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hannibal
Jul 27, 2001

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Luisfe posted:

I am using Morrowind Graphics Overhaul. Is there a way to make the text font less tiny?

Try Better Dialogue Font. I don't think it makes it bigger, but it should look better anyway.

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hannibal
Jul 27, 2001

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AceSnyp3r posted:

Playing with it myself seems really solid so far. The most annoying part is that the barely-noticeable loading stutter from Morrowind.exe becomes a 0.5-1 second "Loading Area" pause in OpenMW. Sounds like they don't have a background loader yet and it's not high priority. Still, it's a minor annoyance and a worthwhile trade for a new engine that just works and doesn't crash a lot.

I installed the latest nightly build and it works great. I'm not noticing any really long pauses in the loading area screen, any longer than regular MW anyway (<1s). I pointed it at a stock Morrowind install from Steam as well as a heavily modded setup I had copied over as a backup a while back (which worked fine in regular Morrowind). Played a bit in and around Seyda Neen with no errors. Overall it's really slick (nice launcher, installer, setup wizard) and I am quite impressed, I had no idea it was that far along.

hannibal
Jul 27, 2001

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AceSnyp3r posted:

Oh yeah it's not excessive, still under 1s, but since there's not a background loader like in vanilla Morrowind, it loads cells on demand instead of pre-loading stuff (or maybe in a single thread? I don't know details). Basically OpenMW works like setting DontThreadLoad=1 in vanilla. And as far as ease of use goes, it beats the pants off any other solution. No need for code patches and bullshit, and it even has a built-in tool for managing load order and junk. I'm gonna keep playing with it and report any issues, but as it is, I think OpenMW might be the new best solution if you don't care about big compilations like MGSO.

Oh yeah, I see what you're saying about the loading. But yeah, it seems to be really great as a drop in replacement. I guess MWSE doesn't work though? I'm not sure how much functionality I needed that for as opposed to texture/mesh replacers and the like. My usual modding philosophy is mostly to use mods that fix or improve gameplay or appearances so I don't usually go in for new quests/new areas/combat mods and so on.

What's sad is that I made a house mod for myself back in like 2003? and I can't find it now :( It was pretty barebones, on a hillside next to the silt strider in Balmora and had tons of tables and shelves for storing stuff.

hannibal
Jul 27, 2001

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Woebin posted:

There's a mod that makes healthy wildlife non-aggressive, that should make cliff racers less of a nuisance.

Passive Healthy Wildlife is the one I always used.

hannibal
Jul 27, 2001

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v1ld posted:

I too would like a link to the unofficial MGSO patch - I assume it updates the contained mods. If not, is there such a thing?

Recent discussion and the improved economy mod got me to install the game and all of MGSO. I then updated MCP and MGE XE. Anything else to update before adding more mods?

Some of these mods look very good: http://btb2.free.fr/morrowind.html. Are there any other good recommendation sites? Chocolate pack?

I'll install one of GCD or MADD, any opinions on which is better for a full run?

I've finished the game on xbox once, a very long time ago. I'm looking for tweaks to the game that make it more difficult in interesting ways, like that economy mod linked above which is what got me to install the game.

I don't think there's just one good guide anymore, although BTB's is pretty good. BTB's has links to Planet Elder Scrolls which is gone, but fortunately you can find most of the mods on Morrowind Modding History (http://mw.modhistory.com/). A few other pages I've been looking at lately:

- These reddit guides one two
- Morrowind Expanded
- Links from Morrowind Mythic Mods
- As you mentioned, the Chocolate Pack

I've been installing mods piecemeal into OpenMW (using Wrye Mash installers to manage and mlox to sort) and have thought about writing up some sort of STEP-like guide documenting what I'm doing - something like that could be easily augmented with Morrowind Code Patch/MGEXE instructions for stock Morrowind. I can't promise anything though as I'm not really spending a lot of time on it.

I have no opinions on major gameplay changing mods like GCD or MADD as I don't really use them. I prefer to just improve the graphics and fix glaring UI issues, and maybe add in new quests/buildings that don't change the main storyline.

hannibal
Jul 27, 2001

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C-Euro posted:

I've finally bought Morrowind on Steam and am going through the OP to make it mod-ready. I'm trying to set the .bsa files to 2002, but how the heck does the FileDate program in the OP work? Or there a better way to change the dates on those files?

