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Uleni Athram
As the title and description says, I made this here thread so we happy few that are playing and modding TES3 can have a singular place where we can have discussions about mods, share our ideas and resources regarding mods, post our WIP mods and maybe even help/contribute to each other's mods!

So to start off, here are the resources I am currently referring to for guidance when I'm working on my projects. Note, however, that since I've only started playing with the Construction Set (and Morrowind in general) this week, a majority of the following will be meant for newbies like me. So if y'all are veterans (which I know you guys are lmao), they might not offer what you already don't know:
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1. Morrowind Modding Showcases' Lets Mod Morrowing YouTube Playlist

2. DanaePlays' Morrowind Modding Tutorial YouTube Playlist

3. Morrowind Mod Subreddit Community
3A. Morrowind Mod Subreddit Resources (their exhaustive list of resources are absolutely top-notch; No.1 and No.2 are actually listed there)
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With that out of the way, the mod I'm currently working on is quite a simple one but should get my feet wet with all the basics. Its not anything fancy, really; I want to implement a bunch of mercenaries that you can hire anytime you want, with a simple questline that would unlock their services. I've already created the appropriate NPCs and I'm about to tackle the probably easy task of designing their base of operations. Once I'm done with the latter I'll probably do their unique dialogues next and from there, maaaaaaybe try my hand at their custom scripts? /shrugs/

So how about you guys? What are you guys working on?
TheCheshireKhajiit
QUOTE(Uleni Athram @ Feb 8 2021, 11:23 AM) *

As the title and description says, I made this here thread so we happy few that are playing and modding TES3 can have a singular place where we can have discussions about mods, share our ideas and resources regarding mods, post our WIP mods and maybe even help/contribute to each other's mods!

So to start off, here are the resources I am currently referring to for guidance when I'm working on my projects. Note, however, that since I've only started playing with the Construction Set (and Morrowind in general) this week, a majority of the following will be meant for newbies like me. So if y'all are veterans (which I know you guys are lmao), they might not offer what you already don't know:
---

1. Morrowind Modding Showcases' Lets Mod Morrowing YouTube Playlist

2. DanaePlays' Morrowind Modding Tutorial YouTube Playlist

3. Morrowind Mod Subreddit Community
3A. Morrowind Mod Subreddit Resources (their exhaustive list of resources are absolutely top-notch; No.1 and No.2 are actually listed there)
---

With that out of the way, the mod I'm currently working on is quite a simple one but should get my feet wet with all the basics. Its not anything fancy, really; I want to implement a bunch of mercenaries that you can hire anytime you want, with a simple questline that would unlock their services. I've already created the appropriate NPCs and I'm about to tackle the probably easy task of designing their base of operations. Once I'm done with the latter I'll probably do their unique dialogues next and from there, maaaaaaybe try my hand at their custom scripts? /shrugs/

So how about you guys? What are you guys working on?

I’ve never done anything as elaborate as that, but there are mercenaries you can hire in Mournhold, so perhaps you can use those as a template. I know nothing about scripting. I do have a wee bit of experience with setting up new buildings and such.
ghastley
If you're trying to any kind of companion, the book was written by Grumpy, and you can find the download on Emma's site. It where I started for D&D.
Renee
QUOTE(TheCheshireKhajiit @ Feb 8 2021, 12:35 PM) *

I know nothing about scripting.


I know nothing about scripting for Morrowind either, however I once heard that some really advanced modder years ago got an NPC to travel from Pelagiad to Balmora (something like that). In later games, making Travel packages is easy. Takes a couple minutes to write up. But in Morrowind, the NPC could only travel if scripts were written. From what I hear, the page full of scripts to make this travel happen looked like a small novel when all was said and done!

macole
For reference, I prefer printed documentation over videos. This has been my manual of preference. It's a fair sized book. Also Tamriel Rebuilt has good information at this site.

Disclaimer: I do not pretend to be an expert at creating mods of any kind. My skills are limited. I do not publish mainly because I use a lot of resources created by others.

What I have done; 1) create my own race complete with special power and spells that conforms to my long term character, 2) created two companions using Grump's framework, 3) created and placed unique weapons in what I considered to be appropriate locations.

