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--->'''Colette:''' Stop that! I will not be violated by some...half-Septim magician!
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* A merchant in Riften is in debt to Sapphire, a member of the Thieves Guild. The player can persaude her to let him go, if they've joined the guild they can demand a cut of the profit, and if they've [[spoiler:become Guildmaster, they can pull rank and just tell her to back off]]. The latter option particularly has her grow nervous when you bring up the subject because you've found out she's doing business on her own without giving the Guild a cut.

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* A merchant in Riften is in debt to Sapphire, a member of the Thieves Guild.[[ThievesGuild Thieves' Guild]]. The player can persaude her to let him go, if they've joined the guild they can demand a cut of the profit, and if they've [[spoiler:become Guildmaster, they can pull rank and just tell her to back off]]. The latter option particularly has her grow nervous when you bring up the subject because you've found out she's doing business on her own without giving the Guild a cut.
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Already said earlier.


* In the quest 'Innocence Lost', [[spoiler:killing Grelod the Kind]] before Aventus Aretino asks you to will cause him to say "I knew [[spoiler:the Dark Brotherhood]] was good, but not that good!".
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* If someone who has children dies, their kids will be sent to Honorhall Orphanage. You can then adopt said kids with ''Hearthfire''. In other words, you can ''murder a kid's parents and than adopt them, forcing them to live forever with the person who murdered their parents.''

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* If someone who has children dies, their kids will be sent to Honorhall Orphanage. You can then adopt said kids with ''Hearthfire''. In other words, you can ''murder ''[[VideoGameCrueltyPotential murder a kid's parents and than adopt them, forcing them to live forever with the person who murdered their parents.parents]].''

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* Almost every single door that is opened via a mechanism (lever, pull chain, secret handle, etc) has a mechanism on each side of the door, so it can be opened from either side. This is even if you couldn't logically get to the other side of the door from any in-game method. This is probably a failsafe in case of glitching or intentional clipping through walls getting the player trapped in an {{Unwinnable}} situation.

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* Almost every single door that is opened via a mechanism (lever, pull chain, secret handle, etc) has a mechanism on each side of the door, so it can be opened from either side. This is even if you couldn't logically get to the other side of the door from any in-game method. This is probably a failsafe in case of glitching or intentional clipping through walls getting the player trapped in an {{Unwinnable}} situation.{{unwinnable}} situation.
** As the switches also ''close'' the doors, this lets a truly obsessive-compulsive player close the door behind them, then open it again when they're ready to leave the room.
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* If a dragon attacks while you're talking to Meridia, Meridia will actually start fighting back.
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* If someone who has children dies, their kids will be sent to Honorhall Orphanage. You can then adopt said kids with ''Hearthfire''.

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* If someone who has children dies, their kids will be sent to Honorhall Orphanage. You can then adopt said kids with ''Hearthfire''. In other words, you can ''murder a kid's parents and than adopt them, forcing them to live forever with the person who murdered their parents.''
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* You can mine for ore by attacking the ore vein with a pickaxe.
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* Using a Thu'um in a city will cause a nearby guard to insist that you stop because you're making people nervous. Then if you challenge them to prove that you're actually breaking the law, they are forced to sheepishly admit that there ''isn't'' one, but stop it anyway!

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* Using a Thu'um in a city will cause a nearby guard to insist that you stop because you're making people nervous. Then if you challenge them to prove that you're actually breaking the law, they are forced to sheepishly admit that there ''isn't'' one, but stop doing it anyway!
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* Using a Thu'um in a city will cause a nearby guard to insist that you stop because you're making people nervous.

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* Using a Thu'um in a city will cause a nearby guard to insist that you stop because you're making people nervous. Then if you challenge them to prove that you're actually breaking the law, they are forced to sheepishly admit that there ''isn't'' one, but stop it anyway!
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* When going to the College of Winterhold, Faralda won't let you pass without either demonstrating your aptitude at magic or passing a persuade check. However, if you're far enough into the main quest, you can simply tell her you're the Dragonborn and fire off a shout, which impresses her enough to let you through. This is because the Thu'um is ancient, powerful and nearly-forgotten branch of magic, few people in Tamriel have ever studied, let alone mastered.

