Random Vampire Attacks #2 [merged similar topics]

Post » Mon Nov 19, 2012 2:29 pm

Now, I'm going to explain this slowly one more time and hopefully Uriel can take his dead out of his [censored] for two seconds and actually listen,.. errr, I mean read.

I'm lvl 81, I've never had an NPC die from a dragon attack before, yet I have 3 ghost towns in only a couple of days as a result of this DLC. Why you ask? I will explain a few points.. .Slowly...

Dragons are large, very visible targets. They can be seen via compass from great distances away. Their attacks are slow and very predictable. They will attack the last thing that has attacked them, meaning more often than not, guards with bows. Music begins playing the moment they arrive and they are quite vocal about it. When a dragon attacks, it is all against one. The dragon will switch targets often, and provide long pauses between attacks while it flies about allowing NPC's time to recover.

Vampires are small, and fast and can not be seen from great distances via the compass. Their attacks are fast and powerful with intermittent summoning. They will choose targets at random, more often than not the nearest living thing. Vampires can spawn on the opposite side of a hold without any indication they are there. At higher difficulty levels they can kill non guard NPC's in a single strike, at roughly 1-2 strikes per second. These attacks can happen and be quelled all without the PC's knowledge of said attack on the other end of the city. When a Vampire attacks it is not all V.S. one. It is often 3-5 well armed targets accompanied by Death hounds and magic V.S. a number of NPC's in clothing wielding iron daggers in the midst of guards.

The problem people such as myself are having, is not the Vampire V.S. PC. It's the fact that they can spawn on the other side of the hold undetected and wreak havoc on the NPC population before you have a chance to react. One such example. I searched Riverwood for vampires. I spent a good minute looking around and found none. I then entered the tavern, did my bussiness, and when I left, I was greeted with a death hound killing Meeko (A dog follower) while the screen was still un-fading from black. He was dead before I even raised my hands to cast magic.

These attacks can not be stopped, and will happen for so long as you play Skyrim. These attacks can actually break your game removing quests, merchants, and other NPC's. This isn't a matter of skill, or "Killing them before they kill the NPC's" These attacks make the game tedious and paranoia producing. As I said before, I searched top to bottom when entering Riverwood and found no vampires. Yet they still spawned in the town after I had looked specifically for them.

Dragons are vocal, you know whether or not there is a dragon the moment they appear. Even without music, you still hear the tell tale shouting of the dragon in the background. Vampire can make no such noises, and can attack the NPC's quietly. Sometimes right under your nose. I was speaking with Adrianne at the forge of Whiterun, all the while Heimsker was getting his throat removed by a couple of lovey vampires.

After doing all of my townlike bussiness, crafting selling, etc. I wandered up to Dragon's reach to boost my enchanting only to find half the town dead surrounding the Gildergreen... Reload and redo 15 minutes of selling, crafting, reorganizing etc. That is not fun, a game mechanic should not make the player paranoid and make the game itself tedious and stressful. Unless of course that is the point of the game, that is not the point of Skyrim.

I enter a town, slow time, or wirlwind sprint around searching every nook and cranny of the town for vampires, then do my business. and before leaving again, I re-search the whole town for dead bodies just in case they spawned after I had searched for them the first time. (Such as they did in Riverwood) That is not fun in any way. Being paranoid over your towns, constantly having to check on everything. This isn't Dovahsitter. It's Skyrim, your supposed to be out killing dragons, not babysitting the townguard... And that is what has me up in arms. Dragons I can deal with, not genocidal assassins in the backgrounds of my town removing my quests and other game content. DLC's are supposed to expand on the base game, not remove it....


EDIT: Oh, and I'm not against the idea, I quite like it, it just needs to be tweaked a bit. As it stands, if they wipe out your town, that's it, the town is dead, it does not repawn, new people don't move in, yet more and more Vampires still keep coming no matter what you do. That needs to be changed.

