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Jack B Nimble posted:Oh dang, I hadn't thought of that at all. Yes, that does help, thanks! Any time
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# ? Mar 4, 2024 16:29 |
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# ? Jun 6, 2024 05:54 |
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mbt posted:I can't think of a single other mod that uses a separate bsa and I'm a morrowind fanatic. There was a good mod that gave Telvanni guards their own unique style of bonemold armour that used BSAs. The author was Russian, apparently it's more common in Russian modding to use BSAs.
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# ? Mar 4, 2024 16:31 |
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Whorelord posted:There was a good mod that gave Telvanni guards their own unique style of bonemold armour that used BSAs. The author was Russian, apparently it's more common in Russian modding to use BSAs. Always thought the Telv bonemold should have some little purple details/highlights so it vibes a bit better with the cephalopod helm, it's a lovely helm but it clashes so much with the standard town guard bonemold.
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# ? Mar 4, 2024 16:40 |
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Cookie Cutter posted:Always thought the Telv bonemold should have some little purple details/highlights so it vibes a bit better with the cephalopod helm, it's a lovely helm but it clashes so much with the standard town guard bonemold. There mod removed the helmet from guards completely, it looked like this: It's a but outdated now, I'm currently putting together a new install and I think I'll use Kinsmer which has a guard diversity option that does something similar to what you're talking about :
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# ? Mar 4, 2024 17:22 |
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hifi posted:Been playing starwind and major kudos for what it is but the game is rough basically past the first planet. Does this mean Starfield, or is there a Morrowind mod called Starwind?
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# ? Mar 4, 2024 17:45 |
chaosapiant posted:Does this mean Starfield, or is there a Morrowind mod called Starwind?
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# ? Mar 4, 2024 18:20 |
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Yeah that's the link. it's kotor in the morrowind engine Combat is stupid but in a weirdly compelling way. Guns are crossbows so it's kind of a dodging bullet hell thing if you fight a group of people. I lucked into a midgame sniper rifle in the first sewer level on tatooine that you probably get tricked into but switched to a pistol because you can spam it a lot more and the reduced damage doesn't matter so much. Melee weapons are more powerful but you also have to chase down blaster users that will try to kite you. Im not sure if it is a bug but you can't rest anywhere except beds that seem to be all unowned, and with alchemy being locked behind a quest chain I just ignored it and the game felt remarkably "kotor-ish" with how you rely on medkits to heal. nar shaddaa is like a weird meme town. ra'virr has a shop there and there is "club arkngthand" that has a dancing dagoth ur. All of the exploration maps are like 10x the size of what they need to be. At least the mod has some kind of speed tweak going on, plus mounts that add hundreds of speed plus a feather effect. getting skills in the game is weird. there's a ton of datapads (books) in game and basically everything gives you a random skill up. you can buy like "blaster manual 1" that gives you ranged skills but there are only 5 of those, 5 for melee weapons, and 5 for persuade i believe. trainers are really rare, for spells (force powers) too. The aesthetic is sick, if you were into kotor or swg well it's basically that but there were also swings and misses like all the hutts look like cartoon blow up toys you would see on a used car lot.
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# ? Mar 4, 2024 18:46 |
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Very specific request: MM - Enhanced Detection rules, it adds visual effects to the Detect spells so that they actually appear in the world However, by default when you approach the target, the visual effect fades out. Handy feature, but I think i would like the visual effect to NOT fade out on approach. Could someone who is good at morrowind with a few minutes to spare help me find what variable or whatever would have to be changed in the mod's files? Thx!
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# ? Mar 5, 2024 02:49 |
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Am I wrong, or is that already an option in the Morrowind Code Patch? I'm pretty sure there's something in that, that adds purple clouds around detected creatures and NPCs.
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# ? Mar 5, 2024 02:58 |
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I think you might be thinking of Elder Scrolls IV: Oblivion
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# ? Mar 5, 2024 03:02 |
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Oh probs
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# ? Mar 5, 2024 03:40 |
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Slowly moving towards rebuilding modded Morrowind AGAIN utilizing a modified version of the Expanded Vanilla list on Open MW Mods. (i.e. No 'play bad character' mods due to bloat, keeping out mods I already know annoy me, adding the head choice mods, etc.) I'm noticing a lot more voice mods than last time though, and am I the only one who feels a little weird about including mods that add voice lines to the in-game actors? Like, the one that does audiobooks is fine because apparently it uses community volunteer AI voices but the others... eh. Feels a little weird in the modern climate about AI.
