[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vrpg/ - Video Games/RPG

[Advertise on 4chan]

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.
  • There are 117 posters in this thread.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Happy 18th Birthday, 4chan!

Janitor acceptance emails will be sent out over the coming weeks. Make sure to check your spam box!


[Advertise on 4chan]


File: morrowind-blog-890x606.jpg (108 KB, 890x606)
108 KB
108 KB JPG
Convince me to play Morrowind. I modded the game but get bored 1 minute after creating my character. The world is nice and all but the game is just so dull to play.
>>
Get some lewd mods, that should keep you interested for another 20 minutes. That's 2000% improvement.
>>
>>2145223
The main appeal of morrowind is exploring and reading about the world and lore. If you don't like reading or don't care about tes lore there's not much to do.
>>
File: MGE Screenshot 024.jpg (562 KB, 1920x1200)
562 KB
562 KB JPG
>>2145223
>The world is nice and all but the game is just so dull to play.
its like that for everyone for the first 2 hours of the game. your character starts off shitty and nothing is fun. then it gets better. you just have to clear the initial hump. then you get sucked into the most immersive and atmospheric game ever.
>>
Break the game with a magic build, that's the real fun of Morrowind.
>>
Play Morrowind Vanilla. Slowly. Shut up and like it.
>>
File: 1632215760013.png (2.41 MB, 1920x1080)
2.41 MB
2.41 MB PNG
The game ties lore to the setting better than anything I've ever seen. Morrowind is more of a tourist simulator than a game, and I mean that as a compliment. I was doing a quest the other day where I was supposed to sell a guar to a herder far away and it was fun (I had other options but I chose to sell the guar for the farmer, so you could avoid this if you wanted to.) It wasn't fun because I like escort missions, it wasn't fun because of any crazy twist, it was fun because I was experiencing the world as the everyday citizens do. I was living in the world. There are still a good amount of adventurous quests for artifacts or to defeat powerful enemies and there's a fuck ton of dungeons but the majority of the game feels very slice of life. It can get fairly repetitive though, as it's hard to care about the minute differences in quests like https://en.uesp.net/wiki/Morrowind:Sujamma_to_Dunirai versus https://en.uesp.net/wiki/Morrowind:Flin_for_Elith-Pal so you'll have to deal with that occasionally. It doesn't happen too much, generally I think they did a good job shaking things up especially for the massive amount of quests in the game but there's an important factor to consider: you don't actually have to do every quest to get to the highest rank in a faction. This is why there's so many quests in the game, you're supposed to choose who you want to work for within factions, either for ideological reasons, because you need to increase your rep, or cause you're getting bored with your current quest giver's quests. You can be a completionist if you want, but don't do it just for the sake of it if you're getting bored. You essentially have control over the pacing of factions. Also what mods? I need to see if you're a reasonable fella or a faggot.
>>
>>2145223
Just go back to NV, zoomer.
>>
>>2145223
What do you find dull about it? Just pick a direction and start walking, take in the cool scenery and ambient sounds, see where you end up. It's the best.
>>
>>2145223
Mods are gay, play vanilla
>>
>>2145223
What mods are you using? your game looks like shit.
Get Beauitful cities of Morrowind and overhaul the entire game to your liking.
Get Project Tamriel/ Tamriel rebuilt
>>
>>2145223
>Convince me to play Morrowind.
It's shit and so is your thread so it's perfect punishment.
>>
File: armsraised.jpg (106 KB, 1000x525)
106 KB
106 KB JPG
MODS BRO

FASTER MOVEMENT SPEED - THEY GIMP WALK SPEED TO MAKE THE WORLD SEEM BIGGER

NEVER MISS ATK - FOR MELE MAGIC PROJECTILES

OVERALL GRAPHICS
>>
>>2145496
https://arch.b4k.co/_/search/boards/v.vrpg/image/qHuxE2oabiMF8F71y1YFMA/
what did he mean by this?
>>
>>2145496
>reposting your horrible OC for years
Embarrassing
>>
File: 0e06.gif (22 KB, 307x343)
22 KB
22 KB GIF
>>2145364
WOW READING GAME BOOKS AND ESCORTING ANIMALS SOUNDS LIKE SO MUCH FUN
>>
>>2145223
>Convince me to play Oblivion. I modded the game but get bored 1 minute after creating my character. The world is nice and all but the game is just so dull to play.
>Convince me to play Skyrim. I modded the game but get bored 1 minute after creating my character. The world is nice and all but the game is just so dull to play.
>>
>>2145496
>he's gambler, he'll just rack up more debt soon
>blackmail him how? you some rando ex-prisoner literally fresh off the boat and he's a established city guard
>he knows he's in trouble, guards shake him up weekly
>all seyda need guards are in on it, quest establishes that
>you can with Arril
>>
File: gigachad_thinkpad.jpg (64 KB, 758x644)
64 KB
64 KB JPG
>>2145674
yes
>>
>>2145730
don't forget the point of the quest isn't just to get the money fargoth owes him, it's to find his hiding place so fargoth is even more discouraged from acting against the guards. every other debt quest in the game lets you pay the debt yourself cause the quest giver doesn't actually require any extra info, just the money.
>>
>>2146438
>>2145730
Stop being such apologists and face the facts:
>guy in a tavern straight up tells you he's shaking up locals and has been for the past few months to settle his gambling debt
What will your character do? Will he/she:
a) do exactly what he tells you and help him steal some innocent elf's life savings
b) just ignore it
those are your only choices
here's your RPG bro
>>
File: 1628458837491.jpg (2.97 MB, 2245x1557)
2.97 MB
2.97 MB JPG
>>2146763
>play a game you don't like
What will you do? Will you:
a) make a thread or two or just move on and accept it isn't for you
b) have a schizophrenic meltdown and post about it thousands of times and obsess over it even more than people that actually like it
those are your choices
here's your mental illness bro
>>
>>2146874
I'm curious as to what you think you're proving with that image.
>>
File: pudding.gif (3.45 MB, 240x240)
3.45 MB
3.45 MB GIF
>reinstall game a year or two ago
>doing ald ruhn mages guild, which I never did before
>quest giver tells me to go to dwemer ruin to get a tube
>go there, level 5
>entire place is full of level 10+ orks who kill me in a couple hits
>expend every potion and scroll in my inventory, expend every charge on all my magical items, barely scrape by, but manage to clear the place out
>cant find tube anywhere
>after 3 million years of searching I give up and leave
>as I'm leaving, see the tube sitting on a shelf in the entry hallway
>PTSD flashback to dwemer puzzlebox quest as a kid

I do appreciate that the dungeons are designed as locations first and foremost, rather than a series of carefully paced challenges with the treasure box at the end that gives the shiny loot. But man.
>>
>>2147072
Did you at least grab Divine Metaphysics?
>>
>>2147027
"Begone, gay schizophrenic overweight SJW Romanian Redditor!"
>>
To enjoy this game, you need to be eight years old and live in the year 2002. The closest approximation of this would be to bash your head against a wall until you have the requisite level of brain damage.
>>
>>2145223
play naked chick with sword
>>
>>2146763
you can kill him or stun him and steal all his shit or TP him away
>>
Dwemer Puzzlebox really is amazing, it's so anti-Bethesda to have a long linear dungeon that doesn't end at the quest objective. Instead you were supposed to notice a door on a raised platform about 20 seconds into the dungeon that leads to it, on a very early main quest that can't be done in some other way. Every single dungeon and quest objective they've made in the past 20 years was designed to be as unlike the dwemer puzzle box quest as possible.
>>
>>2145223
>Convince me to play Morrowind.
I can't. It's fucking boring. Just like all of the Elder Scrolls games.
>>
File: c36.png (128 KB, 400x381)
128 KB
128 KB PNG
>>2147230
>>2146874
>>
>>2147821
never understood how you could possibly miss it, what I find much worse is that some quests take you prety far north, like the necromancer bounty. Far from civilization and after the first level ups,diseases start popping up and gl, if you are strength reduced without a teleport scroll
>>
>>2145223
That's the genius of Morrowind, idiot. Nobody can convince you to play DnD, you just gotta cave to the whims of peer pressure. >>2146763
>>
>>2145674
One of the biggest advantages morrowind has over the newer games is better writing and dialog choices. Voice acting all dialog just makes it too expensive to get really good, immersive story telling. Plus, because every other npc sounds identical a lot of the immersion is ruined in the newer games. This is something brainlets who can’t stand reading will never be able to appreciate.
>>
>>2145223
the Thieve's Guild is what really hooked me in my first playthrough. although i didn't have your specific problem, i thoroughly enjoyed preparing my character to leave Seyda Neen for hours. but the Thieve's Guild jobs are quick and usually easy and you can make a lot of money very quickly which you can then spend on skill trainers.
>>
>>2145223
>I modded the
Stop. Why did you mod a game you hadn't played yet? How did you know what to mod? Everyone in this thread spoonfeeding you should be ashamed. If you don't like the game, don't play it. You're obviously a zoomer cuck. If you like morrowind, play it. If not, don't.
>>
>>2147810
after adding
>kill the guy in the middle of a crowded bar
it still looks like shit
>>
>>2145496
get a hobby romanian faggot
>>
>>2145234
>Get some lewd mods
Ah yes. Lewd mods for morrowind. All 0 of them. Way to out yourself, zoomzoom.
>>
>>2145223
bump
>>
File: k.png (2.56 MB, 1702x1722)
2.56 MB
2.56 MB PNG
>>2145240
>Not been to the house of earthly delights with better bodies
>>
>>2151753
>>2148767
>>
>>2145496
This guys pictures right. Morrowind isn't a RPG with actual choices in it that change anything like something like New Vegas, its less of a RPG then something like Fable since Fable gives you good and evil choices. In Morrowind you're just a yes man, and at most your "choice" is who you say yes to like Fallout 4.
>>
>>2145223
It stays boring all the way through. Don't play it.
>>
>>2151954
Like all Bethesda games there are completely arbitrary levels of detail. Sometimes some basic fetch quest is part of some grant conspiracy against the empire overseen by a Daedric prince and sometimes some dude just wants three mushrooms. And sometimes the only way to figure that out is to talk to some guy in another city in the off chance that he knows about it and hope that the dialogue system isn't bugged because you already talked to him about something else.
>>
>>2151986
Name a better game, bitch. NAME A BETTER GAME.
>>
>>2145496
I think someone actually tried to fix the quest. I forgot the name of the mod though.
>>
>>2145223
I'll be honest, Morrowind is janky. It's probably not your idea of a game. But if you want to get along with millennials, this game is your golden ticket. Everyone who played this games as a kid (myself included) was deeply affected by it.

I used to stand on the rocks by the water at my parents' cottage (a family heirloom long since sold, alas), looking out on the wide waters, and imagine a Telvanni tower rising from the depths of the lake, eldritch mysteries within. For a twelve-year-old boy the great mushrooms over Balmora, the floating cities of Vivec, the suspicious Dunmer, the antique tombs, the dwarven ruins, all of it had a kind of reality to it which awakened my adolescent soul to the possibility of art

You will never understand this, but there will be times in your life where you want to impress millennials. Not all millennials played Morrowind, but almost all of the ones that did have a strong affection for it, so having your own experience of it is an 'easy in' with them. Think of it as a conversation starter.
>>
>>2152038
Just say you're a massive nostalgiafag and that any game would elicit the same response have you played it around the same time as you did morrowind jesus
>>
>>2153040
>Just say you're a massive nostalgiafag and that any game would elicit the same response
no
>>
>>2145223
I thought the same until I installed a mod that made me walk faster
>>
>>2145321
this is the real answer. don't read shit online, roleplay instead of min max, its fantastic
>>
>>2145524
YOU KNOW HOW YOU CAN MOVE FASTER WITHOUT MODS?

