Skyrim Information Explanation and Compilation

Post » Sun Dec 19, 2010 4:06 pm

Posting this geographical information yet again. Eastmarch is described as "volcanic tundra." The southeastern region around Riften is called Rift and is described as "Fall Forest."



Thank you, I'll edit the information to reflect that information.
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Samantha Jane Adams
 
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Post » Sun Dec 19, 2010 6:37 pm

The HUD is one thing no one has gone into depth about that actually concerns me a bit. No HUD in 1st person seems like it should be an option. Having to switch to third person just to see my health would be horrid. Unless Skyrim is being made to be played more in third-person, which would be horrible, since I always play TES games in 1st and I think that it makes it much more immersive.
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Josh Sabatini
 
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Post » Mon Dec 20, 2010 3:54 am

The HUD is one thing no one has gone into depth about that actually concerns me a bit. No HUD in 1st person seems like it should be an option. Having to switch to third person just to see my health would be horrid. Unless Skyrim is being made to be played more in third-person, which would be horrible, since I always play TES games in 1st and I think that it makes it much more immersive.


Well there really isn't much more info other than that first person is HUD-less. They haven't said whether it will have an option to switch on or off or if third person even has a HUD either. Many of us have speculated that there will be visual effects to tell you how much health you have or how much magicka you have. Maybe things like blood might start to spatter your screen or something of the sort. We will just have to wait for more information at this point. Seeing as we are 10 months out we have plenty of time to figure out more information through the several gaming conventions between now and November.
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Craig Martin
 
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Post » Mon Dec 20, 2010 2:42 am

After you enter an enclosed area, all enemies will be set to your level there for the rest of the game. You cant keep coming back to the same ruin to get better stuff as you level (especially since enemies usually don't respawn).


I would like to know how u know this ? what because fallout 3 had it soo u think skyrim will have it to? I would hope they have respawns in enclosed area's maybe not fast respawn rate's but still atleast have respawns for replay and roll-play value.
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Sun of Sammy
 
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Post » Sun Dec 19, 2010 10:54 pm

After you enter an enclosed area, all enemies will be set to your level there for the rest of the game. You cant keep coming back to the same ruin to get better stuff as you level (especially since enemies usually don't respawn).


I would like to know how u know this ? what because fallout 3 had it soo u think skyrim will have it to? I would hope they have respawns in enclosed area's maybe not fast respawn rate's but still atleast have respawns for replay and roll-play value.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Content is explanation of Fallout Level-scaling. So please no more "OMG HE MADE EVERYTHING UP!" posts<<<<<<<<<<<<
All items have the same set stats, and all non-human enemies have the same HP and stats across all levels. Quest rewards are always the same. This makes it so it better than Oblivion's Level-scaling. NPCs are scaled in their equipment.

Random spawns out in the world are scaled (stronger enemies appear at higher levels), but weak enemies aren't written out of the system, just become less common. Unlike Oblivion where imps and boars become impossible to find at higher levels, A single spawn at lower levels can have enemies spawning in pairs at higher levels.
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After you enter an enclosed area, all enemies will be set to your level there for the rest of the game. You cant keep coming back to the same ruin to get better stuff as you level (especially since enemies usually don't respawn).

Stronger enemies exist in the world at the start of the game. You're usually given enough warning if you don't want to fight anything too strong. The fallout system was created from Oblivion's but Fallout was a testing ground for tweaking level-scaling from too easy from almost no level-scaling (Morrowind) to too much level-scaling (Oblivion).
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>End of Fallout level-scaling explanation<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<


Please read before you post. Also I added a map of Skyrim and some of the cities and areas named on the map that might be of interest. As for roleplay value, it would make more since to not respawn for roleplay value. I think that there should be respawns for creatures out in the open world and for certain ruins and caves but some areas, such as if I cleared out a cave of thieves, they shouldn't be respawned and instead replaced by animals moving in like one of the Fighter's guild quests.
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alyssa ALYSSA
 
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Post » Sun Dec 19, 2010 3:57 pm

Concept art shows flaming arrows for bows. You may want to add that as a high possibility.
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kasia
 
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Post » Sun Dec 19, 2010 1:38 pm

So what exactly DID the magazine say about snow? I have been seeing people say it actually falls onto objects and builds up? If so this is HUGE. I don't care for all the avalanches and nonsense.

