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Yet Another Morrowind Thread

Fargus

Arcane
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Besides, most here would probably read the text faster than NPC could finish their voice line.
 

NecroLord

Dumbfuck!
Dumbfuck
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Morrowind had the perfect balance between voice acted lines and text based dialogue.
 

luj1

You're all shills
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The only good voice acting is when it's sparsely used

For example in NwN only important characters are voiced and only the important lines.

Plot characters also had short personalised musical loops when you talk to them. No one did this since IIRC.

 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,688
I like the Morrowind system where only a couple words are voiced, to make the character seem more alive and give him some character. Voicing everything is a pointless waste, as I'm bound to skip half that shit as I've already read the whole thing before the VA is even halfway through.
 

adddeed

Arcane
Possibly Retarded
Joined
May 27, 2012
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I always find myself reading text even in fully voice acted RPGs and just skipping to the next line. I can read much quicker than the spoken dialogue.
Infinity Engine games had the best approach with few specially selected voiced likes and the rest text only.

Also thats why i appreaciated Far Cry 2's really quick spoken dialogue while most people complained characters talked too quickly.
 

lukaszek

the determinator
Patron
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got curious enough to boot openmw. Its ugly, i guess i had this missconception that its one mod do it all kind of thing.
So I had a quick look on what I need to make it pretty: https://modding-openmw.com/lists/
Are you guyz insane? Do you really install so many mods manually?
 

Fargus

Arcane
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Open MW does it's own thing. Mods are optional. Aside from unofficial patch you can install whatever you like. Or not.
 

luj1

You're all shills
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OpenMW + Purist + MOP is enough for a faithful vanilla experience.

There are so many great mods out there, gameplay mods, visual mods, immersion mods... no need to use just 3 out of 50.000 mods

For starters everyone should play with BCOM, probably the best mod ever created
 

luj1

You're all shills
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Open MW does it's own thing. Mods are optional. Aside from unofficial patch you can install whatever you like. Or not.

I actually did some testing with shaders and OpenMW has some weird lighting I dont like, makes it look like some 2010 far cry game
 

luj1

You're all shills
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no mod that makes morrowind feel like a living world, it's all window dressing, unforch

There actually is, ure just a crybaby

Guard Patrols - adds guard patrols to the wilderness (appropriate faction to appropriate regions which is very cool)
Travelling Merchants - ditto
Guar Riders - ditto
Walkers - static NPCs in wilderness now freely wander their cells
Holidays of Vvardenfell - reccuring festivals in towns
NPC conversations - NPCs talk like in Oblivion
Lua NPC schedules
Lua Nightime locks
NPC clothing randomizer
Yet Another Guard Diversity
abot's mods add scenic Silt Striders and Gondoliers
vonwolfe's Ashlander mods gives voiced AI greetings in different languages
etc. etc.

(I suggest to avoid traditional pop modules but Repopulated Morrowind and Bustling Vivec are kind of light)
 

Fargus

Arcane
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Enderal devs: "Let's make something cool of our own and actually finish it."
Skywind devs: "Let's remake Morrowind in 20 years because original gaem is old. :retarded:"
 

None

Arbiter
Joined
Sep 5, 2019
Messages
2,055
no mod that makes morrowind feel like a living world, it's all window dressing, unforch

There actually is, ure just a crybaby

Guard Patrols - adds guard patrols to the wilderness (appropriate faction to appropriate regions which is very cool)
Travelling Merchants - ditto
Guar Riders - ditto
Walkers - static NPCs in wilderness now freely wander their cells
Holidays of Vvardenfell - reccuring festivals in towns
NPC conversations - NPCs talk like in Oblivion
Lua NPC schedules
Lua Nightime locks
NPC clothing randomizer
Yet Another Guard Diversity
abot's mods add scenic Silt Striders and Gondoliers
vonwolfe's Ashlander mods gives voiced AI greetings in different languages
etc. etc.

(I suggest to avoid traditional pop modules but Repopulated Morrowind and Bustling Vivec are kind of light)
Randomly changing NPC clothes is superficial. As is adding more generic NPCs, different versions of generic NPCs, disabling/teleporting outdoor NPCs during the night, etc. Window dressing is an accurate term, as doing anything beyond that isn't simple. All of the game's quests and NPCs were originally developed with a static world in mind so the entire thing would need a redesign to add any real sense of the world being alive. Imagine having Morag Tong writ targets be mobile instead of standing in the same spot for infinity waiting to be killed. Even getting the functionality to have NPCs move around intelligently is probably only possible in OpenMW right now because of pathfinding woes in vanilla.

I still have yet to see one mod tackle the challenge adequately. I've tried it myself and came to the above conclusion. Even assuming the required functionalities can be implemented you'd still have a lot of work to do redesigning many quests, NPCs, and other elements to account for them.
 

luj1

You're all shills
Vatnik
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You know whats crazy? Went to check out some Stalker mods on Nexus and noticed they barely got any mods in the last month. Meanwhile Morrowind gets mods released EVERY DAY. Crazy
 

luj1

You're all shills
Vatnik
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All of the game's quests and NPCs were originally developed with a static world in mind so the entire thing would need a redesign to add any real sense of the world being alive.

This is correct
 

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