Thread #3913720 | Image & Video Expansion | Click to Play
HomeIndexCatalogAll ThreadsNew ThreadReply
H
Wealth beyond measure, outlander
+Showing all 88 replies.
>>
>>3913720
honest hearts dlc looking good anon!
>>
>>3913720
Reworks without end, Sera.
>>
>>3913720
Watch the skies traveller, the ground is too fucking ugly.
>>
Seen any elves? HAHAHAHA
>>
>>3914012
>not seen any injuns
missed opportunity
>>
>>3913720
>spending 20 years making the same mod
>not even half way done
imagine if these boomers spent that time learning how to mod, then it would be done by now.
>>
Hopefully with things like this people will stop talking about how Morrowind looked good because of the "alien" setting. It wasn't the just giant bugs and mushroom towers that made the game look great, but the unique and beautiful artstyle which can not be recreated, especially with HD graphics. Oblivion had giant mushrooms and they looked like shit because the lighting system made everything too reflect too much, the models themselves were too round and unintimidating and the colors were too bright. In morrowind, even a basic wooden building looks interesting.
>>
Wish they'd hurry up with hotn, I want to explore markarth
>>
>>3914134
Hopefully with this mod, the 4 people on discord will stop talking about something no one ever said.
>>
>>3913720
I really didn't expected to find an Ayleid ruin in Morrowind. Pretty fun dungeon delve, if a bit short.
>>
>>3914383
>let's put Ayleid ruins everywhere
God I hate this stupid shit. ESO started it and the trannies in charge of these mods teams love it too.
>>3914176
Why Markarth?
>>
File: EKj7M0j.jpg (78 KB)
78 KB
78 KB JPG
>>
>>3913720
Based
>>
>>3913726
Joshua Graham would definitely be a dunmer
>>
No argonian ever called me n'wah.
>>
>>3914176
*Markarth Side
>>
>>3914412
>why markarth
Thats the next update. Also I'm interested to see how they do it since it'll be way different than skyrim's version. In the old lore Markarth wasn't a dwemer city, it was direnni (altmer)
>>
>>3914127
The modding industry only exists so that unemployed devs can fill out their resumes.
Large-scale mods are never intended to be released.
>>
>>3914581
https://imgur.com/a/markarth-dDice

