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	<title>Comments on: Morrowind Mods</title>
	<link>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/</link>
	<description>Utterly random, incoherent and disjointed rants and ramblings...</description>
	<pubDate>Sat, 10 Jan 2009 02:01:19 +0000</pubDate>
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		<title>by: Luke Maciak</title>
		<link>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9303</link>
		<pubDate>Mon, 09 Jun 2008 13:32:06 +0000</pubDate>
		<guid>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9303</guid>
					<description>&lt;strong&gt;@Biggamer&lt;/strong&gt; - I suggest backing up your Data Files directory before applying any patch - just in case. Some of the mods overwrite textures, meshes and other data which may become an issue if you no longer want to use a mod.  This way you can then just go back to using the original files.

Morrowind is designed to be moddable, so I don't suspect there would be major conflicts between different versions. Some mods may require Blodmoon or Tribunal to work, as they use features they added but in most cases they spell out what you need in the README files.</description>
		<content:encoded><![CDATA[<p><strong>@Biggamer</strong> - I suggest backing up your Data Files directory before applying any patch - just in case. Some of the mods overwrite textures, meshes and other data which may become an issue if you no longer want to use a mod.  This way you can then just go back to using the original files.</p>
<p>Morrowind is designed to be moddable, so I don&#8217;t suspect there would be major conflicts between different versions. Some mods may require Blodmoon or Tribunal to work, as they use features they added but in most cases they spell out what you need in the README files.
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		<title>by: Alphast</title>
		<link>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9299</link>
		<pubDate>Mon, 09 Jun 2008 12:15:21 +0000</pubDate>
		<guid>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9299</guid>
					<description>@ Biggamer the mods are always automatically checked against the installed game version. If it is not compatible, it will give you a message when you click in the square to activate the mod.</description>
		<content:encoded><![CDATA[<p>@ Biggamer the mods are always automatically checked against the installed game version. If it is not compatible, it will give you a message when you click in the square to activate the mod.
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		<title>by: Biggamer</title>
		<link>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9298</link>
		<pubDate>Mon, 09 Jun 2008 07:31:42 +0000</pubDate>
		<guid>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9298</guid>
					<description>Thanks man... One question though, will the new mods work well with the TES3 Morrowind GOTY version? Because, that is what I'm using right now... I'd like to try your mods but, I fear that my character or the game version wont support the mods... I'm afraid that the game may crash...</description>
		<content:encoded><![CDATA[<p>Thanks man&#8230; One question though, will the new mods work well with the TES3 Morrowind GOTY version? Because, that is what I&#8217;m using right now&#8230; I&#8217;d like to try your mods but, I fear that my character or the game version wont support the mods&#8230; I&#8217;m afraid that the game may crash&#8230;
</p>
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		<title>by: Alphast</title>
		<link>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9228</link>
		<pubDate>Tue, 03 Jun 2008 15:14:12 +0000</pubDate>
		<guid>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9228</guid>
					<description>Damn, now I have to play it again... My girlfriend is going to hate you for this. ;-)</description>
		<content:encoded><![CDATA[<p>Damn, now I have to play it again&#8230; My girlfriend is going to hate you for this. <img src="http://www.terminally-incoherent.com/blog/wp-includes/images/smilies/icon_wink.gif" alt="-)" class="wp-smiley" />
</p>
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		<title>by: Luke Maciak</title>
		<link>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9227</link>
		<pubDate>Tue, 03 Jun 2008 14:30:15 +0000</pubDate>
		<guid>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9227</guid>
					<description>[quote post="2483"]Is there a mod to make combat turn-based, or at least less dependant on player dexterity?[/quote]

It really isn't that dependent though. It does require some button mashing but it is totally stats based and you can pause the game at any time using RMB to quench some potions or change weapons/armor. 

But yeah, I'm guessing that a mod like this would be pretty difficult to make.

[quote post="2483"]Well, it works with me. Though you have to pass a very annoying publicity animation to get in… Maybe that’s what screws up.[/quote]

Hmmm... Now they started working. Weird. 


[quote post="2483"]As for the Guild paths, I have to check again, but I am afraid the seer mentions all Great Houses and the Temple cult (but maybe not all guilds, I don’t remember).[/quote]

I think it is a different path though. I actually never really went that far, but my brother once beat the game straight through on sort of a speed run, and from what I remember he didn't have to actually advance through ranks of each house - there are missions that let you take over the required position in the house without the need to climb your way up the normal way.

