The Elder Scrolls Megathread XX: Might as well be XXX
3,795 replies, posted
[QUOTE=DeVotchKa;53042912]So, playing ESO has me hankering for the real thing, what are some must-have or just really good mods for Morrowind you guys use?[/QUOTE]
Code Patch
MGE XE
Rebirth
These are the ones i have found that create a good balance between the original game and some much needed modernization/spiffing up.
Id highly recommend starting by installing [URL="https://openmw.org/en/"]openmw[/URL] its pretty much just an engine modernization from the ground up. some of the stuff you can do with vanilla morrowind/the code patch/mge xe are cool and all but they dont fix the underlying levels of jank and bugginess.
for the best experience youre going to want to go through [URL="http://openmw.readthedocs.io/en/master/reference/modding/settings/index.html"]these[/URL] to enable most of the new features like per-pixel lighting, distant land loading, unclamped lighting, actually telling you when things are owned etc.
[URL="http://en.uesp.net/wiki/Morrowind:Official_Plug-ins"]-the official plugins[/URL] (not included with the goty edition for some reason)
[URL="https://www.nexusmods.com/morrowind/mods/14891/"]-delayed brotherhood attack mod[/URL] (makes you not get mashed by dark brotherhood agents from the very start of the game)
[URL="https://www.nexusmods.com/morrowind/mods/44523"]-character hitbox reducer[/URL] (for easier navigation in normal sized hallways)
[URL="https://www.nexusmods.com/morrowind/mods/45096/"]-patch for purists[/URL]
[URL="http://mw.modhistory.com/download-21-13960"]-illy's solstheim rumor fix[/URL] (fixes a universal and completely identical diologue option added by the bloodmoon expansion to almost every npc in the game)
[URL="https://www.nexusmods.com/morrowind/mods/45191"]-free the slaves[/URL] (adds more methods for freeing slaves based on your magic items or magic prowess)
[URL="http://lgnpc.org/"]-less generic npcs mod[/URL] (adds better variety to npcs)
[URL="https://www.nexusmods.com/morrowind/mods/37328/?tab=description"]-djangos dialogue[/URL] (adds more responses to generic queries)
[URL="https://www.nexusmods.com/morrowind/mods/42306/"]-peterbitts small mods[/URL] (small fixes and tweaks)
[URL="https://www.nexusmods.com/morrowind/mods/42245/?tab=files"]-blighted animals retextured (vanilla style)[/URL] (adds visual ques as to the level of enemy)
[URL="https://www.nexusmods.com/morrowind/mods/44825/"]-multiple location marking[/URL] (if you plan on touching mystecism magic at all this is a must. being able to mark multiple places is enormously useful when fast travel doesnt exist and you havent made yourself a spell that lets you jump the continent yet)
[URL="https://www.nexusmods.com/morrowind/mods/42190/?tab=files"]-speed and stamina[/URL] (makes stamina less annoying, no longer drains when running, almost constantly regenerates. beware, this makes incapacitating npcs nonlethally quite difficult.)
[editline]10th January 2018[/editline]
rebirth is okay but has the side effect of seriously limiting your endgame potential (removing the ability to enchant certain effects, reducing the soul levels of many enemies, relocating or removing many items.)
pm me if you want a hit of some illegal morrowind mods xx ;~)
[IMG]https://i.ytimg.com/vi/6Lo0qD6rOz8/hqdefault.jpg[/IMG]
[sp]I only mean that this famous mod has since disappeared from the interwebs[/sp]
basically an abundance of dubious rebalances that cant be disabled unless like me youre willing to overwrite them with the construction kit, and to be fair its not that hard to do but i wish i hadnt had to do it to track down where items had been moved to because they had been made unavailable by previously standard means.
[editline]10th January 2018[/editline]
in regards to morrowind rebirth
I would say you are set pretty much with only OpenMW. Everything else is nice but super optional.
[QUOTE=WrathOfCat;53042988]These are the ones i have found that create a good balance between the original game and some much needed modernization/spiffing up.
Id highly recommend starting by installing [URL="https://openmw.org/en/"]openmw[/URL] its pretty much just an engine modernization from the ground up. some of the stuff you can do with vanilla morrowind/the code patch/mge xe are cool and all but they dont fix the [B]underlying levels of jank and bugginess.[/B]
for the best experience youre going to want to go through [URL="http://openmw.readthedocs.io/en/master/reference/modding/settings/index.html"]these[/URL] to enable most of the new features like [B]per-pixel lighting, distant land loading, unclamped lighting, actually telling you when things are owned etc.[/B][/QUOTE]
OpenMW is still in the early stages so it has it's own new bugs. They just released a patch for all the drowning NPC's and I still get dead Silt Strider operators.
You can enable all those special features with just MCP and MGE XP vanilla.
at least it stops you from drifting for up to a flat second (depending on your character height) after jumping, causing you to take significantly more fall damage. just slapping "ra" into console fixes most issues with npcs and at worst you can just revive them individually. if you want a truly modern morrowind then in my experience openmw is pretty much the only way to go. it isnt the perfect solution but in my research its the closest weve got, and pretty much the only thing that is likely to get anywhere close anytime in the future.
