Is it me.. or should some mods have been in the game by defa

Post » Sun Jun 17, 2012 12:54 pm

Thu'uMic (using your real voice and a microphone to make a shout)

Darker dungeons

Sounds terrible.


All mods are subjective, that's why they are mods.

This.
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Siobhan Wallis-McRobert
 
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Post » Sun Jun 17, 2012 3:57 pm

Thu'uMic (using your real voice and a microphone to make a shout)

If this mod works, that's the most awesome thing that has ever happened.
The only way I could see it work properly is if it matches the two strings of audio to an audio file that you made yourself, otherwise it'll be an issue with all the accents and such.
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Rudy Paint fingers
 
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Post » Sun Jun 17, 2012 10:54 pm

Beth has no excuse for the PC UI issue beyond a "Because we didn't want to bother", plus I'd not be shocked if they "agreed" to make all three platforms identical so there would be no reason on paper to buy the PC version over the console (though thats just my thought).

And yes they should have had high res textures available for the PC on ULTRA, but it applies to my first thought as well.

But the rest, not so much, TES always has very well lit dungeons, I don't know why but they do. My guess is someone there thinks that players don't really want to worry about light and will overlook the candles and such that seem to have been burning for 3000 years.

Voice commands are great, I use them, but I can understand not making them native. Too many issues, cross platform problems, and my conspiracy theory.
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Jennifer May
 
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Post » Sun Jun 17, 2012 6:55 pm

Some mods with Dlc size should be avaible at PSN store and xbox 360 marketplace.But we know how those compani works,they would probaly make us pay for it.
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Naomi Ward
 
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Post » Mon Jun 18, 2012 2:13 am

Thu'uMic (using your real voice and a microphone to make a shout)

Darker dungeons or perhaps one of the post processing mods

Better sorting (actualy.. im working on the assumption that nobody in bethesda knows how to make a ui in the first place.. i will just leave it there)

Many, many texturemods- The ones that stop faces from being blocky are amongst the top. Why did such a simple and obvious mistake go unfixed?

Darker dungeons - Yes, they are way too bright. Dungeons shuld be pitch dark by default. Lit a torch if you want to see the way-

Sorting - Te way it's now is close to awful. The decision to, for example, sort potions by their name and not by the attribute they effect upon - heath, magic or stamina - is amateurish.

Textures - they work from a distance but once you close in they appear uniformously bad.
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Mandi Norton
 
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Post » Sun Jun 17, 2012 5:54 pm

Bethesda would have to be insane to ignore 85% of their market by making it for PC and than porting an unoptimized game to consoles.

Yet, that is what they did for PC. They ported an unoptimized game. This is why we had the LAA 'mod' within a few days of the game's launch, SkyUI* within the first month, and a http://www.gamesas.com/topic/1321575-rel-tesv-acceleration-layer/ in under two months. All created by the community, because Beth couldn't be bothered to spend a few extra hours fixing up their PC release. Oh sure, they added LAA, a month later, and we might see the code optimization added in a month or two as well, but these should have been in the game from the get go, not modded in and then patched in after the community points these issues out. ;)

* Granted, SkyUI vs BethUI vs any other UI will always be a personal preference.
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Lance Vannortwick
 
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Post » Sun Jun 17, 2012 9:05 pm

All mods are subjective, that's why they are mods.

Why do we make mods? We make mods to change the game in a way of our choosing. Not always is our "best" way considered "best" by others.

You'll always want something changed, but other people will want others changed. That's the beauty of mods, you make your game what you want it to be.

[The appreciation of] Mods is as subjective as {the appreciation of] the vanilla game.

- Something as fundamental as UI should not depend upon MODs to function smoothly. Now, try finding a certain health potion. Guess what? Potions aren't listed by effect, but sorted alphabetically. It's not a problem since you can sort them by different criteria...oh wait.

You can't. Go thru the endless list.

