Dr1f7
Scholar
- Joined
- Jan 25, 2022
- Messages
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Alright boys, we all know that morrowind is simultaneously the greatest game ever made and a huge piece of crap
So let's put together some frankenstein monster of mods to fix it.
First, I'd like us to lay out some issues that we have with the game, then we can try to put together some shit to fix said issues
As for me right now my problems are:
1) SHALL we base our installation on OpenMW? Forsomuchastothou providing stability benefits. The only downside to OpenMW, that I'm aware of, is that some mods are just too based for it, and thus will not run. You can check some compatible mods here: https://wiki.openmw.org/index.php?title=Mod_status
2) SHALL we, on top of OpenMW, use BTB's Game Improvements as a blanket protection from broken bullshit present in the original game? I've copied part of the readme for BTB's game shits below, you can see the mod in full here: https://mw.modhistory.com/download-53-13679
PLEASE provide input on PROPOSALS #1 and #2, along with any "gripes" you personally have with morrowind that ought to be dealt with, along with any other suggestions for our great machine
So let's put together some frankenstein monster of mods to fix it.
First, I'd like us to lay out some issues that we have with the game, then we can try to put together some shit to fix said issues
As for me right now my problems are:
- The economy is weird. Every time I play Morrowind I'm broke as fuck for a few levels then suddenly I'm literally a money machine
- Training is busted. Some type of skill training is a good idea, but the way it's implemented is REALLY bad and makes skilling up a matter of "click train like 20 times and now you're a master"
- There are a bunch of skills that in theory should be fun but straight up break the game (alchemy i'm looking at you)
- The NPC level distribution is REALLY bad. We've all experienced this, at the start, the game is pretty tough, but once you hit around level 12+ (which is pretty easy to get to) you're some sort of god steamrolling everything. Evidence:
- creeper and mudcrab merchants need to go
- resting as it is in unmodded morrowind is really bad, it undermines the whole purpose of magicka and health. There needs to be some sort of cost to resting so you can't just blow your whole magicka bar on one enemy then sleep 24 hours in a cave and repeat endlessly
- there's a ton of other just totally busted shit that will ruin the game upon discovery, scattered throughout, that I needn't mention lest my post break codex servers due to length
- general problems with the coding of the game, corrupted save files that will end your run 20 hours in whether you like it or not, etc..
1) SHALL we base our installation on OpenMW? Forsomuchastothou providing stability benefits. The only downside to OpenMW, that I'm aware of, is that some mods are just too based for it, and thus will not run. You can check some compatible mods here: https://wiki.openmw.org/index.php?title=Mod_status
2) SHALL we, on top of OpenMW, use BTB's Game Improvements as a blanket protection from broken bullshit present in the original game? I've copied part of the readme for BTB's game shits below, you can see the mod in full here: https://mw.modhistory.com/download-53-13679
The purpose of this mod is to radically change several aspects of the game that I felt to be highly imbalanced: birthsigns, racial bonuses, skill progression rates, spell effects, and the premade spells. I've since expanded it to deal with alchemy ingredients, the premade potions, equipment, enchantments, and other game settings, as well. The result is a game that's hopefully more rewarding due to a better sense of balance and progression in addition to a much better sense of replayability due to the more pronounced effects that your initial choices of character selection should now have.
Whoever was responsible for the game balance portion of Morrowind's development was either on crack or just plain absent. Given the rather heavy drug influences that the rest of the game seems to have, I'm leaning more towards the former. Either way, Morrowind is a very pretty game that not many people seem to notice doesn't have very much going on for it in the "game" department. Anyone who stops to take a look around will find a world full of garbage that exists mostly to take up space: spells and potions that nobody in their right mind would ever buy or use, equipment that occasionally manages to be less than useless, and the occasional item that's so overpowered that you have to wonder if anybody even playtested this pile at all. It's a mess - one that I've decided it was nigh time to be cleaned up.
BTB's Game Improvements is largely based on the well-known "Wakim's Game Improvements" mod, as you might have guessed from the name. The alchemy module, in turn, was conceived as the spiritual successor to its direct counterpart in HotFusion's "Economy Adjuster" mod. Many of the changes made by this mod are either inspired by or taken directly from the above-mentioned ones, and I thus prefer to think of my work as a continuation of what was started by Wakim and HotFusion - what started as a few tweaks to Wakim's Game Improvements quickly grew so large in scope that it evolved into what you see here.
