Unofficial DLC Discussion - Thread #7

Post » Wed Jun 13, 2012 7:44 am

I'd love to see some DLC that involves the mystery of the Dwemer. It would be cool if they returned. Flying ships and all.
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neen
 
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Post » Wed Jun 13, 2012 12:40 am

It would be mighty awkward to be selling DLC to console users, which are already well-done free mods on PC.

It's best that Bethesda offers something that mod creators have trouble making.
Naw, they have no shame in that regard. A bunch of the content in Skyrim was lifted directly out of Oblivion mods. Crafting, marriage, followers, dual-wield, cooking, etc. All of these things were developed by Oblivion modders years ago.
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Stay-C
 
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Post » Wed Jun 13, 2012 4:22 am

Naw, they have no shame in that regard. A bunch of the content in Skyrim was lifted directly out of Oblivion mods. Crafting, marriage, followers, dual-wield, cooking, etc. All of these things were developed by Oblivion modders years ago.
No they dont have any :down: ..
Usually the mod community provides the better content and for free.Remember the mod based on Oblivion..Some german guys made a complete new world based on Oblivions engine,new objects,new enemies,new main story and sidequests...and they even recorded very proffesional dialogue for it.It was huge and alot better than Oblivion.I forgot the name...I'll look it up and update later.
Update!
I looked tru my oblivion mods and the name of it was Nehrim.If you haven't played it it you should give it a try.
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Franko AlVarado
 
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Post » Wed Jun 13, 2012 12:53 am

Naw, they have no shame in that regard. A bunch of the content in Skyrim was lifted directly out of Oblivion mods. Crafting, marriage, followers, dual-wield, cooking, etc. All of these things were developed by Oblivion modders years ago.

What a ridiculous statement. By that logic, as soon as a game features marriage, crafting, cooking or anything that was even touched on by modders, Bethesda have stolen the modders work. As for "lifted directly out of Oblivion mods", show me your evidence, show me the lifted lines of code.


Some german guys made a complete new world based on Oblivions engine,new objects,new enemies,new main story and sidequests...and they even recorded very proffesional dialogue for it.It was huge and alot better than Oblivion.I forgot the name...I'll look it up and update later.

Andoran.
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Stat Wrecker
 
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Post » Wed Jun 13, 2012 1:10 am

What a ridiculous statement. By that logic, as soon as a game features marriage, crafting, cooking or anything that was even touched on by modders, Bethesda have stolen the modders work. As for "lifted directly out of Oblivion mods", show me your evidence, show me the lifted lines of code.




Andoran.

I was talking about Nehrim.I just found it in my oblivion mods folder.
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alicia hillier
 
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Post » Tue Jun 12, 2012 11:54 pm

I was talking about Nehrim.I just found it in my oblivion mods folder.

Ah, that makes sense. Andoran was made by a Russian group anyway if I remember rightly.
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Mrs. Patton
 
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Post » Tue Jun 12, 2012 11:30 pm

What a ridiculous statement. By that logic, as soon as a game features marriage, crafting, cooking or anything that was even touched on by modders, Bethesda have stolen the modders work. As for "lifted directly out of Oblivion mods", show me your evidence, show me the lifted lines of code.




Andoran.
What's funny about your statement is that you obviously haven't played Oblivion with mods so those "lines of code" you demand would be meaningless to you. More to the point would be links to the specific mods on the Nexus but I'm not going to go through the trouble to justify myself to you. The mods are arranged by category. Go on the Nexus and poke around and you'll see exactly what I'm talking about. Incidentally, I'm not accusing Beth of theft of intellectual property. The intellectual property of game resources already belongs to Beth so they cannot steal from themselves.
What's most amusing here is that the Skyrim implementation of these game mechanics is really no better than the Oblivion mods themselves. The difference is that the modders created things that the game wasn't designed to handle and mostly, these mods work very well. Beth had a clean canvas, a huge budget, and six years to work and yet they didn't implement the features any better than the modders had back in Oblivion.
I was talking about Nehrim.I just found it in my oblivion mods folder.
I was thinking about reinstalling Oblivion and I think I will give that mod a try. TY.
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Hussnein Amin
 
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Post » Wed Jun 13, 2012 8:49 am

If you take to heart on What Bethesda said: pay attention to the games events, it seems the most likely option is that the Dovahkiin will have to re-light the dragon fires in the imperial city. The Aldmeri High Council is trying to destroy each of the 8 towers that dot Tamriel's landscape, the only two that remain, the Snow Tower and the Bronze Tower(Dwemer Owned), but that was lost in time with the Dwemer. If you take it by its literal name: Snow Tower; you would say High Hrothgar...but according to Dwemer texts, there is a second Blackreach underneath the southern portion of Skyrim that runs under The Throat of the World. The texts also explain that there are two entrances two this second Blackreach, one lost in Blackreach itself, and the other in the Dwemer city of Markarth.

