The Elder Scrolls III: Morrowind
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Arukardo




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PostPosted: Thu, 9th Jun 2016 09:04    Post subject:
Don't worry, Skywind will satisfy all our Morrowind in HD needs So Much Win
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lolozaur




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PostPosted: Thu, 9th Jun 2016 09:26    Post subject:
in 2020 meh
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Bob Barnsen




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PostPosted: Sat, 9th Jul 2016 00:02    Post subject:
Apparently there is a multiplayer mod in the works since a few months (TES3MP) for OpenMW, which source code now got released:
https://github.com/TES3MP/TES3MP
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Bob Barnsen




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PostPosted: Sat, 13th Aug 2016 16:52    Post subject:


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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blackeyedboy




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PostPosted: Sat, 13th Aug 2016 18:42    Post subject:
My son will play 1.0 when I will be no more.


You must preorder your party before venturing forth.™FOV CalculatorAre you mindful today?Women: Know Your Limits!
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Overlord123




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PostPosted: Sat, 13th Aug 2016 21:21    Post subject:
blackeyedboy wrote:
My son will play 1.0 when I will be no more.

One or two releases left I'd say, so two to four months.
https://bugs.openmw.org/projects/openmw/roadmap
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Bob Barnsen




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PostPosted: Fri, 26th Aug 2016 18:47    Post subject:




Enjoy some quality Let's Playing by Eurofucker.
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tonizito
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PostPosted: Sat, 27th Aug 2016 00:31    Post subject:
Bob you perv Laughing


Too bad that the fag that wanted paradox to policy their mods the way he wanted them too is also there


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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Bob Barnsen




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PostPosted: Sat, 27th Aug 2016 01:10    Post subject:
Okay


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Bob Barnsen




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PostPosted: Wed, 7th Sep 2016 07:06    Post subject:
OpenMW 0.40.0 Released
Quote:
The OpenMW team is proud to announce the release of version 0.40.0! Grab it from our Downloads Page for all operating systems. This release brings some small new features, but mainly bug fixes and improvements. We’re winding down on implementable features, these are exciting times for OpenMW, even if releases have a little less user-visible changes. The game is basically fully playable, and future releases will bring mostly more fixes and optimizations.

https://openmw.org/2016/openmw-0-40-0-released/

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JBeckman
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PostPosted: Wed, 7th Sep 2016 09:00    Post subject:
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Bob Barnsen




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PostPosted: Wed, 21st Sep 2016 18:40    Post subject:
[RELEASE] Morrowind Rebirth 3.8
http://www.moddb.com/mods/morrowind-rebirth
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lolozaur




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PostPosted: Fri, 21st Oct 2016 19:27    Post subject:
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JBeckman
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PostPosted: Fri, 21st Oct 2016 19:39    Post subject:
That's a lot of text for something that's very easy to explain via a simple image.



Very Happy

...And then we have faction rivalry and all that other stuff.
(Racism, slavery, drugs, political and religious questions and of course limited level scaling both for monsters and loot even if that means a returning player will be a demi-god total boss after around one hour or so heh.)

Of course NPC's mostly walk in circles but in Oblivion and Skyrim they still walk in circles although it's timed to, well, time and now they play a little animation on occasion such as "eating" or "working" even if that doesn't lead to anything.
(But that's the case of most games, would be a lot of work that could perhaps be better spent on other areas of a game too.)

...Of course Bethesda insisted Skyrim had a economy and you could affect this in all sorts of ways from sabotaging lumber mills and what not to alter the economy in the game, yeah I don't think that actually happened in any meaningful way in the final game.


But Morrowind cut like 75% of the entire original game area though yeah you could have Daggerfall design and the entire Morrowind or you could have Vvardenfell hand created and carefully designed (For the time.) so yeah it was for the better in the end.
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Drowning_witch




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PostPosted: Sat, 22nd Oct 2016 10:47    Post subject:
JBeckman wrote:
That's a lot of text for something that's very easy to explain via a simple image.




omfg, one of the biggest declines in gaming for me Crying or Very sad

yeah the image reduces the work load of the dev,, but the image makes you reliant on it. You essentially tune out the world around you, and tunnel vision follow the markers. This generation of games is literally GPS simulators. When I played games with minimaps and on screen markers in the past, i'd always just dart in a straight line towards the objective, often ignoring the world around me in auto pilot mode. Even if I tried not to, the very nature of having a dot to follow just tricks the brain into an auto pilot mode.

with a quest description, you actually look at the world, see the architecture and use it to enhance your visibility. like climbing an elevated area to scan the horizon, or look for sign posts for directions.

