Utilizador:Forfeit/Sandbox

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Things to Do/Remember

  • Nope, sorry. Nothing.

Oblivion NPC Conversation Notes

"I can't believe that Glistel would live with that Malintus Ancrus. Shameful, and her being such a lovely girl."

Generally speaking, it is fairly easy to find two characters talking to one another about their lives in Cyrodiil and the local gossip. However, certain locations at specific times can be filled with a large number of people talking. Although this makes it somewhat hard to zoom in on one specific conversation, it can be quite entertaining hearing all the people rambling on about all the hot gossip of Cyrodiil.

(This is, and will most likely remain, largely incomplete.)

Anvil

  • The Fo'c's'le/The Flowing Bowl: These two places usually have a fairly large amount of pirates and other regulars inside. Many of the regulars will be around at night time or when it is raining.

Bravil

  • The Lonely Suitor Lodge: Under certain circumstances, the Lonely Suitor can be filled with a good amount of people. Depending on quest progression, Jee-Tah and Ranaline will usually be found in the inn (always with Jee-Tah). Alval Uvani also makes the occasional appearance and Maglir can be found for a short time here. Ideally, having completed the main quest or not having started Dagon Shrine, and also having More Unfinished Business active can result in a high amount of activity in a fairly small location.

Bruma

  • Olav's Tap and Tack: My personal favorite. A fairly large amount of people visit the Tap and Tack in the evening. There will also always be at least two people in here (Olav and Gromm) if you have completed Accidents Happen. Ongar spends much of his time at this location as well. Many male Nords can be found in this location, so it can be a little hard to distinguish between the various conversations as many of the voices will be the same.

Cheydinhal

  • Riverview: When Voranil has his grand parties on Loredas, from 6pm until midnight, plenty of people can be found within the building. Note that you will have to trespass to enter, which could cause problems.

Chorrol

Imperial City

  • Iniel Sintav's House: Starting at 9am on Sundas, the Sintav family has a bit of a gathering at Iniel Sintav's house. They will stand around talking to each other for much of the day. Note that they follow Iniel to the nearby King and Queen Tavern when he takes his lunch.

Kvatch

  • None: N/A; The citizens don't have typical conversations. Their unique conversations can be heard at the campsite area.

Leyawiin

  • Leyawiin Castle: This is more or less a one time occasion unless you leave the quest active for a long time. The dinner party hosted by the Countess during Sanguine's quest results in a fairly large amount of people crowded together at the dinner table inside the castle. This is one I remember quite fondly, as I can recall everything from the pincers of a mudcrab and the general disliking of goblins being discussed at this supposedly formal dinner.

Skingrad

Other Locations

  • Roxey Inn: As long as you have not started Nothing You Can Possess, the three members of Claude Maric's gang of hired thugs can be found relaxing in the inn. Between them and the other regulars, a fairly large amount of characters can be found here; making it one of the better locations to hear wilderness/non-city-specific rumors.

Morrowind Difficulty Slider Tests

Out of personal interest, I decided to do some quick tests to see if the difficulty slider plays a role in anything besides combat. These certainly aren't expansive, thorough tests, but, along with other informal observations and what's said about it around the web, they were enough to convince me that the feature works as advertised, only modifying damage dealt/taken. I tested at the two extreme difficulty values, -100 and 100, and also at the default difficulty level of 0.

Alchemy

This test involved me using 44 large and small kwama eggs to make some restore fatigue potions. Recorded below is the number of potions that were successfully created:

# -100 0 100
One 33 39 31
Two 35 29 37
Three 35 37 32
Four 31 34 33
Five 30 38 34
Average 32.8 35.4 33.4

Hence I had the most success actually at 0 difficulty and the least success at -100 difficulty. Overall though, it was fairly close at all three settings.

Security

For this test, I used a master lockpick to break into the Palace of Vivec. The table below shows the number of attempts it took to successfully pick the lock:

# -100 0 100
One 2 2 1
Two 1 3 3
Three 3 8 2
Four 1 3 4
Five 1 1 1
Average 1.6 3.4 2.2

So here I had the most success at -100 difficulty and wasn't quite as lucky at 0 difficulty (must have drank some skooma to get that 8). Still though, pretty much at every difficulty level it took around 1-3 attempts to pick the lock. I bet the results would be much closer if I did, say, 20 run throughs of this at each difficulty.

Combat

Unlike the above, the difficulty slider did have a noticeable effect on melee combat. At -100 difficulty, I could kill a summoned Flame Atronach with a daedric club in only one hit. Meanwhile, at 0 difficulty it took on average 5 hits. At 100 difficulty, it took around 6 hits to kill the daedra. Similar results were found on a summoned Clannfear as well, albeit with a more variable weapon in the ebony mace. Like the flame atronach, on -100 difficulty the beast went down with only a single blow. At the default 0 difficulty, it took around 5-6 hits to kill the creature. Finally, at 100 difficulty, it took 6-7 hits to kill the Clannfear. Along with some less thorough tests, I think it's safe to conclude that the difficulty slider has a visible effect on the damage you deal to enemies, just as it is supposed to.

