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Is there a mod that adds Oblivion style map tracking or fast travel to the game? My only real gripe with Morrowind is that it's hard to remember/get back to dungeons you stumble past on your way to do quests. At minimum I want any named entryway I pass to be marked on my map. If there's a way for me to note whether I've explored it or not, that'd be better. Clicking to travel there would be nice but isn't a big deal. I don't want a quest compass or anything, just a way to keep track of places I've found but not gone into.
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# ¿ Nov 2, 2013 18:48 |
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# ¿ Apr 25, 2024 14:52 |
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Cannot Find Server posted:There's a mod that lets you mark multiple spots, and when you recall you can choose which spot to recall to. I already have that one. The more important thing to me is being able to easily track which dungeons I've bothered to explore. Otherwise there's nothing stopping me from removing the mark once I've explored it and then accidentally re-exploring it later.
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# ¿ Nov 3, 2013 03:58 |
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Totally off the topic of modding, but I stumbled into a Dwemer fortress while doing a Thieve's Guild quest that has a tunnel under the ghostfence. I had no idea you could get inside without doing the main quest, but I'm now standing outside Vemynal (where you get Sunder) and I haven't even done Caius' first quest yet.
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# ¿ Nov 3, 2013 22:24 |
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Shibawanko posted:There's two ways into Red Mountain besides Ghostgate, as I recall. The other one goes through the Chimer fortress in the north Ashlands. Huh, I've dumped more than 1000 hours into this game over the years and never gotten in outside of the main quest before. I now have all of Kagrenac's tools (except wraithguard) and I haven't talked to Caius yet. I'm now in Mournhold because I want to kill Almalexia and make a sweet enchanted Ebony longblade .
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# ¿ Nov 4, 2013 17:31 |
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Extra posted:Get this mod why are you not playing this mod it is amazing and made by the same guy who did Blackreach Railroad for skyrim. Installing this posthaste.
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# ¿ Nov 4, 2013 22:39 |
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Cat Mattress posted:Glitching? There are switches you can use to open the portcullises. No glitching needed. But you can't do that until the right point in the main quest. We're talking about ways to get in early.
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# ¿ Nov 5, 2013 19:24 |
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Sky Shadowing posted:Hell, there's a Temple quest that sends you to the dungeon Dagoth Ur itself. There's nowhere sealed off from you based on quest progress, apart from the very final room of Dagoth Ur, a few locations at the end of the expansions, the Great House strongholds, and probably one or two places I'm overlooking. All these years and I never knew. I don't think I ever did any temple quests or imperial cult quests. I thought both factions were kinda douchey.
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# ¿ Nov 5, 2013 21:44 |
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I'm playing that Sotha Sil Expanded mod, and while it's pretty good, some of the puzzles are pretty dumb or annoying. The very first puzzle is actually broken unless you delete some textures, and even then it doesn't make any sense unless you watch the trailer for the game and realize that Green doesn't actually mean what it means in any other puzzle of that type. The swimming sewers sequence is also kinda dumb. It's not a challenge, just a bunch of tedious swimming and potion drinking that drags on for too long. I ended up turning on god mode and turning off clipping and just skipping to the end, and I didn't feel like I missed anything.
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# ¿ Nov 8, 2013 17:37 |
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The further into that Sotha Sil Expanded mod I get, the less impressed I am. A lot of his "puzzles" are really just wandering around overlarge maps without any guidance and avoiding BS instant death traps. The whole "repair the fabricant maker" thing was just annoying. It's a huge conveyor belt maze with smashy death things and you just have to kinda blindly stumble into poo poo you can interact with and then take more wild guesses at what those things do. The game offers no hints, no journal entries, no notes lying around, or anything else to tell you even an inkling of what to do. And this guy's voice acting is horrible.
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# ¿ Nov 10, 2013 09:39 |
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Mortimer posted:I'LL BET SKYRIM WAS YOUR FIRST TES GAME He doesn't really give any direction at all, though, and that's just plain bad design. It's not "hardcore" or "a challenge" when the player has no clue what to do. And I'm playing the GOTY edition of Morrowind I bought with my first Pentium 4 computer 12 years ago :P
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# ¿ Nov 10, 2013 21:29 |
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Mortimer posted:That's just it though, he didn't design the place to be like a game. He designed it to be like he thought it actually would be. I see him say that a bunch in the nexus thread about it, but that strikes me as a lame excuse after the fact. A bunch of people tell him how hard his mod is to play and he just keeps saying "I wasn't trying to make it playable, I was trying to make the real city". It's a game first and foremost and your mod needs to play like a game first. I don't mind the size, but he didn't bother giving any guidance. I spent 45 minutes trying to figure out this Rewound crap in the catacombs and gave up. I disabled the ESP and COCd myself to the end of the regular clockwork city so I could get on with my game.
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# ¿ Nov 10, 2013 23:19 |
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Mortimer posted:Quicksave is still a bad idea I have never encountered an issue with Quicksave in 12 years of playing Morrowind. What are you referring to?
