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Yet Another Morrowind Thread

Fargus

Arcane
Joined
Apr 2, 2012
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3,890
Location
Mosqueow
He was always liked among Morrowind fans, especially the ones who were into lore. And the guy just doesn't give a fuck about imperial laws. He locks tax collectors in his basement.
 
Last edited:

Saldrone

Educated
Joined
Feb 18, 2024
Messages
188
Did anyone tried a mod that modifies the RNG combat system making always-accurate attacks? Not interested but i wonder how it would break the game
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Did anyone tried a mod that modifies the RNG combat system making always-accurate attacks? Not interested but i wonder how it would break the game
There are several. The lazy ones that just add (100+ fortify attack) to every single creature and NPC in the game, and there's others there are actually well done. I personally like the dice based combat in morrowind because it makes stats matter, but if you want something that makes your attacks always connect, there's this mod:

https://www.nexusmods.com/morrowind/mods/46596
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
14,961
With 120 effective conjuration i can summon an imperfect... for 8 seconds. Enough to nuke balmora into oblivion while defending me from a brotherhood assassin

akwirg.png
Can you also enchant an item to summon an Imperfect?
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
With 120 effective conjuration i can summon an imperfect... for 8 seconds. Enough to nuke balmora into oblivion while defending me from a brotherhood assassin

akwirg.png
Can you also enchant an item to summon an Imperfect?
Haven't tried, but probably. I imagine it would be a very expensive cast too.

Btw, this spell is from Magicka Expanded mod. It adds a lot of interesting spells, and i mean, a LOT

https://www.nexusmods.com/morrowind/mods/47111
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,169
ok men, i think i have all my mods in place, planning thief no magic playthrough, but with poisons, alchemy.

What im looking for is advice on economy, more specifically - training. Normally Id start the game by stealing all the best shit, rob vaults, then find trainers that are merchants and get all my skills to 80-100 by selling my loot to them.
So... what are my options outside of larping? Not sure if I can stop myself so would rather have a mod that would affect that feedback loop.
Ideally I should still be able to gain decent amount of money from selling daedric equipment and putting it to training.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
ok men, i think i have all my mods in place, planning thief no magic playthrough, but with poisons, alchemy.

What im looking for is advice on economy, more specifically - training. Normally Id start the game by stealing all the best shit, rob vaults, then find trainers that are merchants and get all my skills to 80-100 by selling my loot to them.
So... what are my options outside of larping? Not sure if I can stop myself so would rather have a mod that would affect that feedback loop.
Ideally I should still be able to gain decent amount of money from selling daedric equipment and putting it to training.
First off, MWSE or OpenMW?
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
mwse due to poisoning stuff
Nice, poison crafting is a great mod. I recommend using The Art of Alchemy along with it

As for economics overhaul, i use these:

Buying Game Updated
Harder Barter
Cheaper Enchanting Service
Silver Tongue
Enchantment Services Redone - ESR

Those mods will overhaul how the economy works, mercantile will actually be an important skill. Restocking goods no longer restock instantly, they take time now, so no more cheesing the mechanic. Items that you'd sell for thousands of gold will net you only a few hundred or a few thousand if your disposition/skill is very hard. There's also mechanics introducing supply and demand, so you can use regional scarcity to your favor and get better prices.

The Cheaper Enchanting Service and ESR mods are there to make the services usable. With the economic overhaul is just impossible to get 100k for a simple enchantment at the mages guild, those mods makes the service price match the new economy settings

Silver Tongue tweaks speechcraft since you'll want more disposition to get better prices
nothing is stopping you from casting 100 charm for 2 seconds though
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Well, those economy mods that i posted makes looting so much more rewarding

Morrowind's vanilla economy is a fucking joke

Also forgot to mention: with buying game trying to sell ebony, skooma, moon sugar, dwemer stuff to a regular shopkeep will result in a bounty since those are illegal items. Sell that shit to a cat or any other shady people. That's another thing that the original game overlooked
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Seph's Soul Battle allows you to play pokémon with captured souls, the winner gets a random soul gem from the loser. And yes, you can use Vivec's captured soul for this sadistic purpose

4zur2n.png
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,169
As for economics overhaul, i use these:
sold everything in starting town, couldnt affort entry level mortar&pestle.
yeah i stole instead master/gm pieces immediately but still...
Lowest lockpick is 100gold.

I dont think that using trainers will be an issue at all
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
As for economics overhaul, i use these:
sold everything in starting town, couldnt affort entry level mortar&pestle.
yeah i stole instead master/gm pieces immediately but still...
Lowest lockpick is 100gold.

I dont think that using trainers will be an issue at all
Glad you liked it

Be sure to try out the art of alchemy too, btw rate my crib and the poisons i'm able to make

The keg underneath the table is the Stockpile Keg mod, a must for alchemist and poison makers, it will store all your components and has autostock and retrieve features. For the furniture i use the furniture catalog mod and perfect placement

17whda.png

d23e1g.png

6rhocc.png

tcepay.png
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,169
Did anyone tried a mod that modifies the RNG combat system making always-accurate attacks? Not interested but i wonder how it would break the game
playing right now with realistic archery.
Your ranged attacks always hits but sway is unpredictable. Its quite impossible to hit something at range early game in fact, dunno how it gets later on. Mod itself gives you a bunch of sliders to play with, seems like default noise is at 10 degrees max.

It also reduces your damage at point blank - for balance reasons. I quite like it, forces to switch to melee.

And all of this applies to enemies too. So far I love this.
 

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