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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?
S'WIT
Everytime I try and play Morrowind I install a bunch of mods then play it for 10 minutes and then realize even with the mods it's still not fun to play and I can't get immersed in vanilla or modded
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>>1170558 Hey, fren, listen: Tamriel Rebuilt is probably getting updated on Labor Day, so download it, mod the game and just leave it. Your TR will be valid for the next 2 years minimum, so you can just jump in and start playing whenever you want to. I'd upload my fully modded installation, but something's fucked and Dremora Lords are invisible and it would be hard to explain how to sort load order in OpenMW with a 3rd party tool. Good luck.
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>>1170272 I played Tamriel Rebuilt for the first time earlier this year, and I loved it. My current save is over 200 hours in thanks to that thing, and I've only explored a quarter of the available landmass (but have been working hard on the usual vanilla content since I'm playing through the main quest and expansions). I used Greater Dwemer Ruins for the final dungeons and I don't recommend it. >Bigger more challenging final dungeons with puzzles >But most of the traps are instant death bullshit >You never get a warning, you can enter the wrong door and immediately die >DAGOTH UR'S VOICE IS CHANGED TO SOUND LIKE AN EDGELORD Such a wasted opportunity. The expansions suck even with mods to make them better, Solsthiem is comfy but having everything there working in harmony to mass rush you every few steps is obnoxious, and I'm putting off Tribunal until Trainwiz finally finishes his Sotha Sil Expanded update because that mod is amazing but needed some serious work to make everything less obscure. >>1171832 >Another TR update this soon Nice. Glad to see the project is picking up the pace. Will this be the Grasping Fortune update that will hopefully finish the Hlaalu territory? I'm so sick of that area, every single town is Cammona Tong central and it really hammers home what a corrupt pile of shit that great house truly is. Shame the Telvanni region is such an early work, because it feels positively amateur compared to the newer sections of the map.
>>1172123 Holy shit Dagoth Ur's inner sanctum looks moddy! Yes. This is the Narsis update. I think they'll be done with Hlaalu now. I can't wait for Redoran lands. I am glad there's Skyrim and Cyrodiil being developed too. I wonder how Sutch will turn out.
You know what I am going to play Morrowind but it ain't gonna be close to vanilla lol. I'm going to play it with quest markers, no dice rolls, sprinting, graphical enhancements, and fast travel and you can seethe and dilate if you think I'm too casual just because there's shit in games I'm not willing to put up with
>>1172365 Play the game as you like it. This isn't 4cuck, the purist central. Have fun. Morrowind is like a huge LEGO set. It was alway intended to be modded.
>>1172338 Nice, it's such a shame I won't be able to use my current character for the update, they always warn it is likely to fuck a lot of stuff up if you attempt to update over a fresh install. >>1172365 Yeah, the whole point of mods is play the game how you like it. I personally enjoy traveling in the game so much I added mods to have usable boats and silt striders where you experience the journey, but that's 100% on me. I can see the appeal of modernising everything.
>>1170558 How about multiplayer, or VR, or both multiplayer and VR? Couple years ago I actually replayed Morrowing for more than a couple dozen hours in a multiplayer server with an xbox controller.
What are some good custom spells to create for the early levels that doesn't drain half your mana pool?
>>1170558 You have to really like the world of Morrowind. It is like you are on an alien planet experiencing a very hostile foreign culture that hates outsiders. Yet at the same time the game also has a lot of the usual fantasy elements the genre goes for. It is actually unlike anything I've seen in gaming since its release.
>>1172338 Poison Song might release before Wealth Beyond Measure. I think the 2022 release technically had a small bit of Redoran with an outpost.
>>1180570 Morrowind has one of the most legitimately unique worlds I've seen in a game. It really does feel like an alien world, or at least some incredibly distant and foreign place and the attention given to its uniqueness and believably is definitely what's always drawn me back into it. Only other game I ever played that really made me feel that way was maybe WoW back when TBC first came out of more esoteric stuff like Beyond Good and Evil or Oddworld.
>>1172338 >I think they'll be done with Hlaalu now They've still got Kragenmoor left, but Narsis is going to have the bulk of Hlaalu stuff, including the Grandmaster questline. It's also going to have some Redoran content so most people should be eating good this update. >I am glad there's Skyrim and Cyrodiil being developed too Hammerfell, High Rock, and the Padomaic Islands are starting to receive content as well, with releases in the future. Hammerfell in particular is moving along rather fast, and should be fun to see when we canc ompare it to ES6 (which is going to have a dogshit Hammerfell you just know)
>morrowind on an og xbox >oblivion and skyrim on ps3 yeah it is gamer time
>Just finished my Morrowind run >Oblivion remaster might drop tomorrow Looks like I'm playing nothing but Elder Scrolls games for the next month and a half.
>>1180760 >Mushroom trees and racism >Tolkienism >We wuz Vikangz Where did it go wrong?