What I'd like to do is create a quest that ties all my little creations together. What a dreamer I am.
Renee
Wow sweet macole!!!! smile.gif smile.gif smile.gif The first link won't open but the second one will be scripting heaven!

Chorrol doesn't have a LIKE button, so I'm pretending to press one for ya. laugh.gif

ghastley
I believe modhistory.com has closed down and gone to farcebook, which I refuse to use. Great House Fliggerty died during a server transition, and hasn't been seen for a couple of years.
macole
mw.modhistory.com appears to be active again.
Renee
Hello! Anybody here? salute.gif I just got my Morrowind set up perfectly, including the Xbox controller. Finally I'm ready to game!

I will have questions about playing MW on PC, oh yes I will. First one: is there a way to make menus bigger? I sit about 7 or 8 feet away from my TV as I'm gaming, I need larger fonts, I think.

And also, I'll want a mod manager. I know about Wrye Mash. What other managers are there? I think I might want to start off with something simple first.
SubRosa
I never used a mod manager for Morrowind. I have never had enough mods for it to matter. I just use the game's built in mod management.

I am not sure about the hud. I never tried to do anything with it. I do recall that DARN was a popular hud mod.
Renee
Cool thanks. cake.gif Initially I think I won't have too many mods in MW either, but that's also what I said years ago about Oblivion and Fallout 3. One by one they pile up.

I have a feeling I'll be on my own with the HUD thing. I'm still a console player at heart, and Darn makes text really small. I've tried to Darnifiy Oblivion in the past, to get all those lovely medieval fonts into my game. But Darnifying it made all the text really tiny and hard to read from halfway across my room!

How about face / clothing textures? Now that I've got MW on PC, everything is super silky smooth with the framerates and so on. I'm really noticing clothes and faces now. blink.gif

SubRosa
Morrowind Code Patch is a good starter. Like the UESP, it fixes a lot of bugs.

Morrowind Graphics Extender is another must have.

Better Bodies improves the bodies.

Corean Hair has been made for Morrowind.

Emma has a ton of headpacks. Just search for her name.

macole
QUOTE(Renee @ Apr 8 2021, 06:49 AM) *

How about face / clothing textures? Now that I've got MW on PC, everything is super silky smooth with the framerates and so on. I'm really noticing clothes and faces now. blink.gif

Half the fun is in building your own world.

Nix changing the HUD. I never saw the need to do that in Morrowind.

You should also consider the Unofficial Patch for Purist.

In my current set-up I’m using Better Bodies, and Westly’s Head Pack (using plugin-less versions of both).
Robert’s Bodies is a good alternative but I find the improvements to be too small to overcome Better Bodies’ more extensive clothing options. I’m still looking for a body replacer that relaxes the arms and hands or at least unlocks the elbows.

Faces: At one time I tore face packs apart and by using GIMP searched through all the textures to find which one I prefered.
My current install uses Westly’s Head Pack mainly because MCA v7 requires it. Newest version of MCA has no face requirement.
Telesphoros' Vvardenfell Visages another plugin-less head replacer is an excellent alternative choice.
The Facepack Compilation by Tarnsman; If you don’t mind messing with a somewhat complicated install take a look at this one. I am considering this one for my next install. It can be made to run with Vvardenfell Visages.
The newest head replacer is MacKom’s. It has gotten very good reviews, I don’t care for it though.

For clothing, most anything that compliments Better Bodies. Here are some that I use;

1. IceNioLivRobeReplacerPLUS (BTB Edit).esp
2. MetalQueenBoutique.esm
3. BetterClothesForTB.esp
4. Better Clothes Complete (BTB Edit).esp
5. Bob's Armory 2.esp
6. Bob's Armory.esp
7. aleanne_clothing_v1&2.esp
8. KS_Katisha's_Fancy_Threads_1.0.esp
Renee
Awesome, wow look at this. smile.gif Seriously, you two have saved me a lot of blundering, probably months worth of it. And of course, there's ghastley somewhere, wherever he is...

QUOTE(macole @ Apr 8 2021, 05:52 PM) *

Nix changing the HUD. I never saw the need to do that in Morrowind.


Not the HUD, the menus. The journal also. I can't read them because the fonts are too small.
macole
QUOTE(Renee @ Apr 8 2021, 06:45 PM) *

Not the HUD, the menus. The journal also. I can't read them because the fonts are too small.

