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Project Tamriel & Tamriel Rebuilt - Morrowind modders keep chugging along

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Hybrid, as usual. Melee + magic. Long blade, medium armor, and pretty much all magic schools as my main skills.
Nice. The main reason I ask is I'm curious how balanced the world is in Tamriel Rebuilt around different character builds. Have you noticed stuff designed around thief type skills, for example? Also, are there more guilds in the new areas? How are the movement systems in the mainland? I assume there's still boats, but are they using Silt Stiders or other means? And how connected are the locations with these movement systems? I assume there are regional variants of the Morrowind armors and weapons? Lastly, are you using OpenMW?
I have played around in the Aanthirin region, and around the northwest coast of Telvannis, which was re-designed recently. Haven't gone to the old Telvanni lands or Sacred East yet.
About a year ago, I also played the part of Skyrim they released.

All the areas I've visited have the classic travel systems. The mage guilds have guild guides that can teleport you from guild to guild. There are silt striders and boats to transport you around, in Skyrim it's horse carriages and boats.

Skill-wise, I find that magic is almost indispensable in some dungeons - at least levitation. Plenty of areas you can only reach with levitation, as well as some pits and pools of water you can fall into that require levitation to get back out. But vanilla Morrowind also had some dungeons where you had to have levitation to access some parts, so it should be in your spell repertoire anyway.
One skill that feels way more useful than in vanilla is speechcraft. It still functions in the old bribe-intimidate-admire way to raise an NPC's reaction, but there are way more quests where persuasion is a possibility, or where the outcome of choosing a dialog option depends on an NPC's reaction towards you, so using speechcraft to raise an NPC's reaction pays off way more than it did in vanilla Morrowind.
Thief skills are kinda eh. I'm playing through thieves guild quests because they're fun, but I get through most of the challenges with magic. Lock opening spells make the security skill pretty much obsolete, and stealth isn't really a required skill either since it's so easy to hide behind the architecture to avoid line of sight of the static NPCs.

Yes, there are way more regional variants of weapons, armor, clothing, etc. This applies to mainland Morrowind, Skyrim, and the upcoming Cyrodiil.

I'm playing with OpenMW. For big mods that expand the landmass significantly, it's the only way to get the entire map to appear in your in-game map, as vanilla has a limit as to how far it can go. So if you play on the original engine you won't get to see Skyrim on the map if you play there, as it's too far from the center.
 

Robber Baron

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Very tempted to start another TR run reading this, but I will probably hold off until the next expansion along with Skyrim and Province Cyrodill are released to dive in deep
 

Saint_Proverbius

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All the areas I've visited have the classic travel systems. The mage guilds have guild guides that can teleport you from guild to guild. There are silt striders and boats to transport you around, in Skyrim it's horse carriages and boats.
I kind of figured they'd have to do this because Silt Striders are pretty unique to the region of Morrowind, but it's nice to know that they actually do regional differences in things like the travel systems. It's definitely a nice touch.
Skill-wise, I find that magic is almost indispensable in some dungeons - at least levitation. Plenty of areas you can only reach with levitation, as well as some pits and pools of water you can fall into that require levitation to get back out. But vanilla Morrowind also had some dungeons where you had to have levitation to access some parts, so it should be in your spell repertoire anyway.
I really tend to try to ignore magic casting in games, which I know is pretty robust in Morrowind. I remember running across those towers in Morrowind where they didn't have lifts of stairs because the people that lived there expected any visitor worth allowing to visit should be a magic user. I couldn't decide it I was annoyed by that or if it was pretty cool in terms of setting lore. What the Hell, I could afford the potions. It was just a matter of buying them.
One skill that feels way more useful than in vanilla is speechcraft. It still functions in the old bribe-intimidate-admire way to raise an NPC's reaction, but there are way more quests where persuasion is a possibility, or where the outcome of choosing a dialog option depends on an NPC's reaction towards you, so using speechcraft to raise an NPC's reaction pays off way more than it did in vanilla Morrowind.
This is a good thing considering the Dunmer are a very political race. They can't just settle all their problems killing one another. In fact, if you consider the history of the main plot of vanilla, there would have had to have been some negotiations that lead to the fall of the Sixth House.
Yes, there are way more regional variants of weapons, armor, clothing, etc. This applies to mainland Morrowind, Skyrim, and the upcoming Cyrodiil.
Good deal. It sounds a lot like they've really fleshed out the work they've done. It's great that they're spending their time making areas feel like new areas. It's also great from the player perspective since it can give the character a sense of being an adventurer that covers a lot of ground.
I'm playing with OpenMW. For big mods that expand the landmass significantly, it's the only way to get the entire map to appear in your in-game map, as vanilla has a limit as to how far it can go. So if you play on the original engine you won't get to see Skyrim on the map if you play there, as it's too far from the center.
Good deal. I was planning on playing with OpenMW. I was curious if there were issues getting everything working in OpenMW as opposed to the original game.
 

None

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I'm playing with OpenMW. For big mods that expand the landmass significantly, it's the only way to get the entire map to appear in your in-game map, as vanilla has a limit as to how far it can go. So if you play on the original engine you won't get to see Skyrim on the map if you play there, as it's too far from the center.
Not the case anymore. UI Expansion was updated to remedy this issue.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Honestly just slap your favorite QoL mods on this and play as is, no gameplay mods needed.
Except for something that slows down leveling because there's a LOT of content.
 

exe

Augur
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Is there a drawback to OpenMW or is it just an total improvement over MW?
 

Butter

Arcane
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Is there a drawback to OpenMW or is it just an total improvement over MW?
A lot of the really cool mods don't work with it. If you're playing unmodded or lightly modded, it's strictly an improvement.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
OpenMW has no MWSE functionality, so any mods using MWSE (Morrowind Script Extender) won't work with it. Other than that it's straight up better.

