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Yet Another Morrowind Thread

Invictus

Arcane
The Real Fanboy
Joined
Nov 3, 2013
Messages
2,786
Location
Mexico
Divinity: Original Sin 2
easily gain high levels of Spell Absorb
spell absorbs do not add up. They roll separately
Atronach + Necro Amulet is still good enough for what, 62.5%?
Yup, choosing Dunmer magic user with the Atronach basically makes you immune to magic fire spells, you can summon an Ancestral Spirit to fill you up in 3 fireballs
It is basically the only exploit I use but it makes my assassin and nightblade builds just so much fun
 

Funposter

Magister
Joined
Oct 19, 2018
Messages
1,678
Location
Australia
Morrowind class system is almost perfect, the only problem is the abuse of trainer.
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
mwse harder barter
 

just a newfag

Literate
Joined
Apr 29, 2021
Messages
46
Location
basement
Morrowind class system is almost perfect, the only problem is the abuse of trainer.
I think his mod gave the system that nudge to perfect. I have my misc skill cap at 30, my secondary skills at 70, and while I might train to get good modifiers, I've now hit the ceiling on pertinent misc skills. I like having that hard cap built in.
 

Invictus

Arcane
The Real Fanboy
Joined
Nov 3, 2013
Messages
2,786
Location
Mexico
Divinity: Original Sin 2
I tried to play Morrowind two weeks ago and it made my eyes cry.
I used to mod the heck out of Morrowind when it came out, but after installing it on my laptop I just added the bare minimum of mods like the unofficial patches, reshaders and some of the vanilla textures touched up and it honestly looks lovely to me; the art direction is fantastic and really makes the game shine all these years
Oh and btw look for a mod that optimizes the meshes for the game, it made everything super smooth by taking away unnecessary meshes and now after all these years it run super smooth without the usual chugging from Morrowind and a very stable FPS
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
1,185
Thanks for the tips, but Oblivion and Skyrim also kill my eyes. I don't mind vanilla game, I just don't know how to adjust the brightness properly, because everything is too bright for me and I cry like a little bitch. The only other game that makes me feel the same is World of Warcraft. I think, I need to see a doctor to really enjoy those big boys.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
25,892
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire 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
Thanks for the tips, but Oblivion and Skyrim also kill my eyes. I don't mind vanilla game, I just don't know how to adjust the brightness properly, because everything is too bright for me and I cry like a little bitch. The only other game that makes me feel the same is World of Warcraft. I think, I need to see a doctor to really enjoy those big boys.
Why take such an expensive step, just buy sunglasses.
 

just a newfag

Literate
Joined
Apr 29, 2021
Messages
46
Location
basement
I love Tamriel Rebuilt, but it's also been in development for about 18,000 years and even now there's broken shit, lacking documentation as people have left the project and a "rush" to continue new areas before properly refining old ones.
FunposterPrevioius devs had no concept just how enormous a time-sink their cities were for hobbyists to populate, clutter, and write quests, that's why there's a lot of unevenness to them.
They're planning to have an overhaul of the first area for the next release... whenever that is.
Yes, Telvanni, Helnim, and Firewatch are getting overhauls, before they move into Hlaalu lands. I'd like to see MelchiorDahrk remake Telvanni lands, as he has the Grazelands. He seems to have an affinity for them and understands what works. Heart of the Velothi (HotV) devs are currently remaking the West Gash, and generally aligning Vvardenfell with concept art or integrating TR assets where appropriate. That's all I've gathered from chats.
 

Funposter

Magister
Joined
Oct 19, 2018
Messages
1,678
Location
Australia
Morrowind class system is almost perfect, the only problem is the abuse of trainer.
I think his mod gave the system that nudge to perfect. I have my misc skill cap at 30, my secondary skills at 70, and while I might train to get good modifiers, I've now hit the ceiling on pertinent misc skills. I like having that hard cap built in.
Alternative method IMO would be making it so that misc skills can go as high as you want, but they either can't be raised via. use or raise extremely slowly, meaning the player basically has to use trainers if they want to improve. Minor skills don't need a cap, but you do sometimes run into a problem where you're using a Minor skill that raises quickly (basically any of your weapon skills) to the point where it can easily overtake Major skills that are more difficult to level. I've played a few Mages with Destruction as a Minor skill and it would still quickly outpace my other Magic skills no matter how much I tried to avoid using it and prioritize non-offensive magic. However any fix that advocates for "just use trainers" requires a major economy overhaul, the name of which may be on this very page!

I love Tamriel Rebuilt, but it's also been in development for about 18,000 years and even now there's broken shit, lacking documentation as people have left the project and a "rush" to continue new areas before properly refining old ones.
FunposterPrevioius devs had no concept just how enormous a time-sink their cities were for hobbyists to populate, clutter, and write quests, that's why there's a lot of unevenness to them.
They're planning to have an overhaul of the first area for the next release... whenever that is.
Yes, Telvanni, Helnim, and Firewatch are getting overhauls, before they move into Hlaalu lands. I'd like to see MelchiorDahrk remake Telvanni lands, as he has the Grazelands. He seems to have an affinity for them and understands what works. Heart of the Velothi (HotV) devs are currently remaking the West Gash, and generally aligning Vvardenfell with concept art or integrating TR assets where appropriate. That's all I've gathered from chats.
I'm a big fan of MelchiorDahrk's work with OAAB and if they let him have a go at Telvannis I would be absolutely thrilled, although I think in terms of town layout, visuals, environments etc. those areas are good enough already. They're just in need of a content overhaul when it comes to things like quests. I do have a minor aversion to people "aligning...with concept art" because sometimes it works out well, but other times you realise why the concept never made it to the final game. If you look at RandomPal's town overhaul compilation (or the original from RedFurryDemon) you can see it with somewhere like Gnisis with the big Mehrunes Dagon arm hanging underneath the arch. Sure, it was in the concept art, but maybe the devs didn't include it in the final release for a reason.
 

just a newfag

Literate
Joined
Apr 29, 2021
Messages
46
Location
basement
Cities are getting overhauled, from what I gathered lurking in their trannycord server, because the old devs bit off way more than they could chew. There was no way they could justify the work for cities as large as 2012 Almalexia, even the current Necrom or Telvannis. Things are getting condensed to manageable sizes, for the sake of design, gameplay, and writing. The 2012 Almalexia is floating around, and they won't discourage people from installing it, but they learned the Morrowind model of game design doesn't support real metropolises. It'll still be the biggest city in Morrowind.

