[WIP]Morrowind Mod Overhaul

Post » Fri Jan 28, 2011 4:22 pm

Morrowind Mod Overhaul
by The Morrowind Community

DISCLAIMER - Any mod listed here is a wish only and may not be in the final version until I can get permission from the original authors.

GOAL: To enhance the base Morrowind experience without straying to far from the developers original vision. I don't plan to just lump a bunch of mods together but actually work to implement them in such a way that they all play nicely together. Many will be rebalanced to ensure a good playing experience from level 1 and up. The final goal would be to have Morrowind looking and playing as good as newer games.

A large goal of this project is to ensure that the original mod authors are given proper respect for their works. As such, if I cannot get in touch with a mod author and acquire their permission, I will not be including their works as a sign of respect. I also plan to make sure that the authors have better exposure for their works by including links to their original mods along with a detailed descriptions of what the mod does and how it was implemented into this compilation.

Owing to suggestions I have decided to split this mod into two parts.

Gameplay Overhaul & Setup Tool: This side of the project will be more like a list of recommended mods. What will set it appart is I will be making patch ESPs that will fix incompatibilities between the mods that are in the recommended list. I won't bundle the recommend mods together and will instead keep a current list of download locations updated and available. The user downloads any or all of the recommended mods from the list, puts the archives in a single directory then runs my setup tool. It will then add the mods to the correct directories, download any patch ESPs I have made, resequence the leveled lists and whatever else might be needed. Basically setting up everything for the user with as little headache as possible. This is the most ambitious side of the project.

Graphics Overhaul: This will focus almost entirely on getting Morrowind looking excellent. If possible it will include things like Better Bodies, World of Faces, Connary's Textures, Vurt's works, ETC. I will be providing textures of my own where needed. The goal will be to update Morrowind to look like it had been made 2010 instead of 2002 while preserving the basic feel of the world. It will be designed to work well with MGE and at the very least offer a customized Morrowind INI and settings file for MGE. Owing to the fact that this will increase the requirements of Morrowind, it won't be for everyone. I will target it at about the same group a current gen PC game would be targeted at. Probably I will be looking at the following min specs:

2 GHz or faster processor
1.5 GB RAM
3.5 GB hard disk space
DirectX 9.0c compliant card with 512 MB RAM (NVIDIA 7900GT or better)

Target Screenshots: Demoing what Morrowind should look like at the release of this compilation. Not every mod used to make the screenshots is listed below.

http://i148.photobucket.com/albums/s30/jetsirus/BalmoraMagesGuildExit.png - Looking out into Balmora from the Mages Guild entrance.
http://i148.photobucket.com/albums/s30/jetsirus/BalmoraSiltStrider.png - Looking into Balmora from the Silt Strider platform.
http://i148.photobucket.com/albums/s30/jetsirus/BalmoraSiltStriderEntrance.png - Looking down the river from the entrance at Balmora near the Silt Strider.

http://i148.photobucket.com/albums/s30/jetsirus/ArielsTradehouse.png - At the entrance of Arilles Tradehouse.
http://i148.photobucket.com/albums/s30/jetsirus/CalderaatNight.png - Looking down the streets of Caldera from the Mages Guild.
http://i148.photobucket.com/albums/s30/jetsirus/SadrithMoraSunset.png - Sunset in Sadrith Mora.
http://i148.photobucket.com/albums/s30/jetsirus/SeydaNeenShore.png - The shores near Seyda Neen.

Partial Mod List: Both for the Graphic Overhaul and Gameplay Overhaul. In no particular order.

Antere's Big Mod 5 - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5892
by: Arcimaestro Antares
Readme quote:
"With this mod you have special privileges with the lower ranking members of your faction.
You can:
- promote them,
- teach spells to them and be paid for it,
- teach disciplines to them and be paid for it,
- reward them,
- expel them from the faction.
- the Guild of Mages and House Telvanni members can be sent on mission to collect ingredients for you;
- as guard of the Imperial Legion, you may arrest Npcs;
- as Patriarch of the Temple, you may accuse Npcs of Heresy.
Moreover, some NPCs may offer their special services:
- the Scouts can take you to every place in Vvardenfell,
- the Alchemists and Apothecaries may prepare potions by request,
- the Smiths may forge weapons and armor by request,
- the Assassins and Morag Tong members can be hired to execute a target;
- the Thieves Guild members can be hired to steal items from the Npcs;"

