Oblivion cs tools download




















SetAV chameleon 0', 'Player. SetActorRefraction 0' a few times and it should revert. Sets your character to a rank depending on the number specified. Using the value -1 will remove you from the faction, as will setting an invalid rank. Links: Lists of miscellaneous factions. This command requires that you use the target's RefID.

For any unique item in the game, this is a fixed ID number that is the same in any person's game. RefIDs are also documented on the articles for various unique creatures and items find each page via the search function. Note that the RefIDs on the wiki will not work for any duplicates you may have created.

Removes every non-quest item from the selected NPC or container and moves them to the specified target NPC or container if one is specified ; the number determines whether they retain their ownership flag 1 or become "free loot" 0.

This can be used: to destroy all non-quest items in an inventory by clicking the object and typing RemoveAllItems; to move all non-quest items from one inventory to another by clicking the object with the desired items and using the RefID of the object they're to be given to; or to move all non-quest items from the player's inventory to another object's inventory by beginning the command with "Player.

Duplicate every item in one object's NPC or container inventory into another object's inventory. The first RefID used is the object which has the items you want to duplicate. However, you can only put anything there if you're duplicating your own inventory, as it won't work if you put the RefID of the object; to duplicate anything else's inventory you'll have to click it. The second RefID is the object that you want the duplicated items you be put into.

You need to watch out what you duplicate, though, as quest items aren't exempted from it. The values that can be affected by this command include skills, attributes, health, fatigue, and magicka; a full list of recognized values is found at Actor Value Indices. When editing skills and attributes it will set the specified skill or attribute to the number specified. When editing fatigue, health, or magicka it will set the value to the specified number plus its base value; the numbers that can be used depend on your current values for the stats, but the values for each cannot exceed the following: health - 2,,,; magicka - 65,; fatigue - 65, Good for when you want an NPC to have more health or do more damage, or, alternately, if you want an enemy to have less health or do less damage.

Beware when modifying the values of creatures, though, as any changes made will affect every creature of that type. Notes: The difference between this command and AdvSkill is that if this is used to increase a skill, any major skills changed won't count toward a level-up. You will, however, gain the benefits of skill perks such as the ability to disarm or stun opponents though the game won't tell you so.

Also, when modifying a skill with a name containing multiple words, such as Hand to Hand, omit the spaces i. This one will explain the usage of the more complex actor values. Keep in mind that when changing these actor values it will often take into account any enchantments you have on you, as they're already applying to the actor value.

Note that a number between 0 and usually means the effect is in percentages, and a 0 or 1 number will mean it will turn it off 0 or on 1. To get started, here are some simple resistance values: ResistParalysis , ResistPoison , ResistMagic , ResistFire , ResistShock , ResistFrost , and ResistNormalWeapons ; depending on what number between 0 and you use, these will increase your resistance to the specified effect "normal weapons" are any weapons that aren't silver, Daedric, or enchanted.

There is also the uncommon and unseen ResistWaterDamage value, which will negate a percentage of lava damage dependent upon the number inputted, though strangely it does not affect the damage taken from drowning in water.

Some more simple ones are SpellAbsorbChance , SpellReflectChance , and ReflectDamage ; depending on what number between 0 and is used, these will increase the chance of absorbing or reflecting spells and reflecting damage.

Blindness takes a number between 0 and and affects how well an NPC or creature can visually detect you. At 0, how well the player sneaks is completely dependent on their skill, but as the number increases it becomes easier for the player to sneak around the NPC or creature as they become less capable of seeing the character until, at , they can't see at all.

They can still hear, however, so the player can still be detected by any noise they make. Blindness also affects an NPC's ability to spot the theft of items, but not attempts to pick his or her pockets. There are also the values Chameleon and Invisibility ; Chameleon takes a number between 0 and , while Invisibility takes either 0 or 1.

The problem with these is that Chameleon may stick on NPCs won't notice you even after you've turn it off, and Invisibility is bugged if you go through a door you'll freeze - you probably shouldn't use it.

Note that if you use either, you won't be able to see the invisibility effect until you go into 3rd-person and back, or vice-versa. You'll need to save the game after you put them in then load that save before you'll get the night eye or detect life effects; the same goes for turning them off again. MagickaMultiplier controls your maximum magicka. There are also three values to be used as negative effects on your enemies. Just click the NPC or creature you want affected and put in the command, but you probably don't want to put Player before SetAV unless you intend to paralyze yourself.

