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Yet Another Morrowind Thread

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,618
#1(3.250, 0, 0.360)

#2(2.619, 1.0, 0.382)

#3(4.200, 0, 0.340)

#4(5.400, 0, 0.270)
got latest, there are just 3 options, quadratic linear and constant, single double in each


As per graphix, after poking around it appears that I used to fool with mgso in past, that appear to use outdated tools now.
How does one make it pretty with latest mge xe? It does look fine now but I want to be amazed
 

Brujoloco

Educated
Joined
Jan 6, 2018
Messages
72
Location
Venezuela
#1(3.250, 0, 0.360)

#2(2.619, 1.0, 0.382)

#3(4.200, 0, 0.340)

#4(5.400, 0, 0.270)
got latest, there are just 3 options, quadratic linear and constant, single double in each

As per graphix, after poking around it appears that I used to fool with mgso in past, that appear to use outdated tools now.
How does one make it pretty with latest mge xe? It does look fine now but I want to be amazed

Yep, first number, say #2 says 2.619 , so you put it in the quadratic , on linear you put 1.0 and on constant 0.382 , you can literally tweak them at your leisure and each will do something different to the light in game.

MGSO is so old it is used as a reference tool for what not to do these days.

To make Morrowind "Pretty" you need texture packs+ world mods.

If you are truly new to modding morrowind please use as reference the thread by my good friend Randompal Here:

https://www.nexusmods.com/morrowind/mods/48812

It is pretty self explanatory .

In short you need to sit down, think what you want out of the game and begin slowly to add mods. I heartily recommend you use Wrye Mash, to keep everything neat and easy , never install mods manually it is a recipe for disaster haha.

You can get the latest Wrye Mash here as I enjoy this particular fork : https://www.nexusmods.com/morrowind/mods/45439

With Wrye mash you can add mods and remove them with relative ease and even have mods installed and enable or disable them at your leisure. It can also help fix savegame errors and a lot of other things as well.

You also need to understand that if you install MWSE you can reduce your mod list considerably as all MWSE mods are ultra light, change and improve the game considerably and do not mess your modlist either as they are loaded directly into the game.

If you are still lost then please consider just watching a tutorial on MGE XE and general Morrowind modding, it is old but the basics remain the same:



Also all the effort on the game pays off , here are some images on how the game can look with minimal modding:

sVVt46o.jpg


bZ09koV.jpg

amR4glH.jpg


This was done with just
MCP 2.4

MGE XE

Darknut Texture Pack (World textures 1.1 plus all other creature packs)

Vurts Ground Textures (all of them)

Hope it helps :D
 

lukaszek

the determinator
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Messages
12,618
if orc reaches 100% resist magicka, does it counter agillity drain from berzerk power?
 

Brujoloco

Educated
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if orc reaches 100% resist magicka, does it counter agillity drain from berzerk power?

That is an amazing question. Sadly I rarely play anything but Argonians so my orc mechanics/knowledge is close to NIL .

Now from what I know Resist Magicka will protect faithfully from everything but elemental damage, poison and paralyze, so technically agility drain should be cancelled.

I rarely play like that anymore though as I use patches and mods that limit anything above 100 and create hardcaps on certain effects to avoid cheesing the game, but if you can manage that in vanilla then I see no reason why it would not block the absorb effect, unless it is a drain one, dont remember at the moment of the orc racial.

The MCP patch usually fixes and negates some of these self looping mechanics though.
 

lukaszek

the determinator
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I see no reason why it would not block the absorb effect, unless it is a drain one,
it is drain

if orc reaches 100% resist magicka, does it counter agillity drain from berzerk power?
Does the Orc's inherent 25% reduce the amount of Agility drained by default? If not, then the answer is no.
get ready to have your mind blown then, I've just used console to test.

If your resist magicka is lower than 100, then you get hit by full 100 agility penalty. If you reach 100% resist, you resist drain on power cast, positive effects stay.

That along with male orc 1.35 movement speed factor and 50 starting endurance makes that race quite superior as long as heavy magic casting isnt involved right?
You can still get around that power by using marksman weapons or spears

BTW I've learnt something about leveling skills that I wasnt aware of before.
I was aware that specialisation bonus makes leveling of some skills easier. Now I know whats the factor: 0.8
What I was completely unaware that major/minor/misc groups also affects leveling speed, its multiplicative to above
major - 0.75
minor - 1.0
misc - 1.25

And here I thoughts that its just about starting bonus. Major spec skill got 0.6 factor!
 

Funposter

Arcane
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1,773
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Australia
If your resist magicka is lower than 100, then you get hit by full 100 agility penalty. If you reach 100% resist, you resist drain on power cast, positive effects stay.

Figured it would work like Damage etc. and block a portion, but I guess it makes sense that Drain always works as intended until 100% resistance is achieved.

That along with male orc 1.35 movement speed factor and 50 starting endurance makes that race quite superior as long as heavy magic casting isnt involved right?

