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** During "The Golden Claw", Arvel the Swift has different dialogue if you manage to talk to him without killing the Wounded Frostbite Spider that has him trapped (by Calming or sneaking past it).



* When bringing Serana to Castle Volkihar, the quest marker directs you to a small jetty with a boat near Northwatch Keep. That being said, the ''Dawnguard'' DLC also adds ferrymen to Windhelm, Dawnstar, or Solitude that normally take you between the three, and you can pay them to take you to the island instead. However, since they normally avoid the island due to the (fairly justified) belief that it's cursed, they will gouge the hell out of you.

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* When bringing Serana to Castle Volkihar, the quest marker directs you to a small jetty with a boat near Northwatch Keep. That being said, the ''Dawnguard'' DLC also adds ferrymen to Windhelm, Dawnstar, or and Solitude that normally take you between the three, and you can pay them to take you to the island instead. However, since they normally avoid the island due to the (fairly justified) belief that it's cursed, they will gouge the hell out of you.
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* Sheogorath has an [[http://en.uesp.net/wiki/Oblivion:Sheogorath impressive amount of alternate dialogue]] if you visit his shrine (to complete his Daedric quest) at any point after you've installed the ''Shivering Isles'' DLC. Depending on when you visit him, his responses range from confusion that you're talking to him (when you've already visited his palace in said region) to near-anger that you've purposely stepped out of the Isles to handle a trivial matter back in Cyrodiil. If you hold off on doing the Shrine quest until after you've completed the DLC, you'll be greeted by [[spoiler:Haskill instead, who tells you that there's still a task left over that Sheogorath wanted his successor to finish]].

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* Sheogorath has an [[http://en.uesp.net/wiki/Oblivion:Sheogorath impressive amount of alternate dialogue]] if you visit his shrine (to complete his Daedric quest) at any point after you've installed the ''Shivering Isles'' DLC. Depending on when you visit him, his responses range from confusion that you're talking to him (when you've already visited his palace in said region) to near-anger that you've purposely stepped out of the Isles to handle a trivial matter back in Cyrodiil. If you hold off on doing the Shrine quest until after you've completed the DLC, you'll be greeted by [[spoiler:Haskill instead, who tells you that there's still a task left over that Sheogorath wanted his successor to finish]].finish. He'll also sass you for praying to ''yourself'']].
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** Similarly, if you've killed [[spoiler: Grelod the orphanage owner]] ''before'' starting the Dark Brotherhood initiation quest, Aventus Aretino will be amazed at the guild's efficiency when you go to talk with him about his Black Sacrament. Muiri will also have changed dialogue if you cleared out Raldbthar before "Mourning Never Comes", expressing disappointment that she didn't get to cause Alain Dufont's death herself, as well as the fact that she didn't get the chance to take care of something else that she wanted to at the same time (that is, requesting that you also kill Nilsine Shatter-Shield while you're at it), but trusting that you already killed him.

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** Similarly, if you've killed [[spoiler: Grelod the orphanage owner]] ''before'' starting the Dark Brotherhood initiation quest, Aventus Aretino will be amazed at the guild's efficiency when you go to talk with him about his Black Sacrament. Muiri will also have changed dialogue if you cleared out Raldbthar before "Mourning Never Comes", expressing disappointment that she didn't get to cause Alain Dufont's death herself, as well as the fact that she didn't get the chance to take care of something else that she wanted to at the same time (that is, requesting that you also kill Nilsine Shatter-Shield while you're at it), but trusting that you already killed him. This does lock her out of being a marriage candidate, however, as killing Nilsine is her requirement for the option.



* If an NPC is carrying firewood (as in doing the 'picking up chopped wood from a pile and carrying it in their arms' animation), and you kill them, firewood will drop as an item.

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* If an NPC is carrying firewood (as in doing the 'picking up chopped wood from a pile and carrying it in their arms' animation), and you kill them, firewood will drop as an item. You can also pickpocket it right out of their hands.
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** Similarly, if you've killed [[spoiler: Grelod the orphanage owner]] ''before'' starting the Dark Brotherhood initiation quest, Aventus Aretino will be amazed at the guild's efficiency when you go to talk with him about his Black Sacrament. Muiri will also have changed dialogue if you cleared out Raldbthar before "Mourning Never Comes", expressing disappointment that she didn't get to cause Alain Dufont's death herself but trusting that you already killed him.