These are all 0 or 1 values and pretty much self-explanatory: Paralysis , Silence , and StuntedMagicka. Stunted Magicka will stop the enemy's Magicka from recharging, and all three are permanent effects until you turn them off with 0. Some other values that may be useful, or fun, to try changing on NPCs and creatures are Aggression, Responsibility, and Confidence.

Aggression controls how much the NPC or creature wants to kill the things around it, 0 being passive and being bloodthirsty. Responsibility controls how well the NPC will follow the law, being law-abiding and 0 being kleptomaniacal it obviously does not apply to creatures.

Confidence controls how prone the NPC or creature is to fleeing or fighting, 0 being never fighting and being never fleeing a middling number will make them initially fight but flee if they're dying. Other applications: You can change the positive actor values of allies and companions with these in the same way you'd change their negative values: by clicking them and putting in the command without the Player at the start.

You can also turn many positive values into negative values to be used on your enemies by inputting a negative number instead of a positive number ex. This is kind of like the Player.

PlaceAtMe command, but you don't need to know the ID. Click an NPC or creature then type in the command, and a clone of it will be created; you'll have to repeatedly re-enter the command if you want more than one clone. The clone will share most of its AI, such as its schedule and combat, but it won't have any dialogue and can't be used to complete a quest. It has limited uses beyond entertainment, but has potential as an aid to experiments and tests.

Also, for a more practical use, if you want the equipment of a non-essential NPC but killing them would break the quest for example, Lucien Lachance upon recruitment then you can create the clone, kill it and take the gear.

Watch out for objects titled "Missing name", as ever. Other applications: If you click a summoned creature and type in the command, you'll get a real version of that creature rather than another summoned version. This real version will act just like if you'd encountered it in a dungeon, and it will fight you and any NPCs near it.

Unfortunately, a copy of a summoned creature will attack anything, including NPCs and other creatures which the creature would usually ignore. For example, a copy of a summoned Spider Daedra will attack any other Daedra that are nearby, including other Spider Daedra that were copied from the same summoned Spider Daedra.

In some cases like in the Knights of the Nine plugin you may be prompted an option to make your clone follow you and help you in combat like another follower. This can potentially crash your game, depending on how many clones you make and whether or not they engage in combat i.

Notes: The lock command seems to be of little use as NPCs can use doors and containers whether they're locked or not. Notes: Adding a 1 to the Resurrect command i. Resurrect 1 will cause the NPC or creature to come back to life and stand itself back up as opposed to disappearing and reappearing live and standing , offering a more aesthetically-pleasing alternative which also allows the NPC or creature to keep any items they had on them rather than having their inventory reset; however, any equipped and readied weapons and shields will be dropped on death and thus will be not be in the resurrected NPC's inventory.

Using this method, the player can place items in the inventory of the dead NPC or creature then resurrect them with the items intact, which can also be used to give NPCs back their dropped weapons and shields. You can also resurrect NPCs and creatures whose corpses have disappeared by using the command PRID RefID to select the corpse it may not be visible, but the data's still there and using Resurrect like normal. See Player.

Resurrect can be used on a living actor to reset its inventory or simply refresh its animation. This can be useful if a character glitches and gets stuck in an animation. Notes: Warning! Clicking an NPC or creature then typing this command will change their name to the specified name. Unlike most commands, those quotes are actually necessary.

Good for renaming a horse or a helper NPC. By clicking a merchant and typing this you can set their barter gold to any number you like. Very handy for getting the most profit out of what you sell, or just selling large numbers of items without needing to split them.

The maximum value for barter gold is Adds the specified number to your "Gold fenced. By clicking a friendly NPC and typing this it will change how they act when you hit them. If the selected NPC is in combat, they will allow you an unlimited number of hits and will never turn on you.

If they are out of combat, they will allow you three hits before turning on you. Great for those big fights with lots of guards running around. Click a horse, item, door, anything that isn't yours, type this, and it's yours.

You could break into someone's house, use this on all of their possessions, and walk away without actually stealing a thing. Or you could walk into a stable, use this on a horse, and you've got yourself a free horse that will follow you.