I think Wrye Mash can do it.

Hey since we have a new page I might as well plug OpenMW again and share something I'm working on. I wrote a guide to straightforward Morrowind modding many years ago (lost to the mists of time) but now I've started putting one together again for OpenMW. I've found info on the Internet about compatibility of certain mods and such with OpenMW but nothing starting from scratch, and unfortunately most of the good Morrowind mod resources are out of date, have broken links, and so on. So I started writing this:

https://dl.dropboxusercontent.com/u/1937605/morrowind-openmw-mods.html

It isn't very far along yet, but it does have links to mods in it and some organization, and I'll keeping adding to it when I have time. So far I've just gone through BTB's list and incorporated some info from a few Reddit posts and such, nothing comprehensive yet, and I haven't tested anything yet either.

hannibal fucked around with this message at 05:05 on Jun 26, 2016

hannibal
Jul 27, 2001

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Gyshall posted:

Cool. Any shots of this in action?

Not yet, but I'll put some together when I'm a bit further along. I'm still in the phase of reading through old guides (and newer ones) and deconflicting things. I haven't really done any testing yet.

Mortimer posted:

MPP: why
No TR: why

MPP: Why not? Unlike the Code Patch (which does stuff to the Morrowind executable, so is useless with OpenMW), the MPP fixes a bunch of stuff in the base game's data files. It's the equivalent of the Unofficial Patches to Oblivion and Skyrim. I haven't seen anything saying it doesn't work with OpenMW yet.
TR: I don't mind adding it, I didn't leave it out on purpose, actually. It doesn't do anything to the 'base' game right, just add a bunch of stuff around it? I did look into it a bit and fortunately the TR and OpenMW developers work together so that should mean no compatibility issues.

hannibal
Jul 27, 2001

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Musical_Daredevil posted:

Added to the OP.

Thanks. I'll probably end up moving it to Github Pages or something once I have something more fleshed out. But for now I'll keep updating that Dropbox link.

Mortimer posted:

Yes and no. The MPP, like the other unofficial patches, has a tendency to go 80/20 on bugfixes vs what one would consider "game balance".

That False Incarnate quest where the guy in Suran thinks he's the Nerevarine is a good example. In the vanilla game if you have 65 disposition with him you can convince him. With MPP you have to have seen a disturbing dream during the main quest.

I've run with the MPP and without for years and haven't seen many things that need patching.

OK, I can see that point of view, but I figure if it fixes more than it screws up, I think it's probably better to include it.

hannibal
Jul 27, 2001

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C-Euro posted:

Is there a still recommended install order for the various bugfixes and patches? I know the last thread had them in a certain order but it doesn't look like the current OP does, though maybe things have changed since then?

I've been looking at various guides lately, many of the 'classic' resources are getting stale in various ways, but there are some efforts to put together all-in-one guides that are up to date. This Reddit thread from just today looks decent (I've just skimmed it) and there's this pastebin guide going around too that looks pretty good. Morrowind modding seems to have reached a kind of steady-state since it's so old and many mods aren't being updated anymore, and people have mostly moved on. The last time I really went through Skyrim modding, last year, using STEP, things were still popping up and getting added to the STEP baseline fairly frequently.

Anyway, I think you could go with one of those and be mostly ok, and by the time you go through them you'll know enough about modding that you can start to pick and choose on your own just fine. The only danger is modding the game more than playing the game itself, which is definitely a rathole I've been down before.

hannibal
Jul 27, 2001

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WanderingMinstrel I posted:

Am I the only person that has made enough characters to be so lazy as to just set my speed to 250 and not even bother doing the boots run? Its just an extra 5 min of walking and a few gold to get a resist spell/make a 1 s resist magic spell vs not doing that and opening the console. Its busy work in a way that getting the amulet of shadows isn't. At least that can be an annoying fight if you don't remember exactly where the invisible lady is.

Nope, I usually set mine to 100 or something. For a long time I used one of those mods that increase the base speed, but they increase everyone's speed (NPCs etc), not just you, and it looks silly when NPCs are zipping around towns doing their random walking around stuff.

hannibal
Jul 27, 2001

[img-planes]

Upmarket Mango posted:

Is there a mod that lets me pins notes on the map? It'd be nice to be able to mark areas to come back to.