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** Similarly, if you've killed [[spoiler: Grelod the orphanage owner]] ''before'' starting the Dark Brotherhood initiation quest, Aventus Aretino will be amazed at the guild's efficiency when you go to talk with him about his Black Sacrament. Muiri will also have changed dialogue if you cleared out Raldbthar before "Mourning Never Comes", expressing disappointment that she didn't get to cause Alain Dufont's death herself herself, as well as the fact that she didn't get the chance to take care of something else that she wanted to at the same time (that is, requesting that you also kill Nilsine Shatter-Shield while you're at it), but trusting that you already killed him.
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* If you somehow (via modding, colsole, or otherwise) manage to chase Alduin over the ridge of Bleak Falls Barrow after exiting Helgen at the very start of the game, you will find that he does not actually vanish, but flies over to the Throat of the World, heads two thirds of the way up the mountain, and then heads due east. If the player is skilled and determined enough, and has managed to disable invisible barriers, they can chase him all the way to the Velothi mountains, and see him circling in one particular region: [[TheVeryDefinitelyFinalDungeon Skuldafn]].

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* If you somehow (via modding, colsole, console, or otherwise) manage to chase Alduin over the ridge of Bleak Falls Barrow after exiting Helgen at the very start of the game, you will find that he does not actually vanish, but flies over to the Throat of the World, heads two thirds of the way up the mountain, and then heads due east. If the player is skilled and determined enough, and has managed to disable invisible barriers, they can chase him all the way to the Velothi mountains, and see him circling in one particular region: [[TheVeryDefinitelyFinalDungeon Skuldafn]].
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Cleanup


* If you somehow via Modding, colsole, or other manage to chase alduin over the ridge of Bleak Falsl Barrow after exiting Helgen, you will find that he does not actually vanish, but flies over to the throat of the world, heads two thirds of the way up the mountain, and then heads due east. IF the player is skilled and determined enough, and has managed to disable invisible barriers, they can chase him all the way to the Velothi mountains, and see him circling in one particular region. The exact location he circles? Skuldafn. This information brought to you by Play as A Dragon

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* If you somehow via Modding, (via modding, colsole, or other otherwise) manage to chase alduin Alduin over the ridge of Bleak Falsl Falls Barrow after exiting Helgen, Helgen at the very start of the game, you will find that he does not actually vanish, but flies over to the throat Throat of the world, World, heads two thirds of the way up the mountain, and then heads due east. IF If the player is skilled and determined enough, and has managed to disable invisible barriers, they can chase him all the way to the Velothi mountains, and see him circling in one particular region. The exact location he circles? Skuldafn. This information brought to you by Play as A Dragonregion: [[TheVeryDefinitelyFinalDungeon Skuldafn]].
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added trivia

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* If you somehow via Modding, colsole, or other manage to chase alduin over the ridge of Bleak Falsl Barrow after exiting Helgen, you will find that he does not actually vanish, but flies over to the throat of the world, heads two thirds of the way up the mountain, and then heads due east. IF the player is skilled and determined enough, and has managed to disable invisible barriers, they can chase him all the way to the Velothi mountains, and see him circling in one particular region. The exact location he circles? Skuldafn. This information brought to you by Play as A Dragon

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* If you manage to have enough money to buy Breezehome at the moment the option becomes available right at completion of mainquest "Bleakfalls Barrow", and visit it prior to completing the next quest "Dragon Rising" (ingame dialog urges you to procede), you'll notice Lydia's bedroom doesn't spawn until she's assigned as your housecarl.

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* If you manage to have enough money to buy Breezehome at the moment the option becomes available right at completion of mainquest "Bleakfalls main quest "Bleak Falls Barrow", and visit it prior to completing the next quest "Dragon Rising" (ingame (in-game dialog urges you to procede), proceed), you'll notice Lydia's bedroom doesn't spawn until she's assigned as your housecarl.



