The HoT no longer hosts Mods or Screenshots. 

Make sure to check your Spam Bin for your activation email!

Accounts will be deleted after 30 days if validation emails are not validated.

Please go to LoversLab for SuperStorm's Sims3 Passion Mod here:
HERE.

Recent Posts

Pages: 1 ... 6 7 [8] 9 10
71
Science and Technology / Re: My New Computer, Twin Titans!
« Last post by plenty250 on January 04, 2018, 06:06:05 PM »
forcing me to run Win10.  He turned all the privacy stuff so Microsoft can't spy on me and I've actually picked up the OS faster than I thought I would.
Windows 10 is actually great as long as you fix the privacy settings. It's fast!
72
Off Topic / Re: Lurker's Lair
« Last post by plenty250 on January 04, 2018, 06:03:41 PM »
Get around trucks and you'll end up making connections.  And get off the damn alcohol.
Very smart advice on both counts.

fresh start lurk
73
Wotan's Journals / Re: The Shezarrine - a Skyrim story
« Last post by Wotan on January 04, 2018, 05:21:19 PM »
Timeline Series - Vol 1 Before the Ages of Man by Aicantar of Shimerene
Before man came to rule Tamriel, and before the chronicles of the historians recorded the affairs of the rulers of Tamriel, the events of our world are known only through myths and legends, and through the divinely inspired teachings of the Nine Divines.
For convenience, historians divide the distant ages of prehistory into two broad periods of time -- the Dawn Era, and the Merethic Era.
* The Dawn Era *
The Dawn Era is that period before the beginning of mortal time, when the feats of the gods take place. The Dawn Era ends with the exodus of the gods and magic from the World at the founding of the Adamantine Tower.
The term 'Merethic' comes from the Nordic, literally, "Era of the Elves." The Merethic Era is the prehistoric time after the exodus of the gods and magic from the World at the founding of the Adamantine Tower and before the arrival of Ysgramor the Nord in Tamriel.
The following are the most notable events of the Dawn Era, presented roughly in sequence as it must be understaoo by creatures of time such as ourselves.
The Cosmos formed from the Aurbis [chaos, or totality] by Anu and Padomay. Akatosh (Auriel) formed and Time began. The Gods (et'Ada) formed. Lorkhan convinced -- or tricked -- the Gods into creating the mortal plane, Nirn. The mortal plane was at this point highly magical and dangerous. As the Gods walked, the physical make-up of the mortal plane and even the timeless continuity of existence itself became unstable.
When Magic (Magnus), architect of the plans for the mortal world, decided to terminate the project, the Gods convened at the Adamantine Tower [Direnni Tower, the oldest known structure in Tamriel] and decided what to do. Most left when Magic did. Others sacrificed themselves into other forms so that they might Stay (the Ehlnofey). Lorkhan was condemned by the Gods to exile in the mortal realms, and his heart was torn out and cast from the Tower. Where it landed, a Volcano formed. With Magic (in the Mythic Sense) gone, the Cosmos stabilized. Elven history, finally linear, began (ME2500).
* The Merethic Era *
The Merethic Era was figured by early Nord scholars as a series of years numbered in reverse order backward from the their 'beginning of time' -- the founding of the Camoran Dynasty, recorded as Year Zero of the First Era. The prehistoric events of the Merethic Era are listed here with their traditional Nordic Merethic dates. The earliest Merethic date cited by King Harald's scholars was ME2500 -- the Nordic reckoning of the first year of time. As such, the Merethic Era extends from ME2500 in the distant past to ME1 -- the year before the founding of the Camoran Dysnasty and the establishment of the White Gold Tower as an indepenent city-state.
According to King Harald's bards, ME2500 was the date of construction of the Adamantine Tower on Balfiera Island in High Rock, the oldest known structure of Tamriel. (This corresponds roughly to the earliest historical dates given in various unpublished Elvish chronicles.)
