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Can someone explain inventory space individually in all the Elder Scroll games?

Inhuman003
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How much inventory space was individually in all the Elder Scroll games by their title alone?
  • Sovaso
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    No one can explain this
  • Pancake-Tragedy
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    I think the question that everyone is dying to ask is:

    What?
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  • Tabbycat
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    Carrying capacity was dependent upon strength or stamina I believe. There weren't any "slots".

    So how much carrying capacity you had depended on your character.

    I'm not sure if that's how it worked in all the chapters as I really only played the last 3.
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  • LordGavus
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    Iirc, carry capacity was determined by strength and it wasn't 'slots' it was determined by item weight.
  • Merlin13KAGL
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    Most of the standalone's went by weight, not item size, so a trebuchet and a butterfly wing didn't require, nor take up the same physical space in your inventory as a stack of 200 Iron Ingots.

    This, coupled with stats (Holy ***, more than three) that had varying effects on your character.

    Strength, was the one of interest here, as it directly affected how much you could hold and carry, while still being able to move at full speed, slower speed, or in the case of full encumbrance, not at all.

    There were 'zero weight' items, such as lockpicks (or butterfly wings) which you could gather thousands of if you chose - the equivalent of filling a backpack with cotton balls and hiking up a mountain. Considerably different than filling the same backpack with bricks.

    The other huge benefit to that design was that skill lines and attributes had greater opportunity to increase based on your use of them. This meant if you ran a lot, your athletics could advance at a faster rate, next leveling opportunity. However, if you had dual wield in your hand, but never once swung them in battle ("for more spell damage"), expect that line to creep, or not advance at all.

    This directly rewarded your playstyle, up to and including how many items you could stash away.

    There are many things the standalone's did more elegantly. For instance, you could have a box in your house that could actually store more things...
    Edited by Merlin13KAGL on April 5, 2017 12:09PM
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  • nine9six
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  • Tommy_The_Gun
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    Inhuman003 wrote: »
    How much inventory space was individually in all the Elder Scroll games by their title alone?

    As if other "Elder scroll" games ? TES II, TES III, TES IV and TES V Skyrim ?
    There were no "slots" in the inventory. Only item weight...
  • Inhuman003
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    Who cares about amount in weight of item all I'm asking is see total inventory size for each game.
  • jedtb16_ESO
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    Inhuman003 wrote: »
    Who cares about amount in weight of item all I'm asking is see total inventory size for each game.

    there was no 'total inventory size' as has already been explained to you. capacity was dependant on strength.
  • DMuehlhausen
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    Inhuman003 wrote: »
    Who cares about amount in weight of item all I'm asking is see total inventory size for each game.

    That's just it though. In the stand alone game there was no inventory size. If you dumped all your attribute points to STR you could carry a lot of items. If you put them all to magicka you struggle to wear your armor and carry a handful of crafting mats cause they all had a "weight" to them.
  • Pancake-Tragedy
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    Inhuman003 wrote: »
    Who cares about amount in weight of item all I'm asking is see total inventory size for each game.

    You don't seem to understand. The total size of the inventory for each of the previous ES games changed based on character attributes.

    If you want additional information, such as the base size or something, I'm sure Google will help you find the answers.
    Edited by Pancake-Tragedy on April 5, 2017 12:29PM
    Pancake Tragedy - Sorcerer
  • Reverb
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    Inhuman003 wrote: »
    Who cares about amount in weight of item all I'm asking is see total inventory size for each game.

    Then you're not comprehending the answers you're getting. Inventory limits were weight based, not item count. If you care about inventory size in prior TES games you care about item weight, because they are one and the same.
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  • Turelus
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    Inhuman003 wrote: »
    How much inventory space was individually in all the Elder Scroll games by their title alone?
    It was done by wight, ZOS removed weight in favour of a limit to carried gear.
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  • idk
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    I do not understand the reason for this thread other than general curiosity. Single Player TES games inventory was more about weight, not total items. Each item had a weight. A player or item could hold so much weight. As that weight increased the player was slowed and would reach a point they could not move.
  • Sprotch_16_ESO
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    As others said ; the limit was by weight.

