[WIPz] Morrowind Overhaul - Game Experience

Post » Sun Aug 29, 2010 8:56 pm

OK, so you wanted suggestions...
Amulets and Rings 2.1 by Daduke
Bloated Morrowind by MagicNakor (get Gez's fixed mesh from Morrowind Modding History)
Fire Hurt by sisco (IIRC, included in NoM)
Consignment Chests by Rex Little
Frostmoth Repaired by Talthybius
Guar Followers Fix by TheOne&Only ("add-on" for Improved Followers by lurlock)
H.E.L.L.U.V.A. Armor Completion by Sandman101 et al
Imperial Legion Badge icon and ground mesh by SpiritedTreasure
Improved Cursed Items by Neoptolemus
Improved Followers by lurlock
Left Gloves Addon by Alaisiagae
Meteors by Shanjaq (FPS hit so probably best as optional, but _so_ awesome when you see one)
Mini-Mods by ManaUser (I think just Grave Goods and Healing; I assume you're not looking for fix mods)
Mooses (sic) on Solsteim by Matthew and Steven Kaine
Nerevarine Greeting Tweaks by Glassboy (arguably a fix...)
Nudity Greeting Expansion by GlassBoy
Observant Ordinators by Kirel
Outgoing Redoran Female Guards by Alphax
Plain Paper Fix ckl by claudekennilol
Plaza Brindisi Quest Fix by MSam
A Portcullis for Hawkmoth by Nonsuch
A Portcullis for Moonmoth by Nonsuch
A Portcullis for Pelagiad by Nonsuch
A Portcullis for Wolverine Hall by Nonsuch
Prison Moon Enhanced by Nahtaivel (meshes need texture paths fixing)
Random Skulls by Sandman
The Regulars - Sitting NPC's by GhanBuriGhan
Resources Enhanced by TheLys
Signy Signposts by Earth Wyrm (or is this in the gfx pack?)
Sri's Alchemy (Bloodmoon Edition) Remixed! by Adeliedreams (Adeliedreams' mod is an ESP replacer, you still need the resources from Srikandi's original)
Take My Place by abot
Unique Jewelry and Accessories by Tealpanda
Weight Fix by Dan

:ahhh:

Hopefully with author and mod name these should be easily gettable, if not let me know and I'll dig up URLs. Most of these'll be one PES or ElricM anyway. Apologies for any duplicate suggestions.

Just on "NPC Enhanced + MWSE Patch", you only need to run the MWSE patch is you do not have Morrowind Enhanced running; it's not required if you're running both MWE and MWSE. It simply edits one script to use MWSE functions rather than MWE ones and, IIRC, the MWE functions are slightly quicker.
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Nathan Maughan
 
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Post » Sun Aug 29, 2010 1:48 pm

Reading tru the 'List' again, and gotta say that I find the selection quite good so far.

I guess this Overhaul will be a bit trickier than the first one.

As for Additional Armors and Weapons, only the most lore-friendly should be included. I don't usually want to see Bikinis with an 25 in Armor!

Oh, and +1 for Sri's Alchemy!
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Harinder Ghag
 
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Post » Sun Aug 29, 2010 12:06 pm

I will give some propositions as well because I'm waiting very impatiently for this modpack.

There were some monster mods propositions, most of them very good and (mostly) lore friendly mods (Real Wildlife, CreaturesX, Undeads). Aside from these 3 i'm using "Minions of House Dagoth", mod which might have some incompatibility issues, but in my opinion is essential, because it adds variety the Sixth House needs.

About LGNPC... I love these mods, i understand why not to add them to this pack. However at least "Nerevarine", "Tribunal" and "Bloodmoon" parts should be added as they affect larger area (no impression that some areas are better developed than others) and are very high quality.

Maybe it's just me, but I love using IndyBank (if there is newer bank mod, please tell me about) with some GoldWeight mod. Would you consider adding this as well? I would be disappointed if I wouldn't be able to use some Balmora changing mod because objects collide with the bank.