During the early Merethic Era, the aboriginal beastpeoples of Tamriel -- the ancestors of the Khajiit, Argonian, Orcish, and other beastfolk -- lived in preliterate communities throughout Tamriel.
In the Middle Merethic Era, the Aldmeri (mortals of Elven origin) refugees left their doomed and now-lost continent of Aldmeris (also known as 'Old Ehlnofey') and settled in southwestern Tamriel. The first colonies were distributed at wide intervals on islands along the entire coast of Tamriel. Later inland settlements were founded primarily in fertile lowlands in southwest and central Tamriel. Wherever the beastfolk encountered the Elves, the sophisticated, literate, technologically advanced Aldmeri cultures displaced the primitive beastfolk into the jungles, marshes, mountains, and wastelands. The Adamantine Tower was rediscovered and captured by the Direnni, a prominent and powerful Aldmeri clan. The Crystal Tower was built on Summerset Isle and, later, White Gold Tower in Cyrodiil.
During the Middle Merethic Era, Aldmeri explorers mapped the coasts of Vvardenfel, building the First Era High Elven wizard towers at Ald Redaynia, Bal Fell, Tel Aruhn, and Tel Mora in Morrowind. It was also during this period that Ayleid [Wild Elven] settlements flourished in the jungles surrounding White Gold Tower (present day Cyrodiil). Wild Elves, also known as the Heartland High Elves, preserved the Dawn Era magics and language of the Ehlnofey. Ostensibly a tribute-land to the High King of Alinor, the Heartland's long lines of communication from the Summerset Isles' sovereignty effectively isolated Cyrodill from the High Kings at Crystal Tower.
The Late Middle Merethic Era is the period of the High Velothi Culture. The Chimer, ancestors of the modern Dunmer, or Dark Elves, were dynamic, ambitious, long-lived Elven clans devoted to fundamentalist ancestor worship. The Chimer clans followed the Prophet Veloth out of the ancestral Elven homelands in the southwest to settle in the lands now known as Morrowind. Despising the secular culture and profane practices of the Dwemer, the Chimer also coveted the lands and resources of the Dwemer, and for centuries provoked them with minor raids and territorial disputes. The Dwemer (Dwarves), free-thinking, reclusive Elven clans devoted to the secrets of science, engineering, and alchemy, established underground cities and communities in the mountain range (later the Velothi Mountains) separating modern Skyrim and Morrowind.
The Late Merethic Era marks the precipitous decline of Velothi culture. Some Velothi settled in villages near declining and abandoned ancient Velothi towers. During this period, Velothi high culture disappeared on Vvardenfell Island. The earliest Dwemer Freehold colonies date from this period. Degenerate Velothi devolved into tribal cultures which, in time, evolved into the modern Great Houses of Morrowind, or persisted as the barbarian Ashlander tribes. The only surviving traces of this tribal culture are scattered Velothi towers and Ashlander nomads on Vvardenfell Island. The original First Era High Elven wizard towers along the coasts of Tamriel were also abandoned about this time.
It was in the Late Merethic Era that the pre-literate humans, the so-called "Nedic Peoples", from the continent of Atmora (also 'Altmora' or 'the Elder Wood' in Aldmeris) migrated and settleed in northern Tamriel. The Nord culture hero Ysgramor, leader of a great colonizing fleet to Tamriel, is credited with developing a runic transcription of Nord speech based on Elvish principles, and so Ysgramor is considered the first human historian. Ysgramor's fleet landed at Hsaarik Head at the extreme northern tip of Skyrim's Broken Cape. The Nords built there the legendary city of Saarthal. The Elves drove the Men away during the Night of Tears, but Ysgramor soon returned with his Five Hundred Companions.
Also during the Late Merethic Era the legendary immortal hero, warrior, sorceror, and king variously known as Pelinal Whitestrake, Harrald Hairy Breeks, Ysmir, Hans the Fox, etc., wandered Tamriel, gathering armies, conquering lands, ruling, then abandoning his kingdoms to wander again.


