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Project Tamriel & Tamriel Rebuilt - Morrowind modders keep chugging along

Ryzer

Arcane
Joined
May 1, 2020
Messages
9,701
Cheesing Morrowind ruins the game IMO and drain all the fun from it.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,280
Location
Flowery Land
Even without cheesing the MW economy, its broken. Merchant gold refreshing after 24 hours breaks everything even if you're playing at slower gamespeed and don't rest. Morrowind was designed around a, on its own, rational idea of limited liquidity but the speed at which merchants restock robs it of that (even before getting into issues like the ease at which you can sell things for more than you just bought them for and that alchemists and enchanters have the most gold, buy the most valuable items, and have the worst mercantile). Make merchants recover only 1/7th their max gold every day (to a max of their initial) and things would be way better.
 

volklore

Arcane
Joined
Jun 19, 2018
Messages
2,019
Even without cheesing the MW economy, its broken. Merchant gold refreshing after 24 hours breaks everything even if you're playing at slower gamespeed and don't rest. Morrowind was designed around a, on its own, rational idea of limited liquidity but the speed at which merchants restock robs it of that (even before getting into issues like the ease at which you can sell things for more than you just bought them for and that alchemists and enchanters have the most gold, buy the most valuable items, and have the worst mercantile). Make merchants recover only 1/7th their max gold every day (to a max of their initial) and things would be way better.
I agree the econ is broken. It's broken enough that you end up exploiting it even when playing ''naturally'' which is why I agree it warrants big changes. Mods are actually pretty good a adjusting the econ, giving more mercantile to vendors, and making mercantile and speechcraft useful.
I am also totally onboard with highly reducing the price of player-made potions.

There are also plenty of mods that prevent turbostacking of effect to prevent fortify attribute cheeses, and plenty of mods allow buffs to tick down through menus to prevent abuses with fortify/drain with 1s duration. I don't think anything warants removing those effects from the game (with the exception of maybe drain health). All of the exploits that come from those spells are exclusively cheesy and would not come from regular play. Like I think you'd need to be pretty fucking sweaty to use drain INT 100 for 1s on self to regen magicka.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,280
Location
Flowery Land
The problem is that, even without player made potions, by mid-levels you'll quickly be able to exhaust most merchants of their daily gold just by selling moderate to high value for weight loot (high quality alcohol, scrolls, odd enchanted item or mid quality ) as intended (especially since mercantile raises so fast). By design the only real outlet for this money is training (a few random enchanted items that really shouldn't be there aside, few merchants have items worth more than 500 septims to sell you), and even just dumping that money into training miscs for attribute boosts breaks the already poor leveling systems.
 

volklore

Arcane
Joined
Jun 19, 2018
Messages
2,019
The problem is that, even without player made potions, by mid-levels you'll quickly be able to exhaust most merchants of their daily gold just by selling moderate to high value for weight loot (high quality alcohol, scrolls, odd enchanted item or mid quality ) as intended (especially since mercantile raises so fast). By design the only real outlet for this money is training (a few random enchanted items that really shouldn't be there aside, few merchants have items worth more than 500 septims to sell you), and even just dumping that money into training miscs for attribute boosts breaks the already poor leveling systems.
I played through with a bunch of econ nerfing mods and I really never reached that point where I could buy anything. I was spending a lot on training, mainly my supportive magic skills that raised very slow but otherwise it was completely fine (I did use a mod that was cranking up training costs significantly though, even for misc skills at 5). My mercantile wasn't raising so fast (though it was not a major skill) but I had high PER and good speechcraft + charm spells. Though I didn't actively try to play the econ, I was just doing my quests and explorations, selling what I could bring back to town.


My main point was really about the magic system balancing insanities I see in difficulty mods.
For example for the Morrowind Hardcore Mode mod :

-Modder removes fortify attribute effect from the game/spellmaking and enchanting to prevent some exploites - even premade spells are removed
-Modder introduces a premade-spell that restores 5 magicka for 10s that costs 25 to cast (I guess he realized mages were using fortify int spell legitimately to get temporary manapool). But that is basically solving the Atronach sign stunted magicka entirely so
-Modder nerfs Atro magicka bonus to compentsate...

There is plenty of hilarious shit like this in difficulty mods among other sound changes.
 

actor

Educated
Joined
Jul 22, 2024
Messages
116
I finally installed MW again using OpenMW 0.49. First time with openMW and I have to say I am blown away at how fast and efficient it is compared to vanilla MW & MWSE.

I was apprehensive at first to using openMW but really it's the way to play the game in 2025.

