Skywind mod to port Morrowind into the Skyrim engine
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SpykeZ




Posts: 23710

PostPosted: Sun, 23rd Sep 2012 09:27    Post subject: Skywind mod to port Morrowind into the Skyrim engine




Quote:
And so it was foretold. Once every generation there shall be a new Elder Scrolls game, and it shall be in an updated engine. And a band of heroes every generation shall take on a great quest: to convert Morrowind into that engine. This time round, the Skywind project shall heed the call, bringing Morrowind’s combat, characters and environments to the latest version of Bethesda’s Creation Engine.

Modder, Eloth, has been posting some lovely early shots of the project in the Morroblivion forums. It’s still a work in progress, but the mod already has already captured the giant mushrooms and weird architecture that makes Morrowind so strange and memorable. Check out the videos and screenshots below for an early look.


Source


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JBeckman
VIP Member



Posts: 34981
Location: Sweden
PostPosted: Sun, 23rd Sep 2012 09:35    Post subject:
Porting the base files and world map is pretty easy which Morroblivion and now this show, porting the actual content however requires a lot of work and will take years if it's even attempted, that said just having the locations of Oblivion and Morrowind in Skyrim is something. Very Happy
(Seems they're using ENB as well for those images.)
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pillermann




Posts: 2577

PostPosted: Sun, 23rd Sep 2012 10:37    Post subject:
looks too clean and bloomy. nowhere close to original morrowind atmosphere
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keewee23




Posts: 1306

PostPosted: Mon, 22nd Oct 2012 16:41    Post subject:
wat? nice Smile)

i played morrwoind in oblivion engine, it was pure shit, then played morrowind with overhaul 3.0, it was really good, then this, cant wait,..


Why walk, when you can ride.
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apcarr




Posts: 438
Location: England
PostPosted: Sun, 3rd Nov 2013 19:16    Post subject:
9.0.1 released main quest is now complete
http://morroblivion.com/forums/skyrim/skywind-mod-releases/3323
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4treyu




Posts: 23129

PostPosted: Sun, 3rd Nov 2013 19:26    Post subject:
So, what do you think guys? Could this be a good replacement to playing the original Morrowind? I wonder if they're implementing the same game mechanics which I've heard wonders about here.
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ixigia
[Moderator] Consigliere



Posts: 65081
Location: Italy
PostPosted: Sun, 3rd Nov 2013 19:41    Post subject:
4treyu wrote:
So, what do you think guys? Could this be a good replacement to playing the original Morrowind? I wonder if they're implementing the same game mechanics which I've heard wonders about here.

I think it's nice and promising in its primitive state, but you should play the original game instead with the MGSO 3.0. Then you can wait 5 more years and play this one too when it's 100% finished. Razz
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dodger2020




Posts: 3537

PostPosted: Sun, 3rd Nov 2013 19:42    Post subject:
apcarr wrote:
9.0.1 released main quest is now complete
http://morroblivion.com/forums/skyrim/skywind-mod-releases/3323


it's 0.9.0.1. It's in alpha. And the main quest is NOT complete.

And this is currently far from being a morrowind replacement.

Quote:

Skywind is in an Alpha state, meaning you can move around the world, interact with a few things, but the full content of questing, gameplay and many other various elements are not part of the game yet.


Quote:

When you can finish the main quest line with much of the game elements in use, we will update the status of Skywind to Beta.
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Arukardo




Posts: 4463

PostPosted: Sun, 3rd Nov 2013 20:39    Post subject:
Meanwhile Morroblivion work progress:

Bloodmoon
Both Paths of the Bloodmoon Main Quest are in place, but need to be debugged.
The first 6 Quests of the East Empire Company Quest Line has been finished, but the rest have not.

Tribunal
The Tribunal Quest Line is under construction; it is partially complete.