Double click on the map and you can leave notes. I didn't discover this until like last year. :(

edit: I was looking around for more info and found this pretty good explanation. http://vegtabill.blogspot.de/2014/01/vegtabills-guide-to-map-notes-in-tes3.html?m=1

hannibal fucked around with this message at 08:19 on Jul 9, 2016

hannibal
Jul 27, 2001

[img-planes]

kazr posted:

any recommendations on an alternate start mod?

If you just want to skip the beginning, I've used this one before.

hannibal
Jul 27, 2001

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Jazerus posted:

It's good but missing a leveling mod like GCD. Anybody following a step-by-step guide should at least be made aware of the option to get rid of the awful vanilla level-ups.

Eh, STEP's philosophy is not to make major gameplay changes. STEP-style guides are mostly about fixing bugs and updating graphics/models/etc. That said you should be able to add in gameplay mods of your choice pretty easily.

The Morrowind STEP guide is fine if you have never done it before and need a step by step guide. Especially since so many of the old standbys (BTB's mod list etc) suffer from link-rot and such.

hannibal
Jul 27, 2001

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Malsgrein posted:

Anyone playing Morrowind at this point should probably be using OpenMW. That might make it easier to distribute stuff without including :filez:

Well, it still has to point to a Morrowind install for the data files. But it does save you from having to do all the executable modification stuff.

hannibal
Jul 27, 2001

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wiegieman posted:

If you want to make something from scratch and tout it as the modern implementation of Morrowind, you should be able to at least be able to accomplish what has been previously done with the base game. Otherwise, why will people play it?

I agree they should add those features, but you have to admit that for their goal (complete re-implementation of the Morrowind engine) and for being a volunteer project, they have done an amazing job. We now have a modern graphics engine that is almost a drop in for stock Morrowind and far more extensible - once they get to 1.0 I would think they could easily add all the MCP/MGEXE fancy stuff as graphics options, and add MGSE support and then go even further because they're not constrained by patching a binary EXE and working around its bugs.

hannibal
Jul 27, 2001

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Their patch videos are great, I wish more devs would do something similar.

hannibal
Jul 27, 2001

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Upmarket Mango posted:

I just wanted to share with this thread the latest update from OpenMW. All the media attention that multiplayer mod got resulted in renewed media attention for OpenMW and as a result they've gotten an influx of new developers, plus a few old-timers returning. The upcoming 0.43 update is already a larger update than 0.42 and will probably include some significant updates to OpenMW-CS too. Shadows are also being worked on, support for different mesh formats besides .nif is being worked on, lots of good stuff :)

http://openmw.org/en/

That is great to hear. I wish I had more spare time else I'd try to contribute :( I love their update videos, I wish every game had that level of detail in their changelogs.

hannibal
Jul 27, 2001

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Meyers-Briggs Testicle posted:

whats the consensus on Patch for Purists?

https://www.nexusmods.com/morrowind/mods/45096/

it's apparently the MPP except heavily documented and includes basically every fix you would want I think?

looking for someone like stuporstar to read through the modlist and find something bad

In principle I think it's a great idea, I have always modded my games with the intention of not greatly altering the gameplay. He mentions it's not MGSO compatible, but I wonder how it plays with other enhancements. It could make a good baseline for modular modding setups like STEP.

hannibal
Jul 27, 2001

[img-planes]

Babe Magnet posted:

Morrowind owns, guys

Yeah it does.

I just started a playthrough in OpenMW. Using Mod Organizer plus https://www.nexusmods.com/morrowind/mods/45642 to copy the config to OpenMW works great. Works pretty much out of the box with MO now, I have the STEP setup loaded up plus several other mods I like. Working great so far.

hannibal
Jul 27, 2001

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Addamere posted:

I recall there was a lot of speculation that TES6 would be Valenwood, presumably based on something leaked or implied. Speaking of which, has anyone come up with "credible" fan theories about TES6 based on that teaser trailer of nondescript terrain?

