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The Elder Scrolls XV: This is my Thu'um Stick
Welcome, one and all, to the latest thread for us to discuss, debate, and rag on our favorite series of Bethesda RPGs!
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Re: The Elder Scrolls XV: This is my Thu'um Stick
In honor of the new thread, let me be the first to complain about the lack of immersive chainmail mods out there. Ive found something like two that actually look like real armor, and the rest are either all fetish wear or don't have a clue what chainmail is supposed to look like (or both).
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Re: The Elder Scrolls XV: This is my Thu'um Stick
I mean given the prevalence and sheer awesome power of Archers, plus the lack of insulation, I wouldn't want to be caught dead in Chainmail. Also the Nord Hauberk from Immersive Armors is the best I've seen.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Triaxx
I mean given the prevalence and sheer awesome power of Archers, plus the lack of insulation, I wouldn't want to be caught dead in Chainmail. Also the Nord Hauberk from Immersive Armors is the best I've seen.
Yeah, that's the one im using right now. Also, while yeah, archers suck for anything less than plate armor, hide and leather which 90% of all of Skyrim's non-plate is made of is not going to improve that situation.
Also, chainmail was still typically worn over a gambeson for padding, so its not like it would be cold.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Triaxx
I mean given the prevalence and sheer awesome power of Archers, plus the lack of insulation, I wouldn't want to be caught dead in Chainmail.
Well, you'd not be caught alive in it for very long. :smallbiggrin:
I would love an armored version of the fancy noble clothing. In fact, I should go look to see what's available. Would be cool running around like a Jarl King Arthur with Dawnbreaker.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
I am reminded of David Eddings The Elenium, where the Gendian Knights of Thalesia wore chain, instead of plate like most knights. When asked why, they reply that there are enough rivers that they wanted armor they could get out of in a hurry (i.e. before they drowned).
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Triaxx
Manual install of the Unofficial patch is quite literally just extract to data folder. It's all in a couple files so you can just drop it in place without a mod manager.
So, how exactly should I go about doing this? I mean, downloading the unoffical patch I understand, but where in the game folders should I put the unofficial patch for it to be applied?
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Silverraptor
So, how exactly should I go about doing this? I mean, downloading the unoffical patch I understand, but where in the game folders should I put the unofficial patch for it to be applied?
Navigate to the Skyrim folder, and there should be one called Data. Most main mod files go in there.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Or, of course, you could use a different mod manager, such as Wrye Bash, which handles installing most mod packages natively.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
So I went onto nexus mod manager and it seems the hearthstone unofficial patch has been deleted. Because of course it has.:smallsigh:
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Re: The Elder Scrolls XV: This is my Thu'um Stick
I think the unofficial patches have been folded into the Unofficial Skyrim Legendary Edition Patch (or Special Edition Patch, depending on which version you're using).
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Ogremindes
I think the unofficial patches have been folded into the Unofficial Skyrim Legendary Edition Patch (or Special Edition Patch, depending on which version you're using).
And if we're not playing with the Legendary Edition, would that patch still work?:smallconfused:
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Re: The Elder Scrolls XV: This is my Thu'um Stick
All Legendary Edition Patch is, is the multiple patches combined into one file.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Triaxx
I mean given the prevalence and sheer awesome power of Archers, plus the lack of insulation, I wouldn't want to be caught dead in Chainmail. Also the Nord Hauberk from Immersive Armors is the best I've seen.
Honestly immersive armors is not a strength of Skyrim. They've always looked more fantastical to me, even when you ignore the odd chainmail bikini. With Arena and Daggerfall basically just outlining the character sprite in non-flesh colors, in Morrowind, a majority of the armors were used to display the alien nature of dark elves (glass armor, chitin armor, daedric armor). Oblivion and Skyrim just kept a majority of said alien armor types.
Personally I would have been more fond of better stated "barbaric" light and heavy armor (Stahlrim looks f-ugly).
