It's called TES3MP, some guys are working on a multiplayer addition to OpenMW. From what I understand NPC sync is scheduled to be in the next release, but earlier today the current dev. version was leaked. I'm guessing this guy downloaded the leaked version before it got taken down.
EDIT:Links
It would be fun to create a randomized character (Utility: https://codepen.io/trunksbomb/full/dOYdpN/) and run a gauntlet of these quests. It would also be great if your doing a 'hardcore' run and try to see how many of these quests you can complete before you die.
Great App scrubking!
I believe that deal was that they cannot PROMOTE any mobile version (https://openmw.org/faq/#bethesda_legal), which they don't (and that's the reason you are learning about Android port from some random post on reddit).
Open Microwave, to be more specific. Kinda tough to get running compared to PC versions of OpenMW.
> the Switch.
Bethesda won't touch it, but I expect things to be even better when the Steam Deck comes out, and the community starts customizing OpenMW to have Deck-specific controls and UI via LUA modding. Touchscreen for inventory management, accelerometer for aiming, using the pads for hotbar options or directional attacks... the possibilities are exciting.
OpenMW might finally make this viable, along with Oculus Rift support and a bunch of other things.
So if you want to bring this idea closer, stop by https://openmw.org/en/ and see how you can help. I've already run a bug discovery promo for OpenMW and worked on... another thing that I probably should post to this sub and not spoil it in this comment ;)
You have a point, but compare say Morrowind's Mage's Guild questline to Skyrim's College of Winterhold. In Morrowind, the game steers you to start out in Balmora, and you start out gathering mushrooms, gathering flowers, and buying a bowl, recovering artifacts, and collecting dues. Eventually, they send you on save-the-guild missions, but not until you've done much more progression and somewhat naturally progressed through a guild.
Skyrim's quests are all exciting dungeon crawls. "Study these ruins." No studying done, just a dungeon crawl. They're exciting and well done, no doubt about it. But it only takes 7 quests until you're the arch-mage. That's how many quests the first quest giver gives you in Morrowind.
The point is really the natural progression that a game design like Morrowind allows versus one that Skyrim allows. Morrowind is an RPG: slow and methodical, allowing boring quests and building lore. Skryim is an Action-RPG with wider appeal which means no "boring" quests and limited disc space for recorded dialogue.
You see how 3D these bricks look? It's still a flat model with a flat texture, but another (for you invisible) layer is added (usually in grayscale) that tells the game which part of the model should appear higher than others.
After that, the light sources cast their light onto the floor, and because some parts are calculated as higher than other parts, the lighting will make it look extra 3D-ey.
You can see it in the above picture (and another example on the OpenMW front page). The light from the torch makes the texture of the wall "pop out". In reality, it's still the same flat 3D model, but because it now has support for these "height maps", the light makes it looks like there are really creases in there.
And while we're at it, let me share my favorite version of it with you:
<em>A Good Man is Hard to Find</em>, by the New Orleans Moonshiners. ^^Swing ^^dancers, ^^gather ^^round!
OpenMW basically just replaces the game's engine and allows it to run better with modern systems. There's lots of quality of life improvements as well.
Not the Pro, I'm afraid. It's not exactly a powerhouse, but it manages to run vanilla Morrowind. Perfect for some on-the-fly gaming. I mainly use it to run StaffPad, though.
Not quite what you're asking for and I'm not super familiar with Macs or running things in Wine, but you may be interested in instead checking out OpenMW. It should let you run the game 100% in native Mac without having to use Wine or anything.
You do still need to buy the original game and have it downloaded on your machine, but then instead of using the default game's launcher, you just launch OpenMW and play from there.
First, there is OpenMW which is a open source, multi platform game engine capable of running Morrowind, fully playable. This project has been forked and multiplayer features were added: it's called TES3MP.
Discord is a communication tool that includes chat rooms, voice capabilities and much more. Think of it like a mix of teamspeak, irc, and facebook groups. Just click the link above, it's simple, very idiot-proof.