Ashlander Tent - http://www.xs4all.nl/~dleijen/ashlandertent.html
by: Aragon
Readmen quote:
"Get a custom-made portable Ashlander Yurt"

Assassin's Armory - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=924
by: Michael 'HelioS' Bennett
Readme quote:
"Assassins Armory, contrary to the name, is suitable for all types of characters. A large number of meticulously constructed high quality (Bethesda standard or better) weapons have been added to the game and with most of them a defensive partner. What makes these defensive weapons different from a shield is that you block with a combination of your Block skill and the appropriate weapon skill. All items are distributed in the same fashion as normal Morrowind weapons and are very well balanced, tested, and then tested again. Assassins Armory contains more than 100 new models and has no known incompatibilities (tested with 100's of mods)."

Book Rotate - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1230
by: Cydine & Maboroshi Daikon
Readme quote:
"This plugin adds scripting to every closed book in the game. It allows you to place books vertically and horizontally wherever you please. It works like this: The first time you drop a book, it stands vertically with the spine facing towards you. The second time, it lies horizontally, face up, with the spine towards you. The third time, it lies in the default position as it would without the mod. It then repeats the above sequence."

Hold It - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7474
by: Danae
Readme quote:
"Randomely gives npc items that they actually hold in hand depending on their class. "

Morrowind Crafting - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4077
by: Toccatta and Drac
Readme quote:
"Morrowind Crafting is an RP mod which attempts to improve the role-playing experience of Morrowind without unbalancing it. The various "skills" added by Morrowind Crafting allow the player to create over 1230 different items."

Morrowind Comes Alive - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=563
by: Neoptolemus
Readme quote:
"Randomly adds over 1000 types of NPCs to over 300 cells to bring Morrowind to life. Uses leveled lists so that what NPC spawns where is random, and what they're wearing and carrying is random. Once spawned, the NPCs then have a 20% chance of disappearing when you leave the cell they're in, so a new NPC will appear when you come back later. This means they are on a constant 'rotation', simulating people traveling to and from towns, and going in and out of the inns, shops, guilds etc."

More Gems - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7144
by: Gawain
Readme quote:
"This mod adds 48 new precious and semiprecious gems to the leveled lists so you will encounter them in places where the standard gems were found plus some others."

Weapon Compliation Mod - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=637
by: Farrp
Readme quote:
"This mod adds 130+ (community made) weapon meshes into MW's leveled lists and to over 400 NPCs. "

Morrowind Toy Shoppe - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1776
by: Andoreth
Readme quote:
"While this mod does not add a toy shop, it does add over 160 new decorative items throughout the game. All items are miniature versions of meshes already in the game suitable for home decorating and collecting."

TK Auto Dual Wield - Link (UNKNOWN)
by: TommyKhajiit
Readme quote:
"This plugin automatically hides/draws any parrying weapon whenever a weapon is sheathed/drawn. Parrying weapons brought to the game by Appoldro Weaponstore, Assasins Armory, Azriel the Merchant, Balmora Expansion, Heaven's Lookout, Karstux' Real Katanas and Scimitars, Leia's Dual Wield, Tenience's Rare Items and The Hidden Pathway v1.0 are supported. "

Adul's Arsenal - http://www.adul.net/index.php?p=dl_mwmods_aduls_arsenal
by: Adul
Readme quote:
"Adul isn't a big modeler (he'd rather call himself a scripter), but now he feels some impetus to make new meshes for use in Morrowind... So he created the mod, that adds many new, unique, reality-style (not covered with runes and such) arms and armor in Morrowind."

Unique Finery Replacer - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7673
by: Alaisiagae
Readme quote:
"Gives most special and unique belts, rings, and amulets new, unique meshes. Also, some unique robes, gloves, and shoes have new textures, too. "

Staff Agency - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7502
by: Danae
Readme quote:
"The mod places a staff manager in Ebonheart Council Chamber, he will arrange the recruitment of staff for you. "

A Lord's Men - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3236
by: Lord Gildor
Readme quote:
"A Lord's Men Mercenaries supplies Vvardenfell's Lords and Ladies with any kind of personnel that might come in useful to those with power and wealth. There are 35 different types of units that can be hired at various prices, ranging from guards to maids, butlers, trainers, miners and dancers."

