2014년 12월 25일
The Elder Scrolls V: Skyrim

The good news is, I'm doing great on time. I'm about a third of the way through my trip to deliver presents to every NPC household in Skyrim (read Part 1 here, and Part 2 here) and I've only burned about an hour and a half. I should be able to wrap this up by midnight. But then, there's Riften.

Cute kitty. Maybe I've got a squeaky mouse in my bag?

Better Not Pout

Typically, when I break into someone's home, I get a few stern warnings before they call the guards. Not so at Snow-Shod Farm outside Riften. I let myself in and Leonara Arus immediately draws a dagger and attacks. Outside, some Riften guards do likewise. I take off, but Rudolph crashes into the river, leading to a serious reindeer malfunction.

That's how I arrive in Riften: already wanted by the cops and running in place on a magical reindeer's back. It takes long minutes to make my way through the city, with guards in pursuit, hacking at my body and blocking every single doorway. Eventually, I spot one building in Skyrim desperately in need of a little Christmas cheer: Honorhall Orphanage.

The horker was hung by the chimney with care.

I know this experiment is a goof, but I thought visiting the orphans on Christmas Eve and giving them presents might be, I dunno, a genuinely nice little moment? Well, it's not. Imagine, just for a minute, being an orphan in Skyrim. Your headmistress, Grelod, is in the process of calling you names and telling you you'll never be adopted. Suddenly, the door crashes open and someone sort of dressed like Santa Claus bursts into the room. He's filled with arrows and covered with blood, and there are a dozen soldiers stabbing him in the back as he forces his way through the crowd, dropping pieces of armor and enchanted weapons on your beds.

Truly, a Christmas to remember.

Santa, apparently exasperated by the ordeal, suddenly whips out a giant two-handed sword and starts hacking away at Grelod, probably thinking to himself, "Might as well do some good while I'm here." He kills her, slashes in anger at a few guards, and flees, leaving behind a dead headmaster, an odd collection of gifts, a bloodstained floor, and a collection of horribly traumatized orphans. Merry Christmas, everyone!

Finally, I flee from Riften, not knowing who I delivered to and who I missed. I no longer care. It's time to fly.

I'm glad that unpleasantness is over with. How about some new unpleasantness, then?

Brrr! Good thing I dressed all in fur from my head to my foot.

The dragon, ultimately, isn't a huge deal. It can't really drain my extensive hit points, and while it follows me for a good long while, I eventually duck into a home near a mill, and when I emerge, it's gone. I hit another orc stronghold, some farms, and finally reach Windhelm.

The frosty city is wonderfully peaceful. Now that its a bit later, a lot of people are actually sleeping and almost no one is on the street. A give a beggar a coin, a beggar I once considered marrying in another life. I actually make it all the way through the city without triggering the guards and any real animosity from anyone.

Be Good For Goodness' Sake

More stops at mills, and then make my way to Winterhold, which is also uneventful (I can't access the college, however). Next, I visit Frostflow Lighthouse, and let myself in. Then I quickly let myself back out. Santa didn't see nothin'.

Oh man. LIke I don't have enough problems with the cops already.

At Dawnstar I visit the Dark Brotherhood sanctuary, though the evil door won't let me in so I just drop some coal for those naughty assassins. In Dawnstar proper, I somehow anger a citizen named Hroggar, who follows me from house to house through the entire town, whacking me on the back with his axe. No one else gets ruffled, though: even the guards don't care. It's only 10:35 p.m., so clearly I'm not in a race against the clock. Why not take a little me-time and murder this Hroggar a-hole? I select a gift from my pack, a giant two-handed sword, and cut him down. I take his axe as a potential present, and leave.

You messed with the wrong immortal elf.

Finally, I reach Whiterun, my final stop. I dash in and out of the surrounding farms and mills without issue, and even get through the first few stores in peace. Then I meet Lars Battle Born, who shall forever now be known as The Jerk Kid Who Ruined Whiterun Christmas. He starts warning me, immediately, that I need to get out of his house, despite the fact that I've very nicely dropped a potion of True Shot on his bed. What little boy wouldn't want his bow to do 20% more damage for 60 seconds? He also seems completely unimpressed when, a moment later, I (accidentally) summon Rudolph in his house.