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# ¿ Nov 18, 2013 21:59 |
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Cream-of-Plenty posted:My own understanding of the flawed quicksave/autosave mechanics of Bethesda games on the Gamebryo engine(s) is basically this: The method these games use to store an increasingly large amount of data on the fly (via quicksaves/autosaves) has a greater tendency to cut corners, erroneously record, or omit data than manual saves. These mistakes in saves can appear spontaneously, and as the amount of data increases--a weapon dropped here, a quest complete there, a dungeon cleared here, etc--the likelihood that one of these mistakes leads to a serious problem like a CTD increases, as well. For some reason, manually escaping to the main menu (which pauses the game) and making a hard save avoids or minimizes this problem. Another issue seems to crop from using the same save file over and over again, constantly overwriting it with new data. This seems to be part of why 3rd party autosave managers avoid the problems that built-in autosave features seem to have--they tend to only use any given save once, deleting and replacing it with a fresh save as the autosave cap is reached. I would be shocked to learn that quicksave uses any code other than the normal saving code. It would have been a huge waste of dev time to write a separate function to write savefiles with the name "Quicksave" just because you called it via keypress rather than the menu.
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# ¿ Nov 19, 2013 03:28 |
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God, now I'm getting curious as to what their save files even look like. I can think of a dozen ways to store the sort of detailed information a TES game needs, but I'm betting that Beth chose the dumbest method possible. I know what I'm doing tonight.
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# ¿ Nov 19, 2013 17:05 |
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I prefer the mod that replaces all monsters and NPCs with cliff racers.
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# ¿ Dec 23, 2013 18:57 |
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Mizuti posted:Got a link for the beast race equipment? player.additem, not just add item. additem is a function of an object. Also additem seems to work inconsistently depending on your mix of mods. In my current install of Morrowind, I'm not actually able to give myself any items through the console at all.
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# ¿ Jan 10, 2014 21:54 |
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Sky Shadowing posted:You were a pioneer in the art of video game sex. I salute you No wonder :facepalm:
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# ¿ Jan 11, 2014 00:07 |
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Mortimer posted:Skyrims combat is better than morrowinds but that isn't saying much. Compared with every other game it's balls (try the Witcher 2 then Skyrim again like I did, it'll make you sad). I hated Witcher 2's combat because it completely abandoned any pretense that the game was an RPG. Strangely, I hated Oblivion's combat for the same reason. By the time Skyrim rolled around, I'd kinda just given into the fact that it was an action-adventure series now, but the Witcher's controls on PC were just plain offensive, so I gave up.
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# ¿ Jan 22, 2014 18:32 |
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SunAndSpring posted:What's your opinion of the mod Sotha Sil Expanded? I only got to play an hour of it before my last computer committed seppuku and never got around to redownloading it. Seemed fun from what I played of it. I thought it was pretty bad. You can filter down to other posts I made in this thread about it if you want details, but I felt like he made the city impossible to navigate and then fell back on "I designed it that way, like a mad god designed it!" as an excuse for levels with poor layouts and nothing to direct the player on what to do next.
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# ¿ Feb 11, 2014 06:57 |
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My favorite Morrowind dwelling was the Ashlander Yurt mod. It gave you a Yurt item that you could drop to "unpack" your yurt wherever you wanted. You could then go inside and it had a bed and a bunch of chests, so you had your home and a place to stash loot with you all the time. A magic yurt. Yurt yurt yurt.
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# ¿ Feb 14, 2014 18:39 |
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Jeff Goldblum posted:Is it a normal AI reaction to just run away when you attack from high enough stealth? I had stumbled upon a clutch of daedra hiding in an underground chamber, mostly scamps. They were pretty dopey and just stood around while I cut them down. But, then I found their head honcho, an ogrim. The first I'd ever seen. If an enemy can't "see" you they will just run around all over the place, yeah. They either beeline toward you or run away like a benny hill sequence.
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# ¿ Feb 26, 2014 00:04 |
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This was something that Morrowind did way better than Skyrim. I was in both the the thieves and fighters guild, and when I got to the fighters' guildmaster and he basically was all flat-out "I'm evil, do my bidding", I just murdered him on the spot and became guildmaster. In Skyrim, I was similarly annoyed by Ancano in the mages college questline, but when I tried to murder him he just took a floornap, popped back up, and kept being an annoying egotripping bitch.
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# ¿ Mar 7, 2014 19:32 |
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Moryrie posted:She's the lich in Tribunal who appears during the Crimson Plague quest. Apparently if you're level 50 she'll have like 47,200 health or something equally insane because it multiplies her health to be 800x your level instead of 100x. It should be around 1720 health. I feel less bad about killing her with the console on my last playthrough now.
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# ¿ Mar 17, 2014 22:37 |
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Sylink posted:That looks like a huge waste of time compared to the projects that are just re-doing the game in the skyrim engine. Skyrim's gameplay and dialogue system don't mesh well with MW and no amount of modding is going to change that.
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# ¿ May 28, 2014 23:47 |
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Hog Butcher posted:Is there any way to see pickpocket percentages? I have no idea how pickpocketing works at all and that was one of my favorite Skyrim mechanics. I've never seen one, but that's partially the point. You just have to gamble on your character's skills and deal with the consequences if they're not up to scratch.
