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Yet Another Morrowind Thread

thesecret1

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Jun 30, 2019
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Are there any mods that improve combat to be more dynamic, and make progression more difficult?
 

luj1

You're all shills
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Of course, there are mods for everything

COMPLETE OVERHAULS (not recommended)

4NM Combat
Next Generation Combat
Combat Enhanced Lua
Better Balanced Combat

INDIVIDUAL MODS

Brutal Backstabbing
Realistic Archery
Defensive Stance
MM - Cast on Swing Enchantments
High Ground
ShieldsUp
Pacifist
The Iron Fist
Bonk
Lucky Strike
Faster Projectiles
PvP
Bombadier
Nwah Shooter


There are more I forgot. I use the bolded ones. They make a huge difference. Bombadier even adds physics.
 

thesecret1

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Awesome, thanks! What about the progression ones, though? I'm always swimming in money, meaning I get super strong super fast via trainers (something the game further urges me to do since it's the easiest way to max your attributes). Economy could use a fix too, for that matter...
 

luj1

You're all shills
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Awesome, thanks! What about the progression ones, though? I'm always swimming in money, meaning I get super strong super fast via trainers (something the game further urges me to do since it's the easiest way to max your attributes). Economy could use a fix too, for that matter...


Harder Barter + Anti Cheese for economy

Retroactive Health + either MULE or CCCP for leveling

OJ's Deleveler + Mort's balance mods + One of a Kind for balance
 

Puukko

Arcane
Joined
Jul 23, 2015
Messages
3,936
Location
The Khanate
I'm trying out Path of the Incarnate, an OpenMW list that's currently offline for changes. I'm digging it for the most part but it has some odd additions where I don't think the list author thought things through, and the modders themselves couldn't tell immersion if it blasted church bells at their face.

All of these can be gracefully disabled by removing the audio files without disabling the mods themselves which is good, because plucking out mods from a premade list makes me feel like I'm playing modding jenga.

- church bells in Balmora
- throat singing in temples
- Daggerfall music in churches

Take a moment to think how you'd implement church bells in a city if you were a modder. Distant ringing maybe once an hour that blends in with the ambient city sounds? Try loud ass non stop blasting in one spot near the guilds that'll be a nasty surprise while you're walking about on business.

Throat singing is a pretty similar case, it just makes me want to leave the building asap because I can't imagine concentrating in this environment. It's just a loud loop. I don't mind throat singing at all and in Skyrim I really like the vocal sections added by some mods, but those are proper songs that much more gracefully blend together.

Daggerfall music is great, but it just doesn't fit Morrowind at all. The quality is noticeably worse and whenever I enter a guild I immediately pay attention to the fact the music is wrong.

As for the big one, it's this leveling mod:

https://modding-openmw.gitlab.io/ncgdmw-lua/faq/

Automatic level up with optional stat decay that's enabled by default. Quite possibly the two worst ideas I can think of when I think of RPG progression. I don't know if the idea is to alleviate the skill minmaxing for optimal levels, but now it all just feels out of the player's control. Leveled up some skill too much and now you're going to raise the wrong attribute because of it? Previously you could manually try to fix that on level up - here you're SoL. Doesn't help the level up tracker doesn't work. The FAQ says there's a second one behind some menu, I'll have to check later.

I am sure there are genres where weakening the character over time if you neglect to train is a valid way to slow down progression. Not in an RPG, where you're slowly raising those numbers and each stat up is a small ordeal. Is this something that appeals to people on their nth playthrough looking for anything to mix it up?

As a cherry on top (I don't know if the above mod is responsible for this), there is some degree of attribute randomization after character creation. Some went up or down by a few points, but I think my agility went from 65 all the way down to 42. Luckily while fixing my character's appearance immediately afterwards via console, it incidentally reset it to level 1, which fixed the attributes to be what they were during creation, until gaining even a bit of experience immediately boosted me to level 3. So I don't know if this was some sort of an adjustment for the purpose of how attributes and skills affect each other but still, what a shitshow out of the box. The stats you planned out don't match; they'll decay over time; and you have less control over level ups when they occur. Does the author hate predictability and ease of planning? I'm the furthest from a min maxing power leveler and this whole process had me just perplexed by the logic at every turn as I pieced together how the system worked.
 

