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How important is it to install .Net Framework 2.0 for the steam version of Morrowind for Win7 x64? I used the link in the OP and got the file and all that, but the installer failed and said I have to use a "Turn Windows features on or off" thing in the control panel to install it. I did a bit of googling and someone said that the framework stuff should be included in windows. Also, which mods would be essential even if you plan on running a mostly vanilla game without graphics overhauls or view distance stuff? Is there an Unofficial Patch and/or Widescreen mod or something like that?
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# ¿ Nov 18, 2013 01:09 |
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# ¿ May 16, 2024 22:41 |
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Thanks, I installed both of those along with the 4GB patch, and I tried using FPS optimizer to get a proper widescreen FOV going but that program seems kinda wonky so I'll make do without it. Skipping MGE and all that because I don't really care about old graphics, and not being able to save your game while outdoors is a huge dealbreaker.
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# ¿ Nov 18, 2013 17:38 |
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Yeah they might've fixed that in the recent versions, but last time I was gonna play Morrowind you were explicitly told that you couldn't save your game outdoors or use quicksave at all.
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# ¿ Nov 18, 2013 20:34 |
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I just noticed that the Oggu modpack in the OP is older than one I had on my drive. From the readmes, it's Release 1 (February 28, 2010) while I've got Release 2 (April 5, 2010). Is this just an oversight or is there something wrong with the second release?
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# ¿ Nov 20, 2013 19:30 |
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Cool cool. I uploaded it here in case anyone wants it https://dl.dropboxusercontent.com/u/1692077/oggumsmods2.exe I did notice it was missing leveledmagicka.esp, which can be found here, unless it was edited in some way for the modpack.
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# ¿ Nov 20, 2013 21:05 |
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You should just install a mod that either pacifies or outright removes cliff racers. They really add nothing to the game except annoyance and despair.
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# ¿ Dec 23, 2013 13:16 |
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doctorfrog posted:For some reason, I read this as "your uterus appears as an inventory slot!" poo poo, same here. I was probably thinking about the Fallout 3 uterus harvesting mod though ... It's like Morrowind put down the foundation for weirdo mods, and the later games perfected it.
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# ¿ Jan 8, 2014 01:50 |
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Mizuti posted:Got a link for the beast race equipment? They're Mark and Recall. You also have scrolls of Almsivi's Intervention and Divine Intervention which sends you to shrines and temples, and there's propylon chambers with fixed teleport spots as well though there's an item hunt involved in that. Morrowind has plenty of fast travel options, it's just a bit more restricted than the later games but that adds to the fun of it!
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# ¿ Jan 10, 2014 22:15 |
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Redesigned Vivec is a must-have mod as far as I'm concerned. It's impossible to go back to those bland empty-looking pyramids after I found it.
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# ¿ Feb 9, 2014 01:10 |
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Docetic Mountain posted:Lookin at this picture I don't quite get how the waistworks/canals/underworks fit in. It all appears to be one level. Never really thought about it but yeah the whole canton might be lower than it should be if you need to realistically account for the canalworks and underworks. They're still there though, via a door on the main level, and mostly unchanged as far as I can tell.
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# ¿ Feb 9, 2014 13:06 |
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Is there some reason why Wrye Mash isn't reading the esp load order within my save games correctly? I'm trying to troubleshoot a hosed up mod setup so I can get back to playing my game but whenever I go to the save tab to see the how things were sorted before it just shows me the current load order.
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# ¿ Feb 15, 2014 00:31 |
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Black Pants posted:To me, part of the 'Morrowind Experience' is having a view distance of a few feet, but I'm weird like that. I always felt that no-fog mods and stuff like that breaks my immersion by showing plainly how super tiny Morrowind actually.
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# ¿ Feb 15, 2014 15:39 |
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Krowley posted:Is there some reason why Wrye Mash isn't reading the esp load order within my save games correctly? Got a bit of an update for this. I still don't know why Wrye Mash wouldn't restore my original load order from my saved lists. Re-running MLOX wasn't very useful either. Anyway, I opened up my savegame in notepad and found my load order in there, hidden inbetween weird computer symbols. Then I just cleaned it up in a separate notepad file and manually adjusted stuff after that. Now my save files are purple again, which apparently indicates perfect sync. The game still crashes on start though (it did this for another new game i started too), so I might still need a re-install and re-build of my mod setup.