They've been posting pics for a while now, if you want to see what it looks like. There's more elsewhere. Honestly, rare instance where I was hoping it'd look more like the skyrim version.
>>
>>3915159
skyblivion will be coming out in 2 more weeks
>>
>>3915303
Trust the plan.
>>
>>3915159
Iwd2ee
>>3913720
>Christmas
Your luck is zero, she won't let you hit *miss sfx*
>>
>>3914127
>>3915159
Released playable content is several times btw than vanilla btw
>>
>>3915258
It looks great but yeah skyrim version is more interesting at a glance.
I'm sure they'll do some cool shit with the city's underground and what I've seen of the palace looks awesome.
>>
File: faggot.png (12.6 KB)
12.6 KB
12.6 KB PNG
>>3914581
>direnni
It wasn't anything at all. There was no lore about Markarth Side apart from the Arena description and that would mean it was just a normal Nord town. If the mod does portray it as a former Direnni town that's not based on any lore but their own.
>>3915303
That reminds me.I lost the original screenshot but this faggot still owes me an apology. They did infact delay it.
>>
Surreal having the border to Black Marsh and Cyrodiil in the game now
>>
>>3915606
Agreed. I think they'll make something great in the end. They haven't let me down yet.
>>
The armors are so fucking cool. The redoran light set and the first few armors I picked up around Narsis are kino.
>>3914412
There' a total of one (1) ayleid ruin in TR retard and they plan to remix the look to make it stand more on its own.
>>3914176
Zased and same. Can't wait to explore more snowy areas.
>>3915726
Indeed, I remember playing Oblivion back then and feeling frusrated around Leyawiin that we couldn't cross the marsh. If I only knew.
>>
Tamriel Rebuilt is so fucking good
>>
>>3914176
I hope it will be good. Based on the quality of their earlier content hotn seems like the runt of the litter. Then again the original Stirk wasn't great either but Anvil is. We certainly are living in the golden age of Morrowind mods. AI making devs and creatives unemployed is just going to make the golden age better. Guess that's a silver lining
>>
>>3915726
>>3915755
>>3915771
>>3915873
>>3915911
>Trannies shilling their mods
Oh so it's this time of the year again.
>>
Is there a mod that just removes stamina drain from running but also doesn't let it regenerate unless you walk or stand still? I'm looking at various stamina mods and none of them seem to just do that.
>>
What's the worst possible mortowind character you can make using the pre-made classes
>>
>>3915911
>the golden age of Morrowind mods
Was early 2000s. We are now past the silver age, and well into the Iron Age.
>>
>>3915927
It's more of a renaissance, surpassing the greatest heights of the past. 2010s were the dark ages.
>>
>>3915924
i'm also interested in this because that's exactly how i think the game should function
>>
>>3915924
>>3915939
Go into the toolkit and make the mod yourself. What you want is in “game settings” and takes 30 seconds to do
>>
>>3915942
>What you want is in “game settings” and takes 30 seconds to do
How? I tried editing fFatigueRunBase, just setting it to 0 makes stamina regen while running which isn't what I want, and various numbers between 0 and default 5 aren't consistent because it's still affected by Athletics so any number still causes regen or loss depending on the character.
>>
>>3915919
cry about it
>>
>>3915948
If GMSTs can't do it you need the script extender.
Something like this might work as a global script with base game scripting but it will only affect the player. Also regen happens gradually while this script is on per second ticks. Also it's probably bad for performance.

Begin Procrastinating_sc

float timer
float playerEnd
short playerMoved

if (MenuMode == 0 ) ; don't increase timer if game paused

set playerEnd to ( player->getEndurance ) ; function result might not work with multiple operators, save as variable

set fatigueRegen to ( 2.5 + ( 0.02 * playerEnd ) ) ; fatigue regeneration formula

set fatigueRegen to ( fatigueRegen * -1 ) ; make result negative as this amount will be removed if player runs

if ( GetPCRunning )
set playerMoved to 1
endif

set timer to ( timer + GetSecondsPassed ) ;Morrowind scripts run every frame

; if player ran in the last second fatigue regeneration will be removed

if ( timer >= 1 )
if ( playerMoved == 1 )
player->modFatigue fatigueRegen
endif
set timer to 0 ; reset for next second
set playerMoved to 0
endif

