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  • 27 September 2011

    Skyrim perks and racial traits

    posted by Lingwei Game News
    The Elderscrolls Forum poster Sammuthegreat was able to record the details of many of the racial trait name and perks available for the skill trees during a recent game convention.

    QUOTE
    The creator tells you (briefly) about each race's abilities, so without further ado:

    - ORCS: Beserker
    - REDGUARDS: Adrenaline Rush,
    - WOOD ELF: resist poison, resisit disease, command animals
    - NORD: Battlecry
    - KHAJIIT: night-eye, claw attacks
    - IMPERIAL: Voice of the Emperor, find more coins when looting
    - HIGH ELF: regenerate Magicka more quickly
    - DARK ELF: Ancestor's Wrath (surround self in fire), resist fire
    - BRETON: Dragonskin (absorb spells), resist shock
    - ARGONIANS: Histskin (regenerate health quickly), resist disease 50%, breathe underwater


    QUOTE
    PERKS

    Speech
    - Buying and selling price 10% better (5 ranks)
    - 10% price buying from opposite sex
    - Invest in shops and increase available gold permanently in invested stores
    - Master Trader - every merchant in world gains 1000 gold for bartering
    - Buy and sell from any merchant regardless of what they normally buy and sell
    - Intimidation attempts twice as successful
    - Persuasion attempts more likely successful

    Alchemy
    - Potions 20% stronger (5 ranks)
    - Potions for restore health, magicka or stamina are 25% more powerful (maybe ranked)
    - Poisons 25% more effective (maybe ranked)
    - Poisons last for twice as many hits
    - Two ingredients are gathered from plants
    - 50% resistance to all poisons
    - All negative effects removed from potions and all positive removed from poisons
    - 2 effects of an ingredient are revealed when testing it for the first time (instead of just one)
    - Another (unclear recording, sorry!)

    Illusion
    - Dual casting overcharges effect for more powerful spell
    - Cast Novice spells for 50% less magicka
    - Cast Apprentice spells for 50% less magicka
    - Cast Adept, Expert, Master etc spells for 50% less magicka (more levels this time around)
    - Spells work on higher level animals
    - Spells work on higher level people
    - All spellcasting (from ANY school) is done silently
    - Spells work on undead, daedra and automatons
    - One I genuinely didn't understand, and it wasn't clear on the recording either - something about "Kindred Mage" or something.
    - Fear spells work on higher level enemies

    Conjuration
    - Novice for 50% magicka etc (up to Master)
    - Dual casting overcharges --> greater spell effect
    - Bound weapons do more damage
    - Bound weapons cast Soul Trap on target
    - Bound weapons banish certain creatures (and I think summon creature in their place, not 100% on that though, dodgy recording)
    - Reanimate undead with 100 more health
    - Summon 2 Atronachs or reanimated zombies
    - Summon Atronachs at twice the distance
    - Summoned Atronachs twice as strong

    Destruction
    - More damage for each school (fire, frost and shock) - ranked
    - Novice for 50% magicka etc.
    - Shock damage chance to disintegrate targets if their health is under 10%
    - Frost damage chance to paralyse targets if health low
    - Fire damage chance to make low health enemies flee
    - Place runes 5x farther away

    Restoration
    - Healing spells also restore stamina
    - Novice for 50% less magicka etc
    - Healing spells do 50% more healing
    - Something about recharging healing spells (sorry about poor recording quality, it was in my pocket!)
    - More is recharged with each hit with healing spells (again, sorry not 100% sure what this means!)
    - Spells more effective against undead
    - Once a day chance to autocast 250HP restoration when health drops low
    - Magicka regenerates 25% faster

    Alteration
    - Novice for 50% less etc
    - Alteration spells have greater duration (probably ranked)
    - Absorb 30% magicka that hits you
    - Another couple - bad recording again

    Enchanting
    - Enchants are 20% stronger (ranked)
    - Enchanted armour 25% stronger
    - "Soul gems provide extra magicka for recharging" - again, dodgy recording but that's what I heard, even if it doesn't make much sense
    - Death blows to creatures but not people trap souls for weapon recharge
    - Health, magicka and stamina enchants stronger
    - Extra effect on already-enchanted weapon can be applied
    - Shock, Frost and Fire enchants 25% stronger (individual perks for each element) (probably ranked)

