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#skyrim mod review
underleveledjosh · 18 days
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Skyrim Mod Review: Experience
The Experience mod is a fantastic mod that replaces xp by leveling up skills with a more conventional method. What is this more conventional method, you may ask? Well, with this mod, you gain experience by killing enemies, reading books (I have to check if this includes using spell books), discovering locations, and completing quests. This also removes the need to make skills legendary to increase your maximum level, and increases your max level to a massive 255 by default. All of these can be configured via the mod's .ini file (Experience.ini). I will have what setting I personally use under the read more link. The link to the mod is here. I definitely see myself using this mod continuing forward.
My settings for the .ini file. This is my personal preference. To change the settings of this mod, open your mod folder (if using MO2, right click the mod and then click "open in explorer", and then go to SKSE, and then plugins, and the Experience.ini file should be there when you open that folder. Make sure your game is close when you make these changes. Make sure to save the file after making changes.
[General] bEnableKilling = true bEnableReading = true bEnableSkillXP = false iMaxPlayerLevel = 255 fSkillCapBase = 20.000000 fSkillCapMult = 3.000000 bUseRacialCaps = true bShowMessages = true sMessageFormat = {:+d} XP iMeterMode = 1
[Questing] iXPQuestNone = 5 iXPQuestMain = 150 iXPQuestCollege = 50 iXPQuestThieves = 50 iXPQuestBrotherhood = 50 iXPQuestCompanions = 50 iXPQuestDaedric = 75 iXPQuestSide = 50 iXPQuestCivilWar = 75 iXPQuestDawnguard = 100 iXPQuestDragonborn = 100 iXPObjectives = 10
[Exploring] iXPDiscFort = 15 iXPDiscNordicRuin = 15 iXPDiscDwemerRuin = 20 iXPDiscShipwreck = 20 iXPDiscDragonLair = 30 iXPDiscDoomstone = 20 iXPDiscImperialTower = 15 iXPDiscOrcStronghold = 15 iXPDiscGiantCamp = 20 iXPDiscNordicTower = 20 iXPDiscNordicDwelling = 20 iXPDiscDaedricShrine = 30 iXPDiscDefault = 10
[Clearing] iXPClearCave = 40 iXPClearFort = 60 iXPClearNordicRuin = 100 iXPClearDwemerRuin = 200 iXPClearDragonLair = 150 iXPClearImperialTower = 50 iXPClearGiantCamp = 60 iXPClearNordicTower = 50 iXPClearDefault = 30
[Killing] fXPLevelFactor = 1.800000 fXPGroupFactor = 0.800000 fXPKillingMult = 1.500000
[Reading] fXPReadingMult = 2.000000
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themegachessatron · 3 months
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A Review of my time in Skyrim's Prisons (Featuring some followers): Morthal Jail
I'm back on my Skyrim prison bullshit. I can only apologise. This chapter of the review will cover Morthal, the community's collective 9th favourite Skyrim city. Will its prison fall just as flat as the city that holds it?
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Arriving in my cell for the first time and I'm pleasantly surprised. Morthal Jail uses cost effective but cozy bedrolls to give prisoners a place to sleep, as well as a complimentary bucket and broom to encourage their responsibility in helping tidy their accommodations. From these we can immediately infer that the mindset in Morthal is one of community strength. Placing multiple prisoners in one cell helps build bonds and encourages teamwork, communication and friendship. Admittedly the sorts that end up in prison are more likely to simply beat their cellmates to death with their bare hands than work in-tandem with them, but it's the thought that counts.
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There was space for three prisoners in this one cell, which was fortunate as Sofia and I had been arrested simultaneously (Sofia for drunken hooliganism and myself for lollygagging). Included on Sofia's side of the cell was an additional bucket, this likely serving as the simple but effective waste deposit for this cell. Also included was a basket containing five green apples and multiple sacks. Most of the sacks were empty but one of them had some salt piles inside, useful for when we needed to add salt to somebody's wounds. These simple supplies show a level of understanding for prisoner's needs not really seen in most other prisons which goes a long way to making this one feel more welcoming. Thankfully I was given an opportunity to explore beyond my cell not much later.
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Less than a minute after Sofia and I had arrived in our cells, Inigo walked up to the cell doors... and simply opened them. I was at a loss for words! How had he done this? Had he used his special Khajiit powers again? Did he steal the key from an unsuspecting guard? Or had he simply intimidated the door into giving way? Well as it tuns out it was much simpler than that. He paid our bail. He had picked up some trace valuables from our adventures while I was, and I quote, "too busy scarfing dragon souls as if they were sweet rolls" and could very easily afford the rather meager bail price. Yeah turns out lollygagging doesn't incur that high of a bounty, and as for Sofia, I had asked a guard and he told me that since Morthal is such a nothing shithole drunken hooliganism is a very common offence and as such more major punishments weren't really practical for having a city with people not in prison. Still, it gave me the chance to freely observe the rest of the facilities.
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Leaving my cell had allowed me to freely confirm something I had observed inside my cell. The Morthal guard leave the prisoner belongings chests directly next to the prison cells, in plain view of all the prisoners. Now, I understand that this prison is trying to build a feeling of mutual trust in its prisoners, but I fear this is far too optimistic. With the chests in this position, any wannabe escapist can freely identify where their equipment is held and try to access it without even being in the peripheral view of any guards, leading them to easily re-acquire their trusty Banded Iron Shield of the Major Knight or whatever it is they use and be more than prepared to force their way to freedom without major harm. This, much like the issues plaguing Dragonsreach Dungeon, is a major security breach and should be remedied.
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I (the rather large Redguard man in the rags pictured above) then noticed that the entire prison floor in this hold was being guarded by a single solitary guardsman. Initially I had considered this lack of manpower a major oversight and a suggestion that the Morthal guard were largely lazy and/or not effectively utilized like the Whiterun guards. However, in reflection shortly after coming to this conclusion, I came to a realization. This city is a nothing shithole with a total named population of eighteen people (three of which are children). Of course there's only one guard stationed here. What few guards this city has stationed here are likely stretched incredibly thin and not very satisfied with life given they do, in fact, live in Morthal. As such, I can readily forgive the short-staffed nature of this jail.
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Opposite the guard was a desk for writing legal documentations, equipped with a writer's quill, rolls of paper and multiple bottles of wine. Naturally at the sight of alcohol Sofia immediately made herself at home and then took some serious persuading to leave. Turns out having an alcohol-happy workspace in a city where drunken hooliganism is let off lightly is exactly the sort of thing to get her attention, though knowing her should have made that obvious.
