Author Topic: Free week: Elder Scrolls Online  (Read 1714 times)

Pixie

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Re: Free week: Elder Scrolls Online
« Reply #15 on: July 03, 2017, 07:30:32 AM »
If you haven't already installed a suite a mods, I can point you to a good selection of essentials, too.


TheMikrobe

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Re: Free week: Elder Scrolls Online
« Reply #16 on: July 03, 2017, 07:54:53 AM »
That would be great, thanks. I'll uncritically take your recommendations :).

I bought the gold edition of the base game, which includes the first four DLCs, and haven't even looked to see what else I can do. As much as I'd love to go to Vvardenfell, I couldn't justify to myself the additional expense on top of a game that should have enough content to keep me going for ages. I don't actually know much about the scope of game beyond the basics as I've only read the official guides, except for googling the location of one Bleakrock skyshard (I wanted to complete the island before moving off, I'll try not to do it again - turns out it was exactly where I thought it should be and I'd run past a dozen times...  :-\ ).
« Last Edit: July 03, 2017, 09:33:08 AM by TheMikrobe »
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Pixie

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Re: Free week: Elder Scrolls Online
« Reply #17 on: July 03, 2017, 09:39:21 AM »
Well, first you want the Minion tool for all your painless one-click-install-and-update functionality: http://minion.mmoui.com/

These are the mods I run (all of them can effortlessly be found using the Minion tool once you have it installed):

Essential
- Advanced Filters (by Randactyl) - gives you some filtering tools for inventory, bank, etc.
- Harven's Improved Skills Windows (by Harven) - just all a round improves the skill screen. Offers previews of morphs, level-up changes, shows current XP per skill, etc.
- Harven's Trait and Style (by Harven) - adds additional info to armor/weapon tooltips. Shows what style (motif) they are, and shows if the trait on that item can be researched by any of your other characters
- Khrill Hero in Disguise (by Khrill) - one-click changing of costumes/disguises/accessories/trophies.
- LoreBooks (by Garkin) - shows undiscovered lore books on your map and compass when you're in their vicinity. (or alternately, shows them all immediately if you like massive map clutter)
- NoAccidentalStealing (by Shinni) - OMG this is SO essential. Makes it so you don't steal shit by accidentally clicking/misclicking on stuff in town. Nothing like trying to talk to a merchant and he moves and you click something on the table behind him and get a bounty.
- Research Assistant (by katkat42) - adds an icon next to each item in your inventory to tell you at a glance if the trait on that item is already known to you or if it's researchable, or if it's a duplicate. Unique icons for ornate and intricate items.
- Srendarr - Aura, Buff, & Debuff Tracker (by Phinix) - what it says on the tin. Tracks buffs/debuffs/auras on you and your targets.
- Votan's Mini Map (by Votan) - I can't live without a minimap. This is a lifesaver. I do prefer Firakyn's minimap but he hasn't updated it since Morrowind  came out so now it just causes an error on load. Should he ever update it, I'd go back to his.
- Wykkyd Framework Suite (by Ravalox Darkshire) - this does a crapload of stuff. Enhanced HUD, macros, a super handy toolbar with shitloads of useful info at a glance, etc.

