Any Morrowind fans here..?


Wikipedia says:
It compiled both the Tribunal and Bloodmoon expansions, along with patches available only for the PC release, plus a variety of minor quest and item add-ons, and offered them up in one single package for both PC and Xbox platforms.
 
as levi said. unless you are familiar with Morrowind i would suggest you hold off on the expansions at first. the assassins are very tough for new low level players..
look into some mods too, there are some very useful ones as well as complete over the top game breaking "houses to get. fully equipped with everything. takes the fun out of the RPG for me.
 
Exactly, the good thing is that you can turn off/on at will every plugin (because the expansions are plugins too).

(Just, so you know, turning off/on plugins could cause a mess with your save games, do it wisely)
[doublepost=1553711381,1553710289][/doublepost]I fell with it, so I just downloaded Morrowind.

The good thing: I can confirm that the game is all in it's folder, ad doesn't require the client to run.
So you can just zip it and you are done with the backup.

Second good thing: it works with OpenMW

There's only one thing that I'm investigating, I can't see listed the Official free plugins released at the time... so I'm looking if maybe them were included in some of the bigger data files...

I'm speaking about these:
Code:
adamantiumarmor.zip
area_effect_arrows.zip
bittercoastsounds.zip
ebartifact.zip
entertainers.zip
firemoth1.1.zip
lefemmarmor1.1.zip
masterindex.zip

After some research I'm pretty sure all of them are missing from this package... and I can't find download links from the official site.

Anyway the reported version of the game is:

BloodMoon v1.6.1820


EDIT:
This guide on GOG is useful and points also to all the missing plugins and suggested additions.
https://www.gog.com/forum/elder_scr...rtant_fixes_wellknown_mods_and_projects/page1

Also it is pointed out that there's a plugin to correct the "issues" that comes for low level players with the Tribunal expansion already installed. (It actually delays the quest until a good level is reached.)
 
Last edited:
Just a heads up if you sign up, the checkbox authorizing them to sell your data and send you all kinds of spam is plainly available but hidden by the popup which tells you how to write an email address. Make sure to uncheck that before you start typing.
 
Just tried on it some of the more invasive patches and fixes like "Morrowind Overhaul", "MGE", "Morrowind Code Patch", etc... and for now everything seems to work without issues on this version.

It just crashes (or hangs) when you quit... but as I remember it always did like that even in the old times.
 

Attachments

  • MGE Screenshot 001.jpg
    MGE Screenshot 001.jpg
    361 KB · Views: 545
  • MGE Screenshot 003.jpg
    MGE Screenshot 003.jpg
    338.2 KB · Views: 540
  • MGE Screenshot 005.jpg
    MGE Screenshot 005.jpg
    221.6 KB · Views: 548
got my GOTY version CD out this afternoon and installed it on my HP elite X2 tablet thingo ( surface pro clone) . seems to run fine on win 10 pro. now to spend several hours remembering which mods i liked...lol
signposts was a good one. changed town names to english . MCA was one i liked ( Morrowind Comes Alive) adds more NPCs.. what else???
are there any HD textures? screen resolution changes? playing at 1024 x 768 on a screen that is 1920 x 1200.
 
got my GOTY version CD out this afternoon and installed it on my HP elite X2 tablet thingo ( surface pro clone) . seems to run fine on win 10 pro. now to spend several hours remembering which mods i liked...lol
signposts was a good one. changed town names to english . MCA was one i liked ( Morrowind Comes Alive) adds more NPCs.. what else???
are there any HD textures? screen resolution changes? playing at 1024 x 768 on a screen that is 1920 x 1200.

"Morrowind Overhaul" is a single install collection of mods/fixes, it does almost everything by itself but its tools contains a lot of parameters to personalize the experience.

The screenshots I posted above were just vanilla Morrowind (GOTY) + Morrowind Overhaul, and are in Full-HD with hires textures, better bodies/heads/trees, distant view, HDR, water reflections, better dynamic shadows, improved AI and so on... as you can see from the FPS I have exaggerated a bit, and my PC sometimes struggles running this.

EDIT: oh, and by the way, running from Windows I think that OpenMW is still not the best tool to play the game, maybe in the future... "MGE XE" is still the best way to play it for me (also it is already contained in Morrowind Overhaul).
 
Last edited:
cheers PowerGod
i tried MSGO sound and graphics overhaul but i think it is too much for my work laptop. its a core M3-6Y30 with intel HD515 graphics. i think i let it try too much. Morrowind wouldnt even load.
so i have vanilla morrowind GOTY with Tribunal and Bloodmoon. have to use a no cd patch cause this tablet PC does not have a CD.. had to use an external USB adaptor to a CD to install!!
and i have also added real signposts. which turns the signposts into english so you can read them without having the crosshair on them. played about an hour so far and its stable.

i will add a few more mods as i go. there was this nice house in Balmora. just a house not stocked with stuff..
will look into Morrowind overhaul asap.
 
I wanted to get in on the morrowing overhaul fun a couple of weeks ago. I opted for an openmw install with lots of mods instead and failed miserably. there is a page with a detailed guide on how to get a similar experiene to MSGO that I followed. It took me about 7 hours to install each and everyone of the 238 mods they list and follow instructions to make them work in openmw (file renaming, setting up configs, patching a bunch of the mods...). I still wasn't able to get it working fully, there are missing textures and graphic glitches :(

so my next attempt will be a morrowing GOTY install with the overhaul package. dang, I wish there was a mod pack for openmw that doesn't require puzzling together all individual parts.

in case anyone wants to try the guide:
https://modding-openmw.com
 
@xnopasaranx : OpenMW already has many things that in the main game requided mods, and I'm sure that in the future it will become an essential engine, but in my experience it is still not complete enough to substitute the "hacked" original game engine.

The good point about MSGO is the way how it takes you by hand while setting everything up, patching, optimizing and installing all the files required for the choosen plugins... else is something that could require reading a lot of documentation and tecnical info on how the game engine works...
Also it contains many potentially overlapping plugins already patched to work together without issues.

A very important thing to remember anyway is "go for english" !! The Morrowind plugin system is strongly language driven, so an English plugin could not work with a German installation, and because the majority of plugins are english, that language is the best choice to not be limited.
 
Last edited:
  • Like
Reactions: ___
A very important thing to remember anyway is "go for english" !! The Morrowind plugin system is strongly language driven, so an English plugin could not work with a German installation, and because the majority of plugins are english, that language is the best choice to not be limited.
that is very good to know! I am sure that I messed up because of that, as I was using the data from my German morrowind GOTY DVD. Oh well, I'll try MSGO now.

openmw is very impressive already. running and configuring mods is a chore though, but I am sure they'll offer a better mod management at some point, or maybe someone will come up with an external mod manager. that should make things a lot easier.
 
...or maybe someone will come up with an external mod manager. that should make things a lot easier.

MSGO already uses external different tools to aggregate the plugins, and them are doing most of the dirty work that the main manager is unable to do.

But to find a "definitive" solution is just not possibile, because every single plugin can modify almost everything, and so overlapping can happen a lot on different levels... a plugin that changes just the eyes could be incompatible with a plugin that changes the faces, just because the second one maybe it is not just a re-texturing, but a remodeling too, making the eyes position of the first one wrong... and this is just something visual, think about the scripts part !!
A mod to patch a wrong "magical ring" behavior could break a plugin to add some other effects to that ring... and so on...

If you have a look at the MSGO documentation, where it lists all the used plugins, you'll see that A LOT of manual optimization was made... for example there are different mods that can mostly work together, but all of them substitute textures of the same elements !! So the author had to choose what textures were better from all of them, and just removed the others.
 
  • Like
Reactions: ___
I wasn't talking about MSGO or vanilla morrowind though, but about openmw. and that is lacking any kind of tool to organize mods as of right now. I am aware, that some mods interfere with each other or require patching/modifying for other mods (like tamriel rebuilt and the likes), also that some mods come with several optional parts or alternatives which you can choose from, but any tool that helps to give you a way to setup load order and track which mods are actually loaded would help. the openmw launcher only has very rudimentary tools for that and I found them to be unusable for my usecase (installing and registering 238 mods and getting them in order). so I had to do it manually, which wan't fun.

also regarding mod compability and dependencies: a modmanager tool could potentially track and control that. filenames that are conflicting would be easy to catch, even complex things if you have a community database where you can collect compatibility information and derive dependency trees for well known mods from that, but that would be the deluxe version. it doesn't need to be fully automatic, just a helper with a decent GUI, the possibility to easily save profiles with different mod loadouts (that is already possible in openmw, it's just a hassle to set up).
 
Bump just to say that the Bethesta.net launcher will be dismissed, and everyone who have games on it will be able, in a future announcement, to connect them to Steam.
They say that all the cloud save games will be moved to the Steam account too.
 
Back
Top