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The way out of the jail floor leads directly into the guard barracks with zero alternative routes and multiple guards inside at all times, which in any other hold would act as a strong defence against escaping convicts. However, with this being Morthal the nothing shithole and the guards being so few in number, every guard in the barracks when I entered was fast asleep, catching up on any rest they could possibly get. I pity those soldiers, but I doubt thieves, murderers and other more serious convicts would be as sympathetic.
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On the whole, I found Morthal Prison to be a much better facility than Dragonsreach Dungeon. It has a clear intention for its captives in mind, it accommodates them well without breaking the bank and the guards (what ones are still awake that is) are very nice and understanding. There are still faults however, namely the placement of the prisoner belongings chests and the fact that this is still, at the end of the day, Morthal. Despite these though, I'd recommend Morthal Prison. It serves as a diamond in the swampy messy shithole that is Hjaalmarch.
Final rating: Seven Banded Iron Shields of the Major Knight out of Ten Banded Iron Shields of the Major Knight
Thank you for entertaining these reviews of mine. Next time we see if the Dawnstar Jail is the reason why all of the city's residents are troubled by endless nightmares.
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rabbittwinrithings · 1 year
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I’m finally making it, My Beyond Reach Review
Disclaimer: While I didn’t have the best time with this mod, that doesn’t mean you may not. I never want my opinion to sour someone else’s, and have the risk of them not playing the mod. So I highly recommend you check it out. 
I’m putting this disclaimer as well since my playthrough of the mod is a bit unfair. I played it with godmode (since I suck at game combat,) and after a while started to clip through dungeons to get them over with. This started to happen around halfway through as I found myself more frustrated with the mod and kinda wanted it done. I also played through only mostly the main quest. However, a friend of mine did tell me about one sidequest I do have a problem with. So keep this in mind with my review that I may be treating it a little unfairly. 
There’s also the point that mods are hard to make, let alone one of this scale. The mod author did an amazing job at creating this mod and I never want to invalidate that. With all that said, let’s get going. 
CW: Sexual Assault, Child Abuse, Ped*****, Cannibalism, and Harm Towards Women.
And Obviously Spoilers!
First off, I’m not the best at writing reviews. It won’t be wonderfully crafted or anything, just mostly detailed bullet notes of what I liked and disliked. While there is more I disliked, I did find some positives and will be layouting things in a sandwich review (that’s the right word?) going from positive to negative. Here we go!
This is a review for the mod, Beyond Reach by razorkid. 
Good: Grimdark. I will always love me some Grimdark. Hell, my current playthrough of Skyrim is currently a grimdark playthrough all with dead trees, gallows, horror monsters, ect. And while I think some parts of Beyond Reach’s grimdark-ness falls flat, most of it holds up and creates an eerie atmosphere. There were bodies hanging, creepy monsters, creepy dungeons, and a lot of stuff that fit the tone of the mod. However... some of it did not... 
Bad: A lot felt like shock value. In grimdark there’s always a tendency to add a lot of stuff for shock value, and sadly, BR had an abundance of it. I knew the mod got dark, but still I decided to play the uncensored version as I did want to get all the content. However, some it felt just... unneeded. At one point the player is tasked to go raid an Orc stronghold where there are legionnaire prisoners. However, you end up finding two of them, both women, one alive, one dead. The player can piece together what happened from that alone, and yet the mod goes as far as to have the alive prisoner wail at one of the soilders about how she was raped and would have an Orc child. The only purpose of this scene felt like to show how horrible these Orcs were. But why not just do that with dead prisoners (doesn’t need to be SA,) or why have her go on a whole speech about it.     After playing through this part I really was trying to rack my head around how it could have been done better. And honestly, after a day, I was reminded of Red Dead Redemption 2, and the scene were Arthur finds a woman who was also SAed. The only difference is that the scene added more than just “wow, those guys we killed were pretty bad,” instead, it added to Arthur's character. He helps the woman home. When she’s about to explain what they did he simply said “I know.” Subtly in situations like this tend to be the most powerful. As people our brains peice together what we want to see and having the woman simply say “They...” and the solider reply with “I know,” would have made the scene much more powerful. (She’s also naked during the whole ordeal, let me give the woman a blanket, something!)    There’s other darker themes that I felt like were shock value (mainly the ending place with some children, however, talking about will just make me sick. So I think I’ll just move on. Basically, some stuff happens to kids and again I feel like it’s only there to prove how bad someone is and doesn’t give much of anything else. I feel like something horrible and big like that need to have numerous reasons to be there than a singular “look how terrible this dude is!”)
Good: Cool enemies. I don’t really feel like there’s much to say on this part. I just thought some enemies were really cool. I think the ones that stuck out to me are part of Vicn’s Creature Pack, but could be wrong. Mostly it was the bloody skeleton monsters. Very cool to see. 
Bad: Not much role playing. Honestly, this part kinda made me the saddest as after one sidequest (which may have been my favorite part of the mod,) I had become an enemy of the state. It felt super in character as I was playing Alllin and despite being a serious guy, is also a little chaos gremlin who will flip off authority. But despite all that, I still ended up becoming a knight of the very state I was an enemy of and was forced to pick dialogue options that bended my knee to the king and was very formal. I’m not saying multiple path options in the way of a knight or criminal are needed, I just wish there were more dialogue options. 
Good: Neat dungeon horror design. So this one is a bit here and there as the dungeons I went through had super neat astrosphere that did have the grimdark feel to them. One was an asylum dungeon which I found pretty neat. However, there was also a problem with length... 
Bad: Long Dungeons. While this whole review is subjective, this part may be the most as I hate dungeons. If they’re neat looking I don’t mind. But when they take around thirty minutes to complete and little progress has been made I get real tired of them. This is why I started clipping through dungeons to just get the thing I needed and get out. 
Good: Music is nice. (But as I type this I went to go find the composer. But I don’t see any credits to music, so a slight bummer. If you know who did the music, please let me know and I’ll edit this part with credits.)
Bad: A lot of dead women. And I get it, a lot of people in general die in this mod. And maybe I’m misremembering stuff, or looking to deep, but in the main questline there was one main female character. And she is killed. And then there are several spots that are just about women in harm. (Like the SA I mentioned before, a part where a little girl is killed by a griffin, an Orc woman being tortured, a brothel getting massacred.) And I just didn’t see so much focus on men. And that sounds weird. But when it leans to one side so much, it is just super noticeable. 
Good: Voice Acting is nice. I know there isn’t too much to say there. I just really liked it. There were some unvoiced lines, but I don’t have too much of a problem with that since they are still looking for voice actors for various roles. I think the only problem I have with the unvoiced lines is that there’s no white noise for the line so the dialogue would just blink in and out and I couldn’t read what was said. 
