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C-Euro
Mar 20, 2010

:science:
Soiled Meat
Getting the itch to play this game again after years away, albeit with a really low number of mods for a change (official stuff, patches, a few minor character mechanic tweaks, and TR since I've actually never played it). Is there a mod that turns race-based stat and skill bonuses into permanent buffs so that you can go above 100 in that stat/skill for a maxed-out character? Like for example, if I have a character who starts with +5 in Destruction, I want their max Destruction level to be 105 instead of just 100.

E: Also while we're posting goofy Morrowind videos-
https://youtu.be/9lyKxKn_WsE

C-Euro fucked around with this message at 22:05 on Feb 21, 2018

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Captain Scandinaiva
Mar 29, 2010



Meyers-Briggs Testicle posted:

not even a top 5 just a random 5 from interiors i'm near



Religious schisms yessss

Also thanks to Atrayonis for the link. I do so wish I had time to help out.

Guildenstern Mother
Mar 31, 2010

Why walk when you can ride?
I'm the grumpy kahjit ambassador

Entropy238
Oct 21, 2010

Fallen Rib

Meyers-Briggs Testicle posted:

not even a top 5 just a random 5 from interiors i'm near






oh and remember there's a whole city and castle with this too, and three towns and countless caves and farms and a hospital and dwemer ruins and quests and

I didn't realize how dark these were whoops

fuckin sick

Cat Mattress
Jul 14, 2012

by Cyrano4747

"The Vivec Crawl vs. the Septim Stride"

Lunchmeat Larry
Nov 3, 2012

The Chad talos and the virgin vehk

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Meyers-Briggs Testicle posted:

not even a top 5 just a random 5 from interiors i'm near






oh and remember there's a whole city and castle with this too, and three towns and countless caves and farms and a hospital and dwemer ruins and quests and

I didn't realize how dark these were whoops

i love morrowind more than i love my parents

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Gyshall posted:

i love morrowind more than i love my parents

Ynglaur
Oct 9, 2013

The Malta Conference, anyone?
Mods, new thread title please

mbt
Aug 13, 2012

sneak peak at what's almost definitely my #1 favorite new TR thing

https://www.youtube.com/watch?v=NyOqFzfmsVI

mbt fucked around with this message at 07:52 on Feb 23, 2018

Agents are GO!
Dec 29, 2004

Totally should've had Dick Butt at the end of that ride, you could've even used the graphics from this mod I made.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Meyers-Briggs Testicle posted:

sneak peak at what's almost definitely my #1 favorite new TR thing

https://www.youtube.com/watch?v=NyOqFzfmsVI

What can you do with the treaty? Multiple options I'm guessing?

mbt
Aug 13, 2012

Node posted:

What can you do with the treaty? Multiple options I'm guessing?

Nothing yet

The idea that someone could actually get the treaty of the armistice has some pretty far reaching consequences that requires more thought and deserves more than 'wow nice job!' And 'you're under arrest!'

Agents are GO!
Dec 29, 2004

Im thinking a quest along the lines of Skyrims "A Night To Remember."

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
:siren: :siren: :siren: Mod Organizer 2 plugin for Morrowind :siren: :siren: :siren:

Whorelord
May 1, 2013

Jump into the well...

Because I'm a loving moron I'm going to have to reinstall all my mods again. Is there any reason not to use openMW? What isn't in it?

kazr
Jan 28, 2005

Mwse and mgxe are the two big ones. As I've said before, I'll never go back to the vanilla engine.

Whorelord
May 1, 2013

Jump into the well...

Hmm... Is there a way to generate distant land with it? Don't think I could go back to my pre distant land days where I can't see Vivec from Ebonheart.

Proletarian Mango
May 21, 2011

Whorelord posted:

Hmm... Is there a way to generate distant land with it? Don't think I could go back to my pre distant land days where I can't see Vivec from Ebonheart.

Distant land is implemented. Check out this post:

https://openmw.org/2017/distant-terrain/

E: the one big feature openmw is missing that mge offers is shadows, but thats nearly complete and integration into the master branch will happen pretty soon.