Having the main town I live in Whiterun be dead, kind of makes the game no longer fun. Riverwood, Whiterun and Markarth are ghost towns because of this DLC. Right now my only work around is to not go to towns, or just keep searching/killing/reloading till I manage to save everything. Which could take hours. I spent at least a half hour stopping the solitude attack. They spawned near the Legion fort and started killing off the legion blacksmith/quest givers.

i agree with everything you said, i made my own page against the vampire attacks. people just need to look at the future of the game and realise that everywhere will become a ghost town, paranoia will kick in because you may think you saved the town but the chance of vampires spawning on the other side is very annoying on top of mysterious travellers getting into peoples homes and murdering them. no-one wants that kind of stress in a town/city
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SUck MYdIck
 
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Post » Sun Nov 18, 2012 11:23 pm

yeah i have seen you post on other pages and i know that you are against this ridiculous feature, when i saw the dawnguard trailer i thought vampire attacks would be cool. but i never once thought that they should happen in towns where people go to relax
I will always stand by my opinion in this. Cities are SAFE HAVENS, not warzones. Though Uriel likes to mention how the DLC is an invasion, in all of Dawnguard's marketing, I did not see a single hint that the DLC was an invasion. Too me it was more of 2 added strongholds with new features who are waging war on one-another and the vampires were starting it. I also like to bring up that the Civil War in Skyrim doesn't have random events on cities. :drag: If it wasn't added back then, it sure as hell shouldn't have been added now!
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Ryan Lutz
 
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Post » Mon Nov 19, 2012 11:11 am

Oh you don't have to tell that to me :biggrin: I'm one of the main posters here who is against Random events happening in the city :drag:

Either way it goes a bunch of people are gonna be angry. If it changes then all these threads about it are just gonna go in reverse. For the gamers at this point there is no win-win. I, personally, dont mind the attacks, but at the same time would be just as content if they only happened outside of cities. I think I am in the true minority of the situation. I understand the sentiment of both sides and what I find to be interesting is what Bethesda will choose to do or not do about it. Either way if a decision is made, the fires will be burning in these forums.
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Rude Gurl
 
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Post » Mon Nov 19, 2012 11:56 am

I will always stand by my opinion. Cities are SAFE HAVENS, not warzones. Though Uriel likes to mention how the DLC is an invasion, in all of Dawnguard's marketing, I did not see a single hint that the DLC was an invasion. Too me it was more of 2 added strongholds with new features who are waging war on one-another and the vampires were starting it. I also like to bring up that the Civil War in Skyrim doesn't have random events on cities. :drag: If it wasn't added back then, it sure as hell shouldn't have been added now!

i agree, uriel has been trying to defend this 'feature' on all posts complaining about it. he hasnt seen any sense and doesnt understand that this is a massive problem and will ruin the entire game. no matter how many ways he tries to defend the attacks his ideas are always flawed and dont fix this huge problem
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Bones47
 
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Post » Mon Nov 19, 2012 12:39 am

As it is. It's a problem that needs to be fixed. How to fix it is the question. People who stand by it being fine how it is, I differ on those thoughts.

To remove it? That's the extreme way to fix it. It forces the company to pull out a feature planned by the team. And asking a creator to change their vision is wrong. That kind of fix brings out people defending it to stay. Cause, some people do like the feature.

The idea is not wrong. The feature is not wrong. People do like it, minor or major of people? I don't know, I don't care. It's a feature the creator's plan and some people like. That's all it needs to stay.

But...it is a problem that needs to be fixed. Toned down, rethought. But not removed.
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Claire Lynham
 
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Post » Mon Nov 19, 2012 6:00 am

Either way it goes a bunch of people are gonna be angry. If it changes then all these threads about it are just gonna go in reverse. For the gamers at this point there is no win-win. I, personally, dont mind the attacks, but at the same time would be just as content if they only happened outside of cities. I think I am in the true minority of the situation. I understand the sentiment of both sides and what I find to be interesting is what Bethesda will choose to do or not do about it. Either way if a decision is made, the fires will be burning in these forums.
A person mentioned before that a moderator said they'll pass these complaints on to the developers and see what they have to say about it ( not sure which mod, but someone said so). Anyway, if we do get a comment from them saying the feature is working fine as it is - good. I'll just mod it for myself on the PC, but those on consoles who don't like it will then come here and keep writing threads. These are mostly Xbox users here, PS3 still doesn't have it and PC users have no need to write complaints here when everything is moddable.