* When fleeing Helgen with Hadvar at the start, if playing without an alternate start mod, and if you didn't wander too much before proceding with the main quest, you normally reach Riverwood during daytime. Alvor will be working in his forge, and he will temporarily stop working to welcome Hadvar and the Dragonborn; the dialog ends with Alvor mentioning he'll go back to work. If for some reason you enter Riverwood at a different time, Alvor will conclude the dialog with a different line. If he was currently sleeping when you arrived, he'll say he's going to get some rest; if you meet him outside of his worktime but when he isn't sleeping, there's no specific ending to the discussion.
* The effect of the Speech skill on prices is capped at 100. It normally has no effect since skills are supposed to be capped at 100 anyway, but this limitation prevents players to break the economy if playing with mods or tweaks which change the skills' caps: if this feature weren't capped, a higher than 100 Speech would result in the player being able to sell items for more money than the merchant sell them (in other words, free unlimited money).

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* When fleeing Helgen with Hadvar at the start, if playing without an alternate start mod, and if you didn't wander too much before proceding proceeding with the main quest, you normally reach Riverwood during daytime. Alvor will be working in his forge, and he will temporarily stop working to welcome Hadvar and the Dragonborn; the dialog ends with Alvor mentioning he'll go back to work. If for some reason you enter Riverwood at a different time, Alvor will conclude the dialog with a different line. If he was currently sleeping when you arrived, he'll say he's going to get some rest; if you meet him outside of his worktime but when he isn't sleeping, there's no specific ending to the discussion.
* The effect of the Speech skill on prices is capped at 100. It normally has no effect since skills are supposed to be capped at 100 anyway, but this limitation prevents players to break the economy if playing with mods or tweaks which change the skills' caps: if this feature weren't capped, a higher than 100 Speech would result in the player being able to sell items for more money than the merchant sell sells them (in other words, free unlimited money).money).
* If you bring Mjoll the Lioness to Mzinchaleft, some of her ambient dialog will comment on never expecting to return there, after being severely injured by a Dwarven Centurion there.
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* Even though the Healing and Flames spells are available by default for all races, they still have spell tomes associated with them (which are normally just glorified junk), just in case you mod in a character that doesn't have those spells at the start.

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* Even though the Healing and Flames spells are available by default for all races, they still have spell tomes associated with them (which are normally just glorified junk), just in case you mod in a character that doesn't have those spells at the start. Those spell tomes even appear in various vendor lists and the Whiterun court mage Farengar Secret-Fire (who you ''must'' meet early in the main quest) always sell them.
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Vendor Trash is being disambiguated


* Even though the Healing and Flames spells are available by default for all races, they still have spell tomes associated with them (which are normally just glorified VendorTrash), just in case you mod in a character that doesn't have those spells at the start.

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* Even though the Healing and Flames spells are available by default for all races, they still have spell tomes associated with them (which are normally just glorified VendorTrash), junk), just in case you mod in a character that doesn't have those spells at the start.



* Inigo is standout example of this in modding, because he responds to ''everything'' you could possibly do in the vanilla game and its DLC content. No matter where you go or what you do, he has a comment on it, and his commentary can get extremely specific is you ask him how he thinks you're doing, such as remarking on how long you've been wearing armor, what political affiliations you have, or even if you're carrying certain items like animal meats, human flesh, or VendorTrash. He even has an in-universe justification for repeating dialog, "Too much skooma back in the day."

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* Inigo is standout example of this in modding, because he responds to ''everything'' you could possibly do in the vanilla game and its DLC content. No matter where you go or what you do, he has a comment on it, and his commentary can get extremely specific is you ask him how he thinks you're doing, such as remarking on how long you've been wearing armor, what political affiliations you have, or even if you're carrying certain items like animal meats, human flesh, or VendorTrash.flesh. He even has an in-universe justification for repeating dialog, "Too much skooma back in the day."
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* In ''VideoGame/TheForgottenCity'' mod when you have to [[spoiler: kill Rykas for his unique armor]], using console commands to [[spoiler: kill him and then resurrect him after taking it]] will have him comment that your armor looks very familiar.