I too, am completely code-illiterate and had no clue what all the hype was about before I started using OpenMW. I still can't fully explain everything, but the way I understand it is:
Morrowind is a very old game and it was not made to be running on modern computers/systems. This means that certain things in the game do not work due to its rather dated and limited engine.
OpenMW is an open-source, modern engine that redoes and extends that of the original Morrowind.
This basically allows it to run Morrowind more smoothly on modern systems and gives it a high potential to fix every single issue with the game. Moreover, it is open-source*, meaning its future is basically secure and the project can be ever-improved.
Edit: Feel free to read the FAQ to learn a bit more about the project as well. Here you can see some of their goals for the 1.0 release, for example:
as well as their wishlist, which includes:
*Open-Source: Software where the original source code is made freely available and may be redistributed and modified.
Pretty damn close!
Version 0.32.0 is already playable with minor gameplay issues: you can't re-equip summoned items after unequipping them, invisibility doesn't break aggro, casting waterwalking does not drag you to the surface... some of those are fixed in the upcoming 0.33.0, and these are the only notable issues I've encountered. Pretty much everything else works great! I've been playing it for the past few days and enjoying it a great deal. Encountered no blockers whatsoever!
See https://openmw.org/2014/matter-time/ for a bit of official communication on the topic.
I would look into AWS S3. You are right, initially I am sure one S3 filestore would be able to handle it but if traction picked up you would need to implement some load balancing and that is when things could become expensive because you will need to pay for more servers. If you are a student AWS offers discounts(free?) on a lot of their different services.
Check out this review https://www.youtube.com/watch?v=YkY0UT5dQ0M
Short version: If you want to experience Morrowind in an online setting, try playing TES3MP instead. Link with infos here https://openmw.org/2017/openmw-multiplayer-here/
I would suggest giving OpenMW a shot.
It's a FOSS reimplementation of the Morrowind engine.
It runs natively on Linux (doesn't need wine, but still needs original Morrowind files) and supports 64 bit architecture.
It might even be in the repository, but depending on the distro it'll probably be some older version.
Hit me up if you need help installing.
I believe OpenMW is just an open source re-implementation of Morrowind's engine. This will make it easier for modern computers to run Morrowind with taxing graphics mods as well as make it easier for modders to change things that were previously hard-coded and as such inaccessible. To my knowledge, OpenMW does not aim to change any mechanics to the base game. Here's a link to their faq: https://openmw.org/faq/
What is OpenMW?
OpenMW is an attempt to reimplement the popular role playing game Morrowind. It aims to be a fully playable, open source implementation of the game. You must own Morrowind to use OpenMW. You can watch short video-faq or read detailed information below:
To give you a better idea of what this project is about, here are some of the aims for the future of OpenMW:
Be a full featured reimplementation of Morrowind. Run natively on Windows, Linux and MacOS X. Support all existing content, including Tribunal, Bloodmoon and all user created mods. Allow much greater modability: change game rules, create new spell effects, etc through scripting. Fix system design bugs, like savegame “doubling” problem. Improve the interface and journal system. (Possibly) Improve game mechanics, physics, combat and AI. (Possibly) Support multiplayer at some point. (Possibly) Improve graphics to use more modern hardware.
It’s a pretty ambitious list, and there’s a lot left to do before these goals can become reality. You should check below for information about the current development status.
OpenMW is released under the GNU General Public License version 3, and all source code has been written completely from scratch. It also builds on various other open source tools, most notably OGRE for graphics, and Bullet for collision (and possibly physics).
Infernal city and Lord of souls are fairly good books, I wish there were more like them set in the elder scrolls universe. But as far as I am aware they are the only two elder scrolls novels in existence, kind of sad really.
Pathologic reminds me of Morrowind's darker side - being an "outlander", fighting a mysterious disease, etc. There's also a reboot/sequel in the works, with a TBA release date.
I have the latest version (0.34.0) too and i can still see the opening cinematic when i start a new game.
I don't see any changes in the patch notes. Notes
Somewhat, through a DLL hack. Here's what it looks like: https://www.youtube.com/watch?v=kNnASI16KTk
However, OpenMW has native Oculus Rift support planned. That's going to work much better once it's complete.
