Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Project Tamriel & Tamriel Rebuilt - Morrowind modders keep chugging along

ind33d

Learned
Joined
Jun 23, 2020
Messages
1,869
Beth doesn't get enough credit for cell-based engines future-proofing their games for stuff like OpenMW
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,112
Location
Flowery Land
That's because Bethesda was amazingly incapable of current-proofing their engine in virtually ever other aspect (no culling of stuff outside the player's view). They essentially just got lucky.
 

frajaq

Erudite
Joined
Oct 5, 2017
Messages
2,651
Location
Brazil
Sooooo does anyone know where the Thieves Guild in Anvil is? I hope its not this locked door upstairs Sailors Fluke...

e: it actually is, fuck
 
Last edited:

CootKeeper

Augur
Joined
Dec 30, 2011
Messages
146
If anyone is playing with MWSE and hasn't noticed it yet, there's custom weather now. You should experience the occasional tropical storm. Now I'm not the one who did the work, but I was the one who showed them it was possible after getting told "nu uh" so you're all welcome.

But they've started to embrace lua, which is great because it opens up tons of opportunities to do some really cool shit. OpenMW just needs to catch up so there can be feature parity. Other shit that I'm aware of is the insight spell, among other new spell types, which is supposed to be useful in solving quests. Think there might even be some kind of speak to the dead spell iirc. Again, lots of cool opportunities to make skills useful elsewhere and expand on existing or introduce new gameplay mechanics.
so if you were in my shoes, you would pick a mwse modlist over openmw? still undecided
I'm an MWSE supremacist so that'll always be my recommendation. It can be a more involved process than OpenMW but it comes with benefit of being more feature rich. OpenMW looks better and has a better shader model but that's where the advantages (as far as I see it) stop.

Thanks for your input. I'm gonna stick with MWSE for now, it's just easier for me to play with as i'm used to it after so many years. But I think I'll install openMW on a separate install just to have a look at it and use it with Starwind

when will openMW 0.49 release? there seems to be builds every day or so (!) not sure how people keep up to date
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,831
Location
Australia
The cool thing about being a mage is that you can cheese your way through sprawling dungeons and abuse summons and pathfinding to make it to the end even at Level 5. The bad thing about doing this is that you accidentally come across 300,000 gold worth of loot and completely break the game's progression.

Nb8szPD.jpeg

There were some extra bits of Adamantium and Orcish that I equipped on my character, too. And an Ebony Shortsword that I didn't touch, because I'm pretty sure it was cursed and I had completely run out of restore magicka potions.
 

CootKeeper

Augur
Joined
Dec 30, 2011
Messages
146
If anyone is playing with MWSE and hasn't noticed it yet, there's custom weather now. You should experience the occasional tropical storm. Now I'm not the one who did the work, but I was the one who showed them it was possible after getting told "nu uh" so you're all welcome.

But they've started to embrace lua, which is great because it opens up tons of opportunities to do some really cool shit. OpenMW just needs to catch up so there can be feature parity. Other shit that I'm aware of is the insight spell, among other new spell types, which is supposed to be useful in solving quests. Think there might even be some kind of speak to the dead spell iirc. Again, lots of cool opportunities to make skills useful elsewhere and expand on existing or introduce new gameplay mechanics.
so if you were in my shoes, you would pick a mwse modlist over openmw? still undecided
I'm an MWSE supremacist so that'll always be my recommendation. It can be a more involved process than OpenMW but it comes with benefit of being more feature rich. OpenMW looks better and has a better shader model but that's where the advantages (as far as I see it) stop.

Thanks for your input. I'm gonna stick with MWSE for now, it's just easier for me to play with as i'm used to it after so many years. But I think I'll install openMW on a separate install just to have a look at it and use it with Starwind

when will openMW 0.49 release? there seems to be builds every day or so (!) not sure how people keep up to date
to answer my own question

0.49 RC1 is here: https://github.com/OpenMW/openmw/releases/tag/openmw-49-rc1
 
Joined
Jan 23, 2024
Messages
657
Location
The Freezer
If anyone is playing with MWSE and hasn't noticed it yet, there's custom weather now. You should experience the occasional tropical storm. Now I'm not the one who did the work, but I was the one who showed them it was possible after getting told "nu uh" so you're all welcome.

But they've started to embrace lua, which is great because it opens up tons of opportunities to do some really cool shit. OpenMW just needs to catch up so there can be feature parity. Other shit that I'm aware of is the insight spell, among other new spell types, which is supposed to be useful in solving quests. Think there might even be some kind of speak to the dead spell iirc. Again, lots of cool opportunities to make skills useful elsewhere and expand on existing or introduce new gameplay mechanics.
so if you were in my shoes, you would pick a mwse modlist over openmw? still undecided
I'm an MWSE supremacist so that'll always be my recommendation. It can be a more involved process than OpenMW but it comes with benefit of being more feature rich. OpenMW looks better and has a better shader model but that's where the advantages (as far as I see it) stop.

Thanks for your input. I'm gonna stick with MWSE for now, it's just easier for me to play with as i'm used to it after so many years. But I think I'll install openMW on a separate install just to have a look at it and use it with Starwind

when will openMW 0.49 release? there seems to be builds every day or so (!) not sure how people keep up to date
to answer my own question

0.49 RC1 is here: https://github.com/OpenMW/openmw/releases/tag/openmw-49-rc1
And here is their article on their website. https://openmw.org/2025/openmw-0-49-0-is-now-in-rc-phase/
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,831
Location
Australia
Realised that I didn't update TR for that Nord playthrough I mentioned, so I had to start over. Playing through the Cyrodiil Mages Guild and Kingdom of Anvil at the moment after having done a good chunk of mainland Morrowind Mages Guild content, and thoroughly enjoying both. Fashionwind is going very strong. Sort of LARPy but in basically every quest, I try to pick the option that benefits Imperial society the most or somehow damns elves. It's quite amusing that the game is freeform and robust enough for you to create these sorts of little stories about your character.

