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Yet Another Morrowind Thread

MWaser

Arbiter
Joined
Nov 22, 2015
Messages
607
Location
Where you won't find me
I tried Morrowind for the first time when I was a super horny teen falling into the furry porn vortex. I modded the fuck out of the graphics and found out later that the body mod I used also had a nude version that applied to Khajiit. Then I encountered Ahnassi and found a mod that let me move NPCs around and reposition them.

What started as your average plebian Dark Elf roleplay playthrough turned into me recalling to Ahnassi's house whenever I got horny so my dude wearing crab armor could eat her cat poon in 1st person. I still have screenshots on an old imgur account too.

Thank you Morrowind modders for your hand in worsening the most sad, cringe, and pathetic period of my entire life.
When you think about it, it was a very dedicated RP playthrough. You got so in character that your in-game self had to sexually satisfy himself whenever you got horny playing irl. Few people can bolster such degree of character-dedication on their resume.
 

Puukko

Arcane
Joined
Jul 23, 2015
Messages
3,861
Location
The Khanate
Haha, I was a bit optimistic and careless. I had forgotten to install a number of mods and enable one bsa which led to some issues (read: NPCs in their underwear). So that was another day of modding, but it should be all ready to go now. I'll have to see if I can find a spell sounds/sfx overhaul other than Better Sounds, because that was just flat out broken for me. These vanilla sounds are a bit more painful than I remember.

Morrowind acoustic overhaul seems to do the job.
 
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Xelocix

Learned
Joined
Dec 25, 2020
Messages
458
Location
Your moms panty drawer
I tried Morrowind for the first time when I was a super horny teen falling into the furry porn vortex. I modded the fuck out of the graphics and found out later that the body mod I used also had a nude version that applied to Khajiit. Then I encountered Ahnassi and found a mod that let me move NPCs around and reposition them.

What started as your average plebian Dark Elf roleplay playthrough turned into me recalling to Ahnassi's house whenever I got horny so my dude wearing crab armor could eat her cat poon in 1st person. I still have screenshots on an old imgur account too.

Thank you Morrowind modders for your hand in worsening the most sad, cringe, and pathetic period of my entire life.
When you think about it, it was a very dedicated RP playthrough. You got so in character that your in-game self had to sexually satisfy himself whenever you got horny playing irl. Few people can bolster such degree of character-dedication on their resume.

I remember keeping all the gifts Ahnassi gave me in my strongholds bedroom, and always kept her flower in my inventory when exploring the world as well. It was like a locket or something my character could look at while taking a break or having lunch (I actually went out of my way to pack/buy food and eat meals in-game too.) I did a lot of perma-virgin shit like that. On lazy days where I didn't feel like questing much I'd walk the countryside chewing on hackle-lo leaf just enjoying the scenery.

qBj37fMm.png


Playing Morrowind unlocked an absolutely ungodly autistic side of me and turned me from a completely normal teenager into a basement-dwelling shut-in for like 3 years. I played it so much that I even started dreaming about it. It was like Dagoth Ur himself was invading my mind. I probably have like 300-400 hours logged in this game.

ᴵᵗ ʷᵃˢ ᵃ ᵇˡᵃˢᵗ ᵗʰᵒᵘᵍʰ.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,231
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I tried Morrowind for the first time when I was a super horny teen falling into the furry porn vortex. I modded the fuck out of the graphics and found out later that the body mod I used also had a nude version that applied to Khajiit. Then I encountered Ahnassi and found a mod that let me move NPCs around and reposition them.

What started as your average plebian Dark Elf roleplay playthrough turned into me recalling to Ahnassi's house whenever I got horny so my dude wearing crab armor could eat her cat poon in 1st person. I still have screenshots on an old imgur account too.

Thank you Morrowind modders for your hand in worsening the most sad, cringe, and pathetic period of my entire life.
When you think about it, it was a very dedicated RP playthrough. You got so in character that your in-game self had to sexually satisfy himself whenever you got horny playing irl. Few people can bolster such degree of character-dedication on their resume.

