I keep my mods super simple. Just MGSO 3.0 and all of Abbots travel mods.
Meaning Abbots Silt Strider, Abbots Gondoliers, Abbots Boats: Which allows for real-time travel across all of Morrowind.
Thanks for the link.
Do you like to start new games, or do you keep playing the same character? How do you approach a new go at Morrowind?
I had a Breton a long time ago, and I still like the way that went with his magicka resist + Boots of Blinding Speed + levitation. It was a lot of fun being able to fly, but I don't want to get stuck in a rut of playing the same way all over again.
@d_20 It was a good game because you could learn something. and feel like you did something after playing for 3 hours the people in game did things other then just stand there
Daggerfall was my favourite because you could go anywhere in the whole world including Morrowind and Skyrim. Overlooking the generic graphics are a definate requirement.
Daggerfall was my favourite because you could go anywhere in the whole world including Morrowind and Skyrim. Overlooking the generic graphics are a definate requirement.
That's a pretty good reason to enjoy it. I may have to give it a try. I can get beyond graphics if I stick with it for an hour or two and get used to it.
Daggerfall was my favourite because you could go anywhere in the whole world including Morrowind and Skyrim. Overlooking the generic graphics are a definate requirement.
That's a pretty good reason to enjoy it. I may have to give it a try. I can get beyond graphics if I stick with it for an hour or two and get used to it.
Daggerfall is set in High Rock mainly, with parts of northern Hammerfell and mountains to the east.
Daggerfall was my favourite because you could go anywhere in the whole world including Morrowind and Skyrim. Overlooking the generic graphics are a definate requirement.
That's a pretty good reason to enjoy it. I may have to give it a try. I can get beyond graphics if I stick with it for an hour or two and get used to it.
Daggerfall is set in High Rock mainly, with parts of northern Hammerfell and mountains to the east.
Morrowind was so good because it had a gritty, detailed plot that was really engrossing and gripping. It was also enormous - its side quests and factions and additions and tiny little discoveries were so absurdly detailed that it just made the world come alive. It was also difficult; I think this generally means more rewarding and the lack of level-appropriate stuff happening all the time like Oblivion/Skyrim made the world feel more dangerous and this IS a good thing.
I remember all too well as a level 1 lowbie out of Seyda Neen wandering into Addamasartus and getting wtfpwned almost instantly - this made me say 'OK, I'll come back later' and did just that - subsequent games haven't really had that for me, back tracking is not always rewarded yet I think this - again, just to labour the point - is what really makes it shine because you felt like a real part of the world.
Also voice acting = less dialogue and fewer conversation opens which again = not great.
If Morrowind was available on Xbox 360 / One with Skyrim's game engine I'd easily shell out $50+ to play it. Love it love it love it and it was one of the last single player games I played before falling into online RPG / MUD obsession.
But what I really hated was the endless level grind. You couldnt just go out and explore. You had to actually plan what you wanted to level next. If you did NOT do that, your character would be MUCH MUCH weaker. I literally spent months to levelup my character without ever actually playing the game.
Wait what?!?!?!
I played Morrowind for over 2 years when I first played and STILL play it today and I never, ever do that.
Actually, I'll slightly take that back. "once" I went to get that dwemer puzzle box, cleared out the cave, but realized that my destruction needed to be stronger. so in the darkest, dark, I leveled up my casting of fireball. It was a great, immersive experience for me.
but other than that, I just deal with the hard parts by playing better, getting better gear and in some cases running for my life and coming back. But that's rare. If anything, my opinion is, if you are actually even thinking of levels and "level grind" then something is very wrong.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Also voice acting = less dialogue and fewer conversation opens which again = not great.
I think you raise an especially interesting point here. If I think about
it, voice acting takes more away from a game than it gives (for me).
This is because of the expense of getting good voice actors in addition
to the less actual content that can be delivered that way (maybe also
because of expense). Plus, I'm a reader and prefer printed books to
audio-books, so maybe that's just my personal taste.
Wow where to even start. The exploration brought a sense of wonder. The lore and story was actually really well done. The music and audio quality was top notch. The fact that each region was visually different, which was a huge let down for me in oblivion. Oblivions dungeons and environments all looked the same.
i can remember searching for the unique weapons and items in morrowind with glee. Each one unique with specific lore attached. You didn't have that in Oblivion. Breaking into the armory in Vivec was always fun and rewarding. Basically every aspect of that game was on point. For those that want to play an graphically updated Morrowind please see this site https://tesrenewal.com
If ES VI can improve the graphics of Skyrim, improve on the immersiveness of Skyrim and have even HALF the scope and freedom of Morrowind, my life will be complete for the next 5 years.