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Silverraptor
And if we're not playing with the Legendary Edition, would that patch still work?:smallconfused:
If you're playing the old Skyrim with all three main DLCs (Dragonborn, Dawnguard, and Hearthfire), you qualify for the Legendary Edition, even if you bought them piecemeal.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Sporeegg
Honestly immersive armors is not a strength of Skyrim. They've always looked more fantastical to me, even when you ignore the odd chainmail bikini. With Arena and Daggerfall basically just outlining the character sprite in non-flesh colors, in Morrowind, a majority of the armors were used to display the alien nature of dark elves (glass armor, chitin armor, daedric armor). Oblivion and Skyrim just kept a majority of said alien armor types.
Personally I would have been more fond of better stated "barbaric" light and heavy armor (Stahlrim looks f-ugly).
Morrowind's whole aesthetic was the best. It was so fantastical and otherworldly, oblivion and especially skyrim have just felt so bland. I cannot wait for skywind to come out if it ever does
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Re: The Elder Scrolls XV: This is my Thu'um Stick
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Originally Posted by
plungerhorse
Morrowind's whole aesthetic was the best. It was so fantastical and otherworldly, oblivion and especially skyrim have just felt so bland. I cannot wait for skywind to come out if it ever does
That's because when they made Morrowind, they drew on sources that weren't "Generic European Medieval Fantasy" and "Generic European Medieval Fantasy (But From A Different Part Of Europe)." They looked at stuff like Arabic and Egyptian designs, and it's brilliant.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Sporeegg
Honestly immersive armors is not a strength of Skyrim. They've always looked more fantastical to me, even when you ignore the odd chainmail bikini.
It's the fur bikinis that bother me most. These people spend all day standing pretty much stationary in a 24 hour blizzard, and they wear "armour" that leaves 60% of their flesh exposed?
It's not as if there's a shortage of fur. There's more wild animals per acre in Skyrim than in the average zoo.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
veti
It's the fur bikinis that bother me most. These people spend all day standing pretty much stationary in a 24 hour blizzard, and they wear "armour" that leaves 60% of their flesh exposed?
It's not as if there's a shortage of fur. There's more wild animals per acre in Skyrim than in the average zoo.
Not really sure how the 100/75/50% cold resistance of Nord play into this. I was always assuming they could literally sleep naked in a heap of snow and not catch a cold.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
veti
It's the fur bikinis that bother me most. These people spend all day standing pretty much stationary in a 24 hour blizzard, and they wear "armour" that leaves 60% of their flesh exposed?
It's not as if there's a shortage of fur. There's more wild animals per acre in Skyrim than in the average zoo.
Quote:
Originally Posted by
Sporeegg
Not really sure how the 100/75/50% cold resistance of Nord play into this. I was always assuming they could literally sleep naked in a heap of snow and not catch a cold.
https://thumbs.gfycat.com/Adolescent...at-max-1mb.gif
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Sporeegg
Not really sure how the 100/75/50% cold resistance of Nord play into this. I was always assuming they could literally sleep naked in a heap of snow and not catch a cold.
The nords, maybe. But the poor dunmer must be dying. Theyre used to sleeping in volcanos, not snow banks.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
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Originally Posted by
Keltest
The nords, maybe. But the poor dunmer must be dying. Theyre used to sleeping in volcanos, not snow banks.
Didn't the Altmer have penalties to cold resistance at one point? Morrowind and Oblivion, at least?
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Sporeegg
Not really sure how the 100/75/50% cold resistance of Nord play into this. I was always assuming they could literally sleep naked in a heap of snow and not catch a cold.
The point of armour is to protect your flesh from sharp metal pointy things, not the cold.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
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Originally Posted by
Mark Hall
Didn't the Altmer have penalties to cold resistance at one point? Morrowind and Oblivion, at least?
Not sure but the ice statues in the Dawnguard temple area speak VOLUMES!
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Mark Hall
Didn't the Altmer have penalties to cold resistance at one point? Morrowind and Oblivion, at least?
Also to Fire and Shock resistance. -50% in Morrowind, -25% in Oblivion. Morrowind also included a -50% Magicka resistance penalty.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Mando Knight
Also to Fire and Shock resistance. -50% in Morrowind, -25% in Oblivion. Morrowind also included a -50% Magicka resistance penalty.
Theoretically, this was fluffed as a vulnerability to magical attacks. Altmer were such fundamentally magical creatures that they really struggled to shrug off magical attacks. As opposed to the nords and dunmer, who were just so innately resistant to their otherwise hostile environments that it spilled over into resisting artificial forms of it as well.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Mando Knight
Also to Fire and Shock resistance. -50% in Morrowind, -25% in Oblivion. Morrowind also included a -50% Magicka resistance penalty.