Or, if you aren't trying to cheat, you could use it for troubleshooting. Gives you ownership of the specified cell, which will allow you to own buildings that aren't actually yours and thus enter them without it being counted a trespassing.

You will also gain ownership of all of the items, containers, and beds within the cell not specifically owned by an NPC. Links: Each Place page provides the code for that location, plus there is the list of interior test cell location codes and the list of exterior test cell location codes. Notes: Location codes differ from IDs in that they are in string form rather than hex form i. KvatchChapel vs. Using this, you can remove the "quest item" tag on those pesky quest items that never get removed from your inventory.

Or, if you have an item you don't want to accidentally sell or lose then you can use this on it to make it an undroppable quest item. Links: Codes for most non-useful quest-specific items are provided at Miscellaneous Items ; enchanted quest-specific items are listed at Leveled Items and Unique Items.

By clicking an Oblivion Gate and typing this, you will destroy that gate. Of course, you won't get the Sigil Stone for the gate, and you won't get the fame that comes with the Sigil Stone, but if you hate Oblivion Gates ruining the scenery and don't feel like running through them then you can just close them with this.

Notes: Occasionally, using this command will cause the weather to be "stuck" in oblivion sky mode; entering FW 38EEE into the console should resolve this. Click the NPC whose disposition you want to modify and type the command. The number used is the number you wish to add to the NPCs disposition using a negative number will decrease their disposition. Example: ModDisposition Player 30; adds 30 to the selected NPCs disposition toward the player if it was 40, it's now By clicking anything at all - NPC, sword, rock, etc.

Be very careful with this one as it has no inhibitors, which means you can disable anything at any time. Useful for removing guards or the like so you can steal with no bounty. Notes: You can bring the disabled object back with Enable its data remains so the game still knows it was there , but you need to either still have the disabled object selected in the console or know the RefID so you can use it with the command PRID RefID to select it again.

Once you disable an object there is no way to click it again, so if you deselect it and don't know its RefID then there's no way to bring it back. Warning: Using this command with the player selected will crash the game. Makes the NPC or creature belonging to the ID essential or non-essential depending on the number used 1 for essential, 0 for non-essential. Be careful if you use this on a creature as it will affect every creature of that name. Notes: Be careful with this one as you can break quests if you make the wrong NPC non-essential at the wrong time, but you can also protect a quest by making a non-essential NPC essential.

This will not work correctly if used on the player. The player will fall unconscious, but all controls will be disabled and the player will never regain consciousness. Use ToggleGodMode tgm instead. Not much to this one, it simply removes all collisions clipping from the area.

NPCs and creatures will fall through stairs, streets, etc. Additionally, when an NPC or creature is killed it will be frozen in place until the clipping is turned back on. Other applications: If you click an NPC or creature and type this it will disable their clipping instead. While they won't fly around, they will go through objects such as buildings, stairs, furniture, etc.

If you're riding a horse and want to go through objects you'll have to use this on your horse instead of yourself. Another simple one. It turns god mode on, which does quite a bit. Your health, magicka, and fatigue will never lower, you can cast any spell regardless of magicka cost, you never run out of arrows, you can breathe underwater and you can carry an unlimited amount without being slowed down or over-encumbered.

Notes: Type TGM again to turn god mode off. If you were above your encumbrance with god mode on then you'll be stuck in place with it off. This toggles the free-flying camera. With this on, your camera will detach from your character and be able to fly around on its own. If there was one major failing that Morrowind possessed, it was the woodenness of its NPCs. With Oblivion, Bethesda is seeking to rectify that farting. At first, we saw a lot of interesting behaviour from our NPCs," explains Howard.

One time we had everyone in town show up in the same tavern at the same time to eat lunch, and one guy didn't have any money, so he went around trying to steal everyone else s food. We've now got it to the point where we don't see too much wacky stuff anymore, but the process has been a lot of fun - to create this system and then watch NPCs do things you hadn't even considered. Clearly, Bethesda has matured as a developer over the past few years, its realisation that more isn t always better a clear sign of the new directions and priorities that are dnvmg Oblivion forward.

It gives us every reason to believe that the fourth instalment of the senes could be its best yet. And that's without us having even talked about the game's unique dungeons, each one jam-packed with fiendish traps to snare the unwitting adventurer, or the extensive cast of enemies, including skeletons, liches, trolls, goblins and various kinds of Daedra.