I remember keeping all the gifts Ahnassi gave me in my strongholds bedroom, and always kept her flower in my inventory when exploring the world as well. It was like a locket or something my character could look at while taking a break or having lunch (I actually went out of my way to pack/buy food and eat meals in-game too.) I did a lot of perma-virgin shit like that. On lazy days where I didn't feel like questing much I'd walk the countryside chewing on hackle-lo leaf just enjoying the scenery.

qBj37fMm.png


Playing Morrowind unlocked an absolutely ungodly autistic side of me and turned me from a completely normal teenager into a basement-dwelling shut-in for like 3 years. I played it so much that I even started dreaming about it. It was like Dagoth Ur himself was invading my mind. I probably have like 300-400 hours logged in this game.

ᴵᵗ ʷᵃˢ ᵃ ᵇˡᵃˢᵗ ᵗʰᵒᵘᵍʰ.
What a grand and intoxicating innocence.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,623
put that shit on wabbajack bruh i ain't reading all that text

Honestly I would comply if it wasn't because it takes a lot of work. Perhaps one day I will do it.

I'm back to confirm that I definitely prefer Morrowind over New Vegas. Been playing it non-stop for quite a few days ever since I got my guide updated. No Combat Menu + Hotkeys Extended makes for so much more enjoyable combat, as now you tackle fights as puzzles: if you die, you need to think what you could do to win next time, and respec your hotkeys accordingly. And eventually you get into a "build" that just works.™
 

Deadass

Savant
Joined
Mar 28, 2017
Messages
377

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,623
put that shit on wabbajack bruh i ain't reading all that text

Honestly I would comply if it wasn't because it takes a lot of work. Perhaps one day I will do it.
i don't know how much difficult would it be to set it up, but at most you'd be competing with one other modlist, morrowind wabbajack scene is pretty ded

It's a bit difficult because some mods (including Mod Organizer 2) either aren't available on Nexus or aren't mods per se. So you have to teach Wabbajack all that.
Plus I think it requires Windows 10, and I'm on an older Windows.
 

CootKeeper

Augur
Joined
Dec 30, 2011
Messages
123

Good list Sigourn, you definitely know what you're talking about. a couple questions:

- you're not using django's dialogue? why not?
- last time I tried graphic herbalism mwse, some mushrooms (the Hypha Facia and violet coprinus) on Bitter Coast up North from Seyda Neen still opened as plant containers for me. I also noticed some plant meshes were spinning when I picked them. have you encountered the same problems?
- I tried using AURA some time ago. The weather sounds are either super loud or super quiet, but never at the right level when loading in a new cell. looks like sound levels are not well managed with mwse. have you got that problem too? I've returned to using Kirel's interior weather as a result since I don't have that problem with that mod, perhaps because it loads with a esp.
- you're changing the MGE XE distant static override and it only keeps track of vanilla meshes. what happens if you use a land mod such as tamriel rebuilt? will the override still work? are you supposed to update the distant land during a playthrough? no way to make it automatic?
- you're not a fan of animated morrowind? new body mods? animation compilation?
- you don't use nighttime door locks?
- i saw that you've made patches for other mods and also new mods entirely that you didn't put on the nexus. they look good, you should put them up.
 
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Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,623
Good list Sigourn, you definitely know what you're talking about. a couple questions:

Thanks! :D

- you're not using django's dialogue? why not?

Django's dialogue has a very... particular style, which I feel clashes with the vanilla game. But also, it overwrites many fixes from Patch for Purists.

- last time I tried graphic herbalism mwse, some mushrooms (the Hypha Facia and violet coprinus) on Bitter Coast up North from Seyda Neen still opened as plant containers for me. I also noticed some plant meshes were spinning when I picked them. have you encountered the same problems?

Nope. None of that over here. The only bug I've encountered is addressed by another mod (something about Ash Yams not losing their collision when picked).

- I tried using AURA some time ago. The weather sounds are either super loud or super quiet, but never at the right level when loading in a new cell. looks like sound levels are not well managed with mwse. have you got that problem too?

I definitely got the latter problem. I can't hear shit with AURA. I'll have to give that mod you mentioned a go.