Taking a hint from both Wakim's Game Improvements and HotFusion's Economy Adjuster (and about a dozen other mods since), I've broken my mod up into five separate modules that can be used independently from one another so that players can choose which of my changes they want to use. Of course, just so you know, I'll be deeply offended and hurt if you don't use all of them. Really.
The five plugins that make up BTB's Game Improvements are:
� The "Character" plugin edits the game's birthsigns and races. It also includes a script that allows
stat bonuses provided by birthsigns to extend beyond the 100-point limit.
� The "Spells" plugin edits magic effects and pre-made spells, sets new starting spells, and adds
several new NPC-only spells.
� The "Alchemy" plugin edits alchemy ingredients, apparati, and the premade potions, as well as renames
the premade potions to a more standardized format. This plugin requires both expansions.
� The "Equipment" plugin edits weapons, armor, unique/magical items, artifacts, and scrolls. It also
disables Creeper and the talking mudcrab. This is the other plugin that requires both expansions.
� The "Settings" plugin edits game settings (GMSTs) and skill progression rates, as well as repair
items and soul gems. It also adds soul gems to several merchants and adds new guards.
All of the changes made by each plugin are listed in their respective "Changes" files, and that's pretty much all you really need to know here. If you'd like to know more about the reasoning or motivation behind the changes I've made, keep reading. Otherwise, just go check out the changelogs.
Whoever was responsible for the game balance portion of Morrowind's development was either on crack or just plain absent. Given the rather heavy drug influences that the rest of the game seems to have, I'm leaning more towards the former. Either way, Morrowind is a very pretty game that not many people seem to notice doesn't have very much going on for it in the "game" department. Anyone who stops to take a look around will find a world full of garbage that exists mostly to take up space: spells and potions that nobody in their right mind would ever buy or use, equipment that occasionally manages to be less than useless, and the occasional item that's so overpowered that you have to wonder if anybody even playtested this pile at all. It's a mess - one that I've decided it was nigh time to be cleaned up.
BTB's Game Improvements is largely based on the well-known "Wakim's Game Improvements" mod, as you might have guessed from the name. The alchemy module, in turn, was conceived as the spiritual successor to its direct counterpart in HotFusion's "Economy Adjuster" mod. Many of the changes made by this mod are either inspired by or taken directly from the above-mentioned ones, and I thus prefer to think of my work as a continuation of what was started by Wakim and HotFusion - what started as a few tweaks to Wakim's Game Improvements quickly grew so large in scope that it evolved into what you see here.
Taking a hint from both Wakim's Game Improvements and HotFusion's Economy Adjuster (and about a dozen other mods since), I've broken my mod up into five separate modules that can be used independently from one another so that players can choose which of my changes they want to use. Of course, just so you know, I'll be deeply offended and hurt if you don't use all of them. Really.
The five plugins that make up BTB's Game Improvements are:
� The "Character" plugin edits the game's birthsigns and races. It also includes a script that allows
stat bonuses provided by birthsigns to extend beyond the 100-point limit.
� The "Spells" plugin edits magic effects and pre-made spells, sets new starting spells, and adds
several new NPC-only spells.
� The "Alchemy" plugin edits alchemy ingredients, apparati, and the premade potions, as well as renames
the premade potions to a more standardized format. This plugin requires both expansions.
� The "Equipment" plugin edits weapons, armor, unique/magical items, artifacts, and scrolls. It also
disables Creeper and the talking mudcrab. This is the other plugin that requires both expansions.
� The "Settings" plugin edits game settings (GMSTs) and skill progression rates, as well as repair
items and soul gems. It also adds soul gems to several merchants and adds new guards.
All of the changes made by each plugin are listed in their respective "Changes" files, and that's pretty much all you really need to know here. If you'd like to know more about the reasoning or motivation behind the changes I've made, keep reading. Otherwise, just go check out the changelogs.
PLEASE provide input on PROPOSALS #1 and #2, along with any "gripes" you personally have with morrowind that ought to be dealt with, along with any other suggestions for our great machine