Once I was like level 45 with one handed, blocking, heavy armor all at 100, I decided to switch to light armor and two handed and start grinding enchanting up to continue levelling. Things got harder again.

My girlfriend was playing Skyrim and she came upon one f those random necromancer fights in the woods but this time there was a weirdly purpley glowy chicken with dark smoke whisping off it running around the whole time.

After she killed the necromancer she watched the chicken for a few seconds before it loudly clucked and promptly fell dead.

She then made up a backstory about the necromancer and his pet reanimated chicken that were best friends.

I think an imagination is pretty much required for these games, the story in my head is usually a lot better than what actually happened.

That reminds me of a necromancer I encountered in my travels.

I initially thought it was a standard random necromancer encounter when I killed him and what I thought was a chicken reanimated following collateral damage during the fight.

Upon closer inspection I noticed there was several reanimated chickens wandering about and I found a makeshift shrine, complete with a couple of nests full of eggs.
Turns out I’d managed to halt this guy’s plans for world domination at the hands of his undead chicken army.

Looking at the wiki, it appears you can manually force a level scale adjustment via the console using “disable” and “enable”, but I haven’t tried it myself yet.

If you have an attachment to a certain follower and wish to continue to use him or her after he or she has become obsolete, you can update his or her stats by dismissing the companion, then opening the console, clicking the follower in question, typing “disable” and then typing “enable” without the quotation marks, closing the console, then ask them to rejoin. The follower’s inventory will remain unaffected, but his or her stats will all be updated to match the player’s current level.

I’ve read, though I’ve not tested, that if you dismiss them then go back and get them later (I assume so they despawn from the world and respawn at their original location) they will reset to your current level.

I can’t test it since I’m on console, and I always change followers often enough that it’s never been an issue for me.

Just get a new follower every fifteen levels or so. It’s worth doing anyway, since some of the followers are really cool. That guy up in Dawnstar that follows you after clearing the Daedric shrine, for one. He tells you his (interesting) life story as you travel, comments on locations you go to, and is voiced by the Burned Man from New Vegas!

Ooooh does he chat with the Spectral Assassin? That would be hilarious!

That rocks. Just the other night I realized that the Redguard dude in the Dark Brotherhood (who gives you your initial contracts) is voiced by Erik Dellums, the actor who played Three Dog in Fallout3!

So what’s a good base of operations for my Stamina Draining Iron Dagger business? I find that the blacksmith in Whiterun and her father don’t usually have enough gold to buy up all my wares. :(

There are some locations where I hear a very loud “tone” - almost a ringing kind of sound, but not oscillating. It is very loud, directional, but when I move in the direction of the sound I don’t see anything that appears to be the source.

What is that sound? I feel like I’m missing something!

Its usually a plant, faintly luminscent and almost always near water :)

Yeah, that’s Nirnroot. It’s the glowing weed that grows along riverbanks. And goes “EEEEEEEE” all the time.

I pick those things not because I need them for Alchemy, but just to shut them up.

I many ways, I agree. I think that is where the polarization in appreciation for the game comes from. Some want a really strong, driven main story and could not care less about side missions, random little stories strewn around the world.

Others, such as myself, could be pretty happy with no main quest line at all, and only a world to explore that is populated with a lot of people and events and stories that may be relatively small on their own. Finding a lighthouse with a history you discover of a man who quit his job in the big city, buying the lighthouse and moving his wife and daughter out to the country side to start over and live out his dream, and what happens to them. Finding a guy who has tracked his wife down to a tower of bandits, hoping that she is alive and just a hostage since this group of bandits has been using the Somalian business model of taking hostages and ransom, and discovering what has happened to her, etc. These are just minor little stories of life in Skyrim, and the world is filled with them. And I really enjoy just being a guy with a bow and some questionable but distinct moral rules exploring this world and taking part as fits my character. Throw in some of the main quest lines like the Thieve’s Guild, DB, etc. and it is a cornucopia of gaming richness. To me, arguments that all the caves/dungeons/ruins etc. are identical are kinda silly - I don’t care that the tiles are close to the same (I expect the rock walls to be similar in caves in a country) because there are so many backstories you can pick up in them. The Dwemer ruins still kind of freak me out, and touches like following some ghosts and seeing their story unfold as you explore is fascinating, even though it has NOTHING to do with any grand save the world issues.

I can surely understand how some people want a big glorious main quest and story which is epic in scale and in which you are Hero of the World. Some people prefer Star Wars, some people appreciate My Dinner with Andre.

Ah! I assumed it was some huge dragon burial ground or something. With headphones on (the way I play) it is pretty impressive. Never occurred to me that it was a stupid plant! LOL!

I think I’ve run into my first quest bug. I spent the last 5 or 6 hours trying to clear out “Falrath’s Tooth” to retrieve some kind of thing, but the quest arrow for it is in a part of the castle on the outside that I can’t reach. So I looked it up online, and the item is supposed to be in some kind of cave east of this location, not at Gallows Rock itself like the quest arrow is telling me. No wonder there’s no way to get to this stupid arrow. And this is a required quest for the companions. Grrrrr. I guess no more companion quests for me.

And to think I’m stuck being … in this state. Something that’s absolutely horrible for a mage.

I had a similar reaction to nirnroots at first. I didn’t find the root the first few times I heard the sound, and for some reason I assumed it meant something bad had happened in that location. Like there was a murder there, and now bad vibes took the form of an irritating sound effect. I assumed someone would send me back later to investigate a series of riverbank murders.

Haha, had one of these moments last night. I was walking outside of Whiterun and all of a sudden my controller started vibrating and I heard what sounded like a “fus ro dah”-like dragon shout in the distance. The shaking ended after a few moments and nothing else happened afterwards.

Oh! I just realized there was a patch of this at the farm where I started hearing it! And a bright light in the patch. Duh!

You must’ve just finished the first bit of the main campaign.

The Shout You Heard


After you kill the dragon and absorb it’s soul, when you get near Whiterun, the Greybeards use The Voice to the Dovakin (you) to their retreat. In fact, passerby in Whiterun should’ve commented on it as you walked around. “Did you hear that shout? What was it?”

That, to me, is one of the coolest moments in the whole campaign, but the first time it happened to me, it overlapped a relatively dull moment that was also triggered by the same events - the Redguard dudes asking the city guard about the woman they’re looking for. I was totally confused - I hear this thunderclap in the distance, the ground shakes, and I turn around to figure out what’s going on only to be jerked into a forced dialog interaction with these Redguards giving me a quest. Really bad overlap that kind of ruined the “DOVAHKIIN!” event.