I can't continue the companions with out being a wereworlf..

Post » Wed Jun 06, 2012 4:35 am

So I was about to mead Skjor at the skyforge around midnight to become on from the circle.. I have done this before with another character and I knew that I would get the offer to get the ability to become a werewolf... But with this character I don't want to get the ability.. So I said that I didn't want to get the powers, then he just said "then another time" or something like that. I think its annoying that I can't continue with out this ability but is there a way? or am I forced to get the ability before I can continue in the companions?.

Thanks in advance! :b
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Catherine Harte
 
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Post » Wed Jun 06, 2012 8:48 am

Be a werewolf. Cure it at the end of Companions. No other choice.
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Naazhe Perezz
 
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Post » Tue Jun 05, 2012 10:33 pm

Spoilers.

I tried to answer your question, but then I realized where you posted this question.
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Austin Suggs
 
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Post » Wed Jun 06, 2012 7:44 am

LeBuns.... its 4 month since the game was released. I could understand if it was a week ago...
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Red Bevinz
 
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Post » Wed Jun 06, 2012 12:23 am

LeBuns.... its 4 month since the game was released. I could understand if it was a week ago...

And? Not everyone picks up a game the day it comes out. Case in point, Dragon Age Origins was originally released in Nov 2009, but I only picked it up this past December from a Steam sale, and just started playing it a week ago. So most things would still count as spoilers for me.

Regardless, I see this has been moved to the proper forum, so yes, you cannot complete the Companions questline without becoming a werewolf. You can cure yourself immediately at the very end of the questline if you wish.
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Mario Alcantar
 
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Post » Wed Jun 06, 2012 5:27 am

This questline/faction made me kind of sad because I don't want to be a werewolf and would have liked to do Companion quests. I have fond memories of Modryn Oreyn at the Fighter's Guild and I would have liked the Companion experience to feel good. Now they're all just frozen in limbo because I don't go back there after turning the Circle down. It's like the characters have all been removed from the game. I'll just do other things. :tes:
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Courtney Foren
 
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Post » Tue Jun 05, 2012 10:42 pm

Be a werewolf. Cure it at the end of Companions. No other choice.

This.

I have found that there are several things the designers tend to 'force' you to do so (I can only assume) you can try out some of the cool stuff they did or made. For example the only way to get all the Shouts (or stones, etc.) is to do every single faction, ALL OF THEM. Well since I role play I can never do this. I would never be able to actually play a character that can (or would) do it all. Heck I had to make a special character just to do the DB because none of my other characters would ever join them, same with the rotten to the core thieves guild.

To be honest with the companions it is easy to forget them. Even after you have beaten it all, the only thing you get is a new bed to sleep in, more random quests (if you want them) and a few random guards will mention it. Just not really worth it unless you are trying to marry one of the companions.

Now that I think about it actually, none of the factions really give you any lasting benefit. The only one I can think of off the top of my head is being able to buy the house in Windhelm (the best IMO) after doing the Civil War quests.
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Dean
 
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Post » Tue Jun 05, 2012 10:46 pm

This.

I have found that there are several things the designers tend to 'force' you to do so (I can only assume) you can try out some of the cool stuff they did or made. For example the only way to get all the Shouts (or stones, etc.) is to do every single faction, ALL OF THEM.
Minus the DB, membership isn't required to get that one word.
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james tait
 
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Post » Wed Jun 06, 2012 10:21 am

I was very disappointed by the companions quest line I was expecting some daring do helping those in desperate need. What you actually get is chasing down the silver hand who kill werewolfs then case after a cure for being a werewolf. If your going to be sent after a cure then why kill the silver hand ? if anything there the good guys killing vampires and werewolfs. The quest line makes no coherant sense whatsoever I would of rather joined the silver hand and faced up to a pack of rabid werewolfs.
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Tamara Primo
 
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Post » Wed Jun 06, 2012 5:34 am

So I was about to mead Skjor at the skyforge around midnight to become on from the circle.. I have done this before with another character and I knew that I would get the offer to get the ability to become a werewolf... But with this character I don't want to get the ability.. So I said that I didn't want to get the powers, then he just said "then another time" or something like that. I think its annoying that I can't continue with out this ability but is there a way? or am I forced to get the ability before I can continue in the companions?.

