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    Thursday, September 3, 2020

    Morrowind Some extremely low effot Nerevarine walking

    Morrowind Some extremely low effot Nerevarine walking


    Some extremely low effot Nerevarine walking

    Posted: 02 Sep 2020 09:50 PM PDT

    Back when games came with full color booklets and PC games allowed you to build your own world and quest....

    Posted: 02 Sep 2020 07:18 AM PDT

    Fargoth role-player here again. Like my ring collection?

    Posted: 02 Sep 2020 10:12 PM PDT

    "Strange, this outcome i did not forsee"

    Posted: 02 Sep 2020 06:58 PM PDT

    The true star of DAGOTHWAVE

    Posted: 02 Sep 2020 08:18 PM PDT

    No words

    Posted: 02 Sep 2020 10:26 PM PDT

    Vivec

    Posted: 02 Sep 2020 11:36 PM PDT

    Hope

    Posted: 02 Sep 2020 07:51 PM PDT

    Really fighting some depression. I have never felt this type of overwhelming responsibility and misfortune all at once. Going to be starting up a new adventure of Morrowind, hoping playing the game I loved for so long can bring me out of this. Maybe this n'wah can find some peace in this dark storm. Cheers to those still traversing Vvardenfell

    submitted by /u/Hides-His-Hands
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    Looks ceremonial IMO.

    Posted: 03 Sep 2020 01:56 AM PDT

    Playing a thief character and it's the best character I've played so far

    Posted: 03 Sep 2020 01:11 AM PDT

    The only problem I have is the fact he moves kinda slow but I'm only level 2 so that will be fixed. I'm really enjoying marksman as well which I really thought I wouldn't.

    submitted by /u/bluetundra123
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    Will you help a poor penitent, looking for a pious Dunmer to provide a mod overview?

    Posted: 03 Sep 2020 01:22 AM PDT

    Dear all,

    I know that I have been on about my mod a lot recently - that one may think that I have nothing else to do in this life - but I have been so heartened by the feedback, both to the mod itself and those who have suggested improvements.

    Thus, I must ask the following: Is there anybody willing - whether as a roleplay device or just as a vanilla overview - to provide an overview/video with my mod?

    Why do I not do it, you may wonder? First, my system is seldom good enough to make such a video. Secondly, I am not the best speaker, nor do I contain the same production values that some do. Thirdly, it helps to get an outside experience for a mod.

    If you are interested, I hope that place a comment below.

    TribunalTastic.

    submitted by /u/TribunalTastic
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    For the glory of sixth house

    Posted: 02 Sep 2020 03:27 AM PDT

    How I laughed - Guards won't attack werewolves as they're npcs rather than animals...

    Posted: 02 Sep 2020 02:03 PM PDT

    Drew my character

    Posted: 02 Sep 2020 01:58 PM PDT

    Are you an e-boy or a Vec-boy?

    Posted: 02 Sep 2020 05:22 AM PDT

    Things you wish you knew when starting Morrowind

    Posted: 02 Sep 2020 12:09 PM PDT

    Some times you're playing the game and it suddenly dawns on you the "oh" moment when you found out something you missed, hadn't notice before or only discovered years later - things you wish you knew when playing Morrowind the first time.

    For what it's worth, here are mine:

    • You can kill Slaughterfishes or Dreugh (or anything that's chasing you underwater) with a long reaching weapon (such as a Spear) while using Water Walking so you can safely hit them from a distance without being hit back and having to worry about drowning.

    • With a high enough Telekinesis magnitude, you can also pick up Pearls closer to the water's edge without being mauled just for dipping your toes.

    • Speaking of water, lure NPCs as deep underwater as you can while using Water Breathing, then use Damage Strength on them. Once they can't move, just wait a couple of minutes until they drown. Pretty good against guards.

    • Casting Bound Armor on enemies with higher armor ratings so their defense is lower for the duration of a battle. While they have high durability, bound armor pieces all have a flat 80 point defense rating (doesn't seem to be available in OpenMW, sadly).

    • Casting Light and Command variants on an NPC or enemy to have a stationary or accompanying light source. Once in a while I do this with Betty Netches specially when traveling outdoors in rainy nights.

    • Making potions with added effects by mixing standard ingredients with their cursed counterparts (ie., Emeralds with Cursed Emeralds).

    • Using a Skooma Pipe as an Alembic to save up some money. Though you can get an Alembic for free from the Blades Trainer pretty early, some new players won't realize this.

    • "Using" Itermerel during his quest for the Mage's Guild to pretty much decimate a lot of bandits in caves around Balmora, Pelagiad, Caldera and Seyda Neen - and in some tombs, too. With very few exceptions, he can one shot many of the early enemies so not taking him directly to the Halfway Tavern can be a profitable adventure.