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* In ''VideoGame/TheForgottenCity'' mod when you have to [[spoiler: kill Rykas for his unique armor]], using console commands to [[spoiler: kill him and then resurrect him after taking it]] it, or wearing it on any time loop after the one you killed him on]] will have him comment that your armor looks very familiar.
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* The effect of the Speech skill on prices is capped at 100. It normally has no effect since skills are supposed to be capped at 100 anyway, but this limitation prevents players to break the economy if playing with mods or tweaks which change the skills' caps: if this feature weren't capped, a higher than 100 Speech would result in the player being able to sell items for more money than the merchant sell them (in other words, free unlimited money).

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* When you start the main questline of ''Dragonborn'', Miraak will appear to steal the souls of Dragons that you've killed with an irritatingly high frequency. With one exception: when you get sent to Saering's Watch to learn the first word of Bend Will, you'll have to fight a Dragon there. If you had no other Dragon Souls to spare, Miraak will not appear, ensuring that you can at least learn one word of Bend Will and make some progress without having to laboriously hunt down more Dragons. Similarly, after exiting Nchardak after having learned the second word, Miraak will send a dragon to attack you, and won't appear after you kill said dragon.

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* When you start the main questline of ''Dragonborn'', Miraak will appear to steal the souls of Dragons that you've killed with an irritatingly high frequency. With one exception: when you get sent to Saering's Watch to learn the first word of Bend Will, you'll have to fight a Dragon there. If you had no other Dragon Souls to spare, Miraak will not appear, ensuring that you can at least learn one word of Bend Will and make some progress without having to laboriously hunt down more Dragons. Similarly, after exiting Nchardak after having learned the second word, Miraak will send a dragon named Krosulhah to attack you, and won't appear after you kill said dragon.Krosulhah.
** On the subject of Krosulhah, he is more talkative then your average dragon and will comment upon being hit with Dragonrend.
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Mystic → Mythic


* In the ''Knights of the Nine'' DLC, the Prophet who sends you on your first mission ("Pilgrimage") has a number of different responses for what the player has done up to that point. This includes all of the side mission chains, as well as whether you've already completed the main quest or not. He will even acknowledge whether you performed a FaceHeelTurn and joined the Mystic Dawn during the main quest to infiltrate their shrine. Amusingly, if you attempt to interact with the Wayshrines during the Pilgrimage while wearing [[spoiler:the Gray Fox's mask, the final reward from the Thieves' Guild questline]], the gods themselves will chide you for wearing a "false face" instead of your true identity.


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* In the ''Knights of the Nine'' DLC, the Prophet who sends you on your first mission ("Pilgrimage") has a number of different responses for what the player has done up to that point. This includes all of the side mission chains, as well as whether you've already completed the main quest or not. He will even acknowledge whether you performed a FaceHeelTurn and joined the Mystic Mythic Dawn during the main quest to infiltrate their shrine. Amusingly, if you attempt to interact with the Wayshrines during the Pilgrimage while wearing [[spoiler:the Gray Fox's mask, the final reward from the Thieves' Guild questline]], the gods themselves will chide you for wearing a "false face" instead of your true identity.

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If it's explicitly stated then it indicates strongly indcates the author was expecting people to try, and thus hardly counts as foresight.


** "Miracle" is the ultimate Enchanting perk, and allows to put ''three'' enchantments (instead of the normal maximum of two) on an item, and makes those enchantments stronger than they normally would. The perk's description states in explicit terms that it only works once, and, indeed, turning the Enchanting skill legendary in order to train it again to 100 will fail, since the game will refuse to let you get the Miracle perk again.[[note]]The game checks if the miracle has been used through a hidden perk. It's possible to use several miracles by using the console.[[/note]]
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This just seems like Bethesda scripting Serana to go home, which would happen to be your house if you marry her, rather than foresight


* When you convince Serana to [[spoiler:be cured from her vampiric condition]] after the end of ''Dawnguard'' and if you married her with mods or console commands prior sending her to do this task, once she has finished she will come back straight to the marital home instead of her Vanilla residence ([[spoiler:either Castle Volkihar or Fort Dawnguard]]).
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The naked dialog thing sounds more like the exact opposite of foresight - Bethesda hadn't considered it, so the NP Cs just make generic comments.


