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Morrowind/Tamriel Rebuilt/Province Cyrodiil/Skyrim: Home of the Nords Anonymous 04/20/2025 (Sun) 08:25:39 Id: dbd673 No. 1170272
>ctrl+f >no Morrowind thread Is this how you honor the Sixth Tribe and the Tribe Unmourned?
>>1272660 Beast races can't read.
>>1272726 I don't want to play one. I just hate seeing how they walk around. It's so fucking dumb; I hate it and it's literally the only mod I want.
IT'S OUT
>>1253061 if I may interject, there is already shift sprint in morrowind vanilla.
>>1253061 >it doesn't need a new leveling system That's where you're wrong, mother fucker. It's broken and jank as shit; if you NEED to min-max your subsystem to not gimp yourself, you have failed at game design. The leveling system is the first thing I replace (usually with Galsiah's Character Development) with a fresh install.
>>1295865 So hows narsis?
>>1295921 But the game gets so easy that it's pretty hard to actually gimp your character. It was balanced around being unoptimal.
>>1300426 Can't argue with that. You can easily get to level 70 but the game's challenges top out around level 10 to 15 unless you go to Mournhold or Solstheim, and even then it's not all that hard, just more HP to chew through. And everybody has inherent Reflect for some fucking reason so there's no point at all in Destruction or any other means of directly affecting enemies, but that's a whole 'nother can of worms: the absolute shitbomb that is Morrowind's magic system making it not even worth bothering with spellcasting except for Levitate or Telekinesis sometimes unless you deliberately break the game with Alchemy cheese -- and if you do that you might as well open the console and type I WIN LEL and quit playing.
>>1301842 destruction is very worthwhile just not in 100% of all cases, you can say that with any skill in any elder scrolls game. the real problem is that destruction magic is just better as an enchantment once that is available.
>>1301988 If you code patch the game where you can drop an enemy's fatigue below 0 then Damage Fatigue becomes really powerful as you can knock them on their ass with greater success than with a Paralysis spell. Another fun trick is Levitate 0 pts on Target so they move slow as molasses.
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>>1264101 damn, what a shame. enjoying a single character for over 200 hours and still finding new things to do. his message doesn't even imply he was upset with that, but still, jesus christ..
>>1297555 Time to update and give the new stuff a look.
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GODD IS AT IT AGAIN PURCHASE THE REMASTERED NOW AND DON'T FORGET TO BUY SKYRIM AGAIN https://x.com/bethesda/status/1918015736011755762 https://archive.ph/qzb6w
You can't expect me to sit in front of a computer for 200+ hours. If it doesn't have controller support and I can't play it while relaxing on my recliner then it's meaningless.
>>1302949 You're in luck! Morrowind released on xbox.
>>1302960 And I played the heck out of it. Can I do the same with TR?
>>1302987 Yeah openmw has controller support. For the original you could probably hack something together with steam input.
>>1303006 i am replaying it now on my steam deck, the controls are servicable but not having select in menus sucks. you control a mouse cursor, you can't use the dpad to manipulate menus, there isn't for example a physical button you press to take all, and you'll have to manually drag the menus into good positions (thankfully they remember them). i would argue the controller support is worse than if you did some steam input mapping, because the joystick support apparently means you can't use the 'always run' or vice versa key. the only way to walk is to lightly tilt your joystick which is a pain in the ass for a game that punishes running fullspeed. it always sucks learning a console port for a game is much more intuitive, it makes sense but fuck man. terraria has the same problem. maybe there is a 'console mode' setting in the ini or something
Is there an alternate start mod that supports new TR release yet?
>>1310035 If I remember right openmw's gamepad controls are pretty much just copied from the xbox version which were also just sort of serviceable.
>>1310141 the xbox original version has one single menu and you cycle through them, selecting what you want https://youtu.be/nhP49PlN6HY?si=AD9QY6RAr8KbQ9qU&t=305 the controls are similar, buttons correlate to the console version, but the ui itself isn't meant for controllers in this same way
>>1310194 Ah thats right I forgot about that. It's been a long time since I've played the xbox version.
Is anyone here playing the latest TR release? How are you liking it so far? I just got to Narsis myself, spent a lot of time in Old Ebonheart.
>>1343340 Any good quests?
Is there no mods for OpenMW that adds bunch of repeatable radiant-ish style quests? I would like to play OpenMW like a sandbox game, akin to Call of Chernobyl for Stalker
>>1344304 The gamers, they yearn for Daggerfall. There's mtrQuasiRadiantQuests, but I'm not sure if it's OpenMW compatible. It's also very basic.
>>1344239 I'm doing the mages guild for now, there wasn't anything extra innovative, but the writing is nice and they take you to some interesting places like an insect hive. One of them also teleported me to Skyrim from PT, had to go all the way back to Narsis because the Recall spell isn't working properly in that quest.
>>1344448 Devilish needs is apparently sort of similar.
I sold most of my og xbox games, but I kept the goty edition of morrowind. Slightly sad my dvd drive doesn't work anymore, but luckily its a modded xbox so I can play it from hdd directly
Wowee, I can't fuggen wait.
I made a races rebalancer mod. https://files.catbox.moe/fg8if8.esp It's pretty simple stuff, basically a mixture of those two: https://www.nexusmods.com/morrowind/mods/21875 https://www.nexusmods.com/morrowind/mods/47782 > Made some races more receptive to hybrid classes. This was the main motivation behind the mod. > No powers or spells. Only passives with a couple of "toggleable" abilities. > While balancing considered multiple weapons/armor skills as if they were a single one, since realistically you are just going to use just one weapon type and one armor class > Hopefully balanced. The Altmer is the only one I'm iffy about (permanent 1 magicka regen)
>>1349927 Holy mother of AI.
>>1347036 These Xbox consoles are absolute fucking shit. I learned last year after not having played my consoles for probably about a decade. My drive doesn't work anymore either for the Xbox OG and my 360 is a loud piece of crap with the disc tray constantly getting stuck. I also falsely remembered the 360 being backward compatible with all Xbox Original games but this was never the case. So I can't collect some of those obscure Xbox games now like I was planning. And yes I was also planning to play them. I decided fuck it its just not worth all the hassle. Perhaps at some point I will mod them like you but maybe they won't even work anymore soon enough. Meanwhile my old as shit PS2's work fine. Even my damn N64 and PS1 works. Even my Gameboy handhelds work although the Pokemon G/S batteries long died so no way I can save. But at least it still works as I would hope despite the age. Microsoft is an absolute piece of garbage company. They need to just go third party already and stop with these shitty consoles. All these Microsoft games would be better ported on PC anyways. But on the topic of Morrowind, doesn't this edition have even longer load times then the original? This was actually one of the reasons to get an Xbox over PS2 back in the day since gaming on PC wasn't as easy to get into or as cheap like it is now. Plus Morrowind as a console exclusive was absolutely a big deal and a huge plus for Xbox. PS2 doesn't have anything that can match it.
The Skyblivion team released their first 15 minutes of gameplay https://yewtu.be/7ATiEK31Tqo >webm it It's 20 minutes, I could FFMPEG it but I would annihilate either the resolution of the bitrate in the process. It looks exactly how it sounds - Oblivion made in Skyrim. I forgot how much I disliked Skyrim's UI, hopefully people make replacement mods for this.


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