TRAIN ATHLETICS, LIKE ORIGINALLY INTENDED
>>
>>2147286
which you must have done because this is a retarded comment
>>
>>2153900
>game is not enjoyable
>the supposed solution is to play the game for hours to grind a stat to 100, then MAYBE it'll get better
how about we value our time and play a game that's enjoyable from start to finish?
>>
>>2153889
>roleplay
>in morrowind
see >>2145496
>>
>>2154612
fuck off schizo
>>
>>2154618
Not an argument.
Please tell me how one would roleplay a law-abiding, moral character in this scenario.
>>
File: 1609220229179.gif (868 KB, 200x180)
868 KB
868 KB GIF
>>2154628
oh I have argued with you before. several times. and you always ignore it. so this time, I think I'll just tell you to kill yourself, you waste of brain matter.
>>
>>2154632
massive cope
>uh, I totally have a good answer, I just won't post it because uhhh because I don't feel like it
>>
>>2154637
cry about it
>>
>>2154641
posting an answer to my question would be one solved captcha and one or two sentences, you instead chose to solve two captchas and post several sentences. doesn't seem like you're saving much time and effort here, would be easier to just respond you know.
unless you don't have a good answer after all... but they couldn't be.
>>
>>2154645
cry about it
>>
File: c2d.jpg (8 KB, 229x250)
8 KB
8 KB JPG
never has this image been more appropriate
>>
>>2154667
cry about it
>>
>>2151998
mad
>>
>>2145527
>this image has been posted three hundred fucking times since 2019
jesus christ this guy needs meds so bad
>>
>>2155641
post this one more time maybe someone will care
>>
>>2148767
Your the actual retard
>>
>>2145524
>completely fucks up games mechanics
Why even play Morrowind at that point.
>>2145223
Why should try to convince you to play a game you are so disinterested in you can't even force yourself to play two minutes of it? Seems like a waste of both of our time, go play something you enjoy instead.
>>
>>2145223
The main way to have a bad time with Morrowind is to feel like you've been forced, coerced or convinced to play Morrowind. It has to be driven by YOUR curiosity or the game will fall flat and it sure as fuck isn't going to feel like the greatness people who did feel that way describe it to you as.
>>
>>2158087
The main way to have a bad time in morrowind is to play morrowind without nostalgia glasses on
>>
>>2158179
>can't criticize the game without using meaningless buzzwords
>>
>>2158187
Nostalgia has a very specific meaning tho
>>
>>2158179
>Play Oblivion as teenager
>Mixed feelings then, dislike it now
>Play Morrowind in twenties
>Love it
What now?
>>
>>2145246
this. i can also recommend that you start with a straight fighter style type which makes the start much smoother. you can be the undisputed God of Everything later, regardless of how you start

Main stats:
>one weapon skill like Long Blade or Blunts
>one armor type
>athletics

Also boost Speed at character creation.
>>
>>2158391
play oblivion again?
>>
>>2158391
>how do you do fellow kids?
>>
>>2145223
Get MGE XE and Morrowind Code Patch.
Fixing some of the bugs and fixing the fog is pretty important. Also if your monitor plays anything above 60, it greatly improves morrowind's gameplay.
>>
>>2154608
>grind
Morrowind has no cap on trainers beyond their skill and your skill/attribute.
You want more athletics but didn’t flag it as a class skill? Just pay an athletics trainer, you can do that even at level 1.
>>
File: 1632129797758.jpg (53 KB, 635x1024)
53 KB
53 KB JPG
>>2145223
Tried it 3 times with the mods I wanted, last time I got the furthest which is around level 5 or 6 - couldn't continue and dropped it (again). There are fundamental issues with the gameplay and graphics compared to today that I can't digest, no matter what. Seems like Morrowind is one of those games where you had to be there back then to properly enjoy.
I'm going back to Skyrim and Pathfinder for now, RPG-wise.

It's weird though, I can play and enjoy no problem VTMB, which only came after 1-2 years after Morrowind, but not Morrowind itself. Which means that it's not because I'm "pampered" or a "skybaby" that I can't enjoy it, there are definately issues with the game itself at this day and age.
Just comfortably watch the story in YT, OP. And read the wikia after.
>>
>>2159733
Fundamental problems with the graphics? What does that even mean?
>>
>>2148767
>he doesn't know about the Morrowind sex mods
Imagine being so young
>>
>>2145223
>Convince me to play Morrowind.
Smash your graphics card and then play Daggerfall for a week. You'll be dying to play Morrowind.
>>
Why are most Morrowind spells so USELESS in combat? If you're a magic user 99% of your arsenal is garbage trivial situational shit.
>>
>>2159763
Graphics are so shitty and weird that no matter what kind of modding you do they'll always look like they're 20 years old. Which they are. Perhaps because Morrowind was in the cusp between 2D sprites and properly detailed and rendered 3D models. Are perhaps because Bethesda had always been pretty shitty.
>>
>>2145223
>Convince me to play Morrowind
why do i give a crap whether you like morrowind or not?
>>
World building good
>>
You can do the Dicaprio meme face whenever they reference the game in subsequent Elder Scrolls game.
>>
>>2145223
Go to vivec, sneak into the vaults, steal everything and sneak away. Go sell, end up rich, use all that money to either train or make new spells/enchants. Enchant a necklace or ring with levitate. it makes you permanently levitate as long as you wear the item. play superman. Doing this will also allow you to fly to the last dungeon but you better be really powerful to fight the boss without that special weapon (I did this the first time I played the game, but I had leveled my character to a god by the time I figured out the spells thing) I didn't do the main questline, but was able to kill the last dude without the hammer. Was fun stuff.
>>
>>2160314
Why do you recommend stealth, easly the worst part of the game as it straight up doesn't work?
Don't get me wrong morrowind is pretty garbage overall but at least you can say most stuff is somewhat functional, stealth isn't even that.
>>
>>2159873
Gothic 2 came out the same year and looks leagues better IMO
>>
>>2157876
>>completely fucks up games mechanics
>Why even play Morrowind at that point.
So you're saying morrowind is completely fucked from the word go?
Sound like a bad game.
>>
>>2159567
It's a grind for cash then, dumbass.
>>
>>2160921
>Soultrap ancestral ghost
>4000+ septims
Wow, money is such a grind dumbass.
>>
>>2161240
>you just have to know this exploit for how to instantly make what are supposed to be late game amounts of money then you gotta go to one of these specific NPC's that will boost this one start to 100 THEN the game might be bearable
But you're the reasonable one, not the guy what says to install a mod that makes you walk faster
>>
>>2161323
A skill at the 40-60 range is more than acceptable, you don't need 100 in a skill to use it reliably.
But how could you know, you never played the game.
>>
>>2161323
I never said that. Even 50 athletics will be enough for quick movement, which just about any trainer can get you too without much fuss.
Hell if you want to meet be quickly you can just set it as a major skill so you’ll start with at least 30. Skills actually matter in Morrowind. Don’t put points in your running skill? Then you can’t run quickly. You start out weak and needing to take the bus but grow to a god that jumps over mountains.
Better than being the same trudging piece of shit from beginning to end like later games. Removing Athletics and Acrobatics was a mistake.
>>
>>2145223
No.
>>
>>2161323
>soultrapping is an exploit!!!
>training is only effective if it takes you to 100!!!
>making money is grinding!!!
Could you be any more of a retarded contrarian?
>>
>>2161350
>Removing Athletics and Acrobatics was a mistake.
But anon, we gotta balance the game so that players can't simply jump into those end-of-dungeon shortcuts at the start of the dungeon. Removing athletics and acrobatics gives our designers soooo much more freedom to create much more unique and interesting quests and locations, just like removing teleportation and levitation did.

Oh, all those amazing, unique places and quests that Skyrim had but Morrowind didn't.
>>
>>2161573
>that fucking fighters guild quest where the bandits left a fake note for stooges to find that seemed to say their hideout is in a nearby ancestral tomb
>Tomb actually has a super powerful Vampire
>bandit hideout is actually up the cliff above the note and you can reach it with the stash of levitation potions left nearby for gang members since they’ll know better
>>
>>2146874
based

the fag romanian conspiracy must be exposed
>>
>>2147919
>npc sounds identical
Nigga, 90% of morrowind NPC dialogue is copied and shared between dozens of them.
>>
>>2161685
That never comes up unless you autistically spam every possible topic on every NPC
>>
>>2158391
Same here, I went Oblivion, Skyrim and then Morrowind (and then Daggerfall). Morrowind is my favourite one, followed by Skyrim.
>>
File: AscadianIsles.jpg (426 KB, 1280x720)
426 KB
426 KB JPG
>>2161987
My main reason for playing TES is the ability to freely explore a fantasy world (from a first person view, can't get into isometric games). So, the quality of the world is most important and Oblivion really falls short. Morrowind manages to create a world that's both highly imaginative but also grounded (what do they eat?) better than almost any other game, but Skyrim still does it decently.
>>
>>2152011
Fargoth in Distress - it allows you to tell Fargoth that Hrisskar is looking for his hiding place.
https://www.nexusmods.com/morrowind/mods/45752
>>
>>2162317
No, I meant, someone fixed most of the sidequests by offering alternate solutions. Could be a dead project though.
>>
>>2145223
The Ahjani quests and the Telvanni quests are fun.
>>
File: 45679375698.gif (494 KB, 306x254)
494 KB
494 KB GIF
>>2145223
It gets better when you play longer.
>>
>>2145223
Don't, it sucks.
>>
morrowind is the most fun with a magic based character (same for oblivion). there are magika regeneration mods if you want it
>>
>>2145223
idk try morroblivion it has oblivion combat and it ussually has quest markers but you can turn them off I guess
>>
>>2162731
Telvanni master race. It's a shame there is no Dres questline though.
>>
Not OP I'm starting a new playthrough, pretty sure the last time I played Morrowind was before Oblivion came out.
However I'm dumb - can I fuck myself over in the character build at the beginning? I'm thinking of making an unarmed/short blade dunmer to punch and shank my problems away.
>>
File: 1526504613852.jpg (100 KB, 1024x687)
100 KB
100 KB JPG
>>2166119
sounds good. you might develop a thief type character which can make things easier due to the shitton of gold you will make off stolen stuff

or you can take the honest monk route, join the Temple or Cult, and punch profanes to death
>>
>>2166126
I thought about thievery, but stealth kind of sucks. I just want to punch and stab things. Maybe a monk would be a good idea in that case...
Here's the skills/attributes I'm thinking of.
>>
>>2166149
I went with these in the end. Looking forward to it- as I said it's been AGES since I played but IIRC I was into big heavy armor, big axe type builds back then so this should feel different.
>>
>>2147072
Why didn't you levitate like a normal person? Also that quest is pretty late in the mage guild quest line
>>
>>2152038
Based nostalgia post.
Only morrowind and Might and magic 7 did this to me
>>
>>2153040
Salty anon is salty because games were better back in the day.
Nightmare Creatures was the original dark souls, get over it
>>
>>2153761
Why not get the boots of blinding speed?
>>
>>2167711
>why not abuse a game mechanic with meta knowledge instead of fixing a perceived problem directly by altering the system
>>
>>2167725
how about picking the steed birthsign
>>
>>2167740
If you have to do it on all your characters, doesn't that mean that all characters should've moved (slightly) faster for your own enjoyment of the game?
>>
>>2167740
>>2167711
Exactly. There are plenty of ways to improve your speed (it's an attribute ffs, of course it's low at level 1) without modding the game. I don't see how getting the boots, choosing a sign or developing your athletics is worse than literally getting a third party mod.
>>
>>2167782
you have to admit that it makes the steed sign actually seem useful. I've never heard of anyone picking the steed sign in oblivion for instance, cause you already move pretty fast in that game. if you have to mod it to enjoy the game go ahead, mods exist for a reason.
>>
>>2167792
I was just arguing for the sake of it, by level 3-4 I tend to have just enough athletics and speed that any character I make moves fast enough.
Steed isn't the fix even in Morrowind if you want a faster character, it just lets you skip the first few levels of feeling too slow to even function.
I do believe tho, even if I don't use mods for that, that the base speed should be just a bit higher AND Steed should be changed into something more useful so that if you take it you actually feel the difference for all the playtrough.
>>
File: Cyrodiil_Awaits.jpg (369 KB, 900x500)
369 KB
369 KB JPG
who else compulsively checked the elder scrolls website every day after school to see if any new screenshots had been uploaded, but it was still just this
>>
>>2167815
>I do believe tho, even if I don't use mods for that, that the base speed should be just a bit higher
That's not a hard sell, considering male orc is the race with the highest speed potential (I forget the exact reason for this, but for some reason speed scales off of how wide your character is, which is determined by the character's weight attribute.) Anyway, my point is, they clearly didn't spend a lot of time experimenting with and tuning movement speed down to a fine science.
>>
>>2145223
Play Oblivion instead.
>>
>>2145223
Because it's better than Skyrim
>>
Does the game know when you attack something and miss (due to a failed dice roll) as opposed to when you just attack nothing? Like, if you attack an enemy and do no damage, does that count as a separate event to when you just swing at the air?
>>
>>2171818
Yeah, you still have to aim at something for the attack roll to happen.
>>
>>2171818
Yes and it makes a noise to indicate you wiffed.
>>
the only reason I even played Morrowind is because it came free with my graphics card. my friend saw the cd on my shelf and asked me about it, I told him it's some dumb ass game that I got as a freebie and I'll probably just throw it out. he said "well if you don't want it can I have it?" and naturally I said sure

then a few weeks later he tells me I'm an idiot and that game I was about to throw away is really good. he convinced me to give it a go. turns out it's the greatest game of all time
>>
>>2171818
honestly they should have made whiffs do 5% damage and make a glancing blow sort of noise so new players wouldn't feel quite so pissed off
>>
>>2172901
whiff noises and enemy health bars are already more than they deserve
>>
>>2172901
>honestly they should have made whiffs do 5% damage
No.
>make a glancing blow sort of noise
It already makes a different noise. If the enemy blocks the attack it makes a different animation too.

