It was pretty black and white for me, too. I just didn't go with the Nord supremacists. :smalltongue:
Printable View
So... The Nexus and or the Nexus Mod Manager went bananas yesterday... Mods connected to the wrong files, or to no files...
The mod manager showed an update for one mod from v2 to v13.5, which of course was a completely different mod from a completely different author, among other fun things. If I went to the nexus and MANUALLY checked all mods that claimed there was an update, I could download them and most of the time there was an actual update, to boot.
Did anyone else have trouble with it yesterday?
Anyway, after installing a few changes, I started all 6 characters over. I had only played 2-2½ hour per character so far. Btw does anyone want a screenshot of the new giant-sized giants?
I find it hard to believe that no-one has mentioned the release of the creation kit yet.
On steam click on view, tools and then creation kit to install it.
Except of course for the posts that did :smalltongue:
Anyway which do you guys prefer dungeons that have very few lightsources and you must bring your own light or a well lit dungeon?
Yeah, I was just kidding. My lust for vengeance ended when I planted my axe in the skull of Little Ms. Queen of Hearts. The only time I followed a Stormcloack was in the bigginning and it was just so I got to kill her.
I don't mind a little moral ambiguity. What I don't like are the quests that only offer evil options. Screw additional content. I had to kill the Dark Brotherhood and I can't stand the fact that I can't righteously rid Riften of the curse that is the Black Briars.
So, hey! Ijust found a black soul gem. How rare are these?
Also, I now know a bunch of words, but only 1 for each except for Fus Ro Dah. How do I increase my phrases?
Much more common then in oblivion that's for sure! In oblivion you had to go to a certain spot at a certain time of day on a certain date when the planets aline with a SINGLE grand soul gem to transmute into a SINGLE black soul gem.
Without giving out too many spoilers, you can only find a few of the word walls in some of the semi-main (companions, brotherhood, and such) quest lines.
Guards complain. That's all they'll do.
How to get words: Find an unexplored barrow. Explore barrow. In the majority of cases, a word wall is in there. There are also some open-world word walls, generally guarded by a dragon.
Occasionally, if you've been Shouting a bunch in places (including undead-filled barrows, strangely), you'll get a note from a friend talking about how people are noticing your shouting, and directing you to a place where you can get a word.
You can also go talk to the greybeards to be directed to a word wall.
Or, failing that, you can look them up on the wiki, or explicitly travel back to High Hrothgar and ask.
Try asking a Jarl if there's anything you can do. Most probably there will be a dragon he'll want you to kill, and that dragon will be guarding a Draconic inscription wall.
If you've been to Labyrinthian, there are two Dragon's Lairs on the mountains south of it. Skyborn Altar, and Eldersblood Peak.
Skyborn has one of the words of Frost Breath. Over just north of Riften is a marsh. In the middle is a mountain containing Bonestrewn Crest. That's got another word. The third is in Folgunthur.
Hey, I'm curious. Has anyone ever compiled a list of "special" forges? I know about the Skyforge in Whiterun, the forge in Riften, and the Lunar Forge at the Silent Moons site. But I'm curious if there's any more. And yes, I'm well aware that the Riften and Silent Moons forges have no special properties. Riften is just an excuse to add another quest, while Silent Moons just attempts to justify a subpar and inconstant enchantment. That's something I'd like to fix, now that we have the creation kit.
My idea for the Riften one is simple in concept: once you complete the fire salt quest for the smith, the forge radiates a "fortify blacksmithy" effect that allows you to improve weapons at that forge more than you can elsewhere. I was thinking a 25 point effect, about what you can get on your own gear without resorting to that Fortify Restoration nonsense - a noticeable increase that would always be useful without being sickeningly overpowering.
On the other hand, Silent Moons site has always intrigued me. After all, the site has an rather obvious lunar theme to it, the moons are supposedly the remains Lorkhan's body, and Lorkhan became Shor, keeper of the Nord afterlife, after he died. As such, I rather envision the place as being something of a shrine to the dead god. Given the ties our particular Dragonborn can have to Shor, Silent Moons could be converted into something more personal to our hero. That means removing the respawning trait to the bandits and lunar weapons, transforming the site into a livable stronghold, and modifying the Silent Moons enchantment to be something more than a weak fire enchantment that only shows its full strength a small fraction of the time - probably by making it an attribute rather than an enchantment (similar to silver weapons: infinite use, weapon can still be enchanted, but the Silent Moons effect can no longer be disenchanted) and making lunar weapons that can only be made at that forge. Maybe I'll look into weapon mods and see if I can't find some suitable models/textures to make lunar weapons properly cool.
So, to reiterate, here are my questions:
1) Are there any other supposedly special forges in the game?
2) Are my proposals for actually implementing the forges' special traits reasonable? I want them to be powerful and useful, without totally destroying the balance of the game.
3) Should the Silent Moons enchantment remain that fire damage governed by lunar cycles or would another effect make more sense for weapons tied directly to the moons/Lorkhan/Shor?
I would TOTALLY get an Expanded Lunar Forge mod. Is it possible to put additions to the worldspace like you can to houses?
I don't see why not. My initial examinations of the toolset suggest that it's pretty much standard for Bethesda. I was thinking of keeping the stronghold largely the same as it is now, but adding things like an arcane enchanter and alchemy station, making it so that everything in the stronghold becomes owned by the player once it's cleared, and so on. Possibly include a new NPC - an imprisoned scholar the bandits have "recruited" to unlock the secrets of the forge - to provide in-character exposition. He wouldn't be recruitable, though. In his words: "I've heard stories of what happens to adventurers. I like my knees just as they are, thank you."
Edit: While reading up on Lorkhan and the forge today, I noticed something amusing, and I wonder if it was intentional. In the book The Lunar Lorkhan, it is suggested that the Aedra are physically planets rather than planes. There are nine major Aedra, but current convention is to only recognize eight, a fact that has caused much controversy since the change was officially made. Which makes me wonder: Does this mean that Talos is Pluto? Which in turn raises another question: Which god does Uranus represent?