Face converter oblivion




















So, you find yourself beating the last contender in the arena. When the champion falls you rejoice, and so does the crowd. Well, since there is nothing left to do you find yourself back at the front entrance to the arena, speaking to the man who takes bets. You leave feeling accomplished in your deeds. But what is this robust colored specimen blocking the way? Why is it walking toward me What the hell is this thing!?! I didn't know Jak was in this game!!! Right after speaking to this golden-haired Jew, he gives you two options from which to choose.

Both of them will produce strange, and in some cases, extremely hilarious results. They are as follows. You can satisfy his needs by letting him follow you around everywhere. That means that everywhere you fucking go he'll be kissing the ground you walk on. It sounds just as great as it is fucking annoying. Most likely if you choose this option, you only do it so you can have him follow you to a giant cliff in the mountains and end up killing him with fire. Lulz are sure to ensue because he basically goes flying and ragdolls down the mountain for like 20 minutes thanks to the shitty physics engine that was rammed into this game's ass.

This choice in conjunction with the latter choice can produce some of the most hilarious results this game can offer, especially when you get bored with him. One fine day at the spike video game awards Bethesda decides to make all the fanboys wet with joy when they announced The Elder Scrolls V : Sky rim. Oh yeah, you can dual wield. Over a decade after the release of this game, nostalgiafags have looked back with rose tinted glasses on the poorly programmed and unstructured mess of a game and made the game a popular meme again, kicking the fuck out of a long-decomposed horse.

If you are aroused by this, you are officially gay. And sick. Some moar Argonian on Khajiit action. Why does a reptilian species have breasts? Interesting note: These two are actually mother and daughter in the game. Illustrated in a helpful in-game book, acutally from Morrowind. Some hawt daedra buttsecks Also note the portal in the background. Visit the Gaming Portal for complete coverage. You have violated the law! Pay the court a fine or serve your sentence.

Your stolen goods are now forfeit. Breaking news! Oblivion is over 10 years old nao!!! Oblivicocks About missing Pics. Oblivion MoonMan.

Oblivion Sucks by Anonymous. Characters About missing Pics. Realistic African American build. GNAA Initiate. Yeiner Perez reenactment. Money shot. Categories : Pages with broken file links Gaming.

Personal tools Create account Log in. By Azura, by Azura, by Azura! Plenty of Sky rimming in this video! Jauffre Jam Yes, right there. I've been thinking of making Aravi a follower, but it'll require a lot of work for me. She has a lot of rules about her character that I'd have to find some way of enforcing.

I'd also have to make a new race so I can package her meshes and textures without making everyone download a bunch of mods for her to look right. Oct 18 , PM. Halfway there. A little research has me almost ready to make Denelle the Rorikstead merchant and Mikke the Dawnguard follower. They'll need something to do other than stand around. They both need special hair, which I think I can manage. Plus Abiene is going to be a merchant to give her something non-decorative to do.

There's a mod that would let her heal other characters as an NPC, but I fear for my struggling laptop. Some day Those are great ideas! Abiene would be a natural for a Restoration trainer, and that's a way for me to learn about editing dialog I think. I'd like to give Jerric one of Stenvar's lines rather than the one he uses.

Abiene will make me figure out how to do it. Might be a good place to learn how to make a building for Mikke. And Roggi, of course. It should be easy to add a copy of him. Plus some dogs and kids Oh, and maybe a river. That would be a good place for J'Shanji and Shuvesse.

If it was somewhere warm, of course. They could run a shop in Green River. Invision Power Board v2. Licensed to: Chorrol. Oct 12 , PM Post 1. King Coin. Oct 12 , PM Post 2. Master Joined: 6-January Oct 21 , PM Post 3. Jun 13 , AM Post 4. Jun 13 , AM Post 5. You can print that out, and then use that to manually set the sliders for your second character using showracemenu. As I understand 0 is dead center, is full left, Obviously this would be easier if you use one of those mods that displays the numbers for each slider position.