"Well, are there any questions Before we begin?" Tolfdir said. "What's so important about this Place?" I asked. "We're particularly interested in the prevalence of magical seals placed on the tombs here. It's rather unlike anything we've encountered." "I don't have any more questions. What would you like me to do?" "Ah, yes. Hmm. Well, why don't you see if you can assist Arniel Gane? He's one of our scholars, here working on cataloging our finds. I expect he'd appreciate some help in locating additional artifacts here in the ruins. Any enchanted items will do, the usefulness of the enchantment is irrelevant. If you find anything, the class can look it over. Now, let's see. What shall we have the rest of you do? Brelyna, my dear, why don't you search for warding Magics. Anything designed to keep people out. Don't interact with them, just identify them. Onmund, please search that area over there. See if you notice any... residual energies. Alive or undead. J'zargo... what shall we have you do... Ah! Why don't you verufy that we're the first ones here? Look for any amount of tampering with the tombs. All right, everyone. Let's be careful, but have fun!" Tolfdir said. "J'zargo finds nothing but dust in these ruins," the Khajiit muttered.



The scholar I was supposed to assist was working alone in another section. He wasn't too pleased to be interrupted by our arrival...



"Well, certainly none of this will benefit my research..." Arniel Gane said. "Tolfdir sent me to help you," I said. "Ah, yes. You. I remember you. You're going to help? That's fine. Just... just don't make a mess of my work. I've only looked through a portion of this section. You, uh, you can look around in the chambers just North of here. Try and be careful, all right? We don't want to damage anything."



The Girls started searching the chambers, and quickly they found a couple of enchanted rings.
"This Place is scary... Are you sure we will manage?" Vilja said.
I don't know what could make her nervous, maybe it was a maternal thing. She need not worry. Mimi and Haspina are bright Children who can look after themselves. Mirai and Tolfdir picked up the rear just as I spotted something interesting - an amulet hanging on the wall...



I pulled the amulet from the wall, and there was a crash behind us. The sound of heavy metal striking the ground - the sound of a portcullis closing...
74
Off Topic / Re: Lurker's Lair
« Last post by LadyM on January 04, 2018, 03:19:47 PM »
But then by the end of 2017 my financial situation wouldn't allow for me to begin 2018 with the 1k security course elsewhere and/or the 1-2k cost of truck driver training and license test.

Andy, do you have vocational schools?  In the schools here, some of them teach truck driver training and they are way cheaper than going to a private company.  Also, can you drive a manual?  If so, then just start applying to trucking companies and take it from there, some might even have training available within the company.  You're never put into the truck alone anyway, your first year is always a ride along.  Also, stop by the cold storages and apply to be lumper.  You get paid to load and unload trucks.  Get around trucks and you'll end up making connections.  And get off the damn alcohol.  You can't bitch about not having any money when you're drinking it away.  (That was me being LadyM MOM!)  If it's trucking you want to get into, then get around some trucks!  I love to see trucking in Australia, it's fascinating.  The huge rigs with huge trailers, big fun!
75
Off Topic / Re: Lurker's Lair
« Last post by Darkened Angel on January 04, 2018, 08:41:57 AM »
Other than playing the Hell outta one of the games I got for Christmas, this hasn't really been that great of a year so far for me either. In my case though, it's more because the weather's going back and forth and that's messing me up.

* lurk *
76
Off Topic / Re: Lurker's Lair
« Last post by AusyAndy on January 04, 2018, 07:45:52 AM »
Bit of a big lurk! Tired, drinking heavily, and need to vent...

The year kicked off with nothing but bullshit at work and in my head and there's been so much of it in the last four days it feels like It's actually been about four months. Of course we're early in but with my track record year after year I certainly know where things are going so I've made my most final decision. I'm taking tomorrow off work but I don't actually intend on going back at all. Been stuck there for about six years and I've gotten nowhere with my life; even my depression hasn't eased up with all that time wasted at a place I hate, doing a job I hate, making barely enough money to get by, while my proper job/career plans gradually went down the drain with every attempt to do something about reaching my goals.