And let's not forget the spells, which Howard sadly wasn't quite ready to talk to us about just yet. That juicy info is yet to come. Oblivion really is starting to take on a truly gargantuan form, casting an ominous shadow over the RPG genre with its innovative ideas and mammoth ambition. It's hard to argue with Oblivion's promise, and with Bethesda having already proved itself so conclusively in the past, it's just possible that we could be about to see an RPG evolution that'll send the genre in new and exciting directions - one so consuming, so lifelike, that real life may become just a distant memory.

One of the most potentially exciting devices that Oblivion is set to employ is something called the Persuasion Area. This will allow you to use your character's unique skills to persuade NPCs to do what you want them to.

Some people will want to just run up to someone and hack them with a sword before they get two words out, so their idea of persuasion will lie more in the careful application of brute force, says Howard. But everyone in the world will respond to what you say and do. Many different factors will forge your persuasion methods and their effectiveness, such as what quests you've embarked on, what factions you belong to and how you've treated NPCs in the past.

If you get really good at Speechcraft, continues Howard encouragingly, you can take an NPC that really doesn't care for you that much, and sweet-talk them to the point where they're sharing intimate secrets with you.

Frankly we're not too sure we that we want to know about an elf's deepest darkest fantasy involving an inflatable orc, three tins of Vaseline and a can of condensed milk. Then again As Sefton mentioned last month in his Oblivion preview, Bethesda paid a visit to Maryland University to learn all about nature.

No, not because it wanted to start its own herb garden or nurture geraniums, but because it wanted to make Oblivion's forests of which there'll be plenty and landscapes look as realistic as possible.

We're using this system to procedurally generate the game's landscape, and so we wanted the system to create environments that looked right. Not just how the trees and rocks appear, but how things are shaped, how mountains have eroded over time. We want you to look off into the distance at a group of mountains and swear they're real. As Job Interviews, go it'll be short and relatively painless.

It's just you, a disinterested chap named Haskill, a bare room, a desk and a chair. After such an imposing entranceway, surrounded by otherworldly vegetation thats leeched through its tableau of linked screaming faces into the lands of Cyrodiil, you were perhaps expecting something a little more grandiose within. Then, as the interview concludes, the dull, featureless walls melt away into a cloud of butterflies.

And then it happens: you're somewhere slightly mad. The setting is the tom realm of the daedric Prince of Madness, one Sheogorath, if you haven't been keeping tabs on your Elder Scrolls lore. Bethesda's stated aim is to create a new self-contained land where the characters are more tightly defined, where dialogue is richer and where their quest designers can stretch their imaginative powers to the full, under the broad canopy of the insane, the unstable and the downright psychotic.

The Shivering Isles represent madness itself - eternally split both physically and politically between the bickering forces of Mania wild-eyed, unhinged and Dementia paranoid, gloomy, depressed. Sheogorath rules over them all, but his realm is in danger - under threat from the blank conformity of the Knights of Order who have begun to appear on its fringes.

And guess what? Thats where you come in. Art-wise, Mania is a lot more vibrant colourful - almost over-saturated in parts. In the lowlands, in Dementia, it's really more of a creepy atmosphere. A lot of mosses hanging out of dark trees and stuff - it's a very claustrophobic feeling thats meant to evoke more of a hard feel to it.

Obviously we don't do survival horror, but its a creepier place in general. This ridge even runs through the capital city of the isles, New Sheoth, splitting it in two in true Berlin Wall-style.

The stunning fountains and impressive waterfalls of Manias half of the city known as Bliss are a sight to behold, yet they drain into the half ruled by Dementia known as The Crucible , and there the water congeals into dank, stagnant piles of sludge in the arse-end of the city.

It's a land split between Alice In Wonderlandstye exuberance and the type of ancient and gloomy forests in which hobbits always seemed to be getting lost in the Lord Of The Rings movies. You get a lot of obsessives, bizarre artists and the like, who are insanely creative but insane nonetheless. Whereas in Dementia you find the psychotics, the paranoid - people who are afraid of things they've created in their own minds. Once the fog of butterflies dissipates, you find yourself in a walled area known as The Fringe, and to escape this there's the small matter of getting past the goliath Gatekeeper that adorns this magazine's cover - a terrifying construction of the body parts of various creatures whose job description provides a fair amount t of the plot later on.