    Heavy Armour
    - Increase armour rating 20% (5 ranks)
    - Unarmed attacks with heavy armour gauntlets - damage increased by gauntlets' armour rating
    - Half fall damage if all in heavy armour
    - Heavy armour weighs nothing and doesn't slow you at all
    - Additional 25% armour if in matching set
    - 25% armour bonus if all in heavy armour (not necessarily matching)
    - 50% less stagger if all in heavy armour
    - 10% damage reflected back to enemy if all in heavy armour

    2-handed weapons
    - 2h weapons do 20% more damage (5 ranks)
    - Attacks with warhammers ignore 25% armour (ranked)
    - Attacks with battleaxes do extra bleeding damage (ranked)
    - Attacks with greatswords do extra critical damage (ranked)
    - Power attacks cost 25% less stamina
    - Standing power attacks do 25% bonus damage, chance to decapitate
    - Sprinting power attacks do double (critical) damage
    - Sideways power attacks hit all targets
    - Backwards power attacks have 25% chance of paralysis

    Archery
    - Bows do 25% more damage
    - Zoom in
    - Zooming slows time
    - 10% crit chance
    - Move faster with drawn bow
    - Recover twice as many arrows from dead bodies
    - 50% chance of paralysing for few seconds (might be 15%, can't really hear...)
    - Draw bow 30% faster
    - Another about arrows - can't hear

    Sneak
    - 20% harder to detect (ranked)
    - Sneak attacks do 6x damage with 1h weapons
    - Sneak attacks with bows do 3x damage
    - Sneak attacks with daggers do 15x damage (end perk on skill tree)
    - Noise from armour reduced 50%
    - No longer activate pressure plates
    - Sprinting while sneaking performs silent forward roll
    - Running does not affect detection chance
    - Crouching can make hostile enemies lose sight of you and search for a target
  • 27 September 2011

    Various first hand accounts available of Skyrim

    posted by Lingwei Game News
    Bethesda have allowed the plebs to sample Skyrim which has resulted in a number of first hand accounts of experiences and information unfiltered by 'gaming journalistic standards' to be posted.

    The comments are posted in forum format, which appears to be far more useful at getting information across than wink-and-nod insider articles.

    First up is our very own Dark0ne.

    QUOTE
    Just in the queue for the Skyrim hands-on preview at the Eurogamer Expo for my second play. Thought I'd tease some of you and let you know...yes, it's good


    Err, that's not right.

    QUOTE
    * Magicka now regens pretty fast out of combat, and slowly (but it still does regen) while in combat. This makes magic much more fun and accessible to warrior and stealth classes and magic is less of a chore/bore than before.
    * Similarly your health regens, same principle as the Magicka
    * They've gotten rid of the stupid rag-doll effects that sent your enemies flying into the air when you killed them, more realistic
    * An obvious effort has been made on the animation front. Swimming looks slightly more realistic, as does jumping when in third-person mode
    * Lockpicking is exactly the same
    * Exploring is a little tougher (at least at the start) as there's a lot of vegetation and your view is quite limited. You can still go off and do your own thing from the start, but, like Fallout 3 and New Vegas, there's some obvious places to visit first for newbies
    * Like Oblivion, the environment is not dynamic in nature. You can't set things on fire that would normally burn with your fire spells (so you can't set a wooden cart on fire) but there are a few traps and things that will burn and damage enemies/you (like oil) that will be dynamic. So if you had dreams of freezing puddles of water with your ice spells and burning down log cabins with your fire spells you're probably going to be disappointed.
    * You no longer need to sleep in a bed/rest to level up your skills


    SammiiDoogles at The Elderscrolls Forum somehow was able to include more information about the game in one forum post that a dozen other articles that Tesnexus could link to. Below is a small sample.