Nice but not Essential
- Azurah - Interface Enhanced (by Kith) - lets you resize and move around various interface elements and adds new elements
- Crafting Stations (by kottsemla) - puts pin markers on the world map for all the advanced crafting stations (optional whether it shows them all at once or only marks them as you discover them)
- Greymind Quick Slot Bar (by bsrealm) - puts a hotbar for your quickslots on your UI, various config options
- Harven's Extended Stats (by Harven) - shows a bunch of hidden stats on your character sheet, such as resistances
- Pet Dismiss (by Adriant1978) - really only useful for Sorcerers and Wardens. Dismisses summons with a keypress.
- Potion Maker (by facit) - a complete alchemy interface overhaul. Takes all the pain and guesswork out of figuring out what does what. This is pretty cheat-y though, so I kind of only recommend it for the better interface after you've already discovered all the ingredient functions yourself. But hey, to each their own. ;)
- Skyshards (by Garkin) - if you're tired of trying to find skyshards by following the hints and shit, this will put them all on your map. Cheat-y but whatever.
- Sorcerer Helper (by RunningDuck) - useful only to sorcerers, this is basically a minion/buff tracker.
- Weapon Charge Alert ( by katkat42) - just pops up an alert icon when your weapon is almost out of charges
- Wykkyd Equipment Borders (by Ravalox Darkshire) - places colored borders around item icons to show quality or indicate severe damage
- Wykkyd Full Immersion (by Ravalox Darkshire) - adds some useful functions such as hiding your helm out of combat and equipping it in combat, auto-sheathing your weapon out of combat, overhauls the compass, etc.

TheMikrobe

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Re: Free week: Elder Scrolls Online
« Reply #18 on: July 04, 2017, 03:54:36 AM »
Thanks a lot! A stealing toggle and a minimap were two things I'd dug through the native game settings hoping to find. I didn't realise I needed more filters on my inventory until I installed that one...
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Elder Scrolls Online
« Reply #19 on: July 05, 2017, 09:13:47 AM »
Not sure why you listed Azurah as not essential! I've made lots of little tweaks and I'm sure I'll keep doing so, mainly reducing the size of various elements and moving them off to the sides. With this and Votan's minimap (made circular with a mod from Harven(?), which let me turn off the compass) I can pretty much get my HUD into something I like. I don't usually feel the need for huge amounts of status info, so I found Srendarr and the Wykkyd suite too overwhelming. The base game has an option to show buffs and debuffs including a countdown timer, and that's enough for me - I just moved it out of the middle of the screen. I also installed the Wykkyd equipment borders and Harven's skills, trait & style and stats mods that you recommended.

As well as not retaining keybinds across characters the game was also forgetting two or three important ones everytime I logged out, so I also installed a mod that lets you fix them.

I've spent the last two sessions on the eastern side of Ash Mountain. I wandered through it exploring, then found a couple of quests that sent me back through the areas I'd already been (frustrating because I wanted to get into lusher landscapes!). Finished up last night in Ebonheart, the first time I've been in a town since coming off Bleakrock Island. I'll explore the town, restock repair kits, soul gems and potions and then head out to the regions further south, I've got a quest to get to down that way.

I'm still learning how character advancement works, how crafting works, how using skills works, etc. Feeling a lot of potential in the game, with one or two concerns mainly related to the fact that it's an MMO rather a single player game (so I can't really complain, but having other players around annoys me a lot even if I have all chat muted).
« Last Edit: July 05, 2017, 09:35:22 AM by TheMikrobe »
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Pixie

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Re: Elder Scrolls Online
« Reply #20 on: July 05, 2017, 04:30:14 PM »
I don't usually feel the need for huge amounts of status info, so I found Srendarr and the Wykkyd suite too overwhelming.

The Wykkyd suite can be configured to show as much - or little - as you want. I can't even imagine playing without. The little inventory space tracker, horse timer, and research timers are absolute must-haves to me. Otherwise, you have to constantly run back to a research station or a stall and see if the timer has zeroed out yet.

Quote
The base game has an option to show buffs and debuffs including a countdown timer,

That must be relatively new. That was the reason for Srendarr in the first place. So yeah, if the game does that now, I can see your point. But once upon a time it did not. And Srendarr was a godsend. :D

Quote
As well as not retaining keybinds across characters the game was also forgetting two or three important ones everytime I logged out, so I also installed a mod that lets you fix them.

I've never had that happen. Which ones were you losing, out of curiosity?


TheMikrobe

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Re: Elder Scrolls Online
« Reply #21 on: July 07, 2017, 01:07:29 PM »
Ok, I just tested and these keybinds are definitely forgotten by the game, I also thought some others might be re-assigned to new keys but I didn't check carefully to make sure. What happens is that if I set them for the character in game and then log out, they are "Not Bound" when I log in again. I installed Votan's Keybinder to deal with it.