i agree, uriel has been trying to defend this 'feature' on all posts complaining about it. he hasnt seen any sense and doesnt understand that this is a massive problem and will ruin the entire game. no matter how many ways he tries to defend the attacks his ideas are always flawed and dont fix this huge problem
Uriel is an okay person who has his own opinion. He likes the feature and therefore it's okay if he's defending the feature. He did make some good points, but so did I. Discussions are always something of a crossroad. You get some, you lose some :biggrin: I'm not for removing vampire attacks, I think they should just be removed from the cities.
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Jay Baby
 
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Post » Sun Nov 18, 2012 11:19 pm

A person mentioned before that a moderator said they'll pass these complaints on to the developers and see what they have to say about it ( not sure which mod, but someone said so). Anyway, if we do get a comment from them saying the feature is working fine as it is - good. I'll just mod it for myself on the PC, but those on consoles who don't like it will then come here and keep writing threads. These are mostly Xbox users here, PS3 still doesn't have it and PC users have no need to write complaints here when everything is moddable.


Uriel is an okay person who has his own opinion. He likes the feature and therefore it's okay if he's defending the feature. He did make some good points, but so did I. Discussions are always something of a crossroad. You get some, you lose some :biggrin: I'm not for removing vampire attacks, I think they should just be removed from the cities.

Same here, either leave the current NPC's characteristics as is, and remove Vampire attacks from walled cities. Or re-work the NPC's or add a feature to allow the NPC's to survive or repopulate after an attack. Say, just like with certain followers, they can only be killed by stray fire or the PC. When they kneel down, the other NPC's then ignore them. I've yet to have Sven die when prone even with mages about firing fireballs everywhere. I'm actually quite surprised when he does die.

Buuut, some people WANT NPC's to be able to die, to add to the immersion, and I would be fine with that. IF they were replaced after a certain time with new NPC's. Just add a random name/face generator, and BAM, you have Jon long-legs tending the store after Belethor dies. I would be okay with occasional hiccups in NPC's dialogue if it meant the town would repopulate. I work for Belethor, at the genera-ARROW TO THE KNEE. Now we have Sera running-bear as the new store helper.
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Hella Beast
 
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Post » Mon Nov 19, 2012 2:38 pm

How about thinking of suggestions both camps can be happy with? I've heard some good ones like..

- Spawn them with extra guards
- Bring a mini game element into it that allows you to beef up villagers and defences against them for more survivability
- Have NPC's who are armed in little more than an apron, run away from them.
- Give us the option in game to turn off the attacks somehow

What else is there or what could be expanded upon?
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Lynne Hinton
 
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Post » Mon Nov 19, 2012 12:41 am

NPCs running away would be good. Along with lower the amount of encounters. Another issue is the number of people that spawn. Two vampires and two death hounds is horrible. Taking them all down before any losses is impossible.

Running away would be great. My first encounter was a free-for-all in the riften market. I just had a dogpile of people there, I couldnt tell what everyone was attacking. There was dogs and two vampires. guards, beggers, flipping everyone. I couldnt get an attack through.

Fixing the problem is good, removing is taking away the creator's vision.
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Lawrence Armijo
 
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Post » Mon Nov 19, 2012 1:17 pm

How about thinking of suggestions both camps can be happy with? I've heard some good ones like..