    • Not always possible, but jumping across chasms and surviving while enemies will happily not jump and fall to their demise, or close enough. One early example is Bato Veranius in Arkngthand, Heaven's Gallery (the observatory): with a fair level of Acrobatics or Levitation, you can vault over the lava pool below - but he won't. With some planning, you can lure all three bandits in Heaven's Gallery to a crispy end.

    • When being chased by hardy opponents, a large enough Command near water (it won't work under water) will make those Slaughterfish and Dreugh work for you if you make your enemies follow you there.

    • At high enough levels, Intimidating commoners for information is more effective than Admiring, and saves bribe money.

    • A single point of Slowfall is enough to eliminate all falling damage.

    • If your Acrobatics are boosted or high enough, you can jump on top of Bull Netches and use them as platforms. Enemy boxes are usually small and will have you "slide" off them, but Netches are unusually large and you're (mostly) stable on their backs though they tend to move and turn fast.

    • Most new players interested in magic will probably run off and buy Ondusi's Open Door and realize that while it opens 50pts locks, their skill level isn't up to par at the start. You can hire a spellmaker to create lower versions of the spell for different lock levels: 10pt, 20pt, 30pt, etc. Lower magnitudes are easier to cast, and are still useful in conserving spell points even with larger magicka pools. Obviously, this also applies to other spell and spell effects and magnitudes (a 1pt Levitate for 18 seconds will only cost 2 magicka points and is more than enough for most Levitation needs).

    • Casting any magnitude of Levitation actually has the same effect as Swift Swim, because Levitation overrides movement penalties underwater.

    • While most new players will desperately try to create Constant Effects for higher damage or stat boosting, some of the most useful CEs are utilitarian in nature. Sample items:

    -Mariner's Pants (Exquisite Pants) with CE Water Breathing, and Night Eye 30 pts is much lighter than carrying potions, doesn't drain your magicka pool with constant recasts of Water Breathing or Night Eye, and the pants can be used under armor.

    -Hoptoad's Boon (Exquisite Amulet) with CE Slowfall 1 pt, and either a) flat 6pts or 1 - 11 magnitue of Jump if you have only Morrowind, or b) flat 18pts or 1 - 35 magnitude of Fortify Acrobatics if you have Tribunal (the only place to get Fortify Skill spells is in Mournhold). You've just eliminated all falling damage while boosting your jump height.

    • While you can see through some 3D objects, some are defined as a complete solid model, meaning NPCs can't see through them. The bandit at the bridge leading to Arkngthand, Snowy Granius, won't see you if you crouch and walk through the outer portion of the bridge's railing (though you'd still need a high Acrobatics and some form of stealth to reach the end, since it's cut off on the other side of the bridge). Quests like stealing Felen Maryon's Ebony Staff, or simply pfilfering Soul Gems and enchanted items in some Telvanni shelves, are possible with pretty much zero in the way of stealth because of this. The first time I tried to steal from Felen, I think I took half an hour of preparation and reducing the number of "what if" scenarios in my head.

    • Depending on your Sneak level and magic apparel, a limited but interesting way to both retreat and set up a sneak attack is a custom Recall with added Chameleon. If you have the Amulet of Shadows, all you really need is 20% Chameleon added to the teleport effect.

    • One of the best use of Invisibility potions for lower level players is stealing from Daedric shrines. As soon as you grab a Cursed item that summons a Dremora, quaff one and run for the door. The Bargain versions endow you with 15 seconds - more than enough.

    • While less effective than using alchemist gear, consuming ingredients raw will also boost your Alchemy and benefit you with the first effect on the ingredient list. With a high enough Alchemy, it's lighter on your backpack to carry some ingredients to use in the field. Violet Coprinus and Ampoule Pods, for instance, will grow near bodies of water and you can eat several in a row to gain their Water Walking effect. Ash Yam's Intelligence boosting means a quick, extra points of magicka. Saltrice's incredibly light 0.1 weight means you can stock up on a large amount while traveling and consuming them when necessary. And while it seems a waste to gobble down raw Void Salts, you probably don't always lug around alchemy gear on the field. Eating a raw Daedra Heart is actually cute if you're role-playing some form of Barbarian or Mabigrash.

    • Most new players tend to quickly discard small damage apparel as "trash". However, chances are pretty good they'll be wasted fast - if not by enemy mages, then by their heavily armored companions. A handful of lower level generic apparel, in-built or custom made, can do wonders. Remember: a 1 to 4 Fire effect ring with 5 uses may not seem like much, but when paired with the other "junk" you'll find (mostly rings with different element focus but similar damage values, such as Poison or Shock 3 to 7) can save your life. Starting characters with several of these (Fire Damage, Shock Damage, Frost Damage, and even slight Health Restoring) can actually take down one opponent pretty fast and live to tell the tale. Plus, their use is not conditioned by Fatigue, unlike spellcasting.

    • Clutter is actually useful to boost merchants' disposition before selling them your high priced goods. Sell one at a time until their Disposition reaches higher values, then start selling that pricey armor or gems (actually more useful in OpenMW as disposition will remain fixed once improved, but still useful in the original).