Challenge run: play Morrowind as an Altmer with the Apprentice birth sign. See how long you can survive. :smalltongue:
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Celestia
Challenge run: play Morrowind as an Altmer with the Apprentice birth sign. See how long you can survive. :smalltongue:
Nowhere near as suicidal as it would be in the later games, seeing that weakness to magicka only mattered for a few spell effects in MW, with absorb/damage/drain health being the only direct damage ones being boosted by it.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Sporeegg
Not really sure how the 100/75/50% cold resistance of Nord play into this. I was always assuming they could literally sleep naked in a heap of snow and not catch a cold.
There's a mod I use that gives cold weather an effect on your character, up to the point of killing them if they stay in the cold too long. Nords definitely have a huge resistance to the cold in that mod, but not to the point of staying in the snow naked. XD
I think it's the only way to make fur armor useful in that game, actually.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Balmas
That's because when they made Morrowind, they drew on sources that weren't "Generic European Medieval Fantasy" and "Generic European Medieval Fantasy (But From A Different Part Of Europe)." They looked at stuff like Arabic and Egyptian designs, and it's brilliant.
huh i never really picked up on egyptian/arabic influences. then there's also stuff like the mushroom towers... haha. that's interesting, i'll have to go back and take a look! But yeah, "Generic European Medieval Fantasy" is about as played out and overdone as you can get at this point in time.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Im back for my half yearly skyrim playthrough! And once again I am looking at SSE. I've been sticking with LE this whole time, I know there was a reason why but I cant recall what it was. The last time I looked into it, Im pretty sure that skse had been released for SE, so I don't know my reasoning...
Is there any reason someone should stick to LE over SE these days? It was likely for Skyrim Romance mod that I stuck with LE, even though anytime I get the urge to try that mod again I uninstall it pretty quickly because I remember how cringy it was, but still.
I have LE all installed and set up with mods from the last time I played, with a save already there, but Im wondering if it's time I finally move on.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
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Originally Posted by
Sajiri
I have LE all installed and set up with mods from the last time I played, with a save already there, but Im wondering if it's time I finally move on.
I can only think of two reasons to play LE right now. First is if there's a mod you just can't live with that hasn't been ported, and even that isn't that big of an issue if you're capable of converting them yourself. The second reason is if you have a schedule you need to stick to, as the updates to Creation Club can break SKSE64.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Mando Knight
Also to Fire and Shock resistance. -50% in Morrowind, -25% in Oblivion. Morrowind also included a -50% Magicka resistance penalty.
Altmer in Morrowind only had the 50% weaknesses to Fire and Magicka; the Weaknesses to Frost and Shock were only 25%. Oblivion dropped the 50% Weakness to Magicka and reduced the Weakness to Fire down to 25%, bringing it in line with the vulnerability to Shock and Frost.
Quote:
Challenge run: play Morrowind as an Altmer with the Apprentice birth sign. See how long you can survive.
I agree with Divayth Fyr; the additional Weakness to Magicka from the Apprentice birthsign really isn't that much of an issue in Morrowind. Even doubling down on the innate 50% Weakness to Magicka with the 50% Weakness to Magicka from the Apprentice birthsign, the Altmer's elemental weaknesses - especially the 50% Weakness to Fire - are a much more serious vulnerability for an Altmer character than Weakness to Magicka is. Beyond that, the Apprentice is the second-best birthsign for a spellcaster in Morrowind - only the Atronach is better, and the Mage is much worse even with the Altmer's innate bonus to maximum magicka reducing the relative advantage - and Altmer starting bonuses heavily incentivize a spellcasting character if you care at all about optimization, so unless you're not planning to do much of any spellcasting I'd say that an Altmer Apprentice character looks at least somewhat optimized. The only reason I wouldn't recommend taking the Apprentice birthsign for a spellcaster build in Morrowind is that the Atronach is simply better; I think the only time I've ever found Stunted Magicka to be much of an issue in Morrowind was one time when I didn't take enough potions with me and followed the main quest into Kogoruhn ... but by that point in the game I had magic items for Mark, Recall, and both Interventions, so the only real issue that it caused me was the loss of my convenience mark at Tel Uvirith.