Thus is why you find Thalmoor in this city and none other. Since the signing of The White-Gold Concordiate the Thalmoor can move freely in Skyrim...relatively free at least. If the Thalmoor succeed in destroying the Snow Tower, which for the sake of story that will probably happen, the Dovahkiin will be forced to relight the dragon fires with the Amulet of Lings. Lore suggests that when all 8 towers cease to work, reality will unfold on itself and chaos will reign and thus bring about the World Eaters return. This will force the Psijic Order to intervene and stop time and tell you to relight the dragon fires.

With some speculation, we can assume that if using an Elder Scroll creates a time wound, it is likely that there are many wounds that have been created over the years. When Martin shattered the amulet of kings and brought down the powers of Akatosh, Akatosh uses the power of time as his main entity. If shattering the amulet of kings brings forth Akatosh, Then it can be assumed that the shards are cast through the open time wounds, Then the Dovahkiin would have to travel through time with the help of the Psijic Order, who are known to be able to control time. Once the shards are reunited the Dovahkiin would then be able to light the fires, but probably not before having a final showdown with Alduin and then the Aldmeri High Council Leader after the Dragon Fires have been lit.
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Luis Reyma
 
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Post » Wed Jun 13, 2012 2:14 am

What's funny about your statement is that you obviously haven't played Oblivion with mods so those "lines of code" you demand would be meaningless to you.

Baseless accusation, of course I've played Oblivion with mods. Nothing In my post indicated anything to do with my past TES history. Much like your accusation above, this statement has no evidence or merit.


More to the point would be links to the specific mods on the Nexus but I'm not going to go through the trouble to justify myself to you.

So, make silly accusations of plagiarism, and provide no evidence? However, you have no obligation to justify yourself, I'm in no position (and have no desire) to force you.


What's most amusing here is that the Skyrim implementation of these game mechanics is really no better than the Oblivion mods themselves. The difference is that the modders created things that the game wasn't designed to handle and mostly, these mods work very well. Beth had a clean canvas, a huge budget, and six years to work and yet they didn't implement the features any better than the modders had back in Oblivion.

Definitely agree with you there though. The experiences of the new mechanics like marriage, cooking and smithing do feel rather hollow. Sure, you can do it all, but why? There's no incentive, no real rewards. And since this is a DLC topic, perhaps in the future they can expand on these features (along with some bigger, more far-reaching content). Make proper professions out the existing activities, like opening up a smithy, apprenticeships, and whatnot.

I really want to be able to fish, get a job at one the fisheries or something. Even if it's just a fun diversion.
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Suzy Santana
 
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Post » Wed Jun 13, 2012 7:59 am

Spoiler

If you take to heart on What Bethesda said: pay attention to the games events, it seems the most likely option is that the Dovahkiin will have to re-light the dragon fires in the imperial city. The Aldmeri High Council is trying to destroy each of the 8 towers that dot Tamriel's landscape, the only two that remain, the Snow Tower and the Bronze Tower(Dwemer Owned), but that was lost in time with the Dwemer. If you take it by its literal name: Snow Tower; you would say High Hrothgar...but according to Dwemer texts, there is a second Blackreach underneath the southern portion of Skyrim that runs under The Throat of the World. The texts also explain that there are two entrances two this second Blackreach, one lost in Blackreach itself, and the other in the Dwemer city of Markarth.

Thus is why you find Thalmoor in this city and none other. Since the signing of The White-Gold Concordiate the Thalmoor can move freely in Skyrim...relatively free at least. If the Thalmoor succeed in destroying the Snow Tower, which for the sake of story that will probably happen, the Dovahkiin will be forced to relight the dragon fires with the Amulet of Lings. Lore suggests that when all 8 towers cease to work, reality will unfold on itself and chaos will reign and thus bring about the World Eaters return. This will force the Psijic Order to intervene and stop time and tell you to relight the dragon fires.

With some speculation, we can assume that if using an Elder Scroll creates a time wound, it is likely that there are many wounds that have been created over the years. When Martin shattered the amulet of kings and brought down the powers of Akatosh, Akatosh uses the power of time as his main entity. If shattering the amulet of kings brings forth Akatosh, Then it can be assumed that the shards are cast through the open time wounds, Then the Dovahkiin would have to travel through time with the help of the Psijic Order, who are known to be able to control time. Once the shards are reunited the Dovahkiin would then be able to light the fires, but probably not before having a final showdown with Alduin and then the Aldmeri High Council Leader after the Dragon Fires have been lit.
Mind blown
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Tarka
 
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Post » Wed Jun 13, 2012 2:06 pm


Spoiler

If you take to heart on What Bethesda said: pay attention to the games events, it seems the most likely option is that the Dovahkiin will have to re-light the dragon fires in the imperial city. The Aldmeri High Council is trying to destroy each of the 8 towers that dot Tamriel's landscape, the only two that remain, the Snow Tower and the Bronze Tower(Dwemer Owned), but that was lost in time with the Dwemer. If you take it by its literal name: Snow Tower; you would say High Hrothgar...but according to Dwemer texts, there is a second Blackreach underneath the southern portion of Skyrim that runs under The Throat of the World. The texts also explain that there are two entrances two this second Blackreach, one lost in Blackreach itself, and the other in the Dwemer city of Markarth.

