for later games is separated from the Morrowind handling, because they are different formats.
For sure I'm with you there, it's not impossible to imagine a future where we have an OpenTES that's able to handle multiple games though. There appears to be enough overlap to abstract some of it into common interfaces.

I won't sperg the thread up with software dev patterns though.
 
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