Once you're past him though, youll find yourself searching out the man of the moment: Sheogorath. And once you meet him, alongside his loyal chamberlain Haskill very much a Jeeves to the big man's Bertie Wooster , the plot starts ticking.

I need a mortal champion and you're the only one who's made it to talk with me, so you're him. You are my champion'," explains an enthusiastic Nelson.

Sheogorath only gives you bits and pieces - he doles out information slowly. He's the god of madness, and he tends to speak in unintentional riddles and go off on tangents about pudding.

Right So anyway, Sheogorath's thought is that if you're going to hold any sway in his court whatsoever, you ought to go out and start meeting people, helping them out, pissing them off and basically having a cracking role-play adventure.

As with the various guilds and orders of Cyrodiil, your reputation with the houses of Mania and Dementia will rise and fall according to your actions, but there will come a point at which Sheogorath will ask you to makaa final decision as to which side you will join and, indeed, of which you shall become leader.

This in turn will have ramifications in later quests and in whose support you'll have as you battle the forces of the rival daedric prince Jyggalag mentioned once in a book in Daggerfall, and apparently hotly discussed on the Elder Scrolls lore forums , who's moseying into the madness uninvited.

Hes attempting to render a genocide of sensible-ness upon the Shivering Isles known as The Greymarch, an ancient event that occurs every epoch or two that Sheogorath is naturally. As Nelson points out it's all very much created in the spirit of Neil Gaiman author of the Sandman graphic novel series and novels like American Gods , with concepts like sanity and madness being given form and personality, and having them clash against each other while mortals like you and I toil away beneath them, subject to their every whim.

One of the key things Sheogorath wants you to do is help create another guardian for the Gates of Madness.

As such, searching out the original guardian's creator and helping him fashion a new one out of body bits is an importantpart of main quest, but the chirpy Mark Nelson is reluctant to reveal much more in terms of storyline - and not just to lessen the risk of spoilerification. He's equally excited, you see, about the little people - the NPC characters lower down the food chain who may not hold the future of an entire daedric realm in their hands, but are at least entertaining in their own little mentalist ways.

There's the chap you come across who's afraid to sleep in his own house in case the walls fall in and crush him, for example, who asks you to find him a truly safe place to sleep. There's the mad woman in the wilderness who obsessed by having one of everything in the world - from creatures to objects - and whose whims you can only satisfy if you've got a couple of aeons to spare.

A more professional obsessive, meanwhile runs and gives tours around the Museum of Oddities, to which you are asked to become a donor as the amount of bizarre and useless objects in your inventory starts to build up. Speaking of which, more obsessive fans will be delighted to hear that Shivering Isles is due to be the first Elder Scrolls game to find a use for calipers - the heretofore useless household implements that have been found and left inside the barrels and chests of Tamriel for countless ages.

You'll come across a bloke in New Sheoth, for example, who's absolutely desperate to kill himself but cant, since topping yourself is seen as such a crime that theres even a dank, depressing place called the Hill of Suicides for their ghosts to hang out for all eternity as punishment.

So it is then, if you choose to help out that you must figure out an inventive accident to ensure that this poor chap snuffs it without it looking like he's asked you directly. Seeing as you're climbing up the chain of nobility, meanwhile, you're also expected to grow a healthy disdain for the tiresome adventurers who keep bundling into the realm with the intention of slaying beasts, looting treasure and generally making a nuisance of themselves.

As such, one of the main quests is a direct homage to the venerable Bullfrog box of fun that was Dungeon Keeper. Sheogorath, you see, has a spare dungeon in Xedilian that he uses partly for testing people and partly for keeping unwanted mortal visitors busy.

Once you've worked your way through its intricacies yourself, it's up to you and a vast array of booby-traps, pits and heavy swinging objects to deal with one such party of have-a-go adventurers who are dead-set on stealing its fictional treasures.

What's more, what happens in the tom realm of Sheogorath stays in the tom realm of Sheogorath, so you could be chief goody-two-shoes back in Cyrodiil and a filthy murdering bastard here and none will be the wiser. And what role-playing expansion would be complete without a fresh menagerie of monsters - and weapons to repeatedly hit them round the head with? As with the art style and demeanour of the locals, creatures differ according to which subsection of insanity youre adventuring in.