An Altmer Apprentice would be more challenging in Oblivion, where the change to 2xInt base maximum magicka and continuous magicka regeneration made magicka bonuses less valuable even for pure-spellcasting characters and the change to having Weakness to Magicka affect all magical effects rather than just the non-elemental magical effects made Weakness to Magicka much worse. Topping it off, the Apprentice's Weakness to Magicka went from 50% in Morrowind to 100% in Oblivion.
For Morrowind, I'd think that stacking the Lord's 100% Weakness to Fire with the Altmer's innate 50% Weakness to Fire would probably be much worse than stacking the Apprentice's 50% Weakness to Magicka with the Altmer's innate 50% Weakness to Magicka, and as long as you're planning to cast spells somewhat regularly I'd rate the Apprentice's bonus of +1.5xInt maximum magicka more highly than I'd rate the Lord's bonus of the Blood of the North spell (15 magicka, Restore Health 2 for 30 seconds, 100% chance to cast regardless of Restoration skill and fatigue). 15 magicka is kind of expensive for regular healing, especially on a character who doesn't have enough maximum health to easily take full advantage of it,* the spell can become a bit obsolete later in the game (for example, the standard Restoration spell Regeneration costs 15 magicka and provides Restore Health 1-5 for 20 seconds, giving on average the same total healing in less time, and if you go far enough up the Temple questline or explore the right place you'll find an artifact with a cast-on-use enchantment that gives Restore Health 2 for 30 seconds and some other effects), and at a magnitude of only 2 it's not a very good emergency heal in most situations, unlike for example the Mara's Gift power from the Ritual birthsign or the standard Restoration spell Hearth Heal (13 magicka, Restore Health 20-80). The Apprentice's bonus of +1.5xInt maximum magicka, by contrast, never really goes obsolete as long as you continue spells (which, granted, you might more or less stop doing at some point, cast-on-use items being what they are in Morrowind).
*I acknowledge that, since Blood of the North is healing over time, characters with less than 61 maximum health can still take full advantage of it as long as they're taking damage while the spell is in effect.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Balmas
I can only think of two reasons to play LE right now. First is if there's a mod you just can't live with that hasn't been ported, and even that isn't that big of an issue if you're capable of converting them yourself. The second reason is if you have a schedule you need to stick to, as the updates to Creation Club can break SKSE64.
Set Skyrim to only update when you launch it and you'll never have this problem, since you'll be launching through SKSE instead.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
The only mods I would really miss would be the MihailMods, because some of those creatures are really cool. I am unsure if they are something that can be ported over with any level of ease.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
There are a handful of Oldrim mods I still miss, most notably Better Fast Travel. But collectively they're not enough to tempt me back from Special Edition. Really the only reason I still give it disc space is in case I get the urge to play Enderal again, which seems pretty unlikely but you never know.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Aeson
For Morrowind, I'd think that stacking the Lord's 100% Weakness to Fire with the Altmer's innate 50% Weakness to Fire would probably be much worse than stacking the Apprentice's 50% Weakness to Magicka with the Altmer's innate 50% Weakness to Magicka
Indeed. And for added suicidalness you can throw in vampirism - for another 50% weakness to fire. Have fun dying whenever as much as a lit match is thrown at you ;)
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Aeson
Altmer in Morrowind only had the 50% weaknesses to Fire and Magicka; the Weaknesses to Frost and Shock were only 25%. Oblivion dropped the 50% Weakness to Magicka and reduced the Weakness to Fire down to 25%, bringing it in line with the vulnerability to Shock and Frost.