Unimpressed by the appearance of a magical reindeer, the Battle Born kid calls the guards, and I'm back to shouldering my way through crowds of swords and arrows as I make my deliveries. Eventually, I make my way to Dragonsreach. Lydia is there, and is nice enough to fight the guards for me while I stagger around dropping presents. 

My testicles were electrocuted, but I've got my hat back. Worth it.

In the hall, I snatch a bunch of Santa hats from the barrel and put one on. It took all night, but I finally feel like Santa again! My final stop is the bedroom of Jarl Balgrull, where I sarcastically deposit a spare Santa hat on his pillow while he rouses from slumber. Remember me, Jarl. Remember the hat. That's my calling card. And I'll be back. Santa will be back... for you.

Wish I had a grenade launcher in my pack.

I'm officially calling an end to Christmas. I burst onto the Dragon Porch, summon Rudolph, and take off, circling back for one more angry pass over the heads of those anti-Santas. It's 10:56 p.m. I know I probably missed a ton of NPCs amidst the crowds of guards, but I did the best job a I could. I may not be the best Santa, but I'm the Santa Skyrim deserves.

Don't look at me like that. You're just as guilty as I am.

Happy holidays! And remember, if you see Santa this Christmas, please don't summon the guards.

2014년 12월 24일
The Elder Scrolls V: Skyrim

It's the 24th of Evening Star, Skyrim's version of December. As I stand at the North Pole (Septimus Signus's Outpost, the north-iest point I could find), 7:59 clicks over to 8:00 p.m. It's time to deliver a present to every NPC household in Skyrim. (Confused? See Part 1.)

Coming to Town

I hop on Rudolph's back, then hop back off. I know I decided not to deliver to caves, but Septimus Signus is, like, right here. I run into his ice cave where he's pacing around. He looks cold. He doesn't even have a bed. I drop him a bear pelt.

A little something to help you bear the cold.

Then I'm off for real! I hop onto Rudolph and fly my way to my first real stop: Solitude Lighthouse, home of an NPC called Ma'zaka. Ma'zaka's door is locked, but my new Knock spell works perfectly, and at 8:03 p.m., I break in. He's standing right inside the door and immediately warns me: "You're not supposed to be here." After stumbling around for a moment, I find his bedroom in the back, and drop a Amulet of Dibella on the floor next to his bed.

"Last warning," he says. "Leave. Now." Well, merry Christmas to you too, jerk.

I head to the Thalmor Embassy. Along the way, I begin to discover a few of Rudolph's flaws, namely, that when he collides with something, like a mountain or an invisible wall at the edge of the map, he plummets to the ground. Also, when I climb off his back, I sometimes continue to fly on my own. Trying to open doors when you're hovering eight feet above them is tricky.

What, not impressed by a flying reindeer? Tough crowd.

Another problem: the Thalmor Embassy is locked, and needs its own key. My Knock spell can't open locks that can't normally be picked. Oh well. I drop an Amulet of Kynareth at the feet of the Thalmor Wizard guarding the entrance. "Just leave your refuse wherever you see fit!" she spits sarcastically at me. Ho-kay. I'm not really feeling the Christmas spirit so far. I'm off to Solitude.

I deliver gifts to the residents of The Winking Skeever, the city's inn, and magically pick the lock of Radiant Raiment. I crash around looking for the owner's bedroom while she issues warnings to me to leave. Before I can navigate my way out of her home, she starts yelling. "Guards! Help! Tresspasser!" That's when Christmas officially gets messy.

My naughty list just got a lot longer.