The problem with new player pissed off (more like retarded zoomers taking the advice from burned out minmaxers), is using a weapon (likely the shitty iron dagger from the tutorial room) that they are not skilled enough to use (any class without short blades).
They actually learned from that, in the hour long tutorials of oblivion and skyrim you get access to multiple weapons before being introduced to a remotely threatening opponent. Too bad that skills don't do anything in those games so it's kind of pointless, but hey.
>>
>>2145223
>Be Zoomer
>No attention span
>Immediately filtered
>>
>>2172927
>The problem with new player pissed off (more like retarded zoomers taking the advice from burned out minmaxers)
no I'm talking about my own memories of being a new player over 15 years ago. zoomers aren't the only ones who think it's odd to see their sword swing at the guy in front of them and do nothing

>It already makes a different noise
on second thought that's probably fair enough. There's no system where people won't be annoyed about losing dice rolls. That's a mental hangup everyone has to eventually get over to enjoy crpgs at all

the biggest problem with Morrowind and all other rpgs (with some exceptions, like Dark Souls) is quicksave/quickload
>>
>>2172947
>it's odd to see their sword swing at the guy in front of them and do nothing
This is avoided by using a weapon you have in the major skills. You don't even need bonuses from the race to be competent enough to hit the enemy at the start of the game, just the major skill is enough.
Also, I almost forgot about stamina. That could've been explained a bit better by the game, but the difference between fighting at high stamina and low stamina is quite massive.
>>
>>2171887
>>2172927
You're right, it does make a very slightly different noise on top to indicate a whiff. Honestly, just making the whiff noise a bit more obvious might help, or adding a dodge animation on the enemy to help visualise your attack missing.
I'm tempted to try the former, I should look up a modding guide.
>>
>>2145496
WOW that is retarded
>>
>>2172964
You're right in that doing that helps to lower the chance of the player missing, but it doesn't fix the issue that there's a disconnect between the action and reaction that feels weird.
It's like if you had a program that executed a function when you clicked a button, but if the function had an issue then nothing happened; no feedback, even negative, is an issue. Feedback is important to the experience.
I do genuinely believe that more obvious feedback on a failed attack would make whiffing a lesser issue and would go some way to reduce the number of complaints about the combat.
>>
>>2173080
>adding a dodge animation
I agree completely, but I don't think that at the time Bethesda could spend that kind of resources on animations any more than the bare minimum.
In a perfect world you could have both dodge animations for when the enemy is better at evading, and player "oh shit" animations for those moments where you just fuck up all on your own.
>>2173110
>it doesn't fix the issue that there's a disconnect between the action and reaction that feels weird
This is unavoidable as long as we're talking stat based games in 1st person. The moment where you abstract the hit to something like "more skill = more damage" the game becomes... Oblivion and Skyrim combat where every creature can withstand multiple attacks to the face and almost not react. Or be locked in the staggered animation forever while you gently caress down the health bar.
It's still disconnected, just in a different way.
>>
>>2173185
>This is unavoidable as long as we're talking stat based games in 1st person.
I don't agree that's the case - I don't know what the ideal approach would be, but I'm sure there would be a way to have the stat-based, dice roll to hit style of combat like Morrowind while still having a decent feedback system (although I agree that it may have been outside the realm of possibility for the devs of Morrowind).
I am definitely going to try replacing the whiff sound in the morning to see if that makes a difference, it's barely audible by default.
>>
>>2173231
Good luck anon.
Sadly I don't have a lot of experience in using the costruction set so I don't know how much you could really improve the feedback aside from changing the sounds.
Animations is the obvious answer, but is it even possible to do something about it?
By the way, I actually don't feel a lot of disconnection when playing morrowind and seeing attacks miss (or rather, seeing them "hit" and do nothing). Might be because I'm used to isometric games and tabletop.
>>
>>2148767
Anon, there's plenty. Granted, a lot of them were hosted on sites that don't exist anymore, but many are still out there.
Personally I like to keep it simple with Better Bodies + Better Armors/Robes/Clothes. Gives all the female characters huge knockers, even with heavy armor, and gets rid of the clipping on most pieces.
>>
>>2173646
unga BUNGA
>>
File: muscle wizard.jpg (234 KB, 921x1200)
234 KB
234 KB JPG
>>2159871
Pardon? Magic's pretty strong in Morrowind. Absorb Health deletes dudes and keeps you topped off. You can shatter enemy weapons/armor with Disintegrate and force them to fight you bare-handed/naked. You can cheese enemies with repeated sneak attacks with Invisibility and become completely undetectable with 100% Chameleon. You can root them in place with Burden and Damage Strength and pelt them with arrows/spells. You can carry an arsenal of enchanted rings and spam ranged spells like a magic Gatling gun.
Magic was so powerful in the base game they gave some enemies in Tribunal and most in Bloodmoon high Reflect Spell stats.
>>
>>2173248
Turns out it was a simple find & replace for the miss.wav sound effect. I made/found a new sound which is a bit more noticeable, and it might just be me but it does make it a lot more obvious when you're missing the target as opposed to just swinging at nothing. I'll make a vid and post it.
>>
>>2174413
>>>/wsg/4159802
>>
Does anyone know if it's possible to have separate FOV settings for third and first person in Morrowind? MGE XE has a single FOV slider.
>>
>>2173646
Morrowind doesn't need to be sexed up, and if you think it does you're ngmi
>>
>>2174790
Sure, it doesn't *need* it. But I like armor that doesn't clip through the character model. Pretty much all armor in vanilla MW just wasn't designed with any consideration for the female player model, so the arms clip into/through the sides of cuirasses and greaves on most of the heavy ones. Sometimes the wrists even clipped through bracers.
I have these mods because they fix that. Giving every female npc bigger tits is just a bonus that came with it.
>>
>>2174517
OpenMW has different settings for it but MGEXE does not
>>
>>2175620
>Pretty much all armor in vanilla MW just wasn't designed with any consideration for the female player model
yeah well you're not supposed to play as a woman
>>
File: todd gets the girl.png (296 KB, 545x549)
296 KB
296 KB PNG
>>2175857
Try and stop me!
>>
>>2175620
Yeah, I'm guessing they ran out of time with them. Morrowind didn't even have female armor models originally, they were added in a patch/dev mod, I forget which.
>>
>>2175906
dont care what you do on your computer, just saying you're ngmi
>>
>>2145223
bump
>>
>>2154608
>grind
Start with Speed as a favored attribute and the Steed sign
Join the Imperial Cult and do fetch quests until you get the Ring of the Wind
Enchant an item with a Jump spell and another with restore fatigue so you can run and jump nonstop
>>
>>2159871
Because magic doesn't regenerate over time. Install a magic regen mod to instantly fix the whole system.
>>
>>2175620
>lizard tits
>>
>Bored after one minute.
Rope.
>>
>>2173185
>This is unavoidable as long as we're talking stat based games in 1st person.
It was unavoidable in Morrowind, but I don't think that's generally true. You just need good dodge and parry animations. Plenty of third person games pull it off. Won't be easy to make them work well in first person, but I don't think it's impossible.
>>
>>2179272
I mean realistically if you literally need to see action within the first minute, then most games aren't going to be for you. Half of modern games have loading screens half a minute long, and at least a few minutes of buildup.
I'd recommend getting the latest generation Gameboy.
>>
>>2145223
I have spent months compiling a modlist I am about to create. It will be perfect and the definitive(tm) way to play Morrowind
>>
>>2179521
Won't be perfect until Tamriel Rebuilt is finished. Gonna be years yet.
>>
>>2179582
can easily be integrated in as it gets updated
>>
>>2179621
Tamriel Rebuilt's design plan for the future is full integration complete with re-writing the morrowind main quest to include the mainland, which will break tons of other things.
>>
>>2179696
They've been working on it for like 20 years are they even half way done? I highly doubt they will ever rewrite the main quest and fully integrate everything
>>
>>2179286
>third person games pull it off and I can't name a single first person game that does, but I swear it's possible!
I see.
>>
>>2145223
Just finish it, then you can chat shit about it with experience
>>
>>2179785
Dying Light has first person dodge/parry animations that work well.
>>
>>2179785
Yes.
>>
>>2179791
Does it have stats and hit/miss chance?
>>
>>2179801
No, but putting the animations in such a system would work just fine. And as it is, the enemy dodging and parrying is just RNG in Dying Light anyway, so in a way yes, there is a chance dictating whether you will hit the enemy or not.
>>
>>2179807
>it's not the same thing but it just works I swear!
Uh uh
>>
>>2179834
Why are you being such a faggot? What did I do to you?
>>
Did they add extra silt striders to the game at some point? I'm going through the shrine sergeant quests where Kaye's telling me how to get places, and I follow the instructions (go by boat to here, then take ANOTHER boat there, then travel on foot north since there's no transport) and then I show up at my destination and there's a silt strider.
Did they add any to the game or is it just a case of unreliable information from the NPCs?
>>
>>2180123
The Cult quests were added late in development, so it's doubtful any extra striders were added after it was implemented. This is just a weird quirk of the game. I remember one quest where you get what are quite possibly the most complex directions in the game but all it's doing is leading you to Gnaar Mok, which has boat travel and also a bunch of road signs that will easily lead you to the town no problem. Who knows if they were purposefully going for something like "this is how THIS npc knows how to get there even if it isn't the most efficient."
>>
>>2180134
Yeah, I'm starting to get the feeling that it's just "this NPC uses boats". I don't think Kaye's ever said to use silt striders - maybe he doesn't like them?
It was the Khuul one that confused me, because he made out that you had to go to Gnisis then take a long trek up North - which I did, only to find there was a silt strider right THERE.
>>
>>2180144
Forgot to note as well that I'm using the mod that replaces the automap/minimap with just a digital copy of the paper map and a compass - it makes getting round a bit more fun since you can't just look at the map to see where you are.
>>
>>2180134
>Who knows if they were purposefully going for something like "this is how THIS npc knows how to get there even if it isn't the most efficient."
or maybe it's playing a joke on new players
>>
Any of you guys play with morrowind rebirth? I like the extra stuff in towns but nerfing the artifacts and alchemy and enchanting is kind of a drag.
>>
>>2180793
I use Beautiful Cities of Morrowind mixed with a fuckton of other mods to make my own personally customized "rebirth"
>>
>>2180793
Never tried it, how is it?
>>
>>2147072
Sounds rough fetcher. Have you zero summed yet?
>>
>>2153900
Or you could do a bunch of Skooma.
>>
File: 1632136446429.gif (888 KB, 220x220)
888 KB
888 KB GIF
>doing the 'silver staff of shaming' quest where you have to find the staff on mt kand
>spend a couple of days wandering all over the mountain casting the detect enchantment spell but can't see/find anything
>descend into an underground cavern where some atronachs ask me riddles - by chance I'd read a book of riddles which gave me the answers, so get the blessing of Vivec (I don't know what this is for so I have a feeling I sequence broke something)
>on the 2nd/3rd day decide to actually test the detect enchantment spell
>put my enchanted dagger on the ground behind a rock, walk away and cast the spell
>can't see the dagger
>walk up, still can't see the dagger
>go around the rock, dagger looks normal
>wtf is this broken
>go online to check how the detect enchantment spell works
>"detect enchantment puts a blue circle on your minimap to show you where enchantments on"
>I'm using the Map & Compass mod, so I don't have the vanilla map/minimap
>mfw
Now I need to find a mod to add some sort of visual effect.
>>
>>2181968
poifect
>>
>>2182132
That's a fun mod.
It's interacting strangely for me though with some other unknown mod I have because bugs like Kwama aren't detecting as Creatures visually, only on the map.
>>
>>2182188
Detection Enhanced Lite? Yeah. I'll keep that in mind, that's an odd behaviour. I know that apparently the regular version doesn't include some creatures under detect life/animal.
>>
>>2182189
What is really surprising when using it is how many tombs have keys for the locked doors and chests in them.
It makes sense, the family members wouldn’t pick the locks to their own tombs and wouldn’t need to take the key with them.
>>
>>2182205
That's actually pretty cool, I might seek one of those spells out.
I enabled the thing in MCP that hides traps, so I might need that.
>>
File: MacKuck.jpg (36 KB, 385x215)
36 KB
36 KB JPG
Why are MacKom's heads so ugly? Why do people use it?
>>
>>2183624
They're the best looking heads, you're just lonely and saying dumb things til strangers call you a retard.
>>
>>2183624
All graphic replacers for Morrowind are trash, either clashing with the style of the game, or just plain looking worse than the originals.
>>
>>2183624
They are the best head replacers
>>
>>2183641
>>2183644
>>2183651
They're fucking awful, only the "look at muh ultra-hyperrealistic morrowind!" faggots like this shit.
>>
>>2183679
>Id's jus bad and nah goob
>only dum pooby heads lige it
>>
>>2183679
Looks nothing like high realism you're nothing but a weird little fag that can't articulate himself
>>
File: maxresdefault[1].jpg (197 KB, 1280x720)
197 KB
197 KB JPG
>>2183644
That might have been true 5-10 years ago at the height of Morrowind Sound Graphics Overhaul, but not so much now. Upscaled textures (with manual editing) are fine, there are vanilla style mesh enhancements, and a decent number of mods that are more modern but still look good (although these do have the clashing problem).
It's not all shit texture Balmora anymore. Less this...
>>
File: DBCe935[1].jpg (166 KB, 1920x1080)
166 KB
166 KB JPG
>>2183834
... and more this.
>>
>>2183839
It looks like vanilla when run on high resolution. I'm not sure that's a good thing either. If vanilla looks as good, what's even the point of it?
>>
>>2167822
And then it came, and it was shite...
>>
>>2183834
>That might have been true 5-10 years ago at the height of Morrowind Sound Graphics Overhaul, but not so much now. Upscaled textures (with manual editing) are fine, there are vanilla style mesh enhancements,
I'll say, that doesn't sound too bad. It's probably been well over 5 years since I actually downloaded any Morrowind graphics mods, and everything was hideous, including all the stuff people were recommending as "must-haves".
>>
>>2181079
> fuckton of other mods
Problem is that I rather spend more time playing the game then trying to figure out what went wrong

