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ContinuityNewTimes
Dec 30, 2010

Я выдуман напрочь
If you're playing vanilla you should absolutely play openmw because it is vastly more stable

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V for Vegas
Sep 1, 2004

THUNDERDOME LOSER

gurragadon posted:

Eh im just gonna skip doing all this, I wanna play Morrowind and if I start into this its gonna turn into the modding Morrowind game. I didn't even download the right version of wyremash you were talking about the first time.

Why not MO2 though for next time? It seemed to work pretty well.

MO2 works, it's just an extra layer on top of wryemash which you don't really need. Wryemash is simple to use to load mods, resolve conflicts and load orders, test, and uninstall in a single interface.

gurragadon
Jul 28, 2006

V for Vegas posted:

MO2 works, it's just an extra layer on top of wryemash which you don't really need. Wryemash is simple to use to load mods, resolve conflicts and load orders, test, and uninstall in a single interface.

Are the two compatable? As in can a run wyremash through MO2 like I can run MGE through it? The only reason I wouldnt use it immediately is I have a stable modded Morrowind but its only about 40 mods. I figure if I get deeper into it then I would need the better stuff.

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.
I use MO2 with an extensive mod list and it works great. You can run any exe through it, including Wryemash, mlox, etc if you add it as another exe in the launcher.

FlocksOfMice
Feb 3, 2009
I can't imagine why you wouldn't use MO2 other than like, if you mod mods having to move mods to the actual data files folder to access them and move them back is kind of a hassle. 'm sure there's a way around that too that I just haven't figured out. MO2 is great tho?

BCOM is verry nice but I'm always super wary about massive mods that change Everything because of incompatibility issues, but BCOM at least as the standard has a ton of patches available for it these days.

Am I the only person here who treats Morrowind like a ham radio project where everything's been meticulously selected and modified until it's Exactly Just So? Why leave your world up to someone else to decide wholecloth, be your own master!

quote:

I like the area/setup of Tribunal, but it seems like the game cranks up the difficulty seemingly out of nowhere. There's a quest where you help a Nord search the sewers for his friend, and I ran into a group of Goblins who managed to beat me up pretty badly. Prior to that, I did the quest where you stand in on the play, and the assassin that attacks seemed tougher than the DB assassins you fight down in the sewers.

Strongly recommend:
https://www.nexusmods.com/morrowind/mods/46036
https://www.nexusmods.com/morrowind/mods/45714
https://www.nexusmods.com/morrowind/mods/45713

which fix wonky enemy levels and makes the expansions much more balanced and in-line with proper progression, Tribunal is kind of a hot unbalanced mess without it and a loving businessman in Bloodmoon is as powerful as Dagoth Ur because Bethesda I guess.

self promotion of https://www.nexusmods.com/morrowind/mods/48745 also which gives daedric cultists and "boss" enemies more interesting weapons/enchantments/spells to complement the above mods' level curve, while keeping everything in vanilla assets. did you know most enemy wizards only had autocomplete spell lists and cast Burden at you, or instant-kill 500 damage poison spells? this makes it a lot more reasonable

Proletarian Mango
May 21, 2011

FlocksOfMice posted:

self promotion of https://www.nexusmods.com/morrowind/mods/48745 also which gives daedric cultists and "boss" enemies more interesting weapons/enchantments/spells to complement the above mods' level curve, while keeping everything in vanilla assets. did you know most enemy wizards only had autocomplete spell lists and cast Burden at you, or instant-kill 500 damage poison spells? this makes it a lot more reasonable

whoa you made this? that's cool, i've been using it for a while. highly recommended.

mbt
Aug 13, 2012

FlocksOfMice posted:

self promotion of https://www.nexusmods.com/morrowind/mods/48745 also which gives daedric cultists and "boss" enemies more interesting weapons/enchantments/spells to complement the above mods' level curve, while keeping everything in vanilla assets. did you know most enemy wizards only had autocomplete spell lists and cast Burden at you, or instant-kill 500 damage poison spells? this makes it a lot more reasonable

it's really good, you should be proud of it. short of a complete mwse-lua ai overhaul this is as close to sword-coast strategems as tes3 can get

Orcs and Ostriches
Aug 26, 2010


The Great Twist

ContinuityNewTimes posted:

If you're playing vanilla you should absolutely play openmw because it is vastly more stable

After running the code patch and MGE, I can remember a single crash in my couple hundred hours of playtime.