Jun 13 , AM Post 6. Better than nothing, thanks SubRosa! Pseron Wyrd. Jun 13 , AM Post 7. Sep 2 , AM Post 8. Sep 22 , PM Post 9. How did I forget about this? There is a way you can do it without Wyre Bash in Skyrim, but not Oblivion. Most of the races have a combination of attributes, skills, and special abilities that make the race naturally suited for certain character types as detailed under Character Types.

A secondary consideration when choosing your race is that the racial powers and racial constant effects can provide access to spell effects that can then be used to create custom spells or custom enchanted items. In most cases, standard spells can be bought, providing access to the same spell effects. Some exceptions are:. Generally, the benefit conferred from access to these spell effects is not significant enough for these racial powers to be dominant factors in choosing your character's race.

There are thirteen possible birthsigns , each of which bestows a special ability. There are three main types of birthsigns: those that provide constant-effect attribute bonuses; those that provide constant-effect Magicka bonuses; and those that provide powers, which can be used once per day in the case of greater powers or cast multiple times per day using the character's Magicka in the case of lesser powers. The strongest bonuses are accompanied by offsetting weaknesses.

The birthsigns that provide constant effect Attribute bonuses are: Lady , Steed , Thief , and Warrior. Because you do not have to remember to use these constant-effect bonuses, they require the least effort to be made useful.

They are most useful early in the game by using efficient leveling , you can get your two most important attributes to by level 15, whether or not you use a birthsign bonus. Constant-effect Magicka bonuses in order of increasing bonus are provided by: Mage , Apprentice , and Atronach.

The higher Magicka bonuses are balanced by weaknesses, making them less conservative choices. As with the attribute bonuses, little effort is needed to take advantage of these birthsigns. The extra Magicka bonuses are useful throughout the game, even for high-level characters. The birthsigns that provide once-per-day greater powers are: Lover , Ritual , Serpent , Shadow , and Tower.

These bonuses are most useful if you are likely to remember to use these powers regularly - if you always forget to take advantage of them or are afraid to use them in case you might need them later in the day , these birthsigns are relatively ineffective.

Most of the powers are most useful early in the game; later in the game, your character can generally learn spells or make potions that are at least as powerful as the greater powers. There are also Doomstones that can be discovered and provide greater powers that in many cases can replace the birthsign bonuses. Lesser powers can be used as many times per day as desired, but carry with them a magicka cost albeit a small one. The game comes with twenty-one predefined standard classes , which provide a quick way for players to set up a character.

One will be suggested for you during the tutorial. Unlike in previous chapters of The Elder Scrolls, this will be determined by what skills you have used up to that point, rather than a series of questions. Some of the classes focus on a single one of the three specializations; other classes combine elements from two or more specializations.

Therefore, it should be possible to find a class to cover most standard styles of gameplay. However, none of the standard classes are ideal. For example, there are actually no classes that exactly match the prototype character types presented below for fighters or thieves.

Players interested in efficient leveling or otherwise controlling their character's development will not find any suitable standard classes. Custom classes are necessary to provide complete control over the character creation process.

There are different character combinations without making a custom class. So remember, no pressure! There is a character combination for everybody's needs. There are three schools of skills : Combat, Magic, and Stealth. These skills also increase more rapidly than other skills. The maximum value of any attribute is , regardless of whether it received any initial bonuses. One attribute that in general should not be chosen for your class attribute is Personality , as it is particularly weak.

Of the three skills it governs, two provide no benefit in combat or survival Mercantile and Speechcraft and the third Illusion is not improved in any way by increased Personality. Only those who plan on roleplaying their character with a strong personality should pick this.

The most important part of creating a custom class is choosing the seven major skills. These major skills start out at values of 25 instead of 5 before any racial or specialization bonuses. Major skills also increase more rapidly than other skills. The most rapid advancement is in skills that are both major skills and in the class specialization.