A typical beast found in the over-the-top lands of Mania, for example, is the Elytra - a giant ant-like insect with garish oil-spill rainbow patterning, beady red eyes and furiously jabbing pincers.

A similarly feared denizen of Dementia meanwhile would be its representation of Hunger - a ghastly pale figure not unlike the tentacle-mouthed zombies in STALKER, whose emaciated yet muscly figure roains through rural areas picking off livestock and farmers.

Other foes that could be mentioned include the big the Baliwog that seems to be half crocodile, half frog and more than a little Jabba the Hutt , the small this seasons goblin placements are known as Grummites and the ones with sexy chests "Helloooo, Dark Seductresses! As for tools of smitage with which to destroy this evil and sexiness , Nelson doesn't want to go into too much detail for fear of having to talk to me all week.

He does, however, mention a sword known as Bawnfang, that gets powered up the more souls you dispatch - essentially levelling fop alongside you. Unfortunately, it resets itself at night when it also changes its name to Duskfang, but it's a great idea nonetheless. If you're a particularly magical character, meanwhile, you'll be interested to hear of the addition of what Bethesda are calling point-blank areaeffect spells', that explode spectacularly around you when they're cast.

Personally, I didn't have too many problems with vanilla Oblivion. I enjoyed every last drop in fact, but I know a fair wodge of people who had one or two reservations. Some of them I have the misfortune of working with on a daily basis. First and foremost, if you didn't like the levelling system, with its insistence that when you got stronger then so did all the bandits hiding behind the trees, then don't expect a magical 'fix' in the expansion.

This add-on is all about the content and not necessarily the belt and braces of the gameplay. Having said that if you were of the opinion that interaction with the residents of CyrodiiI was a touch on the shallow side, then to an extent Bethesda agree with you. Nelson himself regrets that they "couldn't quite get to the meat" of NPCs in the original, but with a smaller cast list of around 60 or 70 excluding monosyllabic guards and the like , the plan is that each will be a fleshed-out and well-rounded individual.

Bar the insanity, obviously. Others are just psychotic. And there you have it the realm of Sheogorath. One card short of a full deck, hot quite in the pink, missing a few screws and most certainly more than slightly mad.

Around 30 hours of play on a mad island around a quarter the size of the original game's Cyrodiil. The very best parts of Oblivion were the ones where its designers were clearly given carte blanche to create something crazy - the stolen ship, the painting quest, entering someone's dreams or watching burning Alsatians rain down on a village of cats.

This time, under the expansive banner of madness itself, they're cooking up ingenious and barmy quests as a matter of course. The lunatics have taken over the asylum, and long may they reign. After Playing Through the ghastly tutorial of Oblivion four times I've finally managed to create a character that works, in that all of my primary skills are used enough that they all improve at a similar rate.

This fact, alongside long-exhausted complaints of enemies that level up simultaneously to you, the weak story, and the giant vaginas that constantly inhibit your exploration, are all reasons why Morrowind is superior to Oblivion.

So when I ask myself why I've replayed Oblivion four times, and never replayed Morrowind I've, unsurprisingly, found myself unable to answer. But I believe that I've finally worked it out: It's down to my stubbornness. When I first played Morrowind, it was the best gaming experience of my life. With Oblivion my enjoyment of the game is hampered by problems, and consequently I've become determined that one day I'll experience a play-through of Oblivion as blissful as my time on the island of Vvardenfell.

I simply refuse to accept that Oblivion is an inferior game, and so I'm condemned to fotever wander the absurdly grassy landscape of Cyrodiil, searching for the Morrowind-killer that, deep down, I know I'll never find. Magisterial That's the word we're looking for. Morrowind can take the plaudits for laying the groundwork and scrubbing out the rules of location linearity in role-playing, but The Elder Scrolls IV: Oblivion takes that model, streamlines it, seamlessly integrates exhilarating combat smothers it in beautiful graphics and takes both Tamriel and the art of role-playing to an unprecedented new height It's bloody daunting at first Your initial three hours of freedom will contain a distinct level of confusion and blind wandering, but after this period of worry an unconscious nerve will fire off at the back of your head and everything will just click.