https://www.nexusmods.com/morrowind/mods/42347 >It's been 11 years since the last update to Sotha Sil Expanded, and I'm finally back to bring it up to Todd's high standards (as well as apply a decade's worth of professional experience, assets, and new modding tools to it). >This features a HUGE amount of fixes, new features, new models, new meshes, new voice acting, new signage, new tubes, and generally aims to address the myriad of problems people had. Is it still a giant puzzle-filled clockwork hell? No shit. Am I going to subject you to needless (keyword needless) suffering? No. My back hurts and I make estimated tax payments, I'm above that now. So come and take a trip back to 2012, when we were all bright eyed and hopeful, the internet thought Homestuck could still possibly be good, and Sotha Sil wasn't an eight foot tall brass heartthrob with enough self-insert smut to make even Vivec blush who invented Tamriel's guns (I mean he still could be, guns are neat). >Full changes include: The sewers of Sotha Sil have been replaced with a new area and memory matching puzzle, which stars a returning lore character and favorite of mine. If you don't like him, that's fine. Just know that I'm in your walls. Fabrevar and Gestalt now have new voices (with Gestalt integrating the Gestalt Revoiced mod). Tons of additional detailing and lighting in various cells. The sewers still exist as an optional side area now, with their own reward. The entire Clockwork City and Fabricant Foundry now have signposts to help you better navigate my deranged nonsense. The Fabricant Foundry now provides telekinetic worker rings, to better help sort through the various deadly garbage you'll be faced with. Fabricant Foundry puzzles now have lights that indicate when a sector is repaired and item weights have been rebalanced. While killing mad fabricants in the slums will still cause the denizens to hate you, there is now a new quest that will allow you to seek penance and forgiveness for your horrible actions. To begin, talk to the Archcanon after you royally screwed the pooch. New models for things like power cores, the Clockwork City's sun, as well as improved textures for things like the fabricant Tribunal. Various ambient sounds have been replaced to be more modern and less grating. Guide fabricants have been added to each district of the city, who can provide helpful directions. Your strength attribute can be used to bypass several small puzzles, including allowing you to break glass, carry more garbage in the disposal area, and more. Various areas in the city and dungeon that could previously softlock you now have ways and ramps out of them. Added Sotha Sil's pauldrons, robe, staff, and crown once the main quest is complete. All of these are vastly more powerful in the hands of a master enchanter, much like Brass Daddy himself. Added various missing icons for items in game, such as quartz ore. Sotha Sil's mask (now his crown) has a new enchantment and powers. Changed Subori's quest to be about following various bottles. The runaway train sidequest now has a nonviolent solution. The Chamber of Soleh is now a single area, with more queues for the invisible bridge puzzle. Added sound queues to the radio tower box collection sidequest. Added non-sneaking based solution to the Slums main quest. Industrial district main quest now involves tracking down visible lightning blasts, and has multiple solutions for various stages in the quest. Temple main quest has been shortened and made less tedious, including reducing the radius and locations of the liches and removing various pointless stages. Added new original artifacts in Sotha Sil's Lab. The Vault of Magnus will allow you to bypass its puzzles provided you have mastery (100 >) in the associated skill. The Valley of Udok's puzzle has been redone to be more navigable and based around color matching, and is no longer instant death upon failure. Vast amounts of optimizations done in various areas, including the Clockwork City itself (which now runs at playable framerates!) A huge amount of new models, including signposts, lanterns, TUBES, wires, spheres, tunnels, and more, all appropriate or based off the existing Sotha Sil tileset. Imperfections, Fyr Manor Modules, and Pieces of God are now able to be detected via the Detect Key spell effect. Fixed issue where augmentations didn't work. Fixed various script issues that would cause the mod to not work in OpenMW. Reduced number of enemies throughout the mod, except where appropriate. Hall of Delirum's meshes are now separate from Ghostfence meshes, allowing better compatability. Fixed bad integration errors that prevented various doors from working. Almalexia will now reset herself if you Darth Maul her off the ledges of the final battle arena. You have to do it PROPERLY, with swords, like Todd intended. Fixed various bad colliders that could cause you to fall through stairs. Fixed mismatched icons on ceramic armor. Fixed missing textures for various meshes. Fixed softlock that occurred with moon sugar crates in the Residential main quest. Fixed exploit that would allow for infinite Ceramic pauldrons from the High foremer.
[Expand Post] Fixed quests that wouldn't mark themselves as complete. Fixed issue where the Sanctum of Serlyn couldn't be completed. Fixed lighting issues in the depths. Fixed issue where various lifts wouldn't function correctly, at least visually speaking.
Just got done with my 700+ modded run. But lost all my screenshots because I'm a retard. I roleplayed as a pedophile sentenced to exile and was extra immersed with the Children of Morrowind mod Maybe in a handful of years I'll finally try out OpenMW. I always shat on it, but recently I've seen some interesting mods come out for it
>>1170272 I'm waiting for OpenMW 0.49 to release proper for a new run. I'm really looking forward to the new Province Cyrodiil content. There has also been an OpenMW LUA mod that lets you lower skill gain rate as much as you want, which I'm looking forward to using since my main complaint about having all of the Project Tamriel content is that you go from hobo to god before you even do anything important. >>1172365 I know this is bait but >quest markers >no dice rolls This is just removing core gameplay elements without any replacement. I'm not sure how far Morrowblivion/Skywind are in development but just play those if you're gonna do this >fast travel I don't even think there's a mod for this for MW outside of multiple Mark spell mods which I use sometimes >>1187037 Holy shit, Trainwiz is updating SSE? I'm not the biggest fan of his Morrowind mods (or his TES mods in general) but this is kinda out of nowhere. I would think he'd be too busy with his Freelancer spiritual successor he's developing but I guess he's still drawn back to the TES games one way or another.
>>1187296 >700+ modded run Jesus, how long did it take to set all that up?
>>1187510 I spent about 3 or 4 days getting to around 500 mods, then as I played I would frequently check the nexus for every mod updated or added, and tried to fit it in mid playthrough if it looked interesting. Played on that save for nearly 2 years I think
Should I play Starwind as my first time playing morrowind?
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>>1192197 That's my idol right there My hero
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Letting you N'wahs know that >>>/vr/ is up and running if you want to post there.
>>1187037 HOLY FUCK YES! I've been putting off continuing my game until this landed!
>>1187037 >The update requires OAAB Oh. That's bullshit and will fuck up my current set up. What a shame.
>>1197555 OAAB_Data is just assets, why would it fuck up your set up?
>>1197773 Because I'm stupid and misunderstood what it was. Downloading now.
>>1187037 Not to samefag too much, but finding out the plan to get TESO's Sotha Sil's VA for the mod failed kind of sucks, but the Gestalt Revoiced mod was pretty damn good and having him sound cool without having to replace the neckbeard IT consultant voice through a separate mod is a good choice if better voice acting wasn't available normally.
Is there any consequences to using the ResetActors command? I'm having the common problem where all the silt strider guys keep falling off their platforms, and just want to make sure it's fine to reset them every once in awhile.
>>1198537 If you just hit him with it, it should be fine. They aren't important enough.
>>1198429 Hearing original voice for the first time made me pause and smile for a moment; it's what I imagine in my head when I think "Morrowind modder". It feels genuine.
