More The Elder Scrolls III: Morrowind Mods Introduction Morrowind is the third game in the series known as the ” The Elder Scrolls”. You might be familiar with the previous games in the series, such as 'Arena' and 'Daggerfall', but most certainly you're well aware of Morrowind's sequels: 'Oblivion' and 'Skyrim'.
I promised you fags a Morrowind server back when tes3mp first came out. I didn't forget it.I'm working on configs right now, so give me suggestions.
I'm thinking about scripting 12 hour shutdowns and deleting the json files for some interior cells so we can have dungeons and some other interiors resetting, and I'm not sure how I'm going to handle quests yet. I want to run this long-term, sort of MMO style, as opposed to a simple co-op server.I'll also need plugin suggestions.
I know there's one that stops the Dark Brotherhood from trying to kill you every time you sleep, but I can't remember the name of it. Post anything else I should add.One thing to note - I'm pretty sure custom spells and potions are still broken. Nothing I can do there, they're custom objects that only exist clientside; the server has no way to recognize them yet. They did fix infinite loops by hardcapping attributes, though. Morrowind Rebirth is a massive content overhaul of Vvardenfell. I heard it's pretty good, but it's not compatible with a lot of content-adding mods.
There's Less Generic NPCs, though some anons might get upset over the Telvanni package. Tamriel Rebuilt, Province: Cyrodil, and Skyrim: Home of the Nords all have full releases of specific areas of their respective province, which would probably help with the mmo style you're going for. Uvirith's Legacy is a heavily praised expansion of House Telvanni. And please, do not use Darknut's Greater Dwemer Ruins. It's a terrible overhaul of the final dungeons, in my opinion.For quality of life stuff, Run Faster is popular.
You have the Patch Project, but I have no idea how much of that is fixed in OpenMW by default. As you mentioned, there's DelayedDBAttack to stop the Dark Brotherhood from immediately going after you, and Solstheim Rumors Fix stops people from immediately telling you to go to Khuul, which normally overwrites any vanilla rumors pointing you towards local quests.As far as city overhauls go, the nicest I've seen is City of Balmora, which actually overhauls many Hlaalu cities. Unfortunately, it's a bit performance heavy.Morrowind Uncut adds a bunch of planned or early version content that never didn't make it in the final release. The Publicans adds inn functionality to a bunch of businesses that are set up like inns, but don't have the option to rent a room. Bloodwind is a recent mod that adds an enormous dungeon, with its own quests and npcs. I forget exactly what it's called, but there's a mod that allows you to join the cult of Sheogorath, which might strike some anons' fancy.And, of course, there's always the official plugins distributed by Bethesda. I think some of them have issues, though, which means you'll have to find fixed versions somewhere.As a personal request, you could add in Aetherium Forging.
I love me some power armor.This is just a very small portion of all the good mods available. Honestly, you probably shouldn't start out with too many. As the vanilla content starts getting stale, you can add some more.As an additional aside, how are you going to do player owned housing? Aside from Great House fortresses, you don't really explicitly get any in the vanilla game, Tribunal doesn't have any, as well, and Bloodmoon only gives you one as a reward for one of the Raven Rock quest branches. There's a bunch of house mods, of course, but I have no idea how'd you make those work well. Players relying on killing someone and taking their house will just result in cities devoid of their populations. Well, I'll leave that up to you guys.
If you want me to hold off until things are better - and bear in mind that it could be months - I will.But in the meantime, since a lot of things will stay the same as far as data files and configs, I want to work out as much as I can. A modpack will be a must, I can host that on the same server and just link it in future OPs - I'm on a gigabit connection.If anyone has any actual skill with MW modding, I'd love to work out some proper, permanent player housing, as well as chests for stashing your gear in. I'm guessing this will require some LUA scripting serverside.Another thing to ponder is graphics mods. They'll work, but I think they need to be the same for everyone, so we might just want some higher resolution textures.I could see Tamriel Rebuilt, for the extra landmass. It'll take even more work to get housing functioning, though, unless we wanted to limit it to the major Vvardenfell cities only.I'm not sure how performance will be affected on the server by these mods.