endif

End
>>
>>3915964
>; if player ran in the last second fatigue regeneration will be removed
this is just for natural regeneration and won't affect regeneration from potions or spells?
>>
>>3915303
Meanwhile, the Oblivion remaster ate its lunch 39 weeks ago.
>>
>>3915589
Shill harder.
>>
>>3915771
>unironically posting a tumblr pic here
YWNBAW
>>
>>3916042
>same copy paste dungeons
>same proc gen overworld
>same repeating Oblivion gates
>same shit scaling AND limited mod support
Not really eating its lunch.The people who actually care will still play Skyblivion. The unwashed masses who played the remaster for ten hours because of memes weren't going to play Skyblivion anyways.
>>
File: DUmap.jpg (1.6 MB)
1.6 MB
1.6 MB JPG
So after working on this for several years I kinda finished with this personal project. I took every mod out there that altered or expanded the final dungeon Dagoth Ur, merged and twisted them all together to make them somehow flow into eachother, add detailing to all the cells to bring them up to modern standards and distribute loot and items needed to progress along with some boss fights. Just need to distribute some more readables to add some breaks in between the fights.
>>
>>3916104
And spiced up the exterior because it did look kinda shit in vanilla
>>
>>3916104
Damn, any plans on releasing it? I guess you would need permission from the original modders if you distribute their stuff. Or is it built as a compatibility mod to bridge them together without including their stuff?
Is Dagoth Ur himself modified? Is he still compatible with this mod?
https://www.youtube.com/watch?v=ybH3uZXTSIo
>>
>>3916061
>Skyblivion
Is the art design as shit as Skywind?
>>
>>3915924
>>3915939
https://www.nexusmods.com/morrowind/mods/52981
does exactly that
>>
>>3916336
>I want [one specific minor tweak]
>Heres a kitchen sink mod that tweaks that plus a bunch of other stuff, tuned to one modders arbitrary sense of “balance”
Many such cases
>>
>>3916307
Thats the problem I cannot upload it if one of them doesnt agree. The final fight with Dagoth Ur is unchanged from DarkNuts Greater Dwemer Ruins mod which does alter the final fight quite a bit. Gonna implement that map as a readable ingame, the place is a nightmare to navigate without plus it gives the player another useful reward for exploring.
>>
>>3916043
How is it shilling if what I just said is 100% objectively correct? TR's released content is a lot bigger than vanilla.
>>
>>3916576
Anyone using the word "shill" in reference to a free and open source mod for a 24 year old game probably doesn't have enough brain cells to comprehend what you just wrote anyway
>>
>>3916576
>>3916578
Anon you can still shill for something free. You are doing it right now. And most of TR's content is shit that's why they have to rework so much of it.
>>
>>3915873
TRVTH NVKE
>>
>>3916578
Said the shill.
>>
>>3916576
That's not what you said. Read it again.
>>
I've mega-modded this fucking shit twice, OpenMW 0.49 by hand with 900 mods using MO2 (slight groundcover glitches in Balmora only so scrapped it all) and now OpenMW 0.50 using that sperg installation script from modding-openmw.

Seemed to work alright this time except this fucking Reddit NPC walks up to me right away and starts telling me he's Johnny Danger and he made this CFG file and you're living in his world, then I trained from an Argonian for zero gold a few hundred times until my Athletics was over 200 thanks to Johnny Danger's selection of Gameplay Balance mods.

Fuck this shit, how do I install good mods? At least Johnny Danger's groundcover is correct, but he's missing about 300 quality mods by my estimation. Fuck if I'm doing all that shit again, some of the modders go into tantrums and delete all their shit because they didn't get enough upvotes or got a bug report, hate downloading that shit by hand, searching for archived links to forgotten nexus files. Reddit: The Modding Community. Infinity Engine that's where it's at. Fuck Beamdog.
>>
>>3914127
It seems to me like a lot of these TES mod projects that have been going on for a while *takes breath* have actually done just that. Most of the original people aren't around anymore. I believe the skyblivion people talk about how they need tons of volunteers just to do simple nav meshing tasks for hours on end, independent of quests and everything else.
>>
>>3916749
The thing with modlists is every modder has a different idea of what they want the game to look like. That's why I never bother with them. I find they change too much just for the sake of changing things. Installing mods by hand takes a ton of time but it's worth it. I recommend using Kezyma's OpenMW Player script on Nexus for using OpenMW with MO2, makes shit way easier.

I am running about 900 mods myself on OpenMW, it's a modlist I've been building for years. My own vision for a modded Morrowind prioritizes Sawyer tier gameplay balancing to remove as much cheese as possible and to make Morrowind's (imo) boring gameplay at least somewhat engaging by rebalancing and enhancing features the game already has rather than adding new stuff, ala Simonrim for Skyrim. The only exception to this philosophy is Sun's Dusk needs and survival, but I use survival mods mainly because they make it much harder to cheese time by training and resting infinite hours for free. I also use Potential Character Progression because I think it's the only levelling overhaul mod that keeps the original intention of the vanilla class and levelling system intact.