>>1170272 >Skyrim: Home of the Nords I never played Morrowind, but I was very curious about "Skyrim in 3D and 200 years before TES5" as a concept, so I looked up videos of the mod on Youtube and noticed there weren't videos comparing its recreation of Skyrim with the land of Skyrim in TES5. Why is that? Does the mod's Skyrim not have any of the big cities and regions from Skyrim (the land) or something?
>>1198873 This is completely a guess as I haven't played the mod, but after Morrowind there was an absolutely massive lore retcon of what Tamriel actually looked like. Famously, Cyrodil was meant to be a Greco-Roman style empire in the jungle with a vast agricultural sector. If you've played Oblivion, you know it doesn't remotely look like that. A lot of these expanded Tamriel mods are aiming for what the lore was like around the time of TES3.
>>1198924 Regions like Whiterun have existed since TES1 though, so I'm surprised not a single person made a video comparing it with TES5's Whiterun for example. I guess LotN has a 100% different representation of regions like that to the point that they could never be compared to their TES5's equivalent because they're designed in a completely different way?
>>1199003 >TES1 Have you played Arena? There is no real regions, maps, or towns. Its just fluff for the Dungeons. Daggerfall has this problem too, but the lore is a lot more solid. Morrowind is the first game to actually start properly building a world. If you go to """"Whiterun"""" you will find a generic town with the same exact houses and people as every other place in Skyrim. And the terrain is a flat plane of 2d sprites.
>>1198873 I believe there are 2 Towns in the mod that also exists in Skyrim, but in the mod they're cities while in Skyrim they're towns with a few houses. The other towns of the mod don't appear in Skyrim at all
>>1170272 Is it worth playing an unmodded run to better appreciate mods, or should I just start with TR and such from the start?
>>1199075 Yes, but then what's going on here with LotN. Did its maker/s not at least try to make their own interpretation of regions like Whiterun? I'm just leaning in too hard on that example. Really I guess I'd just like to know if there's any point of comparison with Skyrim as it's depicted in TES5 because I'm a sucker for things like that. Visiting a place and then seeing how it used to look in a distant past or how it will look in the distant future. Things like that. >>1199147 I see. So then it's just a made up interpretation of Skyrim. I mean that's fine too. Not as attractive to me, but I can see the appeal. Thanks for the replies guys, I've been curious about this mod for a while now so it's good to have some of the doubts I had cleared.
>>1199155 There's so many kino mods that it would take you days to go through the nexus to discover them all. Outside of visual mods though, you'd probably want to go in fairly unmodded unless you read intently on what you're installing and understand it.
>>1199155 If its your first run through the game, I'd say just stick to Vvardenfell
>>1198873 >>1198924 >>1199003 It's quite simply because the mod is nowhere near being complete. Lke all project tamriel mods, it's organized in multiple releases, each adding or redoing one specific region. So the reason there are no comparisons between mod whiterun and TES V whiterun is because the mod doesn't have whiterun in it yet. At the moment, i believe, SHotN doesn't have ANY of the parts of Skyrim you see in TES V in it, only Dragonstar and the region around It has been released so far. And before you ask, the reason they've done Dragonstar in the Skyrim mod is because Dragonstar was supposed to have been occupied and ruled by Nords as a part of Skyrim at the time Morrowind takes place in.
>>1199155 TR is best used once you're used to the game, but if you want to add it as something optional to enjoy later there's no problem because it doesn't affect the original large island the game takes place on. All it adds to the main game are a couple of new fast travel NPCs.
>>1199193 >So then it's just a made up interpretation of Skyrim. Well the idea of the Project Tamriel mods is recreating the locations based on the lore they had during Morrowind. That's why the Cyrodil mod looks much more jungle like than Oblivion.
>>1199193 >just a made up interpretation of Skyrim You were expecting an official interpretation?
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>>1199075 >Have you played Arena? There is no real regions, maps, or towns. Its just fluff for the Dungeons. Daggerfall has this problem too, but the lore is a lot more solid. Not strictly true, there are regions with different biomes. If you go to Morrowind the sky texture features the Red Mountain, though the province itself looks nothing like how it would in TES3. Daggerfall has much more variety in its locations, the different parts of the map do have different locations and biomes. Hammerfell is legitimately a huge desert with Arabian architecture as its described. Most people don't play the game that far though
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>>1199222 >SHotN doesn't have ANY of the parts of Skyrim you see in TES V in it It has Karthwasten, which is also in Skyrim but in a totally different place. Compare the locations of Dragonstar and Karthwasten on this map to any map of TESV and you'll see that the area is incomparably different between the two versions, like the fact that Dragonstar is roughly where TESV's Markarth is, and SHotN's Markarth is far to the northeast of that.
I've never played any of these games and I feel like I'd really like Morrowind but I get intimidated by the massive amount of modding options.
>>1209487 For your first playthrough you shouldn't use any mods to begin with. Except maybe the AI voices
>>1209487 I just started a playthrough on vanilla Morrowind GOTY and then used the save transfer tool to bring it to OpenMW. That's all ya need for your first time around I think.
>>1209487 What you're experiencing is called choice paralysis. Just get the game (use OpenMW), maybe look at UESP for some pointers, and just play the game.
>>1209680 The delayed expansion mod is gonna be important if he doesn't want to get mobbed by Dark Brotherhood assassins once he tries to sleep.
>>1209487 Just use this If you want all the latest, wait a month for the next major update
>>1177746 Some sort of health regen spell (low healing, but for long) is always nice.
>>1211318 I honestly forget to install it myself everytime. Won't complain about the easy money though
>>1213427 what site
Is the difficulty slider a meme in MW? Should I just leave it on default?
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>>1217697 I can understand that, I just don't like getting that much money so quickly.
>>1180570 >It is actually unlike anything I've seen in gaming since its release. you might be interested in Dread Delusion
>>1219908 How soon? gonna reinstall right now and dick around with other mods until this gets released
>>1221321 You'll need a new save if you loaded older TR, and we may see some integration/TD updates for HotN and PC so you can't use those either. >>1219899 Default, as it's just a damage multiplier/divider in a game with relatively finite ways to gain damage and resistance and your ability to hit (which isn't effected) is generally the more important part of combat than raw damage. Adjusting it to the left just trivializes everything, while adjusting it to the right makes what is normally already best combat strategy into the only remotely playable one. Even at normal difficulty late game stuff is already HP spongy enough to make builds that aren't high strength big weapon melee struggle.
