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Yet Another Morrowind Thread

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,818
Location
Australia
Gotta love HUMILIATING Arilles with a Hanafuda game. He just lost all his money to my superior abilities. One of Morrowind's best mods ever. Now i can afford a Lute for my bard playthrough with the bardic inspiration mod.
Hanafuda is really fun. Minigames in general are quite comfy and underappreciated.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
lmao get fucked Trebonius

i'm stealing your shit, necromancers amulet at lvl 5

empire cucks will never recover from this

kakrv2.png


fk4fyj.png
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
14,857
lmao get fucked Trebonius

i'm stealing your shit, necromancers amulet at lvl 5

empire cucks will never recover from this

kakrv2.png


fk4fyj.png
lmao get fucked Trebonius

i'm stealing your shit, necromancers amulet at lvl 5

empire cucks will never recover from this

kakrv2.png


fk4fyj.png
It's a great amulet, but you can Enchant other exquisite amulets yourself with even better effects.
I'm a fan of the Constant Restore Health effect 4 Pts on self.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
lmao get fucked Trebonius

i'm stealing your shit, necromancers amulet at lvl 5

empire cucks will never recover from this

kakrv2.png


fk4fyj.png
lmao get fucked Trebonius

i'm stealing your shit, necromancers amulet at lvl 5

empire cucks will never recover from this

kakrv2.png


fk4fyj.png
It's a great amulet, but you can Enchant other exquisite amulets yourself with even better effects.
I'm a fan of the Constant Restore Health effect 4 Pts on self.
Sure, but at lvl 5 i can't enchant crap... Well i could if i cheese the fortify skill spells, i do like getting strong artifacts at the beginning of the game, though

The health regeneration doesn't help much, this is a glass cannon that gets wrecked by nyx hounds, so getting as much fortify inteligence as possible is always the better choice, there's that robe with fortify magicka on Solstheim, i think i'll go for it now

You can just nuke all of Tamriel with all that magicka
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,818
Location
Australia
It's a great amulet, but you can Enchant other exquisite amulets yourself with even better effects.
I'm a fan of the Constant Restore Health effect 4 Pts on self.
Spell Absorption is worth it over custom gear, especially if you aren't using The Atronach as your birthsign for some reason. Restore Health CE really doesn't need to be more than one point IMO because the utility is in not needing to heal while out and about, rather than anything to do with combat. Exclusive Restore Health Potions are relatively inexpensive, lightweight and plentiful. Just stock up on those.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
It's a great amulet, but you can Enchant other exquisite amulets yourself with even better effects.
I'm a fan of the Constant Restore Health effect 4 Pts on self.
Spell Absorption is worth it over custom gear, especially if you aren't using The Atronach as your birthsign for some reason. Restore Health CE really doesn't need to be more than one point IMO because the utility is in not needing to heal while out and about, rather than anything to do with combat. Exclusive Restore Health Potions are relatively inexpensive, lightweight and plentiful. Just stock up on those.
The restore health will come in handy to mitigate the damage from Mantle of Woe. Not that i'd give a fuck about the DOT, i have over 800 magicka and i can heal up anytime.

Also some brotherhood fag tried to shank me in my sleep, so as a punishment i damaged his strength but left him alive. He's now stuck in icy waters, for ever and ever...

8hpjxd.png
jjli4e.png
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,439
Location
Grand Chien
I like having survival mechanics and camping mechanics and environmental mechanics because they pose interesting questions if done well, like can I survive the trek through this frosty mountain or do i need more supplies, better gear, etc

There is NOTHING interesting about having to wait another 8 hours for a fucking NPC to open their shop
Survival mechanics feel schizo if the NPCs aren't subject to it or at least look like they do. I was playing Skyrim with a weather mod (Frostfall?) once and died of cold in the middle of Windhelm, while the merchants carried on talking in their stalls. The tavern wench walked past my body during the killcam. In the mods defense I think you can set it to pause inside settlements, but still.
Yeah it's a bit shit.
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,334
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
For example if your shopkeeper NPC leaves his shop and doesn't leave a guard there 24/7 or some sort of magical anti-thief protection etc, then shopkeepers in Morrowind basically give their stuff away for free to any thief who can pick a lock.

Which is retarded and breaks immersion.

I don't think this breaks immersion or is even unrealistic - most shops even today in rural areas do not have any anti-thief protection (let alone in a supposedly medieval fantasy landscape) beyond locks. In Morrowind there are guards patrolling the streets (though they just walk around randomly, in Oblivion which introduces much better pathing, guards do a better job giving the impression they patrol the cities). You can expect guards in large shops, but smaller shops (the majority you'd see in TES games) wouldn't have those.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
For example if your shopkeeper NPC leaves his shop and doesn't leave a guard there 24/7 or some sort of magical anti-thief protection etc, then shopkeepers in Morrowind basically give their stuff away for free to any thief who can pick a lock.

Which is retarded and breaks immersion.

I don't think this breaks immersion or is even unrealistic - most shops even today in rural areas do not have any anti-thief protection (let alone in a supposedly medieval fantasy landscape) beyond locks. In Morrowind there are guards patrolling the streets (though they just walk around randomly, in Oblivion which introduces much better pathing, guards do a better job giving the impression they patrol the cities). You can expect guards in large shops, but smaller shops (the majority you'd see in TES games) wouldn't have those.
There are mods that allows NPCs to enter another cell, so if you get caught stealing in a shop, expect 4 guards jumping on you. There's also a mod that allows you to remove all bounty in a area as long as you didn't leave any witness alive
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,439
Location
Grand Chien
For example if your shopkeeper NPC leaves his shop and doesn't leave a guard there 24/7 or some sort of magical anti-thief protection etc, then shopkeepers in Morrowind basically give their stuff away for free to any thief who can pick a lock.