Bad: Very railroad path. You are forced to be a knight, and see red flags of the nobility and yet you can’t do anything. Most of the time when you question a noble why you should do something it’s “well I’ll just have you killed,” and sure, not dying is great, but then the next line I’ll talk as if my life wasn’t just threatened.     A friend of mine who tried to be a bit more through in the mod took a sidequest where it told you a noble (who turns out to be evil later on in the main quest,) is a cannibal. Can we confront the noble about it? No. Can we warn those who may be hurt by him in the future? No. Do we talk to him as if we don’t know that he eats people? Yep! It’s all just odd and I think again it just falls back to the lack of player choice. 
Good: So on my list I wrote “Liked sick town,” which makes no sense to those who haven’t played it. So to explain it better there was a Side quest I really liked. Not only did it give a ton of player choice, but it actually made me feel like a good person, and the people were nice to me!    During my playthrough I made a rule that if someone was mean to me, I wouldn’t help them outside of the main questline. Cause why would I help someone who is rude to me? (There’s also an issue that most of the place is filled with mean people, so it creates little to no agency to help High Rock.) But one event was with some guards at a city I had to get into. I had to help them with an issue of some sick people and one of their guards who went missing. Come to find out the guard got sick and was trying to find medicine for the town so that they could live about three more years in peace. And in the end I was given a choice to kill the town, or help it. Obviously I helped it and became an enemy of the state. But I loved it! While the sick people would threaten you if you got to close to them, the guard with them was understanding. And his compassion for these people really stood out to me. It’s a shame I later had to bend my knee to the very people that wanted to kill them... 
Bad: Lore Friendliness. This one is very short as I see lore in ES as free real estate. I don’t care what you add in your mod. That what makes it fun. However, I know this will be a turn off for some so I thought I would say it. I think the main factor is you talk to Mara on various occasions and I’ve been told that isn’t possible. 
Good: City Design. I just like the layouts and looks of the city. What else can I say? Districts were interesting. (I think I'm running out of typing juices...)
Bad: Too much going on at one. There’s an Orc extremist group, there’s reach men attacking, there’s Namira shit, there’s a plague, and there’s a civil war starting. That is a lot, and it’s just the main quest. I realize it’s good to have a lot going on in a location, but not all of it needs to be in the main quest. All this stuff makes it super confusing and hard to keep track of what is really going on. 
Bad: Buggy. I’m doing two bads in a row as I do want to leave the review off on a good note. There were quite a few buggy stuff. However, considering how I played through it I wouldn’t doubt if a lot was my fault. That being said, I know some who did play through it correctly did also suffer from bugs. That being said, I know the mod author is still working on the mod so bugs will most likely get fixed.
Good: Dialogue explanation. One thing I really found helpful was that in front of dialogue options were [lore], [quest]. These little tidbits made it super easy to tell what dialogue I was picking or which one I needed to pick. Very small detail, but works wonders. 
Oh me, oh my, that is long... Sorry about that. 
TLDR: The mod is successful in it’s eerie astrosphere, but is dragged down by heavy writing. lack of player choice, and shock value issues. 
Thanks for reading all this and want to say again I don’t want to sway anyone away from this mod. I think it’s always important to try out something for yourself. Though, if the Content Warnings from above upset you, I recommend playing through the censored version (it will ask you in the game.) I haven’t played through the censored version, but it says it get’s rid of those events. 
I may try and do more reviews in the future, but understand these reviews are never an attack on the modder as I get modding is extermley difficult. My reviews are here to be optional constructive critism, and if I’ve said anything wrong or you disagree with I’m more than happy to have a conversation in the comments.  (I also say optional as sometimes modders aren’t looking for critism and just want to mod/create and that is 100% valid.) 
Thanks for reading again, and hope y’all enjoyed! 
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khajiit-apologist · 1 year
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In my humble opinion, khajiit will follow is an incredible mod.
Brief introduction to the characters. Bikhai is a aspiring member of the companions, that is to say is actually is not a member and is more of a housekeeper. (Please if you do that companions quests take him it's so sweet). Nanak a scholar you can find at the bards college! He does not have the normal diction of a khajiit, but he slips up occasionally. Ma'kara (my love) a refugee from Morrowind on the lookout for her brother, she can be found near dark water crossing. Her story is one of grief, which you can help her through. Last but not least, Sa'riq a sneak thief found in Riften jail. He's just been caught after a botched heist. For me you just have to experience his quest for yourself, I love him dearly.
I literally love all the characters so much, I took them out a load order once and my game felt off. The voice acting is also great.
Not to mention they are even better if you play as a khajiit, which I do often. I mean it's just great.
Beyond the characters they also do very well in combat. I mean having all four around at once feels like a DnD party. What's even better is you can customize how they fight! They even have separate storage for equipment.
While the romance is not something like Kaidan, it is still very sweet. I've only married Ma'kara but have read the literature pertaining the others as you can't marry them right away. I mean to marry Nanak you have to have read a certain number of books, and talk to him about books he's read a few times. Which I find adorable. They all even have their own quirks. They do pretty much everything a vanilla spouse will do, but all have unique things to say about being married to you.
From my playthrough they don't have much in the way of quest commentary, which personally I don't mind. They do however will mention things about factions. If you take Sa'riq to the College of Winterhold he will jokingly say he might "borrow" some books. When you tell him to be careful and not get caught he jokes and says he'll feign innocence and blame you. I find it very on brand.
The last point I want to bring up is Inigo. He by all accounts is the Khajiit follower, so how to they compare to him? They don't. That would be like comparing apples to oranges. All five characters are different and only really share a race. Do not expect them to be like Inigo cause they are not. One thing I love about this mod is to get their commentary you have to actually go up and talk to them. I prefer this, and it's similar to what Gore is like in that regard. That isn't to say they don't have radiant dialogue about caves and such, but it's not common.
This one thanks you for your time!
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moonnen · 8 months
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So I’m playing through Vigilant for the first time and I have so many thoughts. I stayed up till like 3 playing it last night and I’m currently at work on a break so I’ll give a small summary of my thoughts.
Spoilers for Vigilant ( Skyrim mod )
Keep in mind I’ve only gotten through Act 3 and I’m at the beginning of act 4 barely even started because I told myself I had to go to bed last night. I’m not gonna break every act down into massive paragraphs I just want to summarize my thoughts on a first play.
ALSO keep in mind I’m playing alongside with Gore and Auri as they both have Vigilant commentary!
First and foremost Vigilant is fucking incredible.
