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.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 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.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 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.
What do you mean? MGE XE is not a mod loader.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
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.What do you mean? MGE XE is not a mod loader.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
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
- Massive new landmass in the south.
- Over 140 handcrafted dungeons to explore.
- More than 270 new quests.
Oblibion remaster sold 6 gorillion copies in one day. So no.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?
it would perform sub-Avowed numberswhy 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?
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.why doesn't Beth bankroll Tamriel Rebuilt, do some QA, and sell it on Steam?
- Massive new landmass in the south.
- Over 140 handcrafted dungeons to explore.
- More than 270 new quests.
wtf is with the cucked walking animation
do some QA
after defeating dagoth ur, todd should be the final bossTR 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.
https://www.tamriel-rebuilt.org/content/grasping-fortune-release-date-and-changelog
The newest expansion is releasing on the 1st of May
We are so back
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.uh-oh
PT joining team mwse?