* If the Dragonborn changes into werewolf form in Jorrvaskr, not only will the Companions not attack on sight like nearly every other NPC in the game, but they will use the same radiant dialogue they'd use if the Dragonborn was naked.

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* If the Dragonborn changes into werewolf form in Jorrvaskr, not only will the Companions not attack on sight like nearly every other NPC in the game, but they will use the same radiant dialogue they'd use if the Dragonborn was naked.not become hostile.

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Part Repair Dont Respond, part Edit Tip 5.


* If you progress far enough into the Companions' questline to become a werewolf, then join the Dark Brotherhood, Arnbjorn, who used to be in the Companions and is also a werewolf, will know you're one the first time you talk to him and hopes you have better luck with them than he did.
** Subverted however, in that if you use a mod to make yourself a werewolf without doing the Companion questline, he'll also make the same remarks, as in the vanilla game the Companions' questline is the only way of becoming a werewolf. Ergo, the trigger for Arnbjorn's dialogue is whether or not you're a werewolf rather than whether or not you're a Companion.

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* If you progress far enough into the Companions' questline to become a werewolf, then join the Dark Brotherhood, Arnbjorn, who used to be in the Companions and is also a werewolf, will know you're one the first time you talk to him and hopes you have better luck with them than he did.
** Subverted however, in that if you use a mod to make yourself a werewolf without doing the Companion questline, he'll also make the same remarks, as in the vanilla game the Companions' questline is the only way of becoming a werewolf. Ergo, the
did.[[note]]The trigger for Arnbjorn's dialogue is actually whether or not you're a werewolf rather than whether or not you're a Companion. Companion though, so if you use a mod to make yourself a werewolf he'll also make the same remarks even if you haven't joined the guild.[[/note]]
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Just noticed this during my current playthrough (I never played Stormcloak, so I don't know if there's a similar modular dialog if following Ralof)

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* When fleeing Helgen with Hadvar at the start, if playing without an alternate start mod, and if you didn't wander too much before proceding with the main quest, you normally reach Riverwood during daytime. Alvor will be working in his forge, and he will temporarily stop working to welcome Hadvar and the Dragonborn; the dialog ends with Alvor mentioning he'll go back to work. If for some reason you enter Riverwood at a different time, Alvor will conclude the dialog with a different line. If he was currently sleeping when you arrived, he'll say he's going to get some rest; if you meet him outside of his worktime but when he isn't sleeping, there's no specific ending to the discussion.
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* ''Helgen Reborn'' redubs all of Froki's vanilla dialog with a new actor, as he plays into a side quest later on with new dialog. It prevents a notable difference in actors later on.
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* Some Speech checks (notably, the one where you need to convince Whiterun guards to let you in the city early in the main quest) are supposed to be impossible to fail because the required skill level is lower than the starting level of the skill at game's creation (15), but those challenges still have a failure answer which triggers if needed (e.g. if playing with a mod changing the skills' starting level).
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* When you first enter Markarth, a small scene will trigger where a visitor to the city will be murdered by an agent of the Forsworn. If you're fast enough, you can kill the agent before he gets to her. Talk to her, and she'll thank you for saving her life and reward you with a piece of jewelry. Later, during the quest "The Forsworn Conspiracy" (which is started after said scene), you're able to ask her directly for information, rather than having to search her room.

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* When you first enter Markarth, a small scene will trigger where a visitor to the city named Margaret will be murdered by an agent of the Forsworn. If you're fast enough, you can kill the agent before he gets to her. Talk to her, and she'll thank you for saving her life and reward you with a piece of jewelry. Later, during the quest "The Forsworn Conspiracy" (which is started after said scene), you're able to ask her directly for information, rather than having to search her room.
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* Valmir introduces the "Siege on the Dragon Cult" quest by telling the Dragonborn that the faction's leader (he spawns as a NPC of the Civil War faction you choose, or as an Imperial if you didn't start the Civil War questline) tasked him to retrieve a powerful weapon from the nearby ruins. If you start "Siege on the Dragon Cult" after finishing the Civil War questline, you can say "General Tullius/Ulfric Stormcloak never mentioned you..."; Valmir retorts Tullius[=/=]Ulfric would deny because spies are everywhere, and the briefing proceeds as intended.
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* If you manage to have enough money to buy Breezehome at the moment the option becomes available right at completion of mainquest "Bleakfalls Barrow", and visit it prior to completing the next quest "Dragon Rising" (ingame dialog urges you to procede), you'll notice Lydia's bedroom doesn't spawn until she's assigned as your housecarl.

