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Yet Another Morrowind Thread

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,169
Location
Eastern block
What really differentiates Orcs and Nords apart from the resistances, and how are the other warrior races not just worse Nords? Why are Bretons so ridiculously good?

Lots of BS here.

Orcs are the only race that has "always hit" on demand. They are also the fastest race in the original game due to a bug. You can beat the game in 4 minutes with an Orc, just by grabbing the heaviest weapon possible (knockdown) and using Berserk (always hit). It's a ridiculously powerful race from the start.

Redguards are also better than Nords due to Adrenaline Rush. For combat Nords are like B-tier at best. For spellcasting Bretons are inferior in every way to High Elves.

A tier - Redguard, Orc, High Elf (by far the best powers)
B tier - Dunmer, Nord, Bretons (statistically solid races with OK powers)
C tier - Bosmer, beast races, Imperials (crap)
 
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Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,026
Location
Frostfell
For spellcasting Bretons are inferior in every way to High Elves.

No. There is a thing called reflect magicka. If your spell is reflected as a altmer, it will deal increased damage, as an breton, reduced damage. Bretons can use Boots of Blinding Speed on the beginning of the game, meanwhile, a altmer needs a lot of resist magicka in gear to be able to use such boots.

Altmer is a glass cannon. Breton is a MBT with a bit less ammo capacity.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,169
Location
Eastern block
Yup. Pick Altmer + Attronach and you will 1) have the biggest manapool in the game and 2) successfully negate the downsides

meanwhile, a altmer needs a lot of resist magicka in gear to be able to use such boots

This just sounds funny because a simple spell anyone can make renders Breton obsolete. Also Absorption > Resistance
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,064
I recently started playing again. Morrowind is my favorite RPG going back to when I was a lad playing it on the Xbox.

Given the dozens of ways there are to break and trivialize the game -- and quickly lose interest as a result -- I am self-imposing a number of restrictions.
  • Create a character with a defined personality and roleplay him appropriately by only choosing actions that he would realistically take.
  • Limit the use of meta knowledge as much as possible and rely on what your character is told / discovers in-game based on reasonable conversation & exploration.
  • Restrict the use of cheesy and unrealistic strats. No creature merchants, no trainer abuse, no chugging potions in battle, etc etc etc. If it feels exploitational or like it wouldn't fly in the real world, just don't do it.
My character is an honorable Dunmer warrior / healer with unwavering loyalty to the Tribunal and a strong disdain for all non-Dunmer races. He only kills evil people like bandits and Daedra worshippers, he doesn't steal, and he doesn't make friends with non-Dunmer.

Most recently, while on a mission serving the Temple, he found a broken glass dagger that a Dunmer merchant in Suran was selling for a pittance. Realizing the weapon was worth much more than the merchant realized, our hero took the dagger to a smith, paid to have it repaired, and then sold it back to the merchant for no profit so as to prevent a kinsman from being exploited.

Obviously this is fairly extreme LARPing but taking this approach has breathed new life into the game for me. It has dramatically slowed the power creep, which makes the combat and questing more engaging. And allowed me to focus on roleplaying a character and enjoying the game's strongest features, which are the excellent worldbuilding and storytelling. Highly recommended if you have the appetite for this sort of thing (which if you are a Morrowindfag then you most certainly do).
 

Just Locus

Educated
Joined
Mar 11, 2022
Messages
539
I don't see an issue with extreme LARPing in a role-playing game. meta-knowledge is the reason 99% of games are as unfun as they are nowadays, it's why I have a cardinal rule that I never research about games before I play them and that's the way I think many games should be played.

