Shaewaroz
Arcane
Apparently Skywind is still slowly chugging along. The new gameplay demo manages to capture at least some of that old Morrowind magic.
Apparently Skywind is still slowly chugging along. The new gameplay demo manages to capture at least some of that old Morrowind magic.
xEdit shows mod conflicts and is pretty much a mandatory tool for advanced Bethesda modding.If Bethesda recognised that their games are just platforms for modders to make them better, they would release a tool that scans for conflicts and logs loading orders.
I'm assuming there isn't one.
I remember always looking at a mod, lets say two werewolf mods, and neither modder wouldn't say if it was compatible with the other one. Just something along the lines of: if any other mod changes the file that's gonna break your game completely, then it isn't compatible with this mod. So fuck off and use trial and error for the next couple of days.
Why would anyone play that? Or a total conversion without mods.
For all their effort, they still have quest markers and but a handful of dialogue topics.
There are contributing factors. Some of my feelings as ex modder:I'm assuming there isn't one.
I remember always looking at a mod, lets say two werewolf mods, and neither modder wouldn't say if it was compatible with the other one.
More like GTA VI and Avowed 2, buddy.Looking forward to play Morrowind with OpenMW, and to hike, listen to fan-made music and dick around with stealth in Skyrim with Skywind.
If and when they are released and if I haven't got my head stuck in GTA V or PoE or something.
There are mod compilations like Ultimate Skyrim, or World of Baldur's Gate, that make hundreds of mods play well together. There are patch collections like Requiem Patch Central or Skyrim Redone SE Patch Hub. LOOT will tell you about most common incompatibilities between popular mods.Not to mention there are tens of thousands of mods for Skyrim, and nobody's got time to sift through them to find ones that may or may not be compatible.
Absolute fucking garbage.Also: "I'll mark the position on your map." What the fuck? https://www.youtube.com/watch?v=mIU21A8cv5w&t=148
The dialogues function kind of as adventure seeds. And feel more like conversing but not if you feel compeled to click on every line.For all their effort, they still have quest markers and but a handful of dialogue topics.
I get what you're saying, but I think that's their goal from the beginning.
Many people love the keyword (or "topic-oriented") dialogues, but honestly it was never one of the strengths of the game for me. Chatting with 20 NPCs who answer the same 2 or 3 dialogue options for the same questions is not something particularly interesting. I mean, it kinda makes sense and I understand why it is the way it is, and I know that many Codexers are fans of this particular style of dialogue, but it was never something I really liked. For me it's one of the weakest points of the game, what I've always liked most is the visual identity and the atmosphere as a whole.
The dialogues have always been like navigating a sea of generic and repeated sentences to eventually find something interesting. Most of the time, the idea is to simply click on all the options without even reading anything (because you've read this same dialogue 300 times) just to see if this time you can get some new keyword, and then repeat the process. Yeah, sue me, but if there's one thing in Morrowind I won't miss it's the kind of dialogue it had. I know the idea is to show that the world is a real place and that NPCs have "life" and react and interact with the player, but I think the game would be 50% better if 80% of NPCs simply didn't have any dialogue at all. They could just answer a "good morning/evening" in audio and not even open a dialogue box, because it makes no difference.
But the magic quest-compass really is cancer and should be crucified and burned. But eh... I understand why it exists. Thinking about who is doing it and for whom the MOD is being done, was inevitable.
xEdit shows mod conflicts and is pretty much a mandatory tool for advanced Bethesda modding.If Bethesda recognised that their games are just platforms for modders to make them better, they would release a tool that scans for conflicts and logs loading orders.
I'm assuming there isn't one.
I remember always looking at a mod, lets say two werewolf mods, and neither modder wouldn't say if it was compatible with the other one. Just something along the lines of: if any other mod changes the file that's gonna break your game completely, then it isn't compatible with this mod. So fuck off and use trial and error for the next couple of days.
Why would anyone play that? Or a total conversion without mods.
Most of Morrowind's dungeons are generic and fully of copy+paste. They aren't very spatially interesting to explore. Making every dungeon truly unique would be an improvement.With regards to their massive redesigning of areas: ESO Morrowind was released in 2017. If they wanted Morrowind to look vastly different than it did due to technical issues or whatever, they would have done so in ESO. The author obviously does not care about Morrowind's original design or artistic direction.
Absolute fucking garbage.Also: "I'll mark the position on your map." What the fuck? https://www.youtube.com/watch?v=mIU21A8cv5w&t=148
- Nchurdamz: "Go to Nchurdamz, a Dwemer ruin far south of Sadrith Mora, and talk to Larienna Macrina. Help her clear out the necromancers there and report back to me. I'll mark the position on your map."