Thus is why you find Thalmoor in this city and none other. Since the signing of The White-Gold Concordiate the Thalmoor can move freely in Skyrim...relatively free at least. If the Thalmoor succeed in destroying the Snow Tower, which for the sake of story that will probably happen, the Dovahkiin will be forced to relight the dragon fires with the Amulet of Lings. Lore suggests that when all 8 towers cease to work, reality will unfold on itself and chaos will reign and thus bring about the World Eaters return. This will force the Psijic Order to intervene and stop time and tell you to relight the dragon fires.

With some speculation, we can assume that if using an Elder Scroll creates a time wound, it is likely that there are many wounds that have been created over the years. When Martin shattered the amulet of kings and brought down the powers of Akatosh, Akatosh uses the power of time as his main entity. If shattering the amulet of kings brings forth Akatosh, Then it can be assumed that the shards are cast through the open time wounds, Then the Dovahkiin would have to travel through time with the help of the Psijic Order, who are known to be able to control time. Once the shards are reunited the Dovahkiin would then be able to light the fires, but probably not before having a final showdown with Alduin and then the Aldmeri High Council Leader after the Dragon Fires have been lit.
Mind blown

It's what I'm Here For
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Terry
 
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Post » Tue Jun 12, 2012 11:30 pm

Spoiler

Spoiler


Mind blown

Mine too.
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NAtIVe GOddess
 
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Post » Tue Jun 12, 2012 10:06 pm

More unanchanted cool hooded robes for mages!!! :banana: and can we finally know what happened to the dwarves?
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Trista Jim
 
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Post » Wed Jun 13, 2012 12:14 pm

More unanchanted cool hooded robes for mages!!! :banana: and can we finally know what happened to the dwarves?

They Tried to harness the power of their Bronze Tower in an attempt to transcend time, it is unclear whether they succeeded or not. What is clear, is that they all disappeared without a trace leaving behind their cities to be plundered, looted, and studied.
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kyle pinchen
 
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Post » Wed Jun 13, 2012 3:37 am

So, there is one thing i've felt is missing from Skyrim. Now this thing is rarely seen in games unless it IS the game. The idea is the ability to make a colony. yes... let me explain!

Explanation
So basically this colony would/could be part of an area expansion DLC. It would work pretty easily, you chose what kind of colony it will be, it could be a mining colony, this would mine iron and other such ores that are not rare, it could be a milling colony, it could be a mixed colony, it could be a hunter colony. Each colony type will yield different items.
mining: These colonys would give you ores ranging from iron to orcish. maybe corundum. The Colony would consist of buildings such as a blacksmith.
Milling: These colloies will produce firewood that will be delivered to inn keepers around Skyrim, thus giving you unique talking options. some of these would be things like "the firewood is not cut right" then you can take that information and give it to the mill worker who would then fix the problem.
Mixed: These colonies would do a mix between mining and milling, but they will only produce half of the product.
Hunter: These colonies produce animal hides.

The more money you put into your colony the more the colony yields. The colony can be attacked by bandits in which you would need to put more money in to fix up the damages.

what do you think? post bellow!
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Prohibited
 
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Post » Wed Jun 13, 2012 11:23 am

you mean like the village mode from two worlds 2?
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Georgia Fullalove
 
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Post » Wed Jun 13, 2012 7:42 am

you mean like the village mode from two worlds 2?

i don't know, never played two worlds 2... would that not just be 4 worlds...
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Facebook me
 
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Post » Wed Jun 13, 2012 5:58 am

building houses, developing a guild, being master, giving orders, growing and having quests, sure, i'm in.
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Danielle Brown
 
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Post » Wed Jun 13, 2012 5:22 am

Sort of like Raven rock on solthseim (for morrowind bloodmoon expansion) but in more detail?
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anna ley
 
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Post » Wed Jun 13, 2012 12:02 am

you mean like the village mode from two worlds 2?

2worlds2 had this outside multiplayer?
regardless, that's good ideas.
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Ells
 
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Post » Wed Jun 13, 2012 12:14 pm

Can I reach Llesweyr by eating moonsugar and build it on the moon? If so, count me in.
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Dean
 
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Post » Tue Jun 12, 2012 10:43 pm

More unanchanted cool hooded robes for mages!!! :banana: and can we finally know what happened to the dwarves?

Spoiler alert: We already know what happened to the dwarves.
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Kevan Olson
 
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Post » Tue Jun 12, 2012 10:32 pm

http://www.uesp.net/wiki/Bloodmoon:Raven_Rock

That's what I thought when I read this.
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Samantha Wood
 
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Post » Wed Jun 13, 2012 9:09 am

two worlds village mode was putting in shops guard towers black smiths farms and other stuff like that... you would get income from taxes...
every day you got a new quest to kill some spiders or something or you wouldn't get the income...
all buildings also had upkeep

the concept was pretty fun but it needed a lot more. but it was an extra feature.
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Rozlyn Robinson
 
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Post » Wed Jun 13, 2012 3:53 am

Similar to my idea of a castle or walled settlement. Well, I say my idea but it's not, it was expanded from an idea someone on these forums had. In fact, this sounds like an expansion on "my" idea. Great minds and all that, lol.

This gets my vote.
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yessenia hermosillo
 
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