The Empire of Tamriel is on the edge. The High King of Skyrim has been murdered. Alliances form as claims to the throne are made. In the midst of this conflict, a far more dangerous, ancient evil is awakened. Dragons, long lost to the passages of the Elder Scrolls, have returned to Tamriel.

The future of Skyrim, even the Empire itself, hangs in the balance as they wait for the prophesized Dragonborn to come; a hero born with the power of The Voice, and the only one who can stand amongst the dragons.

The next chapter in the highly anticipated Elder Scrolls saga arrives from the makers of the 2006 and 2008 Games of the Year, Bethesda Game Studios. Skyrim reimagines and revolutionizes the open-world fantasy epic, bringing to life a complete virtual world open for you to explore any way you choose.

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Blog RSS Feed Report abuse Latest News: An Introduction to the Mod

About The Banker Conspiracy with 3 comments by SayHelloToMrBullet on Jul 14th, 2014

First of all, a big hello to all 37 people who watch this mod. It's good to know that there is some interest in this project, as it keeps me motivated. No I'm not kidding.

Sunstone Gorge WIP

So what is this mod exactly?

The Banker Conspiracy is a sort-of RPG mod set in the city of Kalamar. Although Kalamar uses assets from Skyrim, it's important to note that the two are unrelated. This mod does not take place in Tamriel. 

The mod's design is relatively simple. You start off in a moderately-sized hub world (overall it's probably a little bigger than Solitude once the whole place becomes accessible), which you can go ahead and explore for loot and side quests.

Along the way you'll receive various missions that involve going off and killing someone. These assassinations are what make up most of the main quest. While most of the levels are somewhat linear, I've been trying to design them so that certain sections allow for multiple routes.

Basically, if you've played Dishonored, it's a lot like that. Or at least that's the plan.

So how different is this from TESV Skyrim?

There's a lot of little differences here and there - mostly gameplay related - but there are some things that you should take note of.

Openness
First thing's first, Kalamar is not an open world like Skyrim is. So you can't just pick a random direction and keep walking that way, cause you're probably just gonna walk into a wall.

As said above, the levels that involve the assassinations are relatively linear. That being said, I'm trying not to make each level a case of 'follow this one corridor to complete the quest.'

Health
Health no longer regenerates past 25%. Which means you need to be a little more careful during combat. That being said, you can find potions that allow you to regenerate to 100% for a short while.

The Torchmen & The Rebels

Playstyle
When you played through Skyrim, you probably stuck to one type of playstyle didn't you? You thought "I'm gonna be a mage," or "I'm gonna focus entirely on warhammers!"

If you do that with this mod, you're gonna get bored really quickly.

The idea behind this mod is that most situations can be approached either with stealth or combat. Not only that, but magic plays what I'd consider to be a fairly important rule. Magic in this mod is like what the Void Powers are to Dishonored, or what the Plasmids are to Bioshock. You're probably gonna use them, and to make up for that, magicka regeneration is automatically buffed right from the start.

Also, sticking to one playstyle is useless now anyway, because....

Skills
...skills no longer increase through use.

Basically what this means is that you can swing your sword at as many enemies as you like, but your One-Handed skill will never increase. Instead, the only way to increase your skills now is through Skill Books, which can be found throughout the world, or bought from merchants.

Stealth
The player has increased sneak ability from the very beginning, and your footsteps are automatically muffled during sneaking.

The AI has also been tweaked a little to make stealth a bit better, but to be honest it's still far from perfect. For example at the moment, if an AI comes across a dead ally, they'll kinda just go "Oh well," and resume their patrol. So there's that.

Keys
One thing I really liked about Dishonored was that the game would tell you what key was needed to open a door. So I decided to incorporate this into the mod.

Basically, activating certain (locked) containers or doors will cause a message to appear in the top left-hand corner, telling you the name of the key that can be used to unlock it.


Keep in mind that if no message appears upon activation, it means that there is no key available for it.

Crafting
Crafting has now been simplified. The reason is simply because the crafting system from Skyrim seemed rather unnecessary for a mod like this.

There are now only four types of crafting stations:

  • Cooking Pot - Used to make food and drink. Uses the Alchemy skill.
  • Crafting Bench - Used to create and upgrade weapons. Uses the Smithing skill.
  • Artifact Crafter - Used to forge magical rings, which carry unique effects. Uses the Enchanting skill.
  • Spell Lab - Used to craft specific spells. Uses the Alchemy skill (as the spells have to be 'drunk' first to be obtained).
The Torchmen

That's all for now

I intend on releasing a demo by the end of year, if everything goes to plan. But for now, I'll keep uploading images and stuff as progress goes along. Thanks for reading.

- Mr Bullet.

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Beyond Reach 2.15
The Elder Scrolls V: Skyrim

Beyond Reach 2.15

Jul 23, 2014 Beyond Reach (High Rock) Patch 0 comments

Beyond Reach 2.15 Fixes and cleaned (added smelters/racks + Follower ulkarin fix)

Beyond Reach 2.11
The Elder Scrolls V: Skyrim

Beyond Reach 2.11

Jul 20, 2014 Beyond Reach (High Rock) Full Version 0 comments

Worldspace mod set in the east of High Rock. Update fixes quest issues, changes areas and adds a new weapon.

The Westerlands
The Elder Scrolls V: Skyrim

The Westerlands

Jul 4, 2014 Winter Is Coming - A mod of Ice and Fire Demo 8 comments

This is the finished basic map of the Westerlands that needs , landscaping to test it out put the folders in the skyrim Data folder and to get ingame...

