The Elder Scrolls V: Skyrim Catch-All

Scratched wrote:

I've hit an interesting bug, I've got draugir eyes.

After going to Volunruud for the dark brotherhood quest, and doing the other quest there, after killing the ghost when I go back to the first part of the dungeon my eyes glow. It persists through map travels, game restarts, doesn't matter if I'm wearing a helmet or if I'm hiding it.

- In third person, open the console and enter "player.addspell 000f71d1"

- Close the console and notice a slight darkening around your character

- Open the console again and enter "player.removespell 000f71d1"

- Close the console and your eyes should stop glowing.

Yeah, that fixes it (I saw that on google too). The question is do I want to fix it? Maybe if the effect wasn't so intense. Also worth noting that if in first person view you quickly pan the camera up you can see the light trails, so the camera must be positioned at around nose height, and the character's head actually pans up even if it doesn't need to (you only ever see your arms in first person).

Kind of weird that "Draughir abilities" (the name of the spell) is put on a player, but at the same time it's a reminder how very cool that while weird bugs happen the game is left so open that you can fix it and people can do all sorts with almost every aspect of the game. It's such a brilliant oddity these days.

Scratched wrote:

Yeah, that fixes it (I saw that on google too). The question is do I want to fix it? Maybe if the effect wasn't so intense. Also worth noting that if in first person view you quickly pan the camera up you can see the light trails, so the camera must be positioned at around nose height, and the character's head actually pans up even if it doesn't need to (you only ever see your arms in first person).

Kind of weird that "Draughir abilities" (the name of the spell) is put on a player, but at the same time it's a reminder how very cool that while weird bugs happen the game is left so open that you can fix it and people can do all sorts with almost every aspect of the game. It's such a brilliant oddity these days.

Yeah, I had a pretty amazing bug like that in Dawnguard: in the Soul Cairn, there are these gems that emit damaging tendrils of light at the player if you're within range. I got a light tendril stuck on me, and it wouldn't disappear when I moved away, and no matter where in the Soul Cairn I went it was still trailing around pointing back to the gem. It wouldn't disappear when I returned to Skyrim, so there I was with this column of light now flapping straight up into the sky.

And like Scratched's Draugr eyes, the particles were around my character's face in first person, so that when I walked backwards my vision was totally obscured by trailing light.

It eventually went away, but I can't remember how. Or maybe I stopped playing that character.

Scratched wrote:

Kind of weird that "Draughir abilities" (the name of the spell) is put on a player, but at the same time it's a reminder how very cool that while weird bugs happen the game is left so open that you can fix it and people can do all sorts with almost every aspect of the game. It's such a brilliant oddity these days.

Assuming, of course, that you got it on PC.

Duoae wrote:
Scratched wrote:

I've hit an interesting bug, I've got draugir eyes.

After going to Volunruud for the dark brotherhood quest, and doing the other quest there, after killing the ghost when I go back to the first part of the dungeon my eyes glow. It persists through map travels, game restarts, doesn't matter if I'm wearing a helmet or if I'm hiding it.

That's awesome. Also, slightly annoying but what chest piece of armour are you wearing?[

Thats Gilded but via the aMidian elven armour dark rextured mod on the Nexus no?

So I put about five hours into Dragonborn and am really digging it so far.

The landscape diversity is pretty stark and while the concept of transitioning from Skyrim to a Morrowind outpost is inviting, the visual design can be a challenge from the start. The architectural diversity is incredibly welcome, but with it comes a change in climate that overhauls the whole look. Apparently the Red Mountain has been spewing ash all over the area so everything has a washed out gray look. A far cry from the crisp winter blue & whites of Skyrim, but an odd welcome after a slight adjustment period.

It's been fun prowling around a landscape that looks completely foreign yet maintains the same comfort-food controls and gameplay mechanics of the source material. I haven't dug too deeply into the primary story but have been enjoying some deep introductory side-quest lines complimented with impressive writing and acting.

The entirely new map seems pretty big and combined with the 180 in art direction feels like a win so far.

Color me pleased.

Well I just finished Dawnguard, wasn't too bad, a few of the areas like the Vale were super cool in my opinion. It does just kind of end though, I expected some lengthy conversations once that last quest line is done...but....nothing.

Aaron D. wrote:

So I put about five hours into Dragonborn and am really digging it so far.

...

The entirely new map seems pretty big and combined with the 180 in art direction feels like a win so far.

Color me pleased.

So, quick question: does Dragonborn allow you to flit back and forth, willy-nilly between Skyrim and Solstheim, a la Shivering Isles and F3's Point Lookout, or does it lock you into the one location, like The Pitt did?

Kamakazi010654 wrote:

Well I just finished Dawnguard, wasn't too bad, a few of the areas like the Vale were super cool in my opinion. It does just kind of end though, I expected some lengthy conversations once that last quest line is done...but....nothing.

Agreed. For a while afterward, I jumped back and forth talking to everyone involved trying to trigger a 'finished' conversation, but nothing ever came.. I'm still not sure that I've actually 'finished' it..

On another note, can't WAIT for Dragonborn! Morrowind was my favourite Elder Scrolls setting, so a little taste of that linked in to Skyrim certainly whets my appetite.

I jumped into the ENB bandwagon, Frame rate has droped from 60 to 45, i guess i that's ok. I did love the bleak look of skyrim in its vanilla form but its time for a change. Will post a screen shot later,

I probably can't handle ENB, given that I have a 5 year old machine. Still, I can make it look what I think is pretty good.

IMAGE(http://cloud-2.steampowered.com/ugc/903234187283444017/703A3770C4963B6110F45D84E56A4F9D378BDC03/)

Is that using climates of tamariel? Realistic lighting?

No. I only have about a dozen mods loaded, including the official hi-res texture packs. What you're seeing there is probably the result of

Lush Grass
Lush Trees
WATER (Water And Terrain Enhancement Redux)

I also have the "Sexy" mods loaded (those have nothing to do with character models; they make all the cities look better) but they probably aren't affecting that shot.

Gravey wrote:
Brownypoints wrote:
muttonchop wrote:

Oh man, I totally forgot about console commands. From now on, anyone who touches my wood pile gets teleported into the troll pen.

Even Lydia ? I think most players would let her touch their wood piles

If you've got wood piles, you should probably see an alchemist.

"Pardon me, but do I detect a case of the Wood Piles?"

RSPaulette wrote:
Aaron D. wrote:

So I put about five hours into Dragonborn and am really digging it so far.

...

The entirely new map seems pretty big and combined with the 180 in art direction feels like a win so far.

Color me pleased.

So, quick question: does Dragonborn allow you to flit back and forth, willy-nilly between Skyrim and Solstheim, a la Shivering Isles and F3's Point Lookout, or does it lock you into the one location, like The Pitt did?

Good question, anyone have an answer to this?

Baron Of Hell wrote:
RSPaulette wrote:
Aaron D. wrote:

So I put about five hours into Dragonborn and am really digging it so far.

...

The entirely new map seems pretty big and combined with the 180 in art direction feels like a win so far.

Color me pleased.

So, quick question: does Dragonborn allow you to flit back and forth, willy-nilly between Skyrim and Solstheim, a la Shivering Isles and F3's Point Lookout, or does it lock you into the one location, like The Pitt did?

Good question, anyone have an answer to this?

I won't until Early 2013.

Baron Of Hell wrote:
RSPaulette wrote:

So, quick question: does Dragonborn allow you to flit back and forth, willy-nilly between Skyrim and Solstheim, a la Shivering Isles and F3's Point Lookout, or does it lock you into the one location, like The Pitt did?

Good question, anyone have an answer to this?

That is a good question.

The DLC puts you on a whole new island that you have to get to by boat. I haven't tried to venture back to Skyrim yet but I'll give it a shot tonight and report back.

omnipherous wrote:
Kamakazi010654 wrote:

Well I just finished Dawnguard, wasn't too bad, a few of the areas like the Vale were super cool in my opinion. It does just kind of end though, I expected some lengthy conversations once that last quest line is done...but....nothing.

Agreed. For a while afterward, I jumped back and forth talking to everyone involved trying to trigger a 'finished' conversation, but nothing ever came.. I'm still not sure that I've actually 'finished' it..

Sounds like the main quest.

Potentially related: I have this wooden mask in my inventory. I sort of stumbled into that and a couple priest masks on accident. I've beaten the main quest, but masks never came up. How bad did I screw the story up?

wordsmythe wrote:
omnipherous wrote:
Kamakazi010654 wrote:

Well I just finished Dawnguard, wasn't too bad, a few of the areas like the Vale were super cool in my opinion. It does just kind of end though, I expected some lengthy conversations once that last quest line is done...but....nothing.

Agreed. For a while afterward, I jumped back and forth talking to everyone involved trying to trigger a 'finished' conversation, but nothing ever came.. I'm still not sure that I've actually 'finished' it..

Sounds like the main quest.

Potentially related: I have this wooden mask in my inventory. I sort of stumbled into that and a couple priest masks on accident. I've beaten the main quest, but masks never came up. How bad did I screw the story up?

Spoiler:

There's a hut outside Labrythian (something like that) with a weird statue inside of it. Maybe you should try wearing it there. Just handy for getting what is generally referred to as the best headgear for your followers.

Non spoiler answer: You didn't, it serves no purpose to the main questline.

wordsmythe wrote:
omnipherous wrote:
Kamakazi010654 wrote:

Well I just finished Dawnguard, wasn't too bad, a few of the areas like the Vale were super cool in my opinion. It does just kind of end though, I expected some lengthy conversations once that last quest line is done...but....nothing.

Agreed. For a while afterward, I jumped back and forth talking to everyone involved trying to trigger a 'finished' conversation, but nothing ever came.. I'm still not sure that I've actually 'finished' it..

Sounds like the main quest.

Potentially related: I have this wooden mask in my inventory. I sort of stumbled into that and a couple priest masks on accident. I've beaten the main quest, but masks never came up. How bad did I screw the story up?

Not at all. There is a note about the mask in the same place you found it. You learn a little bit through books but other than that there isn't any real story behind them. Or after a couple hundred hours I haven't seen any real story behind them.

Baron Of Hell wrote:
RSPaulette wrote:
Aaron D. wrote:

So I put about five hours into Dragonborn and am really digging it so far.

...

The entirely new map seems pretty big and combined with the 180 in art direction feels like a win so far.

Color me pleased.

So, quick question: does Dragonborn allow you to flit back and forth, willy-nilly between Skyrim and Solstheim, a la Shivering Isles and F3's Point Lookout, or does it lock you into the one location, like The Pitt did?

Good question, anyone have an answer to this?

You can fast-travel back and forth. There's a map marker for Skyrim, just click it and you'll end up back outside Windhelm; likewise in Skyrim, there's a map marker for Solstheim that will send you back to Raven Rock.

Cool. Would be nicer if there was the option to at least travel to any of the holds, as that's an automatic two loading screens to get back, but such is life, I suppose.

Something I've been pondering, not really specific to Skyrim but it's the best example, and how I commented earlier that I'd be interested to see Bethesda make Spector's "one block game".

One thing I'm finding about fast travel is that it kills the sense of being in a place in the world. There's little sense of geography because your quests send you all over the place and you don't really get to know the lie of the land. I'd be interested if they could make regions more self contained (and the questing support that better). I look at the world map and see great big ravines, valleys, craters, etc, but rarely get a sense of it. It's almost to the extent that I wonder what's the point of making that large world (although shrinking with each subsequent game) if it's main purpose is for holding entrances to dungeons, rather than taking advantage of that big map.

I guess part of the problem is the big exciting quests quite logically are all over the place. Any guesses how long I'd last with a mod that disabled fast travel and just had town to town taxis before I disabled it?

Mark and recall spells were a good substitute to fast travel in Morrowind, at least the return leg of your journey didn't add time to each quest as you could just teleport back to your 'mark'.

I have a dislike of fast travel, Elder Scrolls worlds have so much random stuff to stumble across that I feel like I'm missing out. Sadly, I can't dedicate as much time to gaming, so if I want to accomplish something more than just running across the entire map in an evening, ten it's a necessary evil..

I like the fast travel and undiscovered map markers. They give a wonderful way to not be forced to explore when you want to smash stuff with a shield bash or sword. But... they don't stop me from exploring and there will always be times where I am just going to strike out hoping to find a new mine or a dragon lair I haven't see before.

Plus it makes it much easier to make gold when you can teleport back to town really fast for the sake of selling off all those fur and leather and hide armors.

Scratched wrote:

I guess part of the problem is the big exciting quests quite logically are all over the place. Any guesses how long I'd last with a mod that disabled fast travel and just had town to town taxis before I disabled it?

I've been playing with no fast travel for 56 hours now, and I highly recommend it. No need for a mod, my approach is that if I ever find myself tempted to fast travel I just look at my quest log, find something a bit closer to do, and head towards that. 9 times out of 10 that'll land you either close enough to your original objective that it doesn't seem like such a trek, or it'll land you near a hold capitol and you can take a cart.

I think that playing sans fast travel makes those big exciting quests even more engrossing. There's one Daedric quest in particular that sends you literally across the map and back again, which was made even better by the fact that I actually walked the whole damn thing. If I had just fast traveled it, I doubt it would be as memorable as it was, but now it sticks in my mind as one of the best quests in the game.

Eliminating fast travel is definitely a different experience, and I'd agree that it's more rewarding. But I often don't have a lot of time to play, and it's fun to be able to complete a few quests in a sitting as well. I tend to jump back and forth between tourist sessions and quest sessions based on my mood.

I used fast travel for the first 40 hours or so, then stopped for 40 hours or so, then started playing Dawnguard.

There are several times in that questline where you have to go all the way from the bottom right of the map (past Riften quite a ways) all the way up to the far left of the map (past Markarth quite a ways), no thank you.

Kamakazi010654 wrote:

I used fast travel for the first 40 hours or so, then stopped for 40 hours or so, then started playing Dawnguard.

There are several times in that questline where you have to go all the way from the bottom right of the map (past Riften quite a ways) all the way up to the far left of the map (past Markarth quite a ways), no thank you.

That's kind of what I'm thinking of, the game itself seems to go out of it's way to bounce you around a lot. Besides the thane help-5-people-in-each-city quests there doesn't seem to be a lot that's local, even the radiant quests are fairly far-flung.

To use a point of comparison, at the end of an act in The Witcher 2, I feel I know the area, I know the landmarks, the roads, and I can get to a location without the map. I don't know the area around any of the towns in Skyrim much at all.

Instead of fast travel I use that haste spell from the midas mod. I also use the npc resurrect one when a dragon attack on a town goes really bad.