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Finally found the perfect mod collection for Morrowind

Monocause

Arcane
Joined
Aug 15, 2008
Messages
3,656
I've been playing the game extensively for some three days (again) and wow, seems like I finally tailored it precisely to my taste!

- Morrowind Code Patch with most of the balance improvements enabled (not to mention the excellent casting system revamp a la Oblivion). Fixes plenty of bugs, annoyances and balance issues - increases enchantment prices, alters the soul gem values making it totally dependent on the soul trapped and not on the gem itself (so no more 2000 GP for a skeleton soul for you). Fixes pickpocketing and dozens of other stuff. Fixes the fortify health effect.

- Galsiah's Character Development - fixes the terribad leveling system, replaces with something that actually makes sense and doesn't penalise you for picking useful majors/minors. Also promotes specialisation, much tougher to be a jack-of-all-trades until late end-game.

- Cliff Racer Exterminator - self-explanatory

- HotFusion's economy adjustments WITHOUT the misc addon - improves merchant mercantile skills, making your own mercantile very useful. Fixes cash replenishment rate of normal merchants - they now regain gold 1/day. Removes creeper and the talking mudcrab. Alters ingredient prices, reduces daedric drops.

The misc addon makes a single blunder - multiplies the training prices by a factor of x5 or so. This may seem like a good idea but it made the pacing slow down to a crawl, and training skills on your own goes way too slow in most cases (magic, for instance).

- Improved Thieving (lockpicking, traps etc) - Makes security skill more important. Makes traps lethal (especially combined with the hidden trap fix optional in the code patch) and reliant on security skill just like locks. Increases the mana cost and price cost of the Open effect, reduces the effectiveness of premade spells (Ondusi opens only lvl40 locks). Traps can be a tough nut, but are easy enough to avoid for a mage character by using the telekinesis spell.

- Euthanasiologist's Armor and Weapon fixes - these fixes try to make each and every weapon/armor type distinct and useful. Medium armor is now a viable choice. Glass armor is still awesome but has pitiful durability. Blunt weapons have increased weight so they'll stun enemies more often etc. The armor fix is somewhat incomplete (fe. the iron cuirass still has 2000 durability instead of 200) but it's a huge improvement anyway and you can fix the leftovers yourself (not like you'll be using the iron cuirass for long)

A couple of tips:

- Until the midgame go only to places the quests make you go to. Don't pick up that sword of white woe in Balmora, generally avoid abusing your foreknowledge of easy to get uber equipment. Don't steal equipment that'll make you overpowered (fe. the orcish set from the Balmoran armorer, the master alchemist set from the mage guild in Caldera).
- Pick athletics as your major or at least minor, especially if you're planning to use heavy armor early on. Slow running speed can make this game extremely boring.
- Don't join every possible faction. Pick only the ones that make sense for your skillset. Yes, this is LARPing.
- Set the difficulty to +50 right from the start.
- Needless to say - don't abuse alchemy by increasing intelligence and making potions of IT'S OVER 9000.


I'm hugely enjoying the game right now. Playing as a Breton warrior-mage, combat is challenging (especially considering that I still have less than 50 health despite being lvl4), I'm broke pretty much all the time. The progression rate feels just right. I'm constantly torn between purchasing better equipment or training.
 

Ammar

Scholar
Joined
Oct 14, 2006
Messages
215
As good as the Code Patch is in most regards, I'm still angry at the developers claim that the reflect spell behaviour for Absorb Spells is an "obvious bug" and not making that "fix" optional.
 

baronjohn

Cipher
Joined
Nov 8, 2008
Messages
2,383
Location
USA
I liked playing with GCD + Adventurer's Mod. It changed... pretty much everything and made the game substantially harder (i.e. monsters did way more damage, open 90+ was almost impossible to cast, no alchemy exploits,...).

Unfortunately AM's site seems to have died.
 

fragonard

Novice
Joined
Oct 16, 2005
Messages
22
Location
california
Ammar said:
As good as the Code Patch is in most regards, I'm still angry at the developers claim that the reflect spell behaviour for Absorb Spells is an "obvious bug" and not making that "fix" optional.
The fix is optional, I don't use it in my game.
 

Micmu

Magister
Joined
Aug 20, 2005
Messages
6,163
Location
ALIEN BASE-3
Don't forget a hawt female companion mod!!! My companion mod is the best.

mw_hawt_orc_companion.jpg
 

CrazyLoon

Prophet
Joined
Jul 23, 2011
Messages
715
Location
Cathay
Somebody has modified Morrowind to operate on the Oblivion gamebryo engine. All the quests and mechanics are working properly in the latest version from what I've heard.
morroblivion-hlaalu-guard.preview.jpg

It might interest some of you, especially if you want to contaminate your pc with Oblivion. The project is called Morroblivion.
 