Open MW is over 99% done. The version number is not relative to 1.0.
All the vanilla engine capability is there and better implemented and the game is fully playable but theyre going to keep adding more (like the multiplayer project)
Hows general mod compatibility with OpenMW these days?
Last time I checked some still had problems and others would have to be updated due to small scripting errors that regular MW would still accept but OpenMW would not
[URL="https://wiki.openmw.org/index.php?title=Mod_status"]https://wiki.openmw.org/index.php?title=Mod_status[/URL]
Bunch of the most popular graphics mods dont work yet as they were built on vanilla engine hacks, some of which abilities open mw has built in.
Most mods probably work but script mods especially might be incompatible but the mods may be fixable or patched to work in the future
Thanks for all the advice folks, I really appreciate it. I'll check out OpenMW and go from there.
So OpenMW is finished then except for the odd bug? Because I've been waiting for it to finish so I can finally replay Morrowind again.
[QUOTE=jonu67;53046417]So OpenMW is finished then except for the odd bug? Because I've been waiting for it to finish so I can finally replay Morrowind again.[/QUOTE]
It's been finished for a while now. A new version did come out recently (0.43) - release commentary [url="https://youtu.be/F0MPLXdl0y4"]here[/url]. But it's been completely playable since before then.
I [I]do[/I] still have issues maintaining a high frame rate in OpenMW though, even without all the extra new features. There are even rare times where it actually dips below 60 FPS. It's far more stable than the original engine, and I'd still use it regardless, but it's not entirely optimized yet.
I'd never have noticed it if I didn't get a 144hz monitor, though. :saddowns:
currently its "feature complete" but they are going to focus on optimization and the implementation of additional features ala morrowind code patch and probably new shaders ala mge
I just want my goofy old GeForce 3 water in OpenMW, and then I'll be content at any frame rate.
[t]http://www.ixbt.com/video2/images/gf4ti4200-1/morrowind1.jpg[/t]
:buckteeth:
[video=youtube_share;SVQfyPbsN2I]http://youtu.be/SVQfyPbsN2I[/video]
I don't think this water is safe to drink
[editline]15th January 2018[/editline]
[QUOTE=Nick Mason;53047837]I just want my goofy old GeForce 3 water in OpenMW, and then I'll be content at any frame rate.
[t]http://www.ixbt.com/video2/images/gf4ti4200-1/morrowind1.jpg[/t]
:buckteeth:[/QUOTE]
Morrowind with 'infinite' draw distance is where its at tbh
I generally find ESO's voice overs to be shit, but Bal is on point.
[media]https://www.youtube.com/watch?v=H5LhMrsZhXY[/media]
It's a shame he looks like he belongs on an Iron Maiden cover
[QUOTE=Sharker;53056827]I generally find ESO's voice overs to be shit, but Bal is on point.
[media]https://www.youtube.com/watch?v=H5LhMrsZhXY[/media][/QUOTE]funfact, molag bal in ESO voiced male khajiits in skyrim, and in ESO Razum-Dar was voiced by Skyrim's molag bal
So does anybody use Skyrim Special Edition Script Extender? I remember Mod Organizer 2 was in alpha and I used it mostly fine; I thought maybe the current Script Extender betas are okay to play with
[QUOTE=halfer;53059105]So does anybody use Skyrim Special Edition Script Extender? I remember Mod Organizer 2 was in alpha and I used it mostly fine; I thought maybe the current Script Extender betas are okay to play with[/QUOTE]
It should play fine.
[QUOTE=halfer;53059105]So does anybody use Skyrim Special Edition Script Extender? I remember Mod Organizer 2 was in alpha and I used it mostly fine; I thought maybe the current Script Extender betas are okay to play with[/QUOTE]
Unless you enjoy walks in the park, puppies and [i]repeatedly punching yourself in the crotch[/i], you would use SSKSE.
And if I enjoy all of these things? What then?
[QUOTE=VenomousBeetle;53060554]And if I enjoy all of these things? What then?[/QUOTE]
There's a mod for that
Where
[QUOTE=VenomousBeetle;53060657]Where[/QUOTE]
You know exactly where :sex101:
[QUOTE=halfer;53059105]So does anybody use Skyrim Special Edition Script Extender? I remember Mod Organizer 2 was in alpha and I used it mostly fine; I thought maybe the current Script Extender betas are okay to play with[/QUOTE]
I haven't had any issues with the latest beta
i think I might get it too then cause I'd like to have a UI that doesn't suck ass
Thanks!
Is there a Special Edition modlist that people refer to? I don't want to change gameplay drastically, thinking more about fixes and graphics related stuff. I usually watch Gopher videos and decide whether or not I want to install something or not, but his Skyrim videos are from 2013, and the new ones he made for SE were done soon after release (only basic content mods, no script's and stuff)
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