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* You can encounter bandits trying to raid a giant's camp north of Rorikstead in Whiterun. Usually these bandits will be wiped out quickly, but on the off chance one survives and flees, he won't just randomly run away. He has a custom AI package that causes him to run to a cavern named Oritheim north of the giant camp, where some more bandits live who are surrounded by mammoth remains, and the bandit leader had a journal complaining that they're running out of food and desperate for anything, including mammoth meat. What really makes this a case of DevelopersForesight is that once you've cleared this bandit cave out, the attacks on the giant camp will stop.

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* You can encounter bandits trying to raid a giant's camp north of Rorikstead in Whiterun. Usually these bandits will be wiped out quickly, but on the off chance one survives and flees, he won't just randomly run away. He has a custom AI package that causes him to run to a cavern named Oritheim north of the giant camp, where some more bandits live who are surrounded by mammoth remains, and the bandit leader had a journal complaining that they're running out of food and desperate for anything, including mammoth meat. What really makes this a case of DevelopersForesight Developers Foresight is that once you've cleared this bandit cave out, the attacks on the giant camp will stop.



* Frost Atronachs will not fight Wispmothers, as they are both frost elementals. If you're fighting a Wispmother and use Conjuration to summon a Frost Atronach to help, he'll simply kneel before her, and she'll continue to send her Wisps to attack you.

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* Frost Atronachs will not fight Wispmothers, as they are both frost elementals. If you're fighting a Wispmother and use Conjuration to summon a Frost Atronach to help, he'll simply he will kneel before her, her and she'll neither will fight each other, meanwhile her Wisps will continue to send her Wisps to attack you.you.
* Playing hide-and-seek with the town children will level your Sneak ability.
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* Frost Atronachs will not fight Wispmothers, as they are both frost elementals. If you're fighting a Wispmother and use Conjuration to summon a Frost Atronach to help, he'll simply kneel before her, and she'll continue to send her Wisps to attack you.
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* The Glimma berserker Nord follower, as well as using tons of dialogue from other characters played by Corrie English, will sometimes have a glazed look in her eyes after battle like she had gone berserk. After a few seconds she will return to the beautiful look and personality she has.
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* In the quest "Lost to the Ages", the ghost of the adventurer Katria can accompany you, and when you pass by her corpse, she'll ask you to grab the journal from her body. You can, of course, loot everything else she had on her; and if you take her armor, she has a unique line complaining about it and asking why you couldn't leave her "with just a little dignity".
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* If you're caught while stealing only food or potions, then eat/drink them before guards catch you, it doesn't count as you committing a crime because there's no evidence. This also happens if you pass by a guard, he notices you from your bounty, and then eat the food before talking to him.
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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.

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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]]
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* Entering the Ragged Flagon Cistern requires to properly join the Thieves Guild; the door is initially blocked and unpickable. If you enter the Cistern anyway without belonging to the Thieves Guild (possible only by cheating or using a mod which alters the Thieves Guild questline), the action is registered as "trespassing".
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* In the base game, the only way to effectively "join" the Penitus Oculatus is to eliminate the Dark Brotherhood. However, if you're allied with them and wearing a set of their armor ''and'' the Emperor is dead, there are special lines spoken by the guards regarding your inability to save the Emperor. This is, however, impossible in an un-modded game because the only way to kill the Emperor is to complete the Dark Brotherhood questline, which is naturally impossible if you've already wiped them out. That didn't stop Bethesda from recording these lines.
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* The ''Ordinator'' mod consists in a whole overhaul of the perk trees and include a few examples as well:
** 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.
** Aurification allows to insta-kill a paralyzed target by turning it into gold. Characters flagged essential are immuned to this, to prevent it to break 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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* In the Gray Cowl of Nocturnal mod, if you have completed Molag Bal and/or Sheogorath's quests beforehand, they will acknowledge that this isn't the first time you have met.
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* In Elenwen's Solar during "Diplomatic Immunity," you can eavesdrop on a conversation between a Thalmor agent and one of their spies, Gissue, who is looking for Esbern. If you don't kill the spy before he's dismissed and leaves, you can find him later in Riften in the Ragged Flagon. Pickpocketing him reveals orders that he's there waiting for you to show up. He has nothing to say to you, but once you ask around about Esbern, he leaves the Flagon and you can follow him to eavesdrop on him talking to his Thalmor contact. Evade detection from them and head back into the Flagon (or just wait in there for them in the first place) and you can witness the Thalmor soldiers come in and question the owner, then leave when he refuses to cooperate while Gissur stays behind to keep an eye out for you.