The other aspect of major skills is that advances in major skills determine when your character's level increases. Whenever your major skills have improved by a total of 10 points, your character levels up. This feature alone makes character creation difficult: depending upon whether you like to level up quickly or whether you prefer to control your character's level, creating your custom class will be fundamentally different.

A secondary consideration is that starting spells are made available for any magic skill that is chosen to be a major skill. These spells are summarized on the individual skill pages, and are also noted on the Spells page. These spells are in all cases standard spells that can be bought from spell vendors. However, getting them for free saves some money and bother in tracking down spells before you can even start training the skill. The first step in deciding which skills should be major skills is determining which skills your character is likely to use the most often.

Whether the most-used skills should be major skills or minor skills depends upon your style of play, as discussed in Custom Classes , but in either case identifying the most-used skills is a necessary step. The most-used skills will largely be determined by the overall type of character you choose to play as.

Some suggestions on sets of skills are provided in the next section. Oblivion does not restrict what skills any character can use. Any character can develop any skill to given enough time and effort. Therefore, selecting your character's most-used skills does not imply that the other skills will not or cannot be used.

However, the strongest characters will start by focusing on a few skills and developing those skills the most rapidly. For example, a character with in one combat skill e. There are some other game abilities where there are two different skills that can be used to provide that ability; it is worthwhile to choose which skill your character will rely on.

Another factor in selecting skills is whether or not it is easy to control when and where your character uses a skill. In particular, if you are interested in efficient leveling , it is important to not accidentally level up because your character is forced to use a skill. Skills that are not used in combat in other words, that you will not need to count on for character survival are typically easier to control.

For most characters, easy to control skills will include:. Block can even be considered easy to control, because if necessary you can always opt to fight without blocking. In the case of magic skills, you can use spell effects of schools you'd rather not level by creating custom spells. For example, a Restore Health 3 points for 5 seconds spell would normally train the Restoration skill. This will at least double the base cost of the spell, and often raise it past a skill breakpoint in this case, it turns a Novice Restoration spell into an Apprentice Alteration one , but it's one way to heal yourself in the field if you run out of potions.

If you plan to use training to increase skills although remember that at most five skill training sessions can be used per level , you may also want to take into account how easy it is to obtain training in various skills. The Trainers page lists who the trainers are for each skill, but note that some of the trainers have bugs that limit their availability. For training past skill level 70, only one master trainer is available in each skill, and a mini-quest must be completed for each some of which are more taxing than others.

Corresponding to the three specializations, there are three archetypes for character roleplaying: fighter, mage, and thief. The most important difference between these three character types is the style of combat, but there are also some secondary differences generally associated with each of these characters. This section provides some guidelines on key characteristics of each of these prototypes, and recommendations for the races, birthsigns, and classes that are best aligned with each one.

These recommendations are intended primarily as guidelines for players starting out - as you play the game you are likely to develop personal preferences that differ from these guidelines.

However, you do not need to choose a character that strictly falls into one of these three categories. Most people will want to create a hybrid character that combines aspects of the various prototypes. The fighter relies upon melee combat to attack enemies, and prefers to charge into face-to-face combat. The fighter expects to receive a lot of damage in combat, and relies upon high health, full armor, and blocking skills to survive the damage.

All three of the following races provide good combat-related greater powers, good Strength and Endurance , and many combat-related skill bonuses. The mage relies upon magical attacks. Because armor negatively affects spell efficiency, the archetypal mage will not wear any armor. Instead, the mage will try to avoid the center of combat, use decoys to detract attention, and generally avoid taking any damage.

The thief relies upon sneak attacks and avoids face-to-face combat as much as possible. Sniping from hidden corners - often using a poisoned bow - is a primary means of attack.

Most characters will not fall strictly into one of the above three archetypes.



0コメント

  • 1000 / 1000