*Said best combat strategy being weapon with high max damage+high strength. Strength multiplies damage by how far you are from 50, so it gets absurd if you uses buffs/enchantments to exceed 100 strength. Stuff like destruction spells (hard limit of 200 damage per cast which will take an absurd amount of magicka and pretty good destruction skill to cast, both of which have very harsh caps compared to Strength, and it takes a second to apply the damage), enchanted short blade (you will quickly run out of charge, and you can't really stagger lock high HP enemies even with good skill), enchanted items (which has both sets of proceeding flaws). It also just doesn't do anything to curb to one of the most "exploity" combat tactics (creating a spell that lowers the target's max HP by 200 for one second, instakilling anything with less HP, isn't damage and so isn't effected). Also, sepending on how NPC v NPC is done (I don't recall off hand), it will also either also makes escort quests way worse (since the escorts take extra damage) or makes boring but practical summoning spam way stronger (if NPC don't deal less damage to other NPCs).
If I want to disable/immobilize someone is it better to use paralyzation or damage strength spells? It's been a pain playing as a pure caster inside caves, there's nowhere to run and maneuver and my summons do jack shit
>>1221872 Damage strength always works if the cast is successful, but very few NPCs have remotely enough carry weight to immobilize them entirely unless you've made it a very high magnitude. Also it won't work at all on monsters
>>1219854 nexus by the look of it
>>1170272 >morrowkeks missed out on a remaster from Todd At least mods are a thing for you lot kek
>>1225064 I hope Morrowind never gets remastered. Even with its age, it is still a lot of fun with some fan patches and graphics mods. The thought of UE5 graphics smeared all over Vvardenfell is tragic.
>>1225064 Kill yourself outlander
>>1225064 Todd won't remake Morrowind because it's actually a good game and he holds it too dear to his heart. Nobody gives a shit about Oblivion, not even Todd. Oblivion is so shitty that it needs a remake and it's also so ugly that UEslop graphics are an improvement.
>>1225064 Look at this N'wah and laugh.
>>1187037 T-Trainwiz... Is that you?
>>1225064 S'wit!
>>1225113 Honestly, I thought morrowind looked alright the way they showed it in eso. Wasn't perfect but I didn't hate it.
>>1225064 Oh no, I guess I'll have to console myself with the mod that adds Cyrodil in its original canon jungle form in a game with actual RPG mechanics while you down the pure casualized slop shat out in the Unreal 5 engine.
>>1199075 >>1206379 Something that fucks me up about Daggerfall is how, despite being huge, it takes place in a tiny region of Hammerfell and High Rock.
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Yeah okay, rolling my eyes at the shitposter aside, I actually downloaded Project Cyrodil and gave it a go this afternoon. It's really damn good and I already prefer it to the Oblivion we got back in the day for its atmosphere and content. Combined with the Sotha Sil Expanded update I probably have another 100 hours or so for this character to explore. Morrowind enjoyers are eating good lately.
I have never played an elder scrolls game as the combat always looked awful and the settings being very generic.
Eta on when the hell .49 is going to be released? Or even just another release candidate?
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>>1209146 That's because TES V actually switched Markath and Karthwasten around from their original positions first. It's a relatively infamous nitpick, one of the OG writers who left after Morrowind even wrote a little in-game book making fun of it for his recent mod. Since the Project Tamriel mods aim to depict the TES setting mostly as it existed before Oblivion, it would make sense they'd pick this configuration over the Skyrim one. That being said, one of the parts of SHotN i'm looking forward to the most is seeing some of these settlements actually being done in a competent way. A lot of lore locations that are supposed to be super important or full blown towns and cities are depicted as nothing more than villages or singular buildings in TES V. It's criminal that the city from which the Empire was arguably born from (Falkreath) is just a fucking wooden hamlet that doesn't even have walls and Old Hroldan, another historically important site for Talos' backstory, is literally just an inn in the middle of nowhere.
>>1229401 Probably still 5-6 months away
So.... Do you all abuse the corpus stat boost exploit or not? I try to avoid cheesing out when I'm doing semi-vanilla runs, but when I'm messing around with multiple provinces mods abuse it just for the extra carry weight you can get
>>1232338 Damn thats a lot of bug testing.
>>1170272 Are there any good music mods for a relatively vanilla OpenMW playthrough?
>>1232249 >his recent mod Which one is that?
Are there any graphs show fun builds? I was looking to do a conjuration archer style build.
>>1233271 the writer is douglas goodall. He has an UESP and you can find all his mods there. BTW i misremenbered things a bit, the Nord Markath/Karthwasten text doesn't seem to be from one of his mods but actually from some website wherein he published, it's called "Skyrim in the New Era"
Do I remember correctly that there was a project to fully voice all of Morrowind with eleven labs? Was it ever developed further and completed? I recently played a couple Skyrim mods with elevenlab voices and I gotta say it wasn't too jarring, close to seamless in some cases Last time I replayed mirrowind was like 9 years ago but I might replay a fully voiced Morrowind just for the gimmick
>>1192197 One can only dream of being this perfectly moisturized, so absolutely in his lane, flourishing in it's totality
>>1227622 Wait until you hear about Project N(irn)
>>1234462 hmmm there's even a voice mod for tamriel rebuilt and a bunch other quest mods you know what after I finish my Oblivion Remastered playthrough I will play through Morrowind again
>>1172440 Where is the purist central these days? Modtroons need to be told to kill themselves for the good of humanity
>>1234413 That is COMPLETELY unreasonable, god bless.
>>1225064 why would a perfect thing need to be remastered? >b-but my weapon skill mising, muh spells fizzling find a skill trainer and pump that shit to 40 scrublet
>>1234462 Doesn't seem to be complete though.
>>1234413 >>1238960 It's a great concept but sadly the author is doing usual mod autism and including a bunch of unnecessary shit. There are no maps anymore, not even dungeons. Most controversially, he's disabling fast travel. In Daggerfall, a game world over 200,000 square kilometers in size. And he wants to expand that to several million.