But I'm kinda leaving that part of the game for later. :)</description>
		<content:encoded><![CDATA[<blockquote cite="http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/"><p>
Is there a mod to make combat turn-based, or at least less dependant on player dexterity?</p>
</blockquote>
<p>It really isn&#8217;t that dependent though. It does require some button mashing but it is totally stats based and you can pause the game at any time using RMB to quench some potions or change weapons/armor. </p>
<p>But yeah, I&#8217;m guessing that a mod like this would be pretty difficult to make.</p>
<blockquote cite="http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/"><p>
Well, it works with me. Though you have to pass a very annoying publicity animation to get in… Maybe that’s what screws up.</p>
</blockquote>
<p>Hmmm&#8230; Now they started working. Weird. </p>
<blockquote cite="http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/"><p>
As for the Guild paths, I have to check again, but I am afraid the seer mentions all Great Houses and the Temple cult (but maybe not all guilds, I don’t remember).</p>
</blockquote>
<p>I think it is a different path though. I actually never really went that far, but my brother once beat the game straight through on sort of a speed run, and from what I remember he didn&#8217;t have to actually advance through ranks of each house - there are missions that let you take over the required position in the house without the need to climb your way up the normal way.</p>
<p>But I&#8217;m kinda leaving that part of the game for later. <img src="http://www.terminally-incoherent.com/blog/wp-includes/images/smilies/icon_smile.gif" alt=")" class="wp-smiley" />
</p>
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		<title>by: Alphast</title>
		<link>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9225</link>
		<pubDate>Tue, 03 Jun 2008 13:58:23 +0000</pubDate>
		<guid>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9225</guid>
					<description>[quote comment="9222"]Thanks! The planetelderscolls links seem to be b0rken though. :([/quote]
Well, it works with me. Though you have to pass a very annoying publicity animation to get in... Maybe that's what screws up.

As for the Guild paths, I have to check again, but I am afraid the seer mentions &lt;strong&gt;all&lt;/strong&gt; Great Houses and the Temple cult (but maybe not all guilds, I don't remember). And as far as I know, but maybe I am not far enough in the game, there is always a way of getting a mission done without screwing up an allegiance. Like in the Warrior Guild first missions, you have to kill Thief Guild members. But you can do it even if you are in the Thief Guild...</description>
		<content:encoded><![CDATA[<p><span style="padding-left: 10px;"><strong>Luke Maciak</strong> said:</span></p>
<blockquote cite="http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9222"><p>
Thanks! The planetelderscolls links seem to be b0rken though. <img src="http://www.terminally-incoherent.com/blog/wp-includes/images/smilies/icon_sad.gif" alt="(" class="wp-smiley" /> </p>
</blockquote>
<p>Well, it works with me. Though you have to pass a very annoying publicity animation to get in&#8230; Maybe that&#8217;s what screws up.</p>
<p>As for the Guild paths, I have to check again, but I am afraid the seer mentions <strong>all</strong> Great Houses and the Temple cult (but maybe not all guilds, I don&#8217;t remember). And as far as I know, but maybe I am not far enough in the game, there is always a way of getting a mission done without screwing up an allegiance. Like in the Warrior Guild first missions, you have to kill Thief Guild members. But you can do it even if you are in the Thief Guild&#8230;
</p>
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		<title>by: Teague</title>
		<link>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9223</link>
		<pubDate>Tue, 03 Jun 2008 13:26:49 +0000</pubDate>
		<guid>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9223</guid>
					<description>Is there a mod to make combat turn-based, or at least less dependant on player dexterity? ;)

