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goddamn Dark Brotherhood quest making me cry AGAIN
Sunday, 19-Jan-14 08:52:45 UTC from web-
@rarity *patpat*
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@rarity Oh yeah, I could be playing that.
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@awlditzy you could be crying like me
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@rarity I'm almost incapable of tears anymore. Why, WHY did you have to point that out!!! *sob*
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@rarity Let's not forget Schemer the rat http://ur1.ca/ggch8
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@nerthos doing the quest this time was really buggy I think. Schemer and the Dark Guardian didn't do anything, and Vicente just sat there while I fought someone
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@rarity Maybe maxed out dispositions had something to do with it? But yeah, the dark guardian should have attacked you
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@nerthos it made it a lot easier. No less heartbreaking, but easier
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@rarity By the time I did that mission I was already too OP and that only makes it worse from a psychological point of view. They're no longer betting their lives on a fight, but just helplessly and desperately hitting and stabbing something that they know won't be harmed, they know can't stop, they know will kill them.
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@nerthos pls
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@nerthos Why is it that the nicest, most caring NPCs in the game have to have a fate like that? Bethesda is mean
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@rarity Probably because that entire questline portrays murderous schemes within an organization as they really tend to be. Usually the "innocent" die in the early stages of the active part of the scheme, before any of the heads of the organization are touched. They, after all, are part of a brotherhood of assassins, so any scheme there will certainly be bloody.
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@nerthos I understand WHY it happened since I've played the game a million times before. It just makes me bummed every time. Some playthroughs I'll just stop the quest line at that point rather than go through with it
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@rarity I always revive them. Now that I think of it I should make a mod to have an alternate pathway where the character smuggles the Cheydinhal sanctuary's inhabitants out into a fort or something to make it seem like they're dead while in reality they're not, allowing the quest to continue.
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@nerthos that would be awesome as hell but sounds like it would need a lot of know-how to pull off
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@rarity Not really. A couple extra dialog options, an order to move npcs from one cell to another on reload, and a trigger that updates the questlog to the next stage of the quest. Of course it would be plain, unvoiced text, but still.
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