Water Life - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=258
by: Abot
Readme quote:
"Water Life is an attempt to mix the scripting techniques developed in the "Where are all bird going?" plugin with the best aquatic creature modding resources to bring more life into Morrowind waters."

Amulets and Rings - http://www.tesnexus.com/downloads/file.php?id=1228
by: UNKOWN - Any help contacting them would be appreciated.
Readme quote:
"This mod adds 246 amulets and 130 rings to leveled lists."

Aragon Wizard Clothes - http://www.xs4all.nl/~dleijen/morrowind.html
by: Aragon
Readme quote:
"This mod adds wizard clothes to the shop of the fine clothier Milie Hastien in Balmora. These clothes have a higher enchantment rating than normal. This mod is meant especially for unarmored heroes, one could consider it cheating to use this mod together with a heavily armored hero."

Battlespire Books - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5606
by: Shasta Thorne
Readme quote:
"Adds 14 books that were in The Elder Scrolls: Battlespire, but not included in Morrowind. All texts were cut and pasted from the Imperial Library website run by Qwerty and Raptormeat."

Better Bodies - http://www.psychodogstudios.com/betterbodies/
by: Fariel, Zenorf, Neuman
Readme quote:
"Better Bodies has been an ongoing project since February 2003 dedicated to replacing the original segmented models of Morrowind with fully deformable, continuous bodies. Our goal was to make a body mod that a modder could easily make clothing for, and that also looked more realistic than the models that come with the game."

Better Skulls - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8124
by: tronvillain & nONatee
Readme quote:
"Does the look of skulls in Morrowind really get on your nerves? It does mine, so inspired by razorfett147's "Skull's Improved 1.2", I decided to extend the concept to all meshes involving skulls, while keeping it a pluginless replacer if at all possible. So, here are new meshes (taken from the skeleton mesh) for the statics, misc. objects, and lights in Morrowind involving skulls, carefully aligned with the original meshes to hopefully sit almost identically in-game. "

Cloak and Dagger - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1831
by: MagicNakor
Readme quote:
"This plugin adds a plethora of clothing and armor to the game, as well as a few weapons."

Daggerfall Collection - http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=393
by: Launcelot
Readme quote:
"Adds 46 volumes of books that were previously in TESII: Daggerfall, but not included in Morrowind. All texts were cut and pasted from the Imperial Library website run by Qwerty and Raptormeat. Also included are 15 volumes of books combined into omnibus editions of multi-volume series in Morrowind."

Galsiah's Character Development - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2030
by: Galsiah
Readme quote:
"GCD changes Morrowind's levelling system to make it seamless. Limits are removed from skills and attributes, and skill gain is slowed down exponentially to preserve game balance. Skills influence attributes, health and magicka directly. Characters remain diverse throughout the game, with strengths and weaknesses dependent on initial skill choices, skill increases and racial factors."

Morrowind Grass Mod - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7762
by: Vality, Yacoby, Liztail
Readme quote:
"This mod covers various regions of Morrowind with grass. The grass was placed using a utility made by Yacoby, which can place meshes automatically across the landscape based on various settings."

House of Spears - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1281
by: Nazz
Readme quote:
"Several new enchanted versions of original spears
1 new artifact spear ("The Spirit of the Ashlands") and 1 new shop in Gnaar Mok that sells all this stuff except for the artifact.
2 Retextured spears, glass and sapphire.
2 New Spear models done by the great Proudfoot, Gypsum and Arrowhead.
4 Throwing spears that use the marksman skill: Chitin, Iron, Arrowhead, and Glass."

Kirel's Interior Weather - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3846
by: Kirel
Readme quote:
"Allows you hear the exterior weather from inside buildings. "

Key Replacer Daduke - http://www.tesnexus.com/downloads/file.php?id=6749
by: Daduke
Readme quote:
"Ever noticed that there are only 2 key designs in the entire game? Want to experience a bit of change? The amazing key replacing mod introduces 50 new key designs and replaces almost every key mesh and icon in the game."

Morrowind Code Patch - http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008
by: Hrnchamd, Psyringe (I hope I have this correct.)
Readme quote:
"Morrowind is a game of great depth, a huge world, incredibly extensible and with a thriving community. Unfortunately it's also full of bugs. This is our attempt at defeating the worst bugs in the game, including save corruption; and also adding a few more features people have dreamt of."