- Spawn them with extra guards
- Bring a mini game element into it that allows you to beef up villagers and defences against them for more survivability
- Have NPC's who are armed in little more than an apron, run away from them.
- Give us the option in game to turn off the attacks somehow

What else is there or what could be expanded upon?
Everything that you suggested is fine as any other suggestion and would be a nice upgrade. But that costs money to the developers. If I was a developer, I would simply instead of adding them to cities , add a special event where vampires vs hold guards would be having a fight on the roads and guards would be all like "Vampire attacks are growing stronger each day... yada yada".
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Crystal Clear
 
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Post » Mon Nov 19, 2012 12:07 pm

NPCs running away would be good. Along with lower the amount of encounters. Another issue is the number of people that spawn. Two vampires and two death hounds is horrible. Taking them all down before any losses is impossible.

Running away would be great. My first encounter was a free-for-all in the riften market. I just had a dogpile of people there, I couldnt tell what everyone was attacking. There was dogs and two vampires. guards, beggers, flipping everyone. I couldnt get an attack through.

Fixing the problem is good, removing is taking away the creator's vision.
I agree I don't want the feature to go away. I just think people who can't fight worth crap should just run instead of trying to fight two master vampires with iron daggers.
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jessica sonny
 
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Post » Mon Nov 19, 2012 9:18 am

Everything that you suggested is fine as any other suggestion and would be a nice upgrade. But that costs money to the developers. If I was a developer, I would simply instead of adding them to cities , add a special event where vampires vs hold guards would be having a fight on the roads and guards would be all like "Vampire attacks are growing stronger each day... yada yada".

How about they attack caravans and hunters instead of guards, because thats a pretty bold move evan for vampires.
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quinnnn
 
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Post » Mon Nov 19, 2012 8:38 am

Have them attack in the wilds, and at Fort Dawnguard only would be my suggestion. Then, if you don't wish to start the quest and visit the fort, you only have to worry about them in the wild, making them as much of a nuisance as the hit squads or a dragon. This also lends validity to the Dawnguard faction, as they are upset with the vampires attacking them, and want revenge, while on the opposite end, the vampires are tired of the hunters, and want to attack them back. Easier said than done I am sure, but, that's my idea.
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Kellymarie Heppell
 
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Post » Mon Nov 19, 2012 7:03 am

I want them out of the cities. If they can make it so that NPCs except guards don't die at all from vampire attacks, then that's fine. I'm all for a nice rumble with the vamps and some guards. But reloading over and over to kill the same vamps attacking a town until no NPCs have been caught in the crossfire is old and frustrating, and it's not fun.

I'm on the fence about the whole "creative design" thing. Sure, it's their game and they can make it how they see fit. But it's also our game, and when this many people have negatively responded to the situation, I think we deserve some type of response.

I'm on a 360, so I don't get to mod it out. I want mods so bad, but I accept that I'll never get them on my console, and that is a consequence of my platform choice. I can live with that. But give us an option to turn it off, or please patch it so that they don't kill NPCs except guards. Bethesda has creative and talented people. I'm sure they can find other ways to weave the "vampire menace" into the world.

I'm waiting to see if we get a response from Bethesda. I really don't want to uninstall Dawnguard, because I'm enjoying everything else about it as I play through the Dawnguard faction with my Cleric. I put time specifically into my Cleric just for the DLC. If the attacks aren't altered or fixed, I guess that I will choose to consider the purchase as a loss.

*sadface*
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Alexxxxxx
 
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Post » Sun Nov 18, 2012 10:36 pm

Two things would resolve this issue imo.

1. NPC AI should have a sense of self preservation, something that's been missing since the game launched... remember that live action trailer for Skyrim where a dragon attacks and everybody (even a guard!) runs? Yeah... in the game they'd actually be running towards the threat with iron daggers drawn, for glory and death! Essentials can be as gung ho as they like (I welcome the help) but non essentials ought to be more inclined to run.

2. Upon completing the main quest of Dawnguard vamp attacks in towns should cease, yes... cease. (You can't kite vamps out of town zones like you can dragons either btw, so vamps attacks are much more pressure on the player than dragons).
I'm all for having vamps still active in the wilderness after the mq is finished, just not in towns.