Your best bet is OpenMW.
I don't think what you're wanting to do would be possible with the vanilla MW engine. Even if you could create extra UI tabs (which you can't), there's no functions for reading potion data so you wouldn't be able to list them anyways.
It's explained in the second part. An uncommon name for genetic algorithms, basically.
Odd. Have you tried using OpenMW? Its a opensource engine for Morrowind. It gets around all the old engine limitations. Loads of docs online about how to use it, its very simple though, just download, install, and point it at your Morrowind installation, then launch it through there. Should solve your issue. If you need help with it then drop me a message.
No sweat! If you'd asked me ten years ago whether people would still be playing and talking about Morrowind enough that:
...I very much doubt I would have said 'yes' - and yet here we are! I couldn't possibly speculate on how long the community will be active, but I certainly can't think of a more dedicated and fervent gaming community than that around Morrowind :)
If someone thinks Oblivion is better than Skyrim, I usually consider that to be a good sign that they will enjoy Morrowind. The UESP has an excellent list detailing the differences between Morrowind, Oblivion, and Skyrim.
If you intend on playing (mostly) vanilla, I highly recommend OpenMW, a project that is recreating Morrowind's engine. I would say it's probably 99% complete and you can play the game perfectly fine. It includes some nice features, like widescreen resolution support, better water, and better stability. IMO it removes a lot of the headache associated with bringing an old game like Morrowind up to par with modern machines.
I wouldn't say 3rd edition, but it definitely have that old school dnd feel. You should check out daggerfall if you can, the influences from dnd are even more prevalent. I think it's free.
Here's the official free download link https://elderscrolls.bethesda.net/en/daggerfall
Install OpenMW for Android https://play.google.com/store/apps/details?id=is.xyz.omw, then copy your Morrowind files from your PC to your phone and configure the app according to instructions https://omw.xyz.is/game.html, and you can play.
It's a Retroid pocket 2 running Android oreo. I installed the game via openmicrowave, its a bit clumsy to play without a mouse or touch screen but it runs better than it did on the pentium sytem I first played Morrowind on so I won't complain.
Just as a general tip, try to stick to materials from the last 5 years or so as far as C++ goes. The language is still evolving; C++11 (which became "the standard" around 2011) introduced some really nice improvements to the language, like range-based for and the auto keyword. It's since been replaced by C++14 but the changes in 14 aren't quite as drastic. Once you've gone through your tutorials and you feel comfortable in the language (like, you can do things without having to check a reference every 2 minutes), check out "Effective Modern C++" for some tips on how to make the most of the language's many features. Also recommend "Code Complete", maybe a bit abstract for someone who is just starting to learn how to code but definitely make a note to check it out eventually.
Pretty much copy paste, then overwrite all the files. Make sure you repair your save too following for example this guide: https://www.moddb.com/mods/morrowind-rebirth/tutorials/how-to-update-your-old-save-game-to-a-new-version-using-wyre-mash
Last time I played it, it was really rough. Faction balance was atrocious. Many units didn't even work properly, like my Telvanni mages turning around and lobbing Fireballs at my own troops. Characters were laughably overpowered. Don't remember how long ago that was, but I haven't really gotten back into playing Medieval 2 for a long time. It just feels so primitive compared to Shogun 2's interface.
I tried the fix here and even though I couldn't follow all the steps, somehow it's fixed! I can even load saves and exit the game properly, so I'm going to leave the files alone and not touch it again.
Galsiah's Character Development and Madd Leveler are two popular options.
Hope I'm not being a killjoy, but 3-4 hours of play isn't even scratching the surface. Morrowind is a long-term relationship. This will give you an idea of time to finish, depending on your play style.
Also, as others have said, your character build can play a role, as well as what you're attempting to do. There've been dungeons I couldn't beat at the beginning. One on the Bitter Coast, in particular, that I couldn't even beat when I returned at level 5.
Not to sound like a broken record but: talk to everyone (even if they don't give you quests, they can give you ideas of tasks your character should be able to do), read everything (some books level up skills and they're informative/entertaining), save regularly (especially before a dungeon or fight - if you fail once, reload and try a different tactic).
