TES V Ideas and Suggestions # 145

Post » Mon Aug 24, 2009 9:44 pm

Welcome to TES V Ideas and Suggestions # 145

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition:


http://www.gamesas.com/bgsforums/index.php?showtopic=1023937
http://www.gamesas.com/bgsforums/index.php?showtopic=1025326
http://www.gamesas.com/bgsforums/index.php?showtopic=1026491
http://www.gamesas.com/bgsforums/index.php?showtopic=1027877
http://www.gamesas.com/bgsforums/index.php?showtopic=1028435
http://www.gamesas.com/bgsforums/index.php?showtopic=1029965
http://www.gamesas.com/bgsforums/index.php?showtopic=1031535
http://www.gamesas.com/bgsforums/index.php?showtopic=1032326
http://www.gamesas.com/bgsforums/index.php?showtopic=1034439
http://www.gamesas.com/bgsforums/index.php?showtopic=1036286
http://www.gamesas.com/bgsforums/index.php?showtopic=1038148
http://www.gamesas.com/bgsforums/index.php?showtopic=1041304
http://www.gamesas.com/bgsforums/index.php?showtopic=1044483
http://www.gamesas.com/bgsforums/index.php?showtopic=1048173
http://www.gamesas.com/bgsforums/index.php?showtopic=1051579
http://www.gamesas.com/bgsforums/index.php?showtopic=1054161
http://www.gamesas.com/bgsforums/index.php?showtopic=1056032
http://www.gamesas.com/bgsforums/index.php?showtopic=1057095
http://www.gamesas.com/bgsforums/index.php?showtopic=1057491
http://www.gamesas.com/bgsforums/index.php?showtopic=1058753
http://www.gamesas.com/bgsforums/index.php?showtopic=1059919
http://www.gamesas.com/bgsforums/index.php?showtopic=1060496
http://www.gamesas.com/bgsforums/index.php?showtopic=1061859
http://www.gamesas.com/bgsforums/index.php?showtopic=1062426
http://www.gamesas.com/bgsforums/index.php?showtopic=1063704

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Pat RiMsey
 
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Post » Tue Aug 25, 2009 1:16 am

How about a sensible CS listing?
I don't know about Oblivion's, but Morrowind's can get downright frustrating. I'm constantly using the search option, because I don't know if a piece of wood is going to be called furn_de_ex or ex_de_furn or in_furn or just plain furn.
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Neko Jenny
 
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Post » Mon Aug 24, 2009 8:48 pm

I have to agree.
I don't really mind, but it would be fun NOT to place every chair object in the game, looking for one object.
Dunno about Oblivion's either.
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Alada Vaginah
 
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Post » Mon Aug 24, 2009 10:26 pm

Magic... there needs to be AOE spells and "cone" like spells (things like cone of cold if you ever played Dragon Age)
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Quick Draw
 
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Post » Mon Aug 24, 2009 7:13 pm

I have to agree.
I don't really mind, but it would be fun NOT to place every chair object in the game, looking for one object.
Dunno about Oblivion's either.

I mean, honestly. While I was placing hundreds & hundreds of objects in mods, I started to go insane. I was trying to imagine how the devs felt about it. So-and-so was in charge of naming the objects, while everyone else went to lunch. They come back, and get to work. Angry fists are pumped into the air, and many questions regarding an "in" or an "ex" prefix were shouted towards the unorganized dev's cubicle. All year long.
If it's a chair, it's a chair. Let's use a prefix calling it a chair.
I don't care if it's an indoor or outside chair.
I don't care if it's considered "furniture."
I want to look up a chair, and see that I have X amount of chairs in the entire game, right here.
If it's a window, guess what? I want to see all of them, together. Including arrow slits.
Everything similar lumped into a basic name.

It just kills me. Thus my continued rant.
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Sabrina Steige
 
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Post » Tue Aug 25, 2009 1:11 am

I have no idea if it was suggested before but I thought about a friendship system (Btw my English is not top notch, be warned!).