FlocksOfMice
Feb 3, 2009

Orcs and Ostriches posted:

After running the code patch and MGE, I can remember a single crash in my couple hundred hours of playtime.

After I fixed my load order problems and finally ferreted out every mod I'd been using that was relying on a deprecated TD function, the only reason I crash now is if I run out of memory after playing for several hours without pause. With life what it is I haven't even gotten to sit down and play long enough to run out of memory unless I'm like, going across the entire landmass in a single sprint.

mbt posted:

it's really good, you should be proud of it. short of a complete mwse-lua ai overhaul this is as close to sword-coast strategems as tes3 can get

Proletarian Mango posted:

whoa you made this? that's cool, i've been using it for a while. highly recommended.

I haven't gotten to test it out much, but https://www.nexusmods.com/morrowind/mods/51922 takes MDMD and gives the characters armor from Danke's old armor mods and TD/OAAB assets to make things even more exciting and varied. I'm using it on this playthrough, but I just started and I haven't done anything beyond pick mushrooms yet. The screenshots and what I can see in the CS make me feel like they kept MDMD's unique weapons/spells/etc and just expanded on it and I'm pretty excited.

It's like how I made VWE and I think it ended up partially in BCOM, that piratelord Vivec redesign, and Vivec God the City. I love that Morrowind is a series of people making stuff and other people going, wow, that's a great idea, what if I made it even better? and it's like, hell yeah please. I was actually starting to do that myself, add the Danke armor and TD/OAAB assets to MDMD, but someone's gone and done the work FOR me and I can just enjoy it for free? I love Morrowind.

FlocksOfMice fucked around with this message at 06:39 on Mar 6, 2023

Captain Scandinaiva
Mar 29, 2010



gently caress, I ran MWSE-update and now my game crashes on startup. This is the log, any ideas?

code:
Morrowind Script Extender v2.1.0-3074 (built Mar  5 2023) hooked.
Found MGE XE. Version: 0.11.6.0
Morrowind Code Patch installed features: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 29, 30, 32, 33, 34, 35, 36, 37, 38, 39, 41, 43, 45, 46, 47, 48, 49, 50, 51, 52, 53, 55, 56, 58, 64, 65, 68, 69, 72, 74, 75, 77, 79, 80, 81, 83, 85, 86, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 109, 112, 113, 115, 116, 118, 121, 122, 123, 124, 125, 126, 127, 128, 131, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 144, 145, 146, 147, 148, 149, 150, 151, 153, 154, 155, 156, 158, 159, 160, 163, 164, 168, 169, 170, 171, 172, 173, 175, 176, 177, 178, 179, 256, 261, 262, 267, 269, 270, 271, 274, 275, 276, 277
[LuaManager] ERROR: Failed to initialize MWSE Lua interface.
sol: runtime error: .\Data Files\MWSE\core\event.lua:92: attempt to index upvalue 'disableableEvents' (a nil value)
stack traceback:
	.\Data Files\MWSE\core\event.lua:92: in function 'register'
	.\Data Files\MWSE\core\lib\mwse_safeobjecthandle.lua:15: in function 'loader'
	Data Files\MWSE\core\initialize.lua:59: in function 'require'
	Data Files\MWSE\core\initialize.lua:895: in main chunk

Morrowind has crashed! To help improve game stability, send MWSE_Minidump.dmp and mwse.log to NullCascade@gmail.com or to NullCascade#1010 on Discord.
Additional support can be found in the #mwse channel at the Morrowind Modding Community Discord: https://discord.me/mwmods
MWSE version: 2.1.0-3074
Build date: 20230305
Memory usage: 82771968 bytes.
Lua traceback at time of crash:
stack traceback:
MiniDump creation successful.

mbt
Aug 13, 2012

Captain Scandinaiva posted:

gently caress, I ran MWSE-update and now my game crashes on startup. This is the log, any ideas?