Last of my MUST HAVES with is not on your list - Vivec Expanded. There is little to talk about this mod - download it and you will understand.

Sorry for all the mistakes and formal style - I'm not used to write in English.
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Prue
 
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Post » Sun Aug 29, 2010 11:11 am

Is Vivec Expanded the same as Vivec Expansion 2.0? Then yes I agree. However, I would use PW_Redesigned_Vivec-Vivec_Expansion by Pseron Wyrd, as it merges Vivec Redesigned with it to avoid conflcts. Links:

http://www.btinternet.com/~pirates.retreat/Vivec.htm
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1534
http://www.morrowind4kids.com/pseronwyrd/PW_Redesigned_Vivec-Vivec_Expansion.zip
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Skrapp Stephens
 
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Post » Sun Aug 29, 2010 2:37 pm

OK, so you wanted suggestions...
H.E.L.L.U.V.A. Armor Completion by Sandman101 et al


Not this. Too many retextures of existing armor, nearly impossible to get a full set of one thing, lorebreaking, leveled list destroying, bah humbug.

My vote is against anything that includes too much random stuff. Assassins armory is one thing, but if you have Balmorans selling FIREY HELM PLUS ONE it kinda ruins it for me.
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Victor Oropeza
 
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Post » Sun Aug 29, 2010 5:45 pm


Hopefully with author and mod name these should be easily gettable, if not let me know and I'll dig up URLs. Most of these'll be one PES or ElricM anyway. Apologies for any duplicate suggestions.

Just on "NPC Enhanced + MWSE Patch", you only need to run the MWSE patch is you do not have Morrowind Enhanced running; it's not required if you're running both MWE and MWSE. It simply edits one script to use MWSE functions rather than MWE ones and, IIRC, the MWE functions are slightly quicker.

Thanks for all the suggestions, I'm in a hurry right now, but tomorrow I'll look into that list for sure!
About MWE: MWE won't be included, It would only complicate things.

Reading tru the 'List' again, and gotta say that I find the selection quite good so far.

I guess this Overhaul will be a bit trickier than the first one.

As for Additional Armors and Weapons, only the most lore-friendly should be included. I don't usually want to see Bikinis with an 25 in Armor!

Oh, and +1 for Sri's Alchemy!

Sri's alchemy, that's right. Have to re-look into that one.
About armor / weapons, yes for sure. My goal is to include only the lore friendly objects.

I will give some propositions as well because I'm waiting very impatiently for this modpack.

There were some monster mods propositions, most of them very good and (mostly) lore friendly mods (Real Wildlife, CreaturesX, Undeads). Aside from these 3 i'm using "Minions of House Dagoth", mod which might have some incompatibility issues, but in my opinion is essential, because it adds variety the Sixth House needs.

About LGNPC... I love these mods, i understand why not to add them to this pack. However at least "Nerevarine", "Tribunal" and "Bloodmoon" parts should be added as they affect larger area (no impression that some areas are better developed than others) and are very high quality.

Maybe it's just me, but I love using IndyBank (if there is newer bank mod, please tell me about) with some GoldWeight mod. Would you consider adding this as well? I would be disappointed if I wouldn't be able to use some Balmora changing mod because objects collide with the bank.

Last of my MUST HAVES with is not on your list - Vivec Expanded. There is little to talk about this mod - download it and you will understand.

Sorry for all the mistakes and formal style - I'm not used to write in English.

You are quite right about LGNPC Trib,Blood and Nerevarine, I'll think about that. Thanks.
A GoldWeight mod... hmm maybe as an option^^
Vivec Expanded could have for sure compatiblity issues, have to try it.


Not this. Too many retextures of existing armor, nearly impossible to get a full set of one thing, lorebreaking, leveled list destroying, bah humbug.

My vote is against anything that includes too much random stuff. Assassins armory is one thing, but if you have Balmorans selling FIREY HELM PLUS ONE it kinda ruins it for me.