Hang in there. Pretty soon, it will be less frustrating. Though you'll occasionally be surprised when you think you're doing fine and get killed. Part of what keeps it interesting.
I don't think that the second one is possible. You can only add a non-steam game to steam for the computer it's on, I think.
The first one is actually very possible, and it's a great idea. Can't believe it didn't occur to me, it's actually how this is supposed to be done.
What you need to do is rip all of the discs as .iso files, then put them on the flash drive, then run the .iso files on your mac. Apparently .cdr files work on Mac too, so if the program I linked makes those (assuming the computer with the burner is a Mac) then that's cool too. I think.
Note that I have almost no experience with Macs. This is what I found by googling. I'm pretty sure it's correct, but if it's not, my bad yo.
For ripping, you'll need a special program. Some computers come with them, otherwise download Imgburn onto the computer with the disc drive if it's a Windows computer. If it's a mac, you can try using Burn instead.
Then once the flash drive is in your mac, follow these instructions.
OpenMW. If you've already got the refund from steam you might find it easier to purchase the gog.com version, since you can download it despite it being only available on windows. Then when you have the files you just run openmw and tell it where the directory is, and away you go.
Depends on your priorities. OpenMW means being able to play on my mac laptop, for example, and playing at all is a higher priority to me than distant land.
That said, if distant land is your priority, you're in luck. That will almost certainly be part of the 0.42 release, which is likely to come out in the next week or two.
After browsing the guide, I think you have done an awesome job so far. If you do decide to complete it you should look into including mentions of https://openmw.org/en/ and http://tesrenewal.com/ They are two options for players looking for the Morrowind experience, but very different ways to enjoy it. I only suggest this where you go over MGSO, where OpenMW will allow people to further the level that the original game style Morrowind can be modded to modern standards or if they prefer the Skyrim style gameplay then at least Skywind will allow them to learn the story of Morrowind.
> but what is OpenMW
From their FAQ:
> OpenMW is a new and modern engine based on the one that runs the 2002 open-world RPG Morrowind.
Basically, an open source application that can run Morrowind files.
> and can I get it for my Mac?
Yep. See their downloads page
They are also making OpenCS which is a new version of the editor as well. Here is a link to their FAQs which covers some of the various things they are doing and some of the legal stuff. https://openmw.org/faq/
You mean the cutscenes' audio? You'd need to rip it from the vids themselves. Since they're in Bink video format, easiest way IMO would be to use a Bink video player and record from Stereo Mix/What U Hear/however's called in your computer.
If you mean background music, greetings or anything else, they're already in handy MP3 format. Check out C:\Program Files (x86)\Bethesda Softworks\Morrowind\Data Files
I've been very busy modding, and now NHM v1.8.0 is ready to be released
If youve not seen it before, it is a player home mod with 12 locations. There's a lot going on with it.
If you have seen it before, well, you've not yet seen the overhauled Deluxe version, the Pocket House, or the new Dark Ordinator Armour!
So, if you like Morrowind and cool stuff, please head to the Nexus to check it out:
nexusmods.com/morrowind/mods/46138
Hope you like it
UnderSunAndSky
I have no idea how fast the download will be from this site, never used it before. I uploaded it straight from my computer, 156mb .pdf. It's not the greatest quality but hey, it's better than nothing. Enjoy!
Ok, so i'm done with the Divayth Fyr mod. I uploaded it, so you can just put your files in, and try them out in game. You have to put your files in the Sound subfoulders, where there are 1.wav, 2.wav and so on. Replace those with the lines specified in the text.txt file. Then install, and activate the mod, and you can try out the lines in game :D
Edit: forgot link -_-
try using tes3cmd.exe multipatch, it should fix also cells fog bug
Not necessary. Looking at the modlist, there's at least the Morrowind Code Patch and the Unofficial Patch.
Edit: Here are the instructions. Note that step 18 is missing from the file. Between step 17 and 19, install the 1.1, 1.2 and 1.3 patches. That is all you need to know, I think.