In the future, OpenMW plans to add similar functionalities, but that's in the future.
 

ds

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OpenMW does have it's own script extensions and there are mods that use them: https://modding-openmw.com/mods/tag/openmw-lua/

You can go well beyond lightly modded with OpenMW but yeah unfortunately it still restricts the mods you can use.

Hopefully they'll pull their heads out of their collective arse and just implement the MWSE API sooner rather than later.
 

Saint_Proverbius

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Hopefully they'll pull their heads out of their collective arse and just implement the MWSE API sooner rather than later.
It's rather odd that it can load maps from Oblivion, Fallout 3 and New Vegas, but doesn't have MWSE support, either internally or the ability to load that DLL. I'm guessing it's some kind of wacky rights issue.
 
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Hopefully they'll pull their heads out of their collective arse and just implement the MWSE API sooner rather than later.
It's rather odd that it can load maps from Oblivion, Fallout 3 and New Vegas, but doesn't have MWSE support, either internally or the ability to load that DLL. I'm guessing it's some kind of wacky rights issue.
My theory is that it hasn't been reverse engineered.
 

None

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Hopefully they'll pull their heads out of their collective arse and just implement the MWSE API sooner rather than later.
It's rather odd that it can load maps from Oblivion, Fallout 3 and New Vegas, but doesn't have MWSE support, either internally or the ability to load that DLL. I'm guessing it's some kind of wacky rights issue.
It's by design.

I volunteered to do the work and concurrently work on both OpenMW-Lua/MWSE-Lua at the same time to make a compatible API. You had the volunteers, but the OpenMW project wants a different direction.

That's NullCascade speaking 6 years ago, he's the guy largely responsible for MWSE-Lua. We could have had the best of both worlds, but where MWSE-Lua was made with making a better Morrowind in mind, OpenMW was/is about making a better game engine. They've even released some non-Morrowind demos/concepts to market it as such.
The best we'll get is if someone writes their own library that handles translating MWSE-Lua and OpenMW-Lua into each other when needed.
 

thesecret1

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OpenMW was/is about making a better game engine.
Yeah, absolutely retarded. Let's face it, nobody of note is ever going to use it for anything other than Morrowind. They'll be lucky if some college student makes a short freeware demo with it.
 

Funposter

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One skill that feels way more useful than in vanilla is speechcraft. It still functions in the old bribe-intimidate-admire way to raise an NPC's reaction, but there are way more quests where persuasion is a possibility, or where the outcome of choosing a dialog option depends on an NPC's reaction towards you, so using speechcraft to raise an NPC's reaction pays off way more than it did in vanilla Morrowind.
It should be noted that Speechcraft isn't just more useful in order to raise Disposition, but because of Sway, Haggle and Debate checks in dialogue. Unlike in vanilla Morrowind, where convincing someone to agree with you is usually just a case of the NPC having a Disposition of approx 70+, TR relies a lot more on your Speechcraft skill so that you can't just bribe your way through every bit of quest dialogue. As you can see in the wiki article, what makes it a bit more interesting is that, yes, an NPC having a high Disposition towards you does make them more likely to agree, but it's not strictly necessary. This means that a master of Speechcraft can even convince their enemies to agree with them.

It's interesting because this is all entirely new and it makes better use of Morrowind's mechanics than just Disposition or just skill checks in dialogue, the latter of which are present but exceedingly rare in vanilla.
 

exe

Augur
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Sep 22, 2010
Messages
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Is there house or similar place to store all your (unneeded) loot which you can easily reach (or cheat to)? Or do I need a mod for that? I can't help being a pack rat.
Since I haven't played MW since childhood, I don't remember how the guilds worked, how many can you join? Which house and guilds are the most fleshed out ones in TR?
 

ds

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Is there house or similar place to store all your (unneeded) loot which you can easily reach (or cheat to)? Or do I need a mod for that? I can't help being a pack rat.
I like to use one of the mage guild buildings as my personal warehouse with free shipping sponsored by the guild guides. But anything that has convenient transport options nearby should work.
 

None

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Is there house or similar place to store all your (unneeded) loot which you can easily reach (or cheat to)? Or do I need a mod for that? I can't help being a pack rat.
Since I haven't played MW since childhood, I don't remember how the guilds worked, how many can you join? Which house and guilds are the most fleshed out ones in TR?
Guilds are generally nonconflicting, with the exception of one questline in vanilla for the Thief and Fighers Guilds.
You can only join 1 Great House (Telvanni, Hlaalu, Redoran, Indoril). Telvanni and Hlaalu are currently the most fleshed out. Telvanni have lots of quests, but consider it "legacy" content. Hlaalu have lots in the new areas, given that's their turf. Indoril have a few, iirc they'll be joinable-ish (it's complicated) in the future. Redoran have next to nothing, although I think there may be some additions in the last update. All the other guilds have a fair amount of content.

If you need a home I've always liked using one of the various Ashlander Yurt mods.
 

cpmartins

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http://www.tamriel-rebuilt.org/



https://www.nexusmods.com/morrowind/mods/42145/?

15 years of in development and still churning out updates now and them, as for progress, they have a "Pipeline" and progress page that details what has been done up up until now and how far along they are on what remains.

However what they have done is already massive, a landmass the size of Vvanderfel itself full with finished quest, npcs, items and factions, even if the project goes belly up, what's already released should be enough to entertain any MW fan for a few dozen hours.

Can't wait to play the full release on OpenMW 1.0 in 2025! :happytrollboy:

Less than one year to go!
 

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