    QUOTE
    # While waiting I saw one player break into a house and on one of the counters was a book, when the player approached the book it had the option "Press A to forge business numbers" - part of a quest?
    # Sometimes, the last kill in a group may trigger a slo-mo kill cam, similar to the kill cam in Fallout where the camera focuses on the dying enemy.
    # Whiterun is gorgeous, lots of fountains and pools.
    # Akatosh and Talos have these tiny shrines found around the provice, they appear to be portable shrines or something that followers carry around with them.
    # Found some Thalmor Soldiers - clad in some very cool black armour.
    # '40 bounty added to Falkreath' from attacking Imerial Solider, 1000 for killing him.
    # Underwater is a lot like Fallout, but worse to be honest. You know how in Fallout you can rest the camer directly on water level and see everything clear as day underwater, but if you go under there's a green tint? Exactly like that in this; although the shift is actually more noticeable, that 'clear as day' thing is visible every single time you dive, looks incredibly ugly - I just hope thats one thing they're workig on still. On the surface the water looks good, but the ripples are the exact same as in Fallout. At one point I also saw the 'shimmering' from the sun pop in on the water, as though it's a texture.
    # Saw a cool takedown where Dovahkiin shield bashes someone, which puts them on their back foot, then impales them with the sword (Third person).
    # I watched one play walk up to a deer in the wilderness, the player got out his axe and hacked at it's face; the deer did absolutely nothing and stood there until it died. Similarly another player cast a flamethrower on a chicken in Riverwood which did nothing until it flopped down dead.
    # Physics are similar to Oblivion, on player was shooting arrows at a cart full of cabbages and each one went flying with each shot, easily flying higher than the surrounding buildings (Riverwood).
    # Nords have something called Battlecry which makes enemies flee.
    # Sleeping in a bed gives you rested, sleeping in a player owned bed gives you well rested.
    # Argonians have something called ____ Hist King (Sorry, terrible with names - it was something about the Hist King, it's a racial power like the Nords Battlecry) - it allows them to regenerate health quickly.
    # Double handed flamethrower is beyond awesome, easily the most powerful thing in the demo - wiped out a trio of bandits in seconds.
    # Stumbled upon a small funeral ceremony going on in a tiny, isolated graveyard in the woods. Was being held by a Priest of Arkay.
    # No Dragons in the demo. Bethesda staff said it's because they would totally destroy any unexperienced player, and the only reason Todd could handle it was because he had a really souped up character.
    # Some NPC's are just generic race NPC's - found a few called just 'Imperial' etc.
    # Fighting a Necromancer; he summoned a magical shield that covered his front - while this shield was up he was still able to cast magic and attack.


    There is much more information in the linked post so click through and read it.

    Sammuthegreat has provided several seperate threads of information. One containing his impressions, and two answering a group of questions from The Elderscrolls Forum members.

    QUOTE
    I approached with my weapons out - an Iron war axe in one hand, and a flame spell in the other - and the bandit got his weapons out in response. He didn't attack though, he just warned me to stay away. His voice took me off-guard - it wasn't anything like the standard Oblivion Redguard voice. I was pleasantly surprised by the variation. I was going to back up and find a covered spot but I guess I must have got too close; he charged. I killed him easily and took his Steel mace, which looked nothing like the spiked ball from Oblivion. More like a cross between the Silver and Iron ones.

    I entered the mine, and decided to try some more stealth. Walking down the slope in the entry passageway I tripped a trap switch on the floor - rocks tumbled down from the ceiling (they looked far more weighty than the polystyrene ones from Oblivion) but they missed me. I froze until I was sure no-one had heard, and headed round the corner.

    In the mouth of the main cave, there was a wooden walkway going off at about 10 o'clock for 10 or so metres; there was then a sloped walkway at the far end, which went downhill from the left to the right of my screen, towards a fire. There were two bandits next to the fire. I heard them talking, saying "I hope no-one comes in, we're hardly very well hidden" or something similar, to which the other one replied "don't worry, we've got our friend guarding the entrance." I was fully hidden so I nocked an arrow to my bow and tried to hit the first bandit. I wasn't quite used to the arrows - they don't dip as much as I expected - and I missed horribly. As soon as I realised, I ducked back round the corner, but the stealth eye had opened very slightly. I heard the bandits say "what was that?" "Did you see something?" or something similar. I backed up as they headed up the walkway together, calling out asking if someone was there. They couldn't see me though, and didn't come all the way across the bridge to my location - interestingly, when I leant back out to take another shot, they were both walking in opposite directions, checking out the whole cave.


    There's also this 'journalist' article to compare.