The Wilderness Mod - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=917
by: The Puma Man
Readme quote:
"Version 2.0 has more creatures than any other mod for Morrowind ever made and includes tons of new ingredients (from animals)! This mod specializes in NIGHT and DAY wilderness and many of the species will only come out during one of those times. Though mainly adding animals this mod also adds mythical creatures that are mostly harmless like the playable Water Nymph race created by Bethaliz and Fairies, Unicorns and Willow wisps created by Lady E and Proudfoot."

Uvirith's Legacy - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=203415&id=5997
by: Stuporstar
Readme quote:
"A mod based on Uvirith Inside Massively expanded by Stuporstar " - NOTE: Add's many new quests and game features for Telvanni mages.

World of Faces - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=335
by: GhanBuriGhan
Readme quote:
"This mod adds new Faces and Hairstyles to Morrowind. With this mod installed, many NPC's will still have the original faces made by Bethesda, but many will also have the beautiful and varied faces designed by the Community (see credits)"

Vurt's Ascadia Isles Tree Replacer - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=444351&id=8190
by: Vurt
Readme quote:
"A replacement for all Ascadian Isles trees. Vertex painted leaves and bark. Lower branches of most trees are more yellow, higher up leaves has a healthier, greener color. Some tree trunks has painted moss and dirt. "

Vurt's Hi-Res Skies and Wathers - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=444351&id=8085
by: Vurt
Readme:
"This package of skies and weather settings was created because i wasnt fully satisfied with how some of SWG's skies looked together with my bloom and .ini settings."

Vurt's Morrowind Grass Mod Retexture - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=444351&id=8065
by: Vurt
Readme quote:
"Morrowind Grass Mod Retexture. "

SWG's Skies - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7066
by: starwarsguy9875
Readme quote:
"The wait is over! Version 3 is done, on this update, I have changed many things, now the skies use a modified meshes, which make the textures stretch across the whole sky, allowing fully unique skies. I've also remade the night sky using this same method with a texture based on the Dwemer Orrery from Redguard, probably my favourite thing about this mod. "

Morrowind Graphics Extender - http://www.tesnexus.com/downloads/file.php?id=5535
by: Timeslip and LizTail
Readme quote:
"MGE is a project the wrap the various DirectX dlls used by morrowind. Despite it's name, it wraps the input dlls as well as graphics. It also interfaces with MWSE to make even more functions available to modders."
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Fri Jan 28, 2011 5:47 pm

Sounds ambitious. While I don't want to discourage you, you might want to consider that some of those mods may be a little too much for some people.

The Morrowind Code Patch is great, but it actually edits people's game executable. A number of the patches are "improvements" not bugfixes, and would likely be very controversial if you applied them without letting the user know about them or opt out of them. My suggestion would be to either include it, but make it entirely optional, or just make the suggestion that the user install it.

Morrowind Comes Alive is very popular, but some people do not like it at all. You should look up the past threads that discuss people's biggest concerns, such as the bandits that spawn in towns that can easily make things difficult for low level players by killing them in one hit with enchanted weapons, and the problem with drunks in Arrille's crashing the game. Also, quite a few people report that it is one of those mods that seems to svck up FPS due to adding a lot of NPCs in towns. It would be good to either fix up those things, or maybe wait for version 6 which Neoptolemus has been working on, maybe he's already addressed those.

GCD is great, but it's not for everyone. You should at least track down recent threads about bugs, and maybe implement either Gluby's or Azumite's patched version as they address some stability issues. (There may be others too).

MGE is great too, but it doesn't run on all platforms (Linux users would be left out). And some other Windows users occasionally report that it doesn't run well on their systems. I would suggest that external things like this (and the Code Patch) be entirely optional.

No Wakim's Game Improvements? No Morrowind Patch Project? I'd think that an overhaul would really want to address many of the issues that these two popular mods address.
User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Fri Jan 28, 2011 8:14 am

Sounds ambitious. While I don't want to discourage you, you might want to consider that some of those mods may be a little too much for some people.

The Morrowind Code Patch is great, but it actually edits people's game executable. A number of the patches are "improvements" not bugfixes, and would likely be very controversial if you applied them without letting the user know about them or opt out of them. My suggestion would be to either include it, but make it entirely optional, or just make the suggestion that the user install it.

