To me, this small aspect of the main quest represents the whole of modern Bethesda's game design philosophy: hold the player's hand at all costs. Don't let them choose ''incorrectly''... by not letting them choose anything, period.
This is not role-playing.
Another example of this insulting condescension are the ''puzzle doors'' found within Nord ruins... that aren't puzzles. You aren't asked to solve anything. You aren't even given the 'option' to solve anything. You are 'given' the answer right off the bat, as if you, the player, were considered stupid by the design team that worked on that particular aspect of the game. Why go to all the trouble of designing these doors if they weren't going to serve any sort of function whatsoever? Unless, of course, they 'were' going to be actual puzzles, before Todd or his boyfriend Emil made them change it for the sake of ''accessibility'' (lol!).
They don't understand role-playing, period. At least, not anymore. God, I wish Julian Lefay would come back and take over as project-lead for Elder Scrolls.
1. Open ESP file in any Hex Editor and change a single byte - at position 20, replace 2B with 2C. 2. Extract contents of the BSA with Bethesda Archive Extractor (aka BAE). 3. Optionally, repack the BSA with official TESArchive tool from Creation Kit.
That's literally it. No need to recompile scripts nor open the ESP with Creation Kit.
I just thought I'd say I love this mod and I hope to see it on SSE at some point. I know SKSE is not out yet, but it'll be awesome if this mod surfaces on SSE at some point(even if it is awhile from now)!!
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hahaha dude that photo with the jester cap is amazing
This is not role-playing.
Another example of this insulting condescension are the ''puzzle doors'' found within Nord ruins... that aren't puzzles. You aren't asked to solve anything. You aren't even given the 'option' to solve anything. You are 'given' the answer right off the bat, as if you, the player, were considered stupid by the design team that worked on that particular aspect of the game. Why go to all the trouble of designing these doors if they weren't going to serve any sort of function whatsoever? Unless, of course, they 'were' going to be actual puzzles, before Todd or his boyfriend Emil made them change it for the sake of ''accessibility'' (lol!).
Since it uses oldrim skse, I can't port it using the usual means :(
1. Open ESP file in any Hex Editor and change a single byte - at position 20, replace 2B with 2C.
2. Extract contents of the BSA with Bethesda Archive Extractor (aka BAE).
3. Optionally, repack the BSA with official TESArchive tool from Creation Kit.
That's literally it. No need to recompile scripts nor open the ESP with Creation Kit.
Name also makes me chuckle every time I see it in my modlist, lol.