Besides maybe the first couple of quests in act 1 the writing is impeccable. Not that those first quests are bad but they aren’t great. It’s a bit jumpy and mostly a “go here do this kill this thing okay move on.”
So act 1 in the beginning eh.
BUT BITCH
The end of act 1 is FUCKIN CRAZY.
As someone who adores and loves the dark souls series the feeling this mod gave me was almost exact to how the trilogy of souls games made me feel. For a Skyrim mod that’s fuckin insane.
Granted I am running lots of combat mods so things are more fluid then they may usually be, I would say some combat mods are necessary. Like a dodge mod and maybe some animations. Vanilla combat would make this experience pretty lack luster in my opinion. The bosses themselves are incredibly well made. Down to the design, the music, the arenas. Again it gave me the feeling of a souls like!
AND GIRL I HAVENT EVEN FINISHED THE MOD!
There are some triggering themes. Please keep this in mind if you are also considering playing vigilant. It through me for a loop when playing it and I had a little cry sesh after. I do think they are handle in a subtle and respectful way however. Take care of yourself first 🩷
Not to even mention the MASTERPIECE that is GoreDevs work on Gores commentary for this quest line. It is beyond phenomenal! The work he put in is truly incredible and getting to act 4 with Gore was a wild ride not only because ya know vigilant but also GORE!
Overall I’m loving vigilant and I’ll give my full and final thoughts when I finish it. As I’m writing this I am now back home and about to hop back in! Yippie!!!!
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I posted 1,503 times in 2022
That's 330 more posts than 2021!
1,075 posts created (72%)
428 posts reblogged (28%)
Blogs I reblogged the most:
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I tagged 1,503 of my posts in 2022
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Longest Tag: 139 characters
#everyone always talks about delphine wanting us to kill paarthurnax and her inability to listen to the dragonborn who she's sworn to follow
My Top Posts in 2022:
#5
The Last Dragonborn, to Lydia, regretting everything: And then I called him dad.
Paarthurnax, to Odahviing, on the verge of tears: And then she called me dad.
397 notes - Posted August 20, 2022
#4
Todd's newest Skyrim Selling Strategy
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412 notes - Posted October 31, 2022
#3
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448 notes - Posted October 5, 2022
#2
Paarthurnax, who has spent thousands of years in isolation: I don't really feel comfortable around large groups of people.
Odahviing: Well what do you consider a large group?
Paarthurnax: Anyone more than me.
Odahviing: *looks at the Dragonborn snuggled under Paarthurnax's wing* *looks back at Paarthurnax* What about—
Paarthurnax: *folds his wing, hiding the Dragonborn* *does not break eye contact*
560 notes - Posted June 17, 2022
My #1 post of 2022
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I saw this on Google. It's incredibly funny to me. Y'all will find out why later. 😉
1,003 notes - Posted October 1, 2022
Get your Tumblr 2022 Year in Review →
PS - I am so freaking done! Why is the Meridia's Beacon post the top post guys? Really? Whyyyyyyy
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paranormal-potatoes · 2 years
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so I finished the Clockwork quest mod for Skyrim last night. thoughts below the cut. spoilers for the mod if you haven't played it
Overall, it was fun but i don't know if I'd replay it.
The beginning in the Velothi Tunnels where Shadow follows you around and then chases you out of the tunnels was. unenjoyable for me. Specifically the chase part. If I hadn't had the Campfire mod installed, with its Instincts power that shows you a path to you current objective, I wouldn't have gotten out of the damn tunnels for a while. which is not great when there's a ghost woman chasing you who damages you by being near you. So. that part was Not Fun for me. At the time I was stressed and panicking, I wanted to explore the tunnels and couldn't with Shadow chasing me, I found master lock chest that i ended up cheating to open and I don't know if I missed anything down there.
Nurndural. Massive. Very very massive. I got lost.
Lahar and Lamashtu. First off, I CALLED IT. When Lamashtu was talking about what her and the other Gilded are, I remember thinking "oh the ghost lady is either a first child who lost herself or she's Lamashtu." and then i discarded the idea going "hm, no, if she was a first child, she'd be all metal and gold. how could she be Lamashtu's ghost?" and then i was RIGHT. I didn't guess that Lahar was the Gilded's creator though, so that's cool.
Lamashtu got very Weird about Jeven living in the Castle. very concerning.
also I thought it was funny when i first came out of Nurndural and Lamashtu was talking to Shadow and tried to be like "I wasn't talking to anyone. There was no one there." like girl. i SAW the ghost lady. why are you trying to gaslight me.
also I collected so many dwemer weapons and shields,I got my smithing up like 20 levels. I have over 100 dwarven metal ingots left. that was very handy.
Clockwork Castle. i won't be using it as a home tbh. I have the Museum safehouse from Legacy of the Dragonborn and a separate mod called the Dovah Den that's connected to it that's much more compact. I don't like big, sprawling houses. I get confused and lost. Dovah Den is like 4-5 rooms. main room has all the crafting stations in it except for the cooking ones which are one room over. the craftloot system works with Dovah Den. it does not in Clockwork Castle.
I don't like that i got trapped in the quest until it was done. like it told me before I went into the Velothi Tunnels that would happen, so I wasn't surprised by it but it was frustrating. it would have been worse if I had survival mode enabled, I think, given there was no food in the castle.
like. overall, it was a fun mod, well written, well designed, BIG dungeons, and I do recommend checking it out, it's popular (i think? it has an official patch with the legacy of the dragonborn mod) for a reason. but idk if I'll replay it.
also I can't find Lahar anymore. like i fucking lost him. this isn't supposed to happen (i think). I'll look for him again when i play today but i couldn't even get console commands to work to find him. maybe I'll look in creation kit to find his refid.
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syrinq · 2 years
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with my recent diagnosis of adhd i'm glad i can give context to whatever stupid shit i do & learn more about myself but
holy shit why did i have to have brain fungus
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ayeforscotland · 10 months
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Starfield is going to be good but it’s going to be reviewed harshly by critics, players and haters because it’ll be compared to Balder’s Gate 3.
Love it or hate it, most Bethesda games operate like platforms (not platformers!) They create a cool open world and hand a bunch of modding tools to let people create whatever they want.
It’s why they were able to realise a gazillion copies of Skyrim.
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shuttershocky · 9 months
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So, was Starfield a disappointment? Just another sweet little lie?