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* When going to the College of Winterhold, Faralda won't let you pass without either demonstrating your aptitude at magic or passing a persuade check. However, if you're far enough into the main quest, you can simply tell her you're the Dragonborn and fire off a shout, which impresses her enough to let you through. This is because the Thu'um is an ancient, powerful and nearly-forgotten branch of magic, one which few people in Tamriel have ever studied, still study, let alone mastered.master; making you somewhat uniquely qualified in the field.
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* When going to the College of Winterhold, Faralda won't let you pass without either demonstrating your aptitude at magic or passing a persuade check. However, if you're far enough into the main quest, you can simply tell her you're the Dragonborn and fire off a shout, which impresses her enough to let you through. This is because the Thu'um is ancient, powerful and nearly-forgotten branch of magic, few people in Tamriel have ever studied, let alone mastered.
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* If someone who has children dies, their kids will be sent to Honorhall Orphanage. You can then adopt said kids with ''Hearthfire''.
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* During the prologue, Ralof makes a passing comment as he enters Helgen to be executed. "I wonder if Vilod is still making that mead with juniper berries mixed in." If the Dragonborn returns to Helgen later in the game and jumps from the tower onto the second floor of the inn, [[CallBack like they did in the prologue]], they'll find a few bottles labeled "Mead with Juniper Berry".
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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.
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* Towards the end of the game you have to declare your worth to a guardian before he'll let you pass. Depending on which faction quests you've completed, you're given different choices, and he comments on each one.

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* Towards the end of the game you have to declare your worth to a guardian before he'll let you pass. Depending on which faction quests you've completed, you're given different choices, and he comments on each one. And if you haven't done ''any'', you can simply claim that you're Dragonborn.
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* If you have completed Discerning The Transmundane, read the Oghra Infinitum, and agreed to be his champion, when you enter Apocrypha in ''Dragonborn'', Hermaeus Mora will greet you as such, referencing each event, and future conversations will also reflect your champion status, all the way through the main storyline. Although, if you have encountered a black book prior to the point in the main storyline where you're "supposed to", there is no special dialogue for that.

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* If you have completed Discerning The Transmundane, read the Oghra Infinitum, Oghma Infinium, and agreed to be his champion, champion (or not), when you enter Apocrypha in ''Dragonborn'', Hermaeus Mora will greet you as such, referencing each event, and future conversations will also reflect your champion status, all the way through the main storyline. Although, if you have encountered a black book prior to the point in the main storyline where you're "supposed to", there is no special dialogue for that.

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* If you have completed Discerning The Transmundane, read the Oghra Infinitum, and agreed to be his champion, when you enter Apocrypha in Dragonborn, Hermaeus Mora will greet you as such, referencing each event, and future conversations will also reflect your champion status, all the way through the main storyline. Although, if you have encountered a black book prior to the point in the main storyline where you're "supposed to", there is no special dialogue for that.

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* If you have completed Discerning The Transmundane, read the Oghra Infinitum, and agreed to be his champion, when you enter Apocrypha in Dragonborn, ''Dragonborn'', Hermaeus Mora will greet you as such, referencing each event, and future conversations will also reflect your champion status, all the way through the main storyline. Although, if you have encountered a black book prior to the point in the main storyline where you're "supposed to", there is no special dialogue for that.that.
** Likewise, completing ''Dragonborn'' and then doing Discerning the Transmundane will give Hermaeus Mora dialogue saying he's tracked your progress since Miraak's defeat.
** If you've acquired the Oghma Infinium, and talk to Neloth in ''Dragonborn'' about Hermaeus Mora, you can genuinely impress him by saying that you've read the book.

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* You can't kill children in the game - they're flagged as invulnerable, undoubtedly to appease the {{Media Watchdog}}s. However, the voice actors still recorded death screams for the children, and the engine loads them. The devs knew someone would release a mod to make the children killable and acted accordingly.

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* You can't kill children in the game - they're flagged as invulnerable, undoubtedly to appease the {{Media Watchdog}}s. However, the voice actors still recorded death screams for the children, and the engine loads them. The devs knew [[GenreSavvy knew]] [[LordBritishPostulate someone would release a mod to make the children killable killable]] and acted accordingly.



* If you enter a business and start snooping around the place, the owner will drop what they're doing and follow you to make sure you don't steal anything. Particularly frustrating for thieves.

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* If you enter a business and start snooping around the place, the owner will drop what they're doing and follow you to make sure you don't steal anything. Particularly frustrating for thieves.thieves.

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* If you enter a business and start snooping around the place, the owner will drop what they're doing and follow you to make sure you don't steal anything. Particularly frustrating for thieves.