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* In Elenwen's Solar during "Diplomatic Immunity," you can eavesdrop on a conversation between a Thalmor agent and one of their spies, Gissue, Gissur, who is looking for Esbern. If you don't kill the spy before he's dismissed and leaves, you can find him later in Riften in the Ragged Flagon. Pickpocketing him reveals orders that he's there waiting for you to show up. He has nothing to say to you, but once you ask around about Esbern, he leaves the Flagon and you can follow him to eavesdrop on him talking to his Thalmor contact. Evade detection from them and head back into the Flagon (or just wait in there for them in the first place) and you can witness the Thalmor soldiers come in and question the owner, then leave when he refuses to cooperate while Gissur stays behind to keep an eye out for you.
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* An unfortunately under-thought instance in ''Dragonborn'', it's possible to get the first Word of Bend Will and use it to cleanse the All-Maker Stones before getting the quest to do those tasks. However, all that happens if you do this is that the story jumps to this point, resulting in Storn thanking you for completing a task he hasn't given you yet and the player's dialogue responses being like they understand what he's talking about when he mentions cleansing the Stones. It's somewhat mitigated by the fact that nothing in-game tells you to use Bend Will on the Stones until Storn gives you the quest to do so, so if you ''did'' skip ahead, you already know what's going on anyway. On the practical side though, not getting the quest to cleanse the Stones before doing so means you don't get the unique powers from them you would have for cleansing them (at least said powers aren't very good so you won't miss them).

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* An unfortunately under-thought instance in ''Dragonborn'', it's possible to get the first Word of Bend Will and use it to cleanse the All-Maker Stones before getting the quest to do those tasks. However, all that happens if you do this is that the story jumps to this point, resulting in Storn thanking you for completing a task he hasn't given you yet and the player's dialogue responses being like they understand what he's talking about when he mentions cleansing the Stones. It's somewhat mitigated by the fact that nothing in-game tells you to use Bend Will on the Stones until Storn gives you the quest to do so, so if you ''did'' skip ahead, you already probably knew what you were doing and thus know what's going on anyway.the story you skipped. On the practical side though, not getting the quest to cleanse the Stones before doing so means you don't get the unique powers from them you would have for cleansing them (at least said powers aren't very good so you won't miss them).
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* An unfortunately under-thought instance in ''Dragonborn'', it's possible to get the first Word of Bend Will and use it to cleanse the All-Maker Stones before getting the quest to do those tasks. However, all that happens if you do this is that the story jumps to this point, resulting in Storn thanking you for completing a task he hasn't given you yet and the player's dialogue responses being like they understand what he's talking about when he mentions cleansing the Stones. It's somewhat mitigated by the fact that nothing in-game tells you to use Bend Will on the Stones until Storn gives you the quest to do so, so if you ''did'' skip ahead, you already know what's going on anyway. On the practical side though, not getting the quest to cleanse the Stones before doing so means you don't get the unique powers from them you would have for cleansing them (at least said powers aren't very good so you won't miss them).
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* There's an otherwise unremarkable NPC in Nighgate Inn named Fultheim, who has no connections to any quests and only mentions that he "wants to drink my memories away." He seems completely meaningless... unless you pickpocket him, which reveals that he has [[RetiredBadass a Blades sword]]. Furthermore, equipping a set of Thalmor Robes causes him to instantly go hostile if he sees you.
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* If you've reached the point where you can assassinate the Emperor in the Dark Brotherhood questline, and also are at the point where you can start the Battle of Solitude in the Stormcloak Civil War questline, Ulfric will hold off on any attacks on Solitude because of the Emperor's presence in the city. Ulfric will mention that as much as he would like to kill the Emperor, he knows that doing so will trigger a full-on, all out war with the entire Empire rather than just a local provincial rebellion.
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* You can encounter bandits trying to raid a giant's camp north of Rorikstead in Whiterun. Usually these bandits will be wiped out quickly, but on the off chance one survives and flees, he won't just randomly run away. He has a custom AI package that causes him to run to a cavern named Oritheim north of the giant camp, where some more bandits live who are surrounded by mammoth remains, and the bandit leader had a journal complaining that they're running out of food and desperate for anything, including mammoth meat. What really makes this a case of DevelopersForesight is that once you've cleared this bandit cave out, the attacks on the giant camp will stop.
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* During the quest to capture Odahviing, he'll grab and throw a guard off the Dragonsreach balcony. Afterward, if you go outside of Whiterun (through three separate cells and loading screens) and go all the way down to the foot of the cliff beneath the castle, you can find that very same guard's corpse. It will also change between a Whiterun guard and a Stormcloak soldier depending on who controls Whiterun.
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* Vanilla radiant quests can randomly use modded content: kill mobs in a mod dungeon, inflict a beatdown to a mod NPC, find a mod item heirloomn etc.[[note]]Though they can also be UnwinnableByMistake if you're ordered to attack an essential-flagged NPC who stands in a dungeon you can only visit under specific circumstances[[/note]]

