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In Progress Let's Play The Elder Scrolls lll: Morrowind

dibens

as seen on shoutbox
Patron
Joined
Dec 4, 2011
Messages
2,629
:M

TABLE OF CONTENTS:
  1. ROAD TO BALMORA
    1. A DAMP LITTLE SQUAT
    2. FOLLOW THE SIGNS
  2. THE ISLAND OF OPPORTUNITY
    1. TALK THE TALK
Playing half-blind, please abstain from spoilers if possible.

Morrowind GOTY version, on hard difficulty, with the following patches/mods enabled:
  • Morrowind Code Patch 2.0. a huge compilation of various tweaks and bug fixes that aims to stabilize the game and balance some aspects of gameplay deemed broken by community. Some of the most notable changes are optional and I selected the following:
    • NPCs will now cast their racials and conserve potions for better efficiency
    • Repeated bartering lowers NPC disposition permanently
    • Spellmaking “spell radius” costs increased, maximum possible duration of spells reduced
    • Costs of soul gems adjusted to depend on the soul trapped rather than just the base item.
    • Traps are now hidden
    • Items with "on cast" enchantments now have a 4 second cool-down
  • Economy Adjuster. a bundle of mods that attempts to fix the broken economy and limit player’s money making opportunities. Notable changes include:
    • Decreased drop rates for glass, daedric and ebony gear from mobs
    • Tweaked prices for all ingredients, reduced the amount of pearls found in oysters.
    • Increased Speechcraft and Mercantile skills for NPCs, making them harder to bribe and trade with, generously overpaying for stuff won't increase their disposition towards you.
    • Significantly increased costs for services like training (x5) and caravans (x10)
    • Potions created by player and found in guild stashes have 0 value.
  • Dark Brotherhood Attacks Fixed. Unfortunately, introduction of Economy Adjuster mod forces game to load Tribunal and Bloodmoon master files, even if they are disabled in data file selection. This mod makes the Dark Brotherhood assassination quest to trigger only after the vanilla story is complete.
  • Illy's Solsteim Rumour Fix. In yet another case of Bethesda's retardation, they added Solsteim topic for all NPCs across Vvanderfell and "my son has been sent to Solsteim's garrison" rumor for all members of Imperial Legion. This mod filters the dialogue so that only agents and select few NPCs know of island's existence.
Setting the mood



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First, we need to visit the options menu.
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Here I'll adjust difficulty to hard, max AI Distance and turn on the subtitles. I'll also pick "always use best attack" because it's a completely pointless and retarded mechanic.

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They have taken you from the Imperial City's prison, first by carriage and now by boat...
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...to the east, to Morrowind...
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...Fear not, for I am watchful...
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...you have been chosen...
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Wake up, we are here.

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Why are you shaking?

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Are you okay?
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jiub_zps318488e6.gif
WAKEUP!
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I am...

A. Grazob Kurwak, the Brigand.
es4orc_zpsc453e0f6.jpg

Class Description:
Brigand is a choice occupation of many an outlaw, especially among the clan-less orc of High Rock who have found ambushing trade caravans of ever expanding empire a lucrative business. Never staying in one place for too long to avoid attracting Imperial Legion patrols, they live on the outskirts of civilization, hunt their own food and fashion armor from animal skins. In combat, brigands are deadly both with axes and bows, but their biggest weapon remains the element of surprise and ability to traverse vast distances in short periods of time, even across inaccessible terrain. Their lifestyle reflects their personality- most brigands are brash, rude and malicious.

Identity: Orc, Male
Birthsign: The Warrior
Specialization: Stealth
Favored attributes: Strength, Agility
Major Skills: Axe, Marksman, Light Armor, Acrobatics, Athletics,
Minor skills: Armorer, Security, Block, Speechcraft, Sneak

Personality traits:
-Neutral Evil. As long as there is personal gain to be had- and if he can get away with it- murder and theft are acceptable.
-Sociopath. Will randomly intimidate and taunt people, especially those weaker than him; these are also only persuasion options available.

Difficulty: Easy (Very efficient combatant with no moral quandaries, but NPC refusal to barter, train and give quests is almost guaranteed)

B. Veilyn Droth, the Ashguard
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Class Description:
Ashguards is an order founded by the Great Dunmer Council in effort to conduct funeral rites for the deceased members of The Great Houses living and working outside Morrowind. Following tradition, the bodies are embalmed to preserve them for the long road ahead. During the funeral escort Ashguards don the traditional bonemold armor with the helms, pauldrons and spears representing the house to which the deceased person belonged to. Then, upon reaching the destination- usually a family tomb, or Necrom, the bodies are cremated with destruction magic and their ashes, with all belongings, are warded with magical locks and traps. Finally, before sealing off the tomb, several undead servants are conjured to protect the spirits from intruders and would be grave robbers.

Identity: Dark Elf, Male
Birthsign: Apprentice
Specialization: Combat
Favored attributes: Strength, Intelligence
Major skills: Spear, Medium Armor, Alteration, Destruction, Athletics
Minor skills: Security, Restoration, Alchemy, Armorer, Acrobatics

Personality traits:
-Lawful Neutral. Will avoid murder and theft whenever possible, but at the same time respects Dunmer traditions and their right of slavery and honorable assassinations. May steal some items if he believes they will serve a nobler purpose elsewhere, but never from the faction he respects or belongs to.
-Ancestral Oath. Has sworn an oath not to steal from and desecrate ancestral tombs. If forced to take anything, will replace it with an item of same type and similar or greater value.

