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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 |
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# ¿ May 17, 2024 00:14 |
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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.
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# ¿ Feb 28, 2018 13:46 |
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I made a gimmick/challenge character that can only carry 3 items at once, not counting things like keys or quest items. Right now that's a sword, shield, and veloth robe; it's a tremendous change of pace compared to the batbelt of items most play throughs accumulate. I don't think it's going to work out in the end but we'll see.
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# ¿ Mar 5, 2018 20:22 |
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Here's a list of mods that were mentioned just a few posts ago, they worked great for me and I specifically bring them up because you can set your aspect ratio with MGEXE Meyers-Briggs Testicle Aug 13, 2012 Jun 8, 2017 17:42 updating my old recommendation post 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/ speed and stamina tweaked (dont use the mb10 esp) - makes you run faster and makes stamina not drain when you run, mostly. http://www.nexusmods.com/morrowind/mods/43413/ that's going to give you the best possible best looking game that won't make you download 100000 BETTER CANDLES mods you won't ever use. rather than waste power rendering plates and cups you can keep it at 1440p 60fps, which i guarantee you can't do with mgso e: at some point i'm going to package this up and illegally distribute this. stuporstar wtb your new weapons / armor textures so daddy darknut doesn't want to murder me 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
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# ¿ Mar 12, 2018 18:10 |
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You say that and I can only hear this: https://youtu.be/QrgXRpX6Bco I need to reinstall all my mods or something because, after reinstalling the client, the overhaul/model replacements aren't working. Every time I fiddle with it and then start a new game theres juib, made of about 3 polygons.
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# ¿ Oct 25, 2018 13:18 |
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Tried to reinstall this after finally finishing Witcher 3, googled a guide posted on Nexus Mods and ended up with basically the essential mods from the OP, but could NOT get the enhanced textures to load. Looking at the OP, I see that I didn't install to C:, didn't make sure I was running as admin, and didn't change a graphics setting in game after changing the date (also changed the dates with a cmd prompt I googled instead of using wyremash). Frustrating to spend my evening troubleshooting rather than playing, but I know it'll be worth it once I get it done. I'm going to start over with a fresh install to C:, following the OP and using Mod Organizer 2, and installing the essential mods in the OP and the recently posted map mod. I'll cry here for help if I can't get it, always appreciate you all when I inevitably return to Morrowind. Edit: I'm playing with the French language version installed from Steam, hopefully that doesn't matter. Jack B Nimble fucked around with this message at 14:08 on Jul 29, 2020 |
# ¿ Jul 29, 2020 14:05 |
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Ugh, the language is important me. Do you know if the patches in the OP would be affected? The code, optimization, and purist patches?
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# ¿ Jul 29, 2020 15:47 |
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Ok, I think those high res textures only requires MGE XE, so I may be able to get a list of noneglish compatible mods I can work with; I'm really more interested in updating the graphics than patching the gameplay (or at least, I can live with that limitation if I have to), so maybe I can make this work.
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# ¿ Jul 29, 2020 16:06 |
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That's absolutely what I should be doing, thanks. I'm not at all fluent so "french internet" isn't something I know anything about, beyond lemonde.fr and fr.wikipedia.org.
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# ¿ Jul 29, 2020 18:57 |
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Je suis nes pas nerevarine, je suis le nouvelle partie. Le nouvelle partie pour toujours.
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# ¿ Jul 29, 2020 20:17 |
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Climb my rear end to the bottom of a tomb guarded by mimes and protecting a pedophile author, at the bottom read about B A G U E T T E Got the mods up and running in nonenglish, thank you all! Now I just have to live with choosing medium armor!
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# ¿ Jul 30, 2020 12:32 |
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I forgot to make enchanted items cost more when running the code patch, will it corrupt my saves if I run it again?
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# ¿ Jul 31, 2020 15:57 |
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I'll tell you this, I'm really appreciating the simplified grammar of my good buddy Habasi 'Dent-de-Sucre'.