So yeah, in TES 3 and 4 (never played the first 2 so can't tell about them) you can make NPCs like you but that's pretty much it, you get almost no benefit from it. What I thought of is when you get a high enough disposition with an NPC (lets say 85+) you'd become friend with the NPC and you'd get advantages AND obligation from it. Advantage could include free housing in the NPC house if he/she trusts you enough, it could also allow to borrow money to your friends, price drop if your friend happens to be a merchant, etc. But yeah, you can't receive forever without ever giving back, that's logic. So if you'd want to keep a certain NPC has a friend you'd have to visit him/her often, give him/her gifts or accept any help she/he may ask, whatever it is, if you don't the NPC disposition would drop and you may lose the advantage you had from being friend with the said NPC. I know it's not well described but yeah, I guess you understand what I suggest!
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koumba
 
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Post » Mon Aug 24, 2009 12:48 pm

SNIZZIP

Your English is great, nothing misunderstood there.
That's a lot of mini-games, and running around to do. Just to keep every NPC happy, and your best buddy? Imagine if that were Morrowind. How many NPC's are there?
And since we're using logic, you don't just open up your house (etc) to someone because you think they're the king of cool.
I might invite you over for a BBQ, drink some beers. But I'd feel slightly uncomfortable at 2 am allowing my new "best friend" (who happens to be new to the area) covered in dirt, crap, and blood to sleep on my couch. Especially if the cop sirens were blaring through the neighborhood, presumably looking for him.
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Rachael Williams
 
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Post » Mon Aug 24, 2009 12:44 pm

I suppose an in-depth conversation system would allow it.
But, given finite resources, that wouldn't be possible with any NPC.
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Alexander Lee
 
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Post » Mon Aug 24, 2009 2:03 pm

I'm not sure whether or not this has been suggested in the past as I don't go on these forums very often, but I'm guessing it has;

I would -love- for TES V to have an online campaign mode so that we can play with our friends as if we were playing single player. smile.gif Of course, the obvious mechanics would have change with the NPCs such as health, damage etc. - (They'd scale according to how many online friends were playing with each other). I believe this would take the series to a whole new level. Considering gameplay these days is based around online playing anyway, it would surely be beneficial for the company.

Post your thoughts here if you have any. - Thanks for reading.


The above post is from the previous thread.

No, online play has no place in Elder Scrolls game. The day an Elder Scrolls game has online play is the day RPGs become completely extinct.
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Rhysa Hughes
 
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Post » Mon Aug 24, 2009 2:12 pm

Doesn't online have its own thread?
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Reven Lord
 
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Post » Mon Aug 24, 2009 6:51 pm

What the hell is happening here? Poridge these threads are meant to be made by moderators. Wow things are getting a bit out of control.


Does it really matter? If no moderator is available, members should be allowed to make threads that are normally made by moderators. There's no rule stating they can't. Porridge waited until we were many pages past the post limit in the last thread before making a new one, obviously if a mod was available to make a new topic, they would have.
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Facebook me
 
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Post » Tue Aug 25, 2009 1:25 am

Doesn't online have its own thread?


Bethesda is actually considering online play in an Elder Scrolls game? NOOOOOO!!!!!!!!! It can't be.
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marina
 
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Post » Mon Aug 24, 2009 10:59 pm

Bethesda is actually considering online play in an Elder Scrolls game? NOOOOOO!!!!!!!!! It can't be.

No, no, no.
It's a thread made by crazy folks who want it.
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Pete Schmitzer
 
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Post » Tue Aug 25, 2009 1:36 am

Doesn't online have its own thread?

Indeed : http://www.gamesas.com/bgsforums/index.php?showtopic=1036432

Any talk about multiplayer goes here.

Bethesda is actually considering online play in an Elder Scrolls game? NOOOOOO!!!!!!!!! It can't be.

Don't worry, they are not looking into that right now; Pete said it himself.
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STEVI INQUE
 
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Post » Mon Aug 24, 2009 10:18 pm

Your English is great, nothing misunderstood there.
That's a lot of mini-games, and running around to do. Just to keep every NPC happy, and your best buddy? Imagine if that were Morrowind. How many NPC's are there?
And since we're using logic, you don't just open up your house (etc) to someone because you think they're the king of cool.
I might invite you over for a BBQ, drink some beers. But I'd feel slightly uncomfortable at 2 am allowing my new "best friend" (who happens to be new to the area) covered in dirt, crap, and blood to sleep on my couch. Especially if the cop sirens were blaring through the neighborhood, presumably looking for him.


