Beastro
Arcane
Bloodmoon needed some more shit to it than the few settlements it did have. I always felt the mead hall sitting out by itself was rather odd.
Nah, Skyrim's lycanthropy was much better, the Dragonborn DLC even adds a whole Beast perk tree. And there's this (SE version here) if you want more.The werewolf mechanic in Solstheim was incredible for morrowind. It's a shame skyrim could never compare to the real thing in morrowind. Those nightmares and then runs through the woods in first person, with the canine vision and incredible speed was amazing. I never understood why Bethesda removed the dialogue and cutscenes attached to the werewolf and vampire transitions in previous games. Those were great for immersion.
I didn't like it. They forced 3rd person, and half the perks were just stat upgrades, with a few retarded totem abilities. In morrowind you had that canine vision, that incredibly speed all the time, and could actually see your arms flying out in front of you while you were hurtling around solstheim. It also had the added immersive element of not being able to fully control your lycanthropy, forcing you to go elsewhere during bloodmoons. And the quest attached to your lycanthropy was just better than skyrims shitty companion werewolf quest.Nah, Skyrim's lycanthropy was much better, the Dragonborn DLC even adds a whole Beast perk tree. And there's this (SE version here) if you want more.The werewolf mechanic in Solstheim was incredible for morrowind. It's a shame skyrim could never compare to the real thing in morrowind. Those nightmares and then runs through the woods in first person, with the canine vision and incredible speed was amazing. I never understood why Bethesda removed the dialogue and cutscenes attached to the werewolf and vampire transitions in previous games. Those were great for immersion.
I don't understand the point of adding multiplayer to Morrowind. The game is designed around a single player-character, without NPC followers, and doesn't have a combat system or other mechanics suited to multiple party members.
Now, if someone would create a Morrowind-like (or Daggerfall-like) game designed for a multiple-character party, that would be a different matter, one that would actually generate incline.
To co op with a buddy and each go to opposite ends of vardenfell, down 1000 skooma and try to jump and hit each other in mid air.I don't understand the point of adding multiplayer to Morrowind. The game is designed around a single player-character, without NPC followers, and doesn't have a combat system or other mechanics suited to multiple party members.
Now, if someone would create a Morrowind-like (or Daggerfall-like) game designed for a multiple-character party, that would be a different matter, one that would actually generate incline.
By the by, there's a legit way of getting permanent over 100 stats/skills in Morrowind that I knew back then. First, you max out everything, then become a vampire.
Difficulty of combat encounters could be artificially increased in the same manner as the existing difficulty system, which merely increases enemy hit points and damage, but this wouldn't make any difference to the combat mechanics, which are unsuited to having multiple characters assisting each other. Similarly, Morrowind expects the player-character to be something of a jack-of-all-trades rather than having distinct classes that complement each other, as in a party-based game. Also, multiplayer works better in a combat-focused game than in an exploration-focused game, and Morrowind is squarely the latter.Well I saw someone let's play multiplayer morrowind for a bit and apparantly it has an option to increase the difficulty to be more balanced around a group of however many people you have. Not sure exactly how it worked, probably just increased the health of enemies by a lot or something but they actually needed to stick together and fight as a group.
Also umbra 1-shot their whole group which was pretty funny to watch.
Playing this game unmodded is already a better experience than poisoning your mind with drugs and sex simultaneously.I have this game modded perfectly, and the experience is so good it's like banging a super model on ecstasy.
On the topic of mods, someone is making a "Patch for Purists™"
www.nexusmods.com/morrowind/mods/45096
I believe this will supersede the Unofficial Patch, if it hasn't already.
What distinguishes the Patch for Purists from existing player made patches?
My purist approach kept me from introducing debatable and unnecessary changes: balance chanches based on personal preferences, so-called improvements in gameplay, and adding of unnecessary stuff. These are changes which, according to me, do not belong in a bugfixing patch because they go beyond fixing unintentional immersion breaking issues. Unfortunately, these are the exact changes that plague most player made patches. These patches force purists to play an outdated version of the game [v1.6.3b] and alter the experience of new players who are not aware of these unnecessary changes to the original game, as was intended by the developers.
Compatible with OpenMW.
Sup, virgin newfag here. Are there any mods that completely remove the most broken exploits from Morrowind? Like the Alchemy infinite stats etc.
P.S. mods set me freeee
Oh yeah? What about this then?Modding OpenMW is different because MWSE is not compatible with it, so any mods that use MWSE won't work with OpenMW. Also I don't think OpenMW has a feature for increasing draw distance, which means things won't load more than about 30 yards in front of you.