The North
The Elder Scrolls V: Skyrim

The North

Jul 4, 2014 Winter Is Coming - A mod of Ice and Fire Demo 9 comments

This is the North basic map before landscaping is done on it , to install drop the folder in your skyrim Data directory and to get ingame start skyrim...

Hotfix for Wasteland Overhaul 1.1.1
The Elder Scrolls V: Skyrim

Hotfix for Wasteland Overhaul 1.1.1

Jun 21, 2014 Vendayn Patch 0 comments

A hotfix to fix the bugged roots coming down from cliffs. It seems somehow two textures overwrote the original files for roots, and I have fixed it. I...

Wyrmstooth 1_11
The Elder Scrolls V: Skyrim

Wyrmstooth 1_11

Jun 20, 2014 Wyrmstooth Full Version 0 comments

Zip archive containing Wyrmstooth.esp, Wyrmstooth.bsa, Wyrmstooth.ini, and WyrmstoothReadMe.txt.

Post comment Comments  (0 - 10 of 297)
DonBre
DonBre Jun 11 2014, 8:02pm says:

Bought it right the way when it came out $60 still worth it.

+1 vote     reply to comment
rooster100
rooster100 Jun 11 2014, 10:48am replied:

Alright, i have read your comments and i it's good to see someone explaining his reservations about something. But i still have some counter arguements against you. First off, sure i'll admit that Skyrim doesn't have the most original story in the world, but is it really a bad one? What makes it interesting to me is that they use the series own lore and also creates some new things such as the dragon language and the thu'um. By doing that they put a somewhat new spin on a classic tale. Also i like it because it's my story and my choices. So instead of reading or watching a tale unfold, i live through it. Now granted, i haven't played through the entire story yet because i mainly play the game for side quests and exploration but i still think it's something to think about.

+1 vote     reply to comment
rooster100
rooster100 Jun 11 2014, 11:01am replied:

Also, you say that the game stripped away several RPG elements such as spellcrafting and such. This is the point of confusion to me, because if i recall it correctly, Skyrim didn't remove features, Oblivion did however do that. Now i haven't played Morrowind that much but still my point holds true. If anything Skyrim not only regained but added several RPG features such as: Smithing, Enchanting, Alchemy, Mining and woodcutting and lumber sawing. So what elements are you talking about?

0 votes     reply to comment
Goat‪
Goat‪ Jun 16 2014, 1:03pm replied:

Role playing is essentially playing the role of a character with their own backstory while on their quest for whatever reason it may be with their own personality, voice and dialog to act out, and they are addressed by name by other characters.

In TES games you don't really play a role of a character like this.

Those features you mention are usually tacked on to RPGs but don't in anyway count as the actual role playing.

Oblivion didn't remove spell making at all when Skyrim in fact did, what Oblivion removed was the enchant skill but it still allowed you to create enchantments but with the certain skills available only after you advance in the particular magic skills for them.

+2 votes     reply to comment
rooster100
rooster100 Jun 20 2014, 12:17am replied:

Fair enough. I didn't notice the spell thing because i'm not much of a magic user. Also when i said that thing about the story i didn't mean it like i thought it was a backstory. What i meant was that i'm the main character in the story when i play it. Also i prefer my game protagonists to be silent, because i can say dialogue like i would say it and personality wise my character is a blank sheet which i can paint how i want.

0 votes     reply to comment
teslaptak
teslaptak Jun 11 2014, 4:52pm replied:

leveling and mostly stats ( also no more athletics and acrobatics)

+1 vote     reply to comment
rooster100
rooster100 Jun 14 2014, 1:07am replied:

Alot of stats have been lumped together, for example i like that they put all one-handed weapons in one category. Also the athletics stat isn't really needed as you can directly improve your stamina. As for Acrobatics i'll give you that, i do kinda miss extending my jumping abillity.

0 votes     reply to comment
teslaptak
teslaptak Jun 14 2014, 9:04am replied:

i'd like to run faster in skyrim, rly.And horses are slower than dragonborn himself.

-1 votes     reply to comment
rooster100
rooster100 Jun 20 2014, 12:21am replied:

Well personally it didn't bother me in Fallout 3 and it doesn't bother me now either. As for horses, i have always prefered walking.

+1 vote     reply to comment
rooster100
rooster100 Jun 21 2014, 12:14am replied:

And yes i know that Fallout 3 is a different game but the core gameplay is similar.

+1 vote     reply to comment
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The Elder Scrolls V: Skyrim
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Released Nov 10, 2011
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Highest Rated (17 agree) 10/10

Skyrim is what Elder Scrolls is supposed to be. Gone is the flowery sunshine of Cyrodiil, and instead we get cold, barren Skyrim with snowstorms and people and environments that could really fit into the Middle Ages or a natural Fantasy World. As a person who's been modding ES since Morrowind and playing since DAggerfall in 1996, I can only see this game as a natural and excellent heir to the series. Take it from me - Skyrim is Greatness!

Nov 11 2011, 12:22pm by Antiscamp

Lowest Rated (11 agree) 5/10

Some may claim I'm trolling, but I'm not. I seriously didn't find much entertainment value in Skyrim, and I'm glad that I was playing it on loan rather than having actually bought it. It's Oblivion with a new coat of paint and some better conversation bits. It still doesn't have much of a main story, and the sword play is still questionable at best (Kotaku's one writer said the same thing a few weeks ago). I could go on -- but I think this'll probably get voted down anyway so what's the point? Also…

Dec 8 2011, 12:57am by TheUnabridgedGamer

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The Elder Scrolls V: Skyrim, Released Nov 10, 2011
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Oblivion, Released Mar 19, 2006
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Morrowind, Released Apr 25, 2002
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