I didn't test it too much, but it seems like the melee damage you receive from attacks also is affected by the slider as well. At 100, a summoned Clannfear was hitting anywhere from the mid teens to the low twenty's. Meanwhile, at 0, the damage was mostly in the single digits. Didn't look at what it did at -100.

The difficulty slider appears to also have an effect on the damage dealt by marksman weapons. The Argonian acrobat Archer-For-Test armed with a dwarven crossbow and some corkbulb bolts could kill me in two shots at 100 difficulty while I wore no armor. However, at 0 difficulty, it took him 11 shots to kill me. And at -100 difficulty, it took 14 bolts in the back to end this adventurer's career. I didn't look at using a bow or crossbow myself, but from informal observations I'm fairly certain there is a difference in the damage you deal with marksman weapons depending on the difficulty level you are using.

Although melee and archery attacks are clearly affected by the difficulty slider, damage from spells appears to be the same no matter what level the slider is at. I first noticed this behavior after beginning to play on 100 difficulty as my ring of wildfire could still kill standard and diseased cliff racers with one use just as it did at 0 difficulty. Wanting to look into this some more, I hired the Argonian mage Wizard-For-Test to cast the Damage Health spell Daedric Bite (useful for this as its magnitude isn't variable) on me to figure this out. After having a few rounds at the Gateway, we went outside and determined that the spell did the same amount of damage no matter what setting the difficulty slider was at. So it appears that those wanting to make their encounters with wizards harder will not notice a difference in their battles aside from it taking longer to kill them if you are using a melee or marksman weapon and up the difficulty slider. Similarly, if you primarily use magic to take down your foes, you won't see too much of a difference at 100 difficulty aside from receiving increased damage from melee and archery attacks.

Junkbox

I always intended to fill this sandbox with all sorts of different stuff, but typically disregarded it. To end this, I've decided to put some random speculation and other observations regarding TES that I've noticed in my time editing here. Enjoy!

(Disclaimer: To newer editors reading this, these types of notes should typically not be included on pages unless they are backed up by solid facts in the games as opposed to just being based upon guess work, original research, and other speculation like the notes here.)