Which is retarded and breaks immersion.

I don't think this breaks immersion or is even unrealistic - most shops even today in rural areas do not have any anti-thief protection (let alone in a supposedly medieval fantasy landscape) beyond locks. In Morrowind there are guards patrolling the streets (though they just walk around randomly, in Oblivion which introduces much better pathing, guards do a better job giving the impression they patrol the cities). You can expect guards in large shops, but smaller shops (the majority you'd see in TES games) wouldn't have those.
It breaks immersion because with the amount of thieves that exist in the game world shopkeepers across the entire continent would go out of business within days. No, guards in the streets don't prevent this because they can't detect theft occurring in an adjacent cell.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
For example if your shopkeeper NPC leaves his shop and doesn't leave a guard there 24/7 or some sort of magical anti-thief protection etc, then shopkeepers in Morrowind basically give their stuff away for free to any thief who can pick a lock.

Which is retarded and breaks immersion.

I don't think this breaks immersion or is even unrealistic - most shops even today in rural areas do not have any anti-thief protection (let alone in a supposedly medieval fantasy landscape) beyond locks. In Morrowind there are guards patrolling the streets (though they just walk around randomly, in Oblivion which introduces much better pathing, guards do a better job giving the impression they patrol the cities). You can expect guards in large shops, but smaller shops (the majority you'd see in TES games) wouldn't have those.
It breaks immersion because with the amount of thieves that exist in the game world shopkeepers across the entire continent would go out of business within days. No, guards in the streets don't prevent this because they can't detect theft occurring in an adjacent cell.
Your problems are over my friend

https://www.nexusmods.com/morrowind/mods/45904
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,439
Location
Grand Chien
For example if your shopkeeper NPC leaves his shop and doesn't leave a guard there 24/7 or some sort of magical anti-thief protection etc, then shopkeepers in Morrowind basically give their stuff away for free to any thief who can pick a lock.

Which is retarded and breaks immersion.

I don't think this breaks immersion or is even unrealistic - most shops even today in rural areas do not have any anti-thief protection (let alone in a supposedly medieval fantasy landscape) beyond locks. In Morrowind there are guards patrolling the streets (though they just walk around randomly, in Oblivion which introduces much better pathing, guards do a better job giving the impression they patrol the cities). You can expect guards in large shops, but smaller shops (the majority you'd see in TES games) wouldn't have those.
It breaks immersion because with the amount of thieves that exist in the game world shopkeepers across the entire continent would go out of business within days. No, guards in the streets don't prevent this because they can't detect theft occurring in an adjacent cell.
Your problems are over my friend

https://www.nexusmods.com/morrowind/mods/45904
That is pretty cool.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
For example if your shopkeeper NPC leaves his shop and doesn't leave a guard there 24/7 or some sort of magical anti-thief protection etc, then shopkeepers in Morrowind basically give their stuff away for free to any thief who can pick a lock.

Which is retarded and breaks immersion.

I don't think this breaks immersion or is even unrealistic - most shops even today in rural areas do not have any anti-thief protection (let alone in a supposedly medieval fantasy landscape) beyond locks. In Morrowind there are guards patrolling the streets (though they just walk around randomly, in Oblivion which introduces much better pathing, guards do a better job giving the impression they patrol the cities). You can expect guards in large shops, but smaller shops (the majority you'd see in TES games) wouldn't have those.
It breaks immersion because with the amount of thieves that exist in the game world shopkeepers across the entire continent would go out of business within days. No, guards in the streets don't prevent this because they can't detect theft occurring in an adjacent cell.
Your problems are over my friend

https://www.nexusmods.com/morrowind/mods/45904
That is pretty cool.
Isn't it? Pretty customizable through the .ini file too
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,334
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
It breaks immersion because with the amount of thieves that exist in the game world shopkeepers across the entire continent would go out of business within days. No, guards in the streets don't prevent this because they can't detect theft occurring in an adjacent cell.

That is a technical/implementation limitation, not something that at least personally find it any more immersion breaking than having inventory actions, transaction or dialog done through popup windows. Even the spastically moving and rotating NPCs in Morrowind give me an impression of "this is a place with a bunch of peasants and guards walking around" and that is enough to immerse me in the game.

Consider that the worlds in these - and really pretty much all - games are largely meant to be representational: Vivec isn't a bunch of square boats stacked on top of each other with a dozen NPCs living in there but each canton is meant to have thousands of people living in it. Think of it like theater where all you need is a hat and a jacket to know that some actor is supposed to be a guard (or whatever) who doesn't "notice" the thief (in another thief-y getup) just a meter next to him stealing some artifact: it doesn't make sense in reality, but the scene isn't meant to be taken literally, only as a representation of the scene the story is supposedly describing.

At least that is how i see (most) games, as long as the game tells me something is supposed to represent something bigger i am fine with it, even if the on-screen visual doesn't match. Better graphics are just better costumes.
 

Saldrone

Educated
Joined
Feb 18, 2024
Messages
181
I like building nords with The Lord's birthsign. It's bonus abilty and elemental drawback is pretty fitting for them mechanically and thematically speaking imo
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694



this guy adding rocket launcher physics from quake 3 arena lol


Holy shit, that's impressive

Don't know if i like the ragdolling effects, but the projectile speed is nice. Dodging spells is just too easy in this game
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
With 120 effective conjuration i can summon an imperfect... for 8 seconds. Enough to nuke balmora into oblivion while defending me from a brotherhood assassin

akwirg.png
 

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