This is where the adventure begins, and this is where you begin to melt into your PC. So where do you want to go today? Well, there's a pretty wide choice round these here parts - so I'll fill you in on what I've been up to and we'll build from there.

I began yesterday by lurking outside a jeweller's shop until approximately 2am. I then proceeded to creep upstairs and slaughter the owner of said shop with a combination of arrows and fireballs directed at his head.

Having looted the shop for anything that glittered, I then crept out and avoided the law until I reached a nearby hovel where I slept until dawn. This morning, I scurried to the nearest stable neatly sidestepping a woman asking me if I'd heard of the terrible tragedy in town , rustled a horse and clippety-clopped into the bright new day. This afternoon I will slink around dusty tombs in search of treasure; and to make up for my many crimes I'll give saving the world a whirl come teatime.

Oh, and there's a gang of women convincing menfolk that a night of nookie is on the cards when they're actually going to mug them -1 could sort that out Oh, and I've got to kill a pirate.

And I also want to make my horse climb that big mountain. I'm sorry, but if you're not partial to ecstatic liyperbole in game reviews then stop reading. Just stop reading now. Best giant rats ever? I think so! They're huge! They leap, they jump, they bite! They appear just after your opening escape from prison, what with a secret doorway leading from your cell providing not only an escape route for embattled Emperor Uriel Septim, but also an ingenious tutorial for your good self.

And there you are battering rats in a gloomy Goblin cave, happily blocking with your right mouse button and slashing with your left, fighting the most jumpy and savage role-play rats ever created. Does life get any better than this? Yes, immeasurably. I'll leave the delights of one of the most intuitive character-creation processes of all time to your own discovery, but plot-wise, the prologue sees the untimely demise of the aforementioned Emperor played by Patrick Stewart , whose dying wish is for you to "Make it so" by finding his long-lost son.

Without a hereditary ruler you see, the land of Cyrodiil becomes an open target for ferocious demons intent on expanding their fiery domains into mortal teiritories - an issue somewhat glossed over by its own anti-monarchist movement By the time you reach Martin, the heir as played by Sean Bean , it's no great secret that the powers of evil have 'Sharpened their interest in affairs and opened up a fiery portal to the planes of Oblivion just outside his house.

Adventure ensues. Of course, you might not have bothered to follow the plot at all, instead choosing a brisk mountain walk in the pursuit of rare herbs. If you have no interest in current affairs whatsoever, individual quests dealing with anything from lusty maidens to bossy high sheriffs can be garnered from the townsfolk of each of the nine major cities -or from representatives of the Mages Guild, Thieves Guild, Fighters Guild and Dark Brotherhood should you have strayed down one, or all, of their paths.

I stuck my head through the giant flaming eye of Oblivion, got a bit scared and decided to run away and attempt to become Gangster No 1 before taking a walk on the wild side. Let's get this straight though - The Elder Scrolls hasn't been turned into some kind of hack 'n' slash bullshit Affairs may have been streamlined but they certainly haven't been watered down: levels, statistics attributes have been meldecjrseamlessly with first-person action.

Forget the slightly 'off' feel combat in Vampire -Bloodlines or the strange sensation in MonvwindVal you were hitting creatures with a wooden cane whose tip disappears three times out of five. Oblivion removes the passive tap-tap-tap of role-play combat and turns it into something genuinely gratifying.

When you aim just above a bandit's head to account for gravity and fire off an arrow, it feels like your own skill and your own skill alone is to account for the neat kill - the rolling of dice is there, but done so far backstage that it could be taking place in a Securicor van in the carpark. It may feel like they're not there, but at any point levels, classes, allegiances, weights, NPC opinions, attributes, magicka, skills, fatigue, luck, agility and charisma are all bubbling under and waiting for tweakage.

You never feel out of your depth though, perhaps because the game and story never pit you against foes that are remarkably out of your league. Which is great because when you're confused and wearing the wrong armour, you're simply a bit crap rather than hopeless fodder for the horde.

Streamlining is the name of the game -everything works with ruthless efficiency and there's barely a second of time in which everything snarls up due to a misplaced magical sword or a spell without a hotkey being lost at the bottom of your magic bag. Download Disini. Download File. Sebarkan ini: Facebook Twit WhatsApp.

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