The Elder Scrolls V: Skyrim

Here's How To Avoid A Major Bug In Skyrim: Hearthfire


Just a heads up: I've experienced a significant bug in Skyrim's newest downloadable content that seems to be avoidable.


When you get your plot of land in Hearthfire, you'll be using two major devices: the drafting table and the carpenter's workbench. At the drafting table, you can select blueprints for buildings and wings in your new home. Once you've selected a blueprint, it moves over to the carpenter's workbench, where you can actually piece it together in stages: first you build a door, then a floor, then walls, etc.


After you've built an entryway and a main hall for your manor, you can start selecting optional rooms like a library or kitchen. Each set of rooms is attached to a wing of the house—you can only build bedrooms in the west wing, for example—but you can only start planning out one room per wing at a time.


This is where the problems start. If you pick a plan from the west wing, start building parts of it over at the workbench, and then select another plan from the west wing at the drafting table, everything goes wonky. You can lose progress and even deny yourself access to entire rooms. (One of my blueprints disappeared entirely, and I can't get it back.)


So what's the solution? Build one thing at a time. Don't pick multiple blueprints from the drafting table at once: just select one, finish all of its pieces at the workbench, and then move on to the next plan. Don't get cute and experiment with drafting, or you might lock yourself out of some of the game's content.


I've reached out to Bethesda to inform them of the bug and ask if they have plans to fix it. If you've experienced any other bugs (and know how they can be avoided) please post'em here!


The Elder Scrolls V: Skyrim

Skyrim's New DLC Is Great—If You Like Doing Chores There are four types of video game players, says Richard Bartle: the Explorer, the Socializer, the Killer, and the Achiever. The names are rather self-explanatory: the Explorer loves to wander; the Socializer loves to chat; the Killer loves to compete; and the Achiever loves to rack up points and trophies, even when they might seem arbitrary to everyone else.


You'll really enjoy Skyrim's latest piece of downloadable content, Hearthfire. But only if you're the type of player who gets a kick out of achieving things just for the sake of achieving them. Only if you're an Achiever.


Though Bartle, the man who invented MUDs (rudimentary text-based predecessors to MMORPGs), was mainly talking about online games when he devised his four archetypes, they apply even to single-player experiences like Skyrim. When I play Bethesda's open-world masterpiece, I think like an Explorer. I want to see the world, to find hidden secrets and discover everything the designers wanted me to discover, to slowly peel away at the story one layer at a time.


Throw in a few dashes of Killer and Socializer and you've got a basic rundown of the way I play video games.


That's why I had no real interest in Hearthfire, which came out Tuesday for Xbox 360. Hearthfire gives you an acre of land and asks you to build a house. You can add extra wings, decorations, and even a bedroom for children (which you can adopt, naturally). You can use your new home for storage or tea parties or corpse dissection or whatever else you feel like doing. It's yours.


Skyrim's New DLC Is Great—If You Like Doing Chores


To do all of this, you'll need to find ingredients. This is rather tedious. It usually means fast-traveling to a store, buying an iron ingot, hammering it down into a set of nails, realizing you're out of lumber, fast-traveling to a lumber mill, buying stacks of lumber 20 at a time by selecting the same dialogue options over and over, heading back to your place, realizing you're out of stone, walking to the convenient infinite stone quarry next to your house, mining for a while, encumbering yourself because you're carrying too much, and slowly treading back to build the next section of your manor. Rinse, repeat.


I've played several hours of this new DLC. I've built up a manor, adopted children, and turned my level 30 powerhouse into Domesticated Dragonborn. To me, there were few things enjoyable about this experience. It was nothing but a mundane to-do list.


See, I have no interest in showing off a gigantic mansion or collecting lots of ingredients. I don't care about how big my house is, much in the same way that I don't care about min-maxing or achievements or many of the other game mechanics that many players find fun. My brain just isn't wired to enjoy that sort of thing. I'd rather spend my time wandering and exploring and questing and killing and adventuring.