- Why, w-h-y, on Earth are dungeons brighter than city streets at night? What is the logic behind this?
Because candles and lamps never go out and there are way too many of them.
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Ebou Suso
 
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Post » Mon Jun 18, 2012 12:11 am

I fail to see how this should be in the game by default, don't know about you, but if I were to start shouting dragon speak into a mic I'm sure my neighbor would have something to say about it, or the guys in white coats would come and cart me off to the nearest institute for the insane.

Just because your mind is closed to new ideas doesnt mean that Bethesda shouldnt include any new ideas or concepts in their future games, of course being able to control shouts with your microphone should be optional for obvious reasons however I feel that not including voice activated shouts was one huge missed oportunity that could have added a lot to the game.
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adam holden
 
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Post » Mon Jun 18, 2012 4:05 am

Well the problem is interiors are way too dark too if you add a darkness mod. The lights, torches, and light spells all need to be much brighter if you make things pitch black. Also torches and light spells need to last longer too

:D
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Portions
 
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Post » Sun Jun 17, 2012 5:02 pm

But the rest, not so much, TES always has very well lit dungeons, I don't know why but they do. My guess is someone there thinks that players don't really want to worry about light and will overlook the candles and such that seem to have been burning for 3000 years.
Back in Morrowind's time, it was standard for me to permanently graft at least 50% Night Eye onto my character just to be able to see ANYWHERE ... Admittedly, that has something to do with my not going with the "realistic" option of adjusting the lighting in my bedroom to match the ambience of the in-game environment (which would have allowed my eyes to adjust better to the lower contrast)... but either way, it was avoiding something that was basically a nuisance... without resorting to eternal candles.

So yeah... I'll throw out my two-way stance on this matter, in an either / both fashion.
#1. Ambient light without a source... get rid of it. If the light isn't obviously coming from SOMEWHERE then it probably has no business existing. Even light spells have a source.
#2. A few ways to compensate for this. The bog-standard torch is limited, and I've never found a working lantern. Light spells can be nice, but suffer similar impracticalities. I recommend bringing back the Night Eye spell, and not making it necessary to always play Khajiit for their inate ability. What I also do NOT recommend is inordinate numbers of fully functional candles and whatnot peppering every ancient barrow or whatever across the landscape. I can understand Dwemer Ruins somehow having a lot of light-sources, but ironically enough they're DARKER than the Barrows in Skyrim.

And I'm not just talking about dungeons here, incidentally.
Deciduous forests ought to be denser, especially with low-level foliage around the edges... and consequentially darker inside. Makes for a better ambience.
Coniferous forests, depending on the trees involved, ought to be adjusted similarly. I've been through quite a few. They're difficult to navigate and VERY dark... unless it is one of those top-heavy tree varieties, which is less common for conifers.
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James Rhead
 
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Post » Sun Jun 17, 2012 11:31 pm

Back in Morrowind's time, it was standard for me to permanently graft at least 50% Night Eye onto my character just to be able to see ANYWHERE ... Admittedly, that has something to do with my not going with the "realistic" option of adjusting the lighting in my bedroom to match the ambience of the in-game environment (which would have allowed my eyes to adjust better to the lower contrast)... but either way, it was avoiding something that was basically a nuisance... without resorting to eternal candles.

So yeah... I'll throw out my two-way stance on this matter, in an either / both fashion.
#1. Ambient light without a source... get rid of it. If the light isn't obviously coming from SOMEWHERE then it probably has no business existing. Even light spells have a source.
#2. A few ways to compensate for this. The bog-standard torch is limited, and I've never found a working lantern. Light spells can be nice, but suffer similar impracticalities. I recommend bringing back the Night Eye spell, and not making it necessary to always play Khajiit for their inate ability. What I also do NOT recommend is inordinate numbers of fully functional candles and whatnot peppering every ancient barrow or whatever across the landscape. I can understand Dwemer Ruins somehow having a lot of light-sources, but ironically enough they're DARKER than the Barrows in Skyrim.

And I'm not just talking about dungeons here, incidentally.
Deciduous forests ought to be denser, especially with low-level foliage around the edges... and consequentially darker inside. Makes for a better ambience.
Coniferous forests, depending on the trees involved, ought to be adjusted similarly. I've been through quite a few. They're difficult to navigate and VERY dark... unless it is one of those top-heavy tree varieties, which is less common for conifers.