- the game launches super fast. in vanilla MW it used to hang for 30 seconds at least when loading the LOD files. with openMW I am in the main menu in less than 3s. Same with loading saves / reloading. super quick
- i get way more fps using openMW. I noticed no fps loss in Balmora, with virtually the same modlist I used before for vanilla MW. super stable fps too
- loading interior / exterior cells is instant. this is such a relief
- the openMW has lots of settings you can tweak. basically everything you could do with MCP you can do as well with openMW
- sound volume is stable. in vanilla MW the sound volume was always unstable for me, getting louder or quieter at random during play

also worth a note, many things I thought were only doable with MWSE mods can be done with openMW as well:
- no 255 mod limit with openMW. load as many .esp's as you want
- you can disable light flickers with openMW. use True Lights and Darkness - Necro Edit + Fire with no flickering. You can also use waza_lightfixes but it doesn't cover all light sources
- use Jobasha - TES3 leveled list merging and deleveling tool to delevel the world and merge leveled lists
- use Habasi - TES3 plugin merging and utility tool to improve fps by making static objects load as grass
- you don't have to generate LOD files with openMW. it's all done without human action
- you can use your keyboard to navigate menus
- you can easily play total conversion mods without polluting your main mod list. just create a new content list and point the openMW to your new data directory and you're set.

There is no mod limit when using MGE XE
 

CootKeeper

Augur
Joined
Dec 30, 2011
Messages
156
I finally installed MW again using OpenMW 0.49. First time with openMW and I have to say I am blown away at how fast and efficient it is compared to vanilla MW & MWSE.

I was apprehensive at first to using openMW but really it's the way to play the game in 2025.

- the game launches super fast. in vanilla MW it used to hang for 30 seconds at least when loading the LOD files. with openMW I am in the main menu in less than 3s. Same with loading saves / reloading. super quick
- i get way more fps using openMW. I noticed no fps loss in Balmora, with virtually the same modlist I used before for vanilla MW. super stable fps too
- loading interior / exterior cells is instant. this is such a relief
- the openMW has lots of settings you can tweak. basically everything you could do with MCP you can do as well with openMW
- sound volume is stable. in vanilla MW the sound volume was always unstable for me, getting louder or quieter at random during play

also worth a note, many things I thought were only doable with MWSE mods can be done with openMW as well:
- no 255 mod limit with openMW. load as many .esp's as you want
- you can disable light flickers with openMW. use True Lights and Darkness - Necro Edit + Fire with no flickering. You can also use waza_lightfixes but it doesn't cover all light sources
- use Jobasha - TES3 leveled list merging and deleveling tool to delevel the world and merge leveled lists
- use Habasi - TES3 plugin merging and utility tool to improve fps by making static objects load as grass
- you don't have to generate LOD files with openMW. it's all done without human action
- you can use your keyboard to navigate menus
- you can easily play total conversion mods without polluting your main mod list. just create a new content list and point the openMW to your new data directory and you're set.

There is no mod limit when using MGE XE
What do you mean? MGE XE is not a mod loader.

MWSE mods don't usually have a .esp, so theoretically you can load as many of them as you want. but you still have a hard 255 esp limit.

Wrye Mash Pole Version has a tweaked version which can load 1024 esp, but it's janky
 

actor

Educated
Joined
Jul 22, 2024
Messages
116
I finally installed MW again using OpenMW 0.49. First time with openMW and I have to say I am blown away at how fast and efficient it is compared to vanilla MW & MWSE.

I was apprehensive at first to using openMW but really it's the way to play the game in 2025.

- the game launches super fast. in vanilla MW it used to hang for 30 seconds at least when loading the LOD files. with openMW I am in the main menu in less than 3s. Same with loading saves / reloading. super quick
- i get way more fps using openMW. I noticed no fps loss in Balmora, with virtually the same modlist I used before for vanilla MW. super stable fps too
- loading interior / exterior cells is instant. this is such a relief
- the openMW has lots of settings you can tweak. basically everything you could do with MCP you can do as well with openMW
- sound volume is stable. in vanilla MW the sound volume was always unstable for me, getting louder or quieter at random during play

also worth a note, many things I thought were only doable with MWSE mods can be done with openMW as well:
- no 255 mod limit with openMW. load as many .esp's as you want
- you can disable light flickers with openMW. use True Lights and Darkness - Necro Edit + Fire with no flickering. You can also use waza_lightfixes but it doesn't cover all light sources
- use Jobasha - TES3 leveled list merging and deleveling tool to delevel the world and merge leveled lists
- use Habasi - TES3 plugin merging and utility tool to improve fps by making static objects load as grass
- you don't have to generate LOD files with openMW. it's all done without human action
- you can use your keyboard to navigate menus
- you can easily play total conversion mods without polluting your main mod list. just create a new content list and point the openMW to your new data directory and you're set.

There is no mod limit when using MGE XE
What do you mean? MGE XE is not a mod loader.