Looks like the guess is High Rock:
https://www.polygon.com/e3/2018/6/11/17450724/elder-scrolls-6-high-rock-location-tamriel

That was my thought back when Skyrim came out, as it looked like a similarly sized region and could revisit some Daggerfall stuff.

hannibal
Jul 27, 2001

[img-planes]
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

hannibal
Jul 27, 2001

[img-planes]

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

hannibal
Jul 27, 2001

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hannibal
Jul 27, 2001

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Lunchmeat Larry posted:

E: okay I see the OpenMW site has some good lists but even the vanilla expanded one includes the terrible Sobitur Facility so I will have to be selective lmao. Is there any particular reasons to follow the 12 steps per mod on this OpenMW page or can I just chuck stuff in data files and tick off like I've been doing for 20 years

The Mod Organizer plugin that page mentions is pretty useful if you want to use MO to manage your load order etc. I used it when I did my last big playthrough, worked great.

https://www.nexusmods.com/morrowind/mods/45642

hannibal
Jul 27, 2001

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mbt posted:

oh yeah trs update came out a few days ago

https://www.youtube.com/watch?v=UleGCDCUsqM
https://www.tamriel-rebuilt.org/content/tamriel-rebuilt-2310-release
Tamriel Rebuilt is proud to announce the release of update 23.10: Andaram! This release expands the game world to the south and comes with more than 100 new quests, 9 faction questlines, two new biomes, and dozens of dungeons, including a whole new dungeon type.

Download TR 23.10 from our website:
https://www.tamriel-rebuilt.org/downloads/main-release
Or on Morrowind Nexus:
https://www.nexusmods.com/morrowind/mods/42145

how are the quests in TR? I assume they are completely separate from mainline Morrowind.

hannibal
Jul 27, 2001

[img-planes]

a7m2 posted:

Is there a good goon-approved OpenMW mod list? I will miss stuff like Ashfall but I think OpenMW is probably the way to go on Steam Deck and I have wanted to play Morrowind on a handheld since I was a kid (also I have a loooong flight coming up).

Went and found my older post on just this question.

hannibal posted:

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

Now, I haven't looked at that in a while so I don't know how up to date or good it is, but it worked for me back then.

hannibal
Jul 27, 2001

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ikanreed posted:

I knew this was missing, but I didn't realize how modern it would make it seem

I didn't know it was missing and my mind is a little blown.

It's apparently based on an OpenMW implementation that's described here https://gitlab.com/OpenMW/openmw/-/merge_requests/3497

https://www.youtube.com/watch?v=AYdczH_nVC0

hannibal
Jul 27, 2001

[img-planes]
I love house mods and the only time I ever messed with modding was to create a simple house mod for myself. I made it on a hillside just outside Balmora next to the silt strider and was pretty much just a bunch of rooms with tables and shelves. I lost that mod though and I'm pretty sure I never uploaded it anywhere. :(

There's another Balmora house mod I used for my last big playthrough that has some automation features that were nice. There's also a house mod that was in a valley in southern Vvardenfell that was just a straightforward house in a valley near a waterfall.

As I recall there's a Skyrim house mod that basically puts a mansion/museum in Solitude and you can use it to track your progression in getting unique items and stuff, sort of like an ingame achievements display. I don't know if there's anything like that for Morrowind but that'd be rad.

hannibal
Jul 27, 2001

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That looks like a good mod list, as I also heart vanilla.

hannibal
Jul 27, 2001

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If you search my post history I think I wrote about how to use MO2 with OpenMW. There's a plugin for MO2 that generates the OpenMW INI file that it needs to find mods. (each mod gets an entry). Once you get it set up it's very straight forward and you can sort mods and everything else with MO2.

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hannibal
Jul 27, 2001

[img-planes]

Musical_Daredevil posted:

That's one of the amazing things about Morrowind's story. You have so many differing accounts about what actually happened (some of which are actively disputed by characters) that you have room to come up with your own truth. It also leaves a lot of room to build your own backstory for your character even though the main plot of the game with all its lore is right there. There have certainly been games since with complicated characters and heroes, but none with just the right amount of ambiguity in the lore to pull something like that off. Certainly not either of the next 2 games in the anthology.

Anyway, while I'm here - here's a crosspost from the speedrunning thread. I'm gonna be speedrunning Morrowind All Main Quests at SGDQ 2024!

Does your quote mean you can mainline the main quest in 26 minutes? That's pretty wild.

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