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# ? Mar 5, 2024 22:06 |
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Enrico la Spaniard posted:Any time Oh, I meant to say, this worked like a charm, thanks again. Does anyone have a mod that changes the guild ownership of items to account for value? I was using TFH in the old Ebonheart guild and it looks like absolutely everything is available at "Defender". Obviously I can just restrain myself but a mod that ties more valuable items to higher ranks would be cool.
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# ? Mar 5, 2024 22:17 |
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Is there something in the Morrowind++ package from the OP that messes with spell damage? Can't see anything obvious, but I'm noticing that my Greater Fireball seems to deal suspicioislt average damage, i.e. it's listed as 2-40, but it always deals exactly 21 damage.
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# ? Mar 6, 2024 01:22 |
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Dragomorph posted:Slowly moving towards rebuilding modded Morrowind AGAIN utilizing a modified version of the Expanded Vanilla list on Open MW Mods. (i.e. No 'play bad character' mods due to bloat, keeping out mods I already know annoy me, adding the head choice mods, etc.) I'm noticing a lot more voice mods than last time though, and am I the only one who feels a little weird about including mods that add voice lines to the in-game actors? Like, the one that does audiobooks is fine because apparently it uses community volunteer AI voices but the others... eh. Feels a little weird in the modern climate about AI. I do not feel weird about it, no.
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# ? Mar 6, 2024 01:29 |
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I haven't played a good MW run in a few years now and it's time to go home. So I've installed and set up OpenMW, and now I come to you my Velothi kin to ask the oldest question: Help with mods pls Specifically last time I played the mod that adds the ability to implement new skills had just dropped but nothing much had been done with it yet. This is extremely my poo poo so I'd love to know if there are any good mods that use that and give us More Skills. Wealth beyond measure.
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# ? Mar 6, 2024 01:51 |
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Dragomorph posted:Slowly moving towards rebuilding modded Morrowind AGAIN utilizing a modified version of the Expanded Vanilla list on Open MW Mods. (i.e. No 'play bad character' mods due to bloat, keeping out mods I already know annoy me, adding the head choice mods, etc.) I'm noticing a lot more voice mods than last time though, and am I the only one who feels a little weird about including mods that add voice lines to the in-game actors? Like, the one that does audiobooks is fine because apparently it uses community volunteer AI voices but the others... eh. Feels a little weird in the modern climate about AI. I've been thinking about this for other games that are otherwise fully voiced and to be honest I think it's one of very few legit uses for AI voices as long as you're not using it to voice a pre-existing character. Say if I ever want to make a quest mod for Baldur's Gate 3, it's going to need voice acting or it's going to stick out like a sore thumb (we kind of have to accept it's not going to have full motion capture lol). I am not interested in seeking a community VA effort. If I use, uh, ethically sourced free range AI voice acting (as you refer to) and I'm not making it do a weird ripoff voice of one of the existing companions, and I'm not profiting from this anyway, I don't really see the issue. That said it's something I've been mulling back and forth on a lot for the last few months and I can't really make up my mind completely. I don't really see the point in it in a Morrowind mod though since the game... barely has VA.
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# ? Mar 6, 2024 01:52 |
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The mod I use adds greetings for quest NPCs, usually just their first line. For example you hear Fargoth say "Are you the one the boat dropped off? Odd to see a boat arrive at that time of day" and the Guard at the dock and Socucius Ergalla comment on your race and Birthsign respectively. Basically just gets them to the level of voice acting that NPCs from Tribunal and Bloodmoon have.
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# ? Mar 6, 2024 02:09 |
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voice acting in rpgs was a mistake.
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# ? Mar 6, 2024 02:14 |
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Whorelord posted:The mod I use adds greetings for quest NPCs, usually just their first line. For example you hear Fargoth say "Are you the one the boat dropped off? Odd to see a boat arrive at that time of day" and the Guard at the dock and Socucius Ergalla comment on your race and Birthsign respectively. Basically just gets them to the level of voice acting that NPCs from Tribunal and Bloodmoon have. I suppose. But it does feel sort of odd given that there is a mod out there that just flat out got one of the original actors to record dialogue.
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# ? Mar 6, 2024 02:23 |
surprised they managed to get him to do the dunmer voice again, iirc he mentioned at one point that he came close to permanent vocal damage from doing it
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# ? Mar 6, 2024 02:40 |
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Air Skwirl posted:voice acting in rpgs was a mistake. Preach it.