It was a big mistake to begin another year there. I was going to leave and do a security course and also try to get my truck license at the start of this year since my security course was abruptly cancelled by the training company going into liquidation around my birthday last year after waiting so long to get into it which was particularly devastating. But then by the end of 2017 my financial situation wouldn't allow for me to begin 2018 with the 1k security course elsewhere and/or the 1-2k cost of truck driver training and license test.

I've well and truly had enough of the shit that I'm faced with at every moment of my life. SO my immediate future most likely involves heavy alcohol consumption until my bank account is empty and then driving my beloved Chrysler off a cliff :o

I'll give it a month...

/lurk
77
Wotan's Journals / Re: The Shezarrine - a Skyrim story
« Last post by Wotan on January 03, 2018, 11:25:59 PM »
With our errand done, we set out for Saarthal...



Of course, we were late and the others were already waiting for us.



Before we entered, Tolfdir gave us another safety reminder...



"As some of you may know, Saarthal was one of the earliest Nord settlements in Skyrim. It was also the largest. Sacked by the elves in the infamous Night of Tears, not much is known about what happened to Saarthal. This is an exiting opportunity for us. To be able to study such an early civilization, and the magics they used..." Tolfdir said.

Night of Tears by Dranor Seleth
Saarthal holds a prominent place in Skyrim history, even if most do not remember it by name. It is of course the site of one of the first major Nord settlements, one of the first cities of men in Skyrim, and the earliest known capital of their civilization. It was also the site of terrible bloodshed, when the elves attempted to drive the Nords out of Skyrim, to succeed only in incurring their wrath in the form of Ysgramor and his fabled Five Hundred Companions, who swept the elves from Skyrim and firmly established it as the home of the Nords.
All this is known, but little else. What happened on that Night of Tears, when Saarthal was razed to the ground? What provoked the elves to such a deliberate, vicious attack, and what prompted such a severe response from the Nords?
Vingalmo's Treatise on the Altmer Antecedent suggests that the elves of the Merethic Era, along with their counterparts the early Dwemer, possessed a degree of sophistication unparalleled in Tamriel. They displayed power beyond what could be expected of the time. While a distinct explanation is not given for this, I believe that this work, compared with the early writings of Heseph Chirirnis, suggest that something greater was at work on that night in Saarthal.
The true motives behind the Night of Tears have been obscured to us by the passage of time, but I believe this was not a simple war of territory, or of control of Skyrim. I believe that what happened was a significant event based around something very particular.
The Nords found something when they built their city, buried deep in the ground. They attempted to keep it buried, but the elves learned of it and coveted it for themselves. Thus they assaulted Saarthal, their goal not to drive the Nords out but to secure this power for themselves. I believe Ysgramor knew something of what the elves would find under Saarthal, and rallied together his people to keep the elves from gaining it. When Nords once again controlled Skyrim, this power was buried deep below the earth and sealed away.
Time has kept this knowledge from us, but it is my hope that Time will also reveal the truth of these words. Every effort will be made to relocate Saarthal, and find that which has been lost to us.

