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Google says move hidden sea loot higher in your mod list
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# ? Jul 3, 2023 20:17 |
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# ? Jun 5, 2024 05:00 |
... hey uh, "alphabetically" is the. Wrong order for my mods to be sorted in in the load order right?
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# ? Jul 4, 2023 08:43 |
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Zereth posted:... hey uh, "alphabetically" is the. Wrong order for my mods to be sorted in in the load order right? yeah
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# ? Jul 4, 2023 17:17 |
how in the gently caress did that happen okay back to my question about "is there a way to pull the load order specifically out of a wabbajack thing without having to redownload everything and nuke my settings which I assume I are spread all over the individual mods rather than in one convenient place"
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# ? Jul 4, 2023 17:23 |
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Zereth posted:how in the gently caress did that happen yeah download mlox and it should auto-order for you https://github.com/rfuzzo/mlox/releases/tag/1.1.5 are you sure you didnt just click the name field, is it actually sorted alphabetically lol
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# ? Jul 4, 2023 17:33 |
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https://www.gamingonlinux.com/2023/07/morrowind-modern-game-engine-openmw/ Seems like we're getting OpenMW 0.48 pretty soon, last stable release was 2 years ago
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# ? Jul 4, 2023 17:49 |
mbt posted:yeah download mlox and it should auto-order for you The wabbajack download appears to have mlox already so, well. Here's hoping EDIT: Okay yeah it loaded seemingly fine now, thanks Zereth fucked around with this message at 18:08 on Jul 4, 2023 |
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# ? Jul 4, 2023 18:04 |
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Zereth posted:Yeah it's got morrowind.esm at the top and there's a mark on the "Priority" tab oh running mlox after a wabbajack install is supposed to be part of it. maybe it didnt trigger for you (or you didnt read the friggin manual!!!)
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# ? Jul 4, 2023 18:05 |
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I'm getting the itch to play Morrowind again now. Last install I did OpenMW wasn't advised because of MWSELua. Is OpenMW the better option now for an install? I like my graphics mods.
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# ? Jul 4, 2023 18:07 |
mbt posted:oh running mlox after a wabbajack install is supposed to be part of it. maybe it didnt trigger for you (or you didnt read the friggin manual!!!) The install instructions for the modpack do leave something to be desired, it didn't mention the Code Patch for one despite downloading it.
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# ? Jul 4, 2023 19:36 |
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I don’t think OpenMW supports MWSE mods yet, but I did a full play through last year with a ton of vanilla+ style mods and it was great. I wouldn’t let the lack of MWSE hold you back. edit: I was looking around and found some more info. They are not going to support MWSE - it appears ever - "can not be supported due to low level differences in the engine." But there is a Lua scripting system they are integrating into 0.48.0. main 0.48.0 thread: https://forum.openmw.org/viewtopic.php?t=7486&sid=46355f30cac557c69013cafa1b53b05b Lua scripting info: https://forum.openmw.org/viewtopic.php?f=6&t=7149 - good explanation of the options they considered https://forum.openmw.org/viewtopic.php?p=71169#p71169 - current status https://openmw.readthedocs.io/en/latest/reference/lua-scripting/index.html https://gitlab.com/OpenMW/openmw/-/issues/5996 hannibal fucked around with this message at 03:01 on Jul 5, 2023 |
# ? Jul 4, 2023 19:38 |
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hannibal posted:I don’t think OpenMW supports MWSE mods yet, but I did a full play through last year with a ton of vanilla+ style mods and it was great. I wouldn’t let the lack of MWSE hold you back. now all we need is a janky third party abstraction layer over both lua APIs
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# ? Jul 5, 2023 20:48 |
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I've been playing openmw and not missing mwse at all.