I'd say that Orc and Breton are unequivocally the best races in the game for non-magic and magic-focused builds, respectively. There really isn't much competition.
 

grimer

Learned
Joined
Feb 24, 2021
Messages
121
I'd say that Orc and Breton are unequivocally the best races in the game for non-magic and magic-focused builds, respectively. There really isn't much competition.
nord is the best race in the game regardless of martial/magic build preference because they only need 3 equipment slots (dragonbone cuirass, denstagmer's ring and ring of phynaster) to achieve complete immunity to elemental damage, which constitutes most hostile spells and are far more dangerous than whatever spellbook filler affected by resist magicka, effectively granting immunity to all magic. this leaves room for more enchantments to cover other weaknesses (resist paralysis), improve combat prowess (sanctuary) or for utility.
 

Funposter

Arcane
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Australia
Nord is good too, but the Frost Resistance is probably overrated since it's easily the least common of the three elements, so their biggest boon is the 50% Shock Resist. It should also be understood that all arguments about race are borderline irrelevant in the face of the Atronach birthsign and the ability to easily gain high levels of Spell Absorb. So the innate qualities (high movement speed, extra Magicka) are more useful than the Magic Resist.
 

lukaszek

the determinator
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choosing right restricitons/larp is hard. My no enchanting/alchemy run started by raiding vivec vaults, getting 75 marksman from teacher, stealing daedric bow while I was at it, entering berzerk and slaying all temple guards I could find in 60s

EDIT: and if I add no trainers restriction, what would I do with money?
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,623
it's Morrowind, you can blast your stats out the ass and efficiency goes into the bin early on.

The only real motive for picking any race is aesthetics.

It's why I never cared much about the options available to the player. Ultimately none of them mean a shit when you are a God by level 15. And that comes quickly enough.
 

grimer

Learned
Joined
Feb 24, 2021
Messages
121
you are a God by level 15
yea you can really break the game as early as balmora even without exploits or metagaming because of easily obtainable overpowered items such as ravirr's bound spear, wayn's jinkblades, nalcarya's exclusive restore health potions and for the more unscrupulous players there are also galbedir's soul gems and the sword of white woe. the only way to have a modicum of challenge in this game is to play it on max difficulty ironman with numerous difficulty mods and extensive house ruling (larping).
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,773
Location
Australia
choosing right restricitons/larp is hard. My no enchanting/alchemy run started by raiding vivec vaults, getting 75 marksman from teacher, stealing daedric bow while I was at it, entering berzerk and slaying all temple guards I could find in 60s

EDIT: and if I add no trainers restriction, what would I do with money?
tbh MWSE Harder Barter fixes most of the "what do I do with money?" issues because you can now afford maybe two custom CE enchantments per playthrough. I don't think there's an actual way to restrict yourself even with house rules unless you progress to the point of absurdity, basically ignoring most of the game's mechanics, assuming you mean playing 100% vanilla. A few mods and just promising yourself not to metagame is usually enough to make the game have some semblance of challenge, even if it's only early on. That's probably the other thing, actually. Even with all of the mods and house rules, try not to play past level 20 unless you're going to do expansion content or some of the high level stuff in Tamriel Rebuilt. Every playthrough needs to have a time limit.
 

Brujoloco

Educated
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Jan 6, 2018
Messages
72
Location
Venezuela
You guys play a much different Morrowind game than me thats for sure!

Reminded me of this



Any race is great to be honest if you want to be super efficient in Morrowind ;)
 

Brujoloco

Educated
Joined
Jan 6, 2018
Messages
72
Location
Venezuela
Even with all of the mods and house rules, try not to play past level 20 unless you're going to do expansion content or some of the high level stuff in Tamriel Rebuilt. Every playthrough needs to have a time limit.

That is why I like some of the new MWSE mods but yeah, there comes a point when you truly break the game even with mods, hence why I believe some of the MWSE mods + MCP are a must in artificially extending the gameplay to give a semblance of order to the world.

I still remember punching to death Vivec for the lulz when I was loaded with alchemy potions that broke the stats way past 100 ...

I still think that despite all of that is a truly wonderful game full of possibilities even in 2021, something the other games in the series do not give me.

Personally I think I really really like Argonians in Morrowind
 

luj1

You're all shills
Vatnik
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Jan 2, 2016
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Eastern block
The only real motive for picking any race is aesthetics.

This may be true, but only for fighters or archers.

For hybrids and pure spellcasters, if you aren't careful about max magicka, you'll end up with uncastable spells. Having 100 magicka is nothing for custom spells.
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,773
Location
Australia
anyone tried mod that would allow applying poisons?
The MWSE one? It works like Oblivion or Skyrim, the only quirk is that you need to specifically use the option to create poisons (shift+click or something, I don't remember) since the game won't auto-detect damaging effects and decide that it's poison instead of a potion. The damage provided from the poisons is pretty low starting out, but you can make quite a lot of them in the early game since Violet Coprinus and Luminous Russula are all over the Bitter Coast. Effects like Drain Speed also become way more useful than they ever were as Destruction spells.
 

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