  • The next (numbered) Elder Scrolls game will be The Elder Scrolls VI: Summerset Isle.
Reasoning:
Now it is given that the first game in the series is The Elder Scrolls: Arena. While Arena is not numbered, it can be assumed that it is the "I" entry in the series based on the fact that Daggerfall, the second Elder Scrolls game released period, is the "II" entry in the series along with the fact that many series typically do not number their first entry. Also, by Lore:Tamriel, Arena is not a province of Tamriel. Thus we have that the "I" entry in the series is not named after a province. (1)
Continuing forward, we are given that The Elder Scrolls II: Daggerfall is the "II" entry in the series. Now, while Daggerfall is not a province of Tamriel, it can be assumed that this game refers to High Rock as being the province in which this game is named after. Hence the "II" entry in the series is named after a province by Lore:Tamriel. (2) Similarly, the "III" entry in the series is given to be The Elder Scrolls III: Morrowind. By Lore:Tamriel, Morrowind is a province of Tamriel so we have the "III" entry in the series also named after a province. (3) Also, note that Morrowind is the next province of Tamriel after High Rock if the provinces are listed alphabetically. (*)
Now we have The Elder Scrolls IV: Oblivion given to be the "IV" entry in the series. Fortunately, Oblivion is not a province of Tamriel. Hence we have the "IV" entry in the series not being named after a province. (4) We are also given that the "V" entry in the series is The Elder Scrolls V: Skyrim. By Lore:Tamriel, Skyrim is a province of Tamriel and so the "V" entry in the series is named after a province of Tamriel. (5)
We will now examine the conclusions made in (1), (2), (3), (4), and (5). From these statements, we can derive the pattern that an Elder Scrolls game not named after a province will be followed by two games named after a province. These two games will then be followed by a game not named after a province and so on. Also, by (*), for any pair of games named after provinces, the second game's province will be the province directly after the first one when the provinces are listed out alphabetically. Applying this pattern, we have the "VI" game in the series being named after a province. Furthermore, it will be named after the province that occurs directly after Skyrim alphabetically. Using Lore:Tamriel, we have that this province will be Summerset Isle.
Therefore we have that the "VI" entry in the Elder Scrolls series will be The Elder Scrolls VI: Summerset Isle as desired.
  • The Motierre family is "naughty". Particularly, it has some "naughty boys".
Reasoning:
During The Assassinated Man, when Hides-His-Heart learns that the Dark Brotherhood is also after Francois Motierre, he mockingly says: "The Dark Brotherhood? Oh, you have been a naughty boy, Motierre, haven't you? Stand aside, assassin! Motierre is mine! My employers demand it!" Similarly, when Astrid learns that Amaund Motierre's necklace is only given to Elder Council members, she will comment: "The Elder Council... Oh, now that explains quite a bit. Motierre, you naughty, naughty boy. Hiring the Dark Brotherhood to help you rise beyond your station. Delicious." As we can clearly see, both of these members of the Motierre family have been referred to as "naughty". To further back up this claim, if one searches the UESPWiki for the term naughty, they will find that the term is used sparingly, typically only being found in the names of a few Nords. Thus, it can be seen that the term is used somewhat exclusively in dialogue to describe members of this family.
Reasoning:
If you have Erandur following you around, when you are at a military fort he may comment: "When I was a young acolyte of Vaermina, I paid my dues in a shrine located within the catacombs of a fort in Cyrodiil." It just so happens that the Vaermina quest in Oblivion, the events of which happen in Cyrodiil, takes place in an old military fort called Arkved's Tower. Furthermore, the state of the fort after the events of that quest made the area look like a strange, nightmarish realm. Given this appearance, it would have made the place a perfect holy ground for the worshippers of Vaermina to make a shrine at.
Reasoning:
Well, I mean, first off we're in Cyrodiil. Why would there be Breton porters stationed at every single guildhall in Cyrodiil aside from the Chorrol branch? Anyways, getting into the actual argument, my reasoning rests on two ideas. The first is that the only Imperial porter is unique in that he is bugged. Unlike his Breton counterparts, he cannot offer repair services. This leads me to believe that he is likely the last remaining character that has the original porter design since perhaps the porters weren't initially intended to provide repair services. After all, that's more of a job for a smith. The repair service was implemented when the Breton porters came into existence and the old Imperial porter was left out of obtaining this new trade.
Aside from the bugged qualities of the remaining Imperial porter, the concept that the porters were originally Imperials also comes from the common conditions seen in the group of rumors known as FGConversations. In order for this dialogue to be used in rumors or conversations by a character, they must be a male, Imperial member of the Fighters Guild. Plenty of Fighters Guild members fulfill these conditions, right? Nope! Aside from our glitchy friend from Chorrol, there are only a handful of male Imperials in the Fighters Guild (Rufrius Vinicius, Viranus Donton (dies during the quest line), Antus Flonius, Vantus Prelius (he's too busy being drunk and disorderly though), and Fadus Calidius, aside from maybe some deceased members that we don't need to worry about). This causes this large amount of unique rumors to be difficult to hear in most guildhalls since only one person at most can say any of these lines. Rather than recording all this dialogue for a few lines to be heard in passing by talkative players or those, like me, who really enjoy the conversation system in Oblivion, it was probably intended that there would be at least one Imperial in each guildhall. These Imperials would be the porters stationed at every guildhall across Cyrodiil. However, FGConversations or its conditions were probably forgotten about when the porters were changed into Bretons. A shame too, because everyone needs to learn about how Fighters Guild members get their armor...
  • Betting activities (too speculative to say more even for my tastes) were intended to be included in each major city in Oblivion.
Reasoning:
Strangely enough, what gave me this idea was the semi-unique goodbye line used by a few characters, which is, "Have a good day now." Out of all the characters that use this line, the Arena Gatekeeper Hundolin looks to me like the only character that should really say this line, given that it seems to only be spoken during the times in which the Arena is open. Why these other random characters say this is, of course, because they were meant to say this when you exited dialogue with them while their betting activity was open during the day. Based on who says this line, we would have the following characters in charge of their town's gambling activity:
Imperial City: Hundolin (obviously)
Anvil: Didier Aumilie
Bravil: Andragil
Bruma: Istirus Brolus
Cheydinhal: Shelley
Leyawiin: J'bari
Skingrad: Graklak gro-Buglump
As you may have noticed, there is no character that says this line in Chorrol or Kvatch. For the later, there was supposedly an arena in Kvatch before it was destroyed according to Guilbert Selone. As for Chorrol, it appears that gambling was intended to be a part of the citizens' lives, as rumors exist in the Construction Set that talk about citizens betting with Hundolin, such as: "Hmmm... maybe I should start betting with Hundolin as well."
Speaking of rumors, there is a bit more to this argument than a five word farewell. It just so happens that there are rumors about J'bari, Graklak, and Shelley that talk about betting. For J'bari, we have people talking about making bets with him and him paying them on time, such as: "Have you ever made any bets with J'bari?" For Graklak, citizens would have expressed their reservations in placing bets with him: "I wouldn't mind making a few bets, but I'm not sure about Graklak. He seems a bit slick to me." Finally, people would have mentioned that Shelley would take the moral high ground if you did any betting around her: "I'd like to bet, but I don't want to be told that what I'm doing is sinful." However, none of these characters' activities in the game really suggest that they gamble or do anything of the sorts. They also don't mention it in their dialogue. Specifically, J'bari only talks about his master training and never leaves his house and Graklak lives a fairly innocent life (except when his low responsibility tells him to commit some crimes) and his only unique dialogue is about as boring as it gets. Also, Shelley doesn't say anything unique and lives a pretty standard life. So it seems strange that characters would talk about making bets unless these characters were involved in this proposed gambling circuit across Cyrodiil.