Sorry my mistake. embarrased.gif Since I used an early version of the MGSO install overhaul I had to dig a bit deeper into what I installed. I found I do change the UI. That's the problem with overhauls, you don't know what you're doing when you do it.

You may be interested in Hrnchamd's Better Dialogue Fonts. Doesn’t necessarily make the book and UI fonts bigger but they are darker, sharper, and much easier to read. So Better Dialogue Fonts may help.

Further checking on Morrowind fonts on the Nexus leads me to a 2021 mod Better Readable Beauty Font by Hrnchamd and Baszermaszer. It is Hrnchamd’s Better Dialog Fonts with a much more readable and larger type added by Baszermaszer. I haven’t tried it myself but it sure looks clean on the mod website. This may be exactly what you are looking for.
Renee
Yes, Better Readable Beauty Font is probably the one, thanks so much. cake.gif Time to fall into yet another gaming addiction! *knock knock* "Renee, are you home? Hello?" biggrin.gif "Anybody in there?" laugh.gif
ghastley
I should probably throw in one observation on replacement heads. There's a MacKom's replacer that has a significant compatibility problem with other systems, in that it treats ears as part of the head, and not the hair. Or maybe vice-versa, I can't remember. Both it and Westly's provide a new head mesh, so the face texture replacers don't always fit both heads, although there was an attempt made to keep them in line.

The problem is that mixing hair and heads from opposite systems results in characters with four ears, or none. I've had no major issues, as I've just adapted parts from one to the other, but I've rather lost track of where anything came from. I believe the oddity of ears being separate from heads was to allow helmets to replace ears, instead of having them clip through.

Most hair styles are weighted only to the head, and act like a rigid helmet. There are a few longer styles where that just doesn't cut it, as it makes the hair clip with everything when the character moves. That means weighting the hair to the spine, and neck, and there are problems with the char-gen process showing you just a head when you pick the hairstyle. Again, I've worked my way around those by adapting other folks' work, to combine features of more than one mod at the same time. I was putting together a mod pack of longer hairstyles, but never finished it, because of all that conflicts.

---

Most of my characters wear custom outfits that I've made myself. I extracted a few basic shapes from the Better Clothes mod, and painted my own textures. The way Morrowind layers clothing lets you do a lot with transparency, if you get the settings right.

---

I don't have a console-like setup, so the regular fonts were fine for me. No UI changes of any significance in my game.
Renee
Just an update. salute.gif I have added Morrowind Code Patch, MGE, a Basic Needs type mod, and also a mod which allows us to poison weapons. That's going to be fun, to finally use poisons in MW! :evil: Next for sure will be Better Bodies, I think.

I also added my first addition: a bedroll up in lighthouse. This is something I've wanted in the base game a long time-- somewhere else to sleep in Seyda Neen, other than the bedroll in the tutorial building. So.. yah. cake.gif

I will avoid that replacer mod, ghastley. Thanks.

macole
QUOTE(Renee @ Apr 14 2021, 08:03 PM) *

Just an update. salute.gif I have added Morrowind Code Patch, MGE, a Basic Needs type mod, and also a mod which allows us to poison weapons. That's going to be fun, to finally use poisons in MW! :evil: Next for sure will be Better Bodies, I think.

I also added my first addition: a bedroll up in lighthouse. This is something I've wanted in the base game a long time-- somewhere else to sleep in Seyda Neen, other than the bedroll in the tutorial building. So.. yah. cake.gif

Which basic needs type mod did you choose? I’ve used Necessities of Morrowind before but I’m thinking on trying Ashfall with Taddeus' Foods of Tamriel on a new install sometime this year.

Had you given any thought on a leveling mod? I’m thinking of using a new leveling system Mort's Ultimate Leveling Experience (MULE) instead of GCD.

In Seyda Neen there is a shack you can acquire for free relatively early after completing a certain early quest.
Renee
QUOTE(macole @ Apr 14 2021, 10:59 PM) *

Which basic needs type mod did you choose? I’ve used Necessities of Morrowind before but I’m thinking on trying Ashfall with Taddeus' Foods of Tamriel on a new install sometime this year.

Had you given any thought on a leveling mod? I’m thinking of using a new leveling system Mort's Ultimate Leveling Experience (MULE) instead of GCD.