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# ¿ Feb 16, 2014 04:57 |
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So, does anyone have any tips on how to rescue a savegame? I rebuilt my mod setup and everything should be exactly the same as when I last played it back in December but all my saves for that character (going back into November) is crashing on load no matter what I do. The Wrye Mash repair all thing didn't do much for me. Here's my load order if anyone wanna look. I also installed the Code Patch and 4GB patch along with some texture replacers. No graphical mods.
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# ¿ Feb 16, 2014 18:58 |
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Is Morrowind Script Extender 0.9.4a just not compatible with the Steam version or something? I've been troubleshooting all night and MWSE has to be what's causing problems, even though it worked fine a couple of months ago when I started playing.
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# ¿ Feb 17, 2014 04:25 |
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Mortimer posted:!You don't need MWSE if you have MGEXE! Tried that too. Same deal.
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# ¿ Feb 17, 2014 05:42 |
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Mortimer posted:I don't understand the problem you've having. How do you know it's MWSE related? Because things work when I don't use it. I've disabled every esp and rolled back all exe changes, but the only thing that makes any difference is not launching with MWSE.
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# ¿ Feb 17, 2014 05:53 |
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Yeah I'm aware of that. I re-installed my game and the only thing in my folder is MGEXE. Still crashes when the internal MWSE is enabled, doesn't when it's not.
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# ¿ Feb 17, 2014 06:14 |
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Mortimer posted:Do you have any mods that require MWSE Enough to drown in error messages if I try loading saves without MWSE enabled. EDIT: I actually might've fixed it by digging up an old beta revision to MGE found here: mge3.8.2-rev.0178.7z It's MGE not MGEXE, though I have no idea what the distinction is but I managed to load up my save without error, in any case Krowley fucked around with this message at 07:07 on Feb 17, 2014 |
# ¿ Feb 17, 2014 06:28 |
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Derek Dominoe posted:[*]I'm going with a mage. It sounds like Altmer is the best for min/maxing purposes, but how much will that affect the story? Does picking a Dunmer give you more dialogue or anything? As someone said earlier in the thread, Altmer isn't the best newbie race since the weaknesses to magicka and elements means you're gonna get hosed over every time you meet an enemy mage until you've played enough to get proper defensive items. The Atronach birthsign is pretty good. I use it for my Nightblade and the absorption has saved my butt several times, but I also use Leveled Magicka, the Mana Recharge Enchantment mod, and playing as a vampire (with mods, so I'm eating people to gain magicka and health) to soften the drawbacks of Stunted Magicka. It's probably still gonna be tough at first though, but magicka potions aren't all that rare.
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# ¿ Feb 18, 2014 14:04 |
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Moryrie posted:I had this problem too, and it persisted for months, and no one could help me. Asked in multiple areas, got people thinking I was an idiot, or trying to run MSWE and MGEXE together or variations on that because apparently "I crash if I run the newest version of MSWE, or any version of MGEXE" isn't simple enough to understand. I finally tried changing the DEP settings for Morrowind and that fixed it. Yeah it seems like a pretty obscure error. I've been using MWSE and variations of it in all Bethesda games for like a decade and this is the first time I've had that happen. Cheers for the DEP settings tip. I eventually fixed the error by using this fucker instead of any of the regular script extending applications.
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# ¿ Feb 19, 2014 13:18 |
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Oggumogoggum posted:Here it is: I assume it's not gonna play nice with ongoing games so I probably won't be able to test it out for some time, but the previous mod packs were excellent starting points for my own mod setups so I can definitely endorse this. Thanks for putting in the effort!
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# ¿ Feb 19, 2014 17:38 |
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Wow, I guess I accidentally made a really good decision when I decided to drop LGNPC for compatibility reasons. It was mostly dialogue conflicts and I'm sure I could've Mashed everything together just fine but I wanted my setup to be as neat as possible.
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# ¿ Feb 20, 2014 09:50 |
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The Colonel posted:Yeah, I loaded up the CK and managed to find the Quest ID and quest stage. Thanks for the advice! Hopefully after I tie up these loose ends with the assassins by fireballing them all to death, I'll be done with the mod. I'm pretty sure I managed to get the best possible outcome out of every decision in this mod, actually, unless destroying the Mages Guild was an unnecessary decision that didn't actually help me in the long run, which I have a sneaking suspicion is true. Nah, the Mages Guild still shows up in Oblivion no matter what you do.