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# ¿ Jul 31, 2020 18:00 |
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So, I went back and re-ran the MCP, and it will only increase the value of items YOU enchant. It won't deal with magic items in shops being way, way too cheap; I just decided I wouldn't buy any of them, but it seems to be weirdly hard to Google any discussion of it, there's a few posts from years ago on random message boards. "Enchanted items too cheap" returns lots of complaints about selling, not buying.
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# ¿ Aug 3, 2020 16:10 |
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I can appreciate making players earn less money, but it seems like it's just a fundamental problem of the enchantment not having much value. Like the dwemer jink blade in Balmora is, I dunno, 350? Obviously anyone who wants to cheese the game can, and it's not like this is some revelation, so I don't want to make a big deal of it. Honestly, how hard can it be for me to just edit these values myself. Time consuming to do it by hand maybe, but not hard. I have a 4 day weekend coming up, maybe I'll try my hand at modding, too.
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# ¿ Aug 3, 2020 18:38 |
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FlocksOfMice posted:Is there anything obvious I'm missing? Can Umbra be given levitate, so that he can follow a player up onto the nearby rocks?
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# ¿ Aug 17, 2020 11:58 |
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Huh, I always thought the bitter coast was a swamp, like the USA deep south.
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# ¿ Nov 23, 2020 17:59 |
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Necronormiecon posted:I made a 30-minute review / Let's Play of Skyrim: Home of the Nords. I'm at work so I've only read your bullet points, though I do what to check out your video. Does this have a "main quest" and is it finished/completable? Like can I "beat" this?
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# ¿ Feb 26, 2021 21:48 |
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I'll have to try check it out sometime, yeah, just making sure I know what I'm getting so I can play it in the right mood. Right now I want to finish a game, so the time isn't right.
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# ¿ Feb 26, 2021 22:47 |
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I just hooked my roommate up with the standard modernization/light modding build of morrowind and he'll be playing it for the first time soon. So man memes to share.
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# ¿ Mar 23, 2021 14:54 |
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That matches my hazy internalization; I'd thought it was a kind of wildcat fort that was abandoned rather than assaulted.
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# ¿ Mar 30, 2021 17:26 |
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Morrowind adjacent, I watched a gameplay demo (just a vertical slice I think) of that morrowind skyrim remake, and I'm not sure what they're doing with the numbers but Skyrim's conceit of "when you're hit, you're hit" really seems to change the pace of combat for the worse.
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# ¿ Mar 31, 2021 18:59 |
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I also don't want to dog pile you with hot take suggestions, but is an animation literally necessary? Because I personally would be happy with a sound effect and a sword that's frozen at rest for a second.
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# ¿ Apr 15, 2021 18:08 |
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Ok, I thought that was what were saying, a genuine technical necessity, thanks.
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# ¿ Apr 15, 2021 18:10 |
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I'm fine with sleeping in an owned bed being a "crime", but it would benefit from some tiers of offense Like: Victim drops 50 disposition points and, if they flag as hostile, I remember when we were playing the vanilla game for the first time my friend picked up a merchants item by mistake, when trying to talk to them, and then got beaten to death in Fort Moonmoth while trying to place the item back on the table.
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# ¿ Apr 15, 2021 18:17 |
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I'm looking to do a clean (English language) install, and I'm looking for mod suggestions that add survival mechanics (hunger/thirst/fatigue etc), campfires/bed rolls, crafting, etc etc. To be a bit tongue in cheek I'm looking for anything that'll make the game take longer, be fussier, generally be more frustrating. I also saw a YouTube review of a "hardcore" overhaul that changes both combat and items/vendors. Oh, and I want to make sure I don't miss the goon mod to buff up the various combat NPCs. I think I know the basic "necessary" mods like MCP, but are there any suggestions for stuff to increase the significance of "mundane" actions like eating and traveling? I think Briggs mentioned a survival mod recently?
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# ¿ Apr 17, 2021 15:56 |
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"Beware the sixth house" is such a good name; thank you.
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# ¿ Apr 17, 2021 16:53 |
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I remember reading about this mod when the OP first brought it up, lots of baffling choices with NPCs was fixed, good stuff. Would it be compatible with the three rebalancing mods listed earlier? Fear the Sixth house etc?