This. I completely agree. :)
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casey macmillan
 
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Post » Mon Aug 30, 2010 12:17 am

Is Vivec Expanded the same as Vivec Expansion 2.0? Then yes I agree. However, I would use PW_Redesigned_Vivec-Vivec_Expansion by Pseron Wyrd, as it merges Vivec Redesigned with it to avoid conflcts. Links:

http://www.btinternet.com/~pirates.retreat/Vivec.htm
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1534
http://www.morrowind4kids.com/pseronwyrd/PW_Redesigned_Vivec-Vivec_Expansion.zip


These two mods are very interesting I must admit. I've never really played with Vivec Expansion and must say I regret it. The immersion with these two mods combined (+graphical mods) will be truly epic. I just hope that Vivec Expanded won't cause much conflicts, because I will have to sacrifice this great mod (but if there will be an alternative, and I'm sure there will be, I won't cry for my loss).
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Sian Ennis
 
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Post » Sun Aug 29, 2010 12:48 pm

H.E.L.L.U.V.A. Armor Completion by Sandman101 et al
Not this. Too many retextures of existing armor, nearly impossible to get a full set of one thing, lorebreaking, leveled list destroying, bah humbug. My vote is against anything that includes too much random stuff. Assassins armory is one thing, but if you have Balmorans selling FIREY HELM PLUS ONE it kinda ruins it for me.
This. I completely agree. :)
Which is why I recommended the completion set, which:
-- Adds female versions to every cuirass in MW.
-- Add the option to every set of boots in MW for beast leggings.
-- Adds most all of the missing sets of armors to MW along with some smaller pieces.

It does not add any new armours, it simply adds new pieces to or alternate pieces for the existing ones.
http://planetelderscrolls.gamespy.com/fms/Image.php?id=68974 http://planetelderscrolls.gamespy.com/fms/Image.php?id=68973 http://planetelderscrolls.gamespy.com/fms/Image.php?id=68975 http://planetelderscrolls.gamespy.com/fms/Image.php?id=68976 http://planetelderscrolls.gamespy.com/fms/Image.php?id=68977
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leigh stewart
 
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Post » Sun Aug 29, 2010 8:17 pm

Is Vivec Expanded the same as Vivec Expansion 2.0? Then yes I agree. However, I would use PW_Redesigned_Vivec-Vivec_Expansion by Pseron Wyrd, as it merges Vivec Redesigned with it to avoid conflcts. Links:

http://www.btinternet.com/~pirates.retreat/Vivec.htm
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1534
http://www.morrowind4kids.com/pseronwyrd/PW_Redesigned_Vivec-Vivec_Expansion.zip


Wow, that's fantastic! I didn't know about this mod.

Would make for a great optional piece, imo.
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yermom
 
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Post » Sun Aug 29, 2010 8:44 am

Wow, that's fantastic! I didn't know about this mod.

Would make for a great optional piece, imo.

Hopefully King will consider it.

Here are some pix:

http://img94.imageshack.us/img94/7994/morrowind20100222223221.jpg
http://img411.imageshack.us/img411/6770/vivecatdawn.jpg
http://img193.imageshack.us/img193/9978/morrowind20100224151128i.jpg

Enjoy.
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Emma-Jane Merrin
 
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Post » Sun Aug 29, 2010 3:06 pm

Is Vivec Expanded the same as Vivec Expansion 2.0? Then yes I agree. However, I would use PW_Redesigned_Vivec-Vivec_Expansion by Pseron Wyrd, as it merges Vivec Redesigned with it to avoid conflcts. Links:

http://www.btinternet.com/~pirates.retreat/Vivec.htm
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1534
http://www.morrowind4kids.com/pseronwyrd/PW_Redesigned_Vivec-Vivec_Expansion.zip

Redesigned Vivec is a nice looking mod, but it has a lot of incompatibilities issues with almost every other Vivec mod. There are other and (in my opinion) better alternatives available:
http://archibald-tk.deviantart.com/#/d24qa4j
or
http://szazmyrr.com/releasedmods.htm

The same I could tell about Trancemaster_1988's Morrowind Rebirth plugin - great looking changes but too many incompatibilities issues due to additional landscape smoothing.
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Ann Church
 
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Post » Sun Aug 29, 2010 6:02 pm

Not this. Too many retextures of existing armor, nearly impossible to get a full set of one thing, lorebreaking, leveled list destroying, bah humbug.