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* Vanilla radiant quests can randomly use modded content: kill mobs in a mod dungeon, inflict a beatdown to a mod NPC, find a mod item heirloomn heirloom etc.[[note]]Though they can also be UnwinnableByMistake if you're ordered to attack an essential-flagged NPC who stands in a dungeon you can only visit under specific circumstances[[/note]]




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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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[[/folders]]

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[[/folders]][[/folder]]
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[[/folder]]

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[[/folder]]* A somewhat-example is the dialogue mod Khajiit Speak. Every line the player can pick (except Dark Brotherhood one-liners) is rewritten to reflect Khajiit verbal tics and sarcasm. One conversation in Whiterun has a line re-written to mention that, like in Vanilla, the player is a Cathay, and there are options to change this to Dagi-raht or Suthay to reflect other mods that make these sub-races playable.
[[/folders]]
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* Vanilla radiant quests can randomly use modded content: kill mobs in a mod dungeon, inflict a beatdown to a mod NPC, find a mod item heirloomn etc.[[note]]Though they can also be UnwinnableByMistake if you're ordered to attack an essential-flagged NPC who stands in a dungeon you can only visit under specific circumstances[[/note]]
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* In ''VIGILANT'', a couple of early quests expect you to go full KnightTemplar and execute people who you're ordered to kill due to daedric influence. There's no indication that you can refuse, but if you go back to Altano and tell him you refuse to do the killings after speaking to them, he'll first insist you do it, and then go do it himself. [[spoiler: The first target is a valid threat with genuine daedric powers, but the second pair of targets are an innocent woman and her daughter, and if you kill them you'll be cursed by Stendarr for murdering innocents.]] If you pay attention to notes and dialogue, you'll be able to determine [[spoiler: the second pair's innocence]] and avoid the curse.

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* If you save the game while in a transformed state, the save game will list your race as the race you transformed into rather than your default one (i.e. Werewolf, Vampire Lord, etc). This even includes races that you console command into (like Mudcrabs) or races added by mods (like Dagi-Raht, Dwemer, etc).



* If you save the game while in a transformed state, the save game will list your race as the race you transformed into rather than your default one (i.e. Werewolf, Vampire Lord, etc). This even includes races that you console command into (like Mudcrabs) or races added by mods (like Dagi-Raht, Dwemer, etc).