Proletarian Mango fucked around with this message at 03:17 on Feb 27, 2018

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender
It's so awesome that it's 2018 and Morrowind is still relevant with two huge projects (Tamriel Rebuilt, OpenMW) being actively worked on

mbt
Aug 13, 2012

Upmarket Mango posted:

Distant land is implemented. Check out this post:

https://openmw.org/2017/distant-terrain/

E: the one big feature openmw is missing that mge offers is shadows, but thats nearly complete and integration into the master branch will happen pretty soon.

distant terrain isn't distant land, don't lie to me sir

also the AI in openmw is still dogshit, also there's a lot of great mwse mods out and currently being developed, and lua based MWSE is almost released

what that'll allow is mods to be written for both MWSE and without at the same time. imagine a TR where you can play it with wacky scripted things and without in the same download

got drat

BUT openmw has multiplayer and thats pretty rad, and the performance is insanely good. once openmw fixes both of those issues i'd be willing to overlook mwse

Whorelord
May 1, 2013

Jump into the well...













now i want to mod in a telvanni in sadrith mora that says a random dril quote each time you talk to him

Whorelord fucked around with this message at 23:21 on Feb 27, 2018

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.
It's bad that, despite not having played Morrowind in a few years and not having played without Better Heads or its equivalent in over a decade, I knew immediately who each of these people were.

Jack B Nimble
Dec 25, 2007


Soiled Meat
I love Morrowind, I've played it a ton both when new and with revisits, but tonight I'm going to perform a clean install with more mods than I've ever used and want to make sure I get this right. I copied a Meyers-Briggs Testicle post from a few pages back but I know I need to follow at least part of the OP (the part that is the essential foundation for mods as opposed to, say, STEP).

So my basic plan is:


OP posted:

Instructions for Steam installation:
Follow these instructions to the letter or we will laugh at you when you ask for help. Particularly step three.
0. Buy and download the game
1. Open Steam, go to Settings, go to the In-Game tab, and uncheck the "Enable Steam Community In-Game" box.
2. Change the Created dates on "morrowind.bsa," "tribunal.bsa" and "bloodmoon.bsa" so that the year is 2002 using Wrye Mash. Instructions for Wrye Mash are included in the Mopy folder
3. Start Morrowind once, change some graphical settings, then quit (in order to generate some registry files required for certain mods).


Note: I was going to install to "C:\steam in c\steamapps\etc" and set the exes to run as admin.

Then I download and install the following. Download the manual files (not Nexus Mod Manager) and then install using WyreMash, right? And in this order? What should I do if any overwrite prompts appear?

Meyers-Briggs Testicle posted:

must have:
morrowind code patch - engine level edits to give you things like instant spellcasting, read all the options to opt into some really awesome features
http://www.nexusmods.com/morrowind/mods/19510/

MGEXE - modern resolutions, shaders, distant land, this is 90% of graphics
http://www.nexusmods.com/morrowind/mods/41102/

morrowind patch project - fixes bugs
http://www.theassimilationlab.com/f...orrowind-patch/

better dialogue font - read the installation, makes the text not blurry
http://www.nexusmods.com/morrowind/mods/36873/

graphics:
robert's bodies
http://www.nexusmods.com/morrowind/mods/43138/

races redone heads/hair
http://www.nexusmods.com/morrowind/mods/44701

landscape textures
http://www.nexusmods.com/morrowind/mods/42575/

armor
http://www.nexusmods.com/morrowind/mods/43416/

weapons
http://www.nexusmods.com/morrowind/mods/43418/

clothes
http://www.nexusmods.com/morrowind/mods/42262/

creatures
http://www.nexusmods.com/morrowind/mods/43420/

quality of life:
solstheim rumor fix - makes people shut the gently caress up about solstheim
http://mw.modhistory.com/download-21-13960

delayed db attack - makes the dark brotherhood assassins calm down and not attack you immediately
http://www.nexusmods.com/morrowind/mods/14891/


Edit - I removed the last mod in the list because I'm fine with the Vanilla run speed and stamina mechanics.

Edit 2 - I've installed the game, run it once and changed a graphics setting, and installed WyreMash and changed the dates in my three .esm files to 2002. Now, when running the game through WyreMash, I get the following error:

[quote=WyreMash

Traceback (most recent call last):
File "mash\masher.pyo", line 6496, in Execute
File "os.pyo", line 608, in spawnl
OSError: [Errno 22] Invalid argument

[/quote]

I notice the OP talks about modifying the creation date of the .bsa files. Have I already screwed up?