code:
Morrowind Script Extender v2.1.0-3074 (built Mar  5 2023) hooked.
Found MGE XE. Version: 0.11.6.0
Morrowind Code Patch installed features: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 29, 30, 32, 33, 34, 35, 36, 37, 38, 39, 41, 43, 45, 46, 47, 48, 49, 50, 51, 52, 53, 55, 56, 58, 64, 65, 68, 69, 72, 74, 75, 77, 79, 80, 81, 83, 85, 86, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 109, 112, 113, 115, 116, 118, 121, 122, 123, 124, 125, 126, 127, 128, 131, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 144, 145, 146, 147, 148, 149, 150, 151, 153, 154, 155, 156, 158, 159, 160, 163, 164, 168, 169, 170, 171, 172, 173, 175, 176, 177, 178, 179, 256, 261, 262, 267, 269, 270, 271, 274, 275, 276, 277
[LuaManager] ERROR: Failed to initialize MWSE Lua interface.
sol: runtime error: .\Data Files\MWSE\core\event.lua:92: attempt to index upvalue 'disableableEvents' (a nil value)
stack traceback:
	.\Data Files\MWSE\core\event.lua:92: in function 'register'
	.\Data Files\MWSE\core\lib\mwse_safeobjecthandle.lua:15: in function 'loader'
	Data Files\MWSE\core\initialize.lua:59: in function 'require'
	Data Files\MWSE\core\initialize.lua:895: in main chunk

Morrowind has crashed! To help improve game stability, send MWSE_Minidump.dmp and mwse.log to NullCascade@gmail.com or to NullCascade#1010 on Discord.
Additional support can be found in the #mwse channel at the Morrowind Modding Community Discord: https://discord.me/mwmods
MWSE version: 2.1.0-3074
Build date: 20230305
Memory usage: 82771968 bytes.
Lua traceback at time of crash:
stack traceback:
MiniDump creation successful.

You're 3 major revisions out of date on mgexe, that probably doesn't help. I know he added some new features in the last few days

Jonah Galtberg
Feb 11, 2009

I've just found it a lot easier to get a modded installation setup and working and then never touch anything

Captain Scandinaiva
Mar 29, 2010



Jonah Galtberg posted:

I've just found it a lot easier to get a modded installation setup and working and then never touch anything

This has been my plan since about 2005, too. Just gradually add and remove stuff.

I'll try updating MGE, thanks.

The_White_Crane
May 10, 2008

Jonah Galtberg posted:

I've just found it a lot easier to get a modded installation setup and working and then never touch anything

Yeah, I spent about a fortnight gradually tinkering with a big modded install, and once I had it set up and I'd played for about a week and was sure it was stable, I stuck it in a big 6GB .7z file and stuck it on my backup drive. Occasionally when I dig it out, I'll swap out some mods, and again, if I play for a week or two with no problems I'll update the archived copy.

Lunchmeat Larry
Nov 3, 2012

My old legacy modded install is still largely based around Morrowind Enhanced so I think it might be finally time to let it go next time I replay lol

mbt
Aug 13, 2012

Lunchmeat Larry posted:

My old legacy modded install is still largely based around Morrowind Enhanced so I think it might be finally time to let it go next time I replay lol

lol god drat

Max Wilco
Jan 23, 2012

I'm just trying to go through life without looking stupid.

It's not working out too well...

Lunchmeat Larry posted:

Tribunal has some really cool parts and writing but basically everything in it is executed terribly lol


Private Speech posted:

Honestly when it came out the biggest thing everyone was excited for were the scripting improvements.

It was more like a modding showcase that has you interact with the rest of the tribunal and see a bit of the mainland. The extra ingredients were cool too, as was the Ultimate Underworld-style stacked design.

e: And yeah I've been playing this game on and off for two decades. I still remember the excitement when I got the game running for the first time - I read some raving reviews but it was hard to imagine, I thought it was going to be more like gothic or some other action-rpg like that. And it was so much more.

I was going to say that aside from that encounter, it doesn't seem that bad, but then I started doing the temple quests, and the second or third quest was an escort quest through the sewers, and I said to myself, "Okay, I get it now."

Having just finished it, It does seem like the set up for the expansion is to do some simple back-and-forth quests for the Palace in Mournhold City, then the temple sends you on a quest into one of the dungeons (the sewers/Old Mournhold, the Dwarven ruin under the statue, and the Clockwork City). The Palace quests are all optional, though, so if you don't do those, you can probably finish the expansion a lot faster, but it's all mainly dungeon dives, and the dungeons dives aren't all that interesting. The dungeons aren't much of a maze, but it seems like it's easy to travel into different cells that lead to dead ends or extend your trip.

I see the scripting improvements in the palace quests, but the Palace questline seems kind of undercooked, like maybe you were supposed to choose whether to ally with the palace or the temple, but they let you do both. Looking at the UESP again, I guess the purpose of the questline is to get one of the blade pieces for Trueflame without turning the palace hostile. Trueflame was a pretty nice reward, but then I say that because I took Long Blade, and it doesn't seem like there's other weapon types in the expansion that are equivalent to it.

Finishing the expansion took me longer than it could have because I decided returned to Vvardenfell to (apart from dropping off/selling the gear I found), was to train up my attributes so I could hit 100 in END so I could get 100 in Heavy Armor, so Almalexia's buff would boost my Heavy Armor to 105. I also visited Azura's Shrine on Azura's Coast to do Azura's Quest, to get Azura's Star, so I could get Azura's Almalexia's soul. The fight with Almalexia was easier than I expected (the fight against her rogue bodyguard was harder). Only died once, but it was fine because I made a save near the end of the fight in the event I did too much damage before I could get Soul Trap off. The Clockwork City is kind of disappointing, and that puzzle with the replicant machines and the doors is not super clear.

-

Anyway, with Tribunal done, it's off to Solstheim for Bloodmoon. However, before I do that, I plan to get my Alchemy and Enchant up to 100. I've heard the end of Bloodmoon is very difficult, and I think I'm going to need an edge to make it through to the end. My thought was to enchant all my equipment, but I'm not certain if that will work because A.) you can't seem to make enchants that are as powerful as quest rewards, and B.) offensive enchants on weapons seem like they might backfire since the expansions seem to have a lot of foes with Reflect.

My fallback is Alchemy, because I figure I can do the Fortify INT exploit and give myself long-lasting healing, resist, and magicka potions to help me out.

FlocksOfMice
Feb 3, 2009
So is TR Preview entirely offline now? I get they don't want bug submissions from content they've already modified or for new players to think empty zones are what TR's all about, but the sudden, harsh borders of the world just sort of snapping into nothingness is super hecking jarring compared to how it was.

ikanreed
Sep 25, 2009

I honestly I have no idea who cannibal[SIC] is and I do not know why I should know.

syq dude, just syq!

FlocksOfMice posted:

So is TR Preview entirely offline now? I get they don't want bug submissions from content they've already modified or for new players to think empty zones are what TR's all about, but the sudden, harsh borders of the world just sort of snapping into nothingness is super hecking jarring compared to how it was.

They probably have to do some work to cull duplicate empties(against the recent release) from preview before they can put it back out there.

FlocksOfMice
Feb 3, 2009

ikanreed posted:

They probably have to do some work to cull duplicate empties(against the recent release) from preview before they can put it back out there.

Right now you can download the individual bits that are being worked on and bring it all back, but since they're being worked on their stability isn't guaranteed which like, fair makes sense. I am STILL getting this install to run without hitting big conflicts so I'm gonna hold off or else I'll never actually get to play at all, I'm just gonna lament the view distance being empty space.

mbt
Aug 13, 2012

its a ton of extra work for relatively little gain and all of the actual indev files are still there. the one you want is this one
https://www.tamriel-rebuilt.org/releasefiles/trrestexterior-4274

which is all of the western edge stuff that surrounds vvardenfell

RubricMarine
Feb 14, 2012

hello everyone i'm one of FlocksOfMice's roommates and i read through this entire thread to pass time at work/while sick. wanted you all to know that i tormented her with various things posted in this thread while going through it thanks for all the laughs.

Also: Playing through the new TR release and it's spectacular as always. The mundanity of having a thing like a college in Firewatch is really awesome and probably one of my favorite things about TR, having things like that really grounds portions of the setting and makes the rest of it pop even more vividly. It makes me want to write poo poo.

Is there a Thieves Guild thing implemented in Andothren or is that still a WIP?

I need to try a non-OpenMW run one of these days to try out some MWSE like Ashfall but I'm so spoiled by OpenMW's performance and smoothness

mbt
Aug 13, 2012

RubricMarine posted:

Is there a Thieves Guild thing implemented in Andothren or is that still a WIP?

it finished way too late to our release to be properly reviewed so it didn't make it in. it's done theoretically but not merged

at this rate it might end up in the next release which is like halfway done somehow

RubricMarine
Feb 14, 2012

mbt posted:

it finished way too late to our release to be properly reviewed so it didn't make it in. it's done theoretically but not merged

at this rate it might end up in the next release which is like halfway done somehow

drat that new pipeline sounds like it's really working. looking forward to it!

FactsAreUseless
Feb 16, 2011

mbt posted:

it finished way too late to our release to be properly reviewed so it didn't make it in. it's done theoretically but not merged

at this rate it might end up in the next release which is like halfway done somehow
This explains a lot. I found the one Thieves Guild guy since he's right on the docks, then kept waiting for him to come up in the Hlaalu questline.

Lunchmeat Larry
Nov 3, 2012

The Morrowind 2 developer has made a new mod (The Elder Scrolls 6) and im excited

https://www.nexusmods.com/morrowind/mods/52435

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Lunchmeat Larry posted:

The Morrowind 2 developer has made a new mod (The Elder Scrolls 6) and im excited

https://www.nexusmods.com/morrowind/mods/52435

RIP Tamriel Rebuilt

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





5

kazr
Jan 28, 2005

drat Fargoth Ur is a good name

rocketrobot
Jul 11, 2003

I have been playing this a bit on my steam deck using a mouse and keyboard (and monitor). But, I heard OpenMW works well enough with the steam deck controls, along with other benefits. Has anyone else been using steam deck with openMW and mods? Any recommendations/tips? I went back a couple of pages and did not see any discussion.

gurragadon
Jul 28, 2006

kazr posted:

drat Fargoth Ur is a good name

Phillip J. Fyr

Lunchmeat Larry posted:

The Morrowind 2 developer has made a new mod (The Elder Scrolls 6) and im excited

https://www.nexusmods.com/morrowind/mods/52435

Great mod lol.

gurragadon fucked around with this message at 02:32 on Mar 13, 2023

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Node posted:

RIP Tamriel Rebuilt



Daggerfall remake looking fire

Dragomorph
Aug 21, 2007

HE'S NOT A REAL GOON, SAM!

Can I keep his head as a souvenir?

Say, why is it ticking?
Oh. Oh. Oh this is a joke that's aged like fine milk.

FlocksOfMice
Feb 3, 2009

Dragomorph posted:

Oh. Oh. Oh this is a joke that's aged like fine milk.



You can also find Lowtax's corpse, killed by two mabrigash, what ashlander men think of as ~sinister women who torment men by stealing their essence~... which I guess is a joke that... uh... uhm...

Lunchmeat Larry
Nov 3, 2012

Enrico la Spaniard
Dec 15, 2021

mbt posted:

it finished way too late to our release to be properly reviewed so it didn't make it in. it's done theoretically but not merged

at this rate it might end up in the next release which is like halfway done somehow

There, uhhh, any pre-release plugins for that floatin' around, or...? Asking for a friend.

mbt
Aug 13, 2012

Enrico la Spaniard posted:

There, uhhh, any pre-release plugins for that floatin' around, or...? Asking for a friend.

Everything is freely available at the site under development->release files

mbt
Aug 13, 2012

I always lmao at idiot tes5 projects that keep everything under lock and key afraid to kill the hype. Then the project dies and there's nothing to show for it

Enrico la Spaniard
Dec 15, 2021

mbt posted:

Everything is freely available at the site under development->release files

Ah, gotcha. So would the new Thieves Guild stuff be found in the latest TR_Update? Pre-release warts and all, of course.

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mbt
Aug 13, 2012

Enrico la Spaniard posted:

Ah, gotcha. So would the new Thieves Guild stuff be found in the latest TR_Update? Pre-release warts and all, of course.

probably not, it gets merged when it gets reviewed and I don't think its made it that far. you can download that from its page directly (account probably needed)
https://www.tamriel-rebuilt.org/claims/andothren-tg-questline

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