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Well, I guess if you assume that the audience that is installing Morrowind mods in 2015 is quite tiny, then that... no, still makes no sense.
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# ? Oct 30, 2015 19:07 |
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# ? Jun 6, 2024 06:01 |
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Also not just fixing those textures. Seriously, it took me five minutes - at the outside - to fix that one.
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# ? Oct 30, 2015 19:55 |
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EDIT Wrong thread. My apologies
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# ? Oct 30, 2015 20:29 |
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The mod concept is still terrific and over-all well executed. When you break it down, it's fairly easy to do, but it certainly must have taken a ton of time to execute, considering its over 4000 files or so. I'd hate to drive anyone away from trying it out with chatter about the modder. They are absolutely baffling though.
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# ? Oct 30, 2015 20:40 |
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Yeah, using it now and it really looks nice. I highly recommend it.
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# ? Oct 30, 2015 20:47 |
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armoredgorilla posted:The mod concept is still terrific and over-all well executed. When you break it down, it's fairly easy to do, but it certainly must have taken a ton of time to execute, considering its over 4000 files or so. I'd hate to drive anyone away from trying it out with chatter about the modder. Not that hard, you can use batch commands in photoshop to automate the process
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# ? Oct 31, 2015 00:18 |
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Hog Inspector posted:Not that hard, you can use batch commands in photoshop to automate the process Well now I just have to find out how to unpack every texture in Dark Souls and do the same thing he did.
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# ? Oct 31, 2015 03:44 |
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why does the chocolate pack not get rid of cliff racers aaaaaaa
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# ? Oct 31, 2015 04:33 |
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armoredgorilla posted:Well now I just have to find out how to unpack every texture in Dark Souls and do the same thing he did. There's probably instructions online. God knows there's a ton of texture replacers out there for the game.
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# ? Oct 31, 2015 04:41 |
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The Wonder Weapon posted:why does the chocolate pack not get rid of cliff racers aaaaaaa they are the quintessential morrowind experience designed to bring all of us together
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# ? Oct 31, 2015 09:23 |
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kazr posted:they are the quintessential morrowind experience designed to bring all of us together I've tried both Cliff Racers Removed and No More Cliff Racers and they're still in my game. What am I doing wrong? Here's my load order, with CRR turned on and NMCR off: http://pastebin.com/HY7Q1Qin
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# ? Oct 31, 2015 17:10 |
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The Wonder Weapon posted:What am I doing wrong? trying to remove cliff racers
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# ? Oct 31, 2015 17:48 |
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I remember a mod that kills cliff racers automatically as soon as they get in range - more satisfying and you don't miss out on alchemical ingredients. Maybe try that one (can't find it atm though)? Alternatively here are some satisfying ones: quote:this mod basicly sets the attack level of all cliff racers from 90 (default) http://mw.modhistory.com/download-55-5862 quote:Removes cliff racers from leveled lists after a certain number have been killed by the player, simulating their extinction. This number defaults at 200, but may be modified via an in-game menu to a wide range of values. The in-game menu also allows the player to either force cliff racers into extinction, or *return them* from extinction with a single button. http://mw.modhistory.com/download-55-9723 double nine fucked around with this message at 17:56 on Oct 31, 2015 |
# ? Oct 31, 2015 17:54 |
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You should try this mod. It doesn't initially eliminate cliff racers, but makes sure that when you kill one, one doesn't respawn. Instead it spawns two every time you kill one. Edit:
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# ? Oct 31, 2015 17:59 |
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There's a mod that makes healthy wildlife non-aggressive, that should make cliff racers less of a nuisance.
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# ? Oct 31, 2015 18:38 |
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Woebin posted:There's a mod that makes healthy wildlife non-aggressive, that should make cliff racers less of a nuisance. Passive Healthy Wildlife is the one I always used.
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# ? Oct 31, 2015 20:43 |
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I'm reinstalling Morrowind. I'm gonna do it!! If I want to use the MGSO mod, what other key mods should I get? Alternately, is OpenMW any good?
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# ? Nov 1, 2015 16:48 |
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Try the chocolate pack, rise of house Telvanni and associated mods.
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# ? Nov 1, 2015 16:51 |
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Oh, I guess that was my main question - does MGSO conflict with anything in Chocolate pack, or vice versa?
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# ? Nov 1, 2015 16:59 |
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yes but thats fine
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# ? Nov 1, 2015 17:41 |
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So I found a MGE XE Watercolor Shader to go along with the Watercolor Texture pack post earlier, and I really like the results after a bit of tweaking: (Click for huge) Other than the shots of Vivec and Ebonheart-from-Vivec, those are all Tel Uvirith with Uvirith's Legacy and Building Up Uvirith's Legacy installed ( Edit: This is a weird thing to notice, but why doesn't the Silt Strider in Building Up Uvirith's Legacy move? I mean, it's absolutely still, the other ones have slight idle motions. Agents are GO! fucked around with this message at 18:26 on Nov 1, 2015 |
# ? Nov 1, 2015 18:22 |
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Oh poo poo, look at that! Beautiful
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# ? Nov 1, 2015 18:23 |
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It probably looks better in motion but to me, from those screenshots, it looks like poo poo lol
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# ? Nov 1, 2015 19:06 |
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That's just, like, your opinion, man.