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# ¿ Apr 17, 2021 23:06 |
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DEEP STATE PLOT posted:as i continue to play and stream my permadeath run, i was amused to find that one of my vods saved on twitch has 6 minutes of muted audio with the reason that it contains a cover of elder scrolls music. which it does not, it's literally just the in-game music from morrowind. Twitch is really struggling with this lately; I think it was Blizzard that paid all the expense of having Metallica songs (performed??) for an event and Twitch blocked the audio. Also, I'd heard of Ashfall here in the thread, and I'd played with Frostfall for Skyrim; now I've actually played both and Ashfall is amazing! There's so much more "organic" interactions in Ashfall that really sell the experience. Edit: Oh hey, so I'm reading that, in Ashfall, you want to be wearing covering clothes and a "face covering" in a blight storm. I normally prefer taking unarmored as a minor skill and going without a helmet; does anyone know if this mod would give me a suitable covering: https://www.nexusmods.com/morrowind/mods/47783?tab=description Jack B Nimble fucked around with this message at 17:08 on Apr 18, 2021 |
# ¿ Apr 18, 2021 17:03 |
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I just acquired everything you need to brew and store stews in Ashfall and I'm not sure if I'm having a problem with the mod or if it's working as intended since my Survival is only about 14; the stew effects wear off very quickly. It almost seems like they're lasting for 5 in-game minutes rather than 5 in-game hours. That might not be the actual case, but regardless I can slurp some stew at the cooking pot and have it wear off faster than I can tear down my camp and move back into town. I've tried setting using both default time scale and having Ashfall set it to a value of 15, doesn't seem to change the duration of the stew. Perhaps relatedly, screwing with my time scale (and setting the clock block mod to in-game to track) seemed to screw up Ashfall for a moment there; the survival HUD elements started to display the cold meter using the same red as heat, and my Health/Mana/Stamina all greyed out. Thankfully, reloading a prior save fixed all that, and I subsequently adjusted the time scale and clock mod like I said earlier with no problems. Again, not sure if my survival just needs to go up higher to make stew last longer (or if I need to eat more of them? My character only sipped maybe 10 "points" of stew), or if this is an issue I'm having with mod(s). Here's my Load Order, using Mod Organize 2: #Mod_Priority,#Mod_Status,#Mod_Name "0000","+","Unmanaged: XE Sky Variations" "0001","+","Unmanaged: Morrowind Code Patch Showcase" "0002","+","DLC: Tribunal" "0003","+","DLC: Bloodmoon" "0004","+","Westly" "0005","+","Robert's bodies" "0006","+","MET 4.1" "0007","+","Skills Module" "0008","+","Ashfall" "0009","+","Beware the Sixth House" "0010","+","Tribunal Rebalance" "0011","+","Bloodmoon Rebalance" "0012","+","MDMD - More Deadly Morrowind Denizens" "0013","+","Harder Barter" "0014","+","Weather Adjuster" "0015","+","More wells" "0016","+","NighttimeDoorLocks-LD" "0017","+","Watch the Skies 3.0.2 - full" "0018","+","Realistic Repair" "0019","+","Bed Buddies" "0020","+","The Publicans" "0021","+","MWSE Clock Block" "0022","+","Foods_of_Tamriel" "0023","+","Go Fletch" "0024","+","Happy Harvesting" "0025","+","Improved Weapon Meshes - Steel" "0026","+","Quick Loadouts"
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# ¿ Apr 18, 2021 18:14 |
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That's so cool, love it. Edit: Endorsed, thank you for the great mod. Oh, and I endorsed MDMD, which turned Boss Crito in the first Dwemer dungeon into the Thrilla in Manilla. Jack B Nimble fucked around with this message at 20:24 on Apr 18, 2021 |
# ¿ Apr 18, 2021 20:21 |
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I like Mord Organizer 2 but I don't think there's consensus that it's the best choice. Regarding starting over, I believe the Morrowind Code Patch and Morrowind Graphics Extender are both considered essential, even if you intended to play the "vanilla" game; they clear up modern technical issues and bugs/poor choices the game shipped with. As far as graphics the key for me is just some high res textures; they make a huge difference. I have some better faces, better bodies, but I'd prioritize higher resolution textures over all of it. I install one mod at a time and make sure it works before continuing; MO2 will sort them for you.