Now Playing: Bless / Summoners War Looking forward to: Crowfall / Lost Ark / Black Desert Mobile
Freedom. The ability to make magic the way you wanted opened up for a variety options not present in today's games. I made a belt of levitation/bound bow that was constant affect 1 second. So I could put it and just levitate and kill everyone from above.
Was it cheap.....yes. Did I do other thinks like that. Yes. Were they all cheats. Yes, but it was fun as hell to do something as game breaking as possible and then just loading from a previous save.
It seems like games limit freedom now to control the players experience. I liked being able to break the game on occasion.
“It's unwise to pay too much, but it's worse to pay too little. When you pay too much, you lose a little money - that's all. When you pay too little, you sometimes lose everything, because the thing you bought was incapable of doing the thing it was bought to do. The common law of business balance prohibits paying a little and getting a lot - it can't be done. If you deal with the lowest bidder, it is well to add something for the risk you run, and if you do that you will have enough to pay for something better.”
Freedom. The ability to make magic the way you wanted opened up for a variety options not present in today's games. I made a belt of levitation/bound bow that was constant affect 1 second. So I could put it and just levitate and kill everyone from above.
Was it cheap.....yes. Did I do other thinks like that. Yes. Were they all cheats. Yes, but it was fun as hell to do something as game breaking as possible and then just loading from a previous save.
It seems like games limit freedom now to control the players experience. I liked being able to break the game on occasion.
I don't think it was cheating. You didn't use a cheat code. You just figured out what worked within the parameters of the game. It's like my magicka resist + boots of blinding speed + levitate = fast flight. That's one of the things I love about Morrowind, too.
Also, the discovery of worthwhile secrets and challenges, like the vaults in Vivec.
I keep my mods super simple. Just MGSO 3.0 and all of Abbots travel mods.
Meaning Abbots Silt Strider, Abbots Gondoliers, Abbots Boats: Which allows for real-time travel across all of Morrowind.
Thanks for the recommendation. I was just about to get on a Silt Strider when I remembered you mentioning these mods. Going to try them. (edit: except I can't find them. Any idea where to get them or maybe a more exact name on the nexus? Thanks!)
Additionally, I agree with d_20, it's not a cheat to use what the developers put into the game.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I was thinking about how cool the spells were today. The different schools had more reasons to learn the spells. Like you could use alternation for unlocking instead of picking locks. And one of my favorites was Bind and Recall. It was much better for me that fast travel, though I know these days most gamers demand fast travel.
Agree with lots of the above to which I would add:
Morrowind launched just as storage capacities were big enough to hold all the data, the depth; previously this amount of "stuff" + graphics hadn't been available. To put it into perspective King's Quest V released in 1990. And mainstream graphics cards were had just about become powerful enough as well.
Also it "mimicked" / "duplicated" / "presented" the type of experience someone could get (playing solo) in an mmo - but as you didn't need an internet connection (relatively expensive and slow back then) and consequently didn't have a subscription the game was much more accessible to lots of people.
So in many ways it launched just as conditions were ready for it. Not - I suspect - an accident and something the creators should also get credit for.
What would an mmo that replicated the Morrowind experience look like with today's tech? I'm not talking about ESO. I'm talking about a game with the variety and freedom of Morrowind like we've been talking about in this thread. Is it possible?
I think, its really depends on what you are playing for. If you are a min/maxer
looking to become a superhero then Morrowind is definitely the best as
it sets up a physical world without the same invisible walls you find in
later editions. In Morrowind you could easily create a potion that
would allow you to jump across the island in a single leap, or, if you
cared to, jump to the end of the world.
Later versions removed the ability to raise herbalism skill with
potions, or put an upward limit on it. This forced you to play the game
mostly as intended, but if you weren't a mix/maxer these changes to the
mechanics went unnoticed.
For some reason, your post reminded me of the abridged version of Lord of the Rings
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I really do not know if Morrowind was good or not. I tried it several times, it felt like it could be good but I just could not play it. Not because it was bad or did not work well, but because I threw up with motion sickness after fifteen minutes of play, again and again. Tried changing graphics settings but in the end I think it was the "head on a stick" interface.
Now I am still willing to believe it was good game, perhaps a very good game. I just could not play it.
The biggest thing for me that makes me consider morrowind to be the best is the little things.
For example. You wanted to be part of the fighter's guild, and level up in the ranks? You better have the skills to do so. Morrowind required you not only to pay your dues by doing quests, but also required you to have the abilities that the higher ranks entailed.
This was done for all of the guilds and houses that you could join. Each one was different and it really highlighted your choices as you built your character.
Another thing for me was the character creation. The choices you made mattered, and there wasn't the concept of you can master everything with enough time. If you were a mage, you didn't use weapons as much, and you didn't have the ability to level those skills like you would the magic tree. The concept of primary secondary and miscellaneous skills actually had an impact. Good luck leveling a misc skill since you were penalized for not making that a choice. There were no "god" builds where you mastered everything and could use anything.