People don't play Morrowind to be challenged, and neither do I, but I just need some kind of pushback from the game or I end up falling asleep. Being able to "train for zero gold a few hundred times until my Athletics was over 200" sounds like the kind of cheese that trivialises the whole game that I try to avoid.
>>
>>3917606
>My own vision for a modded Morrowind prioritizes Sawyer tier gameplay balancing
Bruh
>>
>reworking regions from 2022
This is shit is never going to finish if they keep doing this shit.
>>
>>3917642
Dunno why you care so much about it being finished. As I love to tell anyone that cares, TR as it is right now has a landmass bigger than TES 4 and 5 combined, and almost triple the amount of quests. I also think redoing old content with new assets and unique biomes is justified, especially for areas like Sundered Scar which currently doesn't live up to the name and is just a copy paste of Vvardenfell's Bitter Coast.
>>
>>3917606
I don't see how anyone gets to 900 with no glitches without having information about load order as a guideline, maybe Kezyma knows about such things. The trainer thing was with this "new for 0.50" "Quicktrain" mod with a dumb GUI that was glitching out hard, giving free training and then not disappearing until reload.

Now I've got his other "Gameplay" mods fucking with me with stat decay mechanics and halved everything / doubled everything. And the same transparency problems plaguing me with all installs, all shaders his or otherwise, causing fire to go invisible in the sky and underwater/mist areas to go monochromatic almost.
>>
>>3917642
from the blog post it seems like the 2022 redoes are mostly exteriors and interiors, which are absolutely not bottlenecks for the project. the oe quest redoes are a little much but considering redoran territory probably needs new assets I dont mind them giving everybody something else to do. i just wish i could find the motivation to learn modelling and animation rigging since those seem to be the main blockers for large morrowind mods.
>>
>>3917696
I've been modding Bethesda games for 20 years so I know what I'm doing when it comes to load order, compatibility, and patching. Even so, I still run into issues every now and then when I'm playing, or I finally get around to playing some quest mod or location overhaul that I decide is poorly done. I mark those issues down and fix them for my next save or remove them. I'm very happy with my modlist right now though, it plays exactly how I like.

That levelling mod you're talking about is called Natural Character Growth. In my opinion it's busted, I never liked it, it changes too much and makes Morrowind's class system too Skyrim-y. Just remove it. The transparency issue is still an OpenMW thing but it shouldn't be as bad as you're describing it, maybe check your shader load order. It should be ambient occlusion > underwater shaders > fog shaders > tonemapping shaders. Also check Rafael's shaders on the Nexus for a transparency fix for the Ghostfence.
>>
>>3918298
Yeah Natural Character Growth and its companion mod by one of the authors. Johnny Danger forcing his own mods on the list, all his mods in there have an overly Skyrim feel to them.

I remember having to do all this during the manual installation before, which I used the Kezeyma plugin to make work. Fixing textures by hand rarely. I wonder if tonemap is loading before the fog shaders, or if Zesterer's clouds are doing more than the point lighting that I'm trying to make them do while relying on Raphael for the real stuff. I think I remember fixing that Ghostfence before too except the fix didn't work, I blame the shaders there too.

Johnny Hostile there doesn't seem to acknowledge Raphael exists at all in his default shader config, which also disappears the fires.

The first installation must have not been load order problems but rather improper selection of options which conflicted during installation of mods. BCOM big culprit, Wares another. It was a dupe of Mr. Moon Sugar on the YouTube's plain text list since his shit looked dank. There were some characters doubled and phased into each other's clone sometimes. And a single yellow rock in Gnisis that I could never fix.
>>
>>3918441
Heh, I'm Mr. Moon Sugar on YouTube. I just post my modlists because people always ask for it but there's a ton stuff I've customised in it. Blindly following it is not a good idea, I'd suggest just using it for mod recommendations. Also Rafael's shader pack plus the optional core shader replacements looks way better than Zesterer's fog shader which is several years old at this point while Rafael's is updated regularly. Johnny Hostile is from the OpenMW discord cabal where they all have a big hateboner for Rafael because of some drama or something.
>>
>>3918446
The man does not even have the singing cat, how am I to play? Johnny Hostile has given himself trainer abilities, immersion ruined. I hamfisted your whole list last February, it can be done. Had people walking around wearing potted plants on their backs and somewhere around 700 mods the voices went.

