[Gaming] Elder Scrolls 5 - Dawnguard is HERE!

That game is gonna have enough user made content to keep you busy for life.
Have they announced whether the game will support mods? I really don't want to hear this is going to be another D3 where if you violate the gamefile checksum (or some junk) then it deletes your children, or something.

--Patrick
 
I can tell you with 100% certainty there will be mods in Skyrim. It's what will make the game worth buying alone. However, most REAL mods take about 6-8 months after release to really be worth it. EX: Fallout New Vegas.
 

Necronic

Staff member
"Never played a single Bethesda expansion" crew checking in. Yeah it takes a while but Bethesda is like the most mod-friendly company in existence. In fact one of the reasons I never play the expansions is that balance mods almost always make the game 20 times more playable and don't always work with the expansion.
 
Really? I rarely have problems with xpacs + mods, but that's because I don't really play the game/download the mods till the game's been out for so long. However when a new xpac is released, alot of older mods WILL have conflicts until updated. That I can agree with.
 
Each race's abilities:

- 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

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
Disappointed with the Imperial race choices... find more coin? I NEVER had a money problem in any TES game.
 
Disappointed with the Imperial race choices... find more coin? I NEVER had a money problem in any TES game.
What about Nords? They seem to be getting weaker each game... in Morrowind they had complete immunity to frost and 50% immunity to shock! But then again, they were damn near the only race who could put an elemental enchant on their weapon without it horribly killing them later on...
 
Better than "get more coins" (we know we'll be rich as fuck as of LVL 10 anyways) and "ability you never use anyways".
 
Better than "get more coins" (we know we'll be rich as fuck as of LVL 10 anyways) and "ability you never use anyways".
If they had any sense, they'd turn Voice of the Emperor into a persistent charming effect and leave it at that. It's a useful skill (for awhile anyway) but only being able to use it once a day and having to select it makes it kinda worthless.

Argonians get the best stuff, as per usual. I suppose that's fitting for a game about "Dragonborne".
 
Yup, high elf or breton. DON'T MAKE THE ELVES SOUND SO STUPID THIS TIME. Hire more than one voice actor to do 3 separate races.
 
I usually play Imperial but I am not so sure anymore. I might end up making either an Orc, Breton, or Nord. I never really could get interested in the beast races, though the racials for Argonian always kick ass. Elves always look way to fugly in Elder Scrolls, though I guess the ones in Skyrim don't look so bad, so I may try giving one of them a shot again.

So you guys going to pick a predetermined class or make your own? I usually make my own, either a custom type combat spellcaster or a sneaky, fast talking scoundrel.
 
My characters have always been thief/archer/sneaky thief that will either cripple/kill with her shot and then finish them off with a melee weapon of magical properties. The only real magic she's ever really used is Illusion magic for charm/barter/invisibility. Invisibility + Sneak Mode + Archery crit shot then charming a second target to "tank" the third target? Is how I normally cleared camps of npcs.
 
You CAN use these standing monolith things to augment a certain play style though... it's not selecting a class, but you'll become better at doing those things.
 
Plz do not have consolitis.
Plz do not have consolitis.
Plz do not have consolitis.
It's supposed to be more console friendly than ether Oblivion or Morrowind, but that's not saying much... Oblivion was already pretty braindead.
 
Either way, I have a lot of faith that the modding community to make this game awesome eventually anyways. I do sincerely hope that the tools to create mod isn't difficult to use as I'd love to create a mod myself.
 

Dave

Staff member
All I know is that I have a new video card (mine blowed up and even though it's under warranty, it's going to take forever to get back) and have pre-ordered the game. 11-11-11 will be a momentous day for me.
 
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