>>2181090
It's o.k adds alot of stuff like new buildings and making enemies a little tougher. But nerfs alot of stuff too, I rather just not use whatever exploits than have some one dictate to me how to play the game.
>>
>>2183956
I would agree with you but Mod Organizer 2 has really changed the game. It makes everything so much easier now, I wish this existed when I was a kid when I was destroying my game files.
>>
>>2183959
I use wrye mash.
>>
>>2183977
wyre mash is AIDS in comparison
>>
>>2183959
yeah cant say I was a huge fan of dragging and dropping 5,000 files for an hour. Now the problem is finding the right files esm files for them to work.
>>
File: 1616034123843.jpg (41 KB, 720x552)
41 KB
41 KB JPG
>>2151753
>you can buy moonsugar in the House of Earthly Delights
>somehow not able to sell moonsugar back to them
>>
>>2158391
This is me but with Skyrim instead of Oblivion
>>
>>2184257
They don't want any trouble.
I think the weirdest is that one dunmer that sells moon sugar in the Gnisis market. There's no reason for her to have it.
>>
Question about weapon enchanting: will attacking an enemy with an weapon that has an "on strike" enchantment use a charge even if the effect has already been applied to said enemy?
>>
>>2184677
Yes.
>>
>>2184677
Yes, though if your weapon has a damage range like 1-10 fire damage for 5 sec on strike it will reroll the amount of damage it's applying.
>>
>>2184702
>>2184704
Okay then. I made a tanto with a soultrap on strike enchantment - my gameplan has mostly been "punch until they're on the ground then stab them a bunch" - I might just have to wait until they're about to die to finish them off with the tanto.
>>
>>2184799
Well you could always make it cast on use instead of strike
>>
>>2184801
Eh, but then I've got to remember to cast it. On-strike is more intuitive (fun, too). I only wish you could enchant bracers/gloves with on-strike so I could punch people with spells.
>>
>>2184799
Just use the souls you trap to recharge the soul trap knife.
>>
>>2184812
>punch spells from bracers
I bet that with mwse lua a mod to do that could be made, where a bracer’s “cast on use” spell gets triggered by punching.
>>
>>2184677
>>2184799
There is an mwse Kia mod that lets you turn on and off weapon enchantments so they can be conserved if not needed for an attack. Maybe not good to change the gameplay with such a mod on a first play through but not bad for a second one.
>>
>>2184937
Technically, it's not my first playthrough - I haven't played it in probably decades, and when I did play it first I was a dumb babby who was completely ignorant of how RPGs worked (nowadays I'm much older, and only mostly ignorant). That sounds like a bother though so I'm happy just enchanting the daggers I stab my enemies with when they're on the floor.
I was tempted by drain fatigue but apparently that runs out after a short while and returns the drained stamina back to the enemy, which isn't helpful.
>>
Hm. Do Divine/Almsivi Intervention or Mark/Recall spells only work on yourself?
>>
>>2166214
>two armor skills
>three weapon skills
you ask for being called a retard
>>
File: frogspin.gif (104 KB, 112x112)
104 KB
104 KB GIF
>>2185222
I use H2H to beat up enemies and put them on the floor, knives (short blades) to stab them to death on the floor, and marksman so I can down cliff racers with crossbows.
Light + Unarmored is so I have some protection without med/heavy armor, but apparently unarmored sucks until it's at cap so I thought light was better to start with.
BUT:
>you ask for being called a retard
Definitely, all the time. I am dumb babby, any guidance/tips is appreciated.
>>
>>2185222
There's nothing wrong with that.
>>
>>2145223
How to get the correct Morrowind experience:
>use openmw
>don't install any mods that heavily alter gameplay mechanics. interface improvements and anti-grind mods (like the ones that make alchemy less bothersome) are fine.
>ignore anyone who tells you to "just fire up the construction set and craft yourself a free ring of absolute fucking godliness, bro".
>install as many mods as possible that make the game less ugly.
>install the official mods.
>don't savescum too often and deal with the consequences if you get caught doing bad things (theft, B&E, assault, etc.) if you're going to be a criminal, getting caught is all part of the lifestyle.
>download the official maps (the ones that physically came with the game and expansions). X marks the spot.
>fuck redguards and fuck ordinators lol
>>
>>2185222
Multiple weapon and armor skills can be handy for oblivion style leveling control. Morrowind doesn’t really need it though.
The multiple armors might be slightly questionable but multiple weapons is fine since they are three very different ones (marksman for ranged, shortblade for damage and h2h for knocking people silly).
>>
>>2183839
I keep forgetting that this ISN'T how default Morrowind looks. I just mod the textures right away any time I install now, I've taken for granted how much of an improvement these mods provide. Holy mother of fuck, this shit >>2183834 was beyond ugly.
>>
>>2184799
Short blades are useful for instant effect debilitating or damaging cast on strike effects, like absorb heath or damage strength. Since they have such a fast attack speed you can pile on the damage from the enchantment quickly.
>>
>>2185281
Disintegrate Armor/Weapon are great for on strike effects. More opportunities for Armorer experience that way.

Also, if you lower anyone's equipment quality to zero, they'll unequip it, placing it back into their inventories. That lets you cast a Calm spell on them, pickpocket the equipment from their inventories, and repair it back to full strength. This process allows you to take items that someone has equipped without needing to kill them, if you ever end up needing to do that.
>>
>>2185281
I figured as much, I'm trying to improve enchanting by doing low-level stuff on my knives and I guess since it does a lot (A LOT with the 'attack speed based on stats' mod) of fast strikes, you only need a point or so of damage.
>>2185306
That's actually a good point, I probably should get a Calm spell so I can knock people out and then un-aggro them.
would it work as an 'on-strike' knife enchantment - could I make a knife that stabbed people into being friendly?
>>
>>2185330
>question
Not sure how the priority works. Depending on which "hits" second, the damage or the spell, could go either way, I suppose. But hey, part of the fun of magic is experimentation! Just test it out on some random noblewoman traveling alone, who gives a shit.
>>
>>2185344
I might. I'm trying to be lawful on this playthrough, only stabbing people that it's legal (or I guess "morally right", by the standards of whoever's paying me) to stab.
Technically I'm levelling enchantment so I can make a ring that causes Frenzy on touch, so I can "make the bad people go away" in Balmora legally.
>>
>>2185330
>>2185344
The spell goes off afterward.
Gotta watch out for Calm though. If you calm someone and then attack them while they're calmed, it is assault and can get you a bounty if a guard or someone with high Alarm (like a shopkeep) sees you.
>>
File: taunting elf.jpg (84 KB, 312x445)
84 KB
84 KB JPG
>>2185365
If you have the Speechcraft for it, you can also taunt people until they attack you. Taunting is less effective if they already hate you or have 0 disposition though.
Good combo:
>Bribe someone so they like you
>Taunt them until they attack
When you kill them, you get your money back anyway.
There are some characters though that won't normally talk to you without instantly ending dialogue so you can't taunt them. The solutions there are to use Frenzy or get naked.
>>
>>2185365
Enchantment is based and fun as hell. Make something with one single point of Slowfall. It'll barely affect your falling speed, but it will completely negate falling damage from any height. Also create something that gives you a shitload of Jump and Fortify Acrobatics for just one second. Aim, cast it, then quickly leap towards wherever you want to go. Easily the most fun way of getting around Vivec.
>>
File: confused skeleton.jpg (91 KB, 572x303)
91 KB
91 KB JPG
>>2185385
>Also create something that gives you a shitload of Jump and Fortify Acrobatics for just one second. Aim, cast it, then quickly leap towards wherever you want to go. Easily the most fun way of getting around Vivec.
>mfw
>about to say "I'm not a retard, I know about the guy who falls to his death from the scrolls of icarian flight"
>realise you meant AFTER the slowfall thing
I guess I am retard after all
>>
>>2185381
True, but my personality isn't great, I'm a cheapskate, and I think a ring that makes people really angry is funny. Gonna give it a cringe name like "stinky ring" or something.
>>
>>2185411
>I'm a cheapskate
Read it again, if you succeed it doesn't cost any money.
>Bribe someone so they like you
>Taunt them until they attack
>When you kill them, you get your money back anyway.
But yeah, Frenzy is still the easiest way to go about it if you can get a strong enough casting going.
>>
Playing through Tamriel Rebuilt made me realize it has better quests than vanilla MW. NPCs actually have a little personality.
>>
>>2183871
remember the demos showcasing radiant AI
>>
>>2185222
This is Morrowind, not Oblivion. It doesn't matter.
>>
>>2183839
Which texture mod did you go with for that? There are several that claim to be improved vanilla textures.
>>
I used a few "vanilla improvement" textures and the ground still looks like ass, especially Balmora. Anyone have recommendations?
>>
I always liked Daggerfall more
>>
picking up an old save that i tried to run with basically vanilla. these are the mods I chose years ago (I dont remember what they did):
>better dialogue font
>mge xe
>morrowind code patch
>morrowind patch project
are these okay to use?
>>
>>2186533
Morrowind Patch Project is outdated and has been replaced by
>Patch for Purists
The patch project had made weird "fixes" to things that weren't bugs. For example it nerfed the value of Hackle Lo from 30 to 3, when Hackle Lo is like a valuable tobacco and is even given as a quest reward a few times.
>>
>>2186543
kek, i must have been given that advice years ago too, because this is actually what I had installed (only just checked)
>Morrowind Patch Project 1.6.6 - Stupid Changes Fix
seems the author had the same idea
also, what are the two mods to delay dlc? delay dark brotherhood is one, what's the other?
>>
>>2186545
Expansion Delay delays them both
>>
>doing the House Hlaalu job to get the alchemical formulas from the alchemist in Vivec
>she's standing right there, and my sneak is shit
>"Aha, I'll use this handy invisibility scroll"
>walk in, invisible
>take the scroll
>immediately she aggros, starts casting magic shit
>Your crime has been reported!
>panic, divine intervention out
>end up at ebonheart, immediately surrender to a guard
>now the formulas are in an evidence chest next to some fearsome looking guy in the basement
Fuck. I'm not good at doing crimes. Also I didn't realise invisibility wore off as soon as you interact with something.
>>
>>2187232
You needed Chameleon, yeah. Also the woman has 3 different alchemy formulas in different places in her shop, just gotta find them.
>>
>>2187252
Oh. So I can take one of the others instead and that'll still clear the quest? Nice.
>>
File: causes frenzy.jpg (16 KB, 549x170)
16 KB
16 KB JPG
Et wala
>>
>>2187366
Okay, so it doesn't work. Seems you need frenzy to be active for a duration, in which case this gets a lot harder to create. Damn.
>>
>>2187432
1 second should be enough, also 69 might not be enough for SOME npcs.
>>
https://www.nexusmods.com/morrowind/mods/47466
Has anyone used this mod? It fixes the classic “why cant i side with fargoth?” question, so it seems good. But i have never used it
>>
>>2187366
Anon...
>>2187432
Yep. Frenzy is a temporary increase in the NPC's FIGHT score for the duration. So if it doesn't last long enough it won't work.
>>
>>2187659
>why cant i side with fargoth?
Because wood elves are the (real) main antagonists of TES.
>>
>>2187673
Never forget that Manker Camoran was an overcompensating wood elf.
>>
>>2187669
It only needs to last long enough for the enemy to hit me, right? So 3 seconds or so?
I made one for 3 seconds but it was only 40pts of Frenzy, that didn't seem to do enough.
>>
File: fight values.jpg (98 KB, 979x258)
98 KB
98 KB JPG
>>2188350
Yeah, I think at least 41 would be likely since a fight would need to be over 70 for an npc to normally attack.
>>
>>2188476
I finally managed it - though not in one ring. I now have two rings which frenzy humanoid for 3s (one for 40pts, one for 69pts) - on their own neither work, but used one after the other they stack enough for the target to aggro.
So I used it on the alchemist in the Foreign Quarter Canton, beat her up, then took the recipes off her while she was out cold. Fucking FINALLY.
>>
>>2188506
One thing I've also realised after doing the hlaalu mission where you kill the necromancer in the tomb on the azure coast: against one or two targets my fists-then-stab gameplay works I need to figure out something for bigger groups. I died a bunch to the swarms of skeletons and bonelords in there. Or maybe a shield?
>>
>>2188521
Undead have really high fatigue compared to living things. They're much trickier to knock out unless you have a high Hand to Hand so a good agility or some sanctuary/armor can be useful so that you aren't taking more damage than you dish out.
You could summon something to bait their attention while you attack them or use turn undead to make them flee as an option.
Don't forget you have a daily power as a Dunmer that gives you +50 sanctuary for a minute, which makes it really hard for enemies to hit you.
>>
>>2188555
Well, I've got 100 hand to hand so that's not an issue. Maybe something to drain fatigue, like an AOE spell? Or paralyse?
>>
>>2180793
They also reduced the damage of the daedric battle axe by half. From 80 to 40, when it's the only good axe in the game and its damage gave it a use.
>>
>>2186543
>The patch project had made weird "fixes" to things that weren't bugs. For example it nerfed the value of Hackle Lo from 30 to 3
So many modders just can't fucking resist. This is the reason the "unofficial patches" for Oblivion/Skyrim/etc are completely unplayable as far as I'm concerned.
>>
>>2180793
Fuck no.
>>
So I've never touched a TES game before but I'm jumping into Morrowind for god knows what reason. The only thing that really turns me off is the leveling system. What are your thoughts on mods like CCCP that make skill gains directly influence attributes for seamless leveling based on what you're actually using? It sounds a lot nicer than the default and more like what I expected the leveling system to be like but I'm not familiar enough with the game to tell if it would ruin something.
>>
>>2192382
It's fine, give it a shot before you mod the shit out of it.
>>
>>2145223
>I modded the game but get bored 1 minute after creating my character. The world is nice and all but the game is just so dull to play.
How do you know how dull the game is if you quit it within one minute of character creation?
>>
>>2192382
You should not mod a game straight away on your first playthrough, especially not in such a fundamental way. Give vanilla Morrowind a chance, there's nothing wrong with the levelling system.
>>
>>2192507
There's plenty wrong, you are basically forced to use your miscellaneous skills more than your major ones.
>>
>>2192525
You're really not, unless you're going for some perfectly efficient levelling memes, which is a very autistic way to play a game where skills increase by themselves... You don't even need to get x5 modifiers on attributes, because enemies don't level with you - you'll be stronger either way.