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# ? Jul 5, 2023 21:31 |
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you cant miss mwse if youve never gone jacked to the tits on an ashfall install the story of mwse / openmw is pretty funny, the mwse dev approached the openmw years ago and suggested a path to easily integrate lua functions and the openmw devs shot him down and said being able to run lua functions is *dangerous to the user* because of no sandboxing. so the guy went and forked old mwse into a lua branch. linux weirdos own, they love shooting themselves in the foot constantly
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# ? Jul 5, 2023 23:06 |
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Hey so I picked this up on GOG a while back but never got around to installing it. Got the itch to play this after not having played it since way back on the original xbox and really wanna go again. Was curious if anybody had a good/recommended mod list or guide to go off since I now have the option to mod this into modernish standards.
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# ? Jul 9, 2023 00:35 |
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Bumper Stickup posted:Hey so I picked this up on GOG a while back but never got around to installing it. Got the itch to play this after not having played it since way back on the original xbox and really wanna go again. Was curious if anybody had a good/recommended mod list or guide to go off since I now have the option to mod this into modernish standards. If you don't plan on going balls to the wall modding get OpenMW openmw.org it's a rebuilt engine that is more stable has better performance Get these AI upscaled textures https://www.nexusmods.com/morrowind/mods/46221 And Tamriel Rebuilt https://www.tamriel-rebuilt.org/ This is a good place to start with plenty of content, especially if you haven't played in a long time.
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# ? Jul 9, 2023 04:03 |
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I found TR's page for recommended mods very helpful: https://www.tamriel-rebuilt.org/recommended-mods I just run most of those - basically vanilla expanded on openmw with distant land and grass is all I need.
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# ? Jul 9, 2023 05:02 |
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Bumper Stickup posted:Hey so I picked this up on GOG a while back but never got around to installing it. Got the itch to play this after not having played it since way back on the original xbox and really wanna go again. Was curious if anybody had a good/recommended mod list or guide to go off since I now have the option to mod this into modernish standards. When I did my last playthrough (you can check my posts in this thread for some comments) I used what was then called the Morrowind STEP guide and OpenMW. It's been renamed apparently: https://wiki.nexusmods.com/index.php/Morrowind_graphics_guide
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# ? Jul 9, 2023 06:36 |
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Bumper Stickup posted:Hey so I picked this up on GOG a while back but never got around to installing it. Got the itch to play this after not having played it since way back on the original xbox and really wanna go again. Was curious if anybody had a good/recommended mod list or guide to go off since I now have the option to mod this into modernish standards. You need Muffinwind, a lore-friendly and immersive experience that many have called the unofficial third expansion pack.
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# ? Jul 9, 2023 13:15 |
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Lunchmeat Larry posted:You need Muffinwind, a lore-friendly and immersive experience that many have called the unofficial third expansion pack.
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# ? Jul 9, 2023 15:08 |
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Lunchmeat Larry posted:You need Muffinwind, a lore-friendly and immersive experience that many have called the unofficial third expansion pack. Lmao this mod rules. Def want this and Tamriel Rebuilt.
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# ? Jul 9, 2023 16:43 |
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Well I broke something trying to install Tamriel Rebuilt+Openmw. Made sure I verified bsa's but got a ctd shortly after a bunch of "master esm not found" type messages popped up so I suppose I'll just follow a guide next time I can sit down with it.
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# ? Jul 10, 2023 02:19 |
Every once in a while I decide to check out the Combat page of UESP, and I usually learn something new or remember something. It took me many years to understand that the different "ranges" of weapons are not actually ranges but dual damage numbers. A few years later I learned that skills only affect chance to hit while Strength affect damage. The other day I learned that the condition of weapons also influence the damage you do. I don't know if it's a testament to the design that I've never known about this but also never been frustrated by it, or if it's simply the overall low difficulty. It's probably the latter.