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** Miracle is the ultimate Enchanting perk, and allows to put ''three'' enchantments (instead of the normal maximum of two) on an item, and makes those enchantments stronger than they normally would. The perk's description states in explicit terms that it only works once, and, indeed, turning the Enchanting skill legendary in order to train it again to 100 will fail, since the game will refuse to let you get the Miracle perk again.[[note]]The game checks if the miracle has been used through a hidden perk. It's possible to use several miracles by using the console.[[/note]]
** Aurification allows to insta-kill a paralyzed target by turning it into gold. Characters flagged essential are immune to this, to prevent it from breaking the game ([[LordBritishPostulate or to make sure smart players don't use this power on purpose to get rid of critical characters]]).

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** Miracle "Miracle" is the ultimate Enchanting perk, and allows to put ''three'' enchantments (instead of the normal maximum of two) on an item, and makes those enchantments stronger than they normally would. The perk's description states in explicit terms that it only works once, and, indeed, turning the Enchanting skill legendary in order to train it again to 100 will fail, since the game will refuse to let you get the Miracle perk again.[[note]]The game checks if the miracle has been used through a hidden perk. It's possible to use several miracles by using the console.[[/note]]
** Aurification "Aurification" allows to insta-kill a paralyzed target by turning it into gold. Characters flagged essential are immune to this, to prevent it from breaking the game ([[LordBritishPostulate or to make sure smart players don't use this power on purpose to get rid of critical characters]]). characters]]).
** "That Which Does Not Kill You…" (Alchemy) gives three free perk points and a passive buff to crafted potions' potency if you survived a powerful poisoning effect granted when you take the perk. If you reset Alchemy's progression after already having taken That Which Does Not Kill You…, you won't be able to gain the perk again, to prevent you to gain unlimited free perk points this way.
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* In the Forgotten City mod when you have to [[spoiler: kill Rykas for his unique armor]], using console commands to [[spoiler: kill him and then resurrect him after taking it]] will have him comment that your armor looks very familiar.

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* In the Forgotten City ''VideoGame/TheForgottenCity'' mod when you have to [[spoiler: kill Rykas for his unique armor]], using console commands to [[spoiler: kill him and then resurrect him after taking it]] will have him comment that your armor looks very familiar.
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* Normally, ''Dawnguard's'' main quest starts when you're approached by Durak in any of the main cities, who will give you the quest marker and map icon for Dayspring Canyon, where you can find him practicing with his crossbow. If you manage to stumble into Dayspring Canyon before it is marked, Durak will be there, and he'll give you unique dialogue on joining the Dawnguard and meeting Isran, and the main quest proceeds as normal.
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If it's not an example per the note, then it shouldn't be listed.


* If you have Serana as a follower when you do the quest "The House of Horrors", she'll cower in fear when you speak to Molag Bal. [[RapeAsBackstory Given what he did to Serana]], it's hard to fault the poor woman.[[note]]This isn't actually Foresight; it's a quirk that arises from her sandboxing AI and the cowering animation tied to Molag Bal's altar.[[/note]]
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* If you have Serana as a follower when you do the quest "The House of Horrors", she'll cower in fear when you speak to Molag Bal. [[RapeAsBackstory Given what he did to Serana]], it's hard to fault the poor woman.

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* If you have Serana as a follower when you do the quest "The House of Horrors", she'll cower in fear when you speak to Molag Bal. [[RapeAsBackstory Given what he did to Serana]], it's hard to fault the poor woman.[[note]]This isn't actually Foresight; it's a quirk that arises from her sandboxing AI and the cowering animation tied to Molag Bal's altar.[[/note]]
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* The ''Ordinator'' mod consists of a whole overhaul of the perk trees and includes a few examples as well:

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* The ''Ordinator'' ''VideoGame/OrdinatorPerksOfSkyrim'' mod consists of a whole overhaul of the perk trees and includes a few examples as well:

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