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Yet Another Morrowind Thread

CHEMS

Scholar
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Nov 17, 2020
Messages
1,562
For example if your shopkeeper NPC leaves his shop and doesn't leave a guard there 24/7 or some sort of magical anti-thief protection etc, then shopkeepers in Morrowind basically give their stuff away for free to any thief who can pick a lock.

Which is retarded and breaks immersion.

I don't think this breaks immersion or is even unrealistic - most shops even today in rural areas do not have any anti-thief protection (let alone in a supposedly medieval fantasy landscape) beyond locks. In Morrowind there are guards patrolling the streets (though they just walk around randomly, in Oblivion which introduces much better pathing, guards do a better job giving the impression they patrol the cities). You can expect guards in large shops, but smaller shops (the majority you'd see in TES games) wouldn't have those.
It breaks immersion because with the amount of thieves that exist in the game world shopkeepers across the entire continent would go out of business within days. No, guards in the streets don't prevent this because they can't detect theft occurring in an adjacent cell.
Your problems are over my friend

https://www.nexusmods.com/morrowind/mods/45904
That is pretty cool.
Isn't it? Pretty customizable through the .ini file too
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,263
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
It breaks immersion because with the amount of thieves that exist in the game world shopkeepers across the entire continent would go out of business within days. No, guards in the streets don't prevent this because they can't detect theft occurring in an adjacent cell.

That is a technical/implementation limitation, not something that at least personally find it any more immersion breaking than having inventory actions, transaction or dialog done through popup windows. Even the spastically moving and rotating NPCs in Morrowind give me an impression of "this is a place with a bunch of peasants and guards walking around" and that is enough to immerse me in the game.

Consider that the worlds in these - and really pretty much all - games are largely meant to be representational: Vivec isn't a bunch of square boats stacked on top of each other with a dozen NPCs living in there but each canton is meant to have thousands of people living in it. Think of it like theater where all you need is a hat and a jacket to know that some actor is supposed to be a guard (or whatever) who doesn't "notice" the thief (in another thief-y getup) just a meter next to him stealing some artifact: it doesn't make sense in reality, but the scene isn't meant to be taken literally, only as a representation of the scene the story is supposedly describing.

At least that is how i see (most) games, as long as the game tells me something is supposed to represent something bigger i am fine with it, even if the on-screen visual doesn't match. Better graphics are just better costumes.
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
2,663
Location
Mosqueow


This guy is making fun mods


Amusing mod. Makes me wanna go full Sauron on that little Fargot bitch and his kind.

229abb8434eec40b19dd49b4d600cae9.gif
 

Saldrone

Novice
Joined
Feb 18, 2024
Messages
98
Location
Gran Colombia
I like building nords with The Lord's birthsign. It's bonus abilty and elemental drawback is pretty fitting for them mechanically and thematically speaking imo
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,562



this guy adding rocket launcher physics from quake 3 arena lol


Holy shit, that's impressive

Don't know if i like the ragdolling effects, but the projectile speed is nice. Dodging spells is just too easy in this game
 

CHEMS

Scholar
Joined
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Messages
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With 120 effective conjuration i can summon an imperfect... for 8 seconds. Enough to nuke balmora into oblivion while defending me from a brotherhood assassin

akwirg.png
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
2,663
Location
Mosqueow
He was always liked among Morrowind fans, especially the ones who were into lore. And the guy just doesn't give a fuck about imperial laws. He locks tax collectors in his basement.
 
Last edited:

Saldrone

Novice
Joined
Feb 18, 2024
Messages
98
Location
Gran Colombia
Did anyone tried a mod that modifies the RNG combat system making always-accurate attacks? Not interested but i wonder how it would break the game
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,562
Did anyone tried a mod that modifies the RNG combat system making always-accurate attacks? Not interested but i wonder how it would break the game
There are several. The lazy ones that just add (100+ fortify attack) to every single creature and NPC in the game, and there's others there are actually well done. I personally like the dice based combat in morrowind because it makes stats matter, but if you want something that makes your attacks always connect, there's this mod:

https://www.nexusmods.com/morrowind/mods/46596
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,562
With 120 effective conjuration i can summon an imperfect... for 8 seconds. Enough to nuke balmora into oblivion while defending me from a brotherhood assassin

akwirg.png
Can you also enchant an item to summon an Imperfect?
Haven't tried, but probably. I imagine it would be a very expensive cast too.

Btw, this spell is from Magicka Expanded mod. It adds a lot of interesting spells, and i mean, a LOT

https://www.nexusmods.com/morrowind/mods/47111
 

lukaszek

the determinator
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Joined
Jan 15, 2015
Messages
12,749
ok men, i think i have all my mods in place, planning thief no magic playthrough, but with poisons, alchemy.

What im looking for is advice on economy, more specifically - training. Normally Id start the game by stealing all the best shit, rob vaults, then find trainers that are merchants and get all my skills to 80-100 by selling my loot to them.
So... what are my options outside of larping? Not sure if I can stop myself so would rather have a mod that would affect that feedback loop.
Ideally I should still be able to gain decent amount of money from selling daedric equipment and putting it to training.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,562
ok men, i think i have all my mods in place, planning thief no magic playthrough, but with poisons, alchemy.

What im looking for is advice on economy, more specifically - training. Normally Id start the game by stealing all the best shit, rob vaults, then find trainers that are merchants and get all my skills to 80-100 by selling my loot to them.
So... what are my options outside of larping? Not sure if I can stop myself so would rather have a mod that would affect that feedback loop.
Ideally I should still be able to gain decent amount of money from selling daedric equipment and putting it to training.
First off, MWSE or OpenMW?
 

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