Yeah don't try to do the quest you get in Charach to salvage the ship northeast if you're low level, this Lamia bitch one-shot me lol
They also added a classic Redguard monster!Yeah don't try to do the quest you get in Charach to salvage the ship northeast if you're low level, this Lamia bitch one-shot me lolClassic Daggerfall monster!
I think you'll find more sympathy here and elsewhere than you expect. Morrowind has turned into something of a tinkerer's game. Making mods, mod lists, adjusting this and that, it's almost inevitable that you'll find yourself spending more tinkering than playing. At the end of the day it just comes down to having to turn that part of your brain off and enjoying what is there. This isn't a traditional product and is more akin to a DM's homebrewed setting, it'll never really be finished. Faerun isn't finished, nor or are many of the other settings. There'll always be some part of the map that can be fleshed out, updated, etc. The closest we'll see to a final product will most likely be TR, and even that is at least a decade out, if not more.Unpopular opinion incoming...
use a fucking mod manager, jesus christAt its current state, it takes about 10 minutes to unpack the 40,000 loose files and even longer to copy them into the MW directory.
so if you were in my shoes, you would pick a mwse modlist over openmw? still undecidedIf anyone is playing with MWSE and hasn't noticed it yet, there's custom weather now. You should experience the occasional tropical storm. Now I'm not the one who did the work, but I was the one who showed them it was possible after getting told "nu uh" so you're all welcome.
But they've started to embrace lua, which is great because it opens up tons of opportunities to do some really cool shit. OpenMW just needs to catch up so there can be feature parity. Other shit that I'm aware of is the insight spell, among other new spell types, which is supposed to be useful in solving quests. Think there might even be some kind of speak to the dead spell iirc. Again, lots of cool opportunities to make skills useful elsewhere and expand on existing or introduce new gameplay mechanics.
None of those are vanilla features and TR/PT are made for a vanilla experience. Of course their added food items won't qualify for survival mods. I think you're approaching these mods with the wrong expectations.Instead of playing a complete mod, all I see are things I need to fix in the CS... new flora I need to add harvest scripts to, new food items I need to add to survival script of foods that satiate hunger needs, wells that need replacing to act as water sources, and dozens more instances of things I need to work on and fix rather than simply enjoying the game.
I'm an MWSE supremacist so that'll always be my recommendation. It can be a more involved process than OpenMW but it comes with benefit of being more feature rich. OpenMW looks better and has a better shader model but that's where the advantages (as far as I see it) stop.so if you were in my shoes, you would pick a mwse modlist over openmw? still undecidedIf anyone is playing with MWSE and hasn't noticed it yet, there's custom weather now. You should experience the occasional tropical storm. Now I'm not the one who did the work, but I was the one who showed them it was possible after getting told "nu uh" so you're all welcome.
But they've started to embrace lua, which is great because it opens up tons of opportunities to do some really cool shit. OpenMW just needs to catch up so there can be feature parity. Other shit that I'm aware of is the insight spell, among other new spell types, which is supposed to be useful in solving quests. Think there might even be some kind of speak to the dead spell iirc. Again, lots of cool opportunities to make skills useful elsewhere and expand on existing or introduce new gameplay mechanics.
I would argue MWSE looks better, or can look better, but is a pain in the bitch to get running compared to the relatively out-of-the-box stylings of OpenMW.I'm an MWSE supremacist so that'll always be my recommendation. It can be a more involved process than OpenMW but it comes with benefit of being more feature rich. OpenMW looks better and has a better shader model but that's where the advantages (as far as I see it) stop.so if you were in my shoes, you would pick a mwse modlist over openmw? still undecidedIf anyone is playing with MWSE and hasn't noticed it yet, there's custom weather now. You should experience the occasional tropical storm. Now I'm not the one who did the work, but I was the one who showed them it was possible after getting told "nu uh" so you're all welcome.
But they've started to embrace lua, which is great because it opens up tons of opportunities to do some really cool shit. OpenMW just needs to catch up so there can be feature parity. Other shit that I'm aware of is the insight spell, among other new spell types, which is supposed to be useful in solving quests. Think there might even be some kind of speak to the dead spell iirc. Again, lots of cool opportunities to make skills useful elsewhere and expand on existing or introduce new gameplay mechanics.