I agree with Divayth Fyr; the additional Weakness to Magicka from the Apprentice birthsign really isn't that much of an issue in Morrowind. Even doubling down on the innate 50% Weakness to Magicka with the 50% Weakness to Magicka from the Apprentice birthsign, the Altmer's elemental weaknesses - especially the 50% Weakness to Fire - are a much more serious vulnerability for an Altmer character than Weakness to Magicka is. Beyond that, the Apprentice is the second-best birthsign for a spellcaster in Morrowind - only the Atronach is better, and the Mage is much worse even with the Altmer's innate bonus to maximum magicka reducing the relative advantage - and Altmer starting bonuses heavily incentivize a spellcasting character if you care at all about optimization, so unless you're not planning to do much of any spellcasting I'd say that an Altmer Apprentice character looks at least somewhat optimized. The only reason I wouldn't recommend taking the Apprentice birthsign for a spellcaster build in Morrowind is that the Atronach is simply better; I think the only time I've ever found Stunted Magicka to be much of an issue in Morrowind was one time when I didn't take enough potions with me and followed the main quest into Kogoruhn ... but by that point in the game I had magic items for Mark, Recall, and both Interventions, so the only real issue that it caused me was the loss of my convenience mark at Tel Uvirith.
An Altmer Apprentice would be more challenging in Oblivion, where the change to 2xInt base maximum magicka and continuous magicka regeneration made magicka bonuses less valuable even for pure-spellcasting characters and the change to having Weakness to Magicka affect all magical effects rather than just the non-elemental magical effects made Weakness to Magicka much worse. Topping it off, the Apprentice's Weakness to Magicka went from 50% in Morrowind to 100% in Oblivion.
For Morrowind, I'd think that stacking the Lord's 100% Weakness to Fire with the Altmer's innate 50% Weakness to Fire would probably be much worse than stacking the Apprentice's 50% Weakness to Magicka with the Altmer's innate 50% Weakness to Magicka, and as long as you're planning to cast spells somewhat regularly I'd rate the Apprentice's bonus of +1.5xInt maximum magicka more highly than I'd rate the Lord's bonus of the Blood of the North spell (15 magicka, Restore Health 2 for 30 seconds, 100% chance to cast regardless of Restoration skill and fatigue). 15 magicka is kind of expensive for regular healing, especially on a character who doesn't have enough maximum health to easily take full advantage of it,* the spell can become a bit obsolete later in the game (for example, the standard Restoration spell Regeneration costs 15 magicka and provides Restore Health 1-5 for 20 seconds, giving on average the same total healing in less time, and if you go far enough up the Temple questline or explore the right place you'll find an artifact with a cast-on-use enchantment that gives Restore Health 2 for 30 seconds and some other effects), and at a magnitude of only 2 it's not a very good emergency heal in most situations, unlike for example the Mara's Gift power from the Ritual birthsign or the standard Restoration spell Hearth Heal (13 magicka, Restore Health 20-80). The Apprentice's bonus of +1.5xInt maximum magicka, by contrast, never really goes obsolete as long as you continue spells (which, granted, you might more or less stop doing at some point, cast-on-use items being what they are in Morrowind).
*I acknowledge that, since Blood of the North is healing over time, characters with less than 61 maximum health can still take full advantage of it as long as they're taking damage while the spell is in effect.
You make a compelling case, and I now realize just how long it's been since I played Morrowind.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Well, you know what to do, then. :smallsmile:
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Aeson
[So much math about mages]
I always love when mages get exponentially more powerful for just knowing which spell to use when, how to optimize their build and calculate. It is the ultimate: "Eff yea, I'm gonna minmax this dragon to bloody pieces."
The only thing that is more enjoyable to me would be a caster having to solve simple equations for every cast. The fast you type, the faster you cast. Right answer means success, wrong answer means failure of the spell.
But that is horrible, HORRIBLE gameplay design. *stares at 3.P's Arithmancy* :smallannoyed:
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Keltest
Navigate to the Skyrim folder, and there should be one called Data. Most main mod files go in there.
Hey, just to be clear on using the unofficial patch, did you mean putting it directly into the folder for Skyrim in the Steam directory? And if so, is it just a simple matter of dropping the file for the patch in there and walking away, causing the patch to automatically be applied?
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Re: The Elder Scrolls XV: This is my Thu'um Stick
https://encrypted-tbn0.gstatic.com/i...k1Tk4PntSRQr0Q
I've felt like they should've said the cross band along the torso was some kind of cultural nordic thing, like you wear one when you go on some nordic right of passage and it marks you as someone who's done something impressive or is on a quest to do something impressive. They must go slay something impressive wearing no armour but the harness above the waist, after which they're free to wear it over armour and put a nice metal thing over the front of the harness to say challenge done or something.