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# ¿ Apr 18, 2021 22:12 |
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So, I'm curious, does anyone here who plays Ashfall abstain from any or all or some of the various teleportation methods?
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# ¿ Apr 19, 2021 20:11 |
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What's the best resource for learning to mod morrowind today? A certain you tube series or forum? I'd like to modify some item values, which, based on what I saw last night, doesn't seem too hard, but all the same I want to be careful and do it right.
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# ¿ Apr 21, 2021 13:11 |
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I was going to manually increase the value of generic enchanted items, so that, for example, the enchanted short blades that are sold in the Balmora's fighter's guild cost a bit more. I watched a couple tutorials online last night and loaded up the CS, and yes it did look very simple; I just wanted to do enough research ahead of time to avoid making any stupid assumptions. Edit: The "wisdom" of the mod is a completely separate topic from making the mod correctly but, like, I'm level 4 currently and, with the various mods I've installed, I'm flat broke and loving it. Kayde just gave me 200 gold to cover travel expenses when I returned the Chapel's limeware bowl and I was darn grateful since I was gathering mushrooms and nix hound meat to pay for the boat rides back. Now, at the same time, the Ald Ruhn Mages guild will sell me a cloth belt enchanted with healing magic that would be a big help to the incidental healing I need while traveling and it costs...less than half the price of traveling from Hla Oad to Ebon Heart. What I'm doing currently is just completely avoiding sold magic items, but I'd like to instead bump the prices up to something that feels right so I can start engaging with them. Jack B Nimble fucked around with this message at 13:41 on Apr 21, 2021 |
# ¿ Apr 21, 2021 13:28 |
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Great, thank you both; I agree that the act of editing the values in CS seems dead simple, it's the concern over corrupting the data file and the broader act of making it a plugin someone can install and install that I want to be careful about. Probably all simple stuff I'll learn all about in the links, so no need for anyone to explain it here, I'll study up.
Jack B Nimble fucked around with this message at 14:19 on Apr 21, 2021 |
# ¿ Apr 21, 2021 14:10 |
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Grand Fromage posted:Anyone ever encountered a bug where sometimes when you save the game/go into menus, you get teleported to a random Dunmer stronghold once you're out of the menu? So, is it taking you to propylon chamber exterior cells?
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# ¿ Apr 21, 2021 18:33 |
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I made a test edit on Wayne's items so I can pop into the Balmora's Fighter's Guild and see how things seem, but TES3CMD doesn't seem to be creating any new .esp. Is this working as intended because it didn't have to clean anything? In the example videos I've seen the process generates some more lines and then creates a "clean_X" file: Edit: It seems to work fine. Jack B Nimble fucked around with this message at 23:46 on Apr 21, 2021 |
# ¿ Apr 21, 2021 23:35 |
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Just an observation, regarding "generic magic weapons" in Morrowind: A mundane Steel Long Bow has a value of 50. A Steel Long Bow that can cast Bound Long Bow for 60 seconds and a 1-10 point Lighting Shield for 10 seconds has a value of 265. A Steel Long Bow that can only cast Bound Long Bow for 60 seconds has a value of 11000. I have no idea if that third value is perhaps fixed in some sort of patch already (surely it's a mistake), I'm just viewing it both at uesp.net and my CS; anyway I'm changing them both to 175.
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# ¿ Apr 22, 2021 01:05 |
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# ¿ May 17, 2024 00:14 |
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These are the ones that the khajit trader sells in Balmora, right? I actually love that guy and his scheme; maybe I'll set it to a value of 300, considerably overpriced but not so high that items are basically a joke you'll never, ever buy. FWIW I actually think the idea of a cheap iron weapon enchanted with a bond spell is quite useful, especially at lower levels.
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# ¿ Apr 22, 2021 15:35 |