it doesn't have to be overly complicated. Let's say your friends stop to be your friend when their disposition drop below 85 and that disposition goes down by one for each days (it would only apply to friends obviously, unless you want everybody to hate you) without uh '' hello '' . And it would go up depending on what you say/do/give/whatever. And yeah, it doesn't have to apply to all NPC, maybe only to merchants, fellow guildmembers and some commoners. And if you don't want it to be overwhelming well don't try to be friend with everyone, the system could be made a way it's impossible to be friend with everybody.
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Eibe Novy
 
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Post » Mon Aug 24, 2009 10:31 am

Thing is, if it isn't overly complicated, it will be overly simple, making it WEIRD.
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Czar Kahchi
 
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Post » Mon Aug 24, 2009 12:39 pm

No, no, no.
It's a thread made by crazy folks who want it.

:lol:
And it's mostly populated with posts that swear oaths to sacrifice kittens if Bethesda even inches towards multiplayer activity. Poor souls. They just aren't aware that Pete has roughly said, "no."

I'd like to revive an older idea of mine, oriented towards the debate about failure, character skill, and how it should be displayed in the game. Morrowind displayed failure harshly and incredibly unbelievably, by rolling dice to determine if the character missed a swing and not displaying that miss by any visual means. But character skill was incredibly important to the game, in every aspect. Some have suggested that the missing be displayed by animations, but others say it is still contrived missing, random failure, and it is therefore unacceptable.

Oblivion did not have skill failure, and character skill was displayed not through missing, but through damage nerfing. It allowed for a much more believable visual experience, but it felt rather hollow and too player-centric.

Here is my proposal for a hybrid solution that would combine Oblivion's dynamic actions with Morrowind's failure and relevant character skills:




Mkay, in regards to combat and player-skill vs character-skill, I'm currently toying with an old idea I had some time ago regarding how AI packages could be intermeshed with mechanics. One that I would call, for lack of a better phrase, soft dice-roll combat.

Firstly, this idea somewhat assumes 4 things.
1. Fatigue playing a far more integral role in combat success (or success at anything else that involves physical activity and/or concentration). Doing anything with zero or almost zero fatigue should be next-to-impossible.
2. A return to Morrowind's gimping of weapon damage if the player doesn't allow the weapon to fully draw back (note that this is separate from power attacks).
3. The actual speed of a weapon's swing being dependent solely upon the player's skill with that weapon.
4. Different styles of attack that are controlled by player motion when attacking.


Okeh, so let's say you're going up against a bandit, and as you come in range with your blade, you click your mouse button (or whatever you console people do) to attack. In that instant, the game notes whom you're attacking by determing the NPC whom the crosshair is pointing at. It fetches the following variables: The player's fatigue, weapon skill, agility, speed, and luck, and the NPC's fatigue, agility, block skill, speed, and luck (perhaps more, but I'm kinda figuring out the formula components as I go along; I won't even try to stamp out an actual mathematical chance-to-hit formula in its entirety).

Basically, let's define what it means for the character to "miss." If the character has missed, then the NPC has likely successfully dodged or blocked. Let's say that, in this example, our formula determines that the NPC manages to dodge. This has either happened because the NPC in question is incredibly agile or swift, whereas the player character might not be, or the player's swing (via weapon skill) was fairly slow and inexperienced, allowing the NPC to anticipate the swing and move, or the NPC in question was rather lucky as compared to the player. Either way, the formula has determined that a dodge should occur, regardless of the reason.

How does this dodge happen, then? Instead of Morrowind's "blade swinging through solid object" or an animation providing a mask for "blade swinging through solid object," an AI package will be enabled on the NPC, telling them to retreat in a given direction immediately. The direction will be determined by the type of attack the player is about to engage in; the NPC will move in the opposite direction, or the direction that will be the hardest for the player to reorient towards (with some randomization). Keep in mind this is all happening right as the player clicks their mouse button to attack.