I've got 10 cores/20 threads and 64gb RAM allocated to the box (although it's also running an EYE server).I'll start going through the others. However, I'd like to have any mods we add be added up front - for the sake of consistency, I don't want more going in after the server has properly started. I'm not sure how performance will be affected on the server by these mods.I was more worried for clients than for the server. Town overhauls tend to add an awful lot of objects in a condensed area, and City of Balmora is no exception.
If someone is running on a toaster, they may not be able to handle it.They'll work, but I think they need to be the same for everyone, so we might just want some higher resolution textures.Most graphics mods are purely client side, as they're just mesh/texture replacers. As long as they don't include an esp, clients don't need the same graphics mods as the server.
Hell, the server probably shouldn't have any pure replacers, as they won't show up for any clients. Fuck those people then.The world itself is interesting. I played a bit ago with some friends and we made a run where I was a orc merchant named Weinstein that needed to deliver a cup to dagon fel. Being a skinflint I refused to take ships and instead would walk.
My guards were friend A playing as a 'kobold' (just a argonian he made small by setting scale and having us do the same so the size synched) and Friend B was a redguard named Jamal, Jamal was a literal tribal, only had a skirt, no armor up top and only used a silver spear.the faggots who treat it like a chat room you should just kick honestly. Sounds fucking fantastic. The biggest problem i have with morrowind is that it slaps your ass with molag bal just fucking standing there on a bridge for one of the early quests. I didn't even have a full seoarmour and suddenly they expect me to beat the bone lord in open combat while being harassed by cliff racers.Wandering around with the intention of getting immersed is great but you've got to commit to it. Would clientside mods work on this thing? For the most part i just want to bring the draw distance to near infinite but maybe some other graphics mods too.How much room is there for custom dming in this?
Event bosses would be pretty rad if hostfag can edit a dungeon to get some unique group raid instead of just teleporting us to a vanilla one. I do like the idea of resetting the files for dungeons periodically to stop the world being cleansed of low level life for late comers. We'd all need the same mods, they'd all have to be able to work with OpenMW and there's just too many factors.I might get in touch with the devs.
They should add a feature that lets clients download mods from the server, blacklisting the official game files to avoid copyright issues.Keep in mind that most people who will be playing this are Morrowind vets. We will run out of shit to do. And like I said, I want to run this like an MMO. Morrowind is an amazing platform for this because it's an RPG first and foremost - something that MMOs simply aren't, especially these days. If you tack on a few bog-standard MMO features such as housing and guilds, it'll be perfect. A quest system rewrite would be excellent, but far too labor-intensive for anything but a really coordinated effort.Edited dungeon would require a mod for that new area. Couldn't you just add a location like a dungeoneering guild or something where players can enter such dungeons?dark elf goyI'd love to have a Morrowind banquet with anons, so much potential for online, and an actual RP.
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This is quite exciting! OpenMW is now looking to officially merge in the TES3MP multiplayer fork as an optional game feature.Writing in a news post recently, the developers of OpenMW mentioned the TES3MP integration is likely to be done after the big 1.0 release they're currently working towards.
Keeping that in mind, it may be quite a while before it's available. TES3MP has actually been an 'official partner' of OpenMW for a while and so news about the project in future is likely to be more often and posted officially on the OpenMW website too.The benefit isn't just that OpenMW will have easy to use multiplayer, as it will eventually have a 'server side scripting system' too like TES3MP which should be interesting.As for how OpenMW itself is doing, it's looking like the Shadows feature is finally going to be merged into the project. The 0.45 release should be a big one, with it currently in the release candidate stages.See more on the.If you need a copy of Morrowind to use in OpenMW, you can.It's a seriously impressive project, pretty amazing what they've been able to achieve. Hopefully we will eventually see projects like it for later games. Article taken from.