In Seyda Neen there is a shack you can acquire for free relatively early after completing a certain early quest.


Yes I know about the shack but that's part of the vanilla game. Now that I have the power of modding you see.... :devil: .... I can add extra little stuff. Heck I could add an entire shack somewhere and call it hers. I don't want to do this in Seyda Neen though....

Nexus is not working on my laptop, so I'll have to get back to you on the name of the needs mod. It's a newer one though, from 2020 or 2021. It only covers food and sleep. I don't want anything too comprehensive.

Nope, no leveling mods. I've always been happy with the way MW works. I do want to change other things, though. What is it you try to target with GCD or MULE?

Renee
Does anyone know what makes enemies attack us in Morrowind? I am not seeing if this is because of Faction, in fact I don't even see a Bandit Faction or anything like that.

I have a mod which adds random bandits and other NPCs to MW you see, and I'm trying to see why guards don't attack these bandits. Because my character's a wimp right now. She's not ready to fight them head on, but I also don't want to just uninstall the entire mod.

ghastley
I'm not certain, but because Morrowind NPC's basically stay put, and don't wander around, they just don't encounter enemies, and so don't need factions etc. It's really only the player that goes out and finds the bandits.

Npc's can be given small areas to wander in, but it wasn't until Oblivion that they got travel AI added,
Renee
QUOTE(ghastley @ May 11 2021, 09:04 PM) *

I'm not certain, but because Morrowind NPC's basically stay put, and don't wander around, they just don't encounter enemies, and so don't need factions etc. It's really only the player that goes out and finds the bandits.


Right. I have seen guards attack vanilla enemies before. In Seyda Neen, Pelagiad, Balmora, etc... there are times I've dragged a cliff racer or some other enemy into town, and all the guards start doing something about it. viking.gif Maybe it has something to do with the Fight stat (or whatever). I'll have to look into that. Tearing into someone else's mod once again, lol.

As far as my character goes, I forgot she has Star Curse, which is a Lesser Power for her. She is able to poison enemies with this and it does quite a lot of damage, and that one bandit fell. indifferent.gif
macole
QUOTE(Renee @ May 12 2021, 06:59 AM) *

QUOTE(ghastley @ May 11 2021, 09:04 PM) *

I'm not certain, but because Morrowind NPC's basically stay put, and don't wander around, they just don't encounter enemies, and so don't need factions etc. It's really only the player that goes out and finds the bandits.


Right. I have seen guards attack vanilla enemies before. In Seyda Neen, Pelagiad, Balmora, etc... there are times I've dragged a cliff racer or some other enemy into town, and all the guards start doing something about it. viking.gif Maybe it has something to do with the Fight stat (or whatever). I'll have to look into that. Tearing into someone else's mod once again, lol.

Been a few years but I think you're right about the Fight stat. I'm sure that I'm not saying anything you may already know so please excuse me if I do. Basically in the NPC's AI tab you have values for Fight, Flee and a couple others. The higher the Fight number the more aggressive the NPC will be toward you. There may also be an AI Package designated. If so I believe there may be scripted exceptions. Since I only made companions that are set to love me, love me, love me that's all I know. Not much help but maybe it'll jog a memory. bigsmile.gif
Renee
QUOTE(macole @ May 12 2021, 11:27 AM) *

Been a few years but I think you're right about the Fight stat. I'm sure that I'm not saying anything you may already know so please excuse me if I do. Basically in the NPC's AI tab you have values for Fight, Flee and a couple others. The higher the Fight number the more aggressive the NPC will be toward you. There may also be an AI Package designated. If so I believe there may be scripted exceptions. Since I only made companions that are set to love me, love me, love me that's all I know. Not much help but maybe it'll jog a memory. bigsmile.gif

Ha ha that's okay. Thanks for your input, Vampire Hunter. cake.gif

Renee
I did peek into Vvardenfell Bandits tonight and all the Bandits have a setting of 90 for their Fight stat, so that's pretty high. A Mudcrab (in comparison) has a Fight of 30 I think. Yet guards will go nuts if one of these crabs invades their town. viking.gif

I think it's because these bandits are being termed under the NPC category (in the CS). Now that I think about it, when we get attacked by that Dark Brotherhood Assassin early in the game, guards won't intervene then as well, even if we're running all around them getting chased in plain daylight.