Edit the third - I deleted and redownloaded the .esm files then used BulkFileChanger to modify the creation date of the .bsa files, but 1) the file size is now 1kb so pffft and 2) I get the same error. I'll restore the .bsa files but I really have no clue how to change their creation date. Google isn't showing me a forum for WyreMash, the website seems to link to some dead Bethesda page.

Edit IV - I correctly changed the .bsa file creation dates but it hasn't changed the Python error I get when running Morrowind through WyreMash.

Jack B Nimble fucked around with this message at 02:18 on Feb 28, 2018

UP AND ADAM
Jan 24, 2007

by Pragmatica
This game with the Kingdom Come Deliverance engine and combat would be pretty dang sweet.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Jack B Nimble posted:

I love Morrowind, I've played it a ton both when new and with revisits, but tonight I'm going to perform a clean install with more mods than I've ever used and want to make sure I get this right. I copied a Meyers-Briggs Testicle post from a few pages back but I know I need to follow at least part of the OP (the part that is the essential foundation for mods as opposed to, say, STEP).

So my basic plan is:

Are there other essentials, like that program (which I can't remember the name of) that looks at each plugin and reorders them, and tells you if any are incompatible? And Wyre Bash for the leveled list plugin generation probably?

Carly Gay Dead Son
Aug 27, 2007

Bonus.

UP AND ADAM posted:

This game with the Kingdom Come Deliverance engine and combat would be pretty dang sweet.

This observation has been made about every first person melee game since Dark Messiah.

taels
Oct 19, 2012

K:CID:X
Ok so for the second time now I've reinstalled this, this time following STEP with MGE XE, and gotten back into it. Had literally thousands of hours on this one back in hte day and looking forward to a thorough replay.

One thing, the grass. Vurts grass is beautiful, i feel guilty for using it because it sorta makes the game look less alien and weird but ill be damned if I'm not going to try it this way for a few. How do i turn the distance on the groundcover up though? The distant land tab is sorta vague about that.

mbt
Aug 13, 2012

Jack B Nimble posted:

I love Morrowind, I've played it a ton both when new and with revisits, but tonight I'm going to perform a clean install with more mods than I've ever used and want to make sure I get this right.

use this wrye mash version, it doesn't require python and is pretty much the best one around, maybe someone should update the OP
https://www.nexusmods.com/morrowind/mods/45439

1. set bsas to "old" 2002 or whatever is fine
2. use wrye mash to set your load order, this one i linked supports drag and drop
3. done, if youre running that mod list don't even bother with a mashed patch
4. generate distant land with MGEXE

Node posted:

Are there other essentials, like that program (which I can't remember the name of) that looks at each plugin and reorders them, and tells you if any are incompatible? And Wyre Bash for the leveled list plugin generation probably?
you're thinking of mlox which is good if you have a huge list of mods, but this is morrowind and the engine really doesn't care. the mashed patch is for combining leveled lists which really only comes into play if you're adding in new randomized loot from multiple mods which only rarely happens nowadays

taels posted:

How do i turn the distance on the groundcover up though? The distant land tab is sorta vague about that.
not sure what you mean about 'distance on the groundcover' but if you mean "make grass visible from further away" try adjusting your draw distance in number of cells, i have it set to 10, some people swear by 5, others are insane and do something like 20+

Jack B Nimble
Dec 25, 2007


Soiled Meat
Thanks for the reply, I've added your notes to my doc in case I ever have to reinstall. I got it all working last night.

I gave up on the WyreBash python error and went to the next step of running the MCP and saw that it redates the .bsa's automatically, so that's all fine now. It all went perfect after that, I went step by step through each mod in your list and installed them manually; I've always used Nexus Mod Manager for Skyrim/Fallouts but the manual install was surprisingly painless. Of course I can't really uninstall them easily, but I don't plan on ever uninstalling it - it runs (and looks) great and seems stable; I've played through Seyda Neen and Balmora and aside from some errors about heads that I just clicked through when opening the Fighters Guild everything seems fine.

If I had to do it again, is there a recommended program for managing mods? As I said I've always used NMM but I'm open to trying whatever's considered best.

mbt
Aug 13, 2012

Jack B Nimble posted:

Thanks for the reply, I've added your notes to my doc in case I ever have to reinstall. I got it all working last night.