These two changes would dramatically reduce npc deaths during the DG storyline and once that story is complete, the "invasion" is over but players who enjoy fighting vamps can still get their fun out in the wilds.

Compromise ftw?
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Harry Hearing
 
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Post » Mon Nov 19, 2012 12:33 pm

Two things would resolve this issue imo.

1. NPC AI should have a sense of self preservation, something that's been missing since the game launched... remember that live action trailer for Skyrim where a dragon attacks and everybody (even a guard!) runs? Yeah... in the game they'd actually be running towards the threat with iron daggers drawn, for glory and death! Essentials can be as gung ho as they like (I welcome the help) but non essentials ought to be more inclined to run.

2. Upon completing the main quest of Dawnguard vamp attacks in towns should cease, yes... cease. (You can't kite vamps out of town zones like you can dragons either btw, so vamps attacks are much more pressure on the player than dragons).
I'm all for having vamps still active in the wilderness after the mq is finished, just not in towns.

These two changes would dramatically reduce npc deaths during the DG storyline and once that story is complete, the "invasion" is over but players who enjoy fighting vamps can still get their fun out in the wilds.

Compromise ftw?
I'm up for option number 2. As soon as a person finishes Dawnguard, the attacks should stop no matter which side a person chooses. There's no logic that a side that lost a war and has huge casualties with limited resources, could launch assaults. I hope Bethesda feels the same :D
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Cesar Gomez
 
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Post » Mon Nov 19, 2012 8:16 am

Two things would resolve this issue imo.

1. NPC AI should have a sense of self preservation, something that's been missing since the game launched... remember that live action trailer for Skyrim where a dragon attacks and everybody (even a guard!) runs? Yeah... in the game they'd actually be running towards the threat with iron daggers drawn, for glory and death! Essentials can be as gung ho as they like (I welcome the help) but non essentials ought to be more inclined to run.

2. Upon completing the main quest of Dawnguard vamp attacks in towns should cease, yes... cease. (You can't kite vamps out of town zones like you can dragons either btw, so vamps attacks are much more pressure on the player than dragons).
I'm all for having vamps still active in the wilderness after the mq is finished, just not in towns.

These two changes would dramatically reduce npc deaths during the DG storyline and once that story is complete, the "invasion" is over but players who enjoy fighting vamps can still get their fun out in the wilds.

Compromise ftw?

I'd have to go with option 1 as it would work best for players who liked it and players who want to preserve NPC's. The lack of self preservation bugs me also, must be a Nord thing. :facepalm:
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Lizzie
 
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Post » Mon Nov 19, 2012 2:04 pm

I will always stand by my opinion in this. Cities are SAFE HAVENS, not warzones. Though Uriel likes to mention how the DLC is an invasion, in all of Dawnguard's marketing, I did not see a single hint that the DLC was an invasion. Too me it was more of 2 added strongholds with new features who are waging war on one-another and the vampires were starting it. I also like to bring up that the Civil War in Skyrim doesn't have random events on cities. :drag: If it wasn't added back then, it sure as hell shouldn't have been added now!

No invasion I've ever heard of has involved infinite suicide squads sneaking into cities and conducting suicide attacks forever. Invasions tend to mean...an invasion. Someone invades - they win or they lose but then they've invaded and that's that invasion done. This sounds more like an endless supply of undead Al Qaeda that don't even know to stop when they've already killed everybody. A vampire invasion would be much more sensible if they stayed out of cities and ambushed people on the roads. That has a chance of success. It's not remotely realistic that all these vampires are suicidal but are safe in the knowledge they exist in infinite quantities. It's just idiotic to try to argue it makes the notion of a vampire invasion more realistic. They'd only attack in this fashion if they had a full scale army and weren't committing suicide each time - and as other people have pointed out, if this was happening cities would be sealed and people entering rigorously checked. When you're being invaded you don't leave your gates wide open for all comers. Hell's bells it makes the core game look totally stupid