So I think maybe in Morrowind since there's no Faction Interactions (that I can find, anyway) all NPCs are being termed in the same way. The game can't say "well bandits are in the Bandit Faction, therefore Guards will attack them because there are no factions which work in this way. The game just sees all NPCs the same. *shrugs*

Pseron Wyrd
QUOTE(Renee @ Feb 9 2021, 06:36 AM) *

I once heard that some really advanced modder years ago got an NPC to travel from Pelagiad to Balmora (something like that).

That was GhanBuriGhan (author of Scripting For Dummies). The mod was called Traveling Merchants. It took the poor guy nearly a year to make a merchant and pack Guar travel a relatively short distance down one road near Suran. It was my idea to add that Balmora to Caldera route. I really think he wanted to hit me when I suggested that, lol.

As you say, a few years later we were all able to accomplish much more sophisticated travel routes without resorting to any scripting at all, using only Oblivion's Radiant AI system. It was so easy it almost felt like cheating to me, in some obscure way.
Renee
Ha ha ha that's awesome Wyrd! He wanted to hit you for thinking big (which means more work). I get it. laugh.gif

As far as my dilemma with Vvardenfell Bandits, last night I did discover that NPCs do have a Faction pull-down menu... it's just that Morrowind's Construction Set does a lot of things different from Oblivion's, so I didn't see this pull-down until last night.

So what I did was I made a custom faction called aaaBanditFaction, and made this faction have a -3 Interfaction Relationship against Imperial Knights and Imperial soldiers. I haven't tested if this works in game, but it should. I noticed Thieves Guild and Camona Tong also have a -3 relationship between them, which is why my Thieves Guild character got attacked when she went into the Tong's cornerclub last time.
Renee
QUOTE(Renee @ Apr 7 2021, 08:25 PM) *

I will have questions about playing MW on PC, oh yes I will. First one: is there a way to make menus bigger? I sit about 7 or 8 feet away from my TV as I'm gaming, I need larger fonts, I think.

Just an update. I did use one of the fonts mentioned earlier by macole, but to make fonts bigger, I did not need a mod, instead I needed a utility, which is Morrowind Graphics Extender. Just open up the MGE X5.gui, make sure the Graphics tab is selected, and change the Menu UI scaling scroll-bar to whatever number is desired. I went from 1.00 to 1.55.

I also just discovered Emma's site, posted earlier in this thread. blink.gif Wow.

macole
QUOTE(Renee @ Jul 26 2021, 06:03 PM) *

Just an update. I did use one of the fonts mentioned earlier by macole, but to make fonts bigger, I did not need a mod, instead I needed a utility, which is Morrowind Graphics Extender. Just open up the MGE X5.gui, make sure the Graphics tab is selected, and change the Menu UI scaling scroll-bar to whatever number is desired. I went from 1.00 to 1.55.

I also just discovered Emma's site, posted earlier in this thread. blink.gif Wow.

Thanks for the MGE XE advice. I never would have thought of it even though to use that feature.

Emma's site is great. Constance is my favorite Morrowind companion.
Pseron Wyrd
I didn't know Emma's site still existed. I haven't posted there in ten years. I'll have to take a look at it again.
Lena Wolf
I have a question for you all: can I make Morrowind speak? I feel that the story of Lena Wolf will eventually take a turn to the East... err... no, I'm not telling you smile.gif but the one big thing that put me off Morrowind was the lack of spoken dialogue. I gave up on the whole game because of that... sad.gif

I looked around on the internet, and it appears that there are some mods that replace written dialogue by spoken one. Haven't looked in detail, but does any of you know about that? Tried that? Have an opinion? I'd like to hear it. smile.gif
Pseron Wyrd
QUOTE(Lena Wolf @ Jul 27 2021, 10:39 AM) *

can I make Morrowind speak?
Have an opinion?

You might take a look at this mod: PC Voice MWSE I've never actually used it so I cannot comment on it. SubRosa and a few others here use voice mods so they might be able to recommend a better mod.