All that said, I can't speak for Achievers. I'm not one of them. If you're the type of person who can't get enough of trivia scores or Xbox Achievements, if you're constantly trying to master the leaderboards on Jetpack Joyride or collect a million coins in New Super Mario Bros. 2, this DLC may very well be perfect for you. It certainly does what it promises: it gives you the plans to a house and asks you to fill them in. It gives you the opportunity to progress through a series of sequences and feel like you've accomplished something grand. "Hey, look, I built a house!" you can scream to the world. And maybe someone will listen. It probably won't be me.


RAGE

A Giant Desert Party For Fans of Fallout, Wasteland, RAGE, etc.Well, not just for you. Fans of Wasteland, RAGE, Borderlands or any other game set in a post-apocalyptic desert are more than catered for at Wasteland Weekend, which will be held in the Mojave Desert at the end of the month.


While originally conceived as a Mad Max-inspired event, it's since taken on wider influences, as you can see by the Fallout-esque trailer the organiser's have released.


Note that by themed party, I mean themed party: people dress, hang out and act as though we're already past the end of the world, with the weekend full of stuff like apocalypse-appropriate live music, modified cars and burlesque performances.


Wasteland Weekend [Official Site, via Laughing Squid]


The Elder Scrolls V: Skyrim
MERP_cease


Last week, Warner Bros. sent a cease-and-desist letter to the development team of the Middle-Earth Roleplaying Project (MERP), a detailed Skyrim mega-mod portraying the Lord of the Rings experience with quests, iconic characters, locations, and visuals lifted from the books and films. Ambition, like a tenacious hobbit, won't diminish easily, as MERP's team set up a petition earlier this week asking fans and followers to convince Warner Bros. to rescind the order.

"As of 2012, the team ported the mod to the newest Elder Scrolls game from its predecessor, Oblivion," the petition reads. "Since the move, the team has built up a huge following due to its quality and drive. This rise in popularity has also drawn the eyes of Warner Bros., currently the rights-holder to The Lord of the Rings in gaming, who then issued the MERP team a cease-and-desist letter. We now need you, our fans and other gamers, to help make Warner regret sending that letter by showing them just how many people are behind this mod." A Facebook page for the petition also exists.



The conflict began when modder Marfaer revealed WB's actions and announced that MERP would cease development in a forum post. Speaking to PC Gamer, Maegfaer summarized his communication with WB's lawyer: "WB first said they wanted to see if we could come to some sort of understanding, but when we offered to remove the Ringbearer mainquest (they mentioned specifically that it was a problem) they refused and immediately wanted us to cease & desist without any further negotiations. We then offered to become a private project, with us only releasing screenshots/movies of MERP to be able to recruit modders, and they still refused. The negotiations felt like a farce, because they refuse anything unless practically all LotR content is removed."

When we reached out for comment, Warner Bros. VP of Public Relations Remi Sklar said simply, "While we appreciate our fans’ enthusiasm, we also need to protect our IP rights."

Maegfaer also provided excerpts of "the most interesting parts" of the team's back-and-forth with WB, which are copied below:

Warner Bros. lawyer: As you may be aware, Warner Bros. has developed and is developing, either by itself or through a licensed third party, games based on the LOTR and Hobbit properties. From the description of MERP available publicly, we understand that it essentially amounts to a LOTR game, which contains numerous similar elements to legitimately licensed LOTR/Hobbit games. The release of MERP into the marketplace will likely result in customer confusion and cannibalization with respect to such legitimately licensed LOTR/Hobbit games and will detract from the value proposition bargained and paid for by legitimate licensees of the LOTR/Hobbit properties. Furthermore, projects and games like MERP will diminish and erode Warner Bros.’ ability to manage and protect the brand, reputation and quality of the LOTR/Hobbit properties that it has invested significant resources to cultivate over the years.