    However, in TES III Morrowind there was an unvisible 'limit' of 256 different items in all containers.
    This was not a problem for your backpack since you would never get that much different items in it. But it was a problem I ran into several times when using containers (chests, closets, ...) in your house. (or even a house that you 'borrowed' by killing it's owner.)
    You would not get a warning or error or so when putting things in. But all items past the 256 limit would simply vanish.

    Very anoying....

  • starkerealm
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    Inhuman003 wrote: »
    Who cares about amount in weight of item all I'm asking is see total inventory size for each game.

    Because every other game in the franchise uses a weight based inventory system. If you've ever played Skyrim or a Fallout game (yes, including the ones before Bethesda), that's the system previous Elder Scrolls games used. They didn't have a slot based inventory like this one.
  • Inhuman003
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    In this case if ESO was made the way as the previous games in the past on inventory would it make a lot of people mad, that they wouldn't be able to move their characters around as often and freelee without the aid of your Banker or Merchant?
  • idk
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    Inhuman003 wrote: »
    In this case if ESO was made the way as the previous games in the past on inventory would it make a lot of people mad, that they wouldn't be able to move their characters around as often and freelee without the aid of your Banker or Merchant?

    But it is not so the idea is not relevant.
  • rotaugen454
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    Turelus wrote: »
    Inhuman003 wrote: »
    How much inventory space was individually in all the Elder Scroll games by their title alone?
    It was done by wight, ZOS removed weight in favour of a limit to carried gear.

    I don't know if I would want wights carrying my gear. ;)
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  • starkerealm
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    I do not understand the reason for this thread other than general curiosity. Single Player TES games inventory was more about weight, not total items. Each item had a weight. A player or item could hold so much weight. As that weight increased the player was slowed and would reach a point they could not move.

    As I recall, not quite. It was a binary system. If you were below your encumbrance limit, you could run around and jump until your stamina ran out. If you were over it, you were suddenly rooted to the spot, and couldn't move, (and in Oblivion and Skyrim's case, it also locked out fast travel).

    I think Morrowind and Oblivion may have scaled your stamina consumption for running and jumping based on your total encumbrance, but I'm not 100% certain.

    Skyrim allowed you to move while overencumbered, but you couldn't jump, or run. (And Fallout 4 dropped the jumping restriction. Along with adding a buy out for running while overencumbered.)
  • starkerealm
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    Inhuman003 wrote: »
    In this case if ESO was made the way as the previous games in the past on inventory would it make a lot of people mad, that they wouldn't be able to move their characters around as often and freelee without the aid of your Banker or Merchant?

    If you wanted something like the previous games' inventory system; you would have to completely rework the way itemization is set up and configured.

    I'm not sure it would make people angry, per say, but it would seriously increase the utility of the merchant and banker. Also, for whatever it's worth, the banker system is (mostly) new to ESO. (Daggerfall had banking systems, but not the universal inventory system of ESO.)
  • starkerealm
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    Having gotten some sleep, I'll slap this around a little bit.

    ESO's goal with itemization is to create an ARPG, in the same general vein as games like Diablo or Destiny. You're presented with a game where your goal is to get "all the loot," and (at least in theory) everything that drops should be useful somehow.

    The single player Elder Scrolls games are built around a "simulator" mentality. The games are stuffed to the gills with things you can pick up because, well, you could pick them up if they were real. Most of the items in game are not useful in any context. (I'm talking about general clutter items, which vastly outnumber equipment.)

    The clearest example of this is how enemies are treated. In ESO, when you wax an enemy, they may give you a small chunk of gold, or an item. This is the focus. The game really doesn't want you getting into a situation where you can't loot a corpse because you clogged your inventory up. This will, in turn, keep you moving through content, killing enemies at a fairly brisk pace, grabbing everything that isn't nailed down, and figuring out what you found after the fact.