All in all, good ideas.
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Emma-Jane Merrin
 
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Post » Sun Jun 17, 2012 9:57 pm

Mic sounds lame and not everyone would like it, I hate my recorded voice on low quality set ups.

Darker dungeons? are you serious? I had to turn up my brightness just to be able to tell if I was walking down a corridor or a wall unless theres a torch 2 foot away. A better lighting mod yeah sure, make use of dark and light to make the game more atmospheric and have light sources like torches light up a room better.

Rather then mods per say I would have liked more options in the systems menu ie. ability to turn off encumberance (I don't want it removed I know plently like it for RP purpose and "realism" personally though I don't think realism always need to be there and to me it feels like an MMO's way of killing time/getting more money out of you.) Turn off random dragon encounters (although I'd settle for the end quest ending them bar maybe a dungeon or return or some area where they all dissappear to, or the option to only appear post end quest) better controls over difficultly, maybe enemy health/defence being seperate from enemy damage bonuses or insane multipliers barring the ability of difficulty changing enemy "intelligence". Turn off random encounters too although thats just me probally getting annoyed at how often they can end up breaking each other frequently because of too many happening at once.

Regarding the lack of candles (that never burn out) although not really a mod or option they should have done items in dungeons far better, ie. past the locked door no working candles or ones you need to light and run out. spell runes being worn away and all in all far less loot per dungeon, if a place has been there hundreds of years it shouldn't be that abundant in valuable stuff, it would help with the enconomy issues (without feeling you haven't cleared a dungeon) make you appreciate the rare good find far more and make some things harder (like smithing by making the ores and bars you can find rarer, if you want to buy some youd end up with less money to do so too. but finding 400 bars in a dwemer ruin run spoils itself).
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Rob
 
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Post » Sun Jun 17, 2012 9:31 pm

Thu'uMic (using your real voice and a microphone to make a shout)

Darker dungeons or perhaps one of the post processing mods

Better sorting (actualy.. im working on the assumption that nobody in bethesda knows how to make a ui in the first place.. i will just leave it there)

Many, many texturemods- The ones that stop faces from being blocky are amongst the top. Why did such a simple and obvious mistake go unfixed?

They're not so much mistakes as things that people on the pc nitpick and obsess over. nvde mods are among the first mods produced, that really demonstrates the mentality/maturity of Bethesda Modders.
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Marie
 
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Post » Sun Jun 17, 2012 11:33 pm

Darker dungeons - Yes, they are way too bright. Dungeons shuld be pitch dark by default. Lit a torch if you want to see the way-

This is one of those things where I'm perfectly willing to throw "realism" under a bus. I'd much rather be able to see the cool architecture & graphics, where I'm going, and what's going on around me; instead of the "realism" of existing in a 5-10 foot circle of light.

Gameplay trumps realism, always. And the only gameplay that needs pitch-dark "darkness" is 100% authentic military sims and survival-horror.


(Personally, I've used extra in-game lighting in Skyrim. While the ambient light is enough to see the dungeon/etc, there's still any number of dark corners where you need more light to see if there's any important details there.)
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Monika
 
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Post » Sun Jun 17, 2012 2:46 pm

[The appreciation of] Mods is as subjective as {the appreciation of] the vanilla game.

- Something as fundamental as UI should not depend upon MODs to function smoothly. Now, try finding a certain health potion. Guess what? Potions aren't listed by effect, but sorted alphabetically. It's not a problem since you can sort them by different criteria...oh wait.

You can't. Go thru the endless list.

- Why, w-h-y, on Earth are dungeons brighter that city streets at night? What is the logic behind this?
Because candles and lamps never go out and there are way too many of them.
I find the UI absolutely fine on a PC. While the search and sort functions of SkyUI are nice and should be in the vanilla UI, I'd go as far and say that otherwise it's uglier and less usable than the default UI for me.