By the same token, it's something non-nords should rarely ever wear (maybe orcs, as a sign they've killed a nord...) . It's too cold for them. When I see an argonian wearing one...
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Silverraptor
Hey, just to be clear on using the unofficial patch, did you mean putting it directly into the folder for Skyrim in the Steam directory? And if so, is it just a simple matter of dropping the file for the patch in there and walking away, causing the patch to automatically be applied?
Within Steam's Skyrim folder (the one that contains Skyrim.exe) is a folder named Data. You put the contents of the Unofficial Patch's .7z archive in that Data folder (the contents being a .esp file, a .bsa file, a .ini and a Docs folder).
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Ogremindes
Within Steam's Skyrim folder (the one that contains Skyrim.exe) is a folder named Data. You put the contents of the Unofficial Patch's .7z archive in that Data folder (the contents being a .esp file, a .bsa file, a .ini and a Docs folder).
Okay, thank you.:smallsmile:
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Silverraptor
Okay, thank you.:smallsmile:
Oh, and you have to activate the mod... I think the classic Skyrim launcher has a Data Files section for that purpose.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Ogremindes
Oh, and you have to activate the mod... I think the classic Skyrim launcher has a Data Files section for that purpose.
Okay. I opened the data files, but I don't see the Unofficial patch. It is still a 7z file. Do I need to change it to one of the file types you mentioned earlier? And if so, how do I go about doing that?
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Silverraptor
Okay. I opened the data files, but I don't see the Unofficial patch. It is still a 7z file. Do I need to change it to one of the file types you mentioned earlier? And if so, how do I go about doing that?
7z is an archive format, similar to a zip or rar file. Get 7-Zip (the open source file archive software that 7z originates from) to extract the actual game files, which are what go into the Data folder.
Mod managers like Vortex or MO2 also recognize archived mods and will extract them appropriately.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Mando Knight
7z is an archive format, similar to a zip or rar file. Get
7-Zip (the open source file archive software that 7z originates from) to extract the actual game files, which are what go into the Data folder.
Mod managers like Vortex or MO2 also recognize archived mods and will extract them appropriately.
Thank you. That looks like it may have did it. The Unofficial patch appears in the data files of the loading screen. Will see if my issue is resolved tomorrow.:smallsmile:
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Re: The Elder Scrolls XV: This is my Thu'um Stick
I just installed Skyrim SE and am about to start setting up mods while Im thinking what kind of character I want to play. I still love mages, but think I'll try something different this time.
Any ideas for playing a bard type character in skyrim? The obvious would be the Become a Bard mod, but actual gameplay Im unsure. Im thinking a spellblade, using 1h weapons and illusion magic. Ordinator is a given, since iirc it even had perks for playing spellblades.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Sajiri
I just installed Skyrim SE and am about to start setting up mods while Im thinking what kind of character I want to play. I still love mages, but think I'll try something different this time.
Any ideas for playing a bard type character in skyrim? The obvious would be the Become a Bard mod, but actual gameplay Im unsure. Im thinking a spellblade, using 1h weapons and illusion magic. Ordinator is a given, since iirc it even had perks for playing spellblades.
I find illusion works great at low levels... I can buy Fury in Riverwood (?) and use it on the bandits in the Barrow. Calm and Rally-type spells are also good, and it's easy to turn them into a levelling engine... casting Muffle as you walk along to build your Illusion skill. The various perks really help, but I come to detest the level cap... it's too easy to exceed it before you get the boosters to improve your effective calm/fury level.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Mark Hall
I find illusion works great at low levels... I can buy Fury in Riverwood (?) and use it on the bandits in the Barrow. Calm and Rally-type spells are also good, and it's easy to turn them into a levelling engine... casting Muffle as you walk along to build your Illusion skill. The various perks really help, but I come to detest the level cap... it's too easy to exceed it before you get the boosters to improve your effective calm/fury level.
The only thing illusion is good for in Skyrim is level grinding. (Have you ever tried casting Harmony in Whiterun?) Even at low levels when the spells actually function, it still tends to be quicker and easier to just use destruction or conjuration to kill your foes.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Celestia
The only thing illusion is good for in Skyrim is level grinding. (Have you ever tried casting Harmony in Whiterun?) Even at low levels when the spells actually function, it still tends to be quicker and easier to just use destruction or conjuration to kill your foes.