Counterpoint:I'm an MWSE supremacist so that'll always be my recommendation. It can be a more involved process than OpenMW but it comes with benefit of being more feature rich. OpenMW looks better and has a better shader model but that's where the advantages (as far as I see it) stop.so if you were in my shoes, you would pick a mwse modlist over openmw? still undecidedIf anyone is playing with MWSE and hasn't noticed it yet, there's custom weather now. You should experience the occasional tropical storm. Now I'm not the one who did the work, but I was the one who showed them it was possible after getting told "nu uh" so you're all welcome.
But they've started to embrace lua, which is great because it opens up tons of opportunities to do some really cool shit. OpenMW just needs to catch up so there can be feature parity. Other shit that I'm aware of is the insight spell, among other new spell types, which is supposed to be useful in solving quests. Think there might even be some kind of speak to the dead spell iirc. Again, lots of cool opportunities to make skills useful elsewhere and expand on existing or introduce new gameplay mechanics.
Morrowind.exe has stopped working
Counter-counterpoint:Counterpoint:I'm an MWSE supremacist so that'll always be my recommendation. It can be a more involved process than OpenMW but it comes with benefit of being more feature rich. OpenMW looks better and has a better shader model but that's where the advantages (as far as I see it) stop.
Morrowind.exe has stopped working
OpenMW not supported.
OpenMW definitely has the edge when it comes to visuals, specifically shaders and shadows, but if the game's renderer does end up getting ported to dx11 then that edge will most likely be gone.I would argue MWSE looks better, or can look better, but is a pain in the bitch to get running compared to the relatively out-of-the-box stylings of OpenMW.
The lamia still one-shot my fragile Breton mage character with high damage spells.
But there's a trick: their spells are touch range.
Cast swift swim (not required, but helps) and just swim away while they follow you. They will keep casting spells but miss because you evade their range just as they begin to cast.
At some point they run out of magicka, at which point you can engage in melee without having to worry about being one-shotted by their spells!
The lamia in the underwater Ayleid ruin though is a much bigger problem because it's an enclosed space where you can't just infinitely swim away...
i assume the steam deck will give morrowind-era RPGs extra legs, which is good because most graphical advancements have had diminishing returns compared to when everything looked like ThiefFunny when an RPG from the early 2000s absolutely bodies most of the newer shit coming out nowadays.
Not to mention content creation for modders being a lot harder with modern graphics. Early 00s was the sweet spot between looking good and being easy to make.i assume the steam deck will give morrowind-era RPGs extra legs, which is good because most graphical advancements have had diminishing returns compared to when everything looked like ThiefFunny when an RPG from the early 2000s absolutely bodies most of the newer shit coming out nowadays.
My Morrowind install is on an HDD. Anvil itself loads pretty fast after the first time each boot (which goes relatively fast considering I have it on an HDD), reloads within a session are near instant (I have more RAM than my entire MW directory, a lot of which is for mods I don't use anymore) and everything else loads near instantly. Sure eventual full Tamriel won't run on a computer from Morrowind's era, but neither will the OS needed to run Morrowind.EXE normally.As the province mods get bigger, so too does the entire house of cards on which the whole thing rests. Each new release takes longer to load. I left a house in Anvil and had to wait 30 seconds for the exterior to load. If one day they're ever completed, then the TR Data asset archive could easily reach 20gb or so in size. At its current state, it takes about 10 minutes to unpack the 40,000 loose files and even longer to copy them into the MW directory.
Another counterpoint would be that OpenMW is a 64 bit application, while Morrowind.exe is a 32 bit application.Counter-counterpoint:Counterpoint:I'm an MWSE supremacist so that'll always be my recommendation. It can be a more involved process than OpenMW but it comes with benefit of being more feature rich. OpenMW looks better and has a better shader model but that's where the advantages (as far as I see it) stop.
Morrowind.exe has stopped working
OpenMW not supported.
Can't tell you the last time I crashed with MWSE without deliberately fucking around with something. Last time was probably when I was messing around with a mod that manipulated the scenegraph, something you cannot do in OpenMW. So if you're crashing with MWSE, tell your mod authors to git gud.