My vote is against anything that includes too much random stuff. Assassins armory is one thing, but if you have Balmorans selling FIREY HELM PLUS ONE it kinda ruins it for me.

You got the Completion plugin confused with the addition plugins.

Completion set 1.0: Add missing parts to existing armors
Heavy 1.0: Armor additions (New or Retex)
Medium 1.0: Armor additions
Light 1.0: Armor additions
Recolors 1.0: Self-explanatory.

Just thought some clarifications were necessary.
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JeSsy ArEllano
 
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Post » Sun Aug 29, 2010 9:12 pm

Redesigned Vivec is a nice looking mod, but it has a lot of incompatibilities issues with almost every other Vivec mod. There are other and (in my opinion) better alternatives available:
http://archibald-tk.deviantart.com/#/d24qa4j
or
http://szazmyrr.com/releasedmods.htm

The same I could tell about Trancemaster_1988's Morrowind Rebirth plugin - great looking changes but too many incompatibilities issues due to additional landscape smoothing.

That's why they should be made optional.
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TWITTER.COM
 
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Post » Sun Aug 29, 2010 7:52 pm

Hello and thank you for all your hard work. I really appreciate what you are doing for all of us.

I just wanted to add something that's been on my mind while reading through this topic. As it seems there will be many optional parts. I can understand the logic behind that but i think that many users (myself included) are troubled by too many optional decisions because we lack the overall picture of how those parts would affect everything in the long run. Maybe it's just me but some of those optional files don't seem to work well together or they essentially do the same thing in a different manner.

What i'm trying to say is that i'm that kind of user who would like to have most of the installation process be automated without too much much hard choices to worry about. Again, that's just me. I'm confident that you guys will come up with a perfect solution anyway.^^
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Zualett
 
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Post » Sun Aug 29, 2010 5:44 pm

Hello and thank you for all your hard work. I really appreciate what you are doing for all of us.

I just wanted to add something that's been on my mind while reading through this topic. As it seems there will be many optional parts. I can understand the logic behind that but i think that many users (myself included) are troubled by too many optional decisions because we lack the overall picture of how those parts would affect everything in the long run. Maybe it's just me but some of those optional files don't seem to work well together or they essentially do the same thing in a different manner.

What i'm trying to say is that i'm that kind of user who would like to have most of the installation process be automated without too much much hard choices to worry about. Again, that's just me. I'm confident that you guys will come up with a perfect solution anyway.^^

Well, I don't think we have to worry too much regarding that. The Graphics & Sound Overhaul had an excellent guide, explaining every option in detail, easily understood, and with pictures provided to guide you through the installation-process and all of it's options. If there are two mods that will definitely collide, I'm guessing there will be an option to only pick either, and the other one will simply be grayed out unless you switch to it instead, in order to avoid errors and such, somewhat like the MGSO. All in all, I don't think we have to worry about that.

By the way, I know that it's too early to mention a release date, or even an approximate, but how long did it take to finish MGSO (1.0)? And, not a solid answer ofcourse, but simply your own guess, does MGEO seem to be taking longer than MGSO did? As in, it's more difficult, or need more testing/tweaking/etc than MGSO did?

Reinstalled Morrowind due to MGSO and must say I'm glad I did. How I've missed this game! This overhaul would surely make it even better, and like I said, I'm not asking for a date or even "soon" or "Not anytime soon", but only if this is more of a difficult process.
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Andrew Lang
 
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Post » Sun Aug 29, 2010 10:06 am

As it seems there will be many optional parts. I can understand the logic behind that but i think that many users (myself included) are troubled by too many optional decisions because we lack the overall picture of how those parts would affect everything in the long run.