    • Following from that, buying and selling repeatedly from a Trainer who also provides some manner of store services will also boost their Disposition with each successful trade. Even better if you can buy and sell an item for 1 drake, such as Paper.

    • A character with high Illusion and heavy pockets can smooth talk their way through the vast majority of smuggler caves and dens. Cast Calm Humanoid on NPCs, run up to them and grease their palms: this helps train Illusion and Speechcraft, and also lets you explore places peacefully and rob them - remember, many containers in these places are not owned by their occupants so it's fine to lockpick, disarm traps and leave with "their" smuggled items. This is an unintentional money sink that will (somewhat) justify the drakes burning in your pockets, and some of these no-gooders are also trainers for some skill or another.

    • A melee character will benefit greatly from fortified Strength, but when lacking the proper magical skills, go the way of the Drunken Warrior: nearly all alcoholic beverages will boost your Strength, although some also improve Willpower (ability to resist spells), Agility (ability to hit and dodge) and Endurance (fatigue).

    • Fatigue impacts on your ability to create potions, convince people, bartering and negotiating training prices (as well as fighting, casting spells and jumping, of course). You can test this by depleting your fatigue level totally, then trying to sell or buy something - compare the values with a very tired character vs. one with full fatigue.

    • While each player has their own preferences (and role-playing reasons) for effects enchanted onto melee weapons, the most effective attribute manipulation one can put onto weapons is a CE Fortify Agility or/and a Damage Attribute, because Drain and Absorb Attribute are not cumulative and reset their values with each hit, rendering them more of a curiosity than anything else (an exception is Absorb Health; and while Strength is a nice Attribute to boost, the higher the Agility the more you can hit and evade).

    • Damaging an opponent's Strength takes slightly longer than using Paralyze, but Paralyze can be resisted by Willpower - Damage Attribute most often can't be resisted, though it can be reflected by high tier enemies like Dremoras and Golden Saints.

    • An opponent that's been Strength damaged makes for a rather nice Marksman target, and to train spells with a Target rather than On Touch effect.

    • Speaking of On Touch, you can safely use it without being hit in melee most of the time - if you start running backwards right before the right hand comes up in the spell casting animation. The spell "connects" in melee right before this part of the spell casting animation so once it reaches that frame, you no longer need to be within melee range.

    OpenMW only, apparently, and more of a curiosity which I stumbled on the other day because ammo couldn't be enchanted in the original version: In the incredibly rare circumstance where you don't use Alteration and have close to zero skills in Security but have a Crossbow, some Bolts and a good enough Enchant: Iron, Steel and Orcish bolts can be enchanted with a small magnitude Open effect (1 - 11 variable or a flat value of 6). Granted, not much, but - if you have Tribunal and are up to a point where you have a steady arsenal of Dwarven Darts, these have 10 Enchantment Points - enough for a flat value of 36 or a magnitude of 1 - 71 Open (though obviously they're better used as weapons). Conversely, you can enchant one of these darts with a flat 100 Lock effect, of any of the aforementioned bolts with a flat 29 or variable 1 - 57 (useless, as a 1 point Lock is enough for any door locking needs, even if rare). With a good Sneak and Marksman skill, you can open locked doors this way without much of a problem; sometimes stealth isn't necessary, depending on who "owns" the locked door or container.

    submitted by /u/GreaterDismal
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    Warlord Jeebilus meets the most chill Draugr ever

    Posted: 02 Sep 2020 09:18 AM PDT

    This necromancer is living the nerd dream. Perfectly secluded place to focus your attention and gain knowledge and do experiements. Wow!

    Posted: 02 Sep 2020 04:21 AM PDT

    Praise Uncle Crassius

    Posted: 02 Sep 2020 01:14 PM PDT

    My piano cover of "Nerevar Rising" - enjoy!

    Posted: 02 Sep 2020 11:34 AM PDT

    I love Morrowind NPCS.

    Posted: 02 Sep 2020 09:31 PM PDT

    Mod idea - Main Quest Requirements

    Posted: 02 Sep 2020 03:24 PM PDT

    It always bothered me how you can just ignore Caius Cosades' request for you to obtain a cover identity entirely and just breeze right on through the main quest unhindered. It would be nice to have a mod that fixes it so that you have to be a certain rank in any of the other factions in the game to continue past that point, as well as add further roadblocks where Caius demands you go and maintain your cover identity, requiring you to rank up even more in your other factions.

    submitted by /u/MaximumGamer1
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    Kinda a weird question, but how could I go about installing OpenMW separate to my normal game?

    Posted: 02 Sep 2020 11:37 PM PDT

    I want to be able to play TES3MP but I also want to be able to play the game without OpenMW for single player. I was wondering if any of you would have suggestions on how I could go about having both OpenMW with TESMP and just normal Morrowind with MGE.XE

    submitted by /u/FlamingPenguinFeet
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