So the NPC retreats as the player swings, thus giving an actual, tangible, physical and sensible explanation for character missing, one that still has its foundation on dice-roll mechanics and yet is devoid of its unexplained occurrences and isn't a slap-on fix. But our scenario is not yet perfect. What if we have a player who has experienced the game long enough to develop his player-skill enough to successfully reorient his attacks and hit the NPC anyway, even though they dodged? This is what I think should occur. If the player manages to accomplish this feat and overrides the character skill (rather comparable to how an experienced player can unlock any lock in the game regardless of skill in Oblivion by working with the system long enough), then the hit should still count, but the total damage should be cut to around 1/8 or 1/10. After all, the character-relevant skills determined a specific outcome should have taken place. Yet the player is still getting somewhat of a reward for overriding that outcome with player skill, just not near the same reward as what would normally be there.

This is what I imagine when I think of possible future combat in TES. Character-skill dice-rolls given form by short AI packages. While this example only highlighted a "dodge" roll, block and parry are just as feasible, as are other, more complex uses of AI driven by skill/attribute formulas.



Discuss.
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Evaa
 
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Post » Mon Aug 24, 2009 9:23 am

:lol:
And it's mostly populated with posts that swear oaths to sacrifice kittens if Bethesda even inches towards multiplayer activity. Poor souls. They just aren't aware that Pete has roughly said, "no."


My Kitten thanks you. I haven't been keeping up to date with the Dev postings it would seem.
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Romy Welsch
 
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Post » Mon Aug 24, 2009 11:09 pm

Please keep six and sixual content out of TES V.
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Valerie Marie
 
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Post » Mon Aug 24, 2009 6:01 pm

Well we're dragging this off topic, so if you want to reply to this post, quote it and post in the http://www.gamesas.com/bgsforums/index.php?showtopic=1064713 thread.

I certainly worry about the future of TES games, I think every non-casual fan does. And you're right, adding guns may lead to people wanting more functional guns, and may eventually want guns to become a major part of the game. But I don't want the evolution of the game to be cut short because of fears that it will make TES "more casual." Regardless, the argument over guns and co-op is a never ending argument and I don't really want to continue it.

We'll see what happens in TESV. If it's more casual than Oblivion, then we may have a serious problem. For now, though, Oblivion is just the black sheep in an otherwise constantly great series of games.


Guns are not needed for the evolution of TES series though. I want to see more effort put into lore, depth, and exploration. There is no reason to add nearly useless guns and adding functional guns to an Elder Scrolls game is a signal that casual gamers will be infesting the forums. There is nothing wrong with casual gamers, but TES series should be about depth and complexity, and so the adding of guns is too big of a risk that won't bring about anything beneficial. Sometimes the best inspiration for evolution comes from the past. Rather than introduce guns, Bethesda should add things from previous games. Guns won't result in the progression of TES series, but larger varieties in weapons, joinable factions, and more unique dungeons will. Co-op is a magnet for casual gamers that I see as more of an abomination to TES series than guns. Guns can work as you have mentioned, but there is a very high chance that they would attract casual gamers to TES series, resulting in more casual suggestions for future games. Co-op will definitely bring casual gamers to TES fanbase and it would require TES series to become more action-based and it would take up quite a great deal of valuable resources. Co-op is just wrong, in my opinion. Guns could work the way you suggest they work without being too big of a deal, but it would attract casual gamers and people will want more functional guns. Guns will become too big of a deal, and I still just don't like thought of even primitive guns being added to the game.
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Cathrin Hummel
 
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Post » Mon Aug 24, 2009 4:16 pm

Bring back crossbows then! It somewhat works like a gun! And crossbows are just plain awesome :(
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Amy Melissa
 
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Post » Mon Aug 24, 2009 3:34 pm

In Oblivion, I became guildmaster of all four major guilds, and I noticed, being guildmaster does not really mean anything, besides a few nice but not increadible rewards, you just feel detached from your guild once you become leader. In TESV, I would like it if being guildmaster really meant something. For example, lets say you had a guild that was the imperial guard, and when you completed all the missions, you became head general of Cyrodill's most powerful army, which meant that you could stage assults against towns to take them for your own, or take over areas in the game's vast openness that are under the control of your enemies army, and are not safe for Cyrodill's citizens to go anywhere near. I think this would create a powerful dynamic between you and the game world, in which you would be rewarded for fending off the enemy and establishing new towns in that area, and all the citizens would praise you, and build statues and temples in your name, or you could try to sack the capital in one massive battle, in order to become king of tamrial, and become so hated, that you have assasination attempts against you. And this is only for one guild, think about the possiblites with all the others, Like if you became leader of two guilds, you could make them fight each other, and the victor would be twice as powerful. This would add a lot of replay value, and really make the player feel like he has an impact on the world, (because if he sacked the capital, and excecuted the leader, and burned the house of anyone who would oppose you, you cannot get more invovled than that, especially if the house would be permanatly burned)

Of course, the general scenario is only an example of what I am talking about, I am sure that if bethesda picked up on this, they would create there own scenarios for the guilds that they have in TESV.