Outside, the guards try to arrest me, and I flee into Angeline's Aromatics. They follow as I run upstairs and drop some trinkets near the bed, then they block the stairs as I try to leave, while Angeline chants "You need to leave. You need to leave." I finally manage to maneuver past the guards and back onto the street. I make it into Bits and Pieces, leave an enchanted axe on the bed, and run into a massive crowd of guards by the door. There are so many soldiers I can't force my way past them. As Santa, I've only played the main quest as far as Dragonsreach, so I don't have a Fus Roh Ho Ho Ho Dah shout to blast them out of my way. I'm stuck! Desperate, I summon Rudolph, whose giant fat butt creates enough of a gap in the guards for me to squeeze through to the door.

There are now a dozen guards after me. After a few more quick deliveries to the remaining stores, my Santa speed takes me to the other end of the city quickly enough for the guards to lose sight of me, and I get to make a few deliveries in relative peace. I hit a few homes, drop a ton of loot in the extensive Bard's College, and visit Styrr in the Hall of the Dead, all without incident.

And I In My Cap

Then I head to the Blue Palace, where the guards immediately attempt an arrest again. Unfortunately, this time I accidentally pick the "Pay my bounty" option. This means they confiscate any stolen goods I've got. I've bought all my gifts legitimately, but I do have one stolen item: my Santa hat, since I "stole" it from the barrel in Dragonsreach. They unceremoniously strip it from me. My Santa hat! My festive lid! Gone! I'm deeply upset.

Enjoy your Christmas log.

My giving mood has been spiked, and I start leaving charcoal for everyone else in Solitude. I'm pleased to see that charcoal comes in sticks, and those sticks look like poo, which feels fitting for these ungrateful citizens. Outside the city, even Rudolph isn't feeling cooperative: when I summon him, he appears on a ledge out of reach. I leave him there and run to the stables and farms outside Solitude on foot.

Et tu, Rudie?

I then fly off to Mor Khazgur, an orc stronghold. We arrive with Rudolph sporting an arrow in his face due to us passing too close to a few angry bandits with no Christmas cheer but plenty of good aim.

The war on Christmas.

The orcs are not thrilled to see me bursting into their longhouse and crashing around, dropping loot by their beds, but despite several stern threats they never get violent. A half-hour into my trip, I visit Dragon Bridge, then arrive in Falkreath at 8:40. They welcome me with open arms. Open arms that shoot flames and ice bolts. Someone even summons a ghost dog to attack me. Does real Santa have to put up with this crap?

It's so embarrassing when someone's dog sniffs your butt after they set you on fire.

I've hated Falkreath even before tonight: it sports a confusing multi-level layout that makes it hard to find doors that you can see on the map. Now I've also come to hate its easily-angered residents. Still, by 8:52, we're out of there, having either visited everyone or perhaps gotten sick of trying to visit everyone while surrounded by angry guards and wizards. Rudolph is having major problems by this point, crashing to earth every few seconds while in flight, meaning we're constantly being attacked on the ground by Forsworn, bandits, wolves, and sabre cats. No one seems happy to see Santa tonight!

Well, the first leg of my trip didn't go well. But at least that means things can't go worse, right?

Knew I should have brought a dragon-proof sleigh.

Things go worse. Next time, on Serial. Continue to Part 3.

2014년 12월 23일
The Elder Scrolls V: Skyrim

Let's skip the requisite preamble paragraph and get right to it. Here's the plan: in Skyrim, I'm going to use mods and console commands to transform my character into Santa Claus. Then I'm going to deliver gifts to every single NPC household in Skyrim. And I'm going to do it in a single night.

Making a List

Probably won't check it twice, though.

As an aspiring Santa in Skyrim, I face a few challenges. First, a heavy workload. Even a quick glance at the Elder Scrolls wiki  shows 115 NPC homes, and I strongly suspect there are more. For instance, the owners of stores often live in rooms above their shops, not in separate homes, so those aren't listed on that page. Cities have castles and palaces stuffed with NPCs who actually live there. There are orc strongholds, two Dark Brotherhood sanctuaries, a few mills that aren't listed, a couple lighthouses, and so on.

