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Cheats-Like-Crazy

Joined 13 June 2007

I'm just a guy that's played Morrowind and Oblivion to death. No, I don't always play an Argonian. I might cheat a lot, but that depends on your definition of cheating. My definition is that if it's something you can do "in-game" (whether a bug or not), it's legit. From that point of view, I never cheat.

GeneralEdit

  • I've played Morrowind on the Xbox.
  • I have a copy of Morrowind for the PC, but I've never been able to get it to run.
  • I've played Oblivion on the PS3.

I've won both many times, playing a variety of roles, using a variety of limits (i.e. complete all factions before even starting the main quest), etc.

MorrowindEdit

The following are my suggestions for you to try if you've never tried them before:

  • Kill Dagoth Ur. I don't mean win the game, I mean go to the heart chamber, and attack him with enough force to kill him, such that he is nowhere to be found, does not seek you out, you cannot hear him, or find him anywhere. Hint: You have to hit him HARD to get it to happen.
  • Try to jump from the mountain where the entrance to Dagoth Ur's (hideout?) is, south, and see how far you can get. Can you jump past ghostgate? Farther? Don't use levitate at all, just jump.
  • In Mournhold, can you get over the walls? On top of the buildings?
  • Can you stay underwater for a looong period of time without water breathing, without dying, and without casting any spells? (Hint: high level enchantments)
  • Have you ever been addicted? Addiction makes you very unpersonable. (that was a hint) There are actually two, different kinds of addiction you can have in Morrowind. One of them (the previous hint), isn't fatal. The other requires you to get your "fix" often, or you die. Neither can be "cured", and you have them for the life of your character.

OblivionEdit

I play Oblivion on the PS3, so all comments are related to that.

Overflow ContainerEdit

I've not yet figured out how to create an overflow sack. Dropping over 1300 individual (not stacked) items in a cell (imperial house) doesn't seem to work. I'd love to figure out out, though. I like overflow sacks. Uh, game crawls to a near-standstill with 1300 items in it. Especially so, when you cast a fireball right in the middle of a sea of items. *smile* Surprisingly, it didn't freeze.

Container UsageEdit

I usually buy the Imperial City shack soon into the game. It's very useful to have a place to store things. I could care less about the bed. When this is my only house, I use the following container breakdown:

  • One for things to sell (including stolen items)
  • One for things to keep
  • One for ingredients, alchemy equipment, and potions that I don't want on me right now.
  • One that I keep empty. I use this to dump my entire inventory in, so that I can (now that nothing is in my inventory, except quest items), grab everything the "sell" container, and cart if off to a merchant to sell. I can carry more, and it (mostly) eliminates the possibility that I'll sell something that I didn't want to sell.

Once I have the money, I next get the Skingrad house. Then I use containers in the following way:

In the Imperial house, everything gets moved to Skingrad, except ingredients and alchemy equipment, those stay where they were. Potients are moved to Skingrad too, the new breakdown for the imperial house is:

  • One with a single sample of each of the following (to remind myself how to make the potion):
    • A single potion of "Restore All" (restore health, fatigue, and magic)
    • Aloe Vera
    • Blackberry
    • Mugwort Seeds
    • Steel-Blue Entoloma Cap
  • One with a single sample of each of the following (to remind myself how to make the potion):
    • A single potion of "Parsildam" (Paralize, Silence, Damage health, fatigue, and magic)
    • Daedra Venin
    • Harrada
    • Motherwort Sprig
    • Rat Meat
  • One for ingredients, alchemy equipment, and potions that I don't want on me right now.
  • One that I keep empty. I use this to dump my entire inventory in, so that I can (now that nothing is in my inventory, except

In the Skingrad house, I containers have this breakdown:

Basement ContainersEdit

I don't use the basement for much. It takes two screenloads to get to the basement from outside, compared with one for ground/2nd floor.