Plus, increasing misc skills is actually fairly painless thanks to the trainer system. So if you want that juicy x5 modifier on endurance, you can just find a heavy armor trainer, rather than summoning a scamp to attack you or whatever.
>>
File: 14738926.jpg (477 KB, 1440x900)
477 KB
477 KB JPG
>install 'code patch' with toggle sneak
>go to my favourite place to sneak
>press ctrl
>alt-tab
>watch youtube while I grind out 10 points to get a x5 agility on level up
>>
>>2192382
>make skill gains directly influence attributes for seamless leveling based on what you're actually using
That sounds suspiciously like vanilla Morrowind. What exactly do you want to change?
>>
>>2192861
>accumulate tens of thousands of gold by selling random loot from caves
>use it to directly buy skill points from trainers
>instant leveling of whichever skill I choose
You can hear the words, so run away
Come, Hortator, unfold into a clear unknown,
Stay quiet until you've slept in the yesterday,
And say no elegies for the melting stone
>>
>>2192992
I play with a mod that reduces sell prices of everything so that wouldn't work
>>
File: CCCP Levelling.png (778 KB, 1063x873)
778 KB
778 KB PNG
>>2192901
In vanilla skill increases give you 1 point for its governing attribute, and getting so many points will allow you to increase the attribute by so much at level up.
In CCCP each attribute has its own progress bar. Each skill increase gives a certain amount of progress to multiple attributes. The traditional governing attribute typically is set to get the most, but other attributes also progress. Once the attribute progresses enough, it increases. Level ups occur after six attributes have increased. The different number of points needed for an attribute to increase is tied to your initial race and class choices.
>>
Light or heavy armor?
>>
>>2195458
Medium
>>
>decide to check out the Telvanni canton for fun
>go into the enchanter's shop
>open a door
>suddenly, attacked by sewer rats
What the fuck Telvanni, clean your rooms
>>2195458
What the other guy said, medium. I'm level 15, not sure how low level that is but I'm still seeing maybe 3 or 4 types of light armor - there seems to be a lot more variety in armor types the further up you go.
>>
>>2195473
Speaking of - do there happen to be any good mods that add some new armors? Not asking for super sexy or overpowered stuff, just - more? I dislike that at this stage my choices are basically chitin or imperial studded (all others being worse).
>>
>>2195478
Tamriel Rebuilt and OAAB add an enormous selection of armors... although they also add a lot of other things too.
OAAB is just a resource pack though, so if you download it with the WARES option that adds stuff from it to shops randomly each day then you can see the armors and other items from it without anything else.
>>
>>2195458
Heavy armour:
>best in game if you just look at the numbers
>except ebony and Daedric are rare as fuck
>Divayth Fyr has a full suit of Daedric, but you can't kill him if you want to ever complete the main quest
>either cheese it with Damage Armour or look up the locations of the individual pieces
>your reward for this is losing all your carrying capacity and then some

Light armour:
>also very good if you look at the numbers
>glass is also rare as fuck
>chitin, the type you're actually likely to have, is bandit-tier trash
>dark brotherhood armour is easily available, but looks edgy and is arguably more of an exploit than searching a wiki for where to find glass

Medium armour:
>readily available at most armourers
>sensible progression from chainmail to bonemold to orcish
>many different options, most look stylish
>vouched for by city guards across Vvardenfell
>>
>>2195487
If availability is so important why not just conjure up some bound armor?
>>
>>2195488
This is actually an excellent option.
>>
>>2195487
>Divayth Fyr
>tfw you willl never be basically immortal Telvanni magelord with his dunmer qt harem and full set of pimpin Daedric armor
>>
>>2195502
Divayth Fyr is ultimate. Just doing his own thing, not bothering anyone but not letting anyone walk over him either, perfectly confident in his own abilities, occupying his time with interesting research, titillating discussion, and fucking wenches tailor-made for his tastes.
>>
>>2195544
>calls them daughters
>while they are actually his harem girls
>while they are actually his female clones
Beyond based.
>>
>>2145223
>>2145246
>redguard
>lovers stone
>long blade (silver so you can kill anything)
>heavy armor (steel/imperial)
>STOP RUNNING 24/7. keep your fatigue maybe 25% in safer areas like bitter coast and 50% in molag mok or whatever it is
>stop installing stupid mods
if you do this you're agility will be high enough (75) missing won't be a problem early game except maybe with monks and cliff racers
>>
>>2192382
>What are your thoughts on mods like CCCP that make skill gains directly influence attributes for seamless leveling based on what you're actually using?
terrible. leveling is supposed to be a pleasant power spike that involves a bit of player input. the only good leveling mods are ones that keep level-ups while removing the mechanics that encourage you to over-plan them.

there's one mod that restricts it so only major and minor skills can contribute to attribute multipliers. that's one solution which is reasonably balanced and should result in between 6 and 8 attribute points per level. No more grinding misc skills for attribute gains. I'm not sure the mod actually works, but it's a good idea.

another good change is to give endurance a retroactive effect on health per level so you don't need to grind endurance in the early game.

other than those, I don't like any mods that touch the skill system.
>>
...is this a bug? Spoke to the other two and they've got no work for me either.
>>
File: Bigbo Level 16.jpg (112 KB, 669x768)
112 KB
112 KB JPG
>>2195728
Oh, I think I get it, I need to advance - but apparently my skill levels aren't high enough. So I guess I either stop for now or find some trainers? I think my security/speechcraft skills aren't very good.
>>
File: crassius_curio_metoo.png (806 KB, 640x1042)
806 KB
806 KB PNG
>>2195728
>>2195747
Two more levels of short blade should do it. Go cut some bitches. You also need to have started the Stronghold quest, if you haven't yet.
>>
>>2195728
>Hlaalu
You deserve everything bad, s'wit.
>>
>>2145223
it sucks and its too hard to mod
>>
>>2195812
I hate zoomers so much it's unreal.
>>
>>2195774
Sure, I'll join Redoran instead with their requirements for people who use
>heavy armor, blunt weapons, long blades
or Telvanni, who want people skilled in the magic arts. I'll fit in with my light armor, short blades, hand-to-hand and speechcraft.
>>
>>2195770
Stronghold quest?
>>
>>2195877
You should join Telvanni or Redoran mostly because they don't suck piles of cocks on daily basis.
>>
>>2195879
The questline where you construct a mansion for yourself, on that little plateau south or southwest of Balmora.
I expect questgivers will tell you about it if you ask for advancement after getting your skills up to rank.
>>
>>2195930
Ah, alright. Thank you, I think I remember that now.
>>2195884
Don't know about Telvanni but Redoran are probably going to need to start doing that after what I did to their trade.
>>
>>2195984
Who cares though.
t. Telvanni gang
>>
File: Screenshot (258).png (2.19 MB, 1920x1080)
2.19 MB
2.19 MB PNG
Bros before hoes.
>>
>>2195568
The Lady is better than the Lover since it increases your fatigue and fatigue restore rate.
If you just care about hitting, the Warrior is way better than the Lover too with +10 attack.
>>
>>2195488
Bound Armor doesn't even care about your armor skills. At high armor skills actual armor defends much more.
>>2195487
In the end a mix of armor ends up being useful, since the "best" armor for different slots varies.
Best boots are light, best shield, gauntlets and helm are heavy, best cuirass is Medium.
I prefer light initially for the much lower weight which lets you move faster, jump further and use less fatigue. Once I start seeing better artifacts I start switching them in: the sky high armor ratings the artifacts have more than make up for a low initial skill.
It's a shame Medium Armor doesn't have a good final material. Originally the nordic mail from Bloodmoon worked for that but a later patch made the Nordic mail heavy and Ice armor medium instead.
>>
>>2195884
Redoran and Telvanni have better mods too, so if you want a modded game then those are the ones to go with... although playing them the first time with mods is, as always, passe.
Telvanni has the best loot and most reputation but their stronghold is unfortunately in the ass end of nowhere (without mods).
>>
>>2195747
Next time you play through Morrowind (with mods and such since you've already had your mostly vanilla playthrough then) I recommend using the attribute and skill uncappers from Morrowind Code patch, along with the option to make Hand to Hand get better with strength.
Hand to to Hand can get hilariously potent when you start cranking it up above 100 and have strength multiplying the damage further.
>>
>>2195747
>44 endurance at level 16
I know Morrowind stats don't matter in the same way Oblivion ones do but it still hurts me to see that.
Thank god for mods that make Endurance's impact on Health Gain retroactive so my minmax autism can rest when I play.
>>
>>2167792
No, this isn't a Zelda game where all players get all the shit in the game. Some characters will just be slower, if you can't understand that then you can't understand roleplaying.
>>
>>2196207
sorry, meant for >>2167782
>>
>>2196113
>Best boots are light
Their effect is meh when you can just drink a potion that does the same with no drawback made from the finest moon sugar in Elsweyr.
>>
>>2196574
Yeah but they are lightweight with high health and armor.
Same stats as daedric but weigh 50 less.
And then there are the boots of blinding speed, though those are their own thing.
>>
>>2167782
You don't have to do it on all your characters. You can use athletics trainers and try to get 5x speed increase on your first few level ups. Just keep track of how many times speed skills were leveled up, then use trainers to level up athletics until the number of speed skills. Doing this, you should have some decent movement speed even with the slowest characers (30 starting speed). If you don't care about minmaxing you can get away with making athletics a major or minor skill. It's hard to control when it levels, but starting out with 30-40 athletics can help your character and there are a few base classes that do it.