One of the other major things that drew me in, and keeps me coming back for more is the story. Main quests, faction quests, secondary quests, all of them have a deep story and actually have an impact on how you view the quest. Rarely did you get kill x mobs just because. There was a reason behind the quest, and it made you feel like you were taking part in the world.
Comments
Do you like to start new games, or do you keep playing the same character? How do you approach a new go at Morrowind?
I had a Breton a long time ago, and I still like the way that went with his magicka resist + Boots of Blinding Speed + levitation. It was a lot of fun being able to fly, but I don't want to get stuck in a rut of playing the same way all over again.
and feel like you did something after playing for 3 hours
the people in game did things other then just stand there
I picked up the free download of DF, but I haven't installed it yet.
This isn't a signature, you just think it is.
That's a pretty good reason to enjoy it. I may have to give it a try. I can get beyond graphics if I stick with it for an hour or two and get used to it.
Daggerfall is set in High Rock mainly, with parts of northern Hammerfell and mountains to the east.
Not the whole Tamriel continent
This isn't a signature, you just think it is.
I remember all too well as a level 1 lowbie out of Seyda Neen wandering into Addamasartus and getting wtfpwned almost instantly - this made me say 'OK, I'll come back later' and did just that - subsequent games haven't really had that for me, back tracking is not always rewarded yet I think this - again, just to labour the point - is what really makes it shine because you felt like a real part of the world.
Also voice acting = less dialogue and fewer conversation opens which again = not great.
If Morrowind was available on Xbox 360 / One with Skyrim's game engine I'd easily shell out $50+ to play it. Love it love it love it and it was one of the last single player games I played before falling into online RPG / MUD obsession.
8 years and counting addicted to
Avalon: The Legend Lives - the longest running online RPG in history
I played Morrowind for over 2 years when I first played and STILL play it today and I never, ever do that.
Actually, I'll slightly take that back. "once" I went to get that dwemer puzzle box, cleared out the cave, but realized that my destruction needed to be stronger. so in the darkest, dark, I leveled up my casting of fireball. It was a great, immersive experience for me.
but other than that, I just deal with the hard parts by playing better, getting better gear and in some cases running for my life and coming back. But that's rare. If anything, my opinion is, if you are actually even thinking of levels and "level grind" then something is very wrong.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
i can remember searching for the unique weapons and items in morrowind with glee. Each one unique with specific lore attached. You didn't have that in Oblivion. Breaking into the armory in Vivec was always fun and rewarding. Basically every aspect of that game was on point. For those that want to play an graphically updated Morrowind please see this site https://tesrenewal.com
Looking forward to: Crowfall / Lost Ark / Black Desert Mobile
Was it cheap.....yes. Did I do other thinks like that. Yes. Were they all cheats. Yes, but it was fun as hell to do something as game breaking as possible and then just loading from a previous save.
It seems like games limit freedom now to control the players experience. I liked being able to break the game on occasion.
--John Ruskin
Also, the discovery of worthwhile secrets and challenges, like the vaults in Vivec.
Additionally, I agree with d_20, it's not a cheat to use what the developers put into the game.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Morrowind launched just as storage capacities were big enough to hold all the data, the depth; previously this amount of "stuff" + graphics hadn't been available. To put it into perspective King's Quest V released in 1990. And mainstream graphics cards were had just about become powerful enough as well.
Also it "mimicked" / "duplicated" / "presented" the type of experience someone could get (playing solo) in an mmo - but as you didn't need an internet connection (relatively expensive and slow back then) and consequently didn't have a subscription the game was much more accessible to lots of people.
So in many ways it launched just as conditions were ready for it. Not - I suspect - an accident and something the creators should also get credit for.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Now I am still willing to believe it was good game, perhaps a very good game. I just could not play it.
For example. You wanted to be part of the fighter's guild, and level up in the ranks? You better have the skills to do so. Morrowind required you not only to pay your dues by doing quests, but also required you to have the abilities that the higher ranks entailed.
This was done for all of the guilds and houses that you could join. Each one was different and it really highlighted your choices as you built your character.
Another thing for me was the character creation. The choices you made mattered, and there wasn't the concept of you can master everything with enough time. If you were a mage, you didn't use weapons as much, and you didn't have the ability to level those skills like you would the magic tree. The concept of primary secondary and miscellaneous skills actually had an impact. Good luck leveling a misc skill since you were penalized for not making that a choice. There were no "god" builds where you mastered everything and could use anything.
One of the other major things that drew me in, and keeps me coming back for more is the story. Main quests, faction quests, secondary quests, all of them have a deep story and actually have an impact on how you view the quest. Rarely did you get kill x mobs just because. There was a reason behind the quest, and it made you feel like you were taking part in the world.