Dr1f7

Scholar
Joined
Jan 25, 2022
Messages
1,517
I'm trying out Path of the Incarnate, an OpenMW list that's currently offline for changes. I'm digging it for the most part but it has some odd additions where I don't think the list author thought things through, and the modders themselves couldn't tell immersion if it blasted church bells at their face.
my mod's in there, try it and tell me what u think (idk how it works with all the other mods in this thing)
read the note on the door in caius' house
 

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,697
Take a moment to think how you'd implement church bells in a city if you were a modder. Distant ringing maybe once an hour that blends in with the ambient city sounds? Try loud ass non stop blasting in one spot near the guilds that'll be a nasty surprise while you're walking about on business.
The whole concept of church bells in Morrowind just seems strange to me, religions in the game are not the same as religions in real life, church bells just sound goofy. Discounting that, aren't Morrowind hours one minute in real life? It'd be better that way, but still annoying.
 

NecroLord

Dumbfuck!
Dumbfuck
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Sep 6, 2022
Messages
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Take a moment to think how you'd implement church bells in a city if you were a modder. Distant ringing maybe once an hour that blends in with the ambient city sounds? Try loud ass non stop blasting in one spot near the guilds that'll be a nasty surprise while you're walking about on business.
The whole concept of church bells in Morrowind just seems strange to me, religions in the game are not the same as religions in real life, church bells just sound goofy. Discounting that, aren't Morrowind hours one minute in real life? It'd be better that way, but still annoying.
The Tribunal and Church Bells?
What the fuck.
They just don't blend.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,144
Take a moment to think how you'd implement church bells in a city if you were a modder. Distant ringing maybe once an hour that blends in with the ambient city sounds? Try loud ass non stop blasting in one spot near the guilds that'll be a nasty surprise while you're walking about on business.
The whole concept of church bells in Morrowind just seems strange to me, religions in the game are not the same as religions in real life, church bells just sound goofy. Discounting that, aren't Morrowind hours one minute in real life? It'd be better that way, but still annoying.
The default timescale in Morrowind is 1:30, although this can be modified with the "set timescale to x" command via the in-game console.

The Tribunal and Church Bells?
What the fuck.
They just don't blend.
Yes, bells in Morrowind are associated with the Sixth House:

nTPzUbk.jpg
 

Puukko

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In any case, I'm finally really getting into this game again after several aborted playthroughs over the years. I haven't even gone through all the mod content that's included aside from Skyrim and TR, but I'll be sure to do a hefty chunk of that as well. Not in a hurry to get anywhere though.

It's quite funny how quickly my power level got out of control though. Decided to take a break from guild busywork for a bit and do some exploration in the west gash region with all the daedric ruins. First some sets of orc gear, then a daedric mace and some glass bracers and boots. Some 50k gold converted into levels, I jumped about 10 levels in a few hours. Still hard capped by my magicka pool though, and I haven't enchanted a single item yet. I'm of the mindset that enchanting and alchemy are best ignored in the early game. Focusing on stockpiling resources first.
 
Last edited:

luj1

You're all shills
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Last edited:

Shadenuat

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Dec 9, 2011
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Russia
I always wondered how did designer who meticulously put grand soul gems in obscure shipwrecks, tel fyr, vivec quest, etc. Felt about designer who put them into leveling lists and are they one person or not
 

NecroLord

Dumbfuck!
Dumbfuck
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I always wondered how did designer who meticulously put grand soul gems in obscure shipwrecks, tel fyr, vivec quest, etc. Felt about designer who put them into leveling lists and are they one person or not
Yeah...
I found a ton of grand souls gems in smuggler caves and the like when I was high level.
 

Shadenuat

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Enter tomb
Kill 3 rats
Open door, kill golden saint with daeric katana
Open final door, claim treasure: chitin gauntlet (left) and hakle ho leaf

Sorry frog poster lists or not still bad

What i don't understand why didn't they use it tad more. Like, you can create tomb raider leveled list so more variety than daedra and bonelords. Or vampire leveled list. Also list for sixth house spawning around cities instead of golden saints would be a lot more narratively consistent
 

Bad Sector

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Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
That would really be levelled though, as it wouldn't be derived from player level, but from main quest progression.

The idea is that the enemies become stronger over time because the blight spreads. However since time in Morrowind is relative to the player's actions, it makes sense to have the player's level also represent the passage of time. Hence, leveled creatures.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,716
That would really be levelled though, as it wouldn't be derived from player level, but from main quest progression.

The idea is that the enemies become stronger over time because the blight spreads. However since time in Morrowind is relative to the player's actions, it makes sense to have the player's level also represent the passage of time. Hence, leveled creatures.
It makes progression far less enjoyable. Even tying it to in-game time would be preferable, anything but the player.
 

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