Thanks in advance! :b

Yeah, it svcks - plus there are some buggy quests, too - but in my current playthrough I navigated through the bugginess and was able to keep my "days as a werewolf" stat to 10 - bearing in mind that I didn't want to be a werewolf at all, but also wanted to complete the companions questline (including the Totems of Hircine and Purity quests (the aforementioned buggy quests, BTW)), I consider this a victory. So it's all behind me: I was stuck being a werewolf for 10 days but never changed form (other than the one time I had to), and am now cured now and will never have to deal with it again.
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luke trodden
 
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Post » Wed Jun 06, 2012 8:53 am

I was very disappointed by the companions quest line I was expecting some daring do helping those in desperate need. What you actually get is chasing down the silver hand who kill werewolfs then case after a cure for being a werewolf. If your going to be sent after a cure then why kill the silver hand ? if anything there the good guys killing vampires and werewolfs. The quest line makes no coherant sense whatsoever I would of rather joined the silver hand and faced up to a pack of rabid werewolfs.

Silver Hand aren't the Good Guys. They are Neutral. Werewolves are also Neutral. Hircine only created Werewolves for hunting, not for murdering people like Vampires and many other things do.. And there is a difference between hunting and murdering. In hunting, the prey always have a chance to escape, and the hunter may or may not kill the prey. In murdering, well... The prey is doomed no matter what unless a Hero kills the Murderer...

As for on-topic. Can't go around it but personally, being a Werewolf ain't bad at all. Only negative effect is no sleep bonuses, really. But I can see why you may not want it, which is prolly rp reasons.
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rolanda h
 
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Post » Tue Jun 05, 2012 7:05 pm

I have no use for this sort of railroading. So I don't do the quest line at all any more. This is just one more example of developers/writers who sit in their cubicles gleefully jonesing over something ONLY THEY think is fun or involving. It svcks. If they wanted to involve weres they should have either made a quest line which was NOT one of the major ones, or they should have saved it for a DLC.
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Aman Bhattal
 
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Post » Tue Jun 05, 2012 10:52 pm

I have no use for this sort of railroading. So I don't do the quest line at all any more. This is just one more example of developers/writers who sit in their cubicles gleefully jonesing over something ONLY THEY think is fun or involving. It svcks. If they wanted to involve weres they should have either made a quest line which was NOT one of the major ones, or they should have saved it for a DLC.

They should've done something like in Bloodmoon. Give you the choice to say no and continue.
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RUby DIaz
 
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Post » Wed Jun 06, 2012 2:46 am

They should've done something like in Bloodmoon. Give you the choice to say no and continue.

Yup. Too late now....
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Lyd
 
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Post » Wed Jun 06, 2012 2:24 am

Yup. Too late now....

Too late for Xbox 360 and PS3 users, sadly. PC users can always just mod the choice in, I guess.
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jodie
 
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Post » Wed Jun 06, 2012 11:17 am

Silver Hand aren't the Good Guys. They are Neutral. Werewolves are also Neutral. Hircine only created Werewolves for hunting, not for murdering people like Vampires and many other things do.. And there is a difference between hunting and murdering. In hunting, the prey always have a chance to escape, and the hunter may or may not kill the prey. In murdering, well... The prey is doomed no matter what unless a Hero kills the Murderer...

As for on-topic. Can't go around it but personally, being a Werewolf ain't bad at all. Only negative effect is no sleep bonuses, really. But I can see why you may not want it, which is prolly rp reasons.

The Companions hunted the Silver-Hand more out of revenge is seemed to me. If I had to pick a good or bad I would definitely say the Silver-Hand were good, and the Companions bad. I have no problem with the Silver-Hand hunting down WW, and if they know the inner circle of the Companions are WW I have no problem with them setting traps for them and trying to kill them.

Also depends on the type of werewolf I guess. When talking to the Companions about the dead WW's in the Silver-Hand cells they say they are feral and are like wild animals. Also the WW you kill to get the Savior's Hide killed a child against his will due to the blood lust the WW form gives. The only way I could finally accept all this inconsistencies is to just assume that the Companion WW is something special, for some reason.

To be honest I loved the WW in Bloodmoon. When you got the disease it was a curse and it acted like a curse. Skyrim's WW just take all that away and make it more like a WW Perk.
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HARDHEAD
 
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Post » Wed Jun 06, 2012 7:21 am

As a note, other than the first transformation, you -never- have to activate wolf form. You get 100% disease resistance and the only time you're ever reminded you have the problem is guards think you smell like a wet dog.

That's -it-.

Even my non-werewolf concepts tend to keep it around.
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Terry
 
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Post » Wed Jun 06, 2012 2:22 am

As a note, other than the first transformation, you -never- have to activate wolf form. You get 100% disease resistance and the only time you're ever reminded you have the problem is guards think you smell like a wet dog.