    QUOTE
    The gameplay feels very similar to how Oblivion felt for the most part, the ability to mix weapons and magic feels very cool with the ability to mix two different spells, equipping one of them to one hand and another one to the other, feeling even cooler. Is there anything more epic than burning a problematic wolf to a crispy sizzling heap on the floor and then zapping him with a little bit of lightning for good measure? No? I didn’t think so. I can only hope that the final game will have more of an in depth look at how players will be able to use a combat system with such a range of diverse choices that are available to make. I think that most people would just go for the trusty sword and shield combination and not realise that there are so many more variations of weapons, magic and shields that they could possibly be missing out on. As with a lot of things however, that’s just something that we’ll have to wait until the finished product has been released to find out.


    Haha, turning a wolf to a crispy sizzling heap and zapping it with electricity? Oh lol, where do these guys get such good material.

    QUOTE
    In a similar vein, it was difficult to see which of the citizens of the towns were quest givers, this could have been down to the fact that they weren’t giving any important quests (the mission I ended up getting was about crafting armour and weapons) but I could have totally missed that mission if it wasn’t for the fact that I was randomly going around each of the citizens and trying to talk to them. Hopefully the main objective quest givers are a little more obvious but I didn’t get the chance to see any of those so I couldn’t say for sure.


    Yes I'm fairly sure that leaving out the yellow hovering exclamation mark was a conscious design decision on Bethesda Game Studios' part. Hooray for uninformative misguided complaining.
  • 23 September 2011

    Oblivion texts turned into a single tome

    posted by Lingwei Game News


    Gamerfront brings news about a Reddit user called notadoctoreither who has formatted, printed, and bound every text that appears in Oblivion.

    QUOTE
    We’re not talking about standard printer paper with a cardboard binding. No, he went all-out with some high-quality paper, and leather binding. The total cost of the project was roughly $130, and roughly a month’s worth of work. Half of that time was spent getting the text formatted for printing.


    While he isn't making any more copies you can download the text already formatted and ready for you here and follow the tutorial he used here.

    Thanks @DCDeacon and @Elderscrolls.
  • 23 September 2011

    Complete Skyrim Collectors Edition photo released

    posted by Lingwei Game News


    Bethesda Softworks received the final version of the art book which will be included in the collectors edition of Skyrim. This has allowed them to post a photo on the Bethblog and handily provided in this news post.

    The Collectors Edition contains a cloth map of Skyrim, 200 page art book, 30cm (12 inch for our American friends) statue of Alduin the dragon, a large novelty box - shown here with the Xbox360 label - and fortunately a copy of the game and manual.

    QUOTE
    This week we received a final version of The Art of Skyrim Official Art Book – the massive, 200+ page companion to the Skyrim Collector’s Edition. To celebrate the affair, marketing artist Lindsay Westcott took a new photo of all the CE contents — including a first peek at the pages of the artbook.

    In the coming days, we’ll be sharing more from the artbook… keep your eyes peeled!


    The Skyrim Collectors Edition can be ordered for $150 dollars. However Tesnexus is reliably informed that it has largely sold out in Australia due to game store staff members ordering all the copies for themselves.

    QUOTE
    I have found from discussions with games store staff that they got a heads up and were buying them all up for themselves, friends, and in the worst cases for later ebay sales. One store, that I wont name, had a manager inform me that they were sorry they couldn’t sell me one but how awesome it was that they were able to get 5… yeah felt awesome I can tell you


    Skyrim will be available for sale in approximately 48 days.
  • 13 September 2011

    Twenty minutes of Skyrim

    Earlier today, IGN released footage of the behind-closed-doors demo of Skyrim at E3 this year. The video is split into three parts total, found here, here, and here. It's really worth a watch if you haven't already seen it.

    We saw a bit of it from the E3 videos, but this has all of the video shown from E3 behind-the-scenes.
  • 12 September 2011

    Nexus modding competition nearing closing date

    posted by Dark0ne Site News
    The Nexus 2.5 millionth member competition is coming up on its closing date. Set to mark the 2.5 millionth member to register on the Nexus sites, modders have the chance to win some cash prizes ($350, $100 and $50 respectively) for Oblivion, New Vegas and Dragon Age. All you have to do is create a mod that reflects the modding community:

    QUOTE
    The theme of this modding competition will be "The community we are in". I'm hoping to see some great mods that cover users in the community that might have influenced you during your time here, the various sites of the community that you are a part of (it doesn't just have to be the Nexus!) and what you like about the community.

