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Never-Ending Fallout 3?

The OXM Podcast Episode 107 features Todd Howard of Bethesda Softworks discussing plans for Fallout 3. According to the summary on FiringSquad, the game should offer over 100 hours of gameplay, and that based on the number of variable choices available to the player, the RPG sequel will feature more than 200 possible endings. Todd also expresses confidence in their Fall 2008 release date, saying he'd be "shocked" if Fall out 3 was late.

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83. Re: Oblivion Mods Mar 30, 2008, 00:17 Creston
 
Does all those mods work together? Like for example Supreme Magicka and the Midas Magic?

Yes, although you have to do some finnicking to get Oscuro's Oblivion Overhaul and Martigen's Monster Mod to work together. That's all explained in the Martigen readme / threads.

All the others will work fine together, may require a bit of load order tweaking. Make sure to get Oblivion Mod Manager to get a far smoother load order tweaking capacity. if you try to use the normal launcher for load order tweaking it's a nightmare.

Creston


 
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82. Re: Oblivion Mods Mar 29, 2008, 21:39 Prez
 
They work together.  
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Goodbye my Monte boy. May you rest in the peace you never knew in life.
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81. Re: Oblivion Mods Mar 29, 2008, 12:14 Razerious
 
Thanks, Creston! I'll definitely check those mods out.

Does all those mods work together? Like for example Supreme Magicka and the Midas Magic?

 
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80. Re: Bleh Mar 28, 2008, 23:46 Creston
 
In Oblivion, I began as a rogue but now I'm a warrior rogue mage which kinda makes my initial choices pretty meaningless.

That's true, and I see what you mean with regards to the minigames in Oblivion (which are awful, especially the persuasion bit. You can get anyone to 80+ persuasion towards you in about 3 rounds of the disk.)

On the other hand, my lone character in Morrowind basically could do everything too. He had full Daedric, wielded a glass sword, could cast every conceivable spell in the game and had literally like 5 layers of permanently enchanted clothing, and though I can't remember sneaking, I do know that I made it pretty far in the Thieves' guild, so my skills must have been fairly good.

I think it took awhile longer to get there in Morrowind. Oblivion levels you way too fast at the start.

Though, I still thought having my own private mansion built in real-time was pretty cool

The idea of it, yeah. The actuality was pretty lame. And how hard is it to incorporate a "build your house anywhere" functionality into an RPG of this kind?
Ultima Online let everyone build houses anywhere 10 years ago, but a SINGLE PLAYER game can't do the same? That's just lame.

Creston

 
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79. Re: Bleh Mar 28, 2008, 14:38 ibm
 
I just threw out my copy of ultima 7

I would've bought that lost my copy when I moved house about 12 years ago.


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78. Re: Bleh Mar 28, 2008, 01:36 Jerykk
 
Apart from the vital NPCs, did anyone ever say anything interesting in Morrowind?

That depends on what you consider interesting. I like reading about the lore of Elder Scrolls. I've read almost every book in Oblivion.

Uhm, and that was a good thing in your book? Hey a mage! Run towards him, trying to dodge fireballs, get there with 2 health remaining, swing sword swing sword swing sword, each time CLEARLY hitting the dude right in the face.

Oh no, I hate chance-to-hit/cast. On the other hand, I appreciated that my choices of primary and secondary skills were much more meaningful because of it. In Oblivion, I began as a rogue but now I'm a warrior rogue mage which kinda makes my initial choices pretty meaningless. In addition, a lot of the skills are just plain useless due to the minigames. Anyone can pick any lock, regardless of skill. Same with speechcraft. I can significantly increase my standing with anyone even if my Speechcraft is level 10. And if I don't want to waste my time with the minigame, I can just cast a persuasion spell (though, to be fair, Morrowind had these too).

And as for the three strongholds you could get, could they have BEEN more useless?

No, not really. Though, I still thought having my own private mansion built in real-time was pretty cool. It was more a matter of novelty than practicality.

The quests were pretty boring (especially those ones where you had to escort an NPC across the entire fucking island.

I'll agree with you there. The quests in Oblivion were more interesting, albeit linear.

 
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77. Re: No subject Mar 27, 2008, 23:57 Creston
 
Dunno... oor is more or less making the game infinitely more painful; first time I ran into a troll on my mage I died in 2-3 hits, tore right through shield and laugh at my pitiful fireball spell.

Yup, but that's the beauty of OOO. It reintroduces the concept of danger. If you start walking through the deepest areas of the forest with your level 1 character, you're very likely GOING TO DIE.
This makes exploring have an element of tension to it, which makes it 1000% more interesting than Vanilla's "Ah, I'll just walk into this dungeon at the fucking top of the mountain range at level 2, because after all, what can happen? Nothing!"

In OOO, that dungeon is probably going to have Vampire Patriarchs in it, who will thoroughly rape you at any level < 20.

If that's not really your thing, then yes, OOO won't be much fun. If you like being able to go anywhere, then any of the rebalance mods (OOO, Martigen's Monster Mod, Warcry, Francesco's and some others) aren't for you.

do like how it balanced the economy, instead of making gold something you have 1m+ of halfway through the game

That's actually Living Economy that does that, which you can download separately if you want

Creston

 
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76. Re: Bleh Mar 27, 2008, 23:53 Creston
 
I just threw out my copy of ultima 7

*stares in shock*

You... you what?

HEATHEN!



Creston

 
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75. Re: Bleh Mar 27, 2008, 23:52 Creston
 
I thought Morrowind was much more interesting setting than the more traditional Oblivion

Fair enough, but that's a personal choice. That doesn't make Morrowind better than Oblivion. I thought the giant mushrooms and gigantic deserts were boring as shit.

Morrowind had a much more expansive dialogue system

Which didn't mean anything. Seriously. Apart from the vital NPCs, did anyone ever say anything interesting in Morrowind? I eventually stopped talking to people, because you'd walk up to this guy in his trippy mushroom house, and he'd go "Long ago, before the Age of Boring NPCs, there was a hero, and he..."

Sigh.

Five hours later

"... and that was the tale of Iansuric the Flagellator!"
*snores* "Hmm, what? Oh. Okay. Cool! How does that have anything to do with me, though?"
"Well, it doesn't, but it's an impressive tale, wouldn't you say?!"
"Motherfucker, there's a Daedric Prince about to rape your world, that giant ass volcano is going to erupt, there's this level 100 dude called Vivec (or whatever) that's hanging out in this gigantic empty room, doing absolutely NOTHING about it, I'm trying to save your shitty island, and you can't give me ANYTHING that's at all remotely applicable to the current situation?!"
"Well...no."

Character development was also more meaningful in Morrowind, as the chance-to-hit factor rendered any combat or magic skills lower than 50 essentially worthless

Uhm, and that was a good thing in your book? Hey a mage! Run towards him, trying to dodge fireballs, get there with 2 health remaining, swing sword swing sword swing sword, each time CLEARLY hitting the dude right in the face.
Miss
Miss
Miss

No, I agree, that was AWESOME!

In addition, the different guilds had different skill level requirements as you advanced.

Okay, to be fair I never noticed that because by the time I started doing some of those quests I was already about five times as powerful as anything living or dead on that island. But that's really a part of the static level design though, and I've already admitted that the lack of that sucks ass in Oblivion.

Finally, you had to choose between one of the three Houses of Morrowind which affected what quests you could do, unlike Oblivion where you can do every quest for every faction.

Personally I don't mind being able to do everything at once, but I can see where people find it more immersing that not everything is available. However, one thing I did notice is that those House quests were all pretty much the same, so you wound up doing pretty much the same thing no matter which house you allied with.

And as for the three strongholds you could get, could they have BEEN more useless?

I'm not sure if I'd say that Morrowind is a better game than Oblivion but it is definitely a better RPG, which is what a lot of people were looking for in Oblivion.

Fair enough. To each his own. My opinion of Oblivion is massively colored by the absolutely fantastic mod community. I enjoyed it pretty well in my first (and only) vanilla playthrough, but I do remember being REALLY pissed off when I figured out that there really was no danger in going anywhere, since everything was your level. (and as such, there was no point in trying to delve into this dangerous dungeon to find some uber loot, because
A) there were no dangerous dungeons at your level
and
B) there was no uberloot at your level.

I liked Morrowind well enough, but it seemed to lack a lot of focus. The quests were pretty boring (especially those ones where you had to escort an NPC across the entire fucking island. AAARGGGHHH. One of those quests finally made me quit the entire game), the combat was stupid : I'm HITTING the guy right in the face! What do you mean miss?

Actually, one thing was a lot better in Morrowind, the enchanting. Being able to layer 17 things was fantastic. The enchanting in Oblivion is pisspoor.

Ah, thank God for mods.

Creston

 
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74. Re: No subject Mar 27, 2008, 21:12 Prez
 
Yeah, but you won't run into bandits with Daedric uber-weapons either!  
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Goodbye my Monte boy. May you rest in the peace you never knew in life.
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73. Re: No subject Mar 27, 2008, 19:26 Dwarf_Snowninja
 
Dunno... oor is more or less making the game infinitely more painful; first time I ran into a troll on my mage I died in 2-3 hits, tore right through shield and laugh at my pitiful fireball spell.
I do like how it balanced the economy, instead of making gold something you have 1m+ of halfway through the game

 
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72. Re: No subject Mar 27, 2008, 18:18 Prez
 
Awesome mod list Creston. I can second each and every one, as I use them as well. (Except for the textures mod, as it would make my PC cry like a girl...)  
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Goodbye my Monte boy. May you rest in the peace you never knew in life.
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71. No subject Mar 27, 2008, 14:30 xXBatmanXx
 
I want to try Oblivion to compare to Two Worlds, as with the mods of Two Worlds and being on a PC, it is very enjoyable.....therefore I am looking forward to Oblivion+MODS.

Need more time to play games.

Welcome to Liberty City: Where the people are angry and lonely, and the taxes sky high.
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Playing: New dad
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70. Re: Bleh Mar 27, 2008, 11:08 manic half
 
I'm not sure if I'd say that Morrowind is a better game than Oblivion but it is definitely a better RPG, which is what a lot of people were looking for in Oblivion.

that basically sums it up. i thought oblivion just felt more of an adventure game. the 'rpg' options were so lite they were almost non existent. which is why i worry for fallout3.

 
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69. Re: Bleh Mar 27, 2008, 08:28 Armengar
 
looking forward to FO3 (FO2 was my fav, FO1 was good but not *as* good)

Who mentioned Ultima 7? I just threw out my copy of ultima 7 (it was on an RPG compilation with some other oldies such as bards tale 1,2,3 and stonekeep). Those were PROPER time-eater games. aaaah the memories.

 
Its not the cough that carries you off but the coffin they carry you off in.
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68. Re: Bleh Mar 27, 2008, 08:04 Ecthelion
 
Morrowind had a much more expansive dialogue system.
But they were just there for show. None of them really mattered or told you anything you hadn't heard before.

In addition, the different guilds had different skill level requirements as you advanced. I never did become the master of the Fighter's Guild or Mage's Guild because my rogue character didn't have the necessary skills. Sure, I could have gone out of my way to level them up but unlike Oblivion, this was much harder to do and wasn't practical in most situations.
I don't remember it being harder to advance skills in Morrowind. I was slightly younger when I played it, so I may have had more patience for grinding, but I've never been a fan of it. Somehow I managed to be the master of the Fighters' and Thieves' guilds with a single character (I can't remember if I entered the Mages' or Assassins' guilds).

I'll grant you the choice of Houses, but I'm not sure how different they were from each other since I only played one of them. Even if they were vastly different, I didn't have any motivation to play through again to try them out. In that respect, Morrowind and Oblivion both suffered. With most of the RPGs I've played, I had some desire to replay them... with Morrowind and Oblivion I had no desire to replay them whatsoever. Even if the houses would have given me different quests, I would be repeating 75%+ of the same things I did the first time through. Without a compelling story or significantly different ways to play the game, I had no urge to repeat those quests.