Yeah I'm sure there was an arm64 version for Gentoo, but there's not been any news regarding my favourites, sadly.
We'll have to keep an eye out here - http://distrowatch.com/search-mobile.php?ostype=All&category=All&origin=All&basedon=All&notbasedon=None&desktop=All&architecture=arm64&package=All&rolling=All&isosize=All&netinstall=All&language=All&...
As far as getting around Vista's/Windows 7's UAC, running the installer as administrator should work. If you don't want to give the installer those priveleges, that's fine too, just take ownership of the Morrowind folder.
As others have said, you don't need to worry about which version you have if you use the Morrowind Code Patch.
But if you still want to do it this way, WinCDEmu is a pretty great virtual drive emulator.
OpenMW for Android, sometimes listed as OMW or OpenMicroWave, can be found on the Play store or in the F-Droid repositories.
https://github.com/xyzz/openmw-android
Basically, it's an open source implementation of the game engine that plays Morrowind data files. Originally for PC, it's been ported to Android.
There's also an OpenMW-VR port that's kinda fun if you have the hardware.
Is there a special reason why you don't want MWSE or MCP? Morrowind + MCP + MGE XE seems to be a commonly recommended setup for original Morrowind.
OpenMW might possibly be an option, assuming that you're looking for decent resolution support and fps, without having to install a lot of extra stuff (OpenMW is approximatly = Morrowind + MCP + MGE XE - MWSE).
There are basically two recommended setups:
OpenMW is modern version of the game engine aimed at supporting modern hardware and OSes, and should eventually support more features than Morrowind + MCP + MGE EX can support. The latter is a patched version of the original game that fixes many of the stability issues of original Morrowind and which also adds additional graphics and scripting options (MWSE).
You'll need MWSE (currently not supported by OpenMW) for certain game-play and quest mods.
You'll need OpenMW if you want to play on anything else than Windows i.e. macOS, Linux or Android.
OpenMW is fairly close to having feature parity with Morrowind + MCP + MGE EX - the current nightly builds of version 0.47 add support for distant lands. Performant grass is in the works though I'm unsure if this will be part of the official 0.47 release. Lua support is being experimented on which should eventually help with porting MWSE mods to OpenMW.
MWSE support and compatibility with certain mods is really the main reason for picking Morrowind + MCP + MGE EX, OpenMW is generally a bit easier to deal with as it lack some of oddities and limitations of original Morrowind.
You may also be interested in openMW. It's the engine being rewritten from scratch using open tools, and once they hit 1.0 they'll be dehardcoding most everything so you can set whatever equations for whatever you want.
No need to wait. I'm always building it from source. Distant land and ground cover works quite well in the latest versions.
There are nightly builds if you don't want to build yourself, see https://openmw.org/downloads/
Usually lag will occur in busy towns with lots of items to render and and NPCs milling around. Before you go too far into the game, you should consider Open Morrowind: https://openmw.org/en/
Morrowind is an old game and can be buggy. Maybe you aren't using the right mods to get rid of the bugs. Maybe you are using the wrong mods that are making the game more demanding on your system.
You can either run it under Wine though you may experience issues that aren't present under Windows or run it natively under OpenMW, see OpenMW FAQ for more information about what it is and how to install and use it.
You have two possibilities:
1) Wine: you'll have to grab the Windows installer and launch it with Wine on your Mac. I don't think you can just grab a version already installed on a PC as it will likely need stuff written in the regisrtry during installation to start properly.
2) OpenMW: it's an alternative engine for Morrowind that is available for MacOS. You'll need to grab the data files from the game to use it (either from a Windows version already installed or by extracting them from the installer). It's still in developement and lacks features (like shadows), is not yet really optimized and all mods are not compatible but it's the easiest way to play Morrowind on something else than Windows. Note that the latest versions currently have issues with MacOS but I don't know to what extent.
nightly is just a term for everyday builds. they usually include experimental features that might not have been thoroughly tested. First version of distant land was supposed to come with 0.42 which has been made about 6 weeks ago but for technical reasons official release has been delayed. You can find all necessary information here https://openmw.org/2017/distant-terrain/
Use https://openmw.org/en/. Seriously do it. It's so much more stable than morrowind is. It means you can't use the code patch as others have suggested, but seriously it's amazing. I don't know if your first mod works with it though.