Moving tonemap around gave me all this banding, so then I went to those Deband shader settings and that was a bust. You still using caustics and quakeunderwater? I tried to remove those just now and see if it improved things underwater and it made it so much worse.

I want that singing cat back, I want my lava replacers that I had to do by hand. Rafael is a boss but fuck if I know how to make his shit work. It's overcast and foggy outdoors at night and things have never looked so shit-awful.
>>
>>3918446
Also MO2 needs some sort of export feature that saves the nexus ID and customizations or something to allow easy export. I saw people demanding a "Wabbajack script" and it sounded tedious, Johnny Hostile and his umo script seem equally tedious. But a method to export such a script seems possible, Warezya can't do it? Johnny Hostile heavily customized everything, delta plugin only throws a single error when I run it by hand. Whereas installing your list with no experience resulted in a hilarious list of conflicts.

Then you'd become Johnny Hostile though, eventually we'd have Mr. Moon Sugar greeting us when we roll up in the boat since you'll have become the de facto guardian of how to install an actually decent modlist.
>>
>>3918298
Here's how I had it as per your 0.49 demo video:

HBAO,underwater_interior_effects,underwater_effects,tonemap,water,caustics,waterblur,quakeunderwater,clouds,VAIO,kawaseBlur,wetworld,godrays,Film Grain TwoPass,war_adjustments,Deband,depth_of_field,vignette

With only the interior mist & point glow from "clouds" enabled and the rest done in VAIO. Never seen a flame stand out against the sky once.
>>
>>3918457
Singing cat mod is "Balmora Outskirts - Stoneflower trading post". "I Lava Good Mesh Replacer" is the recommended lava mod.
>>3918462
Yeah I have zero interest in maintaining a wabbajack list. I don't even know how that umo script works either. I find it very annoying how OpenMW modders seem to want to move away from traditional Bethesda game modding practices because muh open source. Do you know how many cool lua mods are hosted on the Modding OpenMW Gitlab or the OpenMW discord instead of just being on the Nexus where updates are easy to track, bugs are easy to report, and documentation is easy to keep? But no, "muh open source"
>>3918464
Pic related is my shader setup now, I have a few shader packs installed so I crossed those ones out that aren't from Rafael's, can't even remember where I got them. Just nuke whatever shaders you have now and install Rafael's in this order and you should be good.
>>
>>3918480
I think I have the crossed out ones too, quakeunderwater and several others are "deprecated" on gitlab meaning the author of install options 5 & 6 had a "falling out" with the OpenMW team clearly so now we can't have those shaders. Can still find them in the version history.

I was about to go mental from these shaders, at least night was black before and now it's all blue like everything is distant background. Banding, it's making me insane. Can see farther at night now with my "tweaks" than I can 5 feet in front of me.

Going to install this new order like a boss. Can still see your vignette in the screenshot of gameplay, got all that shit. Did zesterer isolate his point glow or is that someone else's? Need my point glow, that's the sweetest plum. And I want back my Lit and Smoking Skooma Pipes. Guess I have to manually undo the line that zesterer told me to modify the built-in water shader with too for your previous "experimental" water...whose screen-edge glitches chafe my behind parts.
>>
>>3916061
>same copy paste dungeons
Just like Morrowind.
>same proc gen overworld
It was hand-made, just like Morrowind.
>>
>>3916061
>Oblivion but made by retards that want to play Skyrim instead
>less skills
>non of the mods I have gotten used to
Yeah not feeling it.
>>
>>3918878
>>same copy paste dungeons
>Just like Morrowind.
NTA. A few years ago I replayed Morrowind, and cleared every single dungeon on the map. Afterwards, I then replayed Oblivion, and cleared every single dungeon with a quest attached to it (I was getting burned out and didn't have the stomach to do even more). I never once in Morrowind felt like "fuck, this is the same room as that other dungeon I was in", but I repeatedly encountered this feeling on Oblivion, the exact same room copy-pasted, as if I were playing Diablo 1 and seeing the same random dungeon blocks recycled. It was particularly egregious in the Ayylmao ruins, there's a particular square multi-floored room with traps in it and unique geometry that sticks out like a sore thumb.
I agree with your point about the world map, however.
>>
>>3918480
Alright it pretty much worked perfectly, the banding in the point lights was from no dithering. Still can't see the fire against the !Clouds and !Sky but with the Ghostfence patch I can see it against sky/clouds with !Atmospheric Fog enabled, but not the two others. Then I tried to tcl across the ocean to the mainland like I had before and the whole mainland went dark on arrival, some massive glitch. I dunno what that was.