    The type of mod you make, be it a quest, a new landmass, a house or castle, NPCs, weapons, armour, etc. is totally up to you but I will look more favourably upon entries that have a quest in them because I'm a sucker for a good quest! That doesn't mean a mod with a quest in is going to win, however, and if you come up with something really unique then I'll probably love it! A Nexus defence mod, for example, where you defend fort Nexus from a horde of trolls with your fellow moderators wielding ban hammers by your side is something I've dreamt about...


    We've just moved past the 2,465,000 mark, but it's not too late to start on your entry. There should be approximately another month until the competition finishes.

    Remember, I'm not looking for quantity, I'm looking for quality, and the winner of the 1 millionth member competition won it with an entry that took roughly 20 minutes to complete. If some of you give me 10 hour epics to play I am going to cry!

    I'll be posting up information on where to post your entries soon.
  • 10 September 2011

    Skyrim demonstration video coming Monday (US time)

    posted by Lingwei Game News
    Bethesda Softworks spokesman Mr Pete Hines announced via twitter that a demonstration video of Skyrim would be ready for release by Monday (US time).

    The video will contain footage similar to that aired in previous game conventions such as E3 and Quake. Mr Todd Howard will feature as the narrator.

    Bethesda Softworks has said that this will be the best chance to see how the game will appear and play before it is released. The game is currently just over two months from release.
  • 07 September 2011

    Nexus Mod Manager, the Nexus Client, entering closed BETA

    posted by Dark0ne Site News
    In some of my past blog posts I've been alluding to a project in development for the Nexus sites that, at the time, I wasn't prepared to go in to details on. I am now happy to announce that a Mod and Download manager, named the Nexus Client, is going in to Closed Beta with some select mod authors from Fallout 3 Nexus and New Vegas Nexus in the next few days.

    Plans for the Nexus Client were laid down back in December of last year when I was approached by Kaburke, the current developer working on the Fallout Mod Manager, after I expressed an interest in linking the concept of downloading mods with installing and managing them. Kaburke is a veteran of this community and a proficient software engineer and it's been excellent to work with someone who not only knows what he's doing, but also knows what mod authors want and need. 10 months on, we're really excited to be going in to this next stage of testing our creation.

    So what is the Nexus Client? In a nut-shell, it's the Fallout Mod Manager on steroids that will be compatible with every game the Nexus sites support. It's a completely optional piece of software you can choose to install on your machine that will download, install, manage and keep up-to-date all your mods for your games. Its whole purpose is to compliment the Nexus sites, and not replace them, so if you're not keen on installing new software on your machine you're not obligated to do it, and if you don't your modding experience won't change.

    From a user perspective the Nexus Client will streamline the mod downloading and installing process. File pages on the Nexus sites will have a new download link on the page that, when clicked, will automatically add the file to the Client's download manager and download the mod you've chosen through the Nexus Client. The Nexus Client will have full download pause and resume functionality for every member, not just Premium Members, so you can queue mods to download and install for later, at a time of your choosing. Premium Members will get the fastest download speeds possible (while normal members will still be limited to 500kb/sec) and will also be able to multi-thread their downloads to ensure they get the fastest download speeds possible. Once downloaded, you can click a button to install the mod and it will be added in to your game without you having to do anything (no more extracting files to specific folders manually and all that jazz).

    Once installed you will be able to manage all your mods, turning them off, on or uninstalling them completely without having to worry about going in to the program folders looking for specific mod files. If there are any problems with the installation process you'll be told and the client will clean-up after itself without leaving redundant files and half-installed mods in your games.

    The Nexus Client will also inform you when your files are out-of-date and give you the option to update your mods. For Premium Members, updating your files can be done with the click of a button and we're also hoping to bring in a "mod memory" function so you can mark the mods you always use as "essential". That way, if you lose a hard-drive, reinstall windows or uninstall your game and then come back to it later you can run the Nexus Client and tell it to automatically download and install all your essential files, saving you a load of time.

    Mod authors will get the same advanced functionality that FOMM currently provides and we believe 99% of all the mods on the Nexus sites will be compatible with the Nexus client without you having to do a thing, so the Nexus Client expands your options but adds no workload to you if you don't want it to. Similarly the mods released by mod authors who are no longer active will still work with the client, and no files will be changed or modified to accommodate this. Some particularly advanced mods may have issues but we will happily work with any mod authors who find their mods not working with the client.