And I agree with the post above. Gameplay > Realism. I actually like to see where I'm going.
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Siobhan Wallis-McRobert
 
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Post » Sun Jun 17, 2012 12:18 pm

The SkyUi ` mod` should`ve been in the PC- Or in other words, Bethesda`s programmer`s should have spent the time needed to make a goodd smooth UI instead of being lazy and leaving it to modders who kindly do it for free.

That and the `1st person view on horses mod` which isn`t out yet, but should`ve been in the game by default as well.
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candice keenan
 
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Post » Sun Jun 17, 2012 10:29 pm

This is one of those things where I'm perfectly willing to throw "realism" under a bus. I'd much rather be able to see the cool architecture & graphics, where I'm going, and what's going on around me; instead of the "realism" of existing in a 5-10 foot circle of light.

Gameplay trumps realism, always. And the only gameplay that needs pitch-dark "darkness" is 100% authentic military sims and survival-horror.


(Personally, I've used extra in-game lighting in Skyrim. While the ambient light is enough to see the dungeon/etc, there's still any number of dark corners where you need more light to see if there's any important details there.)

To me, it doesn't make any sense to have dungeons as bright as they are.
It kills the dungon-ness in dungeons.
So I ask this not just for the sake of realism.

But you bring up a good point.
I'll rephrase. By default they should be pitch dark but you can lit torches and hang them on rocks, or have active spells that allow you to confortably see the way. The main point being:

There's always going to be some tradeoff.

If you hold up a torch, you give up your dual wielding rights. If you hang a torch in a rock slit, it will go out eventually.
If you use a spell, it will drain your magicka, etc.
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Leonie Connor
 
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Post » Sun Jun 17, 2012 5:25 pm

I find the UI absolutely fine on a PC. While the search and sort functions of SkyUI are nice and should be in the vanilla UI, I'd go as far and say that otherwise it's uglier and less usable than the default UI for me.

And I agree with the post above. Gameplay > Realism. I actually like to see where I'm going.

Believing Gameplay always trumps Realism is fine and all, but it's as dogmatic as the opposite.
To each its own dogma, I guess. I believe there are times where realism is paramount and others where one mustn't forget we paly vidoe games for fun.

As for the UI, don't get me wrong. I love its design. Sleek and sophisticated. Yet disfunctional, at times.
Sure, when you have 12 potions, it's fairly easy and quick to go through them. When your arsenal has expanded up to 50 potions which are puzzlingly sorted alphabetically, it becomes a miniature nightmare to find what you want in the heat of battle.

There's another issue that also needs to be addressed. I wish TES would evolve to a fully realtime game. Game shouldn't pause when i'm going through the inventory nor whem i'm taking a look at the map nor when i'm picking locks.

Now, that's virtually impossible with this sort of UI, i'm affraid.
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lolli
 
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Post » Sun Jun 17, 2012 12:10 pm

Thu'uMic (using your real voice and a microphone to make a shout)

Darker dungeons or perhaps one of the post processing mods

Better sorting (actualy.. im working on the assumption that nobody in bethesda knows how to make a ui in the first place.. i will just leave it there)

Many, many texturemods- The ones that stop faces from being blocky are amongst the top. Why did such a simple and obvious mistake go unfixed?

While I agree with all of these exept the voice one, and all of these topics were brought up before release by me and others. BGS is known to do simple/easy

Dark BGS hates dark I don't know why but they do no Oblivion, Fallout 3, Skyrim has random light sources that make no sense at all making torches or light spells utterly useless. Of course their games do not exactly have the mechanics to support dark areas mainly in stealth which really just is crouch in a corner and not in the line of sight doesn't matter the light level currently.

PC specific UI is one of things I was asking the moment I saw the console UI form the 15 minute trailer. It is better Fallout 3 but again it large font and very difficult to navigate with a K/M at least more so then a game pad (I tested such) SkyUI similar for PC UI would be great especially the filter but alas BGS is not known to cater to each individual platform needs.