MWSE mods don't usually have a .esp, so theoretically you can load as many of them as you want. but you still have a hard 255 esp limit.

Wrye Mash Pole Version has a tweaked version which can load 1024 esp, but it's janky
MWSE raises the limit to 1024 by default and is included with MGE XE. Plus, there is zero reason to not utilize MGE XE, it's a wonderful piece of software.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
17,029
Location
Eastern block
gf_banner_teaser.jpg
  • Massive new landmass in the south.
  • Over 140 handcrafted dungeons to explore.
  • More than 270 new quests.

 

ind33d

Arbiter
Joined
Jun 23, 2020
Messages
2,273
why doesn't Beth bankroll Tamriel Rebuilt, do some QA, and sell it on Steam? isn't that clearly a better use of resources than remastering fucking Oblivion?
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
9,327
why doesn't Beth bankroll Tamriel Rebuilt, do some QA, and sell it on Steam? isn't that clearly a better use of resources than remastering fucking Oblivion?
Oblibion remaster sold 6 gorillion copies in one day. So no.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
7,525
why doesn't Beth bankroll Tamriel Rebuilt, do some QA, and sell it on Steam?
It's not finished yet, and won't be for another decade at the very least. Maybe once it is, Beth will do a Morrowind remaster with all of TR included... (probably not, but it's a funny thought). In any case, Beth knows of the project and happily uses the lore TR comes up with in ESO.
 

Nekron

Educated
Patron
Joined
Dec 31, 2024
Messages
205
uh-oh
PT joining team mwse?

Added and distributed summon spells for new Daedra from Tamriel_Data (MWSE).
Added and distributed more new magic effects, such as Distract Creature, Detect Humanoid, Blink, and Fortify Casting (MWSE).
Added unique magic effects to artifacts, such as Wabbajack.
Added a very special new type of spell as a Mages Guild quest reward (MWSE and OpenMW).
Added sandstorm weather for the Shipal-Shin region and sporefall weather for the Othreleth Woods region (MWSE).
Updated and expanded interoperability with other MWSE mods (e.g. Ashfall, Joy of Painting, Ultimate Fishing, Graphic Herbalism).
Added more custom item use sounds for items such as cigars (MWSE).
Turned hats into clothing items rather than armor (MWSE).
 
Joined
Sep 1, 2020
Messages
1,657
TR is like the platonic ideal of a modding community, which makes me think there's something special about the TES lore in particular, a certain source of inspiration, of purpose, that at the same time pacifies the disgruntled and the envious much like the old religions do. Are the Nine and the Three real? Is the TR team being blessed by Akatosh? Is Morrowind itself a piece of revelation, only referencing a different world(one of many possible worlds)? If that's true, then the TR team are like angels singing God's tune, while Todd is the great corruptor, fouling the Temple(Bethesda, a biblical name) of God with his greed--or is he? Maybe he, too, serves a purpose, as a shepherd of the masses, bringing them closer to the source so that they may hear echos of the song and one day, some of them--a select few--may, perhaps, play Morrowind. Much to ponder.
 

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,562
Location
Adelaide
Friday can't come soon enough. I'm thinking about what build I want to do, Conjurer was fun so I might do another run with that. Thinking Pure Mage Dark Elf.
Going to be amazing to setup in Narsis as a home base, finally getting an actual city to live in - granted it is only slightly larger than Vivec but I'll take it.
Got to try and limit myself from doing the Cyrodil trade route because it generates too much money, the Merchants in Anvil have too much money and being able to also purchase a Donkey for trade makes it even worse so I'm going to have to set a rule that I only make money via Quests.

do some QA
 

ind33d

Arbiter
Joined
Jun 23, 2020
Messages
2,273
TR is like the platonic ideal of a modding community, which makes me think there's something special about the TES lore in particular, a certain source of inspiration, of purpose, that at the same time pacifies the disgruntled and the envious much like the old religions do. Are the Nine and the Three real? Is the TR team being blessed by Akatosh? Is Morrowind itself a piece of revelation, only referencing a different world(one of many possible worlds)? If that's true, then the TR team are like angels singing God's tune, while Todd is the great corruptor, fouling the Temple(Bethesda, a biblical name) of God with his greed--or is he? Maybe he, too, serves a purpose, as a shepherd of the masses, bringing them closer to the source so that they may hear echos of the song and one day, some of them--a select few--may, perhaps, play Morrowind. Much to ponder.
after defeating dagoth ur, todd should be the final boss
 

None

Arcane
Joined
Sep 5, 2019
Messages
2,242
uh-oh
PT joining team mwse?
It's been like that for a few releases now. OpenMW's Lua API lacks parity with MWSE and until it catches up it'll remain that way. FOSS-based autism will most likely prevent that from occurring though.
 

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