Skyrim - The Elder Scrolls V

My brain didn't try to figure out what in the game it might refer to. It tried to understand it as an English idiom. I actually googled the idiom to figure it out and ended up on urban dictionary and it had to do with something I can't say here.

I knew what he meant, but you made me go to urban dictionary. Shame on you, and shame on the people who are into this sort of thing.
And shame on Bethesda for releasing a patch the day I decide to take a break from Skyrim.
Have they fixed the teleporting dead dragons ? I didn't see it in the patch notes.
Dragon skeletons and corpses seem to pop up in the weirdest locations.
 
I knew what he meant, but you made me go to urban dictionary. Shame on you, and shame on the people who are into this sort of thing.
And shame on Bethesda for releasing a patch the day I decide to take a break from Skyrim.
Have they fixed the teleporting dead dragons ? I didn't see it in the patch notes.
Dragon skeletons and corpses seem to pop up in the weirdest locations.

Everywhere I read I got warnings not to update, it seems it broke more than it fixed, like for example all the resists are now not working.

Bugthesda, what else?
 
I don't think I have the option not to update (unless I disconnect from the internet, steam will automatically update right?) I get a lot of crashes to desktop with this game. It's annoying, but it's something I had with Morrowind and Oblivion too.
 
There's alsways offline mode.

Played some more with my new Khajit thief and joined the Thieves' Guild (which I avoided with my first char).
Pickpocketing levels too fast and is easy to abuse for free training. Just steal the gold back after each lesson.
 
There's alsways offline mode.

If it's with steam, I guess this is the best bet.

Played some more with my new Khajit thief and joined the Thieves' Guild (which I avoided with my first char).
Pickpocketing levels too fast and is easy to abuse for free training. Just steal the gold back after each lesson.

Sure, pickpocketing can be easily improved but the only perk there is the Extra Pockets one. As for the gold part, while stealing some 400 or 500 can be done quite easily, if you're talking about some 1200s, then you often get 0% odds, even with a pickpocket skill over 70.

I don't care that it levels too fast, I'll always prefer that than having to grind in order to upgrade my stats.
I'm now trying to get my Enchanting to 100 and the amount of soul gems and items required is insane, and the process tedious and slow. And don't get me started in having to sell all that afterwards, as I'll probably just give the buyer of all that some extra 10000 gold so that I won't have to deal with the boredom of having to travel and wait just to get rid of all that crap.

I'm now on 60 something enchanting and it seems that the well rested bonus and the mage stone are not helping one bit, it's indeed a more boring process than pickpocketing.
 
I got Enchanting to 100 without the mage stone. I used to buy all the iron ore, transmute it and forge gold rings for enchantment. A single ring isn't that valueble and you can distribute them among various merchants. I think Fortify Carry Weight makes the most valuable items.
It also helps if you enchant your weapon with Soul trap and buy all the chap, empty soul gems you can get.

The problem with Pickpocket is that the skill doesn't help you in combat (though I haven't tried misdirection yet), but level scaling is still in effect. Smithing and Enchanting help you with better equipment.
 
Using a Dwemer Pneuma Axe with an inventory full of soul-gems was conducive to levelling both my Axe and Enchantment skills in Morrowind. I would imagine that it would be similar in Skyrim.
 
[to_xp]Gekko;11082241 said:
1) press start, get to settings and it's there ( not sure if audio, video or game but it's definitely there )

2) instead of pressing A to pick it up, hold A till the cursor changes, then you can move it around. press A again to let go.

Fixed for the PC.
Thanks guys :)
 
Found an .ini fix I found quite essential and not in many of the .ini guides. I don't know if everybody gets this, but for me the sun shadows would move dramatically every 5-10 seconds instead of slowly progressing through the day. This would cause very ugly flickering when the shadows move (like this).

Just add "fSunShadowUpdateTime=0.1" under [Display] in the Skyrim.ini found in the my games/Skyrim folder. Then the sun moves smoothly like god intended and no flickering.
 
I have a recent problem of dragons and some armours being completely transparent. It made the Alduin battle very difficult as I could not even see where he was, and had to judge based on the red dot and his attacks.
 
I have to say I HATE this game's dungeons.
After all the speeches about how they had receive flak from Oblivion's repetitive ones, and they would devote lots of people to make sure that this time they would all feel unique and well-done, they end up doing... corridors.

I wish I was joking, but I'm not. EVERY SINGLE FRIGGIN' DUNGEONS IS A F-ING CORRIDOR !
The worst part ? Seems that all the drooling idiots on the official forums are happy as hell and finding this new "design" somehow "far superior" and "more memorable" and "not repetitive". Hu, supremely linear tunnels without any variation make for a "design" at all ?
Blows my mind "hey, just follow the rail without activating your brain, nothing to explore, nothing to expect, somehow it makes for a grade A+ dungeons !".

/facepalm

Anyway, they are boring, repetitive and sh*tty as hell, and smothered for a while any desire to play. Skyrim is definitely much more hype than actual bang for me.
 
Oblivion: A bit more branching dungeons; dungeons with no personality
Skyrim: linear dungeons; dungeons have a lot more personality
TES VI: Hopefully the best of both worlds

Anyway

skyrim_classified_09.jpg


For more Skyrim classified ads:

http://www.somethingawful.com/d/news/skyrim-classifieds.php
 
Oblivion: A bit more branching dungeons; dungeons with no personality
Skyrim: linear dungeons; dungeons have a lot more personality
What exactly is the personnality of a corridor ? :confused:
 
I don't disagree with you.

But I agree with the people you gratuitously called "drooling idiots" when they at least talk of the dungeons as individually more "memorable" than in previous games. They are repetitive, and linear, but have more character, individual stories, memorable handcrafted rooms (individually put in a linear pattern...), than any previous TES game. For me that's an improvement. Sure they have samey corridors with mandatory draugr crypts. Ok.
 
The only dungeons I remember from Oblivion are the one with all the trolls in it for the Jerry brothers near their homestead, the one with all the trolls in it south of Cheydinhal (which, admittedly, is the city I have been to the least times, in spite of the DB), the one near Waterfront (due to convenience) the Imperial Prison dungeon escape (until Patrick Steward dies), the one right at the exit (convenience again), the underwater dungeon from KotN, the last dungeon from KotN (wasn't there a walkway over part of it?), and Mehrunes' Razor dungeon (half grind, half town, .08% vampire!), and the one with the Resonator. Also the one in SI where you kept having to take that green drug, but only due to the drug.

So, yeah, in a game with hundreds of dungeons, I remember 10, and mostly due to them being so damn annoying. I ****ing hate those troll dungeons. No dungeon needs two entrances! None!
 
I don't disagree with you.

But I agree with the people you gratuitously called "drooling idiots" when they at least talk of the dungeons as individually more "memorable" than in previous games. They are repetitive, and linear, but have more character, individual stories, memorable handcrafted rooms (individually put in a linear pattern...), than any previous TES game. For me that's an improvement. Sure they have samey corridors with mandatory draugr crypts. Ok.
Well, I just can't find anything remotely approaching "character" in a tunnel, I'm afraid. The rooms so far have only one entry and one exit, so regardless of the scenery your only options are still always "go in by the only door that allows you to, kill things in a straightforward way, go out by the only door that allows you to" :-/
I can't even try different approach, ambush or subterfuge, it's just always the same...

Not even the Oblivion Gates were that repetitive, and they were scrapping the barrel of the dreadful :-/
 
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