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# ¿ Feb 24, 2014 04:21 |
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Doc Hawkins posted:It does, but that doesn't stop other people's decisions from also being canon. CHIM means everything is canon
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# ¿ Feb 24, 2014 08:21 |
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Stuporstar posted:IMO they should have left it alone, because now someone who actually wants to fix it properly by adding the option has to deal with their pointless "fix" on top of the original game. Is overwriting their change simple? I don't know, because all my modding experience is with Morrowind. Wouldn't that be as easy as just loading the .esp with that change later in the load order? The unofficial patches all go at the top anyway. Beware though, it might bring about the Wrath of Arthmoor upon you. Wouldn't want a Keygate on our hands!
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# ¿ Feb 24, 2014 22:20 |
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Hog Butcher posted:I have a fresh install of Morrowind waiting for Chocolate Pack 1.0. Chocolate is poisonous to dogs
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# ¿ Mar 1, 2014 20:47 |
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Oggumogoggum posted:Great to hear! I hope version 1.0 does not disappoint. I'm moving as fast as I can to get something that works well and fixes the issues in 0.5. Unfortunately I also have 3 jobs and school. I think your employers are bungling up your paychecks, man
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# ¿ Mar 1, 2014 23:15 |
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Oggumogoggum posted:How do people feel about font replacements? Is this something I should spend time on? I like this one from the OP with the higher-res vanilla font http://www.nexusmods.com/morrowind/mods/36873/
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# ¿ Mar 4, 2014 13:49 |
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Disco Infiva posted:This is very annoying. I think it's easier/safer to fix stuff like this in Wrye Mash. You select the mod in question, click on the masters to update them, and hit save.
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# ¿ Mar 17, 2014 13:17 |
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Have fun manually cross-checking filenames when the game breaks and you have to clean up. Or just use the Installer function in Wrye Bash.
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# ¿ Apr 7, 2014 12:10 |
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Jabarto posted:Yeah, I'm not about to defend everything Galsiah did. I get wanting to keep characters from being omnipotent, but it really hurts classes with only 2 or 3 magic skills like the Crusader because your magicka never really gets high enough to make it work. That sounds really dumb and shortsighted, since hybrid classes is kinda big thing in the elder scrolls games. I just used that L-something Leveling Mod for my previous Morrowind run. Gives you full the full +5 bonus (optionally lower) at level up if you increase a skill just a single point. It keeps the basic system in place, which is nice since I prefer light mod setups these days, but removes the need to game it. Might be considered OP but if you worried about combat balance you shouldn't play Morrowind in the first place.
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# ¿ Feb 3, 2015 18:42 |
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I bet all my bitcoins and cs:go skins that it was yet another case of nerd drama queens making GBS threads on everything Arthmoor isn't connected to this in some way, is he? Because that would explain everything
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# ¿ Oct 9, 2015 16:03 |
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Entropy238 posted:I've never made a mod before so what would be the best way of planning such a project? Make a house or a dungeon or something instead
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# ¿ Oct 10, 2015 14:03 |
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Robot Randy posted:Even on a shitbox like mine you can get it running pretty smoothly and have it looking darn good to boot Doesn't matter how many texture mods or shaders or de-foggers you force into this 15 year old game, if you don't use Redesigned Vivec it still looks like poo poo http://mw.modhistory.com/download-87-14633
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# ¿ Apr 4, 2016 10:56 |
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Using jump spells for short/medium distance travel is way more fun though
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# ¿ Jul 6, 2016 11:02 |
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Stuporstar posted:sponge-on-a-stick. Required mods: Better Bodies - Morbid Obesity Overhaul Project (MOOP)
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# ¿ Jan 8, 2017 12:57 |
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LeftistMuslimObama posted:I don't know why everyone hate's morrowind's combat so much. Every attempt to make elder scrolls combat more actiony just turns it into a bland not-a-shooter instead of an RPG. Because it's more "cinematic" I guess? No TES games can be said to have anything more than utterly mediocre combat, which is why everyone plays stealth archers, the least horrible option.
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# ¿ Jan 9, 2017 19:11 |
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Was msgo the mod where you at one point couldn't save your game in an external cell?
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# ¿ Apr 17, 2017 02:44 |
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# ¿ May 16, 2024 22:41 |
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# ¿ Mar 25, 2019 22:57 |