Unless you're doing a speed run, you don't need to play an argonian with speed as one of your class attributes and steed sign (85 speed at the start of the game).

Also increase STR can effect movement speed.
>>
>>2196608
>until the number of speed skills
leveled up equals 10
>>
>>2196129
See, when I asked before I was told to put the points into the skills that got multipliers rather than spreading them out. Endurance didn't really get any focus as a result.
Is endurance important? Or at least is it more important than the other skills?
>>
>>2196694
It is true, put points in attributes you earn multipliers in. But you can try to raise skills with the right multipliers too rather than just leave it to whims. Morrowind is easy so it isn’t really that important though and you can absolutely just play naturally without carefully managing your gains.
Endurance is a good characteristic though. It is one of four things that determines your max fatigue and it also determines how fast your fatigue regenerates.
But the real annoying thing about Endurance is that how much Health you gain every level is Endurance/10. It isn’t retroactive so leveling your endurance later will mean health on future levels but previous ones will still have less. It is one reason I love using spears, since Endurance is their governing attribute.
But if you need to choose between x5 in one thing or x2 in endurance at level up, it is best to go for the x5. I just like to make sure endurance is one of those x5 first.

Morrowind is easy though so it hardly matters and “perfect leveling” isn’t worth the headache.
>>
File: Screenshot (260).png (2.98 MB, 1920x1080)
2.98 MB
2.98 MB PNG
>>
>>2196924
Manipulative, criminal furry bitch.
>>
>>2196096
does attack actually increase hit rate? I thought it just increased damage
>>
>>2197471
No, attack increases hit rate with all weapons. Unlike agility, luck and weapon skill it applies after the fatigue multiplier rather than before. So depending on your fatigue% it can be worth over 50 points of agility but only for hitting enemies with weapons.
>>
>>2196924
She is my VERY special friend.
>>
Always Use Best Attack: yes or no?
I've been using it up to now but it bothers me how some of the daggers use the horizontal slash rather than the stab animation.
>>
>>2197930
redpill me on the dagger experience. can you do backstabs or higher damage stealth kills with daggers?
>>
>>2197968
I don't know about those unfortunately. I don't really do stealth - I just use daggers to stab people to death once I've punched them into unconsciousness.
>>
>get daedric katana
>worth: 60,000 drakes
FUCK. I hate these expensive items, they're so hard to fucking offload.
>>
>>2197930
I prefer not.
>>
>>2197968
There are Lua mods that do both of those things ( brutal backstabs and sneaky strike respectively) but in base game they do not.
Daggers are light weight and have a fast attack speed, giving you more chances to hit and saving more room for loot, along with letting you run faster and jump further.
Base Morrowind is a little silly in that the best stealth weapon is the Daedric Battle axe, since all melee weapons treat sneak attacks the same and the daedric battle axe has the highest damage and so benefits most from the damage multiplier.
Short blades benefit most from cast on strike enchantments since they let you hit so quickly so the enchantment activates more than twice as often as some of the slower weapons.
>>
>>2198105
It is kind of nice that some valuable items have that reflected in the way they actually are worth a fortune. Makes them hard to buy or sell for the full price because they really are that incredibly valuable in game. Even is discussed in game with comments that rather than gold the wealth of great houses and nobility is often held in the form of ancestral arms and armor made from fine glass or ebony.
Artifacts can be 100,000+. No one has that kind of money but it just makes the world feel more consistent. I like it Better than later games where a weapon literally made and used by a god is worth less than a house.
>>
>>2198200
True. It doesn't half make holding onto stuff a problem though - since I don't have a house yet (still waiting for it to be completed) and I learned that sticking stuff in the containers of the shack of the guy in Seyda Neen marks them as stolen when I take them out, I'm having to sell most of what I get.
>>
>>2198258
Just drop stuff on the ground, containers are only useful for storing low weight items (i.e. most alchemy ingredients) anyway.
>>
>>2198258
You can drop them on the ground. Morrowind has no proper physics on items so they’ll just sit where you left them.
You can also store them in permanent corpses (ones without the dispose option). These have infinite storage capacity and don’t mark items as stolen. That guy that was murdered in Balmora that you investigated is a good choice, his corpse never goes away.
>>
>>2197930
Up to you. Leaving it off forces you to move in a certain way to use some weapons effectively, like constantly walking backwards with a spear. This can add a degree of variety to the combat, but it can also be a pointless nuisance you don't want to deal with.
>>
>>2197968
Sort of. You get a multiplier for attacks from stealth, but the map design doesn't really support stealth, and the enemy AI doesn't support returning to stealth after they see you. Either you go back to fighting normally after the single backstab, or you get 100% chameleon and become untouchable. The overall experience is just janky.
>>
>>2198200
Morrowind's world was thought out in a way that most games aren't. One of the few games where you really feel like everyone working on it cared about what they were making
>>
>>2198493
This anon speaks the truth and nothing but truth.
>>
File: WOOOO YUP.jpg (35 KB, 570x405)
35 KB
35 KB JPG
Man I love enchanting items.
>>
>>2198493
It's such a weird outlier in its own series, too. Daggerfall was all about procedural generation and emergent gameplay, and Oblivion went back in that direction, but Morrowind did a complete 180 with everything being designed by hand to be unique and interesting.
>>
>>2145674
>reading hard
>>
>>2198267
>That guy that was murdered in Balmora
Not just the guy, the entire house with all it's barrels and sacks. It's a good quest to do early on as it provides free housing and storage in a real manor if you don't mind the stinking body in the vestibule and a freaked out maid upstairs
>>
>>2198586
Watch out for enemies with Reflect like most Daedra.
Damage Attribute is great fun though.
Damage Speed is especially great on Creatures because they don't have an Athletics stat so their movement declines very quickly.
Absorb Health or Absorb Fatigue are great choices on a dagger too since they hurt them while healing you. Can even just put a cast on strike for restore fatigue or health on self, meaning that even if you aren't hurting the enemy you're healing yourself every shank and enemies can't do anything about it.
>>
>>2198713
Oh yeah, I've got a restore health knife (daedric "vampire knife"). I've got I think 5 enchanted daggers by now:
>"soulstealer tanto", soultrap on strike, for finishers
>the aforementioned gamma knife and vampire knife
>a knife with a '50pt levitate for 30s' spell I found in a necromancer's hideout
>one with does paralyse and fortify attack on strike
Plus my fists, and a crossbow. And a mace I enchanted with 'bound mace' on strike that I called the 'Daedric Lockpick' - I'm using the Lock Bash mod so that seems like a decent thing to have on me, I assume the summoned mace will take the brunt of damage, and presumably that resets on un-summon?
>>
>>2198487
Can enchant a weapon for Invisibility on self on strike. Means you vanish after every hit so the enemy loses track of you. Can also have a constant effect enchanted item that you take off and put on again to refresh the invisibility whenever you break it.
That's going beyond traditional sneaking though.
>>
>>2198735
I was going to say 'doesn't attacking remove the invisibility' but I guess if it applies directly after that'd work. That's smart!
>>
>>2198728
The Bound Mace would I believe but you'd need to get it out first. So if you hit the door with the enchanted mace the enchanted mace would take the damage and I don't think the lock bash mod counts as a "strike" for summoning the mace, though I haven't tried that. You'd need to bop something else first to get your bound mace out then use it. "On Use" would likely have worked better, perhaps on an amulet or ring so it weighs less.
>>
>>2198743
Oh, you might be right on that one. Oops! Well, a ring would be lighter anyway and I can always sell this thing.
I could always punch the lock, but I've tried with a few punches and the damage reduction on my H2H is noticeable.
>>
>>2198748
I'm using the same mod. Damaging your weapon can be a good way to get some armorer experience when you repair it, which is nice since armorer trains Strength.
It does drastically lower Hand to Hand when you just punch locks. Without the Code Patch Option to make strength impact the calculation Hand to Hand damage is purely a function of your Hand to Hand Level so having your skill damaged makes the damage you inflict with H2H plummet and you can only really restore it by going to an altar.
On my current character I'm using the Skill Uncapper option from the Morrowind Code Patch so I can naturally raise my skills above 100 which is especially impactful on Hand to Hand. I purposefully punch locks in order to damage my HandtoHand so that it does less damage and can be trained more, since otherwise my handtohand is now 300+ so I'm knocking out and killing everything in two punches
>>
File: Me.png (314 KB, 700x902)
314 KB
314 KB PNG
>Why yes. I only play Khajiit Werewolves. How could you tell?
>>
uhhh I'm level 8 and I just killed a guy in full ebony armor with a daedric axe. why is ring of toxic cloud so powerful?
>>
>>2161685
Yeah? You think if you walked up to some random stranger on the street they would start telling you their life story? The important characters have memorable scripts.
>>
>>2198979
Poison is normally the worst damage type. Lots of things resist or are immune to it, and some that aren’t can reflect it to give you a bad time.
But yeah, the ring is still hilariously strong. Good on you killing Gordol.
>>
Why do magic skills level up so fucking slow
>>
>>2199338
Because they are based on the amount of times you cast them only. Magicka doesn't come back over time, only with resting or potions or the very rare leech magicka effect so as you get stronger spells you need to cast them less often and you use your magicka more quickly so you get less casts anyway. Unlike other games in the series your magical skill level doesn't reduce the magicka cost of spells either, just improves success rate. Spells are also split into a bunch of different skills that are all useful, while a melee weapons will likely only have 1 or 2 that get used.
Ends result is that magic skills are mostly slow to train naturally without grinding weak spells or just paying for training.
There are mods that address this in various ways such as making the magicka cost of the spell impact how much xp you gain.
>>
>>2199338
dude just alchemy lmao
>>
>>2199338
That's what you use trainers for. If you know how to get money quick and where to go, you can get a few skills up to 100 in a few hours.
>>
File: screenshot022.jpg (3.44 MB, 3440x1440)
3.44 MB
3.44 MB JPG
Been meaning to play again. I haven't played for a while. I was doing all the Thieves Guild quests in TR. I've done them all except the last couple in Firewatch. Pic was my character.
>>
>>2199338
Stop powergrinding like it's oblivion and start paying trainers. Once you get your mercantile up and 100 disposition, skill ups cost like 30-50 until you need to find a master trainer. It depends on the NPC's mercantile level. Also if they're merchants you can get all your money back.
>>
>>2195458
Heavy armor makes you slow as fuck because your speed is also tied to your encumbrance. It also will never defend more than 75% of damage so it's extremely rare to run into a situation where you are going to have your ass saved because you chose heavy armor over light armor.
>>
>>2199782
What level character is TR content made for?
>>
>>2199820
Which is why you choose Medium armor for maximum cool value.
>>
>>2199782
What head replacer is that?
>>
>>2199829
In terms of storyline, TR is intended for characters who completed the main quest as it ties up loose ends.
>>
>>2199350
In my experience, making magicka regenerate like it does in Oblivion fixes the entire system. You can kill enemies with magic that you'd normally try to take with a melee weapon, because you don't have to worry about needing the juice later. You can cast a jump spell while traveling to bunnyhop faster and it'll only deplete you for a few minutes. And more spellcasting means more experience.
It also makes playing an Atronach more meaningful.
>>
>>2199829
Any, really. You can beeline for the mainland as soon as you step in Seyda Neen. There's some encounters that will absolutely wreck you if you hit them too early, but Vvardenfell also has caves like that.
The outdoors and beginner faction quests should be appropriate for low levels. Just carry some Intervention scrolls while exploring, like the NPCs tell you to, and you'll be fine.
>>
>>2196924
I beg you people
please scale up the font
I imagine tens of thousands of new retards playing Morrowind every year and being like lol wtf too small 2 read fukn nerds n I can't hit da mudcrabs
>>
Enemies with innate spell reflect seem pretty fucking dumb.
>>
>>2200031
I can see it on bosses but on normal enemies it is pretty annoying since when the reflect works it is 100% of the damage being reflected.
Having played Morrowind before I went in and made a mod that makes the Reflect abilities the generic enemies get spells instead of abilities so they at least need to cast them first.
>>
>>2200031
Best way around that unmodded? Use Absorb Health.
When absorb health reflects only the damaging part reflects, the transfer recipient remains the same. So when your absorb health (or absorb fatigue or magicka or whatever) reflects, you absorb the health from yourself and give it to... yourself, net 0 so you take no damage. Still means the spell doesn’t damage the enemy when reflected back but way less annoying than murdering yourself in the process.
The he Morrowind Code Patch has an option to “fix” the absorb spells so the healing reversed when reflected as well (absorbing your health and giving it to the target) but fuck that noise.
>>
File: map[1].png (242 KB, 860x1332)
242 KB
242 KB PNG
>>2199875
Are you thinking of Tribunal expansion? Tamriel Rebuilt is for any character. The new areas in Ebonheart and Aanthirin have lots of quests for low level characters as it's a peaceful agricultural region, but also some high level content. The Telvanni areas are of course best for members of the house. Indoril is pretty empty aright now, aside from Akamora which has good guild content.
The two main Imperial cities in Telvannis are also getting updated. If you think you'll still be playing next year, might want to wait on those. They're not bad right now, though, just not as good as the latest releases.
>>
>>2200437
They’re still good enough and consistent enough with the base game that they don’t feel out of place, just like “more Morrowind” so I can’t recommend Tamriel Rebuilt highly enough for people that have played Morrowind through a few times already.
>Old Ebonheart
>good
It’s cool and nice to look at with tons to do, but good fucking god the FPS. It makes Balmora look like hla oad.
>>
>>2199956
It still doesn’t quite address stronger spells needing to be cast less often, resulting in slower xp.
I don’t mind magicka regenerating like fatigue (neither regenerated in Daggerfall making the fatigue name more appropriate) but Morrowind is designed without it.
Unless you are Atronach then you can always just stop and rest for a few hours to get you magicka back which is faster than just waiting for it to restore with regeneration mods and the only real trouble is if you run out mid fight. Regenerating magicka also undercuts some of the benefits of the awesome “cast on use” enchants in Morrowind, though not all because cast on use is just that good.
>>
>>2199990
>I beg you people
>please scale up the font
I wonder if this is some kind of monitor problem/difference? I've been struggling to read the font in many games, even in modern ones that haven't been up-rezzed. Like for example, the normal font size in PF:WoTR is fucking minuscule.

