Michael Cravez wrote: » Exactly. You could be fighting 1 dragon and then another two will swoop down to join the party!
Sir Digby Chicken Caesar wrote: » you're a son of a bitch tar http://www.pcgamer.com/2010/10/13/10-essential-fallout-3-mods/ found this after a quick google, i'll have to look later on and see which mods work together well i also did a quick google for dragon age: origins mods.. now I can't decide whether to play fo3 or da:o
Kiith wrote: » Some of the mods for Dragon Age are...hardcore. :eek:
Sir Digby Chicken Caesar wrote: » well thats several hours now, fallout 3 installed 4 times and I am just goign to give up on modding it altogether cant even be arsed installing it again to play it vanilla
Elder Scrolls Skyrim Midnight launches in the following stores next Thursday! Letterkenny, Dundalk, Derry, Belfast Patrick Street Cork, William Street Limerick, Waterford, Pavilions Swords and Henry Street Dublin!
BrianG23 wrote: » Nah guys Dragons don't work like that, you can't have more than one fighting you at once..according to todd anyway, they used to have it like that but it was too hard. One can come straight after the other though. Also no hypermuse no mods on consoles
Sephiroth_dude wrote: » But there still unscripted right?
BrianG23 wrote: » Yeah still unscripted, there are 6 types of dragon which are unscripted I assume, then there are named ones who sit in certain areas or are quest enemies such as the one in the first hour and the one for the fighters guild quest(I think FG, might just be main quest). The 6 types can come at any time etc, after you advance a little in the main quest. If they came at once you'd probably die since a single one of them is suppose to be a mini boss, it looks hard focusing on one giant flying thing let alone two or three, Todd said there was three around him and it felt liek lord of the rings or something, he was just running away and had no chance, felt cool in it's own way but that's not what dragons are intended to be in it. It's hard to run away from Dragons though if you think about it. Far as I know, you can't jump 200 meters like Morrowind, and there ain't a recall spell etc.
Nodferatu wrote: » where did you get the info on those stores opening? source? the closer were getting to release the more I'm considering the collectors edition.
Dr.Poca wrote: » I was staying reasonably calm about this but since the start of the week I've been flipping out waiting!! Gah I can't wait to get it! Talk about horrible timing though cause I'm in my last year of college :P
Icyseanfitz wrote: » thats not all that bad, im in london for the month so no skyrim for me until December :mad: god damn it
Overheal wrote: » normally I have to chase them...
bluewolf wrote: » no mark/recall??
Michael Cravez wrote: » Was there Mark/Recall in Oblivion? (I can't remember!) I know they got rid of some spells in Oblivion from Morrowind (Levitate etc). I DO remember Mark/Recall in Morrowind though
bluewolf wrote: » I just started playing it again but no, apparently not, you had to get mods for it i suppose with fast travel it wasn't as vital but no need to be taking it out
What is interesting is Howard’s response to why mark/recall will not be reappearing in Skyrim: We were really limited in Morrowind because the player could recall or levitate out of many situations and break them. There was a lot of good gameplay and level design work that we just couldn’t do and now we can. Back then it seemed like many good ideas we had were shot down when another designer would say “oh yeah, I just levitate or recall away.” So we got rid of them.