I've no interest in playing it myself (at least, not until the modding scene has about 2 years to work on it) but the reviews say it's about exactly what you would expect from Bethesda: a solid 7-8/10 game. Many of the details shown in previews greatly exaggerated, you can't even really /fly/ anywhere, everything is separated by a fuckton of loading screen so it's more like you're hitting fast travel to go to places rather than ever actually making it there on foot which puts a damper on the whole exploration vibe (see that moon? you /can't/ go there, not directly. you gotta select it on a map and load for a bit, no actual flying there directly!), and the usual Bethesda bugs and inventory management jank.
So you know, like Skyrim. Or Oblivion. Or Fallout 3. Or Fallout 4. Or Morrowind. Greatly exaggerated promises, but a solid enough sandbox to serve as the foundation for years and years of mods to come. And hey, some of these reviews say that the main quest is actually excellent this time around.
Judging by the ridiculous player count on Steam before it's even officially released though, I'd say Todd's sweet little lies have successfully worked their magic yet again. Starfield's going to be a big hit, with a vibrant modding community for sure, and Todd's going to trick you into buying your 6th copy of Starfield: The Definitive Edition five years from now.
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themegachessatron · 3 months
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A Review of my time in Skyrim's Prisons (featuring some followers): Dragonsreach Dungeon
This is the start of what I hope to be a full series of posts where I explore and evaluate the prison facilities in every major hold capital of Skyrim and share my experiences with them. Where else to start than the ever iconic Whiterun and it's maybe a bit less iconic Dragonsreach Dungeons?
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The cell provided for the LDB in Whiterun is modest yet at the same time surprisingly expansive. Decorations include an animal pelt bed (which seems oddly lavish for a prisoner but then again I suppose Whiterun is a wealthy trade hub), a sheving unit to put all the possessions you don't have on you and a hatch which leads directly into a passage of tunnels beneath the dungeons. A hatch which just so happens to have an incredibly weak lock (so they can afford warm bedding but not decent locks? Seems fishy to me). Before I could venture to open these locks however I was faced with an issue.
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I have no idea how he got in here. I suppose given his experience with prison facilities from Riften it's not entirely surprising Inigo would know his way around a prison cell. Perhaps he utilised special moon powers to get in? Maybe he silently picked open the front door when none of the guardsmen were looking? Or had he sent Mr. Dragonfly to open the cell door from the other side? I think it most likely that Khajiit simply has skills my feeble, smooth Redguard brain cannot comprehend.
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With Inigo's help I picked the lock on the hatch and slipped silently into the tunnel network beneath my cell. While inside these tunnels I kept having the same thought: Why are these here? What purpose is there to have a tunnel system beneath every cell in the dungeon? Are prisoners expected to release their excreta down the hatches? I wouldn't think so given the lack of staining on the floors at the very least.
In fact, the whole system seems remarkably well maintained. With the exception of a single skeever carcass, there was very little clutter or cobwebs or anything of the sort. The rather tidy state of the tunnel passageways leads me to conclude that it must be cleaned at least somewhat regularly, but by who? The guards? What do they use the tunnels for? I can't think of any reason the guards benefit from having this tunnel system in place. All it serves to do is give prisoners an easy way out of their cells and access to the prisoner belongings chest (which mercifully is at least locked with an expert quality lock). The tunnels in fact culminate in a ladder which leads directly into the guards barracks (again, why?). I did, however, have one additional thing in these tunnels that requires discussion.
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...I'm beginning to think they don't like me being arrested. Inigo breaking into a prison I can understand but what in the name of Diagna is Sofia doing here? How the hell did she slip past the guards? The most slapdash, crude woman I've ever seen successfully managed to slip into these tunnels without alerting any of the more than a dozen guards regularly occupying either the dungon floors or the guard barracks next door. I believe this says a lot about the quality of the guardsmanship of Whiterun's "finest". Olava the Feeble would be more alert than those incompetent oafs.
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Climbing up the ladder into the Guard Barracks leaves us in a side room containing a few barrels that happens to be within sprinting distance of the door out into the open city. Not only is the close proximity to the exit incredibly stupid, it leaves the guards residing in the barracks no time to feasibly register the prisoner's presence, adopt a battle position, blockade the door out and draw their weaponry. Before they can swallow their sweet roll the prisoner has darted out and is loose on the streets once again, a feat which becomes all the easier when you realise most prisoners won't be weighed down with body armour or big weapons and can this maneuverer much faster than any of the guards in the area. This is of course assuming the prisoner is an idiot who did not pre-plan for their arrest. A smart prisoner can very easily deposit their powerful equipment inside one of the barrels in the back room prior to their arrest which (thanks to the absence of a lock on the barrels) leaves them free to take back their rightful belongings and before you know it Whiterun's finest are jumped by a crazed Redguard lunatic weilding a Honed Ancient Nord Greatsword of Soul Snares and swinging it wildly like they're in the middle of a warzone. This represents a drastic oversight in the design of the prison system in Whiterun that urgently needs adressing.
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In conclusion, Dragonsreach Dungeon left quite a sour taste in my mouth. I had expected a quality stronghold to effectively hold and punish criminals but what I instead saw was bizzare investment directions, a whole underground tunnel system designed for no-one's benefit other than the prisoners, a poorly laid out guard barracks and a team of guardsmen and guardswomen so foolhearty, indolent and frankly inadequate that they were unable to detect the presence of a loudmouth, brash, drunken nord woman wearing heavy plated armour and making a whitty joke every twelve seconds. For one of the most vital holds in the country and a Centrepoint for all of Skyrim, this is beyond a letdown.
Final rating: 2 honed ancient nord greatswords of soul snares out of 10 honed ancient nord greatswords of soul snares.
Thank you for reading and (hopefully enjoying), this little review of mine. Please do consider joining me next time when I investigate the swamp water shithole that is Morthal and see if it fares any better.
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kaidanworkshop · 6 months
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December Workshop Update: The Fun(ds) & 2024
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Well met Workshop Spectators! Besides our super shiny Beta presentation video, & new Mod Content FAQ, we have lots of exciting news to get through. First and foremost, we are reopening our staff applications for our Community Team, specifically in search of new people to join our Discord moderation team. If you are interested in applying, please fill out this form, and someone from our Community Team will reach out to you in early January. As per our last mini-update, the Workshop is looking to have a surplus budget of about 1100 USD -- or 500 lines worth of funding -- and we've been brainstorming up ways to add some goodies into the Kaidan Revoiced: Community Expansion mod 1.0 launch, internally (& lovingly) referred to as 'the FUN(ds)'. Starting today and running though February 1st, 2024, the community can vote on which of these to prioritize. You can read the details of those choices below and place your vote here. Finally, the Workshop staff are going on vacation! We'll be around sparingly over the next few weeks as we all take a much needed break to prepare for the end of the Fun(ds) voting. We'll be back in full force on January 12th! As always, from the staff to the Spectators; we are truly blessed to be the recipients of such support and good will. We can't wait to see what you vote for!