For sanity's sake, I'm going to define NPCs as characters who have actual names. I don't plan to do forts or towers, for example: bandits, while naughty and deserving of coal, typically aren't named, and thus can't be on Santa's list. Same with guard barracks: guards are just guards, they have no outside lives that I'm aware of, other than gently mocking passing heroes. No caves, either: while there are some named NPCs living in caves, they're not getting presents because, look: don't live in a cave, okay? Shacks, typically, are inhabited by monsters, or dead bodies, or no one, so I'm skipping those as well. Following those guidelines, I've come up with my general route.

Now, to look a bit closer at the details. Just by examining the city of Solitude and making notes, I've counted up 76 NPCs who need presents. Granted, many of them share lodgings, so I should be able to dump presents for entire families in a matter of moments, but that's still a lot of individual stops. More than I had really thought there would be.

Which means I really need to do something about the duration of Christmas Eve. First of all, vanilla night is not nearly long enough: the day/night cycle in Skyrim is set at 20:1, where every minute of real-time equals 20 minutes of in-game time. Using the console command 'set timescale to 1' makes the passage of time in Skyrim identical to real-time. Provided I start at 8:00 p.m., and plan to be done by 8:00 a.m., that should give me enough time for the trip.

The Santa Skyrim Deserves

That feels Skyrimmy enough.

Quick! Before I decide this is a terrible idea, let's turn me into Santa. Using a new character, I begin by getting in the mood with a little santa cosplay. I found this Santa hat mod, which places a Santa hat (actually, 1000 of them) in a barrel inside Dragonsreach. That's a good start. I also avail myself of a bright red Santa coat with another mod.

As magical as Santa is, I'm still going to refrain from using fast-travel, but I'll make up for it by traveling fast. I use the console code 'player.forceav speedmult' and set it to 800 (the normal movement speed is 100). That makes me fast. Real fast. A test run, however, gives me a new problem.

As you can see, whooshing around Skyrim like Quicksilver means I can very easily fling myself off a cliff and die from the impact. I'm tempted to just use God mode —Santa is of course immortal—but being immortal, in my mind, doesn't mean you can't be killed, just that you won't die naturally from aging. So, I just boost my health to 10,000 using another console code. I also lower my speed back down to 200: that will keep me fleet but I'll still be able to stop easily enough to open doors.

Speaking of doors: how will I get into all of those homes? It's not like I'm going to skulk through the world pick-pocketing the house keys off every single NPC in advance (though, note to self, I should do that sometime). I sure as hell don't want to play the lock-picking mini-game all night. So, I'll do it the same way a morbidly obese elf traditionally fits down a chimney: with magic. I find it a little lame that Skyrim doesn't have a simple Knock spell, which should reside in every magician's bag of tricks, but as with everything, there's a mod for that. This mod lets me cast an Open Lock spell and then crack open a door in short order.

Now that I dash from door to door, and open those doors without lockpicks or keys, there's the question of quickly getting between towns and cities. That's where Rudolph comes in, via another mod. I can summon him with a spell, hop on his back, and fly through the air. Perfect! I also increase his movement speed with another console cheat.

It actually works better than dragon-riding does.

Another issue pops up. If I'm doing this at nighttime, when everyone is at home all snug in their beds in their kerchiefs, caps, and full plate armor, it's going to be dark, possibly very dark. Not only will this make it tough for me to find my way around, but it's going to make for some terrible screenshots. Thankfully, yet another mod gives me a spell to control the weather, including changing it to Sovngarde conditions, which are bright and magical and even shower down little sparkles that look like snow. It's beginning to look a lot like Christmas! I also install a lovely UI mod to help me keep track of the time on-screen. It adds a widget that displays the current time, including a little graphic showing the moon in the sky. Perfect.

Irving Berlin would approve.

Next, I mull over my gift options. It would be in keeping with tradition to actually craft the presents, but I don't want to spend hours standing at a forge, and I don't have an army of unpaid elves to do it for me. So, I rush around to every store in Skyrim, buying the best in armor, weapons, clothing, potions, ingots, and jewelry. I also acquire some charcoal in case I come across anyone naughty. Naturally, to carry all this loot I need to increase my carryweight ('player.setav carryweight 10000' oughta do it).