I'll be curious to see how the various options are managed, yes. I was thinking that one way to do it might be by character type--if you intend to play as a Telvanni mage then one combination of mods would be activated, whereas if you intend to play as an honorable Redoran fighter type then a different combination of mods would be activated, etc. It couldn't be quite that simple, as you'd need to be able to choose a spellsword, a spellsneak, and other hybrids. But still, basing things around character class and house/faction might be one approach to allowing sets of mods to be selected in a user-friendly way. I'm sure there are other approaches that would work as well.
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Logan Greenwood
 
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Post » Sun Aug 29, 2010 5:18 pm

Well, I don't think we have to worry too much regarding that. The Graphics & Sound Overhaul had an excellent guide, explaining every option in detail, easily understood, and with pictures provided to guide you through the installation-process and all of it's options. If there are two mods that will definitely collide, I'm guessing there will be an option to only pick either, and the other one will simply be grayed out unless you switch to it instead, in order to avoid errors and such, somewhat like the MGSO. All in all, I don't think we have to worry about that.

By the way, I know that it's too early to mention a release date, or even an approximate, but how long did it take to finish MGSO (1.0)? And, not a solid answer ofcourse, but simply your own guess, does MGEO seem to be taking longer than MGSO did? As in, it's more difficult, or need more testing/tweaking/etc than MGSO did?

Reinstalled Morrowind due to MGSO and must say I'm glad I did. How I've missed this game! This overhaul would surely make it even better, and like I said, I'm not asking for a date or even "soon" or "Not anytime soon", but only if this is more of a difficult process.


From what I heard it took him months/years with a few people helping. It should be a lot smoother this time around now that he has the Overhaul exe working very well, but permissions, working out bugs, constantly getting suggestions and making nearly everything optional is one massive project.

To Kingpix: What comes after this? Is there anything left to overhaul? :hubbahubba:
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Jordan Fletcher
 
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Post » Sun Aug 29, 2010 5:53 pm

I've accumulated many mods... I put them into two categories: texture/model "replacers" and gameplay "changes" (which also include changes to the environment, npc/creature behavior, game mechanics, etc.).

Too many to list, so I assembled a screenshot of them. Sometimes the .zip names are acronyms - if any are indecipherable, let me know I can pop open the readme and give you the full name.

http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/omg_mods.jpg

EDIT: not all are compatible with each other. Over in the right-most column are a variety of different mods that address magicka and hp behavior and calculations.

EDIT2: And I totally forget what luminositeelementaire does. I think I dl'd it from wiwiland. Does anyone remember what it does? The readme is in French...
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Shiarra Curtis
 
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Post » Sun Aug 29, 2010 3:33 pm

By the way, I know that it's too early to mention a release date, or even an approximate, but how long did it take to finish MGSO (1.0)? And, not a solid answer ofcourse, but simply your own guess, does MGEO seem to be taking longer than MGSO did? As in, it's more difficult, or need more testing/tweaking/etc than MGSO did?

Reinstalled Morrowind due to MGSO and must say I'm glad I did. How I've missed this game! This overhaul would surely make it even better, and like I said, I'm not asking for a date or even "soon" or "Not anytime soon", but only if this is more of a difficult process.

It took me 2-3 years to build MGSO.
Well, actually the story is so long:
- I started in 2008 to build MGSO (I was alone, no Morrowind Overhaul Team)
- A BETA came out in early 2009 and some people joined the project to help.
- A 1.0 version came out in 2009, we didn't have permissions and I decided to delete all the files and re-create the package from scratch.
So now we are in 2011 = 2 years :D

With the new pack the guideline to pick files, the testing people, the team, all is already set up and ready.
The longest part will be testing and making all compatible.
Anyway it will take less than 2 years for sure :P

I'll be curious to see how the various options are managed, yes. I was thinking that one way to do it might be by character type--if you intend to play as a Telvanni mage then one combination of mods would be activated, whereas if you intend to play as an honorable Redoran fighter type then a different combination of mods would be activated, etc. It couldn't be quite that simple, as you'd need to be able to choose a spellsword, a spellsneak, and other hybrids. But still, basing things around character class and house/faction might be one approach to allowing sets of mods to be selected in a user-friendly way. I'm sure there are other approaches that would work as well.