Although on the other hand, burning a town might limit a player from getting any of the quests in that area, which would not add enjoyment to the player, so I am sure that if bethesda picked up on this wish, they would find a middle ground between affecting the world, and destroying the hugh amount of quest that TESIV had.
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TRIsha FEnnesse
 
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Post » Mon Aug 24, 2009 9:24 pm

Post from previouse thread.


Post of Minor Issues.

Small things that does not break the game, but should fixed anyways.

1) Enchantable Arrows - Was this just forgottent or what?

2) Beards and Hair - We need beards in thigs game. I mean, why did Morrowind have beards, but not the newest installment?A Huge bunch of Immersion thrown just out the window. Hair was just boring in Oblivion. Not even females could have long natual looking hair.

3) Beast - Make 'em look like beats. Do NOT make them remind me of humans when I see them.

4) Voices - DO NOT spend a bunch of money on a few voice actors, but use as many as possible. 1 female and 1 male for each different race.

5) Journal and Inventoy - Oblivions journal took days too learn. Morrowind = One button, and all information shown at one. I don care if they have to use the exact same inventory screen as morrowind, just do it!

6) Dialogs and Font - Make a dialog screen show op when interating with npcs. Oblivions fonts look like computer text. Dark brown background dialog box with a light brown font is fine. Npc's should have interesting conversations with the player and eachother. A rumor should be a mystery, not "Pray at chapel to get blessing" that sounds more like and advice.

7) Cities - Cities looked like villages. Make more buildings, npc's, shops and other things. I dont care if it is unimportant, just add a crap load of all that stuff, and it looks like a city.

8. Landscape - Make an interesting landscape. Make lost caravans, lost chest and barrels in the woods for loot, and abandoned houses in the wilderness. More cliffs, hills and a crap load if trees in the woods that make the pathedic forrest of oblivion look like a little park!

Thats all I could think of for now.

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Add Meeh
 
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Post » Mon Aug 24, 2009 2:33 pm

Please keep six and sixual content out of TES V.


Why? so you don't get embarrassed at your own lack of experience? I see no need to keep it out of a game, after all a game like TESV is a reflection of life, be it life in the middle ages or in a mythical land, I think six and flirting and even nudity to some small extent should be in the game, not to the extent that it's everywhere you go, but to the extent that if you walk into a bar and see a topless waitress serving drinks and you flirt with her and ask for a room then she'll follow you up. Same goes with males, if you're a female character and you see a guy in underwear (or nvde depending how far they go) and flirt with him then he'll follow you up to your room when you rent it. I agree to some extent, I don't want to see it everywhere I go, I don't want to walk into every bar in the land and find hokers, but I would like to find a realistic level of sixual content. But in saying this I will assume that gamesas has no intention of doing any of this, do no need to fear Urie, you'll get your wish...

Stephen.
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Gracie Dugdale
 
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Post » Mon Aug 24, 2009 5:28 pm

Why? so you don't get embarrassed at your own lack of experience? I see no need to keep it out of a game, after all a game like TESV is a reflection of life, be it life in the middle ages or in a mythical land, I think six and flirting and even nudity to some small extent should be in the game, not to the extent that it's everywhere you go, but to the extent that if you walk into a bar and see a topless waitress serving drinks and you flirt with her and ask for a room then she'll follow you up. Same goes with males, if you're a female character and you see a guy in underwear (or nvde depending how far they go) and flirt with him then he'll follow you up to your room when you rent it. I agree to some extent, I don't want to see it everywhere I go, I don't want to walk into every bar in the land and find hokers, but I would like to find a realistic level of sixual content. But in saying this I will assume that gamesas has no intention of doing any of this, do no need to fear Urie, you'll get your wish...

Stephen.


That is too much. six and nudity should not be in TES V.
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NEGRO
 
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