Sad

Do they even work on it anymore? Or they switched for Skywind for good?
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4treyu




Posts: 23129

PostPosted: Sun, 3rd Nov 2013 20:50    Post subject:
Wow, that goes pretty slowly I can see Razz
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apcarr




Posts: 438
Location: England
PostPosted: Sun, 3rd Nov 2013 21:22    Post subject:
dodger2020 wrote:
apcarr wrote:
9.0.1 released main quest is now complete
http://morroblivion.com/forums/skyrim/skywind-mod-releases/3323


it's 0.9.0.1. It's in alpha. And the main quest is NOT complete.

And this is currently far from being a morrowind replacement.

Quote:

Skywind is in an Alpha state, meaning you can move around the world, interact with a few things, but the full content of questing, gameplay and many other various elements are not part of the game yet.


Quote:

When you can finish the main quest line with much of the game elements in use, we will update the status of Skywind to Beta.


don't shoot the messenger im only going off the changelog
http://pastebin.com/ZHV5WZmm
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Overlord123




Posts: 2335

PostPosted: Sun, 3rd Nov 2013 21:39    Post subject:
Another alternative: https://openmw.org/en/
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couleur
[Moderator] Janitor



Posts: 14334

PostPosted: Sun, 3rd Nov 2013 23:31    Post subject:
I just wish someone would mod Skyrim to use the MW skill/leveling system.


"Enlightenment is man's emergence from his self-imposed nonage. Nonage is the inability to use one's own understanding without another's guidance. This nonage is self-imposed if its cause lies not in lack of understanding but in indecision and lack of courage to use one's own mind without another's guidance. Dare to know! (Sapere aude.) "Have the courage to use your own understanding," is therefore the motto of the enlightenment."
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jermore




Posts: 1088

PostPosted: Mon, 4th Nov 2013 08:11    Post subject:
couleur wrote:
I just wish someone would mod Skyrim to use the MW skill/leveling system.

From memory this was a really awful system that had severe balance problems.. but I'm betting someone remade the system for skyrim.

OpenMW is really where's it at for Morrowind.. as good as Skywind and the like sound, they will lack all the mods that made Morrowind even better.
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JanKowalski82




Posts: 2027
Location: Poland
PostPosted: Sun, 12th Jan 2014 13:13    Post subject:
Since noone seems to be reading the oldies forum, I'll ask it here.

Started playing Morrowind again and I have 2 problems.

1. I remember when I played the vanilla game in 2002, stationary NPCs, especially the silt strider operators, gradually move from their original position, drop from platforms they are supposed to stand on. I noticed this still happens, I guess this is a Gamebryo "feature" and couldn't be fixed.

What is the safest way to move them back to the right spot? I don't want them to get lost or drown.

2. Is there a mod that allows more scrolling of the local map? It's very restricted and a bit annoying.


ASUS GTX 660 2GB, AMD Phenom II X4 955 BE, MSI 870-G45, 4GB DDR3 1333, Plextor M5 Pro 128GB, WD Red 1TB

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Guy_Incognito




Posts: 3436

PostPosted: Sun, 12th Jan 2014 13:26    Post subject:
Are you using Unofficial Morrowind Patch (now called Morrowind Patch Project, I believe) and Morrowind Code Patch? If not, use them both. They fix shitload of bugs in both game and engine.
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Arukardo




Posts: 4463

PostPosted: Sun, 12th Jan 2014 13:45    Post subject:
Try "RA" command (reset actors). I'm playing Morrowind with MGSO3.0 and only Erranil Mages guild guide disappeared into a wall or something. The following command fixed it: "erranil->Position 2600, -700, -382, North".


Also why Morrowind is in Oldies section, it's not that old!
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JanKowalski82




Posts: 2027
Location: Poland
PostPosted: Sun, 12th Jan 2014 14:09    Post subject:
Guy_Incognito wrote:
Are you using Unofficial Morrowind Patch (now called Morrowind Patch Project, I believe) and Morrowind Code Patch? If not, use them both. They fix shitload of bugs in both game and engine.