Still, I can't complain too much. I got 50+ hours out of each game, so I got my money's worth.

 
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67. Re: Bleh Mar 27, 2008, 06:23 Beamer
 
In addition, the different guilds had different skill level requirements as you advanced. I never did become the master of the Fighter's Guild or Mage's Guild because my rogue character didn't have the necessary skills.

That was one of my biggest complaint - no choice mattered. None. Starting race somewhat did, in terms of how much mana you had. Nothing else.

My ogre, created exclusively for beating the crap out of everything, was head of the mages guild? I either shouldn't have been able to do that, or shouldn't have been able so easily.

Oblivion never made you make a sacrifice or a tough choice.
 
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66. Re: Bleh Mar 26, 2008, 21:58 Jerykk
 
The only thing that Morrowind did better than Oblivion was its static design, meaning that you could go into a dungeon and get your ass kicked in Morrowind, which was impossible in Oblivion because of the ass-retarded "everything is the same level as you" bullshit.

I thought Morrowind was much more interesting setting than the more traditional Oblivion. Morrowind had a much more expansive dialogue system. Character development was also more meaningful in Morrowind, as the chance-to-hit factor rendered any combat or magic skills lower than 50 essentially worthless. In addition, the different guilds had different skill level requirements as you advanced. I never did become the master of the Fighter's Guild or Mage's Guild because my rogue character didn't have the necessary skills. Sure, I could have gone out of my way to level them up but unlike Oblivion, this was much harder to do and wasn't practical in most situations. Finally, you had to choose between one of the three Houses of Morrowind which affected what quests you could do, unlike Oblivion where you can do every quest for every faction.

I'm not sure if I'd say that Morrowind is a better game than Oblivion but it is definitely a better RPG, which is what a lot of people were looking for in Oblivion.

 
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65. Re: Oblivion Mods Mar 26, 2008, 21:49 Jerykk
 
You forgot the bar fight mod.

 
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64. Re: Oblivion Mods Mar 26, 2008, 20:32 Creston
 
Razerious,

"I've been thinking about picking up Oblivion again, but with mods. Could any of you who have played the game recently recommend some good mods to me?"

I WHOLLY recommend the following :

- Oscuro's Oblivion Overhaul 1.33.
- Martigen's Monster Mod 3.5.5. (These two can actually work in tandem, but they do require a pretty beefy computer, because my FPS went from a constant 60 to 40-50 in most areas with both of them installed.)

These two fix the leveled crap, and add a crapload of new monsters to the game. Not for the faint of heart.

- Frostcrag Reborn (if you happen to have the original Frostcrag Spire. This mod makes the tower 1,000,000,000 times better and more useful. One of the best mods ever made.)

- Akatosh Mount. (Summon a Dragon to fly around on! I'm not kidding )

- Supreme Magicka. Makes magic a bit more useful and more powerful, includes new spells, but doesn't overpower.

- Midas Magic Spells of Aurum. Completely new magic system, works perfectly in combination with Oblivion's normal system. Includes cool staples as Magic Missile, Meteor Storm and even Summon Magic Carpet.

- AF Level. Makes levelling a more immersive and less babysitting required experience. Excellent mod.

- Illumination Within Revived/Optimised. Adds oodles of atmosphere to the cities at night.

- Clocks of Cyrodiil. Just an awesome mod. Puts clocks in every city. You have no idea how cool this is. Just trust me.

- The Lost Spires. Become member of a new guild and explore 8 completely new dungeons (not the cookie cutter stuff) and meet an entirely new race of enemies.

And finally, if your computer can handle it,

Qarl's Texture Pack 3. This replaces pretty much every single texture in the game with one that's 2 to 4 times sharper. It's amazing how this looks. I would recommend looking for the QTP3-Redimized version though, because the original will eat any non-SLI'd Geforce 8xxxx system for breakfast.

That oughta tide you over.

Creston

 
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