Bahamut

Arcane
Joined
Jul 11, 2008
Messages
1,196
Still moded morrowind looks better than morrobilivian
I dont want to get shitty oblivion features (quest compass, crappy UI, arcadish journual, rubber heads with ankward facial animations) for sake of bit better combat (witch is still shit too)
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,016
CrazyLoon said:
Somebody has modified Morrowind to operate on the Oblivion gamebryo engine. All the quests and mechanics are working properly in the latest version from what I've heard.
It might interest some of you, especially if you want to contaminate your pc with Oblivion. The project is called Morroblivion.
Or, you could use MGE XE and get a game that actually looks good. And probably better than Skyrim will.
 

corvus

Arcane
Joined
Jul 23, 2011
Messages
5,513
I'll take robotic, but dignified, NPC's that walk back and forth all day over retarded sociopathic NPC's imitating what they think real people behave like.

y8Ybj.jpg


"We're watching you, scum."

gtciV.jpg


FOR THE EMPRAH!!1
 

Ammar

Scholar
Joined
Oct 14, 2006
Messages
215
fragonard said:
Ammar said:
As good as the Code Patch is in most regards, I'm still angry at the developers claim that the reflect spell behaviour for Absorb Spells is an "obvious bug" and not making that "fix" optional.
The fix is optional, I don't use it in my game.

Really? Was it ever not optional in a previous version? I am pretty sure that I remember it not being an option.
 

Bahamut

Arcane
Joined
Jul 11, 2008
Messages
1,196
Luzur said:
guys, Morroblivion was killed by Bethesda months ago, if not even years.

i think bethturds hanged their minds some time ago, hell theres even a mod that links FO3 to NV and theres no controversy around it
 

poetic codex

Augur
Joined
Aug 14, 2010
Messages
292
I use MADD leveler instead of Galsiah's.

With Galsiah's, the leveling up process is waaay too sloow. This made it really annoying for me to complete a certain Blade's main quest which had a simple level 3 requirement or something.
 

Mastermind

Cognito Elite Material
Patron
Bethestard
Joined
Apr 15, 2010
Messages
21,144
Steve gets a Kidney but I don't even get a tag.
Monocause said:
- Euthanasiologist's Armor and Weapon fixes - these fixes try to make each and every weapon/armor type distinct and useful. Medium armor is now a viable choice.

Medium armor was always a viable choice. The ebony mail was the best chest plate in the game.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Gerrard said:
CrazyLoon said:
Somebody has modified Morrowind to operate on the Oblivion gamebryo engine. All the quests and mechanics are working properly in the latest version from what I've heard.
It might interest some of you, especially if you want to contaminate your pc with Oblivion. The project is called Morroblivion.
Or, you could use MGE XE and get a game that actually looks good. And probably better than Skyrim will.
Well duh.

Somebody should attempt doing some sort of AI overhaul for Morrowind, BTW. Not just stuff like actually fleeing, but some tactical behaviour, sneaking, jumping and following player through doors between cells.
 
Joined
Aug 5, 2009
Messages
3,749
Location
Moo?
Someone really should, but they'll be too busy putting dicks on Khajiit in Skyrim, or releasing their own personal armor collections. Which are really just recolors with sparkle effects.
 
Joined
May 6, 2009
Messages
1,876,046
Location
Glass Fields, Ruins of Old Iran
The "follow through cells" mod, like the one that makes people flee when at low health, sounds more awesome than it is in practice. Enemies have a terminator-like determination and will follow you to the end of the world.

By the way, reflecting an absorb spell should result in the reflecter absorbing health from the attacker, not sure why they would make that fix optional. With the default behavior, you can spam absorb with impunity since it's not elemental (no resistance) and enemy reflect won't kick in.
 

TrustNo1

Scholar
Joined
Mar 8, 2006
Messages
174
Monocause said:
- Cliff Racer Exterminator - self-explanatory

I guess someone is not hardcore enough to handle them. And they give ingredients for levitation potions!

Monocause said:
- HotFusion's economy adjustments WITHOUT the misc addon - improves merchant mercantile skills, making your own mercantile very useful. Fixes cash replenishment rate of normal merchants - they now regain gold 1/day. Removes creeper and the talking mudcrab. Alters ingredient prices, reduces daedric drops.

It was a good idea, but sadly leads to some unintended consequences. It just uses a script to give everyone better skills, which end up making some of the speechcraft based quests way too hard. This is very noticeable in the first Imperial Cult funding quests. You have to persuade some high level (non-trader) people who are way beyond your skill. I guess someone could go in and edit all the traders separately, but that would be a huge job and probably a huge clusterfuck combined with other mods.

Editing the training price modifier in the misc mod is a piece of cake btw, but once you start modding the mods you will probably never get around to playing the thing at all.
 

Luigi

Barely Literate
Joined
Jan 21, 2011
Messages
428
ctrl f uninst
hmmmmmm
 

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