>>1234413 whats the point of more pointless space with copypasted towns and NPCs? Daggerfall is already garbage because its a mile wide and a millimeter deep
>>1232708 There is no need when alchemy exists
>>1241633 >he's disabling fast travel. In Daggerfall, a game world over 200,000 square kilometers in size. And he wants to expand that to several million. That can't be true. That's absolutely fucking insane
They released a trailer for the new TR expansion and it's coming out on may 1st
What are the best mods for traversal that don't involve magic. I'd love to see climbing like Daggerfall or maybe some kind of glider system. I'm tired of being an alteration mage all the time.
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>>1243723 Jesus that's fast. The last one came out just before Christmas. The project has gone from nothing for entire years to big releases fairly regularly. I'm also enjoying Project Cyrodil a fair bit now. I wasn't expecting the monkey men or a friendly Gremlin but they're fun. I imagine in a few years when more regions of Cyrodil are complete and TR has expanded even further the average playthough of Morrowind is going to take a while.
>>1243723 The trailer didn't really show much.
>>1243667 It takes about 70 hours non-stop to walk from one side of the map to the other. Really cool that he wants to add the rest of the map, too bad you'll never fucking get to it. It would take literally hundreds of hours to walk down to Black Marsh. Thankfully the Mages Guild has a teleporter, assuming he doesn't disable that too.
>>1243747 >I'm tired of being an alteration mage all the time Doesn't help your actual question but be an enchanter with alteration gear, lel. I retuned the GMSTs so that doing enchants yourself has a reasonable chance of success with appropriate skill. It feels good to have a character that does their own restore health/fatigue constant effect enchant relatively early (like 40 skill for 25% success, I also removed the grand soul requirement for CE since the cost on that is rather low). And it's neat to have a character whose only usable magic is their enchants, stuff they have prepared in advance.
okay, how bad is it if I update TR? I've spent almost 30 hours on this character and it would be highly demoralizing if I gave up now.
>>1244778 >personal magic is useless except a staff and pocket full of rings was there ever any other way to play? it does feel kind of cheese to have to memorize the locations of every stealable/buyable grand soul in the game to kickstart your enchanting career but that is tradition too.
>>1243819 I kind of wish that Morrowind had an equivalent of Proteus so I could have multiple characters in one playthrough, so I could try different builds and keep things fresh even with the obscene amounts of (good) content we are getting.
>>1170272 morrowind remastered when?
>>1245664 Well that's part of my rebalancing. Needing a grand soul to put an effect on an item that has one tenth of its capacity is fucking retarded. Memorizing where to get filled grand souls is no better than memorizing where to get artifacts. But that still isn't nearly as retarded as being reliant on enchanting services because anything powerful is basically impossible to do yourself unless you abuse alchemy for gigabrain. I'd have to do the math again to confirm but I think the 1pt restore health/fatigue CE would normally require 100 enchant to have anything close to a chance to succeed. And that's a tiny fucking enchant.
>>1245762 If we're lucky? Never.
>>1245873 yeah, i remember the math being crazy but equally crazy is being able to soultrap your own summons. azura's star quest leads you straight into all the early game hax too.
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>>1245762 Morroblivion has been out for years.
>>1245762 >>1245858 >>1245898 What was that upgrading-old-games tech demo using Morrowind when RT was the new thing? Did anything come of that?
>>1245996 Some nvidia thing.
Stealth and crime are fundamentally broken in Morrowind, so a remaster could fix that. NPCs with schedules would be a boon. >muh magic and Chameleon Naw
What's the deal with leveling in MW? It starts really slow but now I'm lvl 8 and it seems I get a new lvl every time I press rest
>>1170272 I would a Morrowing remastered
>>1247253 Anyway I feel like restarting my game, are the openmw mod packs good or should I just grab and install mods myself? Also how well integrated are these big content mods like TR into the main game?
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THAT"S RIGHT COCKSUCKER, GO BACK TO SEYDA NEEN >Vivec what are you doin'? TAKE THAT N'WAH S'WIT AND GET OFF MY CANTON >But we just talked about this! WELL COOLER HEADS PREVAILED >Lord Vivi LORD VIVI MY ASS >Will you come down so we can discuss this!? THERE'S NOTHING LEFT TO DISCUSS THOLER >... I don't understand. >Why's he like this?
>>1172123 Do you find that playing both TR and vanilla content leads you to becoming way overlevelled? I'm waiting for Grasping Fortune to come out before I dive back in but when I last did a serious playthrough I halved all levelling speeds. I would highly recommend this for a completionist playthrough. Maybe even slower.
>>1247253 It's completely and utterly fucked up as a system. You can tell from the level up messages and loot tables they expected leveling to cap out around 30 like Daggerfall (where getting past 30 required deliberately keeping your starting stats low). For 2nd+ play I recommend this as a replacement since it finally patched my biggest issues (character level stat increasing way too fast in early version) https://modding-openmw.gitlab.io/ncgdmw-lua/ >>1247439 If you haven't played Vanilla fully yet, don't do mods beyond I Heart Vanilla on the OpenMW modding guide + Hit and Miss Percentage Indicators for Melee Combat (it should be there, but is too new to have been added yet). https://modding-openmw.com/lists/i-heart-vanilla/ https://www.nexusmods.com/morrowind/mods/55396 If you're restarting the above alternate leveling mod is fine because vanilla's system is that broken and you've already experienced it. If you've already played before (even a long time), wait till May 2 (when the obvious errors with the first release have been fixed). TR and PT dislike major updates being applied midsave (adding them to a save without them is fine). > Also how well integrated are these big content mods like TR into the main game? Unless you deliberately go to them, the only integration they have are a couple of quests from the as of now newest version that exist more to give an in-character reason to visit, and some of the boat travel routes being altered a bit (now have to go A to Z to B instead of A to B for a few vanilla routes) due to limitations with how many fast travel destination a single NPC could have that lacked a workaround at the time (and they may have fixed it in the new releases since finding it). >>1246317 >remaster >not using master files Schedules in Morrowind is impossible without radical alterations: Most NPCs just plain old do not have a residence.