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* Once [[spoiler:Harkon is killed]], you can travel back to the Soul Cairn and tell Valerica. She will [[spoiler:then return home to take up residence in her study.]]
* If you have Erandur (a noted priest of Mara) as your follower, and head to the Temple of Mara in Riften, he'll remark that he's always wanted to make a pilgrimage there, and that you've made him happy by bringing him.
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* You can just bypass Riverwood and Whiterun altogether, go to Windhelm or Solitude ([[BeefGate though this isn't advisable early on]]), and join the Stormcloaks or Legion before even initiating any part of the main quest, and completely take over Skyrim for one faction or another before ever drawing a weapon against a dragon. And yes, the game includes unique dialogue for this eventuality.
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** Not possible. Only after you get the dragonstone and kill the dragon at the western watch tower outside of Whiterun will Jarl Balgruuf choose a side in the civil war; he won't even discuss it before then.
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** Not possible. Only after you get the dragonstone and kill the dragon at the western watch tower outside of Whiterun will Jarl Balgruuf choose a side in the civil war; he won't even discuss it before then.
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* The game tracks who saw you commit a crime. If you kill the last witness, any bounty incurred will be removed.

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* The game tracks who saw you commit a crime. If you kill the last witness, any bounty incurred will be removed. A hilarious example is, if you kill a chicken near a house in the woods, if it's alone, a bounty will show up and then instantly removed.
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Removed an entry about Forsworn Briarhearts that was already covered in a previous entry.


* Forsworn Briarhearts have their namesake, Briar Hearts, on their loot table. It also shows up in their inventory if you try to pickpocket one. Since the heart is what keeping them alive, pickpocketing it would cause the briarheart to instantly drop dead.

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* There are several quests where you can complete the objective before you are given the quest, such as Farengar Secret-Fire asking you to retrieve the dragonstone from Bleak Falls Barrow. If you already have it, he will complement you on being smarter than most of the grunts that visit Dragonsreach.
* In the quest 'Innocence Lost', [[spoiler:killing Grelod the Kind]] before Aventus Aretino asks you to will cause him to say "I knew [[spoiler:the Dark Brotherhood]] was good, but not that good!".
* You can't kill children in the game - they're flagged as invulnerable, undoubtedly to appease the {{Media Watchdog}}s. However, the voice actors still recorded death screams for the children, and the engine loads them. The devs knew someone would release a mod to make the children killable and acted accordingly.
* Forsworn Briarhearts have their namesake, Briar Hearts, on their loot table. It also shows up in their inventory if you try to pickpocket one. Since the heart is what keeping them alive, pickpocketing it would cause the briarheart to instantly drop dead.
* In ''Dawnguard'', if one is already a vampire when recruiting Serana, her dialogue changes to reflect this, wondering if her father sent you and then being confused when you admit you have no idea who Lord Harkon is.
* Due to the well-known glitch that a killing blow from a Giant's club can send people rocketing into the stratosphere, when Bethesda and Valve teamed up to release the ''Space-Core'' mod, they made it so that if the Space-Core is struck, it will cheer as it sails off and is permanently lost from the game.

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This is more like \"shown their work\"





** Skyrim is [[http://geoheritagescience.wordpress.com/2013/01/20/the-geology-of-skyrim/ geologically accurate]], with minerals most commonly occurring in regions that they would naturally form (i.e. gold in the Reach, where there's lots of compression and mountain building, iron in Whiterun where there's lots of metamophism, etc.).

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** Skyrim is [[http://geoheritagescience.wordpress.com/2013/01/20/the-geology-of-skyrim/ geologically accurate]], with minerals most commonly occurring in regions that they would naturally form (i.e. gold in the Reach, where there's lots of compression and mountain building, iron in Whiterun where there's lots of metamophism, etc.).