I would say that next to a proper challenge, the single most immersive feature in games is a game world designed for "realistic" exploration.

I hope that as game development keeps growing, they find ways to put that back into games without going over budget and time constraints, just like they did in the past, before the non gameplay aspects of development became the bulk of the game production.
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JBeckman
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PostPosted: Sat, 22nd Oct 2016 11:15    Post subject:
Lots of other little details too, those orders to Caius for example aren't some all mystical quest item you can't lose but you can freely drop them and people even translated them (Though you get the translated version in the game after a point yourself.) and of as far as reading goes even spell scrolls had written text in them (English but the Daedric rune looking font and a few too many had "Woe betide you!" especially in the expansion content but there were others too, "Fiercely roast thine enemy!" for example.)

Levitation spell is probably one of the bigger cuts but the entire magic and alchemy system was greatly simplified in future TES games removing certain elements entirely or restricting how you could combine enchantments or spells.

Way more factions to join overall too and some you might help even if you can't become a official member.
(With NPC's properly reacting and respecting or hating you for it, don't expect the temple to like you being a high-ranking imperial mages guild member though said temple will even give back artifacts you collected for them once you're the one in charge.)

You also started out small providing potions or killing simpler critters or delivering reagents and it took a number of quests before you could actually advance and get progressively harder tasks whereas in the newer games there's repetitive jobs for small rewards and then a few "epic" story quests where you even as some new member are treated as some super important hero heh.
(Well there were some exceptions I suppose.)

Quests also had more varied outcomes in Morrowind without being too obvious as well, great house related ones in particular varying a bit depending on how the various houses worked. (Money - Hlaalu, honor - Redoran or just power - Telvanni.)


EDIT: And yeah detailed descriptions on where to go and what to do, not just deliver X to Y, where's Y then, just check the magic map and follow the arrows.

Guessing most of the older Bethesda talent might no longer be part of the company, Ken Rolston or what his name was (One of the writers or designers of Morrowind.) tried joining the Amalur project I believe and worked on that but their boss was a bit too free spending with the funds so with sales already being a bit poor at release they were pretty screwed already.
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Bob Barnsen




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PostPosted: Tue, 7th Feb 2017 21:34    Post subject:
Broken dragons: In praise of Morrowind, a game about game design
Vivec la difference.

Quote:
The appeal of Morrowind for a first-time player today is surely that of getting lost. The game's once-breathtaking Gamebryo engine may creak with age, and its brittle, RNG-heavy combat may seem relentlessly archaic, but Morrowind's relative shortage of navigational aids now feels positively radical.

Most currently prospering open world RPGs are littered with waypoints and breadcrumb trails, their treasures and secrets tagged for consumption once you've accosted the relevant NPC. Approach somebody about a quest in Morrowind, by contrast, and you'll be handed a list of directions. There are no omni-visible floating diamond icons, no distance-to-arrival readouts - just a series of landmarks and turnings, scribbled down in your increasingly unwieldy journal. Returned to after a decade's worth of Assassin's Creed and Far Cry, it's all rather terrifying, like sobering up in the middle of a busy motorway.

[...]

There are other reasons to return to Morrowind. The island of Vvardenfell is a more unusual setting than either Oblivion's stately Cyrodiil or the Conan-esque wilds of Skyrim, and the game's spell-making, enchanting and crafting systems are knottier than those of its relatively mass-market-friendly successors. But it's that sense of whimsical yet studied unreality, that ability to actively capitalise on the fact that this is all illusion, which perhaps elevates Morrowind above any other Elder Scrolls title, before or since.

Full article @ http://www.eurogamer.net/articles/2017-02-07-broken-dragons-in-praise-of-morrowind-a-game-about-game-design




Luckily this summer we get a new Morrowind in form of a DLC for Elder Scrolls Online
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Bob Barnsen




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PostPosted: Sat, 11th Feb 2017 09:26    Post subject:

Quote:
Welcome to the 40.th update for Morrowind Rebirth!
This is by far the largest update to Rebirth, and includes a plethora of changes like expanded and reworked areas, new creatures, new starting spells, bugfixes and MORE!
I really hope you enjoy 4.0!

Full changelog @ http://www.moddb.com/mods/morrowind-rebirth/news/release-morrowind-rebirth-40




So Much Win
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lolozaur




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PostPosted: Wed, 15th Feb 2017 20:32    Post subject:
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lolozaur




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PostPosted: Sat, 18th Feb 2017 13:54    Post subject:
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JBeckman
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PostPosted: Sat, 18th Feb 2017 16:37    Post subject:
Quote:

As in Daggerfall, the different races have different bonuses to attributes and skills. Non-player characters in the game start with different initial dispositions depending on the player character's race...



