Wirdschowerdn
Ph.D. in World Saving
OpenMW + Purist + MOP is enough for a faithful vanilla experience.
OpenMW + Purist + MOP is enough for a faithful vanilla experience.
get excited for Skywind, making Morrowind great again!no mod that makes morrowind feel like a living world, it's all window dressing, unforch
Open MW does it's own thing. Mods are optional. Aside from unofficial patch you can install whatever you like. Or not.
no mod that makes morrowind feel like a living world, it's all window dressing, unforch
get excited for Skywind, making Morrowind great again
NPCs are more aliveget excited for Skywind, making Morrowind great again
Morrowind is already great so no need
Idk why use that rotten engine of Skyrim, its an unfixable mess
Yeah, the very same thing could be said to Fallout 4: New VegasNah fair play to the Skywind team, but that is a Skyrim feeling not a Morrowind feeling...
Randomly changing NPC clothes is superficial. As is adding more generic NPCs, different versions of generic NPCs, disabling/teleporting outdoor NPCs during the night, etc. Window dressing is an accurate term, as doing anything beyond that isn't simple. All of the game's quests and NPCs were originally developed with a static world in mind so the entire thing would need a redesign to add any real sense of the world being alive. Imagine having Morag Tong writ targets be mobile instead of standing in the same spot for infinity waiting to be killed. Even getting the functionality to have NPCs move around intelligently is probably only possible in OpenMW right now because of pathfinding woes in vanilla.no mod that makes morrowind feel like a living world, it's all window dressing, unforch
There actually is, ure just a crybaby
Guard Patrols - adds guard patrols to the wilderness (appropriate faction to appropriate regions which is very cool)
Travelling Merchants - ditto
Guar Riders - ditto
Walkers - static NPCs in wilderness now freely wander their cells
Holidays of Vvardenfell - reccuring festivals in towns
NPC conversations - NPCs talk like in Oblivion
Lua NPC schedules
Lua Nightime locks
NPC clothing randomizer
Yet Another Guard Diversity
abot's mods add scenic Silt Striders and Gondoliers
vonwolfe's Ashlander mods gives voiced AI greetings in different languages
etc. etc.
(I suggest to avoid traditional pop modules but Repopulated Morrowind and Bustling Vivec are kind of light)
All of the game's quests and NPCs were originally developed with a static world in mind so the entire thing would need a redesign to add any real sense of the world being alive.
So you two should go play the game you actually want to play. Probably with and to each other.Randomly changing NPC clothes is superficial. As is adding more generic NPCs, different versions of generic NPCs, disabling/teleporting outdoor NPCs during the night, etc. Window dressing is an accurate term, as doing anything beyond that isn't simple. All of the game's quests and NPCs were originally developed with a static world in mind so the entire thing would need a redesign to add any real sense of the world being alive. Imagine having Morag Tong writ targets be mobile instead of standing in the same spot for infinity waiting to be killed. Even getting the functionality to have NPCs move around intelligently is probably only possible in OpenMW right now because of pathfinding woes in vanilla.no mod that makes morrowind feel like a living world, it's all window dressing, unforch
There actually is, ure just a crybaby
Guard Patrols - adds guard patrols to the wilderness (appropriate faction to appropriate regions which is very cool)
Travelling Merchants - ditto
Guar Riders - ditto
Walkers - static NPCs in wilderness now freely wander their cells
Holidays of Vvardenfell - reccuring festivals in towns
NPC conversations - NPCs talk like in Oblivion
Lua NPC schedules
Lua Nightime locks
NPC clothing randomizer
Yet Another Guard Diversity
abot's mods add scenic Silt Striders and Gondoliers
vonwolfe's Ashlander mods gives voiced AI greetings in different languages
etc. etc.
(I suggest to avoid traditional pop modules but Repopulated Morrowind and Bustling Vivec are kind of light)
I still have yet to see one mod tackle the challenge adequately. I've tried it myself and came to the above conclusion. Even assuming the required functionalities can be implemented you'd still have a lot of work to do redesigning many quests, NPCs, and other elements to account for them.
It's left intentionally vague how Nerevar was killed. The closest explanation, maybe, is that Almalexia gave him a poisoned robe then Vivec impaled him with a spear (that may or may not have been his penis).Finished Dagoth Ur last night, with a save game going back... 5 years or so. Just pecking away here and there, and finally decided to finish that game recently. Think it's the Horators line that just kills all progress. For me, thats the dullest point in the game, but so close to the end. But I love starting up new games just to meet Crasus Curio and get the dweomer puzzlebox all the same. For those more familiar, just a question if you'll humor me:
Kind of thinking about it as I spoke to Vivec and then to Dagoth Ur. Any way to determine how Neverar was actually killed? There are conflicting reports, and Vivec denies it, but I couldn't ask Dagoth Ur.
You can skip the Hortator quests if you have a Reputation of 50.Finished Dagoth Ur last night, with a save game going back... 5 years or so. Just pecking away here and there, and finally decided to finish that game recently. Think it's the Horators line that just kills all progress. For me, thats the dullest point in the game, but so close to the end. But I love starting up new games just to meet Crasus Curio and get the dweomer puzzlebox all the same. For those more familiar, just a question if you'll humor me:
Kind of thinking about it as I spoke to Vivec and then to Dagoth Ur. Any way to determine how Neverar was actually killed? There are conflicting reports, and Vivec denies it, but I couldn't ask Dagoth Ur.
The closest explanation, maybe, is that Almalexia gave him a poisoned robe
The limited draw distance is integral to the experience
Long Blades include some of the most powerful weapons in the game.Is there a good reason to use a second melee weapon skill as a combat-oriented character? i don't se much reasons to switch to an axe/blunt weapon when i could just use a sword that i invested more skill points on