More disturbing, though, is that I know all the mods on your list and their effects by way of my 97% perfect installation. I know that Johnny Hostile thinks he's installed his list perfectly on my machine, but Apel's Fire Retexture is not working at all. If he thinks this is Apel's Fire Retexture he has another think coming.

The lava I made reference to were some of the missing interior dwemer lava/particles, missing from the mods by the guy who made Imperial Towns Revamped. He went mental and cut a bunch of shit out of his newer releases and made some others hidden after getting a bug report or something and claiming he couldn't put them back until he could avoid criticism. So putting all his shit back together by hand was tedious but it worked, and now Johnny Hostile won't use any of his shit (niggling me). I earned those lava textures.
>>
>>3919033
MW recycles dungeons too, years ago I compared the maps of the dunmer tombs in UESP and found that there's a number of layouts that are constantly repeated. Some examples:
>Alas = Andules = Arys = Dralas = Hleran = Ienith (rotated 180º) = Omaren = Salothan = Sandus = Saren (rotared 180º) = Verelnim
>Favel = Hlervu = Llando = Rothan = Telvayn = Velas = Venim
>Aran = Baram = Indalen = Ravel = Rethandus = Sarethi
These are the biggest examples, but every layout is duplicated at least once, sometimes rotated. But no one notices because of how short they are and how little detail they have (some generic columns, altars and tables). Meanwhile, that small room with a broken round column and the top half resting on a pile of debris in Oblivion is so specific you recognize it the moment you enter.
>>
>>3919033
>I replayed Morrowind, and cleared every single dungeon on the map. Afterwards, I then replayed Oblivion, and cleared every single dungeon with a quest attached to it
Are you in prison or something?
>>
>>3919033
morrowind has tiny baby dungeons that you cant get lost in, except for a few that are quest-related, but even those are at most basically just long hallways that branch off from a hub
they do start to feel repetitive imo, but the caves at least have a lot of variety, a lot of verticality that I appreciated
morrowinds loot leveling is particularly bad

oblivions dungeons are very copy/pasty and too long and empty, but at least they look nice
as usual, skyrim was better on both accounts
>>
>>3919581
Nah, I get the itch to replay Morrowind every 5 years or so. That was my first time replaying Oblivion since it came out, I actually never finished it or Skyrim, got bored and dropped them. The intent was to contrast TES 3/4/5 back to back.
Clearing Morrowind was actually fun, I found multiple neat dungeons with cool shit in the middle of nowhere that I’d never seen before. By contrast, Oblivion was a chore.
>>
OpenMW bros we eating good
https://www.youtube.com/watch?v=gnZi0P2w1YE
>>
>>3920487
damn that's clean
>>
>>3920487
I hate OpenMW and think it sucks, but I have to admit, that interface is slick and an improvement over vanilla.
>>
whats the best way to experience TR? can I go at level 1 or should i wait a few?
>>
>>3913720
Its been 7 months since last release. Where is the next one? Its a hail mary these things even get released, knowing how bad discord chambers can get
>>
>>3920487
Tedious inventory management is part of the intended experience

Reply to Thread #3913720


Supported: JPG, PNG, GIF, WebP, WebM, MP4, MP3 (max 4MB)