My opinion? I absolutely loathe voiced protagonists in any roleplaying games that allow the player to create a unique character. So I am not a best person to ask, lol. laugh.gif
Lena Wolf
QUOTE(Pseron Wyrd @ Jul 27 2021, 04:28 PM) *

My opinion? I absolutely loathe voiced protagonists in any roleplaying games that allow the player to create a unique character. So I am not a best person to ask, lol. laugh.gif

Thanks, Pseron! But I didn't mean a voiced protagonist. I meant voiced NPCs! smile.gif
ghastley
You can’t remove the text dialogs, because they drive the quest scripting. The mods can only add text-to-speech as you still need to make you choices in the text. And the text can include your character name, which might not be something the speech system can pronounce.

With Vvardenfell being full of Dwemer ruins, it could get messy.
Pseron Wyrd
QUOTE(Lena Wolf @ Jul 27 2021, 11:39 AM) *

I didn't mean a voiced protagonist. I meant voiced NPCs! smile.gif

Oh, I completely misunderstood. My apologies.
Lena Wolf
QUOTE(ghastley @ Jul 27 2021, 05:27 PM) *

You can’t remove the text dialogs, because they drive the quest scripting. The mods can only add text-to-speech as you still need to make you choices in the text.

Oh this is good to know - thanks, Ghastley! I haven't thought of that. The text would then act as subtitles. I might try that. goodjob.gif
Renee
Hello? Hell-o-ooo? Anybody here? whistling.gif

Is there a mod which adds the entire province of Morrowind? Sort of like how Valenwood Improved or the Elsweyr additions to Oblivion?
macole
None that I know of/
Lena Wolf
QUOTE(Renee @ Sep 22 2021, 06:50 PM) *

Is there a mod which adds the entire province of Morrowind? Sort of like how Valenwood Improved or the Elsweyr additions to Oblivion?

Yes, several. Morroblivion is the obvious one if you wanted the Morrowind game as well, but there are others too. What are you after?
SubRosa
I have been playing Morroblivion on and off for years now. I think it is a little different from most mods that add a new province in that its intent is for you to play in Vvardenfell only. When you create a new character with it turned on, you create the character in Morrowind, not in the Imperial Prison. It kicks off the Morrowind main quest, not the Oblivion one.

There is also no built-in way to travel from Morrowind to Cyrodiil. There is at least one mod that give you a spell to create a portal between the two. And you can use the COC command from console to go back and forth with no issues.

Morroblivion can be a little buggy with CTDs, at least for me. I had to use a Purge Cell Buffer mod with it, among other things. I also think the Oblivion Stutter Remover might have conflicts with it. So I only turn on Morroblivion when I am adventuring in Vvardenfell. I turn it off if I am just playing regular Oblivion. Thankfully it and all the mods for it start with the prefix Morrowind or Morroblivion at the beginning of their .esp names. So you can easily put them all in the same area of your load order and easily turn them all on or off.

There is also a Morroblivion.ini file you have to either delete or move from your Oblivion\Data\Ini folder if you want to play regular Oblivion (and start a new character in the Imp Prison). This is what makes it start a new character in Seyda Neen rather than Cyrodiil, among other things. I created a backup folder that I move it to when not playing Morroblivion.
Lena Wolf
Which version of Morroblivion are you playing? And which version of Oblivion, and by this I mean CDROM, GOG or Steam? They vary. I am yet to start my Morroblivion adventure, but from what I read, the more recent versions already have the transport capability built in, and you start the main quest at level 4, so I think they mean for you to go back and forth.
SubRosa
QUOTE(Lena Wolf @ Nov 28 2021, 08:37 AM) *

Which version of Morroblivion are you playing? And which version of Oblivion, and by this I mean CDROM, GOG or Steam? They vary. I am yet to start my Morroblivion adventure, but from what I read, the more recent versions already have the transport capability built in, and you start the main quest at level 4, so I think they mean for you to go back and forth.

I have the old GOTY version of Oblivion, and the Gog version. I think I am playing the Gog version of it now. But I cannot remember since it would have been years ago if I reinstalled it. I am definitely playing the Gog version. I just checked, and see several Gog files in my Oblivion folder.

I am playing Morroblivion 0.64. I think there is a 0.65 version out now, but I have not tried it.

I just looked, and Morroblivion 0.65 does add a ship in Seyda Neen to Cyrodiil, and vice-versa.



