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Destiny1773
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Post by Destiny1773 »

Being able to capture people would be a great idea. There could be a whole underground slave trade business. That springs another idea. A slave trade joinable faction. =)

I was so disappointed with Bethesda's 4 guilds in Oblivion. Morrowind had like 12 joinable factions.
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dingohunternigel
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Post by dingohunternigel »

Destiny1773 wrote:I think the crew you made is the same as what Bethesda would do.
Really? I didn't think Beth really made too many characters with personality. Just a few throughout the game, and never in a small, interrelated group like this.

Not to mention the gay Redguard.
And unless he's the ONLY gay person you're going to put in the entire mod, I think you should play-down that aspect of him. (Not that I think anyone would take the time to write scripts to make him ACT gay... please don't, by the way. There's lots else to be done...)
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Gez
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Post by Gez »

dingohunternigel wrote:Really? I didn't think Beth really made too many characters with personality. Just a few throughout the game, and never in a small, interrelated group like this.
Time constraints, mostly. There are a lot of NPCs in Oblivion. And they're more complicated to set up than those in Morrowind, because of voice acting and radiant AI.

But did you play Shivering Isles? Plenty of characters with a lot of personality, and plenty of interrelations between them.
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Post by lb003g0676 »

The difference beign that Shivering Isles is good.

But I still despise whoever did the art from it. It looked like basic concept artist fodder, it didn't look like the beauitful art direction of Morrowind.
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dingohunternigel
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Post by dingohunternigel »

no, I've unfortunately never played Shivering Isles, or even (really) Oblivion. It's sitting on my shelf until I get a computer that can handle it (probably this Summer).
My current pc runs it, but only jumpily, on the lowest graphics settings; I wasn't about to ruin the experience by trudging through the game like that. It'd be an inservice to it.
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Destiny1773
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Post by Destiny1773 »

When you do get oblivion, you have to get deadly reflex, FCOM convergence, and that mod that adds a lot of interesting spells that is #1 on tesnexus.com(see top 100).

Now back to the topic.
Are we going to see any special pirate weaponry/armor?
The cutlass in Oblivion was very weak.
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Gnomey
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Post by Gnomey »

I don't think that that's too necessary. Even in RL pirates were just a rag-tag bunch of people who probably only used what they could get, and cutlasses probably only became "pirate weapons" because they were common weapons at the time and the pirates are the most famous weapon-users of that era. But that's beside the point. The pirates in this thread are clearly a rag-tag bunch so unique weapons wouldn't make much sense. (Then again, nor does having all of the houses in a given city made in the same style).
Destiny1773
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Post by Destiny1773 »

True, but, in my opinion, more unique weapons means more diversity, and that means the game is more fun.
It doesn't even have to be that unique, as you could take a plain cutlass, or any sword for that matter, and add different styles on the hilt, and a slightly different shaped edge for each one.
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