Merethic Era by Xan
The term 'Merethic' comes from the Nordic, literally, "Era of the Elves." The Merethic Era was described by early Nord scholars as a series of years numbered in reverse order backward from the first event in their recorded history -- the founding of the Camoran Dynasty, which functions as the starting point of the First Era. The prehistoric events of the Merethic Era are listed here with their traditional Nordic Merethic dates. The earliest Merethic date cited by King Harald's scholars was ME2500 -- the Nordic reckoning of the first year of time. As such, the Merethic Era extends from ME2500 in the distant past to ME1 -- the year before the founding of the Camoran Dynasty and the establishment of White-Gold Tower as an independent city-state.
Circa ME 2500: Supposed date of construction of the Adamantine Tower on Balfiera Island in High Rock, the oldest known structure of Tamriel. Earliest historical date in unpublished Elvish chronicles.
Early Merethic Era: Aboriginal beastpeoples (ancestors of the Khajiit, Argonians, Orcish (goblin-kin), and other Beastfolk) live in preliterate communities throughout Tamriel.
Middle Merethic Era
The Aldmer (Elves) leave the doomed and now-lost continent of Aldmeris (also known as 'Old Ehlnofey') and settle Tamriel. Their first colonies are distributed widely along the entire coast of Tamriel. Later inland settlements are founded primarily in fertile lowlands in southwest and central Tamriel. The sophisticated, literate, technologically advanced Aldmeri culture drives the beastfolk into the jungles, marshes, mountains, and wastelands. The Adamantine Tower is rediscovered and captured by the Direnni, a prominent and powerful Aldmeri clan. Crystal Tower is built on Summerset Isle and, later, White-Gold Tower in Cyrodiil.
During the Middle Merethic Era, Aldmeri explorers map the coasts of Vvardenfel, building the foundation of the First Era wizard towers at Ald Redaynia, Bal Fell, Tel Aruhn, and Tel Mora in Morrowind. For more information: Before the Ages of Man.
The Ayleids flourish in the jungles surrounding White-Gold Tower (present day Cyrodiil). Wild Elves, also known as the Heartland High Elves, preserved the Dawn Era magicks and language of the Ehlnofey. Ostensibly a tribute-land to the High King of Alinor, Cyrod was often so isolated from the Summerset Isles as to be its own sovereign nation.   
Late Middle Merethic Era: The Dwemer (sometimes referred to as 'Dwarves'), a free-thinking, reclusive Aldmeri clan devoted to the secrets and exploitation of science and myth, establish underground cities and communities in the mountain range (later the Velothi Mountains) separating modern-day Skyrim and modern-day Morrowind.For more information: The Annotated Anuad.
The Chimer (ancestors of the Dunmer, or Dark Elves), dynamic, ambitious, long-lived Aldmeri clans devoted to fundamentalist ancestor worship, follow the prophet Veloth out of their ancestral Aldmeri homelands to settle in the lands now known as Morrowind. Despising the secular culture and profane practices of the Dwemer, the Chimer also covet the lands and resources of the Dwemer, and for centuries provoke them with minor raids and territorial disputes.For more information: Lives of the Saints, A Short History of Morrowind,
Trinimac (strongest of the Aldmeri ancestor spirits) and his people try to halt the Velothi dissident movement. However, the Daedric Prince Boethiah, one of the masterminds of the movement, eats Trinimac. Trinimac's body and spirit are corrupted, and he emerges as the Daedric Prince Malacath. His people are changed accordingly and become the Orsimer, or Orcs.
For more information: The True Nature of Orcs, Varieties of Faith in the Empire, The Anticipations.
Circa ME 1000: Fleeing civil war and an increasingly frigid climate, Ysgramor and his men set sail from the northern continent of Atmora and land at Hsaarik Head, the extreme northern tip of Skyrim's Broken Cape. There the Atmorans build the legendary city of Saarthal and make first contact with the Aldmer or Elves of Tamriel.