* Toggle walk/run (set to Shift)
* UI on/off (set to comma)
* toggle nameplates (set to 8 )
* toggle healthbars (set to 9)
* confirm stealing [from Shinni's mod] (set to V)

The option to show buffs/debuffs is at the bottom of the Combat settings. You can move the position of the icons with Azurah.
« Last Edit: July 07, 2017, 01:09:54 PM by TheMikrobe »
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Re: Elder Scrolls Online
« Reply #22 on: July 07, 2017, 03:14:49 PM »
I'm trying to get my head round crafting, deconstruction, creation, research. Not sure I understand how it works. Is this right?

* Items always have a motif or style, which are based on race (and other categories, e.g. I have an Ashlander piece). In order to craft in a particular style you have to have the corresponding motif item which are types of gemstones, e.g. corundum for Nord. You can find these motif items or get them from deconstructing wearables with that motif. This is what I think I've figured out... so since I would prefer my Nord to only wear Nord style items, I've been destroying all motif items except corundum (they aren't worth any gold).

* Items can but don't have to have a trait, which is some kind of special effect. This is where I'm starting to get confused, are these statements correct?
** you learn a trait by researching, but you only learn it for the specific type of item that you researched it on (e.g. light/medium/heavy and the particular body part). This would mean that since I'm wearing medium armour there is no point me researching light or heavy armour??? Similarly, I'm using bows, so there is no point researching staffs or hammers or so on???
** there are trait items which are also gemstones, e.g. sapphire for increased Mundus shrine effect. Again these are found or come from deconstruction.
** To include a particular trait, you have to have both the gemstone item and also the knowledge for the specific weight and item type that you want to craft?

You can also improve items, this seems fairly straightforward I think (I've only tried once and failed on a 60% chance, haven't found enough items to try again yet). There's also enchanting, which I haven't even touched yet - this character is in concept a Muggle, so I've been using and recharging enchanted items but I'm not going to make my own yet. Hopefully I will understand it by the time I make an enchanter character!

This ability to craft good and varied weapons and armour is something I've really wanted in past Elder Scrolls games, but it's not a simple system and not explained very well in game.
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Pixie

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Re: Elder Scrolls Online
« Reply #23 on: July 07, 2017, 04:37:27 PM »
Ok, I just tested and these keybinds are definitely forgotten by the game, I also thought some others might be re-assigned to new keys but I didn't check carefully to make sure. What happens is that if I set them for the character in game and then log out, they are "Not Bound" when I log in again. I installed Votan's Keybinder to deal with it.

* Toggle walk/run (set to Shift)
* UI on/off (set to comma)
* toggle nameplates (set to 8 )
* toggle healthbars (set to 9)
* confirm stealing [from Shinni's mod] (set to V)

Yeah, that's weird. I have all those rebound as follows:
Toggle walk: Y
Toggle UI: U
Toggle nameplates: END
Confirm Stealing: B

And they have always persisted.

Pixie

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Re: Elder Scrolls Online
« Reply #24 on: July 07, 2017, 04:45:25 PM »
* Items always have a motif or style, which are based on race (and other categories, e.g. I have an Ashlander piece). In order to craft in a particular style you have to have the corresponding motif item which are types of gemstones, e.g. corundum for Nord. You can find these motif items or get them from deconstructing wearables with that motif. This is what I think I've figured out... so since I would prefer my Nord to only wear Nord style items, I've been destroying all motif items except corundum (they aren't worth any gold).

Yes, motif = style, style material = necessary for that style. I would save them all, though. Holy crap, if you don't want them, mail them to me or something. :lol: And some of the rare ones are worth big bucks.