Intro Overhaul Pack - estimated 0 ~ 10 lines
This proposal was inspired by the mod Immersive Kaidan Start, created by WarTortle. Rather than the quest simply appearing in the player’s journal, there is instead a series of changes to point the player towards Kaidan’s Old Campsite or the Abandoned Prison in a more immersive way. We have obtained permission to adapt this mod and incorporate it within our 1.0 version of KR:CE; while we may be able to achieve this via splicing dialogue from vanilla Skyrim, we may need to arrange to have a small set of new lines recorded for one of the NPC interactions. 
I’m Glad You’re Here - estimated 15 lines
This proposal revolves around the mod I’m Glad You’re Here, created by WhiteWolf424242,  which allows the player to hug their companions and loved ones; it currently uses spliced lines from the original Kaidan 2 files to create responses for Kaidan. We would create a small collection of new and old lines to be recorded by our VA, then implement them within the 1.0 version of KR:CE.
Paarthurnax Quest Expansion Compatibility - estimated 10 ~ 20 lines
It is no secret that many players find the ultimatum Delphine gives them about killing Paarthurnax problematic, and while Kaidan has dialogue that acknowledges either choice, we wanted to create content that would acknowledge if the player uses the Paarthurnax Quest Expansion mod by Jayserpa to keep Paarthurnax alive.
The Book Review Pack - estimated 25 ~ 30 lines
In the vanilla Kaidan 2 mod, there is a feature that allows the player to give certain books to Kaidan; while he does have a few unique responses to some of the books, his primary replies can quickly become short and repetitive. To address this (and also because the idea of a Kaidan Book Club is just too endearing), this proposal would consist of creating unique responses to all of the books Kaidan can currently read.
NPC Revoice: Dremora, Ren, Myriah, Tarben - estimated 40 lines
One of the key reasons the Workshop was formed was to address the audio distortion that existed in the Kaidan 2 mod. During our process of reviewing and revoicing the base script, it became apparent that some of the other custom characters and voices included in the mod could also use a touch-up, or lacked a custom voice at all. This proposal would revolve around replacing nearly all of the custom NPC dialogue in KR:CE with revoiced lines from new voice actors. The exception to this is Rosalind (recorded by voice actress Tanya S. Bartlett) for two key reasons –  one, her lines are still in fantastic condition; and two, there have been many requests for an overhaul &/or extension for Rosalind and her dungeon. While we are definitely interested in this idea, pursuing something of this scale would add too much time to our current production cycle for the KR:CE 1.0 launch, and so we have elected to reserve reviewing Rosalind for a later date.
The Faction Pack - estimated 40 ~ 50 lines each
The base Kaidan mod lacks extended commentary on several of the major faction quests; particularly the Civil War, the Dark Brotherhood and the Thieves Guild faction questlines. This proposal would have the community pick among the three aforementioned factions for a full Workshop Original Script addition for our 1.0 launch.
Scripted CVF Pack - estimated 50 ~ 60 lines
New interactions with other custom voiced followers is one of our most requested content additions. While we aren’t fully prepared to tackle large expansions yet due to scheduling and production time concerns, we’ve selected a few CVF’s with whom we have the ability to produce new content relatively rapidly due to internal pre-existing scripts &/or the availability of our potential content collaborators. Those followers are Auri, Caryalind, Khash, and Rumarin. 
The Daedra Pack - estimated 60 lines
Currently, Kaidan only has commentary for the Daedric quest “Pieces of the Past”, with a few one-off lines mentioning certain Daedric gods. The Daedra Pack would focus on adding four to eight lines to each of the following quests, similar to the line count of the original “Pieces of the Past” script. 
“The Black Star”, “Boethiah's Calling”, “A Daedra's Best Friend”, “Discerning the Transmundane”, “Ill Met By Moonlight”, “The Cursed Tribe”, “The Whispering Door”, “The Break of Dawn”, “The House of Horrors”, “The Taste of Death”, “The Only Cure”, “A Night to Remember”, “The Mind of Madness”, & “Waking Nightmare”.
Commentary on Nocturnal is not included in this pack, but rather is tied up in the Thieves Guild questline, which is an option for selection in the Faction Pack.
The Reaction Pack - estimated 60 ~ 75 lines
During the many hours of playtesting the staff undertook, we noticed that there were just certain events that would occur in Skyrim (for example, Jarl Balgruuf asking the player to kill a dragon) that Kaidan just didn’t have any dialogue for. Alternatively, there are some reaction lines that fire frequently enough that they quickly become repetitive (for example, Kaidan lines when being healed by the player). This proposal is geared around creating single line additions throughout the script to make Kaidan be a touch more reactive to the wilds of Skyrim, as well as adding in extra takes of certain lines to reduce repetitiveness. 
Note that this is not a full expansion for any given questline or faction – just extra lines to bolster the existing script.
The Roleplay Pack - estimated 60 ~ 75 lines
There are several instances where the mod allows the player to roleplay a bit with Kaidan, providing him details about your past, your family, and even your adventures. Given the staggering amount of options that are possible within the Elder Scrolls Universe, this proposal aims to expand the responses the player can give to Kaidan – for example, lines that acknowledge the specific province the player was born in, as well as the player's race, filling in the missing gaps for his commentary regarding the player’s level in different skills, or increase the variety of different gods the player can say they worship. 
DLC (Dawnguard/Dragonborn) Pack - estimated 65 ~ 80 lines each
The base Kaidan mod lacks any commentary regarding the two DLC’s Dawnguard & Dragonborn. This proposal would have the community pick one of the two aforementioned factions for a full Workshop Original Script addition for our 1.0 launch.
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hetalia-club · 2 years
Conversation
So here's my take on if the countries were Gaming YouTubers/Twitch Streamers I Guess you could call this part of the Human AU?
Alfred (America): War games and first person shooters. His fans are mostly men, but also has a hefty following of teen girls and Young adult women who are obsessed with him (Think Markiplier and Jackspeticeye). Uses a face cam and talks more about his personal life than the actual game he’s playing also SCREAMS, but that’s what people like about him that they know so much about him. He attends a lot of cons you either love him or hate him no in between. Has a LOT of brand deals and is the face of an energy drink.