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* If Lydia has very specific dialogue options on Solsthiem. For example, during the quest to explore Miraak's temple, if you save the game stop to talk to her, she'll mention that Frea is "pretty good in a fight, for a Skaal." She won't say this anywhere else, and will only say it while in a transformed state, the save game will list your race as the race you transformed into rather than your default one (i.e. Werewolf, Vampire Lord, etc). This even includes races that you console command into (like Mudcrabs) or races added by mods (like Dagi-Raht, Dwemer, etc).actually talk directly to her.
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** You're expected to complete the Thieves' Guild questline without killing anyone, and if necessary, only killing nameless enemy guards instead of important NPCs. However, none of the NPCs you interact with (with a few exceptions like Calcelmo) are essential, meaning you can kill almost all of them, even the ones you're specifically ordered to not hurt. Doing so nets you unique (and angry) dialogue from Mercer, Brynjolf, and Maven.

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** You're expected to complete the Thieves' Guild questline without killing anyone, and if necessary, only killing nameless enemy guards instead of important NPCs. [=NPCs.=] However, none of the NPCs [=NPCs=] you interact with (with a few exceptions like Calcelmo) are essential, meaning you can kill almost all of them, even the ones you're specifically ordered to not hurt. Doing so nets you unique (and angry) dialogue from Mercer, Brynjolf, and Maven.
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** You're expected to complete the Thieves' Guild questline without killing anyone, and if necessary, only killing nameless enemy guards instead of important NPCs. However, none of the NPCs you interact with (with a few exceptions like Calcelmo) are essential, meaning you can kill almost all of them, even the ones you're specifically ordered to not hurt. Doing so nets you unique (and angry) dialogue from Mercer, Brynjolf, and Maven.

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* [[spoiler: 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.]]

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* [[spoiler: 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.]]did.
** If you use a mod to make yourself a werewolf without doing the Companion questline, he'll also make the same remarks.


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* If you save the game while in a transformed state, the save game will list your race as the race you transformed into rather than your default one (i.e. Werewolf, Vampire Lord, etc). This even includes races that you console command into (like Mudcrabs) or races added by mods (like Dagi-Raht, Dwemer, etc).
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** Inigo even gets special dialogue for fighting certain unique characters. If you're fighting Elenwen, for example, he'll call her an "arrogant bully."
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* After completing "Season Unending," when she's leaving High Hrothgar, Elenwen is still essential, and she'll walk all the way back to the Embassy. It's difficult to even get into her Solar after "Diplomatic Immunity" since you normally can't get back into the Embassy without glitching, mods, or console commands... but if you can, you'll find Elenwen's essential flag is disabled and you can kill the bitch for what she's done. There's no reason to disable the essential flag because normally a player would never meet her again afterward, but much like children's death voices, Bethesda expected ''someone'' to try.
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* [=NPCs=] will interact with items you drop on the ground, and react differently depending on the item, their social standing, and their relationship with the player. They may just take the item, or they may approach you and return it. If two [=NPCs=] approach the same item, it's even possible for them to argue over which of them saw it first, and they'll fight over it. If even works on enemies, allowing the player to get them to kill each other if they can sneak into a room and leave an item behind without being seen. If the items you drop are weapons, a guard will approach you and tell you not to leave weapons lying in the streets, because someone could get hurt. If you're a jerk to them about the warning, they'll issue you a small bounty as a fine for disrupting the peace.

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* [=NPCs=] will interact with items you drop on the ground, and react differently depending on the item, their social standing, and their relationship with the player. They may just take the item, or they may approach you and return it. If two [=NPCs=] approach the same item, it's even possible for them to argue over which of them saw it first, and they'll fight over it. If It even works on enemies, allowing the player to get them to kill each other if they can sneak into a room and leave an item behind without being seen. If the items you drop are weapons, a guard will approach you and tell you not to leave weapons lying in the streets, because someone could get hurt. If you're a jerk to them about the warning, they'll issue you a small bounty as a fine for disrupting the peace.

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