- you're changing the MGE XE distant static override and it only keeps track of vanilla meshes. what happens if you use a land mod such as tamriel rebuilt? will the override still work? are you supposed to update the distant land during a playthrough? no way to make it automatic?

Basically MGE XE's Distant Static Override deals with how certain meshes should be dealt with in Distant Land generation. I don't know what the case is with Tamriel Rebuilt, but in vanilla Morrowind there are some quests that modify the terrain after they are completed (or while they are being completed). Such as the Ghostfence disappearing after you beat Dagoth Ur. What this file does is allow you to edit whether you want those meshes to be accounted for when generating Distant Land.

- you're not a fan of animated morrowind? new body mods? animation compilation?

Nope. :cry: For compatibility and for consistency, if anything.


Same with this one: compatibility. If there was a lua based mod that did what this mod does, it would be fantastic.

- i saw that you've made patches for other mods and also new mods entirely that you didn't put on the nexus. they look good, you should put them up.

I was thinking of doing this. I already have a Nexus page which is a collection of minimods and patches. Who knows? Maybe in the next weeks. :cool:
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,773
Location
Australia
The update to Tamriel Rebuilt's first released map, the Telvannis district, is finally happening as discussed a few pages ago. They're starting with a re-design of the Imperial cities/settlements which will be released alongside the upcoming 'Dominions of Dust', which moves further west into mainland Hlaalu territory.

https://www.tamriel-rebuilt.org/content/october-2021-progress-update

The early Tamriel Rebuilt content is still fairly decent, but it feels really outdated in comparison to the newer content released from Old Ebonheart (2018) onward. This goes for everything about the project - quest design, interiors, exteriors etc. Quests were generally quite basic and exteriors were often quite large without much thought for navigability, culminating in the insane preview version of Almalexia. Releases since then have really reigned in the exterior design, keeping the size of locations a bit more similar to vanilla Morrowind but making them more dense. Comparing Old Ebonheart to Firewatch or Port Telvannis is a fantastic example. I'm really looking forward to this next release and what it means for the next few years of the project. Finally, we'll see an update to all of that old Telvanni and Indoril/Temple content in eastern Morrowind.
 

FriendlyMerchant

Guest
Did any of you boys even zero sum yet today?

ehTO96b.png
I never realized there was only enough space in the interface for six digits as well. I'm well over it in terms of INT.
 

zool

Arcane
Joined
Oct 26, 2009
Messages
897
The update to Tamriel Rebuilt's first released map, the Telvannis district, is finally happening as discussed a few pages ago. They're starting with a re-design of the Imperial cities/settlements which will be released alongside the upcoming 'Dominions of Dust', which moves further west into mainland Hlaalu territory.

https://www.tamriel-rebuilt.org/content/october-2021-progress-update

The early Tamriel Rebuilt content is still fairly decent, but it feels really outdated in comparison to the newer content released from Old Ebonheart (2018) onward. This goes for everything about the project - quest design, interiors, exteriors etc. Quests were generally quite basic and exteriors were often quite large without much thought for navigability, culminating in the insane preview version of Almalexia. Releases since then have really reigned in the exterior design, keeping the size of locations a bit more similar to vanilla Morrowind but making them more dense. Comparing Old Ebonheart to Firewatch or Port Telvannis is a fantastic example. I'm really looking forward to this next release and what it means for the next few years of the project. Finally, we'll see an update to all of that old Telvanni and Indoril/Temple content in eastern Morrowind.

Though I can understand the rationale behind it (and it is true both Firewatch and Helnim were in some ways incoherent with the lore), I still wish they would focus on releasing new content. There is still so much Redoran territory to be released before we finally have a chance to see southern Morrowind and House Dres - which should be the most exotic part of Morrowind, as in, the most different from Vvardenfell. Then, there is Almalexia of course.
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,773
Location
Australia
Though I can understand the rationale behind it (and it is true both Firewatch and Helnim were in some ways incoherent with the lore), I still wish they would focus on releasing new content. There is still so much Redoran territory to be released before we finally have a chance to see southern Morrowind and House Dres - which should be the most exotic part of Morrowind, as in, the most different from Vvardenfell. Then, there is Almalexia of course.