Matthew (Canada): He plays a lot of Nintendo games full playthroughs. His most popular is his Animal Crossing one that’s up to over 400 parts he uploads almost twice a week. Couldn’t be more different than his brothers channel. He just uses a mic and comments really softly over his chill game play just about what he needs to do and what he’s doing next. occasionally he’ll get really excited like when he catches an new fish he’s been looking for. It’s something you’d sit down and binge watch with a cup of tea on a really cold or rainy day. If he and America a streaming at the same time you can hear muffled screams from the other room that he’ll apologize for.
Arthur (England): Only reviews games. But he doesn’t show you him playing the game, like a week after it comes out he’ll make a 20 minute video on why he hated or liked the game and rate it on a 10 point scale. He’s not nice about it either. He rarely likes any game and claims that when he was a kid everything was better. He tends to like Indie games rather that AAA titles.
Francis (France): Only plays bad games. Goes through the lowest rated games on steam and plays them. He always beats them no matter how odd or unplayable they are.
Yao (China): Basically he just plays bootlegged games and really obscure games. Like: Barbie games(Has played all of them), Weird 90's learning PC games and bootlegged Mario where you play as Pikachu instead of Mario and none of the buttons work. If he plays newer games they are so modded that you can hardly tell what it was before. Sometimes he’ll have to pause because he’s laughing so hard. People quote him all the time around the internet.
Ivan (Russia): Mostly plays nostalgia games from the past like Super Mario World and Donkey Kong Country. But occasionally he'll play a RPG like fall out or Skyrim. He’ll talk about himself like while he plays but he tells you super embarrassing and funny story’s from when he was a kid.
Ludwig (Germany): Does not have a channel of his own…
Gilbert (Prussia): He makes his younger brother who’s terrible at games play games and doesn’t tell him what it’s about or what to do and he just watched him get angrier and angrier. Sometimes he’ll play with him too and just beat him so hard that you’re sure he’ll never get him to play again but he’s back again next week. He’ll release stuff that he does by himself during the week but it’s usually just him playing random games. Lately Germany has bee getting better at games so they’ve been releasing them playing FIFA together and it’s pretty popular.
Kiku (Japan): Speed runner. He beat games so fast that he goes to competitions. He also does playthroughs of Japanese RPG games. He’s also a competitive Mario Kart and Smash bros. player. He has a face cam during his videos but hardly ever says a word because he’s concentrating
Feliciano & Romano (North&South Italy): They play horror games. Neither of them are good at video games and are afraid of everything so it’s good fun to watch them lose their shit on their face cam. They got popular by playing Five Nights when it first came out and now people send them all the horror games they can to play. They stick with it and end up beating it but it’s a hell of a ride.
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Hiring voice actor for Skyrim mod!!!
I finally just landed a job, and therefore can finally afford to hire a VA to voice my mod!!
Male Nord Commander marriage is exactly what it sounds like. It allows players to add any NPC with the MaleNordCommander voice type to the marriage faction and successfully marry them. Some examples of NPCs with this voice type are hold guards, Captain Lonely Gale, Hrongar, and Eorlund Gray-mane.
However, the game itself does not contain audio for this marriage option, seeing as it was not programmed into the game originally. Therefore, I need a voice actor to voice the given lines for this mod.
AI SUBMISSIONS ARE NOT PERMITTED FOR THIS MOD!!! I REFUSE TO USE AI GENERATED MATERIAL IN ANY OF MY MODS PERIOD!!!!! No exceptions, no excuses. This job opportunity is solely for actual legitimate voice actors, and anyone caught submitting AI generated material for review will be blocked immediately from my Nexusmods and anywhere else you contact me with them.
All details about the job opportunity are listed here. Please read if you're interested, and if there's anything you wish to know which is not listed in the article, feel free to contact me via the given methods listed at the end of said article. I will respond ASAP.
And of course, if you're not interested in this but you know someone who might be, please feel free to pass this along to them! :)
I look forward to hiring someone for this soon!!
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If anon is looking for western AAA games there’s like red dead redemption assassin’s creed fallout franchise mass effect tomb raider watch dogs deus ex etc. most of those are already open world RPGs of different genres. Most rpgs published by major companies go for open world nowadays.
I still suggest sailing the high seas for AAA though unless you’re supporting them for their diverse content or wait until they go like 50-70% sale. In this economy those prices are not worth it for the amount of content they give and the increase in sales doesn’t even really go to the dev teams anyway its more direct to the company. For me its just a metric to tell the companies I want more diverse content. Support Indie devs steam has its own indie tag to make it easy to find!
or if AAA isn’t a necessity open up steam and search by tag. I got 1200 results checking fantasy open world and rpgs on steam.
Some particular suggestions that I haven’t seen though I guess its because its been like 4 years since their release?:
- The Outer Worlds open world rpg scifi shooter is made by a AA company which is known for Fallout New Vegas Pillars of Eternity and SWTOR KOTOR II. The player character doesn’t get a romance but you do get a companion who is a sapphic asexual and you can help her get a girlfriend. Its has choices and relationships in a similar style to FNV
- Tell Me Why is a narrative adventure game by Dontnod who made Life is Strange. It features a trans man as one of the leads and Dontnod had this on their FAQ https://www.tellmewhygame.com/faq/ : “Trans, nonbinary and gender non-conforming staff at both DONTNOD and Xbox have made countless key creative contributions to Tell Me Why, including in character design, narrative and dialogue, building inclusive online spaces for the game, and much more. To ensure that Tyler’s character would resonate with a wide and diverse audience of trans people, the Tell Me Why team worked closely with two of GLAAD’s transgender staff: Nick Adams, Director of Transgender Representation; and Blair Durkee, Special Consultant for Gaming. For over two years, Nick offered foundational guidance on story and character, consulted on casting, and reviewed scripts at all phases of production. Importantly, August Black, Tyler’s voice actor [who is trans], also made significant contributions to Tell Me Why’s dialogue. During recording sessions, August provided edits to the script if he felt a certain line or moment did not do justice to Tyler’s story, making him an invaluable part of the creative process. August’s personal experiences also inspired key moments and lines of dialogue.”
I say why go for a game who names a trans character in the same ignorant way it named Cho and Kingsley when you could go for games that have creators who genuinely care for and listen to the perspectives and rights of the people they’re trying to represent right? In addition to all the other issues.
if magical systems in particular are a need aside from open world rpgs:
- Tiny Tina’s Wonderland – if you’re more familiar with borderlands this is a spinoff but spellcasting instead of guns
- Pillars of Eternity is fantasy from the same studio as outer worlds and is really good. Pillars of Eternity II: Deadfire was the latest release
the TES games have been mentioned but I wanted to reiterate that there are 5-6 magic schools and 100+ spells for those games. Worldbuilding and roleplaying is very fun and makes it quite repeatable so worth the money. They all also have quite a prolific modding community especially oblivion and skyrim and it isn’t that hard to download mods to personalize the game. But even without mods its still fun to replay and go on sale along with ESO often enough
Most JRPGs in general have magic systems and are largely open world. All of the final fantasy games have magic. Adjacent is kingdom hearts. I’ll just add the Shin Megami Tensei series which is related to Persona. The Atelier series brand is alchemical magic. The “Tales of ____” of bandai namco series allows you to main the magical casting characters if you wish. Ni No Kuni is again fantasy setting. Valkyrie Elysium was recently released. Xenoblade Chronicles 3 too was released last year.