Difficultly: Medium Easy (a well balanced class, able to do a little bit of everything)

C. Erpegius Argalla, the Templar of Akatosh
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Class Description:
Through the existence of The Third Empire, many missionary orders devoted to spreading the word of the Nine Divines have sprouted all across Tamriel. Unlike the Imperial Cult, which outside Cyrodiil operates chiefly in Imperial forts and provincial capitols, missionary orders set up chapels in the remotest and most hostile regions. One of such congregations is the Order of Akatosh, located in the scorching Alik'r desert of Hmmerfell. Known for their perseverance and orthodox views, templars of Akatosh have been hardened by decades of constant hostilities from local pagan tribes and vampire cults. All members of the order are skilled in restoration and mysticism schools, and traditionally wear heavy silver maces and armor, believing that the blessed metal protects them from the corruption of Oblivion.

Identity: Imperial, Male
Birthsign: The Lady
Specialization: Combat
Favored attributes: Endurance, Willpower
Major Skills: Blunt Weapon, Heavy Armor, Block, Restoration, Speechcraft
Minor skills: Armorer, Alchemy, Block, Mysticism, Athletics

Personality traits:
-Lawful Good. Follows and upholds Imperial Laws, will not commit murder or steal, and may even persecute those who do; joining guilds and undertaking quests that require “loose morals” is highly unlikely.
-Paragon of Akatosh. As a devout opponent to anything Oblivion, he is strictly against using bound item, summon daedra, and other items of daedric origin. Views Tribunal religion as nothing more than a personality cult of few immortal creatures; while he recognizes their fight against the Blight, he finds the use of Almsivi Intervention and Tribunal Shrines heretical.

Difficulty: Medium (Charismatic and hard to kill, but offensive potential is very limited)

D. Nirmelir, the Wizard
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Class Description:
Among the most talented and versatile spellcasters in all of Tamriel, wizards are masters of every major school of magic and have dedicated their lives to uncovering the deepest secrets of the arcane energies. Cold, methodical and calculated, they distance themselves from the current worldly events and any political or national allegiances, believing to be above such qualities as morals and tribalism. Preferring to work and study in complete solitude, wizards barricade themselves in stair-less towers and sunken ruins where no one could disturb their work. It is no wonder then, that after decades of such lifestyle, many of them become extremely unsociable and even mad. Yet others, in their search for the absolute knowledge and immortality, turn to the dark arts of necromancy, vampirism or daedric worship to prolong their lives beyond that of mere mortal men.

Identity: High Elf, Male
Birthsign: The Apprentice
Specialization: Magic
Favored attributes: Intelligence, Willpower
Major Skills: Destruction, Mysticism, Illusion, Alteration, Conjuration
Minor skills: Restoration, Alchemy, Enchant, Mercantile, Security

Personal Traits:
-True Neutral. Will not seek to harm or help others if it doesn't benefit him in any way (wealth, power, influence)

Difficulty: Medium Hard (Once magicka hits 0, he's dead)

E. Silver-Tooth, the Traveling Merchant.
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Class Description:
Lifeblood of any trade post and crafting guild, traveling merchants provide an invaluable service by supplying people with the materials and merchandise needed to run their businesses. Always on the move, they scavenge the land for precious ingredients and other valuables. As skilled alchemists and enchanters themselves, they can use these materials to create potions and magical trinkets which in turn considerably boost their selling value. Blessed with keen eye and silver tongue, traveling merchant immediately recognizes items of great value and, with little touch of Illusion magic and charming perfumes, is able to drive the best bargains and arrange the most favorable deals. Merchants dislike physical confrontation and avoid it whenever possible, often preferring to hide in shadows or traveling with bodyguards; after all, they can afford it.

Identity: Argonian, Male
Birthsign: The Lover
Specialization: Magic
Favored attributes: Intelligence, Luck
Major skills: Unarmored, Enchant, Alchemy, Illusion, Mercantile
Minor skills: Short Blade, Speechcraft, Mysticism, Sneak, Athletics

Personality traits:
-Chaotic Good. Believes that good relationships with people and helping them out is good for business. He is not the most law abiding citizen, however, at least as far as selling illegal substances and snatching unattended ingredients go.
-Merchants code. Won't shoplift from other merchants; he cannot afford to risk tarnishing reputation among his peers.

Difficulty: Hard (awful fighter, heavy reliance on scrolls, potions and enchantments is required)
 

DraQ

Arcane
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Chrząszczyżewoszyce, powiat Łękołody
E (Obligatory scalefag option, also interesting due to low-combat build) or D (I WANT TO BE A WIZARD.).

Generally any option will do, other than A - lolomurdersteal playstyle is lulzy but gets boring very fast in MW.
 

DraQ

Arcane
Joined
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Messages
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Location
Chrząszczyżewoszyce, powiat Łękołody
B is pretty cool, but it has spear, athletics and acrobatics plus destruction for hitting whatever you can't or don't want to hit with spear. It's going to be easy.

Put enchant (chitin spear casting bound spear on strike at lvl1 in Balmora) in and make favoured attribute speed (maybe also light or unarmoured) and bam, you can trololo almost everything on your path.
 

ohWOW

Sucking on dicks and being proud of it
Dumbfuck Queued
Joined
Nov 15, 2011
Messages
2,449
If forced to take anything, will replace it with an item of same type and similar or greater value.
It's fucking retarded. Why to force yourself to pick something... when you already have something the same/similiar or greater value?
 

ohWOW

Sucking on dicks and being proud of it
Dumbfuck Queued
Joined
Nov 15, 2011
Messages
2,449
If forced to take anything, will replace it with an item of same type and similar or greater value.
It's fucking retarded. Why to force yourself to pick something... when you already have something the same/similiar or greater value?
Questitem.
How much is a dwemer puzzlebox worth?
 

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