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So how is watercolour Morrowind? Anybody here using it?
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# ? Jul 14, 2016 09:35 |
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# ? Jun 6, 2024 09:00 |
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SpitefulHammer posted:So how is watercolour Morrowind? Anybody here using it? I used it for a while. It's not bad! Makes everything a little sharper while at the same time giving it a cool stylized look. It's a good choice if you don't like those '4196x4196 ULTRA HD RAINDROPS' texture packs.
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# ? Jul 15, 2016 13:08 |
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Just watch out for the sandstorm texture, you probably want to keep the original file of that. They applied a watercolour filter to everything indiscriminately and sandstorms look extremely goofy like square texture panels flying at you
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# ? Jul 15, 2016 14:34 |
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SwissCM posted:They didn't seem to learn the lesson from Skyrim where the first mod everyone installs is SkyUI because it makes the game about 300% better to play. Fallout 4 is the same old poo poo. Along these lines- is there a UI mod for morrowind that y'all would recommend?
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# ? Jul 18, 2016 04:56 |
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Quantumfate posted:Along these lines- is there a UI mod for morrowind that y'all would recommend? no MGEXE has some optional UI mods that can add things like companion health bars and ownership tags. MGEXE also supports the 100% necessary Better Dialogue Font and allows for UI upscaling. That's all you need. counter question: what would you even change? Inventory screen is the worst part but overall it's better than any other vanilla bethesda game.
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# ? Jul 18, 2016 06:21 |
There's a mod I've seen others use that changes the icons of some inventory items. Mostly potions I think, so you can easily see what effect they have.
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# ? Jul 18, 2016 06:36 |
I keep telling myself openmw is gonna hit 1.0 soon and then I will do a mega ultra nodded install. It looks like I will be right sooner rather than later though.
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# ? Jul 18, 2016 06:58 |
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Quantumfate posted:Along these lines- is there a UI mod for morrowind that y'all would recommend? I made this but it's not amazing.
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# ? Jul 18, 2016 16:09 |
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i want to piss and poo poo in the river odai upstream from balmora
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# ? Jul 18, 2016 16:24 |
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Lunchmeat Larry posted:i want to piss and poo poo in the river odai upstream from balmora is the redoran manor upstream please tell me asap it is important
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# ? Jul 18, 2016 16:26 |
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it's nowhere near the river you fuckman
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# ? Jul 18, 2016 16:28 |
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I'm thinking of the hlaalu manor nevermind which is downriver from balmora
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# ? Jul 18, 2016 16:34 |
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loving hell. jesus. gently caress
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# ? Jul 18, 2016 16:41 |
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It seems like one of the lead developers for openMW – Scrawl – has had to take some time off due to real life/health issues. Stay safe openMW
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# ? Jul 19, 2016 15:18 |
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Entropy238 posted:I've never had any issue with Fliggerty's keyring mod for what it's worth. If there's any faults they can probably be remedied via console/noclip anyway. I found in playing Skyrim that whenever I used spells it was almost always doing the double-hand version because why wouldn't I want more healing/damage/duration so spellcasting in Skyrim is almost exactly the same as Morrowind except I have to double-press all the hotkeys. Skyrim's two-hand system is just so awkward on the whole.
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# ? Jul 21, 2016 02:41 |
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Gobblecoque posted:I found in playing Skyrim that whenever I used spells it was almost always doing the double-hand version because why wouldn't I want more healing/damage/duration so spellcasting in Skyrim is almost exactly the same as Morrowind except I have to double-press all the hotkeys. Skyrim's two-hand system is just so awkward on the whole. 280% mana for 220% damage, what's not to like!
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# ? Jul 24, 2016 02:11 |
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raminasi posted:280% mana for 220% damage, what's not to like! I agree, using a bit more of a virtually unlimited resource in exchange for better effectiveness is a pretty obvious choice.
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# ? Jul 24, 2016 03:26 |
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Gobblecoque posted:I agree, using a bit more of a virtually unlimited resource in exchange for better effectiveness is a pretty obvious choice. It's a 40% mana increase for a 10% damage increase. I dunno, my early/mid-game mages always have problems with damage per mana point, not damage per second, so I never get that perk.