Texture packs or texture in general are a joke in Skyrim period no one can deny that at all. There is literally no excuse other then BGS's laziness in this department. Art style does count but not improving your textures within 6 years is not exactly good. Other things
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x a million...
 
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Post » Mon Jun 18, 2012 12:29 am

and there's the problem with developing for a console and just porting it to PC.

They could have made hi res textures from the start then scaled them down for consoles. Thats what they should have done...
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Tiff Clark
 
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Post » Mon Jun 18, 2012 12:30 am

I found dungeons way too dark, I turned up the brightness 100% and still need spells/torches sometimes. And textures are as good as they can get on consoles, considering the scale and the engine being used. These demands/complaints seem like a mix of personal preferences and "I don't have any idea how games work on a technical level" whining. PC gamers don't apply, they have access to all the mods for free anyway so there's no reason to include their wishlist by default.
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Kate Norris
 
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Post » Sun Jun 17, 2012 8:07 pm

I meant in terms of mechanics. I don't think for a second that Bethesda are lazy, particularly the programmers whose time is limited by PR. At least they're rolling out regular patches. They could call it quits here and now, but they don't.

Many mods people think should be "Vanilla" aren't patches and bug fixes, they're very definite changes to Bethesdas design. Which is fine. I've already got a list if things I'd like to change, but I don't denounce what Bethesda have made due to personal preference.

I don't think they even created the game they wanted in terms of mechanics, just the one they could get done by 11/11/11.
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Nomee
 
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Post » Sun Jun 17, 2012 9:31 pm

This is one of those things where I'm perfectly willing to throw "realism" under a bus. I'd much rather be able to see the cool architecture & graphics, where I'm going, and what's going on around me; instead of the "realism" of existing in a 5-10 foot circle of light.

Gameplay trumps realism, always. And the only gameplay that needs pitch-dark "darkness" is 100% authentic military sims and survival-horror.


(Personally, I've used extra in-game lighting in Skyrim. While the ambient light is enough to see the dungeon/etc, there's still any number of dark corners where you need more light to see if there's any important details there.)

There are ways to get the game play and the realism at the same time. Things like night eye spells, potions that cover night eye, magical items that create large areas of light etc. I see no reason to cut out the middleman and just jump to everything being fairly well lit it actually detracts from the game play IMO.
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kirsty joanne hines
 
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Post » Sun Jun 17, 2012 12:07 pm

I found dungeons way too dark, I turned up the brightness 100% and still need spells/torches sometimes. And textures are as good as they can get on consoles, considering the scale and the engine being used. These demands/complaints seem like a mix of personal preferences and "I don't have any idea how games work on a technical level" whining. PC gamers don't apply, they have access to all the mods for free anyway so there's no reason to include their wishlist by default.

I think your post begs the question:
Do you?

If most folks - me included - don't have a clue how things work from the tech side of things, do you have more than a clue?
If so, can you guarantee, reasonbably, no better job could have been done?
And since Mods are fixing the Texture Incident for the PC as we speak, will you tell me why it's unreasonable to have expected Beth to have done this in the first place?

As for dungeons being too dark, from my own experience they're on the other end of the spectrum. I've also checked a number of youtube vids and the excessive darkness was nowhere to be found. Perhaps your monitor settings are idiosyncratic.

Candles should go ou after a while. No ambient light in the most reclusive parts of dungeons.
Yes, Darker dungeons for the sake of atmosphere and realism.
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Nikki Hype
 
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Post » Sun Jun 17, 2012 6:36 pm

Gameplay trumps realism, always.
I agree with this. I'm using a 'darker dungeons' mod now, and, to be honest, it's making my game almost unplayable. I literally can't see many important things (wall switches, quest objects) that I need to progress through certain areas of certain dungeons. This kind of thing may be more 'realistic' but, for me, it's just not fun.

I don't play games to have any kind of 'realistic' experience. I don't want my games to be real-life simulators. I play games, at least in part, to get away from all of my real-life limitations. I play games to have fun. If a game or a mod isn't fun I will play a different game or mod.
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Arnold Wet
 
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