We would like to explore with you ways to modify MERP to address our concerns from the intellectual property rights-holder’s perspective while, to the extent possible, allowing you to achieve at least some of what you wanted to accomplish with MERP. If you are interested in exploring that kind of an approach, please give me your contact details so we can arrange a time to talk. Among other things, we would like to see a description of the mod, settings, characters, etc. and understand how far along in development the mod is, when you were hoping to launch the mod, and who the key team members are that we should be talking to about altering the mod to remove the Hobbit/LOTR content.

MERP: It's understandable that a Ringbearer questline is problematic to Warner Bros, since it would re-tell the story of a large part of the books. Although it hurts, the team could probably agree to scratch the Ringbearer questline and not make any of the main characters (such as Frodo, Gandalf, Aragorn, Théoden, etc.) from the book available for playing, nor let the player follow major parts of main character's stories told in the book.

That way the player would only have occasional contact with main characters, who would usually merely function as quest givers to send the player on their own path. Usage of copyrighted contents from the books would then be minimal.

Warner Bros. lawyer: Thank you for your email. Unfortunately the removal of book content from MERP as outlined in your email does not sufficiently address our concerns, as MERP would still contain many infringing elements. Based on the information that you provided and in light of the current stage of development, we ask that all development efforts in connection with MERP be terminated at this time. This includes, among other things, cessation of the use of the name “Middle-earth”, which is the subject of a trademark registration owned by The Saul Zaentz Company d/b/a Middle-earth Enterprises. Please respond at your earliest convenience to confirm that you will comply with the foregoing demand.

MERP: Development of MERP has been halted, as per your request.

We have another proposal though. We could turn our mod into a private project, meaning that we wouldn't have any public releases of the mod's game content. The mod would only be distributed among the developers of the mod, which would take away MERP from the marketplace and thus avoid any customer confusion and not harm Warner Bros' ability to manage and protect the reputation of the LOTR properties.

If Warner Bros will allow us to pick up and resume development of our mod, we will rename the project to get rid of the usage of the Middle-Earth trademark, and to the public we will merely mention that we have become a private project to prevent legal issues. Public presentation of the team's efforts (through pictures and the occasional video) will be limited, merely serving the goal of recruiting other talented modders to preserve the vitality of the mod's development team.

We think that this solution would take away any conflict of interest between Warner Bros and us modders, leaving both parties satisfied and unharmed.

Warner Bros. lawyer: Thank you for confirming that you have complied with our request to cease development. We have considered your proposal to turn the mod into a private project, and while we appreciate and commend you for your creativity and willingness to address our concerns, we cannot authorize the MERP team’s use of the LOTR/Hobbit properties in the mod, whether as a private project or otherwise. Accordingly, we cannot agree to your request to resume development.
Fallout 3
Fallout 3


The lead programmer of Fallout 1 and 2, Tim Cain, has been airing his views on Fallout 3 and Fallout: New Vegas in an in-depth chat with RPG Codex. The co-founder of Troika (Arcanum, Vampire: The Masquerade - Bloodlines) is currently working on the upcoming South Park RPG with New Vegas developers, Obsidian, but he reckons it's a close call between the two modern Fallouts.

"If I were to compare the two games, I would say that Fallout New Vegas felt like it captured the humor and style of the Fallout universe better than Fallout 3," he said, "but I have to hand it to the FO3 designers for developing VATS, a cool twist on called shots for a real-time game."

Cain found Fallout 3's wasteland to be a lot more lavish than New Vegas', the incidental details and attention to detail that went into every environment didn't just sell the feel of the post-apocalypse, it hid self-contained stories among the debris.

"I also loved the set decoration FO3. There was so much destruction, yet obviously everything had been meticulously hand-placed. So much story was told entirely through art. I ended up naming these little art vignettes and creating side stories in my head about what had happened.

"There was "The Suicide", a dead guy in a bathtub with a shotgun, and I figured he just couldn't handle life after the bombs. There was "Eternal Love", a couple of skeletons in a bed in a hotel room, forever embracing each other.