My most recent playthrough of Morrowind was a hand-to-hand/long-blade Redguard who only uses his fists to opponents he deems worthy and has a wild disgust for civilizations and thus, lacks any social skills (low PERS). My first playthrough was me playing a Blunt/unarmored Imperial and fucked around doing dungeons and getting cool loot, occasionally completing quests when visiting cities, never did I google a thing because all that would do is rob myself of the enjoyment of discovery.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,438
Location
Grand Chien
If you use Sharp that cuts down a lot of cheese that can break the game

Various other mods have been posted that you can add to Sharp to make it even more challenging
 

Just Locus

Educated
Joined
Mar 11, 2022
Messages
539
Here's a fun fact about Morrowind:

If a merchant has a "negative" amount of something, they'll restock it instantly, but if you sell them more of that item, their stock gets bigger, meaning with enough back-&-forth buying and selling, their max stock will increase and you can by things in larger bulk.
 

wwsd

Arcane
Vatnik
Joined
Jun 16, 2011
Messages
8,243
Finally installed and started a game with CharGen Revamped after promising it to myself many times. Although it doesn't work very well with some other shit I've installed. "Working in the fields" seems bugged somehow. Someone else reported it in the comments on the Nexus. And when I started at Ebonheart, I got stuck in the dock. Maybe BCOM moves the docks a little bit. Anyway, toggling collision off solved it.

So ok, the game start is not that big a deal, since you can travel anywhere pretty quickly anyway, and some of these are not that far from Seyda Neen (Pelagiad, Ebonheart, etc.). But with the base game start, it's pretty easy to always go through the same motions: grab limeware, grab ring, help Faggot Fargoth, solve the tax collector's murder, clean out the starter cave, see Tarhiel fall, go to Balmora, report to Caius, do the Balmora guild starter quests (a real pro already picks the necessary flowers and mushrooms in Seyda Neen, lol)... Boring boring boring. It can actually be nice to start somewhere else, especially with some other added content mods for those places.

Some of the starts are kinda hard, like being stuck in a shipwreck and getting eaten by slaughterfish, so you have to escape, and then you're in the middle of Azura's Coast and have to find a way back to civilisation while dodging the Ashlander bandits in the area, undead guarding tombs, and other things that are suddenly pretty dangerous at lvl 1. Others are more basic.
 
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Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,026
Location
Frostfell
Any mod that adds Daggerfall style advantages and disadvantages to Morrowind. No, I don't want to use it to make broken OP chars, I wanna make pure RP classes like this :

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A powerful "night mage" that is very powerful at night but has a lot of limitation in armor, is weak vs fire and weaker while exposed to sun. I didn't picked skills based in how OP or UP they are, short blades aren't powerful in Daggerfall(I would say that enchanted short blades in Morrowind are great as you can strike quickly and strike multiple enchantments quickly, but in Daggerfall, they have less damage and range than long blades), hence I picked a weapon skill that fits my char.
 

Just Locus

Educated
Joined
Mar 11, 2022
Messages
539
I personally don't see the appeal of ENBs and Character model overhauls, these games already look like plastic shells, and turning them into Play-Doh doesn't make them look any prettier.
 

Kruyurk

Learned
Joined
Nov 16, 2021
Messages
486
What's wrong with having better models/meshes? Not only do they look better, most of them run better
But do they also fly better? Because waiting for the twentieth cliff racer of my morning stroll to take his sweet ass time to come down so that I can teach him the power of steel is really annoying.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,169
Location
Eastern block
But do they also fly better? Because waiting for the twentieth cliff racer of my morning stroll to take his sweet ass time to come down so that I can teach him the power of steel is really annoying.

There have been countless mods that make cliffracers passive. Some are 20 years old. Why not use them? It's literally copy pasting 1 file to your install dir.
 

Just Locus

Educated
Joined
Mar 11, 2022
Messages
539
After playing a few more hours of Morrowind on Xbox, I've come to discover some issues about the port.