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# ¿ Jul 9, 2014 15:46 |
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There goes my battery forever!
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# ¿ Jul 29, 2014 19:00 |
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GreatGreen posted:So I just reinstalled Morrowind and MGSO, along with the latest version of Tamriel Rebuilt. Make sure that you actually registered the BSA files in your INI.
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# ¿ Dec 3, 2014 16:17 |
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Gyshall posted:Hey, I know this thread was complaining about the LGNPC mod and feature bloat and whatnot. The dialogue is the problem with lgnpc. 90% of it is weirdo modders sexual fantasies in npc form.
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# ¿ Feb 25, 2015 17:57 |
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Stuporstar posted:I also sent these criticisms Cyran0's way a couple years back. He agreed about cutting shitloads of clutter dialogue. For example, giving every alchemist separate entries describing every potion and ingredient in the game is tedious bullshit, especially when you have to sift through all that poo poo to get to quest-related dialogue. That poo poo's easy to cut, so it's likely being done. I agree with most of this. I could probably do it, as I am a professional writer. Ironically, this kinda precludes me having the time to faff around editing mod dialogue. I imagine that that's the reason most mods end up with the level of storytelling that they do. Good game design doesn't necessarily fall into the same skillset as making believable characters.
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# ¿ Feb 26, 2015 07:53 |
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Even if Red Mountain totally hosed up Vvardenfel itself, you'd have to think the channel between it and mainland Morrowind would mitigate the damage somewhat for the mainlanders. The island bit of Morrowind was proper hosed, but the remaining Dunmer from the mainland are now trying to rebuild it.
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# ¿ Jun 24, 2015 21:09 |
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Cream-of-Plenty posted:I can't answer the question on a comprehensive rebalance but I always have a plugin running to delay the Dark Brotherhood attacks until I'm a higher level and it makes greater (thematic) sense. I disagree on this. Helseth sends the DB after you because he hears the emperor has sent a potential Nerevarine to Morrowind, and anyone who can even convince a few followers that he's Nerevar returned is going to be a threat to his hold on the throne. He would want to snuff you out before people know who you are. Killing you after you're powerful and running around making everyone like you and getting great houses on your side and such is just going to make people mad at him.
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# ¿ Jul 20, 2015 19:48 |
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I hated Sotha Sil expanded. I tried really hard to like it, but after you get to the city it falls into mazes and switch puzzles pretty quickly and it got massively annoying. There also seem to be event flags that completely prevent progress if you don't hit some of the switches, so you can't even noclip past the annoying parts to take the door to progress. It's one of those mods that's like 90% there, but the 10% that's missing is the part that would have made it actually fun.
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# ¿ Aug 12, 2015 17:21 |
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Ginette Reno posted:Thanks, I'll have to try that when I get home from work. Lol.
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# ¿ Sep 1, 2015 21:05 |
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Mooktastical posted:You know what MW:GE is, right? Shhhhhh.
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# ¿ Sep 1, 2015 22:00 |
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Ginette Reno posted:I'm playing Skyrim again after having just recently done a Morrowind run and Morrowind is far better even than that. I had redownloaded Skyrim a few months back with the intent of playing through all the content I hadn't seen in my first playthrough. At about 60 hours into my character, running through yet another Forsworn fort, I had the sudden realization that I hadn't had any fun in nearly 40 hours worth of playing, uninstalled it, and fired up Morrowind. I have 120 hours into my new MW character.
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# ¿ Sep 28, 2015 03:08 |
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Cream-of-Plenty posted:I love choosing spears as one of my major skills. It's probably one of the most common weapons I use. I go straight to get that dwemer spear from the ruin up north. It's called Illuvorok or something like that.
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# ¿ Sep 29, 2015 21:24 |
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Sky Shadowing posted:Yes, a lot of chests aren't 'safe', they respawn. The ground, however, is 100% safe. Nothing you drop will ever despawn. I should really examine MW save files some time. I can't imagine what horrors they're doing to save the location of every item in the game.
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# ¿ Nov 2, 2015 15:57 |
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Krowley posted:Doesn't matter how many texture mods or shaders or de-foggers you force into this 15 year old game, if you don't use Redesigned Vivec it still looks like poo poo i bet even on a fairly modern machine that this mod chugs like crazy. the whole reason they ended up doing vivec as enclosed spaces was because the engine just didnt handle that much poo poo going on outdoors at once very well, and frankly the engine is bad enough that even on modern hardware that sort of thing tends to get fucky.
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# ¿ Apr 4, 2016 16:09 |
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I have never used a leveling mod in morrowind. I typically only use multimark, some graphical mods, and then all the fashion mods my little heart can handle.
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# ¿ Nov 5, 2016 16:00 |
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# ¿ Apr 25, 2024 14:52 |
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Cat Mattress posted:I don't either. I like better bodies, and I usually use Qarl's texture packs (rest in peace).
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# ¿ Nov 10, 2016 02:40 |