"My favorite was "Desperate Gamble", where I found a feral ghoul in an underground shelter filled with lab supplies and lots of drugs... except for Rad-X. I imagined that a scientist found himself irradiated and desperately tried to synthesize some Rad-X to cure himself before he succumbed, but he was too slow. I did notice that whatever was left of his mind sure did seem to enjoy toilet plungers."



Fallout 3's art direction was a big part of Fallout 3's appeal for Cain, but he later said that art should take second seat to design. "I care more about a game being fun than being beautiful, because no matter how good you look, people will move on to the next pretty thing and forget about you. If you make a fun game, people will remember that. And a fun game needs to be accessible, by which I mean that game had to present its rules clearly and then follow them."

Cain certainly isn't alone in his central complaint about Fallout 3, though. "I hated the ending. There, I said it."

It's okay, Tim. I understand. "I didn't like the sudden problem with the purifier, and I especially didn't like the lack of real, meaningful multiple endings beyond what I chose in the final few minutes. But the worst thing about the ending was there was no mention of the fate of places I had visited. In my head I had already imagined slides for Megaton, the Citadel, Rivet City, Underworld, GNR, the Enclave or the mysterious Commonwealth. But I got... pretty much nothing."

Which modern Fallout did you prefer, and what would you like to see from Fallout 4?
The Elder Scrolls V: Skyrim

Ten Things You Should Know About Skyrim's New DLC Skyrim's latest downloadable content is all about houses. Big houses, small houses, brown houses, and... well, they're all kind of brown.


Out this week for Xbox 360, Skyrim's Hearthfire puts you in charge of your very own dream mansion. You'll get to collect lumber, mine ore, craft nails, and build a house from the ground up, decorations and all.


I've played a bit of the new expansion. Here are ten things you should know about it.


1) To start building your new mansion in Hearthfire, you'll have to get yourself a plot of land. This is a similar process to buying a house in Skyrim: you can do it when you become Thane of a city, which happens when you help out that city's Jarl and do some quests for them and whatnot. It appears you can only buy land from three cities: Falkreath, Dawnstar, and Morthal.


2) Yes, this means you won't be able to do anything in Hearthfire without doing some city quests first. Sorry.


3) Your brand new land plot comes with a handy manual, a drafting table (for plotting out buildings), an anvil (for hammering locks and nails), and a carpenter's workbench (for constructing your new home). You'll have to build a whole lot of things: every section of your house requires a foundation, walls, a door, a roof, etc.


4) Getting ingredients for these buildings—like corundum and glass and quarried stone—is kind of a pain in the ass. Get ready to fast travel a lot.


5) Some of the things you can add to your home: an animal pen, a workbench, a fish hatchery, a garden, a grindstone, a smelter, a stable, a greenhouse, an enchanter's tower, an armory, a storage room, a trophy room, a kitchen, a laboratory, and a library.


6) When you start a game of Skyrim after installing the DLC, you'll get a letter saying you should head to the orphanage in Riften. If you've done the quest involving the first matron there, you'll find a new lady in charge named Constance. Why are all orphanage owners named Constance? I don't know. But now you can adopt kids.


7) Things you cannot do with your new kids: command them to alphabetize your book collection; murder them; put them to work in an elaborate lumber-harvesting sweatshop; feed them to dragons; turn them into vampires; throw them off your library tower; build your home out of them.


8) Things you can do with your new kids: give them things; play tag; play hide-and-seek; get creeped out by their weird wooden kid faces.


9) You can also hire stewards to manage your house and do tedious tasks for you. Some GameFAQs users have started compiling lists of stewards you can hire and children you can adopt. If you are the type of person who enjoys building homes and decorating and all that jazz, you will enjoy this DLC.


10) On the other hand, pretty much everything in this DLC you can download as a mod on your PC for free. Just throwing that out there.