WaFle9S.jpeg
 

frajaq

Erudite
Joined
Oct 5, 2017
Messages
2,651
Location
Brazil
the drip and swag of Telvanni lords are unreal

3QE4u7u.png

JtBy5hw.png


He tried to scam me 5000g for some notes so I just stole it and a bunch of nice stuff from him

TAflZjj.png
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,831
Location
Australia
I'm frankly shocked at the amount of content in the Abecean Shores release. I think I went to Cyrodiil at Level 8 or so, and I'm now Level 15 or 16 and haven't quite completed everything that I intended to do. One of the Kingdom of Anvil quests involves delving into a Dreugh citadel, which was interesting but I'm definitely dreading doing the one for the Almas Thirr Mages Guild, knowing that it's like two or three times the size. I think they're conceptually quite cool, but mechanically they leave a lot to be desired. A dungeon which involves swimming for the entire time is not very much fun. It's probably not as big a deal for melee characters, but as a Sorcerer character who summons creatures and likes to fling spells from afar, you lose a lot of your tools. The Dreugh Queen encounter was just sitting in place, casting spells and chugging lots of potions. At least I got a pair of Daedric Boots!

He tried to scam me 5000g for some notes so I just stole it and a bunch of nice stuff from him

TAflZjj.png
Yeah, I stole all of the dickhead's stuff by hiding behind static objects and using telekinesis.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
10,125
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker 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 am once again asking for your support.

Given the crazy amount of content in this mod, I've been wondering where one should go/start - or maybe NOT go/start - if the intention is to have a playthrough starting from lvl 1 (or, well, whatever low level you can realistically be getting there if you start the default vanilla way).

A bunch of years ago, I went to the mainland after alreading doing a good chunk of vanilla content, and that was just an awful experience because nothing was a challenge. But I'm not sure if I was just unlucky or the entire mod is more meant as "play this instead of vanilla".
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
7,098
I am once again asking for your support.

Given the crazy amount of content in this mod, I've been wondering where one should go/start - or maybe NOT go/start - if the intention is to have a playthrough starting from lvl 1 (or, well, whatever low level you can realistically be getting there if you start the default vanilla way).

A bunch of years ago, I went to the mainland after alreading doing a good chunk of vanilla content, and that was just an awful experience because nothing was a challenge. But I'm not sure if I was just unlucky or the entire mod is more meant as "play this instead of vanilla".
The mod has areas of different difficulty ranging from stuff for level 1 all the way to endgame stuff. You can mix and match it with vanilla however you want; I usually just ignore vanilla entirely and play only on the mainland. For lvl1 content, head to Old Ebonheart
 

wwsd

Arcane
Vatnik
Joined
Jun 16, 2011
Messages
8,436
There is a map for zone difficulty, but it's probably badly outdated. Can't go wrong starting in Old Ebonheart though. Besides that, I think there's even a village that's analogous to Seyda Neen.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,112
Location
Flowery Land
I am once again asking for your support.

Given the crazy amount of content in this mod, I've been wondering where one should go/start - or maybe NOT go/start - if the intention is to have a playthrough starting from lvl 1 (or, well, whatever low level you can realistically be getting there if you start the default vanilla way).

A bunch of years ago, I went to the mainland after alreading doing a good chunk of vanilla content, and that was just an awful experience because nothing was a challenge. But I'm not sure if I was just unlucky or the entire mod is more meant as "play this instead of vanilla".
Morrowind in general doesn't have zone difficulty, it has area type difficulty (something NPCs will be quite clear about if you ask around in vanilla). Outdoors, on the road, you're generally not at serious risk from anything almost anywhere. Outdoors off the road there's a chance of some real threats, but unless you're in the ashlands, daedra occupied part of grazelands, or Red Mountain they're low. Low difficulty dungeons include smuggler caves. The next level up from that has grottos (can be easy, but potential dreugh spawn, sheer ammount of slaughterfish, and wanting waterbreathing put them a rung higher), ancestral tombs (provided you have an enchanted weapon or destruction magic). After that you've got Dwemer, infected mines, random Velothi towers (though few aren't quest related), and at the very top you've got Daedric Shrines and Sixth House Bases.

Of course, Morrowind being Morrowind, it's plenty easy for a knowledgeable player to "break into" higher level dungeons early with careful planning or blowing consumables. That's OK.
 

Maggot

Arcane
Patron
Joined
Mar 31, 2016
Messages
1,245
Codex 2016 - The Age of Grimoire
I am once again asking for your support.

Given the crazy amount of content in this mod, I've been wondering where one should go/start - or maybe NOT go/start - if the intention is to have a playthrough starting from lvl 1 (or, well, whatever low level you can realistically be getting there if you start the default vanilla way).

A bunch of years ago, I went to the mainland after alreading doing a good chunk of vanilla content, and that was just an awful experience because nothing was a challenge. But I'm not sure if I was just unlucky or the entire mod is more meant as "play this instead of vanilla".
Old Ebonheart makes for a fun start and the guild quests will generally guide you to new areas just like in the vanilla game so I would just do those. I would also recommend avoiding the really old 2006/2008 areas as they're not as good as the newer stuff.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom