Comments on: Morrowind Mods http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/ I will not fix your computer. Tue, 04 Aug 2020 22:34:33 +0000 hourly 1 https://wordpress.org/?v=4.7.26 By: Terminally Incoherent » Blog Archive » Oblivion: Few Must Have Mods and a Bug http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-11583 Fri, 20 Feb 2009 15:03:24 +0000 http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-11583

[…] That said, I wanted to talk about mods. A while ago I sat down and compiled a list of the best Morrowind mods out there. I wanted to do something like that for Oblivion. The only problem is that I don’t know the game that well yet. So here are couple of the mods that I have found worthwhile. […]

]]>
By: Luke Maciak http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9303 Mon, 09 Jun 2008 13:32:06 +0000 http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9303

@Biggamer – 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.

Reply  |  Quote
]]>
By: Alphast http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9299 Mon, 09 Jun 2008 12:15:21 +0000 http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9299

@ 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.

Reply  |  Quote
]]>
By: Biggamer http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9298 Mon, 09 Jun 2008 07:31:42 +0000 http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9298

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…

Reply  |  Quote
]]>
By: Alphast http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9228 Tue, 03 Jun 2008 15:14:12 +0000 http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9228

Damn, now I have to play it again… My girlfriend is going to hate you for this. ;-)

Reply  |  Quote
]]>
By: Luke Maciak http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9227 Tue, 03 Jun 2008 14:30:15 +0000 http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9227

[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. :)

Reply  |  Quote
]]>
By: Alphast http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9225 Tue, 03 Jun 2008 13:58:23 +0000 http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9225

[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 all 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…

Reply  |  Quote
]]>
By: Teague http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9223 Tue, 03 Jun 2008 13:26:49 +0000 http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9223

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:

Reply  |  Quote
]]>
By: Luke Maciak http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9222 Tue, 03 Jun 2008 13:20:58 +0000 http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9222

Thanks! The planetelderscolls links seem to be b0rken though. :(

Reply  |  Quote
]]>
By: Alphast http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9219 Tue, 03 Jun 2008 07:01:25 +0000 http://www.terminally-incoherent.com/blog/2008/05/30/morrowind-mods/#comment-9219

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&pg=43
LDones has its night locked buildings here:
http://www.hiredgoons.net/MWFiles/NighttimeDoorLocks_LD1.1a_6-23-03.zi p
Advanced Guards IV and its related mods (GUARDS and GUARDS remover):
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=141 9
Suran Underworld:
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=177 7
Nevena’s Twin Lamps:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=190
DrkAngel’s illuminated windows at night:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=113 1

That’s about it.

Reply  |  Quote
]]>