Quote
* Items can but don't have to have a trait, which is some kind of special effect. This is where I'm starting to get confused, are these statements correct?
** you learn a trait by researching, but you only learn it for the specific type of item that you researched it on (e.g. light/medium/heavy and the particular body part). This would mean that since I'm wearing medium armour there is no point me researching light or heavy armour??? Similarly, I'm using bows, so there is no point researching staffs or hammers or so on???

Correct. If you learn the "Sharpened" trait for hammers (bar none, the best trait for any weapon always), you don't know it for daggers, bows, etc.  If you know "reinforced" for boots, it's just for boots.

(edit to add: but you will eventually want to mix up armors, and should start early so you level all 3. Because come endgame, you're going to want to be wearing 5 of one type and 1 each of the other two, if you're planning on doing endgame content. I don't know the specifics because I don't min/max or care about endgame stuff, but this is apparently a golden rule and it has something to do with a certain skill line you will acquire and the most bang for buck on some ability or something. Aside from that, just going 5/2 is a good way to mix things up too. I like 5 light with heavy chest/legs on my casters, for instance. Or 5 medium with heavy chest/legs on my stamina fighters.)

Quote
** there are trait items which are also gemstones, e.g. sapphire for increased Mundus shrine effect. Again these are found or come from deconstruction.

** To include a particular trait, you have to have both the gemstone item and also the knowledge for the specific weight and item type that you want to craft?

Correct.

Also, you want to learn EVERY trait for your weapon/armors of choice. Even if you never plan to use them. Because when you start finding crafting set stations, they have trait requirements. For example, you can't craft the "Horribilus Horrible Armor Set" (made that up) without knowing let's say 6 traits for each piece of armor. That sort of thing. The sets start off easy (you only need to know 2 traits per piece) but ramp up to 9 traits. And you want to craft sets. They are always BiS.

Quote
You can also improve items, this seems fairly straightforward I think (I've only tried once and failed on a 60% chance, haven't found enough items to try again yet). There's also enchanting, which I haven't even touched yet - this character is in concept a Muggle, so I've been using and recharging enchanted items but I'm not going to make my own yet. Hopefully I will understand it by the time I make an enchanter character!

This ability to craft good and varied weapons and armour is something I've really wanted in past Elder Scrolls games, but it's not a simple system and not explained very well in game.

But it is explained, and quite in-depth. There are two very thorough step-by-step tutorials led by an NPC in each major faction's starting city. The NPC will tell you about getting certified in each of the 6 crafts, explain every step, have you perform every step, and then certify you in that craft, which then lets you start doing the crafting daily quests.

You must have wandered right past all that. One NPC is found in the fighters' guild, a female wood elf whose name escapes me, and she teaches and certifies blacksmithing,leatherworking, and woodworking, and then there's a male dark elf in the mages' guild who does alchemy, enchanting, and provisioning. You should have just run into them when you went and joined those guilds (you did join those guilds, right?). And if not, you should have seen the quest-target-marked bulletin boards in town that tell you about crafting writs (daily quests) and direct you to those NPCs for further info.

Hie thyself back to town and get certified and do your dailies. :P
« Last Edit: July 07, 2017, 07:01:17 PM by Pixie »

TheMikrobe

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Re: Free week: Elder Scrolls Online
« Reply #25 on: July 07, 2017, 07:58:56 PM »
Thanks, that makes sense. By not explained in the game I really meant the in-game help, but yeah I talked to the guild leaders then thought "I don't care about your problems" and wandered out of town, so would have easily missed the tutorials. I'm level 15 so probably haven't found anything rare yet, but I might start holding on to the motif items! I was already planning on researching everything for the item types I'm using but based on what you said I'll make sure I do more.

I'm not really into min/maxing either, at least not yet, and I've probably already made mistakes with attribute or skill point placements that are non-optimal in the long game, so I wasn't expecting this character to get all the way through. I'm having lots of fun just looking round though, so I'll just keep on going, keep learning so I can do the next character better.
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Pixie

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Re: Free week: Elder Scrolls Online
« Reply #26 on: July 07, 2017, 08:03:51 PM »
Thanks, that makes sense. By not explained in the game I really meant the in-game help, but yeah I talked to the guild leaders then thought "I don't care about your problems" and wandered out of town, so would have easily missed the tutorials. I'm level 15 so probably haven't found anything rare yet, but I might start holding on to the motif items! I was already planning on researching everything for the item types I'm using but based on what you said I'll make sure I do more.