Okay! I'm ready to spend the night breaking into people's homes all over Skyrim. What could go wrong?

They... don't want to sit in my lap, do they.

Next time: a bunch of things go wrong. Continue to Part 2.

The Elder Scrolls V: Skyrim

Enderal is the Skyrim-based sequel to top Oblivion mod Nehrim: At Fate's Edge. It occupies a similar space of disbelief in my mind, too. Normally, I would never assume a total conversion of this size and scope could ever make it to release. But then, I thought the same about Nehrim and that did come out—despite what years of watching big mods get dragged down by drama has taught me.

Can Enderal be similarly real? The mod's makers not only think so, but think it'll happen next year. As proof of their intentions, they've released a trailer filled with scenes and environments from the game. It certainly looks like it exists.

For more on Enderal, head over to its ModDB page.

The Elder Scrolls V: Skyrim

It's been a while since we last checked in on Enderal—the Skyrim total conversion from the makers of Nehrim: At Fate's Edge. Now that ModDB's annual award season has started, though, in-progress mods are rumbling to life in order to maybe tempt you into giving them a vote. Hence this trailer: a look at the game's Undercity. It's an atmospheric place, even if it doesn't show much beyond the environment and its inhabitants.

Enderal is a sequel to Nehrim, and as such aims to create a world unrelated to TES's Tamriel with a "complex, dark storyline and thousands of secrets to discover". There's still no end to development in sight, but the mod's makers promise more video updates in the new year.

The Elder Scrolls V: Skyrim
The Elder Scrolls V: Skyrim

I love RPG lore. I walk into a virtual library in pretty much any game you care to mention, and I'm stuck there until I've read every single book in the place. And there are few games with more voluminous lore than The Elder Scrolls series, which is why the two series of books recently announced by Bethesda—The Elder Scrolls Online: Tales of Tamriel and The Elder Scrolls V: The Skyrim Library—represent such a dire threat to my wallet.

Bethesda didn't actually reveal how much these books will cost, but they sure don't sound cheap. There are five "lavishly bound" volumes in total, two for TESO: Tales of Tamriel—Vol. 1, The Land, and Vol. 2, The Lore—and three in The Skyrim Library—Vol. 1, The Histories, Vol. 2, Man, Mer and Beast, and Vol. 3, The Arcane. The books will collect all in-game text from both TESO and Skyrim, plus concept art and, for the TESO books, nearly 100 pieces of all-new art "illustrating the lives, the land, and the lore of Tamriel at war."

The series is being created by Titan Books, which has previously published licensed novels and art books for other games including BioShock, Crysis, Halo, Dead Space, Resident Evil, Thief, Titanfall, and two Elder Scrolls novels, Lord of Souls and The Infernal City. The first volumes are expected to launch in March 2015.

The Elder Scrolls III: Morrowind® Game of the Year Edition

Where next in Skywind's ongoing tour of a Skyrim-built Morrowind? It's West Gash; home of cliffs, canyons, hot springs and ruins.

If you've thus far managed to miss the mod, its aim is to recreate—even redesign—the entirety of Morrowind in Skyrim's younger engine. Quests, NPCs, and environments will all be brought over, although it's the latter that the most recent trailers have focused in on.

Previously, the mod's official video archivist has previewed Bitter Coast. You can keep an eye on the official channel for more.

Thanks, RPS.

The Elder Scrolls V: Skyrim
Skywind


Hey, even swamplands can be pretty. Kind of. Here's the latest trailer for Skywind, the Skyrim total conversion that aims to port Morrowind in its entirety into Bethesda's newer game. This time, we're being shown the Bitter Coast home of swamps, smugglers and slaughterfish.

As the trailer's description explains, Skywind is still in closed alpha development. Many of the video's assets are placeholder, and likely to change between now and the final release.