That's -it-.

Even my non-werewolf concepts tend to keep it around.

Actually the guards say those things even after you cure yourself. Another bug I guess, unless a side effect of having once been a WW is that you always have fur growing out of your ears.
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Ricky Rayner
 
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Post » Wed Jun 06, 2012 4:53 am

Actually the guards say those things even after you cure yourself. Another bug I guess, unless a side effect of having once been a WW is that you always have fur growing out of your ears.

In that case, one can justify it by having hung out with the companions (I don't believe Aela ever gets cured, and we don't know if or when the other members get the 'gift')
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Joe Bonney
 
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Post » Tue Jun 05, 2012 11:56 pm

Silver Hand aren't the Good Guys. They are Neutral. Werewolves are also Neutral. Hircine only created Werewolves for hunting, not for murdering people like Vampires and many other things do.. And there is a difference between hunting and murdering. In hunting, the prey always have a chance to escape, and the hunter may or may not kill the prey. In murdering, well... The prey is doomed no matter what unless a Hero kills the Murderer... As for on-topic. Can't go around it but personally, being a Werewolf ain't bad at all. Only negative effect is no sleep bonuses, really. But I can see why you may not want it, which is prolly rp reasons.
So what about the guy in whos in jail because he couldn't contain the beast transformed and killed a young girl I wouldnt call that neutral. Nor would I call a group dedicated to hunting down and killing what they see as evil neutral. Hunting and murder are one and the same a vampire hunts to feed a hunter kills deer to eat. The only difference is that one pray is an animal and the other is not.
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Timara White
 
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Post » Wed Jun 06, 2012 9:17 am

To be honest I loved the WW in Bloodmoon. When you got the disease it was a curse and it acted like a curse. Skyrim's WW just take all that away and make it more like a WW Perk.

I've never played Bloodmoon, but I do love this idea. It would give a very dark side to Skyrim, create a bit of depth. They could do things like social and physical consequences for your character, once he or she is back in human form. And I mean something more then having to explain why you're running around Whiterun in nothing more then a shredded loincloth. :tongue: Things like your vision getting darker, your moral grounding shifting, or have the more evil kind of creatures become attracted to you.

Talking about which; I find there is a very dark side to the Elder Scrolls world in the form of those Soul Gems. Even if only the "evil" black soul gems can hold a human soul, I still think they skip rather lightly over the fact that you can use a creature's very soul to get your weapons to cut a bit better. It's one thing to kill an animal, it's quite another to use it's soul for your own convenience.
It was touched upon very well, I thought, in the Elder Scrolls books. But still I feel there's a lot of unused story potential there. Or maybe it'd raise questions which people wouldn't want to be bothered with in a video game?
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Jeff Turner
 
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Post » Tue Jun 05, 2012 11:20 pm

As a note, other than the first transformation, you -never- have to activate wolf form. You get 100% disease resistance and the only time you're ever reminded you have the problem is guards think you smell like a wet dog.

That's -it-.

Even my non-werewolf concepts tend to keep it around.

Yes, exactly. I did it, cured it at the end. No problem. I always do all the guild quests anyway since I've always played a fighter/thief/mage since v2 of AD&D.
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Andrea Pratt
 
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Post » Wed Jun 06, 2012 5:33 am

The Companions hunted the Silver-Hand more out of revenge is seemed to me. If I had to pick a good or bad I would definitely say the Silver-Hand were good, and the Companions bad.

Just for the record, whether you ever associate with the Companions or not, if you encounter members of the Silver Hand in the world they will attack you unprovoked. They function identically to bandits. In that sense, they are more like vigilantes with a cause.
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sarah taylor
 
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Post » Wed Jun 06, 2012 9:08 am

I dislike the fact that you have to be a werewolf to continue the Companions quest line, I also wish it were possible to join the silver hand.
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Andrea P
 
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Post » Wed Jun 06, 2012 9:22 am

I have no use for this sort of railroading. So I don't do the quest line at all any more. This is just one more example of developers/writers who sit in their cubicles gleefully jonesing over something ONLY THEY think is fun or involving. It svcks. If they wanted to involve weres they should have either made a quest line which was NOT one of the major ones, or they should have saved it for a DLC.

Is it really that much of a chore to have to drop one more witch-head in the fountain and fight another spirit wolf? It takes all of about 2 minutes, if that. Seriously. You'll ignore an entire questline because it lasts 120 seconds longer than you like?
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YO MAma
 
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