Edit: I went ahead and updated to 0.65. It does have an optional .esp to add a transport between Morrowind and Cyrodiil. It puts an NPC on the ship you arrive on at Seyda Neen, who you can talk to to go back to Cyrodiil. That puts you at the Imperial City Market District Gate. There is a Khajiit standing there at the gate who will likewise transport you back to Cyrodiil. It seems a little odd that that you would show up there. The IC Docks would have made more sense, I think. But it does work.

That is also part of a Chargen mod. I am not sure what the character generation part of that does just yet. Ok, I experimented with that, and the character generation part of it is not working for me at all. The mod is supposed to start you with an empty cell and give you the option to start the game in Cyrodiil or Morrowind. But it just does the regular Morrowind start for me every time.

I just disabled it. I can use the COC command to go back and forth if I really want.
Lena Wolf
SubRosa - I see you've been having trouble with v0.65 of Morroblivion. It seems other people have had trouble with it too. I wonder if it's because you are upgrading from the previous version. Hmm. I'll find out when it's my turn to try, I guess. smile.gif

Have a look at the posts in this thread on TWMP: it's about Morroblivion, with or without TWMP.

Renee - there are other projects that introduce Morrowind to Oblivion, without the Morrowind game quest lines, so just the land. They are not very extensive but they do exist. It all depends on what you're after - do you want to play Morrowind the Game in Oblivion or do you just want the land?
Renee
Ah, look at this. smile.gif Thank you for all your answers. I actually forgot I asked the question.

I was just trying to see if anybody added the rest of Morrowind to the Vvardenfell landmass, but to the basic Morrowind game, not Morroblivion, and not anything which includes Oblivion/Cyrodiil. So I suppose I just want the land (in effect, the rest of Morrowind).

Ah, coffee...

Lena Wolf
Gosh, yeah... it was all my fault! ohmy.gif I misunderstood the question (being completely transfixed on Oblivion as I am) and spurred this discussion totally off topic... embarrased.gif Oops.
Renee
QUOTE(Lena Wolf @ Nov 29 2021, 07:57 AM) *

Gosh, yeah... it was all my fault! ohmy.gif I misunderstood the question (being completely transfixed on Oblivion as I am) and spurred this discussion totally off topic... embarrased.gif Oops.

NO no no Lena! Don't be embarrassed! It's okay. Hug_emoticon.gif

Honestly I don't really even need any extra landmass. I'm still doing vanilla quests, 20 years after everyone else has done them, after all. In Joanie's game, I've only touched the Main Quest so far. I just got a bit of a whim to see if anyone has "finished" the rest of Morrowind, which Beth never got around to doing apparently.

:coffee: cake.gif
WellTemperedClavier
QUOTE(Renee @ Nov 29 2021, 01:47 PM) *

Ah, look at this. smile.gif Thank you for all your answers. I actually forgot I asked the question.

I was just trying to see if anybody added the rest of Morrowind to the Vvardenfell landmass, but to the basic Morrowind game, not Morroblivion, and not anything which includes Oblivion/Cyrodiil. So I suppose I just want the land (in effect, the rest of Morrowind).

Ah, coffee...


So I know this is very late, but there is a mod called Tamriel Rebuilt, which is creating the entirety of Morrowind's landmass within the Morrowind engine. So far, the eastern and central regions of the mainland are fully playable, with enormous cities and a few hundred quests in total. You can visit western Morrowind, but it lacks NPCs (and you can't enter most of the buildings). The far south is inaccessible since we're developing new assets for it.

(I am involved in this project, though only in a writing/administrative capacity).

In addition, there's its sister project, Project Tamriel, which is building the entirety of Tamriel! The idea is that it'll eventually link up to Morrowind, and you can roam around the entire continent. Currently, most of Skyrim's Reach is playable, as is a small island off of Cyrodiil's Gold Coast (and the rest of the Gold Coast should be open in the next year or so. Just FYI, this version of Tamriel is using the old Redguard/Morrowind-era lore, so central Cyrodiil is a jungle, and so forth.

This recent article goes into more detail: https://danaeplays.thenet.sk/tamriel-of-dre...roject-tamriel/
Renee
Awesome, WellTemperedClavier, that sounds really ambitious and serious. Must be a lot of work, my gosh.

Thanks for the link, too. Haven't read it yet, but the pictures do look really authentic.

And welcome to the forums. cake.gif

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