|
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 |
# ? Feb 21, 2018 22:01 |
|
|
# ? Jun 4, 2024 18:05 |
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.
|
|
# ? Feb 21, 2018 23:13 |
|
I'm the grumpy kahjit ambassador
|
# ? Feb 21, 2018 23:42 |
|
Meyers-Briggs Testicle posted:not even a top 5 just a random 5 from interiors i'm near fuckin sick
|
# ? Feb 21, 2018 23:43 |
|
"The Vivec Crawl vs. the Septim Stride"
|
# ? Feb 22, 2018 00:15 |
|
The Chad talos and the virgin vehk
|
# ? Feb 22, 2018 00:37 |
|
Meyers-Briggs Testicle posted:not even a top 5 just a random 5 from interiors i'm near i love morrowind more than i love my parents
|
# ? Feb 22, 2018 00:58 |
|
Gyshall posted:i love morrowind more than i love my parents
|
# ? Feb 22, 2018 01:33 |
|
Mods, new thread title please
|
# ? Feb 22, 2018 13:47 |
|
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 |
# ? Feb 23, 2018 07:02 |
|
Totally should've had Dick Butt at the end of that ride, you could've even used the graphics from this mod I made.
|
# ? Feb 24, 2018 05:22 |
|
Meyers-Briggs Testicle posted:sneak peak at what's almost definitely my #1 favorite new TR thing What can you do with the treaty? Multiple options I'm guessing?
|
# ? Feb 24, 2018 05:30 |
|
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!'
|
# ? Feb 24, 2018 08:28 |
|
Im thinking a quest along the lines of Skyrims "A Night To Remember."
|
# ? Feb 24, 2018 10:44 |
|
Mod Organizer 2 plugin for Morrowind
|
# ? Feb 25, 2018 19:15 |
|
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?
|
# ? Feb 27, 2018 02:52 |
|
Mwse and mgxe are the two big ones. As I've said before, I'll never go back to the vanilla engine.
|
# ? Feb 27, 2018 02:58 |
|
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.
|
# ? Feb 27, 2018 03:05 |
|
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 |
# ? Feb 27, 2018 03:14 |
|
It's so awesome that it's 2018 and Morrowind is still relevant with two huge projects (Tamriel Rebuilt, OpenMW) being actively worked on
|
# ? Feb 27, 2018 03:41 |
|
Upmarket Mango posted:Distant land is implemented. Check out this post: 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
|
# ? Feb 27, 2018 03:48 |
|
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 |
# ? Feb 27, 2018 23:18 |
|
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.
|
# ? Feb 27, 2018 23:21 |
|
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: 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: 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 |
# ? Feb 28, 2018 00:58 |
|
This game with the Kingdom Come Deliverance engine and combat would be pretty dang sweet.
|
# ? Feb 28, 2018 02:11 |
|
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). 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?
|
# ? Feb 28, 2018 02:21 |
|
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.
|
# ? Feb 28, 2018 02:46 |
|
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.
|
# ? Feb 28, 2018 02:52 |
|
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? taels posted:How do i turn the distance on the groundcover up though? The distant land tab is sorta vague about that.
|
# ? Feb 28, 2018 05:14 |
|
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.
|
# ? Feb 28, 2018 13:46 |
|
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 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
|
# ? Feb 28, 2018 17:31 |
|
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 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):
|
# ? Mar 1, 2018 02:51 |
|
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: don't launch through wrye, disable the steam overlay reason #3029813 to play games through GoG
|
# ? Mar 1, 2018 03:34 |
|
Meyers-brigg, I've had a lovely day and nothing can fix it except more sweet rear end TR pics. Can you help
|
# ? Mar 1, 2018 03:42 |
|
Ok well somehow i magically fixed everytyhing, no idea how. yahtzee!
|
# ? Mar 1, 2018 04:14 |
|
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 (this is all content from the next release)
|
# ? Mar 1, 2018 04:57 |
|
If I were to install TR now, how easy would it be to update it when the next version drops?
|
# ? Mar 1, 2018 06:44 |
|
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
|
# ? Mar 1, 2018 07:15 |
|
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.
|
# ? Mar 1, 2018 11:59 |
|
|
# ? Jun 4, 2024 18:05 |
|
Meyers-Briggs Testicle posted:I hope this helps I chim'd all over
|
# ? Mar 1, 2018 13:02 |