    Kaburke has kindly provided a few words on the Nexus Client:

    QUOTE
    This version of the Nexus Client is the first step in expanding the scope of the mod manager. Instead of having multiple different managers, one for each game supported by the Nexus, the Nexus Client will be able to manage mods for all games from a single install. Currently, the Nexus Client only supports Fallout 3 and Fallout: New Vegas, but the other games will be added in due course. This homogenous design ensures that all new features that are added to the Nexus Client will be available for all games.

    Past users of OBMM and FOMM will be familiar with most of the principals at play in the Nexus Client; however, the Nexus Client improves on just about every feature and aspect. The goal of the client is to streamline and simplify the modding experience, from mod creation through to mod installation.


    If you're new to OBMM or FOMM then you might not know that they provide mod authors with additional tools, including configurable scripts control that let you define how your mod can be installed, and give your users choices. You can write powerful install scripts using the flexible XML Configuration scripts, the more powerful C# Scripts, or event the traditional OBMM/OMOD script language (the OMOD language is planned for a future version).


    In the future, we'll also be adding a Mod Packaging GUI, a full-featured mod packager. Authors will be able to select the files they want included, specify the desired directory structure, identify dependencies on other mods, edit mod info, and upload the mod to the Nexus, all from one convenient interface. Authors will be able to save these mod projects, so that when they wish to upload a newer version, they won't have to repackage the mod from scratch.

    We are releasing the Nexus Client under the GPL license, which is something you'll probably not find with any other site that releases this sort of software. This means you'll have access to the source code of the client to make sure we're not up to any funny-business. It's not just to show that we're being completely transparent with our software, but also because the GPL enables you to help us with the development of the client, or make your own versions, plug-ins and adaptations to it. We really, really like it when mod authors work together, share their work with others and allow other mod authors to use their work. We want to set an example here and say "here's what we've made, please, use it, modify it to your liking, make it better and share it with others". Copyleft licensing is something we think more mod authors should aspire to.

    I'm obviously really excited about moving on to this testing stage of the Nexus Client and it's been very difficult for me to hold-my-tongue in past blog posts and when people have sent me messages asking why the site doesn't have its own installer program. I think the Nexus Client will really streamline the modding experience, breaking down the barriers to entry that prevent people from modding their games while reducing the amount of technical support mod authors have to deal with from some users that aren't technically gifted and can't install their mods.

    You might be apprehensive about this or you might think it's a step in the right direction (I'm hoping you're thinking the latter!), and I'll try my hardest to answer any questions you might have, but right now we're still working hard on developing the client and focusing on the upcoming Beta test so try to keep the rabid scepticism to a minimum!

    I'll keep you all updated on the Client's progress as and when I have more information, but I think you'll find the Nexus modding community is going to get a lot better soon.
  • 05 September 2011

    August File of the Month Interview feat. Elestat

    Sorry about the confusion last month. TESNexus's File of the Month system was messed up, making it hard to decide on who the winner was (the last time was from May!)

    In any case, this month's File of the Month winner of your choice is Elestat, who won with Trade and Commerce at 97 votes. That's a considerable amount! Hopefully you'll enjoy this interview with Elestat and the insight into the creation of the mod and learn a bit about them.

    QUOTE

    Tell us a little about yourselves. Where you are from, what are some of your other hobbies outside of games?
    Well, I am 23 years old, I’m a civil engineer and currently I am in grad school for a master of science in structural engineering. Besides gaming and computers I also like to read anything that is physics related, right now I am trying to finish Brian Cox’s "Why does E=MC^2"?

    What was your inspiration for creating this mod?
    Since I first played [The Elder Scrolls III:] Morrowind I wanted to make mods, so I spent a lot if time coming up with the perfect mod but I was very young and knew nothing about modding. When [The Elder Scrolls IV:] Oblivion came out I was already in college and again I spent many hours thinking of the perfect mod, but for whatever reason I never got around it.

    The mod I have always wanted to make is very different from Trade and Commerce, so I wish I could say I have always dreamed of making this mod but honestly I was playing the game, and it just suddenly occurred to me that I could probably make this mod in a relatively short amount of time.

    What did you find most enjoyable about the creation process of this mod?
    The scripting, I really enjoyed coming with ways to simulate a functional business within Oblivion’s world and with the game engine’s limitations.