I just look at it as awesome because the weather effects would be bolstered so much by this. Entering a village after a large snow fall and everything is covered in snow. Enter it later and it is all melted and the village would look completely different.


Even if there are no gameplay applications to this I would be more then happy. It would make seasons more likely too. And even if Bethesda did not implement them, snow that builds and recedes would make it easy for modders to implement them.


Anywho, before I get too exited about the snow, what did GI say?
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SWagg KId
 
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Post » Sun Dec 19, 2010 3:28 pm

Feel free to post any other information you deem important that you found in the video so that we can compile it here. Thank you in advance.


I believe when Todd walked by the Level Designers' cubicles in the video posted today, he mentioned they are designing levels using what he called a "Creation Kit"
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NO suckers In Here
 
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Post » Mon Dec 20, 2010 5:14 am

I believe when Todd walked by the Level Designers' cubicles in the video posted today, he mentioned they are designing levels using what he called a "Creation Kit"


Already mentioned many times.
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Caroline flitcroft
 
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Post » Sun Dec 19, 2010 9:05 pm

Concept art shows flaming arrows for bows. You may want to add that as a high possibility.


I'll write this down and then review the video to confirm but obviously you saw it so it will most likely be added to this information. As for the creation kit, several people have mentioned it and I heard it in the video too. This too I will review to see if it is an actual in game thing or if the creation kit is like CS. As for the information about the snow, the information given about it in this thread is the information we got from GI. I didn't go anymore in-depth because people were getting angry about it. But the way they say it makes it seem like it will build up but don't quote me on that. And yes, that would be sweet for the snow to build up in the environment.
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darnell waddington
 
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Post » Sun Dec 19, 2010 3:31 pm

On Falkreath Hold: "Hold" is apparently a Nordic term for an administrative subdivision, like a province or county. Winterhold is both a hold and a city. Eastmarch is also a hold. So is Rift, presumably. Falkreath Hold is presumably the hold surrounding the city (or possibly town) of Falkreath. This would also explain why its label is so far from the large settlement in that corner of the map (that is, the town/city of Falkreath)
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RUby DIaz
 
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Post » Mon Dec 20, 2010 4:39 am

On Falkreath Hold: "Hold" is apparently a Nordic term for an administrative subdivision, like a province or county. Winterhold is both a hold and a city. Eastmarch is also a hold. So is Rift, presumably. Falkreath Hold is presumably the hold surrounding the city (or possibly town) of Falkreath. This would also explain why its label is so far from the large settlement in that corner of the map (that is, the town/city of Falkreath)


Okay, thank you for the information, I'll update the compilation with this knowledge. I have also updated the compilation to reflect that the concept art does indeed show flaming arrows but I placed it in the speculation section due to it being only concept art. Also have added the Creation Kit and information about that to those who are non-modders so that you may know what that means.
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RaeAnne
 
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Post » Sun Dec 19, 2010 6:20 pm

I find the map fascinating, knowing about the events preceding the "Infernal City", but since that is still set 160 before Skyrim who knows what has happened with the borders of the Provinces
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Portions
 
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Post » Sun Dec 19, 2010 5:21 pm

I find the map fascinating, knowing about the events preceding the "Infernal City", but since that is still set 160 before Skyrim who knows what has happened with the borders of the Provinces


Yep, it is very fascinating. Seeing all those villages and/or caves and ruins makes me even more anxious to get this game. Well the map given in this thread is the map that can be found on the wall at BGS. It is the current map of Skyrim that Bethesda is writing their ideas on.
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Haley Merkley
 
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Post » Sun Dec 19, 2010 4:53 pm

In fact, a quick check to the wiki confirms the following:

There are nine holds in Skyrim. The four traditionalist Old Holds are:

- Eastmarch (Central East, Volcanic Tundra; Major Settlements: Windhelm)
- Rift (Southeast, Fall Forest; Major Settlements: Riften)
- The Pale (Central, Snow)
- Winterhold (Northeast; Major Settlements: Winterhold, Dawnstar)

The only other Hold identified before Skyrim was released was supposedly the most cosmopolitan and naturally diverse:

- The Reach (Canyons and Mesas)

Judging by the anolysis of this map, we now know at least one more:

- Falkreath Hold (Southwest; Major Settlements: Falkreath)

That means there are three more regions identified on the map that we haven't been able to make out the names of.
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Marina Leigh
 
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Post » Sun Dec 19, 2010 4:25 pm

Edit: Oops, huge error. (Meaning this post right here, I accidently quoted my original post instead of editing it...) Ok but I've added the information you have given to the compilation.
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Miguel
 
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Post » Sun Dec 19, 2010 11:39 pm

I really think that Bethesda should make the "Creation Kit" for console users also...it seems they could do that...with a second disc...let's just hope so then I wouldn't have to buy a computer version as well...I have a strong speculation for this...
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Kill Bill
 
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Post » Sun Dec 19, 2010 9:30 pm

Can someone with the magazine fill in these blanks in the "Inside the Interface" here?:

"Every item in the inventory has a detailed, zoomable, [unreadable] ...image to examine, which pops up as [unreadable] ...you select the item, giving a tactile quality [to the?] objects you carry with you"
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Chris BEvan
 
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Post » Sun Dec 19, 2010 5:46 pm

Can someone with the magazine fill in these blanks in the "Inside the Interface" here?:

"Every item in the inventory has a detailed, zoomable, [unreadable] ...image to examine, which pops up as [unreadable] ...you select the item, giving a tactile quality [to the?] objects you carry with you"


The run down is when you open your inventory you can see the item like you would in Oblivion or Morrowind (item icon) except you see it as you would in the game. They also show this in the Behind-the-scenes video where they have drawings of the different types of meat. Basically you get to see your items in great detail in the inventory. That also reminds me to add that to the information. Thanks Mr. Tissue Box.

I really think that Bethesda should make the "Creation Kit" for console users also...it seems they could do that...with a second disc...let's just hope so then I wouldn't have to buy a computer version as well...I have a strong speculation for this...


That would take a great deal of time to create a program to be able to edit the console versions of the game. You would have to make a separate program for each, the xbox 360 and the PS3, let alone the PC. They usually release the editing tool for the PC a considerable time after the release of the game.
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Matthew Warren
 
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Post » Mon Dec 20, 2010 4:34 am

The run down is when you open your inventory you can see the item like you would in Oblivion or Morrowind (item icon) except you see it as you would in the game. They also show this in the Behind-the-scenes video where they have drawings of the different types of meat. Basically you get to see your items in great detail in the inventory. That also reminds me to add that to the information. Thanks Mr. Tissue Box.

Do we know if the detailed image of the object is a 3D render or just a 3D-looking illustration?
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Nicola
 
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Post » Mon Dec 20, 2010 4:24 am

Do we know if the detailed image of the object is a 3D render or just a 3D-looking illustration?


Rendered. If you have ever played SWG, it's like their inventory.
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Alyce Argabright
 
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Post » Sun Dec 19, 2010 4:44 pm

Rendered. If you have ever played SWG, it's like their inventory.

SWG?

(Star Wars Galaxies?)
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Chris BEvan
 
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Post » Sun Dec 19, 2010 6:04 pm

SWG?

(Star Wars Galaxies?)


Yeah. Though their renderings won't look as good as Skyrim hehe.
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Latisha Fry
 
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Post » Sun Dec 19, 2010 3:11 pm

Does anyone think the person in the screenshot with the three ice wraiths is wearing glass armor and has a glass shortsword?

The armor and weapon looks green to me.

Maybe it just appears to be green in the lighting or something.
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Tiffany Holmes
 
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Post » Sun Dec 19, 2010 3:54 pm

I think it's Elven Armor and a Glass Shortsword.

Also Sleign, what is your source that the weapons will be renders as opposed to static illustrations/images?
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Brittany Abner
 
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