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# ? Jul 25, 2016 07:58 |
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raminasi posted:It's a 40% mana increase for a 10% damage increase. I dunno, my early/mid-game mages always have problems with damage per mana point, not damage per second, so I never get that perk. For damage things isn't a big part of it is getting more than twice the damage out in the same amount of time? So then they die quicker and don't have enough time to kill you, like double firestream does a poo poo ton more damage over 3 seconds than firestream in one one hand.
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# ? Jul 25, 2016 08:05 |
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Skwirl posted:For damage things isn't a big part of it is getting more than twice the damage out in the same amount of time? So then they die quicker and don't have enough time to kill you, like double firestream does a poo poo ton more damage over 3 seconds than firestream in one one hand. I guess I might have jumped the gun a little bit; I'm talking about the perk that lets you combine to identical one-handed spells into one bigger spell. I don't think it's worth it when compared to just casting the same spell from each hand.
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# ? Jul 25, 2016 14:43 |
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2.2x effectiveness for 2.8x cost is a bullshit metric. If they wanted Skyrim's magic to be balanced, they could've done a better job.
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# ? Jul 25, 2016 14:57 |
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Mortimer posted:I almost forgot this thread existed quote:do these guys actually do anything or is it all meetings and planning? they're working on heightmaps for dres land and apparently old ebonheart and almalexia aren't really closer to done than two years ago. I just want to write quests The leadership and reviewers which used to deal with CS work went awol over the years and regrowing CS and organisatorial expertise on the level TR needs takes time, and we got a pretty big backlog and next to no organised documentation. And the documentation which does exist is disorganised and mired in half-statements and expected rewrites. We're working on it, though. But at the moment it's mostly boring groundworks that should have been done in 2009/2010. Not all is confined to planning, though: the new(est) heightmap (it's totally going to stick this time, I swear!) will be in TR1609, along with the region revamp and the city renames, so for the first time in seemingly forever, everyone will actually know what the hell people are talking about when they name-drop things from the planning documents. I'm also hopeful for some of the interiors stuck on the old forums to be merged, and the new Menaan claims seem likely to be in it, along with some of the new quests and assets. I'm secretly wishing for Stuporstar to register and save us all, but I'm not holding out hope that this will happen. Atrayonis fucked around with this message at 06:22 on Aug 2, 2016 |
# ? Aug 1, 2016 21:21 |
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I am excited both for the progress that I've seen in the past few weeks and for the idea that at some point in the near future I can write quests and by write I mean implement
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# ? Aug 1, 2016 21:38 |
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Atrayonis posted:I'm secretly wishing for Stuporstar to register and save us all, but I'm not holding out hope that this will happen. Haaa, I might have been tempted had I not just started a huge collaboration with another modder on a massive town mod based on a WIP I've had in the dry docks for a couple years now. We're in the planning stages now, determined not to make the same mistakes as TR by setting standards from the get-go. After tearing apart all that's left of Uvirith Inside and overhauling Uvirith's Legacy all over again (not finished, and won't be ready for beta testing for months yet), I know all too well what it's like bringing huge legacy mods up to standard. There were times where I would have joined LGNPC or TR in a heartbeat, but unfortunately at that time both mods leadership were in total upheaval. It's a shame I don't have the time to dedicate to it now that it sounds like poo poo is getting sorted out.
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# ? Aug 2, 2016 01:49 |
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Ah, would have been too nice. Good luck with your new mod and I'm looking forward to the shiny new UL. Something else you might need to be aware of: data unification with Project Tamriel (Skyrim: Home of the Nord & Province Cyrodiil) is underway and it seems likely that it will be released with TR1609 or 1612. So if you use TR's meshes or textures in your own items, they will break. Thankfully, an Esp quick editor is in the works which will make the switching painless.