    In the single player games, when you snuff some poor schmuck, you'll have access to every piece of gear they had equipped, along with a small mix of useful stuff. The difference is, you are not expected to take everything you find. You're supposed to pick and choose, identify the stuff that's actually useful or valuable, and abandon the rest to rot. This results in a game where you can walk away from nearly any encounter with your bags stuffed, if you want to walk back to town and sell it.

    A large part of how the games flow is a result of the inventory system. In ESO, you have a fixed inventory limit (200 slots), and each item you find chews up one slot. It's very easy to know how close you are to running out of space (if you've been keeping track). Grab and go. In the single player games, you're making the assessment of if something's worth picking up when you first see it. You can burn through your available inventory space with shocking speed if you're not careful, so each item you grab is a question of utility vs the value of having open inventory space for when you find something spectacular.

    When we're saying, these games have fundamentally different systems, it's not about one being better than the other, nor about irking players, it's that the inventory systems are designed around fundamentally different kinds of play experiences.
  • Browiseth
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    your inventory space is determined by how much you add with console commands in single player elder scrolls
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  • ColoursYouHave
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    Browiseth wrote: »
    your inventory space is determined by how much you add with console commands in single player elder scrolls

    This is probably the most accurate answer so far.
  • Shgon_Dunstan
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    As others said ; the limit was by weight.

    However, in TES III Morrowind there was an unvisible 'limit' of 256 different items in all containers.
    This was not a problem for your backpack since you would never get that much different items in it. But it was a problem I ran into several times when using containers (chests, closets, ...) in your house. (or even a house that you 'borrowed' by killing it's owner.)
    You would not get a warning or error or so when putting things in. But all items past the 256 limit would simply vanish.

    Very anoying....

    Speaking as someone who only very rarely doesn't cheat to oblivion and back in a single player TES game(mostly because of a combo of RP, and because running and jumping into a wall for hours gets bloody boring after the fifteenth or so time). While it's been awhile, as far as I can recall I never had an issue with going over 256 items in the backpack while using an item with an obligatorily high feather enchantment.
    Edited by Shgon_Dunstan on April 6, 2017 6:07AM
  • starkerealm
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    As others said ; the limit was by weight.

    However, in TES III Morrowind there was an unvisible 'limit' of 256 different items in all containers.
    This was not a problem for your backpack since you would never get that much different items in it. But it was a problem I ran into several times when using containers (chests, closets, ...) in your house. (or even a house that you 'borrowed' by killing it's owner.)
    You would not get a warning or error or so when putting things in. But all items past the 256 limit would simply vanish.

    Very anoying....

    Speaking as someone who only very rarely doesn't cheat to oblivion and back in a single player TES game(mostly because of a combo of RP, and because running and jumping into a wall for hours gets bloody boring after the fifteenth or so time). While it's been awhile, as far as I can recall I never had an issue with going over 256 items in the backpack while using an item with an obligatorily high feather enchantment.

    As I recall, this was strictly a container bug. The user's inventory may have had a similar cap, but if it existed, it was much higher.
  • Cathexis
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    It was weight based.

    So if you could carry 100 weight units let's say, and a soul stone weighed 0.1, and dragon bones weighed 25, you could carry 1000 soul stones, or 4 dragon bones.

    IMO weight system was way better.
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  • zaria
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    As others said ; the limit was by weight.

    However, in TES III Morrowind there was an unvisible 'limit' of 256 different items in all containers.
    This was not a problem for your backpack since you would never get that much different items in it. But it was a problem I ran into several times when using containers (chests, closets, ...) in your house. (or even a house that you 'borrowed' by killing it's owner.)
    You would not get a warning or error or so when putting things in. But all items past the 256 limit would simply vanish.

    Very anoying....
    Morrowind also had an weight limit on containers, this was variable as in small could hold less.
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