And no, there's nothing wrong with my vision, I had an extended eye exam about 6 months ago, and apparently I have better vision than 90% of the population.
>>
>>2200549
>I wonder if this is some kind of monitor problem/difference?
larger monitor—larger pixels
higher resolution—more pixels, therefore smaller pixels

23" 4k monitor: tiny pixels
50" 720p TV: big pixels

this is not rocket science
>>
File: screenshot017.jpg (1.31 MB, 3440x1440)
1.31 MB
1.31 MB JPG
>>2199829
In my experience most of it is low level stuff. But like the other guy said it's "more Morrowind", it all feels like it could have been part of the main game from the start. I like it because I just like simulating living in the world of Morrowind.
>>2199853
Mackom's
>>
>>2200549
Old games like Morrowind don't have GUI scaling for high resolutions. In fact they don't have GUI scaling at all, it's a relatively new thing for games nowadays since 1440p+ resolutions have become more common in the last few years. If you play an old game even on a 1440p monitor, nevermind 2160p, the GUI will be tiny and unreadable. It's the single reason I stopped playing Europa Universalis 4 in 2018 after I got a 1440p monitor, they never added scaling for that game. For Morrowind, MGE XE and OpenMW have GUI scaling options.
>>
>>2200644
>>2200575
Gotcha, thanks for the enlightenment.

>this is not rocket science
Indeed it's not, but I've never really stopped to think about it - I've always just figured that higher resolution meant better. But actually a small monitor with a high resolution is something that you wouldn't want, at least not for playing retro games that don't account for that stuff. DON'T JUDGE ME
>>
>>2200740
It's something nobody tells you when you buy a high res monitor - most games made before 2015 become unplayable, especially strategy games, due to tiny unreadable UI
>>
>>2200463
>Regenerating magicka also undercuts some of the benefits of the awesome “cast on use” enchants in Morrowind
I'd call that a positive, since enchanting is pretty insane.
Like, imagine if instead of studying several different magic skills, you only had to learn one to cast any spell, and there was no casting failure chance, and there was no casting time so you could fire them as quick as the game registered your clicks, and your magic supply could be extended with no hard cap just by stockpiling more 0.1 weight rings, AND it regenerated naturally over time? Because that's the reality in Morrowind.
The only skill more broken is alchemy, which is only really broken because of the recursion with fortify intelligence.
>>
What are some good openMW compatible graphic mods? I don't want lewd stuff or anything that changes mechanics
>>
>>2200756
Just adjust your desktop resolution.
>>
>>2201112
Most people dont use OpenMW and also install mods. A lot of graphics mods should be compatible though, most of the best ones won't support OpenMW though
>>
File: screenshot010.jpg (3.49 MB, 3440x1440)
3.49 MB
3.49 MB JPG
>>2201117
Any simple asset replacement will work. Make sure to get normal map and parallax map texture mods. To start I recommend this one
https://www.nexusmods.com/morrowind/mods/42575
Get the "OpenMW Normal map and Parallax patch" optional file too
>>
>>2201187
>Most people dont use OpenMW
I'm on loonix. I much prefer not having to run morrowind under wine or in a VM.
>A lot of graphics mods should be compatible though
I'm looking at this: https://modding-openmw.com/lists/graphics-overhaul/ Will I have to manually install each one of those in order to get a decent looking game?
>>
>>2201205
>Make sure to get normal map and parallax map texture mods
they look like shit though
>>
>>2201213
yeah there are many graphics guides for OpenMW you can take a look at. The issue with guides is they tend to infrequently get updated, there are a lot of new quality mods that constantly release that make previous ones obsolete.
Especially when it comes to graphics its very subjective. You might want to follow a guide then whenever you download a texture replacer look up other mods that replace those textures
>>
We really need a Bosmer Villian in a TES game. One with the exact voice of the Bosmer males in Morrowind.
>>
>>2201443
Mankar Camoran was, no joke, an overcompensating Bosmer. He overcompensated so hard that he remodeled his form into an Altmer but he was born a Bosmer.
>>
Are there any mods that add arrows that stay in the environment after being fired? It annoys me they basically just vanish. Maybe a chance for them to stay intact, otherwise having a splinter effect on landing.
>>
>>2201443
I love the male altmer alchemist voice.
>The finest potions and elixirs in town are RIGHT HERE.
Like honey.
>>
>>2201455
That was a failed execution. Todd should've gotten Wallace Shawn to do his voice and made him a real Bosmer.
>>
>>2201459
>Are there any mods that add arrows that stay in the environment after being fired?
There absolutely fucking is and it is great.
>Pincushion
https://www.nexusmods.com/morrowind/mods/46862
As a bonus they also physically appear on the target's body model when struck as well. Also works with thrown weapons.
It's another one of those great MSWE Lua mods. Doesn't even need a spot in the load order.
>>
>>2201471
You beauty, thank you.
Tempted to find a replacement crossbow sound, as well - I've downloaded a mod which adds nicer models/expands the range beyond steel & dwemer (crossbows enhanced), but the sound is still a little weedy?
>>
>>2201459
https://www.nexusmods.com/morrowind/mods/49657
https://www.nexusmods.com/morrowind/mods/46862

The first one adds gravity and other features but also lets you pick them up, you can disable camera shaking in the mod config. The latter doesn't have any extra features but you can't pick the arrows up.
>>
>>2201459
>>2201471
Oh and I forgot, you can pair it with this MWSE Lua one as well
>https://www.nexusmods.com/morrowind/mods/49657
That lets you loot the arrows on the ground. It has other options as well but it's MWSE lua so it had a mod menu that lets you customize it so you can turn off parts you don't want.
Archimag has lots of cool little Lua Mods, if you want to try something new with MWSE Lua I highly recommend taking a look although they can change the gameplay in a big way.
>>
File: Seen_any_elves.png (60 KB, 256x240)
60 KB
60 KB PNG
>>2201462
>>
>>2201480
>>2201477
>archimag
His stuff is great. I'm already using his combomaster & attack speed mods.
>>
>>2145223
>Morrowind
>using mods on your first playthrough
>>
>>2201489
Archimag is cool, I wish to see more mods from him. Gameplay modders like him are rare
>>
File: Nord Elf BTFOer.jpg (94 KB, 580x433)
94 KB
94 KB JPG
>>2201487
HAHAHAHAHAHAHA!
>>
>>2201585
There are bunches of cool gameplay mods coming out for Morrowind these days with MWSE Lua.
OperatorJack is making a new Vampire Mechanics mod for example.
>>
>>2201443
>>2201468
>>2201462
I'd rather have a game in Valenwood where the women are as pretty as they were supposed to be and the men as weird and bestial as they were meant to be. And obviously seeing their culture up close would earn them more respect, especially if the game doesn't make the mistake of equating in-tune with nature and cannibalistic as being savage and uncivilized.
>>
>>2201801
>as weird and bestial
The Bosmer Male is a weirdo manlet who deserves to be bullied. Don't give back his stolen ring either.
>>
File: Bosmer.jpg (223 KB, 708x798)
223 KB
223 KB JPG
>>2201994
I'd prefer to see a return to the original bosmer plan for representing them in Valenwood.
>>
>>2201994
Look at the Morrowind concept art for Bosmer males, they were going to resemble various ugly humanoid folklore creatures like Satyrs and shit.
>>2201999
Beat me too it anon, was just looking it up to post it. This would make them a whole lot more interesting.
>>
>>2201999
That concept art is just asking for bullying. I bet they're all still manlets too.
>>
>>2201801
Any province Todd takes us will be ruined. Just like Cyrodiil and Skyrim were.
>>
>>2202006
You're not wrong, but I can dream.
>>
Maybe we'll have some hope if the PT or TR guys ever get around to Valenwood. Though that's a long shot since I think PT wanted to do High Rock next and TR wants to do Blackmarsh, and it'd be along ways away even if they did get a good Valenwood team together.
>>
>>2202011
They try to adhere to the PGE lore so how the hell are they gonna do moving trees in Morrowind's engine?
>>
>>2202015
Do what Online did and think up a plot reason for them to be stopped. Taking anything from Online is undesirable but you kinda have to do something here.
>>
>>2202015
Even if that ever happened it wouldn't be in Morrowind's engine. You need OpenMW for PT just to see the in-game map and avoid the vanilla engine bug where everything in the world jitters like crazy because it's so far away from the world map origin in Vvardenfell.
>>
>>2202032
By the time Cyrodiil and Skyrim are done pretty much all modding is going to have moved over to OpenMW anyway, we're talking like ten years from now.
>>
>>2202048
>>2202032
If they ever integrate MWSE-lua
>>
>>2202052
I thought OpenMW already supported lua-based mods?
>>
>>2202006
It's because you broke all the Towers. Reality itself is breaking down.
>>
>>2145364
Yeah I remember that one, I enjoyed it too for the reasons you listed. For me it's hard to place why I liked walking from town to town on imperial legion jobs, freshly joined as a noob, wearing the uniform role-playing and living life as an average citizen. The way the game guides you through certain areas on the map and just the joy of exploring. Neither oblivion nor skyrim really captured that for me. Its not even nostalgia at this point, morrowind was the most recent playthrough for me.
>>
>>2198735
Can't do this on oblivion or skyrim. The gameplay systems allow for such creativity, its a shame to see the player increasingly railroaded and modding potential decrease. Playing the game gave such an excitement for what's to come and its sad the series never reached its potential.
>>
help
>>
File: morrowind.webm (259 KB, 264x302)
259 KB
259 KB WEBM
>>2202412
So it goes.
>>
as a zoomer I have accepted that I will not be able to play and enjoy games like morrowind or fallout 1/2
>>
>>2202441
You never know, give it some time and you might come around on it. If you don't enjoy it now though it's not worth forcing yourself to like it.
>>
>>2198743
So it turns out summoned/bound weapons can't be used to bash locks, unfortunately. I guess that's understandable as a means to avoid the exact exploit I was trying to do.
>>
Is the chance to successfully harvest a material like alchemy herbs tied to any particular skill, or can I improve it in any way?
>>
>>2202493
No and no. Purely random.
>>
>>2202471
>So it turns out summoned/bound weapons can't be used to bash locks, unfortunately.
Damn, he thought of that. Although I don't see why it is an issue any more than an Open spell.
>>
File: file.png (1.89 MB, 1920x1280)
1.89 MB
1.89 MB PNG
>>2202441
> not enjoying fallout 1/2
nigger just make a gunslinger build, the sounds, gore and VATS are still pretty satisfying if you're not sniffing glue
with morrowind, make a full retard altmer mage build or pick monk khajit, most enjoyable shit in the game the worst part of Morrowind is the quests
>>
>>2202532
>Khajit monk
>Barring someone from using the BOBS and wanting them to have fun
>>
>>2202463
Yeye, old games always take a good while to acclimatize to. Different design conventions, weird gameplay and ui, archaic graphics, etc. Morrowind and Fallout are probably some of the worse ones in that regard.