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# ? Nov 1, 2015 19:11 |
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Forget it, Babe Magnet, you're out of your element.
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# ? Nov 1, 2015 19:16 |
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Probably correctAgents are GO! posted:That's just, like, your opinion, man. definitely correct the indoor shots are okay but the outdoor shots looks like someone smeared lube all over the camera. It's just a blurry mess Babe Magnet fucked around with this message at 19:30 on Nov 1, 2015 |
# ? Nov 1, 2015 19:24 |
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That looks absolutely dreadful to me, but good on you for finding a thing you like.
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# ? Nov 1, 2015 19:25 |
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Atrayonis posted:You know you want to include Anthology Solstheim! These are all good recommendations, thanks! I hadn't heard of Illegal Dwemer Trading or the Egg Mine pass. Anyone else have any last-minute mod recommendations to go in a new version of the pack? I'll try out anything that sounds good.
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# ? Nov 1, 2015 23:13 |
Agents are GO! posted:So I found a MGE XE Watercolor Shader to go along with the Watercolor Texture pack post earlier, and I really like the results after a bit of tweaking: You've turned Morrowind into Kingdoms of Amalur. I may have asked this before but are people already working on getting MGE XE into OpenMW or are they waiting for 1.0? Because something like MGE will still be needed for distant land in OpenMW, right?
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# ? Nov 1, 2015 23:29 |
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Captain Scandinaiva posted:something like MGE will still be needed for distant land in OpenMW, right? No. There are config files that you can edit to enable distant land and extended view distances in OpenMW now. OpenMW also has improved water shaders. These features aren't yet available in the new OpenSceneGraph port (nightly builds), but you should be able to try them out in v0.36.1 or earlier.
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# ? Nov 1, 2015 23:40 |
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I agree that the watercolor shader looks like someone just hit "soften image" about two dozen times in Photoshop, but I also try to sell friends to play Morrowind for the first time with original graphics and minimal MGE changes, so I definitely understand that personal preferences vary.
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# ? Nov 1, 2015 23:48 |
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Does the chocolate pack get rid of "leveling" per se? I haven't been told to sleep in order to learn from my experiences once yet.
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# ? Nov 2, 2015 03:21 |
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The Wonder Weapon posted:Does the chocolate pack get rid of "leveling" per se? I haven't been told to sleep in order to learn from my experiences once yet. The mod GCDLean makes leveling more passive. Skills will increase like normal, and enough levels in skills related to a particular attribute will increase that attribute. After a few attribute increases, you'll gain a level. It's all passive, so you don't need to sleep or distribute points. If you want to increase a main attribute, use the skills that relate to it.
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# ? Nov 2, 2015 03:42 |
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Malsgrein posted:The mod GCDLean makes leveling more passive. Skills will increase like normal, and enough levels in skills related to a particular attribute will increase that attribute. After a few attribute increases, you'll gain a level. It's all passive, so you don't need to sleep or distribute points. If you want to increase a main attribute, use the skills that relate to it. What's the deal with leaving items around on the ground/in chests? I forgot how long things will stay where you leave them.
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# ? Nov 2, 2015 03:51 |
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Forever, as far as I am aware.
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# ? Nov 2, 2015 04:01 |
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Yeah, only change that can happen to dropped items is that if you drop a monstrous amount in one area the game will conjure up an "overflow loot bag" and move items there, although that only realistically occurs on the console version.
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# ? Nov 2, 2015 04:44 |
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Don't street clutter like the crates and baskets in Balmora respawn their contents eventually?
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# ? Nov 2, 2015 05:06 |
Malsgrein posted:No. There are config files that you can edit to enable distant land and extended view distances in OpenMW now. OpenMW also has improved water shaders. These features aren't yet available in the new OpenSceneGraph port (nightly builds), but you should be able to try them out in v0.36.1 or earlier. Ah ok, cool. Are there any general guidelines for adding mods to existing saves? Like, is it a bad idea to start using GDCLean on an old character. I understand it's always best to do a clean start when modding. But I also know adding quests, items and areas are usually fine.
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# ? Nov 2, 2015 13:28 |
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Heavy Lobster posted:Don't street clutter like the crates and baskets in Balmora respawn their contents eventually? Yes, a lot of chests aren't 'safe', they respawn. The ground, however, is 100% safe. Nothing you drop will ever despawn.
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# ? Nov 2, 2015 13:41 |
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# ? Jun 6, 2024 06:01 |
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Babe Magnet posted:It probably looks better in motion but to me, from those screenshots, it looks like poo poo lol Yeah that looks like poop soup.
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# ? Nov 2, 2015 15:19 |