I'm using MCP. I'm not using MPP, but I think it only fixes things, that can be fixed in the Construction Set, like quest bugs, script bugs, spelling. And from what I understand the moving NPCs is an engine problem.

Arukardo wrote:
Try "RA" command (reset actors). I'm playing Morrowind with MGSO3.0 and only Erranil Mages guild guide disappeared into a wall or something. The following command fixed it: "erranil->Position 2600, -700, -382, North".


Also why Morrowind is in Oldies section, it's not that old!


Thanks. I'll use Position on individual NPCs, when I need it.

Anything for the restricted map?


ASUS GTX 660 2GB, AMD Phenom II X4 955 BE, MSI 870-G45, 4GB DDR3 1333, Plextor M5 Pro 128GB, WD Red 1TB

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apcarr




Posts: 438
Location: England
PostPosted: Mon, 20th Jan 2014 23:05    Post subject:
Skywind has officially gone Alpha now.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Tue, 21st Jan 2014 08:45    Post subject:
call me when it's done..


intel ultra 7 265k, 64gb ram, 3070
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4treyu




Posts: 23129

PostPosted: Tue, 21st Jan 2014 09:30    Post subject:
Hmmmm
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margus27




Posts: 435

PostPosted: Tue, 21st Jan 2014 10:27    Post subject:
good news


"If it's a choice between eternal hell and good tunes and eternal heaven and new kids on the fucking block … I'm gonna be surfing on the lake of fire, rocking out, high-fiveing Satan every time I pass the motherfucking shore." – Bill Hicks
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Arukardo




Posts: 4463

PostPosted: Tue, 19th Aug 2014 16:48    Post subject:
New video:

Smile
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jackasshole




Posts: 1433

PostPosted: Tue, 19th Aug 2014 16:59    Post subject:
I'd play the ever-living-fuck out of this........

ESPECIALLY if you can make your own spells again.
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JBeckman
VIP Member



Posts: 34981
Location: Sweden
PostPosted: Tue, 19th Aug 2014 17:35    Post subject:
Unsure how they would be able to bring back some of the features Morrowind had, possibly the script extender has been further refined since I played the game and it could be feasible to do some sort of spell creation system but we'll see when they release the beta I guess. (Then there's mechanics like levitation to take into account, blight disease and corpus.)

And though it's impossible it would be fun if armor could be worn with clothes again but they've probably made the armor cover the entire body plus completed partial sets like Dreugh and silver to name two along with various Nord armor sets.
(They would have had to combine armor parts anyway instead of individual gauntlets and having the cuirass being both chest piece and pauldrons since there's less "slots" in Skyrim.)
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prudislav
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PostPosted: Mon, 23rd Mar 2015 18:13    Post subject:
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nerrd




Posts: 3607
Location: Poland / USA
PostPosted: Mon, 23rd Mar 2015 20:11    Post subject:
Not sure how accurate this is, but it's something to think about.

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dsergei




Posts: 4055
Location: Moscow, Russia
PostPosted: Mon, 23rd Mar 2015 20:46    Post subject:
Well, the only thing that is stopping me from replaying Morrowind is the poop combat - and there is NOTHING that can be done about that - it looks like crap because of Gamebryo and it feels like crap because of the stupid system behind it.

So porting it to Skyrim would solve exactly ZERO of those problems - it's still Gamebryo and the combat system in Skyrim is in some ways equally bad as and in some - even worse than in Morrowind.
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madmax17




Posts: 19380
Location: Croatia
PostPosted: Mon, 23rd Mar 2015 22:02    Post subject:
Combat in Skyrim is much more fluid, nothing like Morrowind, actually it was more fluid even in Oblivion.
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dsergei




Posts: 4055
Location: Moscow, Russia
PostPosted: Mon, 23rd Mar 2015 22:10    Post subject:
The animations are better but still clunky and unnatural as fuck . The underlying mechanics are super simplified and are better only because there is no rng.
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