It's a free open-source engine that is able to read and run the esm/esp/bsa files from your version of morrowind.
Note that any steam/GOG/cd version of morrowind work with OpenMW, but it's not possible to use the data from the XBOX version due to Bethesda being opposed to trans-platform
See https://openmw.org/ for more info. Simply put it's a whole new engine to run Morrowind with. More modern and with much better support for modding. It's also open-source meaning that anyone with skills of programming can manipulate it's code into anything they desire. It's not yet complete, but the developement continues at good pace and it's already very playable.
In more poetic lore terms it really is a new dream with better Earth-Bones and in theory infinite possibilities. True escape from shackles of Anu's dream to a new much better one.
> Has OpenMW fixed NPC scaling yet? It's my biggest turn-off with it along with not enough distant land.
In the process of doing so. The switch to OpenSceneGraph should fix that, see https://openmw.org/2015/announcing-switch-openscenegraph/
For distant land I just crank up the view distance without loading more cells, but even more distant land would be definitely nice. They want to implement it as a built-in feature for the engine, but that's probably a post-1.0 item.
OpenMW is another way to do that. It has particularly beautiful day-night cycle and water. No distant land yet, although you can crank up the draw distance further than the GUI slider goes.
Somewhat related, but since you are playing on Linux... Have you ever tried OpenMW?
About using Wine with Morrowind, the process should be the same as installing them on Windows sire, best of luck.
Actually, with vanilla graphics most of that city is 40~45 FPS, the framerate hit is due to my MGSO 3.0 install, and using Fraps for recording (which is a known resource hog, but most video recorders are). 12 FPS is actually about the same as certain parts of Balmora while recording with MGSO, so that's about average for Morrowind cities.
Plus the massive size of the city is something of an illusion. The entire landmass is actually made up of interior cells ala Mournhold, so that city you see there is really composed of three separate district interiors, so the framerate will never drop past a certain point in any particular area.
Not that it really matters in the long run, this mod is in alpha, which means by the time it's even remotely ready for a 1.0 release, OpenMW will most likely already be the top modding platform out there, and since OpenMW is a completely new engine for Morrowind with none of vanilla Morrowind's limitations, I doubt the framerate will be an issue.
> 200px tall header image that has gobbled 160kb of traffic
Goodbye, /r/metalgearsolid, I'm not opening you again.
Oh, and it's actually 400px until actual content. Browsing that on a laptop with 768px tall screen is fun!
Edit: they didn't even bother optimizing it. Their 160kb header is easily compressible to 60kb simply by running it through pngquant.
Edit 2: messaged the mods of that sub and provided links to a compressed header image as well as a web frontend to pngquant
Okay, that was moronic. I think megaupload is screwing with me and instead of actually uploading the fixed file, it just put up yours with a different description (I knew it was suspiciously fast). It wouldn't let me upload another, refixed copy and instead sent me to the old link.
http://www.sendspace.com/file/0u4zzi
This. Has. To. WORK.
yup, i do a bit of everything (except Interiors, ughghghh.)
https://www.dropbox.com/sh/0pmsgtuvif4rmep/jsR2q4tB9l
I also tweak and fix a few models, and i made most of the interior tileset we use in Stirk.
OpenMW or more specifically the OpenMicroWave version that runs on Android. Regular OpenMW runs on Windows, Linux and macOS.
Thanks! The icon pack I use is called Vintage. Link below..
https://play.google.com/store/apps/details?id=stealthychief.icon.pack.retro
I found the wallpaper on Reddit someplace so I am uploading it here...
https://drive.google.com/file/d/0B2LA9nWdZ2K6ZGVPYlY0N1ItR2c/view?usp=drivesdk
https://obsproject.com/ is a good free and open-source screen recorder. There's a bunch of easy to use editing programs too, all you need is to get specific parts of the video together.
The entire thing would be boring but surely you could provide some highlights?
I've used the CS on Linux under Wine for a ton of stuff. All you need to do is load an empty .esp file, which is an esp that contains a single TES3 record, it should be 324 bytes long. I forget where I first got mine. I've uploaded one here.
Are you sure about that last bit? I thought the nail in the coffin for Troika was Activision's handling of Vampire the Masquerade: Bloodlines's release. Valve's only involvement was that they couldn't release the game until x amount of time after Half Life 2 because VtM:B used the Source engine. There's an interview with Tim Cain or someone detailing this. Let me see if I can find it
You may want to check out this guide on Gfaqs on conflicting quests,
There's a number of quests you can't complete if you kill someone for a DIFFERENT quest, so if you don't care about spoilers(not sure, but you seem to have played before), I would suggest looking over all those quests and making sure you look at the workarounds before you get to that point.
I use this mod to get widescreen (1366x728) resolution. There are several mods out there that do this, but this one is nice because it automatically calculates the proper FoV for any resolution so your graphics don't get distorted.
https://sites.google.com/site/ivantodorovic/morrowindresolutiontweaker
the pose was inspired by this Oblivion mod: NaRae Pose 01 :) I really recommend it, it's super fun and probably the easiest to use pose mod out there? and the poses are fun too - I downloaded it specifically for this pose because I liked it so much, haha
anyway, the idea behind this was the 6th house winning and Dagoth Ur going on to become a god-king more or less just like almsivi did. that is to say, they're still gods but they also walk among the mortals in their fancy clothes and armor and are still humanoid in shape and mannerisms! I plan to make the opposite version of this, where it's a spooky corprus beast version of Dagoth Ur ruling over the province, but I don't know when that will be because my inking pens are acting up :')
What do you mean it's better at gaming than most PCs?
Go to Can You Run It and type in Morrowind. It will let you know if your laptop will handle Morrowind.
Also, download and install Speccy and let it load. It will tell you your specs. Then just screencap it, upload it to imgur and we'll know your specs and just how well it will handle it.
OpenMW has native controller support, so I guess that's a must.
Other than that, no clue for Windows. I heard there's some convoluted setup involved. I'm on Linux, so I plug in my PS3 controller and it just works.
Ah, so one option would be:
If you have a bluetooth USB dongle you should be able to play wirelessly too but I haven't tried that. This was much easier for me than messing with XInput on Windows; perhaps other people can provide guides for that.
Well, it was $4.99 on july 20th 2014.
And if you look at the history, it IS often in there for $5.. usually a week or so after it was on sale for $10
1st thing to check is if you have up-to-date Java run time installed? .jar files need it to run.
http://www.softpedia.com/get/Programming/SDK-DDK/Sun-Java-JRE.shtml
Well, I write TES fanfiction with a partner and one of our stories is set in Morrowind.. https://archiveofourown.org/users/ManiacsofTamriel/pseuds/ManiacsofTamriel/works?fandom_id=196510
^although ^this ^particular ^story ^contains ^gay ^sex
I don't use it myself so I'm not the best person to ask but it has a few advantages like the ability to see the whole map for shotn and its own mod manager. Downside is that it doesn't support MWSE/lua mods which is a problem for me. I suggest going to their site to see all the features and ask questions.
I've never messed with Morrowind 2011, so I'm not certain. I do know there were a lot of issues people had with it being released without credit being given to the creators of the mods, or asking permission to use their mods in the compilation. I found this list of credits, but I don't know if it has everything contained in the original compilation or not. You can google the titles for each mod (or search on tesnexus or planet elder scrolls) and see if you can find readmes for each of them.
It is problem with Morrowind Graphics and Sound Overhaul. Go to Nexusmods.com and select Morrowind category, write "table fix" or "MGSO table fix". You can get the missing mesh there. Just follow description instructions and you can fix it
OpenMW is the obvious option as OpenMW runs native on macOS, Windows and Linux. There is also an Android port of OpenMW.
Other options:
Also what Mac laptop are you using? - model name, CPU, GPU, RAM …
I’m my view you have 2 options:
OpenMw or MGE EX
OpenMw is an open source recreation of the Morrowind engine and includes things like increased draw distance and a whole bunch of bug fixes and improvements.