    The moment I enjoyed the most was when it occurred to me that I could use the item’s weight and value properties to display stats about daily and weekly trading to the player. In the words of Buddha.... or whoever actually said it:

    QUOTE
    When you realize how perfect everything is, you will tilt your head back and laugh at the sky.


    What were some of the challenges you came across making this mod?
    Time, when I started I was on vacation and I spent almost a week just creating the perfect ambient for the store. After I returned to class I realized I only had about a week before exams and homework's began to pile up... So, I rushed to do the scripting, dialogs, quests and AI of the mod. I also had to completely ditch the original interior for the store because it was too big and I could not fit the exterior building anywhere in the city, so I sadly lost that first week of work.

    What is your favorite and least favorite part of the Oblivion Construction Set tools?
    My favorite part is most definitively the scripting, I pretty much hate every other part of Oblivion modding but I endure it so I can give some context to my scripts... Although, at the end, I did some minor AI modding and I enjoyed doing that, but it took me a full day to understand how it worked so it was a bit frustrating.

    What are some other common tools you used in your development?
    Besides the Construction Set I used Notepad ++, because it's ideal for writing scripts.

    Roughly what was the total time it took for you guys to put this mod together so far?
    It took me a full week to build the mod to a point that I was comfortable releasing, then I spent the following week adding new features. A couple hours after release I realized (after some not so kind comments from players) that if I did not add compatibility for better cities many people would not play my mod. That being the case, I scrambled to do that as fast as I could. After that I tried to release at least one update per day until I reached version 1.5 which is the current and most likely last version.

    Do you plan on any more new features in your mod? Specifically anything not listed on your mods page on the Nexus?
    When I released the last version I had a lot of plans for new features, but then I had a LOT of stuff to do in college. Because of that, I had to stop modding for a while. After a couple of weeks of no modding I lost interest in it and decided to stop. However, I do intend to create something similar for [The Elder Scrolls V:] Skyrim when it comes out.

    Do any of you have other mods you are working on or do any of you plan to create other mods as a team? If so what might those be?
    I am not working on any mods right now. I do have some ideas for something I want to do for Fallout New Vegas but I don't know if I will actually do it.

    What are some of your other favorite games if Oblivion isn't the only game you play? Any other game genres besides the RPG style games that Bethesda publishes?
    I must have played every game that came out since I was 12 or so, and Oblivion remains one of my favorites, then comes Morrowind and Fallout New Vegas. But if I had to pick one game it would be Europa Universalis by Paradox Interactive. I played that game for almost two straight years and I still enjoy it.

    Do you have any advice for aspiring mod authors?
    We all have a great idea for a mod, but to get it done you have to actually start modding at some point. Read the Construction Set Wiki, it has everything you could possibly need to make your mod. Modding is incredibly rewarding, once you get the basics you won't be able to stop!

    And finally, do you have anything you would like to say to our readers out there?
    Just want to thank everyone for playing and endorsing my mod, it really means a lot for me to see that you guys enjoy it. I never play Mercantile-oriented characters and have not played my mod at all after releasing it, my experience with it is limited to bug testing so it's good to know that some of you think that it's cool enough to be File of the Month.

    Finally, I want to thank Dark0ne and all the staff at the Nexus sites for providing us modders with this wonderful place to upload and show our creations. Oblivion modding would not be the same without the Nexus!


    That concludes August's File of the Month Interview featuring Elestat. Check back next month for September's File of the Month Interview!
  • 25 August 2011

    Skyrim to feature same-sex marriage options

    posted by yoba333 Game News
    Earlier, Pete Hines (the Vice President of Bethesda’s PR department), stated on Twitter that same-sex marriage will be allowed in Skyrim. He responded to someone who called the topic “hush hush” by saying
    QUOTE
    Not hush hush, just not making a huge deal out of it. You can marry anyone.

    He later clarified his previous tweet by posting
    QUOTE
    Sorry, should clarify. Not any NPC, just mean any male or female. Doesn't matter what you're playing.

    It appears that Skyrim is taking after games like Dragon Age and Fable, where same-sex marriages/relationships have always been allowed.

    Feel free to express your opinion on this in the comments, but please refrain from trolling, flaming, or anything else that would get you banned.