  • Crate:
  • Crate:
  • Chest:
  • Barrel:
  • Barrel:
  • Chest: Items needed to complete Vampire Cure.
  • Cupboard:
  • Chest:
  • Crate:
  • Crate:
  • Barrel:
  • Barrel:
  • Chest:
Ground Floor ContainersEdit
  • Desk: Non-unique books
  • Drawers: Things to sell (not stolen)
  • Drawers: Stolen items
  • Barrel: Ingredients I haven't transported to Imperial house yet.
  • Chest: Potions, Arrows, Repair Hammers
  • Cupboard: Empty. I use this to dump my entire inventory in, so that I can (now that nothing is in my inventory, except quest items), grab everything the "sell" container, and cart if off to a merchant to sell. I can carry more, and it (mostly) eliminates the possibility that I'll sell something that I didn't want to sell.
  • Far back Cupboard: Wines, beer, ale. Anything that looks like a wine bottle.
Second Floor ContainersEdit
  • Jewlry box: Jewlry (rings, amulets, etc), keys
  • Chest: Empty soul gems. Expensive, un-enchanted clothes and shoes.
  • Chest: Filled soul gems, Varla stones, Welkynd stones, Sigil stones, useless clothing.
  • Chest: Very uncommon items that I'll be using (Ayleid statues), sometimes items that will be needed for an upcoming quest.
Bedroom ContainersEdit

I generally only put things in the Bedroom that are not often aquired, or used. It takes two screen loads to get to the Bedroom from outside. However, as characters need to sleep from time to time, the room does get used, so rare items go in this room.

  • Cupboard: Full, rare/unique suits of armor (i.e. Umbra's armor), but not full suits of standard leather armor, etc.
  • Cupboard: Rare items I may use, but usually don't (Mage's staff)
  • Chest: Items I've made that I don't use often (usually zero-weight specialty things, like "Dusty Hood")
  • Drawers: Zero-weight items that do not have an enchantment.
  • Chest: Artifacts. (Volendrung, etc.)
  • Desk: Unique items that I'll never, or probably never use (Mother's head). Also decorate the top of it with such things.

Useful SpellsEdit

The "Merchant" SpellEdit
  • Fortify Luck 50 points for 1 second on Self
  • Fortify Mercantile 95 points for 1 second on Self
  • Charm 100 points for 1 second on Touch

This is very useful for nearly all transactions with merchants. You'll be able to invest 500gp in their shop, regardless of your mercantile skill level. You'll get the best possible deals. Some items are available based on your luck value, and (with most characters), adding 50 points to luck will push your luck to 100. Just cast the spell, and immediately click on them.

This is also a useful spell when checking bodies/containers anywhere. Just cast before you look in the first time, and your luck will be at 100, increasing the value of the items that appear inside.

It is also useful when "convincing" someone, as it has a 100 point charm.

  • You only need to add enough luck points so that your base luck at the time you create the spell, plus the amount you put in the spell, add to 100.
  • You only need to add enough mercantile points so that your base mercantile at the time you create the spell, plus the amount you put in the spell, add to 100.
The "Feather (#)" SpellsEdit
  • Feather 100 points for 120 seconds on Self

I create five of these spells, with the only variarion being the name of the spell. So, the first is "Feather (1)", then "Feather (2)", etc. You can cast all five, one right after the other. Very useful in carrying loot. See also the "Strong Man (#)" spells.

The "Strong Man (#)" SpellsEdit
  • Fortify Strength 100 points for 5 seconds on Self

I create two of these spells, with the only variarion being the name of the spell. So, the first is "Strong Man (1)", then "Strong Man (2)". You can cast both as necssary. They cost a fair amount of magic, but you carry a lot, more than with the feather varients. Most useful if all the feather spells have been used, and you're STILL over your encumberance. This will allow you to move again, although only for 5 seconds. It's most useful to carry a lot of things to the store to sell them.

The "Lockpick" SpellEdit
  • Fortify Luck 50 points for 1 second on Self
  • Fortify Security 95 points for 1 second on Self

Useful when picking locks of any kind. It not only increases (via the fortify security spell) your ability to pick the lock, but also your luck when doing so (which is also a factor). Additionally, the fortify luck spell increases the liklihood that you'll find good loot in whatever you're breaking into.

This is also useful when picking pockets, because of the luck increase.