>>1247253 In my experience getting to around level 5 feels like it takes forever but after that it speeds up and doesn't really slow down unill you approach level 20. I would suggest slowing levelling speeds with mods or at least avoiding making easy to level skills major or minor. As for TR's integration, it fits very well with the tone of the vanilla game, if that's what you're asking. However, there are very few quests that span both Vvardenfell and the mainland so they can feel quite siloed off from one another. TR NPCs tend to be a bit wordier and have more unique dialogue too, but nothing that feels jarring.
>>1247640 I always do an alternate start mod and never leave the new lands (unless it turns out there's a spell effect that's just totally missing. Home of the Nords didn't give anyone water breathing and PC had barely any summon spells) because there's plenty of content in them for level 1 PCs. To do otherwise would basically be replaying vanilla content I've done many times to skip new content I've never seen before.
>>1247640 Yeah, I'm pretty overleveled now, but I don't mind it much because I'm just enjoying the new content. I've beaten the main quest and Bloodmoon, so it makes sense that I'm OP now anyway.
>>1247731 >>1247747 But is there an overarching story to it that ties into the main game or is it more for exploration?
>>1247839 Nope. The only main quest is the original main quest, though I believe one of the long term objectives of the TR devs is for it to have its own main quest that is integrated with the base game at some point. You're looking at 5 years plus before that happens though.
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>>1248066 Trainwiz said they want to have one MQ for each house area of influence
>>1243747 The most elaborate climbing mod is probably CHIM climbing for openmw: https://www.nexusmods.com/morrowind/mods/45694 (original) https://www.nexusmods.com/morrowind/mods/56296 (w.i.p. Lua port, just ledge mantling so far) And I've never tried this, but it's an airship mod I'm including in my next playthrough (also for openmw): https://www.nexusmods.com/morrowind/mods/53322?tab=description
>>1249925 What is this revisionist bullshit? How the hell is House Indoril shown to be part of Vvardenfell (covering up most of House Redoran's territory) when it was made clear that Indoril and Dres had zero holding on Vvardenfell?
>>1251242 Its from some fantasy simulator video, I just grabbed it in a hurry to illustrate my point
>>1245081 The update touches more than just the new area; even if you've never visited the mainland there's still a chance you're fucked. But you can always try anyway and keep a backup. >>1246317 >>1247731 >schedules I would be so impressed if they preserved Morrowind's game design philosophy in a rem[ake|aster] and leveraged more abstraction while still putting in modern AAA man-hours. That would be something truly special. But, more likely, Bethesda will never again innovate.
>>1170558 Morrowind is the first and only Elder Scrolls game I've ever played and the first time I played it was 2 years ago I have 250 hours played and the only mod i've ever used was OpenMW for resolution and view distance change.
What options are there for changing skill experience rates in Morrowind? I found that there is iLevelUpTotal to change the number of skillups per levelup, which I probably will change to cap at level 25-30 after maxing 10M/m skills. But more importantly I want to slow down skillup on fast things like weapon skills without making hellish the slower things like Enchant. The goal in mind is that I not max out before doing most of the content. And I'm not sure how much of vanilla/TR/PT can be reasonably crammed into one playthrough while not being overleveled for a lot of it or bouncing back and forth in a retarded way trying to chase level-appropriate quests. Or if it kinda is necessary to just make a new character for each thing.
>>1251773 if you're worried about breaking the game you need to gimp your build, it's damn near impossible to not make the game your bitch once you know what you're doing bound weapons? busted destruction? busted if you use it as your main dmg source and know alchemy as astronatch / know how to min max the output between rest hand to hand? busted once you get to 40 if you can handle slapping a single target for 10-15 punches and then watching them do push ups while you slap them to death literally any melee weapon? busted if you chug restockable alcohol and just down 5 of them fuckers before every fight marksman? busted if you know how to get good weapons early and sneak everything is busted so nothing is busted, you would have to play dumb or unoptimized for the skills to matter if you really really want to gimp your weapon skill progression just make them not your main or secondary skill, that way you can level them up to 40 at a trainer and then let them slowly catch up to the other skills and pump those up with gold you can get around 30k after your 2nd quest to mages guild in balmora if you know what you're doing and if you pump those into the right skills and basic starter equipment you're already a wrecking ball from the get go morrowind is a game that rewards game knowledge and breaks easy, but it also slaps the shit out of casuals so gimp yourself knowingly if you don't want to break the game >not what i asked unironically google (reddit), they have decade old threads for morrowind floating around on what files you need to edit for it
Morrowind is the only TES game that people defend by making shit up. There is no reactivity or C&C in Morrowind. None of the choices matter in the main quest. None of the choices matter in the side quests. There is no effective difference between races, all quests play the same, the main quest doesn't change, nothing change except skills and attributes. The world is 100% static and doesn't change nor care if you killed Dagoth Ur or not. The combat is all about left-clicking until death as a warrior and sometimes drinking a potion. Dungeons are linear, extremely simplistic without hidden doors or traps. They come in 4 types : cavern, ancestral tombs, daedric temples and dwemer ruins with few exceptions. Faction reputation plays almost no role in the game. There are incoherencies in Morrowind like the fact you can become a member of the Telvanni while being a Khaajit or an Argonian. The dialogue system doesn't make sense at all and leads to absurd situations as well. Other than that, y'all are just blinded by nostalgia because it is your first TES and that is a fact.
Edited last time by Mortarion on 04/25/2025 (Fri) 11:05:20.
>>1251242 But Temple faction is Indoril in all but name.
>>1246317 >actually wanting a bunch of yeets and chinks to remaster anything Why?The Oblivion remaster is garbage and they would fuck up the entire game.
Holy shit you niggers can you just put a fucking subject in your subject line.
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>>1252617 Next time you play Morrowind, turn off the distance fog. It shatters the illusion of size.