It's usually worth the trouble with the classics, though.
>>
>Go to the place I was told to go to immediately after character creation
>Guy I'm supposed to report to tells me to join a guild for some xp
>Join the mage guild and whoa shit everyone has spells for me to buy
>Cheap teleports to all other mage guilds so I just pop around the continent spending money on everyone's spells
>Go back to adventuring with my new magical shit
>New conjured weapon one-shots everything I come across
This seems silly, like I completely fucked up the pacing of progression without even trying to.
>>
>>2202587
You played a merchant, not an adventurer. It's a legit way to gain power in Morrowind. Try going to Dwemer or Daedric ruins, instead of bandit holes. *Most* of the latter only have low level enemies.

Sadly though, the difficulty curve overall is quite shallow. There simply aren't many enemies that give even a level 15 player much trouble.
>>
>>2202587
You didn’t do anything unintended. The general store right next to the mages guild in Balmora openly advertises its “daedric” weapons... demon and devil weapons that have cast on use Bound Weapon, some of which are dirt cheap.
And the blades trainers recommend you to buy the jinkblades sold in the Balmora fighters guild that paralyse the enemy on hit, that is nearly as strong if not stronger.
Outside of the expansions Morrowind is just not a tough game.
>>
>enchant rings with Mark & Recall
>enchant rings with Divine & Almsivi Intervention
And people say Morrowind doesn't have easy fast travel. I can literally teleport out of a dungeon mid-run to the nearest settlement (via the intervention rings), sell all the trash I've picked up, then teleport right back to where I was. I can even do it in the middle of fights - I don't think you can fast travel in combat in Oblivion or Skyrim.
>>
>>2202893
Yeah but that requires like an ounce of effort. Not only does morrowind have easy fast travel, its explained in universe, embedded in the gameplay but limits the places you can go. It's a very nice elegant system, and especially as you gain levels. It also still required you to have geographic knowledge of vvardenfell, overall a good system of fast travel.
>>
>>2202893
That is something people in game actually recommend as well. It is an acknowledged and expected feature.
>>2202908
In the imperial cult quests there are even a few times you get to give people divine intervention scrolls/enchanted items so they can escape places.
>>
>>2145223
I found the graphics to be very tolerable
Combat was very engaging once you start finding strong, quick and resourceful enemies.

However game eventually becomes a chore at higher levels to the point it seemed like a mmo (constant traveling, vendoring, grinding, etc.) but the lore and context made me finish the mainquest. wasn't hard with my ebonsomething gear and enchanting.

However the almalexia questline and the goblin gauntlet definitely made me lost interest in the game, what bothered me was the number and strength of simple goblins against a guy who killed a god. It was a grinding chore.

All in all, excellent game, but i'm not sure i would like to play it again.
>>
>>2202929
>goblin gauntlet
Yeah. In hindsight, the Tribunal expansion was kinda trash.
>>
>>2202947
I liked everything except the sewers, they were really hamstrung by not being able/willing to make a bigger city. A more realized Mournhold/Almalexia with abandoned buildings/districts, slums, alleys, parks, graveyards etc etc. would have made for a much better environment for quests. I'm hoping TR's version of it will take advantage of having such a massive city to set quests in and not only send you out to the countryside.
>>
>>2202929
Tribunal was an expansion pack outside of the base game so it doesn’t really fit well. The fact the expansions are intended to be played after the main quest and challenge people at that point results in lots of enemies that are arbitrarily strong compared to what would be logical for them. It is a bit of a shame since it feels so jarring.
>>
>>2202951
>massive city
Looking forward to silky smooth 60 SpF.
>>
>>2202955
I first played Morrowind on the Xbox, I'm inured to that kind of thing by now.
>>
>>2202955
I'm playing Morrowind right now and it dips below 30 at times.
>>
>>2202947
It's only salvaged by its subject matter, ie. getting to deal with the Tribunal, which ties a nice bow on the Nerevarine's story arc. Yet... Even that could've been so much better. You don't even fucking get to interact with SS.
>>
>>2202955
>OpenMW with ground cover mods
>FPS dips to single digits in really busy areas
It's fine. This is fine.
>>
>>2201443
doing something goofy like that just for a gag is the epitome of millennial humour and would absolutely ruin any game
>>
>>2202955
>Silky smooth 60 SpF
>seconds per frame
>>
>>2202988
Who is Fargoth Ur?
>>
File: LO-misc-Wild_Hunt.jpg (57 KB, 200x597)
57 KB
57 KB JPG
>>2202988
You think Bosmer can't be scary?
>>
>>2202970
>Even that could've been so much better.
My biggest problem with Tribunal's writing is that the entire main quest is just pic related.
>>
>>2203021
Not with the fargoth voice.
Camoran Usurper was no joke though.
>>
>>2203028
>Not trusting king backstab and your beautiful estranged wife who already murdered you once
>>
>>2203028
At least I can roleplay as a cunning assassin getting enough trust to get an opportunity to strike both down.
Not that there are many other RP options, the other one being single digit INT guy getting fooled over and over again.
>>
>>2203030
You sound like a retard. An evil villain with Fargoth's voice would be perfect.
>>
>>2203028
The only reason to play Tribunal is for a Deadric Pauldron.
>>
>>2203068
I liked the royal medium armor.
>>
>>2203058
Clumsy Bathos.
>>
>>2202978
You didn't install it properly. on 0.47 it works the same as MGE.
>>
>>2203058
yeah perfect for a children's cartoon, but maybe not for a game that's supposed to inspire actual awe
>>
>>2203147
Imagine being this retarded. A villain should inspire awe through his actions, not by the timbre of his voice.
>>
File: 1634029045987.jpg (17 KB, 337x376)
17 KB
17 KB JPG
>new game
>go to local broker for restacking fortify int regrents
>buy regrents, mix potion , drink potion
>repeat
>create potions with fortify int 30.000 that last days
>create potions with fortify luck 30.000 that last days
>Why yes, I am the undisputed Chim God of Tamriel
>sell potions to creeper for unlimited money
>buy every skill i want which doesnt matter at all since I already am able to change the fabric of reality with my magic

ok, what is the next correct move here?
>>
>>2159871
>cast levitate on enemies
>watch them fly to the sky and drop like a fucking meteor dying instantly
>>
>>2204129
ok name a fearsome villain with fargoth voice
>>
>>2204608
Quit, new character, forget all outside knowledge and roleplay at FOB n'wah who doesn't know exploits and the location of all the best items.
>>
>>2204859
>forget
not possible. he needs a mod that nerfs his strategy in some way
>>
>>2154608
>drain athletics 100pts 1 second on self
>train
>>
>>2204859
but I roleplay as an fucking n'wah Imperial. I am just also the reality shaping Giga Mage that flies beyond ideas like gravity and oneshots entire cities.
>>
all these years playing Morrowind and I never noticed that Caius Cosades is a junkie
>>
Do Morrowindfags really break their game all the time? I broke the game a couple of times and got bored quickly. Not that regular gameplay is any better. The game is just boring as fuck.
>>
>>2195473
I ran into these rats the other day. I thought surely it must be a hint that there's a trapdoor in there or something. Wasted a couple of minutes searching. The guy just has a rat problem I guess.

They ought to have just given him a little scripted line of dialog where he thanks you for killing those pesky rats, then you get +20 relationship with him
>>
>>2205835
Anon, he tells you about it when he is recalled to the mainland. And before then NPCs around town when asked tell you that he's so much of a junkie that he doesn't even seem fazed by it, completely resisting the effect and with more moon sugar than blood in its body.
I could understand missing the visual clues of drug laying under and to the side of his bed, but sheesh...
>>
>>2195473
The LGNPCP adds a quest to those rats. I didn't know they were there in vanilla too.
>>
>>2205925
>>2206375
Oh yeah, I did a quest for them later - you only get it if you ask about rumors in the Telvanni canton, though. He doesn't acknowledge you killed them unless you hear that rumor, then he DOES acknowledge it after the fact.
>>
>finally get my hands on some glass gear
>it looks like someone stuck some broken beer bottles into a mess of scrap metal
Argh. Maybe I should put a robe over it.
>>
>>2205935
>Anon, he tells you about it when he is recalled to the mainland.
I'm not sure I've ever completed the main quest actually

>And before then NPCs around town when asked tell you that he's so much of a junkie
I never asked about him
>>
>>2206932
I think glass armor is kind of cool in a way, but they should have made multiple varieties of glass armor like they did with bonemold
>>
>>2207005
>I never asked about him
How did you even found his home? Did you just entered every building looking for an NPC with the right name?
>>
>>2207016
I must have asked about it back when I was 12 and didn't know what a junkie was, and ever since I've just known where it is
>>
>>2207008
Yeah, the bonemold armor makes me wish I'd taken medium armor as a starting skill. Maybe on my next playthrough, I've a hankering to play as a spear user next.
>>
File: screenshot024.png (411 KB, 1067x369)
411 KB
411 KB PNG
>>2207018
I guess that makes sense. You really should complete the main quest at least once tho.
>>
>>2205935
It's actually uncertain how much of a junkie he is. That's his cover identity. The fact he seems unfazed by it could imply he's not actually using nearly as much as he lets on. On the other hand, he mentions concerns over his skooma use as a reason for being recalled to Cyrodiil, which could mean it's gotten to be a problem anyway.
>>
>enable tribunal expansion
>new save
>give fargoth his ring
>sell some items at Arille's
>kill a couple mudcrabs
>rest
>killed immediately by brotherhood assassin

how did they fail to playtest an entire expansion
>>
>>2207155
15 years old me managed to do it, just git gud.
>captcha: SH000
>>
>>2207155
you were meant to enable it later in the game when you felt you were ready but it was only indicated on the actual physical copies. thankfully there are countless mods that "fix" it along with the annoying bloodmoon shit.
>>
File: 1610473785219.jpg (30 KB, 501x446)
30 KB
30 KB JPG
>>
>>2207155
You can get a mod that delays the assassin
>>
>>2207155
It works differently on the xbawks version so they knew.
>>2207179
The problem with that is that tribunal also had engine and code improvements such as a much better journal sorting system.
>>
>>2207019
The real problem with Medium armor is there is no strong generic version of it compared to others. The very best curiass in the game is Medium but that's an artifact, for everything else Light or Heavy is better. It's annoying as fuck, especially because it was originally addressed a bit in bloodmoon which FINALLY had good medium armor (Nordic Mail) but they patched it so the Ice Armor was Medium (It was originally light) and Nordic Mail heavy... but Ice Armor isn't any better than Glass so there is still no point.
>>
>>2207415
Indoril?
>>
File: House.png (3.18 MB, 1920x1080)
3.18 MB
3.18 MB PNG
>return fargoth's ring
>agree to steel fargoth's stash
>get back fargoth's ring
>buy scroll of unhinging
>unlock fargoth's house
>pay bounty
>rob everything in fargoth's house and sell it at the tradehouse
>>
>>2205835
>>2205935
obviously he just plays to be a sk00mer to hide the fact that he is the master spy of the empire.

the real big answer is: why is the emperor wants the nerevarine return to kill the tribunal.
>>
>>2207895
>obviously he just plays to be a sk00mer to hide the fact that he is the master spy of the empire.
Well, he's so good at it that his boss recalled to ask him about it.
>why is the emperor wants the nerevarine return to kill the tribunal.
I don't think that the emperor wants the nerevarine to actually kill the tribunal, to me it felt like he knew that (You) had to be there because he saw it thanks to his mysticism skill (rip never forget). Just "this man is clearly not in the right place, he should be there to move fate in the right direction", nothing more to it.
>>
>>2207251
his weapon casts levitate for 94608000 seconds on strike
>>
>>2207251
So his attack will be so weak that I'll perish from natural causes first?





Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.