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# ? Mar 6, 2024 02:41 |
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I dunno, ya'll seen this yongyea guy voicing kiryu in the latest yakuza game?
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# ? Mar 6, 2024 02:45 |
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Air Skwirl posted:voice acting in rpgs was a mistake. I once upset a video game voice actor by saying that (I didn't know that it was his job). I still agree.
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# ? Mar 6, 2024 04:34 |
I like voice acting in many RPGs but also would be perfectly fine going back to text only, I think certain things are lost in many voiced RPGs compared to ones that just need text. Kind of prefer only some lines being voiced if you're going to include VA a lot of times, something like Morrowind style is perfect.
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# ? Mar 6, 2024 04:55 |
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there are too many british ppl in crpgs. no respect for the rest of the continents funny sounding freaks
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# ? Mar 6, 2024 04:58 |
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Leal posted:I dunno, ya'll seen this yongyea guy voicing kiryu in the latest yakuza game? no i haven't seen him, he's a voice actor not a face actor
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# ? Mar 6, 2024 05:55 |
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Maybe in other countries it’s just as bad (I don’t speak the heathen Dutch language so I don’t know) but American voice acting is the same ~8 people doing the same ~8 voices and it’s just incredibly immersion breaking to constantly go “oh it’s that guy again”. Skyrim and Oblivion were even worse than the abysmal industry standard about that, so I am immensely grateful that Morrowind was too early to have all that. Attempting to use AI to expand the fleeting canned greetings into voicing all the text would bring Morrowind down to those later standards not up, because it would make it impossible to ignore the shared voices and “That guys”.
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# ? Mar 6, 2024 06:21 |
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Vanilla morrowind has the exact correct amount of voice acting
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# ? Mar 6, 2024 07:20 |
S'wit
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# ? Mar 6, 2024 07:20 |
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Yep. The correct amount is “enough for flavour”. the “n’wahs” and the “fetchers” and the “keep moving scum” are all anyone needs. Of course the hottest crpg of the decade, bg3, is fully voice-acted, and from what I’ve seen the main voice actors have all become minor celebrities online, gamers love them very much, so, who knows.
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# ? Mar 6, 2024 07:35 |
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I could kill that guar, these boots are ruined
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# ? Mar 6, 2024 07:37 |
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How much voice acting you depends on what kind of RPG you're in. Morrowind is fine with mostly text, but lets not pretend that games like Vampire the Masquerade Bloodlines or Cyberpunk 2077 would be better if they were all text based.
Whorelord fucked around with this message at 10:18 on Mar 6, 2024 |
# ? Mar 6, 2024 10:10 |
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The most important thing is that the player character doesn't speak. Playing Fallout 4 with the mods that show what you're actually about to say really hammered home this point for me. Your own expectations do so much work in making it feel like something your charater would actually say, and it's extremely jarring to pick what you read as "Sure (sighing, rolling eyes)" and your character goes "SURE!! DDD"
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# ? Mar 6, 2024 11:02 |
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WhiskeyWhiskers posted:I could kill that guar, these boots are ruined quiet. here comes the guar.
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# ? Mar 6, 2024 11:09 |
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Terrorforge posted:The most important thing is that the player character doesn't speak. Playing Fallout 4 with the mods that show what you're actually about to say really hammered home this point for me. Your own expectations do so much work in making it feel like something your charater would actually say, and it's extremely jarring to pick what you read as "Sure (sighing, rolling eyes)" and your character goes "SURE!! DDD" Nah, there are plenty of games that benefit from a voiced protagonist. Bethesda games aren't one of them though.
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# ? Mar 6, 2024 11:21 |
Jay Rust posted:Yep. The correct amount is “enough for flavour”. "Outlander, WHAT do you WANT."
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# ? Mar 6, 2024 11:24 |
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I will listen Outlander, but. Make. It. Quick.
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# ? Mar 6, 2024 12:10 |
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If you're a Dunmer, how do the Dunmer on Vvardenfell know you're an outlander, anyway? Do you have a [NEW PLAYER] tag floating above you?
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# ? Mar 6, 2024 12:13 |
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# ? Jun 6, 2024 05:54 |
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Node posted:If you're a Dunmer, how do the Dunmer on Vvardenfell know you're an outlander, anyway? Do you have a [NEW PLAYER] tag floating above you? I imagine it's like if someone who's a 3rd generation immigrant went back to the country their ancestors were from. How they work it out if you're clad head to toe in bonemold I don't know.
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# ? Mar 6, 2024 12:20 |