I'd say the same thing, but re-working old content is a lot less intensive than creating entirely new stuff and a look at the claims section of the forums proves it. It's mostly fixing the locations of quests focused in Helnim and updating Helnim interiors to current standards, while relocating them to Firewatch. 90% of the work has already been done. House Dres is the holy grail of Tamriel Rebuilt and I still think it's a long, long way off for the simple reason that it can't rely on any pre-established assets and visuals. You're asking a team of modders to conceptualize and implement something entirely brand new and try to keep it married to the aesthetics of vanilla Morrowind. It's going to be really tough.
 
Self-Ejected

RNGsus

Self-Ejected
Joined
Apr 29, 2011
Messages
8,106
Are they redoing all Telvanni or just the imperial settlements? I remember Port Telvannis sucking fps and making no sense.
 

zool

Arcane
Joined
Oct 26, 2009
Messages
897
Are they redoing all Telvanni or just the imperial settlements? I remember Port Telvannis sucking fps and making no sense.

Didn't have any FPS problem in Port Telvannis. What do you mean "made no sense"?

I really hope they're not going to to redo all of Telvanni, most of it was fine.
 
Self-Ejected

RNGsus

Self-Ejected
Joined
Apr 29, 2011
Messages
8,106
Are they redoing all Telvanni or just the imperial settlements? I remember Port Telvannis sucking fps and making no sense.

Didn't have any FPS problem in Port Telvannis. What do you mean "made no sense"?

I really hope they're not going to to redo all of Telvanni, most of it was fine.
No, they need to take a dozer to that entire map.
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,773
Location
Australia
Are they redoing all Telvanni or just the imperial settlements? I remember Port Telvannis sucking fps and making no sense.
Tucked away somewhere in the forum, you can see that they intend to overhaul all of Telvannis at some point, and the update to the Imperial settlements is just the start of it. By the look of things, the overhaul to the Telvanni content will be a lot more drastic and I get the feeling a lot of the quest content and so on will be getting replaced too. Port Telvannis is definitely too large for its own good and doesn't really fit with how cities in Morrowind are navigated, and its layout is pretty nonsensical. I wouldn't be surprised if the footprint gets downsized but it becomes more vertically dense. The city already has a large "skywalk" section, but the problem is that there's nothing below it, so the benefit of a skywalk is completely negated and what you end up having is a situation where the player walks from the river strider to the Parliament of Bugs without the ability to stop at services on the way. It's the opposite of how literally every single city in the game works. It shouldn't require two maps on the UESP or take up something like 9 cells.

You can see that in the Telvanni planning document that several characters are due to be replaced or merged, although I know some of the stuff in here is quite contentious (like making Gothren a Wizard lmao) and other proposals can be found in the Brainstorming thread. I'm sure more discussion goes on in the discord which I have no wish to join. It's all still up in the air and subject to change, but I think everyone involved is aware that the Telvannis content is currently only adequate in the sense that it's playable and provides Telvanni players with something extra to do.
 

zool

Arcane
Joined
Oct 26, 2009
Messages
897
Great, a mod known for its lengthy development cycle decides to hop on the remaster wagon.

We're never going to see Tear at this rate.
 

wwsd

Arcane
Vatnik
Joined
Jun 16, 2011
Messages
7,620
Having replayed this content recently, I can see why they might want to change it after the Imperial settlements on the Telvannis map. Port Telvannis is pretty dumb now. Getting from the ground to the walkway is best navigated by levitating, which is not so strange for a Telvanni city, but the thing itself is pointless. Some other towns in TR have interesting vertical constructions against a cliff face and such, maybe they should make PT more interesting vertically? Or expand the port so it contains more than just a few river striders and slaves.

Also some of the quest lines are OK to good, but a lot of it is not really fleshed out. Most of the Telvanni councilors are just analogues for the Vvardenfell ones, but with very little unique dialogue for all but one. It kind of stands to reason since the mainland Telvanni are supposed to be even more isolationist. But as I mentioned, unless you turn it off, you still need their support to be appointed Hortator for the vanilla main quest... I can imagine the original team just wanted to release the map and figure out the content later.
 

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