A curious little extra to this is that there's also a height and width difference between every race and even between males and females (Sometimes with the male taller, sometimes with the female.) which well it has a mechanic in how fast you move but it bugs a bit by also being affected by physics so you do take more fall damage and stamina usage also increases.

I think this was used in Oblivion and Skyrim as well but to a lesser extent.

But a very tall player though usually always custom race ones will no longer die from walking down some small slope or a pair of stair steps. Very Happy
(A very tall player in Skyrim will have severe force behind their swings though, as will a creature such as seen with the giants and that "glitch" even sending something like a Mammoth out into low orbit around Nirn from a good thwack from said giants club. Razz )

Stats also differed a bit between male and female and again depended on race, sometimes females had a int bonus and other times they had say a magicka advantage though the overall number of "points" were fairly even so one gender had better attribute X and worse attribute Y.
(And while not very balanced at all the active and passive bonuses were also very different though some were near useless in the vanilla game and this also extended to your star sign bonus power.)

In addition to each race having the same base body whereas in Morrowind humans, elves and beast races have their own "bits" although this is purely cosmetic though it does make the elven races different from the humanoid ones and the beast races, beasts in particular have their own animations although it's primarily for walking and swimming but tied together with this is also a restriction on the usage of only being able to wear open faced helmets and there's no way to wear boots although modders figured out this is tied directly to the foot "biped" body part so ankle or shin guard type footwear actually works and was used for some custom armor models.

Speaking of open faced helmets the armor system while under utilized a little bit did have some different variants, bonemold in particular had a number of faction specific models with different stats but there were also armor with both open and closed helmet styles (Though closed full face helmets were by far the more common.) and shields came in both regular and tower shield.

Daedric armor in particular had three separate helmet types (And no pauldrons in the base game unless you killed Divayth or got one of the few pre-enchanted variants, instead Tribunal had one pauldon and Bloodmoon had the other hidden away in some obscure location.)

Most materials also had a good complement of different weapon types although some such as Orcish was very sparse whereas others like Ebony or Daedric featured absolutely everything. Very Happy

Dagger, saber - mostly just for iron and steel -, club, staff, long sword, short sword, broad sword, dart, throwing star, bolt, arrow, bow, crossbow - mostly steel and dwemer - claymore, war axe, battle axe, katana, dai-katana, mace and then also a warhammer and even spears and halberds.

Unlike say Oblivion and then Skyrim reducing it down to sword, axe, hammer in 1-handed and 2-handed.
(With daggers thrown in for backstab bonus though their speed made them useful for other things too.)


Morrowind might have reduced the scope of the game a bit compared to TES1: Arena "Tamriel is procedurally generated." and TES2: Daggerfall "2.5x the size of England" but they expanded on a lot of the gameplay components and fleshed out mechanics like spell crafting and alchemy (Exploited like nothing else and then reigned in in the following TES games.) in addition to the quest system and then faction conflicts though while they focused a lot on graphics (Even using pixel shaders for a early attempt at water reflections.) some other systems like AI were a bit "eh" and while the segmented body types allowed for some interesting racial diversity it looked pretty ugly although on a whole the game had very detailed 3d models and textures for it's time. (Up to 512x512 for some textures and I think even 1024x1024 for the expansion.)


Not that Oblivion or Skyrim are bad or anything but instead of expanding and improving the core game systems further things were instead somewhat simplified.

Skyrim even removed attributes entirely aside from health, magicka and stamin and Oblivion changed skills so you mostly went for the threshold giving you the next perk.

Morrowind compacted them a bit but still kept the majority of them even if Etiquette and Streetwise were now "just" speechcraft.

Come to think of it Morrowind did remove the seven creature specific language skills that Daggerfall had, though well their purpose in Daggerfall was to have a X chance to passive the creature for a few "turns" if you used the speech action on it, this doesn't work if said creature is already hostile and most every creature you encounter will be hostile to the player so these were pretty worthless. Very Happy

Granted being able to actually hit that near naked beggar without being the damn god of war with expertise in every weapon type ever wasn't all bad and you no longer crawled like snail or jumped like a cripple without stats into athletics and the agility attribute heh.
(Though Morrowind could be a bit restrictive if players attempted to level up by maximizing that stat bonus of +5 by carefully leveling up only a certain set of skills at a time so it had it's flaws too or how to say.)


Eh there's a lot that could be said about the game both good and bad, visual quality was nice but I'm sure some more focus into AI would have been welcome instead of having everyone basically just standing around.