I was sold on the rpg elements from Arena, and it's only gotten better. The modability is what is truly unusual and shows quite a bit of savvy on the designers' parts. They focus on the "meat" of the system, and release the editing tools to let the community flesh it out post-release. This way, all the people who would normally complain about little things like NPC face variety or lighted windows at night can shut the hell up and easily make a mod. :mrgreen:</description>
		<content:encoded><![CDATA[<p>Is there a mod to make combat turn-based, or at least less dependant on player dexterity? <img src="http://www.terminally-incoherent.com/blog/wp-includes/images/smilies/icon_wink.gif" alt=")" class="wp-smiley" /> </p>
<p>I was sold on the rpg elements from Arena, and it&#8217;s only gotten better. The modability is what is truly unusual and shows quite a bit of savvy on the designers&#8217; parts. They focus on the &#8220;meat&#8221; of the system, and release the editing tools to let the community flesh it out post-release. This way, all the people who would normally complain about little things like NPC face variety or lighted windows at night can shut the hell up and easily make a mod.  <img src="http://www.terminally-incoherent.com/blog/wp-includes/images/smilies/icon_mrgreen.gif" alt="mrgreen" class="wp-smiley" />
</p>
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		<title>by: Luke Maciak</title>
		<link>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9222</link>
		<pubDate>Tue, 03 Jun 2008 13:20:58 +0000</pubDate>
		<guid>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9222</guid>
					<description>Thanks! The planetelderscolls links seem to be b0rken though. :(</description>
		<content:encoded><![CDATA[<p>Thanks! The planetelderscolls links seem to be b0rken though. <img src="http://www.terminally-incoherent.com/blog/wp-includes/images/smilies/icon_sad.gif" alt="(" class="wp-smiley" />
</p>
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		<title>by: Alphast</title>
		<link>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9219</link>
		<pubDate>Tue, 03 Jun 2008 07:01:25 +0000</pubDate>
		<guid>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9219</guid>
					<description>By the way, you asked for links, so here they are (sorry I couldn't find the assassin fix, but it should be somewhere there: http://gmml.pbwiki.com/).
All the excellent Guar related mods are here:
http://www.buttersky.com/morrowind/guars/plugins/index.html
All absolutely excellent Abot mods (such as Water Life or Tempus Fugit) are here:
http://abot.silgrad.com/guppy/articles.php?lng=en&#38;pg=43
LDones has its night locked buildings here:
http://www.hiredgoons.net/MWFiles/NighttimeDoorLocks_LD1.1a_6-23-03.zip
Advanced Guards IV and its related mods (GUARDS and GUARDS remover):
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&#38;id=1419
Suran Underworld:
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&#38;id=1777
Nevena's Twin Lamps:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&#38;id=190
DrkAngel's illuminated windows at night:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&#38;id=1131

That's about it.</description>
		<content:encoded><![CDATA[<p>By the way, you asked for links, so here they are (sorry I couldn&#8217;t find the assassin fix, but it should be somewhere there: <a href="http://gmml.pbwiki.com/" rel="nofollow">http://gmml.pbwiki.com/</a>).<br />
All the excellent Guar related mods are here:<br />
<a href="http://www.buttersky.com/morrowind/guars/plugins/index.html" rel="nofollow">http://www.buttersky.com/morrowind/guars/plugins/index.html</a><br />
All absolutely excellent Abot mods (such as Water Life or Tempus Fugit) are here:<br />
<a href="http://abot.silgrad.com/guppy/articles.php?lng=en&amp;pg=43" rel="nofollow">http://abot.silgrad.com/guppy/articles.php?lng=en&amp;pg=43</a><br />
LDones has its night locked buildings here:<br />
<a href="http://www.hiredgoons.net/MWFiles/NighttimeDoorLocks_LD1.1a_6-23-03.zip" rel="nofollow">http://www.hiredgoons.net/MWFiles/NighttimeDoorLocks_LD1.1a_6-23-03.zi p</a><br />
Advanced Guards IV and its related mods (GUARDS and GUARDS remover):<br />
<a href="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&amp;id=1419" rel="nofollow">http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&amp;id=141 9</a><br />
Suran Underworld:<br />
<a href="http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&amp;id=1777" rel="nofollow">http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&amp;id=177 7</a><br />
Nevena&#8217;s Twin Lamps:<br />
<a href="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&amp;id=190" rel="nofollow">http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&amp;id=190</a><br />
DrkAngel&#8217;s illuminated windows at night:<br />
<a href="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&amp;id=1131" rel="nofollow">http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&amp;id=113 1</a></p>
<p>That&#8217;s about it.
</p>
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		<title>by: Luke Maciak</title>
		<link>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9218</link>
		<pubDate>Tue, 03 Jun 2008 06:40:27 +0000</pubDate>
		<guid>http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9218</guid>
					<description>Yeah, but not all of them. For example, the Fighters Guild and Thieves Guild paths are contradictory. So are House Redorand and House Hlaalu I believe. So while you might reach the high rank, you will reach it differently. :)</description>
		<content:encoded><![CDATA[<p>Yeah, but not all of them. For example, the Fighters Guild and Thieves Guild paths are contradictory. So are House Redorand and House Hlaalu I believe. So while you might reach the high rank, you will reach it differently. <img src="http://www.terminally-incoherent.com/blog/wp-includes/images/smilies/icon_smile.gif" alt=")" class="wp-smiley" />
</p>
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