MGE EX runs off the base game and includes more graphical improvements.
OpenMW is my choice even though the graphics aren’t as fancy as MGE EX simply because the game is more stable
> I seem to remember that graphic herbalism (or an equivalent) is part of the vanilla OpenMW installation.
It certainly isn't in OpenMW 0.46 and I doubt it's in 0.47.
You might be thinking of the support for NiPalette, NiRollController, NiTriStrips and NiSwitchNode in nif files (meshes) added in 0.46. This enables a variety of "animation" related features like weapon and shield sheeting, animated containers, day & night state for windows in mods like Glow in the Dahrk, as well as modern * Graphic Herbalism - MWSE and OpenMW Edition* where all plant states (picked and unpicked) can be stored in the same .nif file.
OpenMW is a modern version of the game engine (Morrowind.exe), designed with modern hardware and and OSes (Windows, macOS, Linux and Android) in mind, see the FAQ for details.
Feature wise it's roughly comparable to Morrowind + MCP + MGE XE but without MWSE, so some game play mods and quest mods will not work.
I do not have a particular solution for this problem, but if nothing else works then you could try playing Morrowind via OpenMW. It should not suffer from this glitch and would allow you to continue from your current save, though it does not support any mods that use the Morrowind Script Extender.
This feels like some really old ~2010 era recommendations.
> You can also use a tool such as nexus mod manager to help with the install.
NMM (Nexus Mod Manager) is a predecessor of Vortex, both are generally recommended against, as they have issues with badly structured mods.
Mod Organizer 2 is what usually gets recommended around here. I personally use OpenMW and separate data folders - this basically gives similar benefits in regards to the ease of adding/removing/updating mods as Mod Organizer 2 does, without having to use a 3rd party tool.
> Bigger/more complex mods are generally packaged as exe files which automate the installation process
I haven't seen an exe based mod since forever. One of the few I can recall running into, was a version of Better Bodies that I saw back in ~2009.
Note that .exe installers simply copy & overwrite content in Data Files
- this completely ignores how mod managers and OpenMW (multiple data folders) want to manage and work with mod files.
.exe
installer are also useless if you're not running on Windows (OpenMW runs on macOS/Linux/Windows/Android).
To clarify OpenMW runs on Windows, Linux, macOS and Android. Its a re-implementation of the game engine for modern hardware/OSes and will eventually make it possible to add new engine features to Morrowind - there is already a variant called TES3MP that implements proper multiplayer support.
OpenMW, a new engine to run the game in, comes with controller support. Works wonderfully from what I've experienced. It's free, it takes advantage of modern pc hardware, so it runs better, and supports widescreen natively too. Just plug and play with the controller... unless it's blue tooth, then no plugging required I suppose.
I just finished the main quest, after playing the game on release for many hours but never commpleted the gamem, now I have to do the dlc.
I would say its more than worth it, it's really amazing to have this much freedom to play. except you can't kill story npc's for the main quest to break, you can do it, but you have to reload to complete the main quest.
if you don't want to mod at all you should download openmw, install the original game on steam, just install openmw and follow a few instructions, openmw morrowind is absolutely better than a non modded vanilla morrowind.
I don't use it because it doesn't support the script extender, but if you wanna play lightly modded or vanilla, you should give it a try. It's a complete reimplementation of the game on a new engine and I heard it runs pretty well. https://openmw.org/
OpenMW is an open source engine for Morrowind, a ground-up replacement of the original morrowind.exe. https://openmw.org/en/
It's being actively developed and has received numerous updates to gamepad support over the past few months. Consider downloading the nightly build (which has all the latest changes) and try it for yourself. Install it wherever you like and simply point it to your Morrowind data directory. http://forum.openmw.org/viewtopic.php?f=20&t=1808
Morrowind Rebirth is fully compatible as is Morrowind Patch Project. Unless you meant Morrowind Code Patch, which does not work as it is a collection of hacks for the original morrowind.exe. However, the myriad of engine bugs MCP is intended to fix never appeared in OpenMW engine in the first place.