The Atmorans and the Elves live in harmony for some time, but the relationship quickly turns hostile. In the city of Saarthal, the Atmorans find the Eye of Magnus. An unknown but powerful artifact that could endanger the world. The Elves learn this and decides to secure the artifact. The 'Night of Tears' happens, the city of Saarthal is sacked and destroyed. Ysgramor escapes to Atmora and soon returns with his legendary Five Hundred Companions and eventually takes the whole Skyrim from the Elves, laying the foundations of first human empire in Tamriel. His people would later come to be known as the Nords of Skyrim. The Dwemer in Blackreach, deep beneath Skyrim, are not affected by the war with the Nords.
Later on, Ysgramor develops a runic transcription of Nordic speech based on Elvish principles and is the first human historian.
For more information: Frontier, Conquest, and Accommodation: A Social History of Cyrodiil, University of Gwylim Press, 3E 344, Night of Tears.
Late Merethic Era - 1E 668: One faction of the Elves, known as the Snow Elves are cornered in the eastern island of Solstheim. In the 'Battle of the Moesring,' the Snow Prince, the leader of the Snow Elves army is killed. The Snow Elves are scattered and seek refuge to the Dwemer in Blackreach. The Dwemer trick the Snow Elves, make them blind and enslave them. They are now known as the Falmer. In some point in time, the Falmer rebel and the 'War of the Crag' enrages in Blackreach. The war is ended when the Dwemer vanished in the 1E 668.
For more information: Fall of the Snow Prince, The Falmer: A study.
Late Merethic Era - Circa 1E139: The Nords brought with them the Atmoran worship of animal gods. It is unknown how the situation came about, but in time the dragon priests had come to rule the Nords with an iron fist. They are however unable to maintain control and a rebellion known as 'The Dragon War' starts. Initially the Nords are crushed by the priests and dragons. However a few dragons take the side of the Nords. The dragon Paarthurnax teaches the Nords the magical language of the dragons to form the Thu'um or shout. The Nords eventually overthrow the dragon priests and the dragons are scattered. Even so, hold outs of dragon cultists remain well into the First Era, believing that the dragons will return.
For more information: The Dragon War, Skorm Snow-Strider's Journal.
Late Merethic Era: Velothi high culture disappears on Vvardenfell island. The earliest Dwemer Freehold colonies date from this period. The degenerate Velothi civilization devolves into tribal cultures, which, in time, evolve into the modern Great Houses of Morrowind, or persists as the barbarian Ashlander tribes. The only surviving traces of this tribal culture are scattered Velothi towers and Ashlander nomads on Vvardenfell Island. The original First Era High Elven wizard towers along the coasts of Tamriel are also abandoned about this time. For more information: Before the Ages of Man.
Meanwhile, other human tribes live scattered throughout Tamriel, often under the dominion of the culturally superior Aldmer:
"The Nedic peoples were a minority in a land of Elves, and had no choice but to live peacefully with the Elder Race. In High Rock, Hammerfell, Cyrodiil, and possibly Morrowind, they did just that, and the Nedic peoples flourished and expanded over the last centuries of the Merethic Era." - from Frontier, Conquest, and Accommodation: A Social History of Cyrodiil, University of Gwylim Press, 3E 344.
Merethic Era - Circa 1E 660: An immortal hero, warrior, sorceror, and king variously known as Pelinal Whitestrake, Harrald Hairy Breeks, Ysmir, Hans the Fox, etc., wanders Tamriel, gathering armies, conquering lands, ruling, then abandoning his kingdoms to wander again.




78
Off Topic / Re: Lurker's Lair
« Last post by Darkened Angel on January 03, 2018, 09:27:57 PM »
The holiday specials aren't worth it anyways. You only get a 1 day pass to access them, so for all intents and purposes, they're just glorified demos.

Life is such an unfair and over-priced MMO. Pay to Win abuse is insane too.

* lurk *
79
Off Topic / Re: Lurker's Lair
« Last post by Derotis on January 03, 2018, 08:21:41 PM »
Because happiness is paid DLC content, since EA Games had to ruin yet another thing.

Happy New Y-EA-R.

Pre-order now from Gamestop and get a bonus Valentine's Day.

* lurk *
Think I can skip out on that pre-order bonus.
Now, if its Halloween themed.... Im doomed. xD
80
Off Topic / Re: Lurker's Lair
« Last post by Darkened Angel on January 03, 2018, 08:07:16 AM »
Because happiness is paid DLC content, since EA Games had to ruin yet another thing.

Happy New Y-EA-R.

Pre-order now from Gamestop and get a bonus Valentine's Day.

* lurk *
Pages: 1 ... 6 7 [8] 9 10