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# ? Jul 10, 2023 10:48 |
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Bumper Stickup posted:Well I broke something trying to install Tamriel Rebuilt+Openmw. Made sure I verified bsa's but got a ctd shortly after a bunch of "master esm not found" type messages popped up so I suppose I'll just follow a guide next time I can sit down with it. You're forgetting something basic with openmw like 'put your files in order' You don't need a guide
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# ? Jul 10, 2023 14:47 |
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yeah informing people that the 1-20 or whatever on a weapon isn't RNG but the damage range for how long you hold the attack usually blows their minds a tiny bit.
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# ? Jul 10, 2023 21:57 |
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Babe Magnet posted:yeah informing people that the 1-20 or whatever on a weapon isn't RNG but the damage range for how long you hold the attack usually blows their minds a tiny bit.
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# ? Jul 10, 2023 22:02 |
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It's why crossbows do flat damage and bows don't, which is a nice touch lol
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# ? Jul 10, 2023 22:14 |
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# ? Jul 11, 2023 01:34 |
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Babe Magnet posted:yeah informing people that the 1-20 or whatever on a weapon isn't RNG but the damage range for how long you hold the attack usually blows their minds a tiny bit. It took me about a decade to realize this. Funny enough, that was about a decade ago
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# ? Jul 11, 2023 02:01 |
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I knew that from the start but Morrowind is one of my Special Interests and I had the entire rulesbook memorized because I took it with me to school to read during lunchbreaks and spent all my time on the early TES forums.
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# ? Jul 11, 2023 02:22 |
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# ? Jul 11, 2023 02:30 |
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I was redecorating the Factor's estate on Solstheim with the excellent Furniture Catalogue mod when I realized that I couldn't sleep in any mod-added beds or bedrolls. I got the normal "sleeping is illegal here" message; only the default bed could be slept in. Does anyone know of a console command or simple solution that will allow me to make a bed sleepable? It would be a pity to have put so much effort into the place and not even be able to rest there.
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# ? Jul 11, 2023 03:19 |
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https://www.nexusmods.com/morrowind/mods/52500?tab=description This mod adds the setownership command from Oblivion and Skyrim into the console. You could try and see if that works.
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# ? Jul 11, 2023 03:26 |
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kazr posted:It took me about a decade to realize this. Funny enough, that was about a decade ago yeah I absolutely didn't know about it for a while and when I found out, a lot of stuff made a lot more sense. I was even modding for a while before-hand so I was putting in a bunch of bullshit numbers I didn't even understand lol It makes the Chop/Slash/Stab dynamic make a lot more sense too, which is nice because I don't like using "always use best attack".
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# ? Jul 11, 2023 03:45 |
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I guess we can also re-mention the fact that fatigue affects lots of poo poo you wouldn't expect in a computer game, such as lockpicking and mercantile
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# ? Jul 11, 2023 03:58 |
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yeah a very large portion of the morrowind combat stereotype of "swing 100 times, miss 95 of them" is largely due to players running and jumping around before combat so their fatigue is low + using weapons their character isn't skilled in like the starter knife
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# ? Jul 11, 2023 04:05 |