For a less directed look at the project, the team previously released a 13-minute exploration-based video.
The Elder Scrolls V: Skyrim
lch


There are nine main cities in Skyrim, seven large towns, a dozen smaller settlements, plus scads of farms, mills, shacks, camps, caves, lairs, and ruins. All together, the game sports over three hundred locations, so naturally we all have the same thought: that's just not enough, is it? The Legendary Cities mod adds ten beautiful and historical cities to Skyrim from The Elder Scrolls: Arena (the first Elder Scrolls game from 1994). This mod has been around for a while, but a recent update makes some major improvements to optimization and fixes an incompatibility with popular follower mods, meaning it's the perfect time to check it out with your favorite companion.

It's always good to have new cities to plunder.

Each of the locations added by Legendary Cities is rooted in the original The Elder Scrolls: Arena and placed in roughly the same spot they appeared in on the original map. A lot of effort has been made to ensure the new cities are both lore-friendly and fit in with Skyrim's aesthetic. I think the modder has done a wonderful job in that respect: the new locations are lovely, creatively designed, and bustling with NPC activity. Plus, they fit in wonderfully with the surrounding landscape, giving the impression they've always been there even if you've never seen them before.

A nice stopover when you're visiting a friend in college.

My first stop on the historical tour of Skyrim was Amol City, between Windhelm and Winterhold. Built right into the snowy cliffside, it sports a smattering of buildings and points of interest, including a treasury that even the most noble and heroic of Dragonborn will immediately want to burglarize. There are a number of new NPCs, from simple guards to townsfolk with personalized stories. There's no custom voice acting, which isn't really a problem -- sometimes custom voices can be a little distracting.

A giant wall safe? Yeah, no chance I'm not robbing that.

After gazing appreciatively at Amol, I snuck away (with my pockets clanking with their gold) and moved on to Blackmoor Fortress (Black Moor in the original game), west of Whiterun. With its back to the mountains and its looming walls, it's an impressive and imposing sight. According to the modder, the city was abandoned ages ago and then rebuilt just before the Oblivion Crisis. The sabre cat who attacked me while I was trying to take pictures of it didn't seem particularly impressed, though.

Be with you in a moment, kitty.

It's equally enjoyable strolling around inside as well. The heavy portcullis lifts open as you approach, the interior of the city has some great walkways and overviews, and you can easily imagine enduring a long siege within it's towering walls.

Massive walls send a clear message: go attack some other city.

From Blackmoor I visited Granite Hall, a former above-ground Dwemer settlement which is truly spectacular looking and provides a safe haven from the local Forsworn population, who attacked me while I was on my way there, and from bears, who attacked me roughly three milliseconds after I took this picture.

Those Dwemer dude were pretty cool.

Just look at this place, it's amazingly well-made.

Would take an arrow to the knee and retire here A+++

Other cities include Nimalten, North Keep, Helarchen Creek, Vernim Wood, Dunparwall, and Pargran Village. I'd almost advise you to not simply install the mod and hop from city to city, but just play your game and come across these locations in the course of your natural travels. Seeing them in the distance and then slowly approaching them is exciting, and I'd imagine the effect is even more pronounced if you're not deliberately headed there or if you've forgotten you've installed the mod altogether. The new cities feature plenty of appealing interiors as well, from homes to temples to shops, all carefully and thoughtfully designed.

A statue that's not of me? Hmph.

As far as the new NPCs go, they're a little hit-or-miss, as many of their lines have typos and capitalization errors, which I'm hoping will be fixed at some point. Still, it's nice to see so much custom flavor added instead of just populating the cities with standard NPC templates.

Dragonborn approves. You may all live.

I looked at this mod a while back, when it consisted of individual cities, but there's a handy all-in-one version now that makes installation much easier, and there has been a marked improvement in optimization from what I remember. There's a still a bit of an FPS hit (for me anyway) in a couple of the cities that have new textures, but for the most part exploring these locations was an impressively smooth experience, especially considering they're all built right into the world (as opposed to Skyrim's major cities, which are instanced locations).

Installation: Download is here. I installed using Nexus Mod Manager, as always, but you can also manually install by dropping the downloaded files into your Skyrim data directory. The download also has a modular installation option if you'd prefer to add certain cities but not others. Happy travels.
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