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* [=NPCs=] will interact with items you drop on the ground. Guards will tell you to stop doing it (especially regarding weapons) because someone could get hurt. Citizens may try to take the items, with or without asking permission, depending on how poor they are.
* Using a Thu'um in a city will cause a nearby guard to insist that you stop because you're making people nervous.
* Knocking stuff over near people will cause them to chide you for carelessness.
* If you knock a sign around, it can swing back and hit you in the face for minor damage.
* The game tracks who saw you commit a crime. If you kill the last witness, any bounty incurred will be removed.
* You can "pickpocket" the Briar Hearts out of Forsworn Briarhearts; doing this kills them instantly. Unfortunately, the dev team didn't think it through fully, and you might get accosted by hired thugs sent to "teach you a lesson", that were hired by the Briarheart.
* There are variations in dialogue between characters depending on if you spoke to them before other characters in the conversation got to them. For example, early in the game, if you get to Hadvar's uncle first and talk to him before Hadvar does the conversation goes a little differently; (i.e., "Yes, PlayerCharacter told me about the dragon too and I hardly believed it."). [=NPCs=] will also have different dialogue if you've already looted the objects required to complete their quests.
* [[http://www.youtube.com/watch?v=Rje0ZoQA9TI You can snatch arrows out of the air in mid-flight]], and knock arrows out of the air with your own. Nearly impossible to do either of these without the Slow Time shout, but pull it off, and you'll feel like an absolute badass. You can even grab an arrow out of the air, equip it, and shoot it back.
* In both versions of A False Front, the enemy general will respond differently if you [[DressingAsTheEnemy dress as one of their soldiers]] vs. dressing in any other armor.
* During the mission "Diplomatic Immunity", you can [[DressingAsTheEnemy disguise yourself as a Thalmor officer.]] The effectiveness of your disguise, however, is actually based on your race: Beast-races will be spotted instantly due to their vastly different anatomy, humans will be alright at a distance but will get caught if too close and non-Altmer elves can get a little closer. Altmer, of course, have it best, as not only can you walk freely all the way to the Solar, you can actually talk with the guards and order them away from their posts. At no point is this tactic ever suggested to you, leaving it purely up to your own initiative. The only catch is you need the Hooded variant to conceal your face from a distance if you're not Altmer. Interestingly the guards have dialog for checking your face even if you're wearing a hooded thalmor robe.
* Attempting to read the Elder Scroll anywhere other than where you're intended to will render you temporarily blinded by the afterimage, precisely as detailed in a lore book called "Effects of The Elder Scrolls".
* Sit down in a tavern and the waitress will automatically approach you and ask what you want to drink.
* When exploring a crypt with a warrior whose family was buried there, he protests if you start looting, but lets it slide since you're helping him clear out a necromancer doing far worse things to his ancestors' remains.
* By using console commands, you can marry just about anyone, and in most cases it won't break the game, as there's marriage dialogue for every character, including people like [[RomancingTheWidow Elisif the Fair]].
* A merchant in Riften is in debt to Sapphire, a member of the Thieves Guild. The player can persaude her to let him go, if they've joined the guild they can demand a cut of the profit, and if they've [[spoiler:become Guildmaster, they can pull rank and just tell her to back off]]. The latter option particularly has her grow nervous when you bring up the subject because you've found out she's doing business on her own without giving the Guild a cut.
* Skeletons only get jostled by '''[[AC:Fus Ro Dah]]''' because most of the force doesn't actually hit them but simply passes through the empty spaces between their bones. Draugr, which have preserved skin, however, can be knocked back with the full force of the shout.
* In the Civil War questline, once you prove yourself to either Tulius or Ulfric and take the oath to join them, you cannot just switch sides by changing your mind and take the oath to join the other side instead. The quest immediately after is to find the Jagged Crown, and once you have it you have to take it back to your leader. However, as an optional objective never hinted at, you can deliver it to the other leader in exchange for letting you switch sides. And they comment on you trying to play both sides, and the next quest, defending or besieging Whiterun as the first major battle of the war, shifts to a test of loyalty to make sure you're sincere.
* All the children running around the cities? You can play tag and hide and seek with them.
* Occasionally if you use console commands to kill a character in some way, the guards will eventually ask you if you know anything about what happened.
* If a giant and a non-hostile dragon are in the same area, the giant might try to ride the dragon; with hilarious results.
* You have to loot body parts from certain enemies, like the Glenmoril Witches. If the body part is visible, the ragdoll changes.
* You can shield bash by attacking while blocking. If you're blocking with a torch, this will set the enemy on fire.
* If you're in the middle of being arrested when a dragon attacks, the guard will say he has more important things to do and run off to fight.
* Casting Calm or Courage on an NPC is a good way to grind your Illusion skill. However, try casting Calm on Colette at the College of Winterhold; her response will make you feel dirty.