Crouching in this game is a tedious affair, mostly because to crouch you have to hold down the left analog stick while moving it at the same time which really does a number on your thumb, it's should've been toggleable like it is in the later games. You also can't zoom out of your local maps to get a wider view of say, a dungeon or town. Everything else seems to be the same, will have to report back on anything new since I no doubt will find some due to playing the base version of Morrowind.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,169
Location
Eastern block
That's because Morrowind isn't a console port like Oblivion and Skyrim, it was designed for mouse and keyboard
 

Saldrone

Educated
Joined
Feb 18, 2024
Messages
181
Height and Weight

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Ever felt that Orc women were too spindly? Having trouble telling Bretons and Imperials apart? Tired of looking up to Nords on your badass Orc character? Then I have the mod for you!

Height and Weight makes small tweaks to the Height and Weight values of every race and gender. Orcs can now look down upon Nords with disdain, and women of every race are a bit bulkier. Breton men and Bosmer women are now a bit shorter to further differentiate them from the other races.

This mod was inspired by SombreNeri's Consistent Race Height Size and Attributes, but my changes are very different. I go for what "feels" right rather than going off of the in-game attributes.

You'll also find compatibility versions for Races are More Fun and Reincarnate - Races of Morrowind. Load them AFTER the mod in question.

There are three options –
Height & Weight-> Only changes to height and weight values
Height & Weight_RAMF -> Load AFTER RAMF. Height and weight values + all changes from RAMF
Height & Weight_Reincarnate -> Load AFTER Reincarnate. Height and Weight values + all changes from Reincarnat

This mod is incompatible with any other mod that modifies the vanilla races. Feel free incorporate the changes made here into your own mod.

List of Changes:
Argonian (M) Argonian (F)
Height: 1.03 -> 1.03 Height: 1.00 -> 1.00
Weight: 1.10 -> 1.10 Weight: 1.00 -> 1.05

Breton (M) Breton (F)
Height: 1.00 -> 1.00 Height: 0.95 -> 0.98
Weight: 1.00 -> 1.00 Weight: 0.90 -> 0.95

Dark Elf (M) Dark Elf (F)
Height: 1.00 -> 1.00 Height: 1.00 -> 1.00
Weight: 1.00 -> 1.00 Weight: 0.90 -> 0.95

High Elf (M) High Elf (F)
Height: 1.10 -> 1.10 Height: 1.10 -> 1.10
Weight: 1.00 -> 1.05 Weight: 1.00 -> 1.00

Imperial (M) Imperial (F)
Height: 1.00 -> 1.00 Height: 1.00 -> 1.00
Weight: 1.25 -> 1.25 Weight: 0.95 -> 1.10

Khajiit (M) Khajiit (F)
Height: 1.00 -> 1.00 Height: 0.95 -> 0.95
Weight: 1.00 -> 1.05 Weight: 0.95 -> 1.00

Nord (M) Nord (F)
Height: 1.06 -> 1.06 Height: 1.06 -> 1.06
Weight: 1.25 -> 1.25 Weight: 1.00 -> 1.15

Orc (M) Orc (F)
Height: 1.05 -> 1.10 Height: 1.05 -> 1.09
Weight: 1.35 -> 1.40 Weight: 1.10 -> 1.35

Redguard (M) Redguard (F)
Height: 1.02 -> 1.03 Height: 1.00 -> 1.02
Weight: 1.10 -> 1.20 Weight: 1.00 -> 1.15

Wood Elf (M) Wood Elf (F)
Height: 0.90 -> 0.90 Height: 1.00 -> 0.94
Weight: 0.95 -> 0.95 Weight: 0.90 -> 0.90
 

Just Locus

Educated
Joined
Mar 11, 2022
Messages
539
it was designed for mouse and keyboard

But Bethesda did put considerable effort into making sure it somewhat "fit" with the Xbox's control scheme because the designers made a completely different UI for the console port, something they were gonna do with Oblivion but decided against because they could "never find a nice solution" (See Question 16).
 

Ryzer

Arcane
Joined
May 1, 2020
Messages
7,674
It's a pity not a single developer merged Morrowind spell system and skills with Gothic 2 storytelling, reactivity and open-world, that would be the ultimate RPG to me.

It would be broken as hell but it would be so much fun.
 

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