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Babe Magnet posted:yeah I absolutely didn't know about it for a while and when I found out, a lot of stuff made a lot more sense. I was even modding for a while before-hand so I was putting in a bunch of bullshit numbers I didn't even understand lol It really doesn't. Most weapons don't have any actual thought put into them. If Morrowind was a GOOD system, it would have, say, tradeoffs. Your thrust does 10-20, a reliable move for quick attacks. Your chop does 1-30, your go-to for longer held swings. Your slash does 5-15 but charges more quickly, say. Instead most weapons are like, Chitin War Axe: 1−11, 1−6, 1−2 Dwarven Battle Axe: 1−35 ,1−, 1−15 Iron Wakizashi: 7−12, 5−10, 1−5 Glass Dagger: 6−15, 6−15, 6−12 Daedric Katana: 3−44, 1−40, 1−14 Dwarven Claymore: 1−33, 1−29, 1−20 Among the outliers are things like: Daedric Shortsword: 10−26, 10−26, 12−24 Steel Wakizashi: 8−11, 7−12, 2−7 Where the deviance is by 1. Like, yes, the chop is stronger on a fast hit with the Steel Wakizashi, and the slash is stronger on the charge attack--by two damage points. It's nothing. Even if this were fixed, the NPCs wouldn't take intelligent advantage of it, and you would still probably be best served just using the move with the maximum damage range each swing. The values in vanilla are assigned almost arbitrarily. In making MDMD it became VERY clear Bethesda had no idea how to balance the game at ALL. It's why most wizards have autocomplete spelllists (or even BESPOKE spellists) with spells like... Burden! Weakness to Fire (no fire spells)! Weakness to Common Disease! Drain Health 3 points (half of Beth's design team HONESTLY thought Drain Health worked like Damage Health. There are lots of spells and enchanted items where Drain Health has no duration (worthless) or a very low value and a long duration. They just straight up did NOT know how their own loving SYSTEM worked.) Also, to-hit is a calculation of Agility+Weaponskill (and fatigue and luck) vs Agility (and fatigue and luck). If the hit occurs, damage is applied based on the damage stat of the weapon for how long it was held + strength. This means that at level 60 of any weapon skill, against most opponents, you are going to hit the majority of the times you attack. Using the best weapon, with the best attack move, you will always deal maximum damage every second or so. THAT means that once you are at weapon level 60 with any weapon, your ability in a fight is limited only by your OWN armor and dodge, your strength to a degree, and the weapon you use. Get a decent weapon early on, start with a weapon skill of 50, and that's it. You're good. The only thing you need to fear are opponents with BIG weapons, because if they hit ONCE you're still hosed. That bosmer in the caves outside Pelagiad with the dwemer battleaxe will just do a flat 30+ damage like, 60% of her swings, possibly with stagger. The only weapons worth using, ever, are big, heavy weapons with a huge max damage, or daggers with fast speed and high base attack for the fast damage interrupt chance. Combat in morrowind is So bad and rebalancing this game was such a loving chore and I did what I could but honestly the entire system needs a ground-up rework. The bell curve of difficulty is so fucky. Magic is more balanced in its cost-->success ratio wrt damage, but too many things have reflect and without mods optimal magic strat is always the most magic damage you can do. Mods that make things like Drain Attribute way way WAY cheaper are a lot of fun because it actually gives you things you can do strategically--waste a combat beat knocking enemy strength by 30 so you can significantly decrease their damage, etc! But in base, no matter what you gussy up the enemies with, combat in Morrowind is very very simple once you know how it works. Actually creating interesting encounters is less of a factor of buffing stats and more giving enemies unique spell effects or enchantment effects or group compositions.
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# ? Jul 11, 2023 04:12 |
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yeah fair enough it making more sense doesn't mean it was good, just that it was more sensible than giving you three RNG numbers for no reason. I can see what they were trying to do, at least.
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# ? Jul 11, 2023 04:15 |
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Invisibility is trivially cheap and makes you 100% undetectable. Chameleon, reflect, and sanctuary are stackable and completely break the game at 100 points. (sanctuary is technically not complete immunity at 100 but it's effect is effectively the same) Alcohol can stack buffs infinitely. Drink 10 cheap sujamma and punch a hole in god. Not even going to go into the alchemy loop Morrowond is busted as hell. There's an anticheese mod out there but the whole thing needs a revamp. Games like dnd increase power by giving your rolls more dice. There's still a chance of failure even at 100. With flat percentage increase like chameleon, there's never failure at all.
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# ? Jul 11, 2023 14:23 |
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# ? Jun 5, 2024 05:00 |
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Node posted:I guess we can also re-mention the fact that fatigue affects lots of poo poo you wouldn't expect in a computer game, such as lockpicking and mercantile desperately haggling for cheaper restore fatigue potions between great heaving breaths
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# ? Jul 11, 2023 15:08 |