Forspoken is a recent game published by SquareEnix so its technically jrpg but its setting is western with a black main character that was rendered based off the VA who is half black caribbean. The main character is based in New York then gets transported to a fantasy world where she gains magic and mixes that up with parkour style movement. if you can’t afford it yet wait for a sale.
Check out golden week for sales since they tend to really go low for JRPGs during that time more than any other sale
Some indie games that have witchy elements:
Flying Neko delivery – if you like studio ghibli and kiki’s delivery service why not fly around on a broom as a cat making deliviries?
Little witch nobeta – you play as a little witch to explore ancient castles. The magical system is a bit limited but at the price you’re getting it I think its a good deal
Little Witch in the woods – 2d pixel art in the style of old school rpgs you play as a witch and make potions and cast spells, help people and refurbish your house.
Potion craft – not an rpg but its an alchemy simulator
Kena: bridge of spirits – not witchy but it has magic and exploration. Not quite open world in that you tend to travel linearly but you’re free to go back to places you’ve explored before. The gaming company partnered with a vietnamese animation studio and they based the animation on the environment of SEA/East Asia so if you’re from there and find the environmental aspects familiar in a fantastical way like buildings and the way the characters were conceptualized that’s why. from where im frm Kena costs the equivalent of $15 but it seems like its still expensive on steam US though as it costs $40? it tends to get 50% off on epic stores though so you can wait for its sale there
some upcoming indie games aside from witchbrook:
kitori academy – should be coming out this year. You’re a magical apprentice going to school to learn magic.
Lawmage academy – 2d pixel art old school style where you go to an academy to learn spells and craft potions
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What are your thoughts concerning the OGL 1.1 possibilities, and your work? Will you stick with 5/5.5e, or be looking at a new system?
Hoo Boy... this is gonna be a can of worms.
I have had the chance to actually read the OGL 1.1 (or what is to my knowledge the most recently sent out version), and I will link that here for anyone who wants to read the Actual Document, instead of sensationalized headlines and youtube reactions.
There's certainly some stuff n there that will be a pain in the ass - attaching a copy of the OGL to the end of all my content, and Making sure to document things better incase by some miracle I ever start making money off of this stuff. But buy-in large, it's not going to affect me, and I think that there is a lot of misinformation and panic going around the community, because so many of the people blowing the whistle aren't familiar with how to read legal documents, or haven't had the chance to read the new OGL for themselves.
I could be wrong on that, and I'm not coming out in support of the changes or anything. But after reviewing the document with the help of a legal eye, I don't think it is going to be as world-ending as people are passing around.
For one, a lot of people misunderstand what the OGL actually is. It is not a blanket document that covers all content. While it does dissolve the old OGL, it does not dissolve the Fan Content Policy, which is what most homebrew produced by individuals actually falls under. It also isn't the only License Agreement WotC issues - it's just the default. Despite the reactions of some third party publishers like Kobold Press, there is nothing stopping those who bring in more $750k gross a year (because it is $750k, not $75k, like I have seen thrown around in a few places) from reaching out for an individualized, custom license, and the wording of the new OGL actually encourages that. The big 25% in royalties is primarily a tactic to force that, actually. And even then, royalties are only paid on revenue beyond $750K, so if you bring in $750,001, you would owe exactly $0.25, on the $1 extra you made. WotC is also giving publishers a full year without any royalties, while they figure out their own licensing agreements or change models - it's not an immediate demand for money.
The other big concern I see going around is that this OGL effectively gives WotC ownership of any content produced under it. It explicitly does not. The clause people are up in arms about gives WotC a non-negotiable License to content created under the OGL, but it expressly leaves copywrite and ownership in the hands of the creator. that's a big distinction. While WotC may not be require to pay anyone royalties for content published under the OGL, they are required by law to credit appropriately, which opens them up for a whole host of legal trouble if they try to steal everyone's content like is being rallied against. If their goal was simply to steal our content, they would not have included this distinction
This same clause (or actually a substantially more broad one, which does give WotC ownership and Copyright), is actually already a part of the UELA on DMsguild and DriveThru RPG. While the wording is scary, and I would certainly like to see WotC better define the terms and intent here, the reality is that such clauses are pretty standard fair in situations like this, and primarily used by companies to prevent frivolous lawsuits from every creator who publishes something similar to what the license holder already had in the pipleline.
It's important to remember that this OGL is only as strong as WotC's intent and ability to enforce it. Hasbro is a big company, with a lot of weight to throw around, but that weight also gets in the way. They aren't going to come after individual creators for the same reason that Bethesda doesn't viciously hunt down everyone who mods skyrim - it's just not profitable to do so. This OGL is primarily targeted at big name publishers who have been abusing the lack of constraints on the Old OGL to make everything from full sourcebooks to royalty free merchandise and tv shows. (I big reason we are seeing it now, in fact, is that the critical roll TV show we were supposed to get from netflix is locked up in a legal battle over this).
At the end of the day, I'm probably going to receive a lot of hate for not jumping aboard the bandwagon here to roast WotC on a spit. But I am also not giving them my support. There are plenty of things I don't like about this update: It's incredibly vague in some areas, and especially does a poor job of defining what constitutes use of licensed or unlicensed materials. For example: If I reference a core spell not included in the SRD, or put it on the spell list for my warlock patron, am I violating the OGL? The Terms in this OGL would suggest so, but I highly doubt that is the intent, since that ruling would prevent creators from including things that encourage people to buy more content form WotC.
My main point here is that I think a lot more people need to actually read the document, and that I don't see this as any sort of game-ending event for D&D. But I've also seen this shit coming since I started, and personally built my "Brand" and business in such a way that the new OGL is going to have very little affect on me or my content, so I may be incredibly biased. Mostly, I just want people to do their own research, rather than jumping on the bandwagon of cancel culture. This could potentially have a lot of far reaching ramifications, but I don't think they are the ones people are up in arms about.
And if anyone thinks I'm the devil for asking them to read and form their own opinions...  Well the 15th century catholic church would agree.
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