More bla bla:
 Spoiler:
 


Heh pretty obvious this was one of my first experiences with a open world role playing game, though I did try several of the earlier ones afterwards from Elder Scrolls to Winzardry, Might and Magic and Ultima.

Aka let's torture the player through the entire game, heh 80's RPG's whether a epic adventure or just a dungeon romp would drive modern games near crazy I'd imagine.

Map? Nope you have to use pen & paper, Magic? Absolutely required but there's all kinds of restrictions, Permanent death, cursed items with permanent afflictions, party wiping encounters right from the start of the game, hints and quest details so vague you'd almost be forced to look up a BBS board and so on and so on.

Course when you started mastering the game you could really wreck things, break down dungeon walls, teleport between different world areas or dungeon levels, resurrect party members or other characters and enough money and rare loot to buy a small country. Razz
(And then you encountered higher level mobs and you're back to fleeing from encounters trying desperately to reach some inn or sanctuary before the entire party is wiped out so you can save progress and not have to restart the game again. )


EDIT: And no real hope of easy patches or other support, if the game had some problematic bug that could be a real pain, oh wait that hasn't changed at all has it. Laughing

Granted patches are more frequently released but it's not always enough due to the poor state some games are released in.
(Which isn't strictly a new issue either, older games could have some serious issues too.)



EDIT: Finished reading the rest of the article, nice read and it does bring up a lot of what the game did well and also some shortcomings such as the anticlimactic way you rise to faction leader only to not really be able to do anything at all.
(The temple and imperial cult faction far as I do remember allows you to borrow back some of the artifacts you gifted them though and the service costs for mages, fighters and the thieves guild are reduced.)
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couleur
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PostPosted: Tue, 21st Feb 2017 18:27    Post subject:
My typical Morrowind situation:

Install the game.

Download all the S.T.E.P. mods.

Install them. Looks glorious.

Download and install a few gameplay mods.

Tackle issues.

Play a few hours.

CTD

Whats the issue. Read Warning.txt. Google. Nothing shows up.

CTD

Start unplugging esps.

CTD

Fuck this shit.

shift-delete

until next time.


"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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Bob Barnsen




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PostPosted: Tue, 21st Feb 2017 18:49    Post subject:
couleur wrote:
My typical TES/Fallout situation:

FIXED


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tonizito
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PostPosted: Tue, 21st Feb 2017 19:41    Post subject:
Serves you beth/todd haters right, other more tolerant people barely have any crashes Smug


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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lolozaur




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PostPosted: Sat, 1st Jul 2017 08:28    Post subject:
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lolozaur




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PostPosted: Fri, 7th Jul 2017 11:37    Post subject:
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Bob Barnsen




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PostPosted: Sat, 29th Jul 2017 21:53    Post subject:
Quote:
Morrowind, the predecessor to Oblivion and Skyrim, is arguably the deepest and most immersive game in the Elder Scrolls series.

For 14 years there was no way of playing it in multiplayer. Now, however, its engine has been recreated through the OpenMW project and experimental multiplayer has been implemented through the tes3mp project.


http://steamcommunity.com/groups/mwmulti#announcements/detail/1441567597386587897


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Bob Barnsen




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PostPosted: Tue, 10th Apr 2018 17:35    Post subject:

http://marketplace.xbox.com/en-US/Product/Morrowind/66acd000-77fe-1000-9115-d802425307f9#



Why even bother?
I doubt the Xbone derps will enjoy such a game.


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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JBeckman
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PostPosted: Tue, 10th Apr 2018 20:17    Post subject:
It's little to no work on Microsoft's end and the game has been one of the most requested features for the backwards compatibility program.

They just run it through their software and output it at 3840x2160 instead and that's about all, only downside is that the XBox version isn't mod friendly so stuff like the unofficial patch won't be usable but it's playable without it.

On PC there's also the code patch but I don't know how important that is for the Xbox port, unofficial patch however resolves a lot of script issues and other glitches though as long as you practice the tried and true concept of having multiple hard save slots and don't rely on the quick save it should be perfectly playable. Smile
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ixigia
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PostPosted: Sat, 25th May 2019 18:35    Post subject:
Quote:
Hundreds of hours have been poured into 5.0, making it by far, the largest one for Rebirth. Included are a great deal of changes including bugfixes, new creatures, weapons, armor, improved models and much much more. For the full rundown please refer to the changelog down below.

\o/

https://www.moddb.com/mods/morrowind-rebirth
https://www.moddb.com/mods/morrowind-rebirth/downloads/release-morrowind-rebirth-50
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