I can't let this stream of shit keep passing in front of my eyes without saying anything. This isn't really a Morrowind thread, it's more like a "butchering Morrowind thread". Fucking disgusting. Everyone wants to know how to cut off certain parts or how to graft on new tumors to it. None of you actually like Morrowind. Morrowind doesn't need climbing, it doesn't need Cyrodiil, it doesn't need the mainland, it doesn't need Skyrim, it doesn't need a new leveling system, it doesn't need NPCs with schedules, it doesn't need a new stealth system, it doesn't need more view distance, it doesn't need high resolution, it definitely doesn't need fucking airplanes, airships, extended scripts, hormone strips, sex reassignment surgeries, shift sprinting, quest markers, yellow-highlighted objects, climbable towers and whatever other modern shit you ignorant fucks can think of. You know what happens when you get all of this garbage? You get Skyrim, Fallout 4 and Starfield. Just stop. This game isn't for you. Stop trying to ruin it when you already have all the modern manure in the world to dive into. I laugh with disdain at the pointlessness of you idiots scrambling and running around like headless chickens screaming "oh my god I bloated my game up with all this tacked on shit and now my experience rates are all inadequate?!?! how do I adjust it?!?!" - you wouldn't need to if you didn't choose to touch low-quality garbage made by unpaid morons just like you who don't have any writing or artistic talent anyway. It's tragic you don't even have the taste to be able to tell. "I want music mods!" "I want voice mods!" "I want combat mods!" - You know what you sound like? Transgenders trying to turn themselves into something they were never meant to be, so all you're left with is a Frankensteinian freak show. I spit on all of you. This game's purity and honor must be defended from your filthy hands.
>>1225064 It's fucking annoying though. Sure oblivion on pc was buggy, but morrowind is bordering unplayable without mods. Surely it needed the remaster the most.
>>1253217 But it's the reason why I haven't played this game for nearly 25 years despite liking the look of it.
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>>1253061 >puritan discovers the modding scene there are (probably) mods to morrowind that let you recreate lusty argonian maid with wood elf audience making movie theater noises, i think you're a few decades late to complain about people having fun with mods only mods i add are ones that come with openMW and i don't need to complain about how others enjoy the game, the vanilla is already so easy to break with alchemy, short blades, bound dagger, frostbite and a bunch of utllity spells it's ridiculous, the game is busted from the moment you complete the 2nd quest balmora's mages guild and find creeper in caldora, what purity are you trying to catch in a bottle? you can never relive the fresh experience of playing with a premade / unoptimized build on a laggy PC anonymous poster, let it go..
>>1252617 >Morrowind is the only TES game that people defend by making shit up. You're not exactly wrong. Morrowind belong to an era where vidya were full of void and abstractions. Which was great because it was leaving plenty of opportunity for our brain to fill in those gaps with "itself" -our own preconception, knowledge, and prejudice-. You'd make your own voicing inside your mind. And, of course, it would always sound great and on point, because you were the one doing it. You'd make up the scenery because of the distance fog. You'd imagine animations where there were none. etc... etc... It was more or less the standard way to entertain yourself at the time. Using the theater of the mind. Books, GI Joe puppets, legos, those lackluster videogames, cardboard traditional games... They all were great because people from that time had trained their brain to make them great. TV, cinema, shit like Tik Tok, modern videogames,... They are overloading our senses, and usually overdesigned. Leaving little place for imagination (when it's not straight up used for propaganda/brainwashing...). It made the modern audience's brain "lazier" in a way, and thus less prone to enjoy old forms of entertainment.
There's already a Morrowind thread, I'm surprised Mark didn't just merge it. He's not merging any of the TES threads, in fact.
>>1253228 >Peak solipsism. The game isn't for you. The game doesn't need to be for you. The game should not be remade for you.
>>1252617 Don't care. Despite everything you said being right I still love the game and there's nothing you can do about it.
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I maintain that TES fans don't seem to even like the series. Every TES "fan" bitches about every game that isn't their own personal favorite. Skyrim fans want every TES to be like Skyrim and Morrowind fans want every TES to be like Morrowind, they're both fucking annoying. I'd say Skyrim fans are more annoying because there's ten thousand times more of them and most haven't even played Morrowind, they might seem 50:50 on somewhere like /v/ but go to any normalfag gaming community and you'll see it shift more to 5:95.
>>1253211 thats skyrim, skyrim is a quite nice game framework to build a game on through mods. morrowind is damn near perfect except a couple rarely used mechanics that are clearly broken in the bad way.
I'm not sure if it's even worth breaking down point by point but literally everything you said in the OP is wrong. Like, all of it.
>>1252617 Wait a minute... people make things up in a ROLEPLAY game??
>>1253249 "Breaking" the game IS part of its purity as a reward for the knowledge you acquire as you play. If you're just starting, you have no idea about any of the tricks you can eventually do. What you're getting here though is a bunch of noobs who want to ruin the game with 5000 mods before they even click "start". But you can't even spell "Caldera" so what the fuck would you know about it. >>1253431 Good response.
>>1253557 Roleplay is when there's a levelling system. The more you level, the more roles you play t. gamedev 2025
>>1253557 It's genuinely unfathomable to some "people". Things are supposed to be made up by TV or their smartphone. Independent thinking is unnatural and repulsive to them. Perhaps even criminal.
>game purity Now this is some quality 'tism
>>1253576 i was telling him how he can gimp his own combat performance since the guy was literally asking for it due to it being too easy for his taste, why don't you go sit at the back and resume eating your crayons mr. thesaurus
>>1253211 Kill yourself.
>>1252576 >>not what i asked >unironically google If you don't know about what is being asked, don't fucking reply about it, you jackass. I mentioned a goddamn GMST in my post and that I was going to use it; I know what this shit is and there isn't one for what I'm looking to do, which means it requires scripting. And it isn't a matter of "what files you need to edit" in any case. I really do believe my post implied that I know enough to not make a broken character given that I am imposing additional limits on it. And saying that I found something in the post very clearly implies that I did search, you oblivious fuck. My third attempt to find something I lucked into a better search term and found about what I need, though I might need to see about finding an OpenMW flavor. https://www.nexusmods.com/morrowind/mods/50964
>>1234413 >>1253061 You're a retarded fag with no eye for quality. Bethesda games are only playable modded beyond recognition
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>>1253576 >its rewarding to make the game boring and piss easy
>>1255719 yes, trannies are all world class speed/challenge runners. they would never willingly lower barrier of entry to anything but troon things.
>>1255042 You can edit skill xp values in the construction set.
>>1253061 Shut the fuck up retard. Send me sixty dollars if you wanna tell me how to play the games I bought you upjumped faggot.