I'm not really into min/maxing either, at least not yet, and I've probably already made mistakes with attribute or skill point placements that are non-optimal in the long game, so I wasn't expecting this character to get all the way through. I'm having lots of fun just looking round though, so I'll just keep on going, keep learning so I can do the next character better.

You should definitely join the mages and fighters guilds. Aside from the quest lines, you get skill trees. Same with the Undaunted. And the thieves guild and dark brotherhood if you have/get those DLCs.

As for attributes/skills, you can respec in game. Fairly cheaply. So there's that. :)

FYI... Researching - if you haven't noted already, each successive trait takes twice as long as the one before. By the time you get the last one, they're up to being measured in months... :o

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Re: Free week: Elder Scrolls Online
« Reply #27 on: July 08, 2017, 07:08:34 PM »
I noticed that you could respec but I think I only saw the way to do it with real money. I'll look for the in-game option... I don't feel held back yet, but it would be good to know it's there.

I did wonder today why a research was taking 12 hours, but didn't think about it hard enough to put 2 and 2 together. I probably would have realised when I did the next one.

I finished the session today at level 18 after finally reaching Mournhold, where there's an outlaw refuge so I could empty out my stolen goods. I was practically limping into town, so that makes a big difference. If it makes you happy I might join the fighters' guild here :P I do have TG and DB DLCs, but not sure yet how to find them, anyway I'm saving them for a more stealthy stabby char. I did think at one point the thieves were making contact and testing me with a quest, but it was actually just a rando wanting me to do his dirty work...
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Pixie

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Re: Free week: Elder Scrolls Online
« Reply #28 on: July 08, 2017, 07:38:01 PM »
If you were in an outlaw's refuge, there should have been NPCs there looking to get you into the TG and DB. Worth saving for a sneaky character, though. Both are fantastic DLCs, with some great quests.

Joining the FG and MG is more or less expected. It seems like it would be pretty self-gimping to intentionally avoid them. If nothing else, for the "persuade" and "intimidate" speechcraft passives you can learn by joining, which have a lot of dialog uses. I can't swear to it, but I think you're also locked out of certain areas where skyshards are found if you're not doing the guild quests to get there. Maybe not.

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Re: Free week: Elder Scrolls Online
« Reply #29 on: July 26, 2017, 10:31:07 AM »
I finished the session today at level 18 after finally reaching Mournhold

A bit of an update, I'm now level 36 and really enjoying myself most of the time (and occasionally not enjoying certain aspects of the game, which I can usually ignore). I discovered that the quest I was following didn't finish in Mournhold and I was only directed there because that is where there's a boat that takes you across the continent to the person I have to meet. So I left the city and walked up through Morrowind into the southern provinces of Skyrim. My fantasy was to walk across the whole continent without any fast travel except wayshrining to town and back while picking up side quests along the way, but I discovered you can't do that because there's no way to enter Cyrodiil from the west (and I assume from the other alliance territories too). Oh well... I walked up to Windhelm and took the boat to Sentinel and now I'm just about done with the Alik'r Desert.

I'm heading towards a kind of glass cannon bow sniper build, although as a Nord I'm still pretty tough for when they come at me en masse or I have to fight a local boss. Still, I'm getting a few more deaths than I'd like, although that has recently improved since I've finally found armour to replace the set items I found really early on.

I'm sorry to say I didn't join the Mages or Fighters guilds. Partly this is because of the lone wolf concept of the character, partly because I'm still learning the game and I'd like to keep those for when I know what I'm doing, partly because I'm really enjoying exploring without getting railroaded into a big story progression.
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