* Look in your inventory after you get hit by a barrage of arrows. They apparently stick in you, so you get to ''keep'' them. This also happens to [=NPCs=] with arrows you fire at them.
* A quest in Morthal has you hunting down a vampire who's been living in a the town for a while, if you try to confront her and you're a vampire yourself, she says she knows you're one in the same and snidely tells you keep it a secret "that there are wolves living amongst the sheep."
** A similar interaction occurs with Arnbjorn when you join the Dark Brotherhood. [[spoiler: He's a werewolf]] and he'll know you're one too if you've done enough of the Companions quests. This special dialogue does not appear otherwise.
* You can just bypass Riverwood and Whiterun altogether, go to Windhelm or Solitude ([[BeefGate though this isn't advisable early on]]), and join the Stormcloaks or Legion before even initiating any part of the main quest, and completely take over Skyrim for one faction or another before ever drawing a weapon against a dragon. And yes, the game includes unique dialogue for this eventuality.
* Upon joining the Legion, General Tulius will recite an oath that the player makes his character repeat to confirm joining up. The pledge swears allegiance to the Emperor, Titus Mede II, however if [[spoiler: you completed the whole of the Dark Brotherhood Quest Line before starting the Civil War quests, the general just says "The Emperor" rather than his name]]
* For the thieving killing types, joining the Thieves Guild and Dark Brotherhood at the same time would be an ideal goal. Join the Thieves Guild beforehand and get acquainted with Delvin Mallory. After you've joined the Dark Brotherhood and received an amulet which Astrid tells you to show off to Delvin, he will remark how you're making friends all over the place and comments on your work as an assassin.
* Entering rooms through doors results in a Door Opening animation before actually loading the area. You can also close doors that are stuck open this way through the same method. If you click fast enough ''the door will open and close, and the area won't load''.
* 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.
* During "A Blade In the Dark," Delphine will talk about Kynesgrove and the dragon burial mound there. On the off chance that you actually made your way all the way out to Kynesgrove ''and'' went all the way up to the top of the hill to where the burial mound is located prior to the quest, then when Delphine brings up Kynesgrove, you get a unique dialog option to mention that you've seen the mound - but not if you just visited Kynesgrove. You have to actually walk all the way up the hill to the mound itself to trigger this.
* Towards the end of the game you have to declare your worth to a guardian before he'll let you pass. Depending on which faction quests you've completed, you're given different choices, and he comments on each one.
* If you completed the Civil War in favor of the Imperials before completing the Main Quest, Ulfric and Galmar will later appear in Sovngarde. Galmar still hates you for what you've done. Conversely, Legate Rikke will appear if you complete the Civil War in favor of the Stormcloaks. Kodlak Whitemane can make an appearance if you've completed the Companions quest line.
* In ''Dawnguard'' you're accompanied in one dungeon by the ghost of a former adventurer. When you find her corpse, she suggests taking her journal for help. If you loot the corpse's armor as well, she complains about it and asks you to let her have her dignity.
* ''Necromage'', a Restoration skill perk, increases the effects of all spells on undead. If the player is a vampire, their self-targetting spells will also be more effective.
* Almost every single door that is opened via a mechanism (lever, pull chain, secret handle, etc) has a mechanism on each side of the door, so it can be opened from either side. This is even if you couldn't logically get to the other side of the door from any in-game method. This is probably a failsafe in case of glitching or intentional clipping through walls getting the player trapped in an {{Unwinnable}} situation.
* If you have completed Discerning The Transmundane, read the Oghra Infinitum, and agreed to be his champion, when you enter Apocrypha in Dragonborn, Hermaeus Mora will greet you as such, referencing each event, and future conversations will also reflect your champion status, all the way through the main storyline. Although, if you have encountered a black book prior to the point in the main storyline where you're "supposed to", there is no special dialogue for that.
* Falmer can be extremely difficult to fight, as they gang up on you, are very durable and come with powerful weapons. However, they become laughably easy if you are a character that uses stealth. Why? Because Falmer are ''blind''. They don't see targets, they hear them. This means that, so long as you don't make any noise, bump into one and kill them in one hit, they become some of the easiest enemies in the game.
* During one of the city influence runs in the Thieves Guild questline, you are tasked with going to the hideout of a fledgling rival guild. When inside, you have the option to burn the banner with their emblem on it. When you return to the Ragged Flagon to report to Delvin, he remarks that burning the banner was a nice touch.
** Skyrim is [[http://geoheritagescience.wordpress.com/2013/01/20/the-geology-of-skyrim/ geologically accurate]], with minerals most commonly occurring in regions that they would naturally form (i.e. gold in the Reach, where there's lots of compression and mountain building, iron in Whiterun where there's lots of metamophism, etc.).

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