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Yet Another Morrowind Thread

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,899
Location
Mosqueow
BCOM is great mod series but also a bitch because of compatiblity issues.

with what?
This mod alters a lot of locations and adds atmospheric clutter. So mods that add new npcs will likely need compatiblity patches for the location affected by bcom. Any mod that edits location too obviously.

Animated morrowind needs patch for both bcom and openmw which is annoying. Dura Grabol House Reclaimed. Imperials Go Home. Balmora Docks District. Sermons and Preachers. Just few i recall. Sometimes there is a patch sometimes there isn't.

Had to ditch it for openmwVR as it also hurts framerate in some areas.

BCOM hurts performance only on cans. Which areas?

I had framerate drop in Balmora with waterworks addon. In VR headset it makes picture jittery, usual sign when performance suffers.
 

luj1

You're all shills
Vatnik
Joined
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Messages
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Eastern block
This is why I want to try OpenMW



7qPdPc0.jpeg


R9OF6vY.jpeg
 

wwsd

Arcane
Vatnik
Joined
Jun 16, 2011
Messages
8,256
All wildlife in Morrowind is annoying and aggressive: kwama foragers, rats, nix hounds, kagoutis, alits, slaughter fishes and dreugs. They all exist to make you suffer :)
That's the point? It's an RPG. No idea why a massive chunk of players want to neuter this element.

I have no idea what the big deal is about with cliff racers either. They're dangerous until you're...level 10? After that basically flying rats, sadly.

Of course it's an RPG trope that all the wildlife always single-mindedly, suicidally attacks the PC, and only the PC. MW, like many games of the time, doesn't really have a dynamic wildlife. Which is a shame, because it could have been done with the aggression settings, and of course there are docile animals like guar and kwama foragers. With the aggression setting, they could have made it so that some critters attack only when you get too close, as opposed to on sight. In any case, I can see why people want to mod that shit out after they've "got gud" at the game. Not because they're dangerous, but because it's annoying and monotonous.

The in-game, role-playing solution is to just use skills like Marksman or Destruction to deal with these encounters more efficiently, or spell effects like Invisibility to avoid them. The game offers alternatives to "Run to the critter/wait for it and bop it over the head with the most powerful claymore in the universe", but most players just like to mash the left mouse button and then get annoyed by the combat.
 

Hagashager

Educated
Joined
Nov 24, 2022
Messages
637
In my earliest playthrough of MW I originally hated Cliffracers until I discovered they boost Marksman really well. After that I started being okay with them.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
14,970
In my earliest playthrough of MW I originally hated Cliffracers until I discovered they boost Marksman really well. After that I started being okay with them.
Yeah.
Like other critters, useful in levelling certain skills.
 

luj1

You're all shills
Vatnik
Joined
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Once openmw hooks you it's really hard to go back to the vanilla engine.

I was an advocate for MGE XE but the thing is,

- On OpenMW you get with 3 mods what you can never get on MGE XE, visually
- the game just feels smooth and the framerate perfect, dunno how to describe
- it supports normal maps natively and PBR natively
 
Joined
Jan 23, 2024
Messages
548
Location
The Freezer
Multiple mods that neuter cliffracer aggression exist.

All wildlife in Morrowind is annoying and aggressive: kwama foragers, rats, nix hounds, kagoutis, alits, slaughter fishes and dreugs. They all exist to make you suffer :)

I used to bypass blindness with a spell and wear the Boots of Blinding Speed that i got from niggress near Caldera. Also use waterwalking spell. Then you can travel around without giving a single fuck.
Good thing I am going to choose a dark elf and nightblade for my first character.
 

Socrates

Bonfire Kindler
Patron
Joined
Feb 14, 2024
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Russia
Enjoy the Revolution! Another revolution around the sun that is.
Once openmw hooks you it's really hard to go back to the vanilla engine.

I was an advocate for MGE XE but the thing is,

- On OpenMW you get with 3 mods what you can never get on MGE XE, visually
- the game just feels smooth and the framerate perfect, dunno how to describe
- it supports normal maps natively and PBR natively
I also believe MGE XE is unsupported these days. A lot of modern morrowind mods have shifted to the OpenMW engine due to the sheer potential and power it provides for modders. Not trying to fanboy over this too hard but I cannot express how much of a difference it makes for consistency of the game's performance. The vanilla engine starts to really break down when you go hard on the mods (graphical) whereas the open engine was really built for that purpose.

I am optimistic that in a few more years there could be a true renaissance for TES3 as more and more options become available for transforming the more aged elements.
 

luj1

You're all shills
Vatnik
Joined
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Location
Eastern block
I also believe MGE XE is unsupported these days. A lot of modern morrowind mods have shifted to the OpenMW engine

Definitely not. OpenMW mods to vanilla are like 1:10. The best modders prefer vanilla and that's where the old part of the community is. But OpenMW is getting better and better. They are two different communities.
 

None

Arbiter
Joined
Sep 5, 2019
Messages
2,061
Hmmm...maybe it's a different framework I'm thinking of then.
You're probably thinking of Morrowind Graphics & Sound Overhaul (MGSO).

MGE XE is still actively updated and as a requirement for MWSE-Lua it can be considered to be the same project. One person does most of the work for it, so how much development happens depends on his fancy.

I am optimistic that in a few more years there could be a true renaissance for TES3 as more and more options become available for transforming the more aged elements.
Anything in particular?
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
One thing I desired is the opposite of many mods: more aggressive wildlife. Most enemies have a very pathetic aggro range, you have to walk right up to them. That in combination with more dangerous (powerful) overworld enemies. Preferably in select locations (scattered anywhere on the island north of say Caldera), or even via levelled lists (add more dangerous enemies when you're higher levels). The world is wonderfully dangerous lvls 0-15 or so, then from that point onward everything is curbstomped with the exception of Deadric shrine exteriors and a couple other outliers, which remain dangerous until about lvl 20. Cliff racers in particular it'd be nice if something could be done.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
Nissintu.png


2002 game

It came out a little dark, but here's what caves looked like for me in my recent playthrough on a middle-lower end machine with only a few graphics mods:

Morrowind_2024-01-30_02.47.30.188.png
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,170
Location
Eastern block
One thing I desired is the opposite of many mods: more aggressive wildlife. Most enemies have a very pathetic aggro range, you have to walk right up to them. That in combination with more dangerous (powerful) overworld enemies. Preferably in select locations (scattered anywhere on the island north of say Caldera), or even via levelled lists (add more dangerous enemies when you're higher levels). The world is wonderfully dangerous lvls 0-15 or so, then from that point onward everything is curbstomped with the exception of Deadric shrine exteriors and a couple other outliers, which remain dangerous until about lvl 20. Cliff racers in particular it'd be nice if something could be done.

More Deadly Morrowind Denizens
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
For the cave retexture: https://www.nexusmods.com/morrowind/mods/50191

The crossbow I don't actually know. I used AI upscaled textures for everything as the base graphics mod to install anything else on top of: https://www.nexusmods.com/morrowind/mods/46221
But that doesn't seem right given the two OG crossbows (Steel & Dwarven) didn't have any engravements that I recall. Maybe it was added by Rebirth, IDK. I think this was the Dwarven crossbow but I took this screenshot a while ago. It definitely isn't a new crossbow, but the skin might be, added by rebirth or some other mod perhaps.

Edit: yep, looks like it is Rebirth: https://www.moddb.com/mods/morrowind-rebirth/images/crossbows
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,899
Location
Mosqueow
Looks like silver crossbow. I thought it was from "crossbows enhanced" at first.
 

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