I'm sure that the detailed guide that I'll create, the MGSO Options program (that will manage compatibility issues by automatically disabling the incompatible mod option) and the complete presets will make things easier than they looks.
The presets simply are some profiles of options pre-created to provide an 1-click choiche of mods.

A few examples:
Combat Mods Profiles: Action / Non-Action
NPC/PC Animations/Activities Profiles: Crowded Cities / Default Cities
And so on.
These presets automatically set all the options. For example the Crowded cities preset will automatically install CoM, Animated Morrowind, Living Cities Of Vvardenfell and all the relative patches.
Obviously you will be able to create/edit a preset, and every single option will be editable (if you want to spend more time on them).

This part will be very hard: the MGEO Options program has to be perfect for this pack.

To Kingpix: What comes after this? Is there anything left to overhaul? :hubbahubba:

I really don't know :P
Perhaps the big landmasses as WI, Arktwend, TR, or Oblivion. :toughninja:
Or maybe I'll start to create mod myself, who knows :P
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Jamie Lee
 
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Post » Sun Aug 29, 2010 10:18 pm

If that's the case, I'll just pick and choose a few from the list so far and enjoy it in the meanwhile. :3 Looking forward to a release nonetheless!
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Chris Duncan
 
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Post » Mon Aug 30, 2010 1:09 am

I've accumulated many mods... I put them into two categories: texture/model "replacers" and gameplay "changes" (which also include changes to the environment, npc/creature behavior, game mechanics, etc.).

Too many to list, so I assembled a screenshot of them. Sometimes the .zip names are acronyms - if any are indecipherable, let me know I can pop open the readme and give you the full name.

http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/omg_mods.jpg

EDIT: not all are compatible with each other. Over in the right-most column are a variety of different mods that address magicka and hp behavior and calculations.

EDIT2: And I totally forget what luminositeelementaire does. I think I dl'd it from wiwiland. Does anyone remember what it does? The readme is in French...

I think that "luminositeelementaire" is a sort of magic glowing mod.
My french is horrible, but what I can understand is that this mod alters the magic glowing colour according with the enchantment effect.
For example:
Red - Fire
Blue - Ice
And so on :P

Impressive mod folder btw :D
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R.I.P
 
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Post » Sun Aug 29, 2010 7:28 pm

Honestly Kingpix in my opinion if we are looking at the big picture for Morrowind then i would think that a retexture of TR would be the most logical option, since i think everyone's long term goal is to install TR so we can all have all of mainland morrowind finished :), a fully functional entire province of Morrowind fully retextured would be an amazing sight to behold. :)
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Samantha Mitchell
 
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Post » Mon Aug 30, 2010 1:09 am

Doesn't TR use the stock/vanilla textures, and automatically every texture replacer that changes the stock ones....???
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Amanda Leis
 
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Post » Sun Aug 29, 2010 9:43 pm

Doesn't TR use the stock/vanilla textures, and automatically every texture replacer that changes the stock ones....???

Yes it does, I wrote it just to give an example of landmass :P
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Arnold Wet
 
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Post » Sun Aug 29, 2010 11:59 am

Just spotted Adul's http://www.gamesas.com/index.php?/topic/1175566-relz-starfires-npc-additions-redesigned-vivec/page__pid__17366330#entry17366330, a replacement for Starfire's ESP if using Redesigned Vivec. The latter's been mentioned a lot and Starfire's mod is in the OP.
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Alexis Acevedo
 
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