Morrowind Comes Alive is very popular, but some people do not like it at all. You should look up the past threads that discuss people's biggest concerns, such as the bandits that spawn in towns that can easily make things difficult for low level players by killing them in one hit with enchanted weapons, and the problem with drunks in Arrille's crashing the game. Also, quite a few people report that it is one of those mods that seems to svck up FPS due to adding a lot of NPCs in towns. It would be good to either fix up those things, or maybe wait for version 6 which Neoptolemus has been working on, maybe he's already addressed those.

GCD is great, but it's not for everyone. You should at least track down recent threads about bugs, and maybe implement either Gluby's or Azumite's patched version as they address some stability issues. (There may be others too).

MGE is great too, but it doesn't run on all platforms (Linux users would be left out). And some other Windows users occasionally report that it doesn't run well on their systems. I would suggest that external things like this (and the Code Patch) be entirely optional.

No Wakim's Game Improvements? No Morrowind Patch Project? I'd think that an overhaul would really want to address many of the issues that these two popular mods address.


One of the biggest concerns is how to handle customization of this compilation for the user. The hope will be to either offer the mod in sections (IE: Grahpic Enhancements, Item Additions, Leveling Systems, NPC Modifications, Quest Additions) but how to do it in a user friendly manner is a real concern. I want very much for this mod to be simple to install and use. I have already excluded several mods that I always use because some are prone to crashing or lack polish.

I might end up splitting the project into two distinct mods. One for a graphics overhaul and the other the gamplay additions/tweaks. It's still very early on. :)
User avatar
Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Fri Jan 28, 2011 3:51 am

One of the biggest concerns is how to handle customization of this compilation for the user. The hope will be to either offer the mod in sections (IE: Grahpic Enhancements, Item Additions, Leveling Systems, NPC Modifications, Quest Additions) but how to do it in a user friendly manner is a real concern. I want very much for this mod to be simple to install and use. I have already excluded several mods that I always use because some are prone to crashing or lack polish.

I might end up splitting the project into two distinct mods. One for a graphics overhaul and the other the gamplay additions/tweaks. It's still very early on. :)


Are you going to be using these mods as a base, or just releasing them as a pack? Either way, you should get permission to distribute other peoples work like that. Especially since some of those mods authors are still active here, and will possibly be updating their work.

If all you're doing is distributing all those mods in one package, it would probably be a better idea to make a free web site, and just put up a recommended mod list. The best way to handle customization, is to let people decide what they want to download and install. Especially since your favorite combination of graphics mods will be different in some way from most peoples.
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Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Fri Jan 28, 2011 12:28 pm

Are you going to be using these mods as a base, or just releasing them as a pack? Either way, you should get permission to distribute other peoples work like that. Especially since some of those mods authors are still active here, and will possibly be updating their work.


Firstly, getting permission from the original authors is goal number one, without that , I wouldn't include their work. :) Secondly, I plan to use it as a base. I want to make these mods really work well with each other, and that will involve lots of work. Some features of certain mods may not be included, while others might be expanded on.
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Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm

Post » Fri Jan 28, 2011 4:52 pm

Already I can see some issues cropping up with some of the proposed mods if the intention is to put them in a combined package. If an installer is used for options I can forsee a clickfest of no's.

Morrowind Crafting competes and clashes with Neccessities of Morrowind in many areas.
Including a leveling mod of any type will deter many potential users that simply prefer the vanilla version.
Lords Men - many users, and I'm one - dislike companion mods. Morrowind was created to be played by a single character. They may be optional but I simply wouldn't include them.
The Wilderness Mod. Very lore unfriendly to say the least and much better critter mods are available (Creatures, Creatures Pack 1.1, Neo's Unique Creatures etc.)
Uviriths Legacy - leaves no alternative choices for the Telvanni stonghold. Also no use at all to players choosing Hlaalu or Redoran.
A couple of the other mods force the use of MGE, which has already been stated can't be used on older rigs and some types of OS.

What your proposing is a good idea, but you'd have to be very careful to not go overkill by including many mods that people either can't or wont use through personal preference.
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Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Fri Jan 28, 2011 8:14 am

Firstly, getting permission from the original authors is goal number one, without that , I wouldn't include their work. :) Secondly, I plan to use it as a base. I want to make these mods really work well with each other, and that will involve lots of work. Some features of certain mods may not be included, while others might be expanded on.