As I understand, because the vanilla West Gash around Gnisis, Ald Velothi, etc had a lot of rope bridges and troughs, that area and the coast (which is steep and elevated) is getting redesigned into canyons. The rest is keeping to vanilla but getting blended, so the whole transition from HotV Solstheim, HotV Gnisis etc isn't as jarring.
 

Funposter

Magister
Joined
Oct 19, 2018
Messages
1,678
Location
Australia
It's the Morrowind May Modathon, which means a bunch of cool shit is being released! A lot of it utilizes MWSE, continuing to make a case for use of the original base game over OpenMW.

Adjustable Landscape Textures

uThpW6B.png


Dungeons Rest

reUoJ6b.png


Wands

i3u3ZYQ.png


Stealth Improved

ZbEGVyP.png
 

Molina

Learned
Joined
Apr 27, 2018
Messages
363

And in 2021, Tamriel Rebuild is considered the best mod of all Bethesda games. It's like real life, the virgin works at school to get a good job and later marries Samantha who at 14 was only interested in chads.
 
Self-Ejected

RNGsus

Self-Ejected
Joined
Apr 29, 2011
Messages
8,106
Its like 14 year olds were making mods for a new game in 2002 while old people and discord trannies who appreciate MW for its concept are making the mods today.
 

Cyril

Educated
Joined
Oct 20, 2012
Messages
84
I'm glad I joined the fighters guild again. Sjoring hurr-hurr is taking the guild in a 'questionable' direction. I like a..i like Percius Mercius. His head is like shaved pussy :D

I heard that sjoring was later exiled to antarctica for his wrongdoing where he was considered to be not n'wah enough by the local tribesmen to be a warrior and was relegated to the rogues guild and actually became a wizard.
 

Puukko

Arcane
Joined
Jul 23, 2015
Messages
3,600
Location
The Khanate
With TR and other content addons in my sights, I followed the total overhaul modlist for OpenMW. This was after initially planning to use one of the WJ modlists (YAJAN) but being dissuaded by the author, who said that OpenMW was the way to go if TR was my goal, and gave me lots of suggestions and guides along with an offer for further help should I need it. Huh, usually these guys have their heads up their asses when it comes to providing support. A positive surprise to be sure.

So what followed was my most careful and organized modding adventure yet, taking three days to install and test almost 300 mods. OpenMW provides handy tools for this with a built-in test mode. The actual installation process is a bit involved - MO2 works fine with OpenMW, but you always have to import your load order again and manually edit the config files on top of running a command line tool. Also, rename omwaddon files to esp's so that MO2 can detect them. (What's the benefit of this format anyway? It just got in the way, I found.)

The list itself was very good - organized, categorized, with detailed instructions for every mod and alternatives where applicable. I never found myself lost due to bad instructions. I didn't follow it to a T - I mostly omitted mods with a heavy performance impact as well as some with questionable direction. Mods related to Vivec in particular I was pretty iffy on, the statue and palace replacers stuck out in a bad way and I may end up replacing the statue mod in particular if I find a good replacement. Vurt's trees not only destroyed my fps in the Balmora swamp but also turned previously gnarled and mostly dead treed into big, lively ones. So I went with simple HD vanilla textures instead.
The oddest omission in the list was LGNPC or anything else that would flesh out the writing, so I grabbed LGNPC lite since every NPC being a generic info booth got old quick. Also, no music mods, but that's because none of them are fully functional yet. The one I grabbed has no battle music which... which is actually really nice because having the music constantly change because a mudcrab saw me 50 meters away isn't something I particularly care for.

The big silt strider in the room is of course performance and the good news is that if you're looking for a vanilla÷ playthrough, it's going to be great. 200-300 fps in cities and even more in the wilderness. Fully modded... well, sacrifices have to be made. I strove to strike a balance between visuals and performance. Increased the rendering distances so I wasn't constantly seeing shadows and grass pop in, but didn't go overboard. Distant terrain seems very well optimized - I set it at 10x, because each increment below that only granted 1 fps, so +3 fps at 7x, and so on. Set the (very nice) water shaders to average settings. On my OC'd 5600x/GTX 1070 system, I get 35-60 fps in cities, 80-100 in the wilderness. Old Ebonheart makes it drop all the way to 25 - I'll have to see if I can raise that once I reach TR content. If I were desperate for performance, I could regain 5 fps from tweaking the distances, and 10-15 from disabling the water shaders, but that would look just awful compared to everything else. And this is with a CPU that's very close to the best for this job that's currently out on the market. Damn, Morrowind.

As for the plans for my actual playthrough, I made a "fleetcaster" - quick on her feet, with focus on all the schools and some sword training for good measure. Dunmer, of course. I fully intend this to be a proper playthrough, but I'll definitely aim for the added content as soon as reasonable (TR, SHOTN, P:C, ROHT).
 

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