I've never played morrowind. Are there any essencial mods for a first time through?
>>1261588 for your SECOND playthrough you should get any kind of blocking fix or overhaul mod.
>>1262615 That is fucking hilarious to recommend for a noob. If they're not immediately turned off or overwhelmed by 1) Installing and configuring OpenMW, 2) Installing mod folder scripts, 3) Reading a whole tutorial on installing OpenMW mods, 4) installing THREE different patches, 5) installing TWENTY THREE FUCKING MODS (INCLUDING A "NORD WINDOW SHUTTERS" MOD!!! ESSENTIAL FOR FUCKING WHAT??), then they have a chance of actually starting the game up and immediately giving up anyway when they try attacking enemies with a 25 weapon skill. Do you know what this is? Insanity. It's absolute pure fucking insanity. >>1261588 All you have to do is: 1) Install game, 2) Press "Play". Done. Do not, under any circumstances, listen to any of these fucking idiots. You don't need a fucking "nord window shutters" mod, you don't need a weapon sheathing mod, you don't even need OpenMW nor any patches (especially not THREE DIFFERENT ONES). I'm tired of you fucking niggers butchering this game.
>>1263472 He asked for essential mods. You don't have to act like a fucking faggot and dismiss everybody else's opinion as inferior to yours.
>>1263502 >essential mods 1) There are none. 2) A cosmetic mod does not constitute an essential mod even if you're a turbo modtroon. Especially if it's for changing nord windows. Something a player only encounters like a 100 hours into the game in fucking Solstheim. The fact that it made it into an "essential mods list" is indicative that, predictably, modniggers don't give two shits about even minimally curating their bullshit. It's all about copy pasting shit they catch by osmosis somewhere else and then spreading their AIDS to innocent noobs who hear about mods before they even hear about the fucking game itself. In fact, I would wager that mod list is full of conflicts (remember THREE DIFFERENT PATCHES) and would result in an extremely unstable game, if at all playable, which is supposedly what those mods set out to "fix". This conduct is a disgrace not just to Morrowind, but to gaming as a whole. You should be ashamed.
>>1263502 Look at his post ID, all his posts area like that. Just filter him.
>>1263541 My bad.
>>1170272 Oh look! Another fan project that'll never get finished.
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You see what happens? How can you live with yourselves?
>>1262615 thank you
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Some of you guys are alright. Don't go to Nexus Mods tomorrow.
So I'd like to fire up tamriel rebuilt for the first time one of these days. Are there several "starting areas" in the mainland or is it pretty much just old ebonheart?
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>>1264974 Take this with a grain of salt but most of the coast cities are alright starting points.
>>1264974 Morrowind, TR included, doesn't really have zone difficulty, it has area type difficulty. NPCs in vanilla will actively warn you away from certain dungeon types like Daedric Ruins and this is all true on the mainland as well. As long as you avoid ashlands and Daedra infested areas (Telvanni) till higher levels you're generally fine outdoors, especially if you stick tot he roads.
>>1265040 Ah thanks.
>>1261588 Gonna disagree with this anon >>1262615 Optimization and basic technical modernization shouldn't be an issue if you use openmw anyway (which this mod list is for), some of the patches in "Patch for Purists" are still quite opinionated, and the "enhanced textures" are ai upscales, The only truly essential mod is "Expansion delay", which prevents a high level assassin attack at the beginning of the game that wouldn't be present for base game players. I'd grab openmw, throw that in there and call it a day. You'll get to playing faster too.
>>1265152 >Expansion delay I kind of wonder why that's not built into openmw by now.
>>1265319 because then most people who still play morrowind would have to install a mod to undo it. newbies are rare.
>>1265357 It could just be an option in the launcher with the other settings.
>>1263472 >>1262615 >can't even do the soul trap glitch in opwnmw. I wanted to fuck around but I can't switch to OG Morrowind because having a dragable resizing window is too much of a quality of life improvement that most modern games still can't do it right.
>>1265152 OpenMW is horrendously unoptimized, I can run Skyrim at 4k 60fps packed with mods, I can't run OpenMW 4k 60fps with no mods, the engine still needs an assload of work.
>>1268609 They haven't replaced everything that Bethesda fucked up in the graphics pipeline. In some regards they kinda can't. It's up to the player to install optimizations like atlasing textures and merging objects so that there are dramatically fewer draw calls.
>>1268629 Optimizations not found in Skyrim while Skyrim runs significantly better, there's clear issues with the engine itself.
>>1268713 Yes, with Morrowind and inherited by OpenMW. You do understand that you replied to a conversation with context, right?
>>1268609 What are your specs? Because I can run openmw at 4k 60.
>>1170272 its *sixth house, tribe unmourned and the call of the sharmat. c'mon man. btw I played this gayme on release and sporadically my whole life at this point given that im a millennial and discovered this week that ALMSIVI is ALMalexia sotha SIl and VIvec.
>>1268609 >>1268713 That's crazy. 4k uncapped, I get 1000 fps in the wilderness, 300 while overlooking Balmora. Skyrim is not at all that high for me. Unless openmw has a vast performance differential between hardware setups, that sounds like an issue with the installation. Are you sure it's actually using your gpu?
>>1268866 > Holy shit.
>>1269766 I get a constant 4k240fps in Skyrim but it's all over the place in OPENMW, either perfectly fine or chugging at under 30
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>>1268866 >that ALMSIVI is ALMalexia sotha SIl and VIvec
>>1270823 The only confounder I can think of is that I'm on Linux. I played like 50 hours in openmw 0.47 a few years ago and 3 hours on 0.49 last week, and I haven't noticed the problem. I'll have to ask my windows friends about it.
>>1272219 I think they changed the fog and lighting and stuff when they went to .48 so that may be eating up your frames.
Inspired by this stream I'm thinking of starting a character that's a book hunter. Not a mage, but someone who gets out into the wilds, into the depths of tombs, in search of lore and tomes. https://www.youtube.com/watch?v=gEFhWZomZqI Also, please tell me there exists a mod (OpenMW preferred but I'm not above using my WinXP PC for old time's sake) for the beast races that replaces their bodies with normal ones, or at least replaces their animation so they don't have that stupid waddle.
>>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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