The Elder Scrolls V: Skyrim
The Elder Scrolls V Skyrim Hearthfire half constructefd


There's no place like home, especially when said home contains the corpse of a giant spider you've slain, stuffed and mounted over the fireplace. Hearthfire is out today on consoles and Bethesda have taken some pictures and put them on the internet to celebrate. Some of them show the great wooden skeleton of a grand hall in progress, but just how customisable will the house layouts be? Ponder that while enjoying a still image of a Snowberry Crostata, which comes with a tasty 4% resist fire buff, just how 'ma used to make 'em.

Hearthfire will also let us adopt children to live in the houses we create and a bunch of new crafting plans will give us the license to fill our homes with adventurer tat. Find out more in the Skyrim Hearthfire trailer. There's no release date for Hearthfire on PC yet, but it'll probably pop up in a month's time, once the Xbox exclusivity period has expired. Grrr. It'll cost 400 MS points, which is about £3.50.











Kotaku

I Want This Fantastic ED-E Sculpture To Follow Me Around For Real


ED-E and I were inseparable, when I first played Fallout: New Vegas. Well, except for all those times that the demands of the plot separated us. But no matter: his perks, cheerfully sarcastic beeping, and killer laser were great company on an endless trek through the Mojave Wasteland.


This real-life ED-E, sent to Geekologie by their reader Will Brown, would look perfect hovering along behind my shoulder. He'd be perfect for zapping people that cut in line, or letting me know if there were enemies in the road ahead. Alas, despite the beautiful workmanship, the ability to fly is not included.


Scroll down for a few more photos showcasing the making-of process, as well as a couple of close-ups.


Geekologie Reader Makes ED-E Replica From New Vegas [Geekologie]



I Want This Fantastic ED-E Sculpture To Follow Me Around For Real I Want This Fantastic ED-E Sculpture To Follow Me Around For Real I Want This Fantastic ED-E Sculpture To Follow Me Around For Real I Want This Fantastic ED-E Sculpture To Follow Me Around For Real


The Elder Scrolls V: Skyrim

Minecraft Helped Inspire Skyrim's Newest DLC When the rumors started circulating about a new DLC called Hearthfire for Skyrim, people started excitedly speculating as to what new powers you'd go on in the expansion. Dawnguard brought vampire abilities to Bethesda's hit RPG so Hearthfire would bring what? Magma-flinging? Dovahkiin sidequests involving arson?


No one was really expecting house-building and adoption.


In a new team diary on the Elder Scrolls site, lead designer Bruce Nesmith, environmental artist Robert Wisnewski and co-lead designer Kurt Kuhlmann all talk about how the add-on was created. It turns out that Mojang's hit sandbox construction game Minecraft served as a key inspiration:


Meanwhile Nesmith, a fan of the popular game Minecraft, wanted players to have more ways to create content in the game. "Being a fan of [Minecraft], I asked, ‘Why can't I build things in our game?'"


Hearthfire started out as a project during the Skyrim Game Jam mentioned by Todd Howard talked about earlier this year. It grew from humble origins of being just a cabin to a multi-room home that can hold a greenhouse with plants for alchemical recipes. As for the adoption of little Dovah-kinder, level designer Steve Cornett says:


"The idea of adoption came to me after the Dark Brotherhood questline was presented. After first seeing the [Innocence Lost] questline, I asked, ‘what happens to the kids? What happens to the orphanage after the quest is completed?'"


Hearthfire provided an opportunity to answer these questions, as the concept of adoption seemed a natural fit with the idea of creating a household.


"Build your own house lets you make a house and adoption lets you make it a home."


Players will get the chance to build their own Dragonborn estates when Hearthfire comes out next week.


Skyrim Team Diary #6: Hearthfire [The Elder Scrolls]


The Elder Scrolls V: Skyrim
PCG Podcast


Chris and Tom bid farewell to Owen and discuss his time with the Oculus Rift as well as Hawken, Battlefield and Call of Duty co-op, Diablo 3, Guild Wars 2 and, for the first and final time, musical theatre.

Download the MP3, subscribe, or find our older podcasts here.

Show notes

Our video interview with Oculus Rift creator Palmer Luckey and hands-on with the headset.
Chris' Guild Wars 2 review in progress.

 
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