I gave up on the WyreBash python error and went to the next step of running the MCP and saw that it redates the .bsa's automatically, so that's all fine now. It all went perfect after that, I went step by step through each mod in your list and installed them manually; I've always used Nexus Mod Manager for Skyrim/Fallouts but the manual install was surprisingly painless. Of course I can't really uninstall them easily, but I don't plan on ever uninstalling it - it runs (and looks) great and seems stable; I've played through Seyda Neen and Balmora and aside from some errors about heads that I just clicked through when opening the Fighters Guild everything seems fine.

If I had to do it again, is there a recommended program for managing mods? As I said I've always used NMM but I'm open to trying whatever's considered best.

i always manual install because i don't trust banks, governments, or mod managers

the classic mod organizer is wrye mash, if you click the 'installers' page you can install things that way. it's simple, it works. it does the whole 'know which files are from which mod so when you uninstall a mod it replaces the files with the overwritten ones' etc
NMM is a bit weird with MW, I think it works in most cases but when it fails it fails spectacularly
mod organizer 2 has a MW plugin as of a few days ago https://www.nexusmods.com/morrowind/mods/45502, I haven't tried it but the guy knows his stuff. this is probably your best option now because the folders don't touch

taels
Oct 19, 2012

K:CID:X

Meyers-Briggs Testicle posted:

use this wrye mash version, it doesn't require python and is pretty much the best one around, maybe someone should update the OP
https://www.nexusmods.com/morrowind/mods/45439

1. set bsas to "old" 2002 or whatever is fine
2. use wrye mash to set your load order, this one i linked supports drag and drop
3. done, if youre running that mod list don't even bother with a mashed patch
4. generate distant land with MGEXE

you're thinking of mlox which is good if you have a huge list of mods, but this is morrowind and the engine really doesn't care. the mashed patch is for combining leveled lists which really only comes into play if you're adding in new randomized loot from multiple mods which only rarely happens nowadays

not sure what you mean about 'distance on the groundcover' but if you mean "make grass visible from further away" try adjusting your draw distance in number of cells, i have it set to 10, some people swear by 5, others are insane and do something like 20+

Ok, so i tried that. But I noticed all the lighting seemed off, as did the textures and realized that wrye crashed, wouldnt boot etc. got that running again and when i try to launch the game via wrye i get:

quote:

Traceback (most recent call last):
File "mash\masher.pyo", line 7061, in Execute
File "os.pyo", line 610, in spawnl
OSError: [Errno 22] Invalid argument
Some of what I'm using does appear to be working if I just boot through steam.

mbt
Aug 13, 2012

taels posted:

Ok, so i tried that. But I noticed all the lighting seemed off, as did the textures and realized that wrye crashed, wouldnt boot etc. got that running again and when i try to launch the game via wrye i get:

Some of what I'm using does appear to be working if I just boot through steam.

don't launch through wrye, disable the steam overlay

reason #3029813 to play games through GoG

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender
Meyers-brigg, I've had a lovely day and nothing can fix it except more sweet rear end TR pics. Can you help

taels
Oct 19, 2012

K:CID:X
Ok well somehow i magically fixed everytyhing, no idea how. yahtzee!

mbt
Aug 13, 2012

Node posted:

Meyers-brigg, I've had a lovely day and nothing can fix it except more sweet rear end TR pics. Can you help

I hope this helps

https://imgur.com/a/dzdJL

:shobon:

(this is all content from the next release)

C-Euro
Mar 20, 2010

:science:
Soiled Meat
If I were to install TR now, how easy would it be to update it when the next version drops?

mbt
Aug 13, 2012

C-Euro posted:

If I were to install TR now, how easy would it be to update it when the next version drops?

updating the files or using the same savegame?

both shouldn't be an issue, updating the files is dead simple, using the same savegame SHOULDN'T mess it up and we've done everything in our power to make things compatible but you can't predict everyones situation

Whorelord
May 1, 2013

Jump into the well...

Well this is an odd one. ToddTest crashes every time I coc into it. I get a death noise (I think the one used by Dremora? It's sort of an ARRRGGHH with a voice effect on it) beforehand tho. Wondered if it was something to do with a mod so I made a duplicate cell. Still causes a crash... Going to delete all the creatures and NPC's inside to see if that does anything.

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Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Meyers-Briggs Testicle posted:

I hope this helps

https://imgur.com/a/dzdJL

:shobon:

(this is all content from the next release)

I chim'd all over

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