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# ? Aug 2, 2016 06:52 |
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Atrayonis posted:Ah, would have been too nice. Thanks for the heads-up. Luckily I haven't been using a lot TR meshes, because I've been content to rely on TR's esms for my major mods with add-ons instead. I've had to do a complete overhaul of my own meshes and their IDs as well, so I'll have to release all my updates on UL, the Tea Mod, and Books of Vvardenfell together. BoV's been done for a year, but releasing it now would make it incompatible with the current UL. If you guys ever need more meshes, specifically realistic crafting tools that still fit the vanilla aesthetic, I have a currently unreleased package full of them: a full blacksmith set, wooden armor forms, a full glassblowing set, a full cooper's set, and I'm working on a carpentry set and tanning/leatherwork set as well. Also it's great to hear Skyrim: Home of the Nords is still being worked on. I thought that project was dead. I used to hang with the dudes who started it, but haven't heard from any of them for years.
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# ? Aug 2, 2016 08:58 |
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Just got OpenMW to build and run successfully from source
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# ? Sep 1, 2016 18:51 |
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Speaking of OpenMW, it looks like the next version will be released soon-ish.
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# ? Sep 2, 2016 18:57 |
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Alikchi posted:Speaking of OpenMW, it looks like the next version will be released soon-ish. The 0.40 Windows installer is already in their download folders too. https://downloads.openmw.org/windows/ primaltrash fucked around with this message at 20:18 on Sep 2, 2016 |
# ? Sep 2, 2016 19:10 |
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OpenMW does not play nice with GCDLean, looks like. Magicka calculations are all out of whack.
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# ? Sep 2, 2016 20:52 |
raminasi posted:OpenMW does not play nice with GCDLean, looks like. Magicka calculations are all out of whack. That's a known issue.
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# ? Sep 3, 2016 00:14 |
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I think it got worse with 0.40.
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# ? Sep 3, 2016 00:51 |
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OpenMW 0.40 Release Commentary CS Commentary
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# ? Sep 4, 2016 05:08 |
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Tamriel_Data is live! One big, happy asset repository for Tamriel Rebuilt, Skyrim: Home of the Nords, Province Cyrodiil, and everyone else who wants it too. With patcher and everything.
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# ? Sep 13, 2016 23:07 |
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Cool. I'm tempted to reinstall Morrowind just to look at what's inside.
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# ? Sep 14, 2016 00:22 |
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Atrayonis posted:Tamriel_Data is live! Oh hell yeah i was just looking at some of those big province mods but it looked like a hassle to install them all manually
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# ? Sep 14, 2016 01:55 |
I feel it in my bones that openmw is so god drat close to 1.0 and I am super excited about that. The amount of cool stuff they will be able to do to that game post 1.0 and full source code access is gonna be amazing.
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# ? Sep 14, 2016 04:15 |
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cheesetriangles posted:I feel it in my bones that openmw is so god drat close to 1.0 and I am super excited about that. The amount of cool stuff they will be able to do to that game post 1.0 and full source code access is gonna be amazing. I feel like there's going to be a handful of groups just as crazy and dedicated enough as the openmw crew are that are going to kick open the doors and keep this game with a dedicated community for decades to come
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# ? Sep 14, 2016 06:37 |
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Alchemy in this game is such a chore with the hoovering over ingredients looking for the right effects, is there a mod that makes this easier? Something that works with OpenMW?
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# ? Sep 25, 2016 02:01 |
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# ? Jun 6, 2024 09:00 |
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Kamrat posted:Alchemy in this game is such a chore with the hoovering over ingredients looking for the right effects, is there a mod that makes this easier? Something that works with OpenMW? I just use these two utilities: http://morrowind.inventivegamer.com/tools/potion-maker/ https://xnode.org/page/Morrowind_Alchemy_Helper 99% of the ingredients in the game are available at restocking vendors. If you go to the ingredient's page on the UESP wiki it'll tell you where you can pick them up. If you buy restocking ingredients from a vendor and then sell them back to the vendor it will increase their permanent stock. Each time they restock they'll have the ones you sold them back added to their permanent supply. Do it enough times and you'll be able to buy your 200 Ash Yams and 200 Bloat in one go - same for other ingredients e.g. those used to make restore health, restore mana potions.
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# ? Sep 25, 2016 11:51 |