Watching bandits slaughter each other is hilarious though. And its really nice for thief characters.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Three words: Use Magic Device. Go down the enchanting tree for staves and scrolls, and go ham with the magic you weren't born with.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
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Originally Posted by
Keltest
Watching bandits slaughter each other is hilarious though. And its really nice for thief characters.
Yeah, this. If you want to min-max Skyrim and kill everything as efficiently as possible you wouldn't be going down the magic route anyway, at least not without mods--magic is for when you want a bit of variety beyond "Hit with sharp stick until dead".
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Re: The Elder Scrolls XV: This is my Thu'um Stick
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Originally Posted by
factotum
Yeah, this. If you want to min-max Skyrim and kill everything as efficiently as possible you wouldn't be going down the magic route anyway, at least not without mods--magic is for when you want a bit of variety beyond "Hit with sharp stick until dead".
Yeah, really, not every game is about being as efficient as possible. For some people it's just fun to play a character who has flaws or who isn't optimized. Or even to just take a role in a role-playing game (imagine that).
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Re: The Elder Scrolls XV: This is my Thu'um Stick
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Originally Posted by
Sajiri
I just installed Skyrim SE and am about to start setting up mods while Im thinking what kind of character I want to play. I still love mages, but think I'll try something different this time.
Any ideas for playing a bard type character in skyrim? The obvious would be the Become a Bard mod, but actual gameplay Im unsure. Im thinking a spellblade, using 1h weapons and illusion magic. Ordinator is a given, since iirc it even had perks for playing spellblades.
Quote:
Originally Posted by
Mark Hall
I find illusion works great at low levels... I can buy Fury in Riverwood (?) and use it on the bandits in the Barrow. Calm and Rally-type spells are also good, and it's easy to turn them into a levelling engine... casting Muffle as you walk along to build your Illusion skill. The various perks really help, but I come to detest the level cap... it's too easy to exceed it before you get the boosters to improve your effective calm/fury level.
Quote:
Originally Posted by
Celestia
The only thing illusion is good for in Skyrim is level grinding. (Have you ever tried casting Harmony in Whiterun?) Even at low levels when the spells actually function, it still tends to be quicker and easier to just use destruction or conjuration to kill your foes.
With Ordinator, illusion is not just viable, it's OP as all get-out.
For mod suggestions, since you're using Ordinator you may as well grab Enai's other overhauls. In particular: Apocalypse and Summermyst for magic and either Wildcat of Smilodon for combat in general, but there's also overhauls for races, standing stones, vampires and Shouts.
Speaking of Shouts, be sure to check out Ordinator's speech tree. It has a number of bard-themed powers, and a branch dedicated to Shouting. I'm planning a bard/thief character myself, and I was thinking of making that character a Voice-master eventually.
Oh, and if you dig around the posts for Become a Bard you should be able to find a list of console commands to configure the mod. In my past game I turned on exp for performing and npc dancing, both of which are off by default. I wish I still had a link to the list, but I guess the link format changed.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Dammit! Even with the Unofficial Skyrim patch, I still can't purchase Children Bedrooms!:smallmad: I hate this bug and it seems like something so basic that it should have been fixed by the real developers long ago!
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Celestia
Even at low levels when the spells actually function, it still tends to be quicker and easier to just use destruction or conjuration to kill your foes.
Illusion works just fine, right up to the highest levels, if you just invest the perks in it - which seems like a reasonable requirement for a character who specialises in that. Frenzy plus dual cast plus relevant perks - affects targets well over level 50. Without potions.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
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Originally Posted by
veti
Illusion works just fine, right up to the highest levels, if you just invest the perks in it - which seems like a reasonable requirement for a character who specialises in that. Frenzy plus dual cast plus relevant perks - affects targets well over level 50. Without potions.
Maybe the frustration stems from the non-inclusion of Dominate spells in the master level. I do not need a ritual speed AoE calm/frenzy/fear. I want a (permanent) non undead thrall.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
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Originally Posted by
Sporeegg
Maybe the frustration stems from the non-inclusion of Dominate spells in the master level. I do not need a ritual speed AoE calm/frenzy/fear. I want a (permanent) non undead thrall.
You can have permanent Atronachs as well as undead, even in the base game?