Sounds like a great plan. You can even try different versions.

As for anything I release. The answer is no. This is because I use mods from other people also. So i have no right to okay their releases.
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Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Fri Jan 28, 2011 7:20 pm

Daduke made http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1234.
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Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Fri Jan 28, 2011 8:03 am

Daduke made http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1234.


I'm not sure why... But elricm.com download isn't working.
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Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Fri Jan 28, 2011 7:07 am

While I really appreciate having the work nONatee and I did considered worthy of inclusion, you would probably have to limit your use to the meshes referring to the skeleton texture rather than any of the unique or optional meshes, since those refer to nONatee's enhancements of connary's skeleton retexture. In other words, to use the unique skulls and better textures, you would need to get permission from connary and nONatee. Anyway, good luck - I won't end up using this myself, but it could definitely be handy for some.
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Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Fri Jan 28, 2011 7:45 am

Sounds ambitious. While I don't want to discourage you, you might want to consider that some of those mods may be a little too much for some people.

I'm going to have to agree with moonsugar. Just take this slowly and take precautions. I think what you may be trying to do is make a giant list of the top mods out there but if just one or two mods don't appeal to someone, they wont DL it. So, just think about it. Good luck.
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Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Fri Jan 28, 2011 9:22 am

Woops...double post.
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elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Fri Jan 28, 2011 7:50 pm

I like the concept and hope you complete your work. Daunting, but isn't that the way with all the best work that we do.

I suspect there are a lot of returning players like me or newbies that would like to install a single large mod to get a fun working game setup to start playing immediately, rather than go thru the laborious process of searching out good mods installing them and debugging them to get to a working game. I must have read 30 or 40 posts of others in positions like me who are in the process of doing that.

It is a lot of work but I think you would have an audience.

I did find something you might find of interest but never did find the disk they referred to. There is something called "The Gone Gold & Octopus Overloards Morrowind Plugin Compilation" out there. You can google for it. I got what appears to be a manual that went with a CD they made (I never found the CD). They intended the disk "to take you from the CD's on your desk to a fully loaded, tuned, copy of MW". From reading the manual, they put on the CD a number of plugins that played well together and once you installed the entire group in the order they have in the manual, you end up with a fun modded game.
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GRAEME
 
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Joined: Sat May 19, 2007 2:48 am

Post » Fri Jan 28, 2011 5:16 am

Already I can see some issues cropping up with some of the proposed mods if the intention is to put them in a combined package. If an installer is used for options I can forsee a clickfest of no's.

Morrowind Crafting competes and clashes with Neccessities of Morrowind in many areas.
Including a leveling mod of any type will deter many potential users that simply prefer the vanilla version.
Lords Men - many users, and I'm one - dislike companion mods. Morrowind was created to be played by a single character. They may be optional but I simply wouldn't include them.
The Wilderness Mod. Very lore unfriendly to say the least and much better critter mods are available (Creatures, Creatures Pack 1.1, Neo's Unique Creatures etc.)
Uviriths Legacy - leaves no alternative choices for the Telvanni stonghold. Also no use at all to players choosing Hlaalu or Redoran.
A couple of the other mods force the use of MGE, which has already been stated can't be used on older rigs and some types of OS.

What your proposing is a good idea, but you'd have to be very careful to not go overkill by including many mods that people either can't or wont use through personal preference.


Thanks for the input, I am doing this for the community, so it's very helpfull to get good criticism early on while I still have plenty of time to backpedal. :) If you reread the first bit of the original post you will see, I have made a modification to how the mod will go fourth from here on out.

Daduke made http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1234.


Thanks!

While I really appreciate having the work nONatee and I did considered worthy of inclusion, you would probably have to limit your use to the meshes referring to the skeleton texture rather than any of the unique or optional meshes, since those refer to nONatee's enhancements of connary's skeleton retexture. In other words, to use the unique skulls and better textures, you would need to get permission from connary and nONatee. Anyway, good luck - I won't end up using this myself, but it could definitely be handy for some.


Thanks for the heads up there, I don't want to step on any toes if possible.
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Symone Velez
 
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Post » Fri Jan 28, 2011 6:48 am

Is this perhaps still under development? I say, those screenshots look rather amazing!
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no_excuse
 
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