Whiterun -

City is closed with the dragons about

I bring news from Helgen

Oh ok we'll make an exception - up til now we've only been letting vampires in

Riften -

If you want to enter the city you have to pay the tax first....unless you're a homicidal vampire mass murderer here to kill us all...who we're incapable of noiticing


Markarth -

Welcome to Markarth traveller, safest city in the reach. Except for all the vampire killers we've been letting in so they can slaughter everybody...on seconds thoughts maybe you'd be better off going to hang out with the forsworn...
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Undisclosed Desires
 
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Post » Mon Nov 19, 2012 11:37 am

I wonder what the likelihood of one of the team coming on here to help solve the issues and sort out a work around are? I heard a mod passed on the issue regarding this to the dev team anyway so that is something. I love that about Bethesda, one of the few left in touch with their fans. :rock:
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No Name
 
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Post » Mon Nov 19, 2012 2:33 pm

No invasion I've ever heard of has involved infinite suicide squads sneaking into cities and conducting suicide attacks forever. Invasions tend to mean...an invasion. Someone invades - they win or they lose but then they've invaded and that's that invasion done. This sounds more like an endless supply of undead Al Qaeda that don't even know to stop when they've already killed everybody. A vampire invasion would be much more sensible if they stayed out of cities and ambushed people on the roads. That has a chance of success. It's not remotely realistic that all these vampires are suicidal but are safe in the knowledge they exist in infinite quantities. It's just idiotic to try to argue it makes the notion of a vampire invasion more realistic. They'd only attack in this fashion if they had a full scale army and weren't committing suicide each time - and as other people have pointed out, if this was happening cities would be sealed and people entering rigorously checked. When you're being invaded you don't leave your gates wide open for all comers. Hell's bells it makes the core game look totally stupid

Whiterun -

City is closed with the dragons about

I bring news from Helgen

Oh ok we'll make an exception - up til now we've only been letting vampires in

Riften -

If you want to enter the city you have to pay the tax first....unless you're a homicidal vampire mass murderer here to kill us all...who we're incapable of noiticing


Markarth -

Welcome to Markarth traveller, safest city in the reach. Except for all the vampire killers we've been letting in so they can slaughter everybody...on seconds thoughts maybe you'd be better off going to hang out with the forsworn...

exactly, the people which think this is an invasion dlc are insane, its dawnguard vs vampires. the attacks are worse than an invasion too, they are an endless horde which attack is different ways from silent to full out attacks. they should stick to the roads. its ridiculous that the city knows that there are vampires attacking but they let new shady npc's into town which murder people, but are too racist to allow khajiit traders into town
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Sabrina garzotto
 
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Post » Mon Nov 19, 2012 3:21 am

, but are too racist to allow khajiit traders into town

Nords obviously feel more strongly about people looking like cats than they do about preserving their lives.
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Guinevere Wood
 
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Post » Mon Nov 19, 2012 12:02 pm

I wonder what the likelihood of one of the team coming on here to help solve the issues and sort out a work around are?

0. In all my (four :hehe:) years here i've never seen that happen.
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Charlotte Buckley
 
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Post » Mon Nov 19, 2012 2:24 pm

0. In all my (four :hehe:) years here i've never seen that happen.

Fair enough. :lol:

At least mods have passed on our concerns though and Bethesda are one of few left in the industry who listen.
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Chloe Lou
 
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Post » Mon Nov 19, 2012 12:23 am

0. In all my (four :hehe:) years here i've never seen that happen.

I've seen developers join in forum discussions from time to time, so I would say there's a fair chance that they will come on here if we make enough noise.
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Paula Ramos
 
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Post » Mon Nov 19, 2012 12:57 pm

exactly, the people which think this is an invasion dlc are insane, its dawnguard vs vampires. the attacks are worse than an invasion too, they are an endless horde which attack is different ways from silent to full out attacks. they should stick to the roads. its ridiculous that the city knows that there are vampires attacking but they let new shady npc's into town which murder people, but are too racist to allow khajiit traders into town

It's NOT an invasion - Dawnguard is a horror survival mod, and a poorly-done one at that.
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Jonny
 
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