Sticking True to Morrowind

Post » Tue Nov 02, 2010 10:04 pm

I have decided that I have a love/hate relationship with mods. I love them and love looking at them, but for the most part I don't want them in my Morrowind. However, I am starting a new game with a smattering of mods...Mainly visual enhancers (though I love Morrowinds original graphics). A few stronghold mods and fix patches. However, I am contemplating doing one big one: LGNPC's mods. In everyones opinion, after what I've described what I like, would you say LGNPC sticks fairly true to Morrowind? Thanks in advance.
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Franko AlVarado
 
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Post » Tue Nov 02, 2010 4:26 pm

Very much so. It's so completely natural. Unless you want everybody to keep their stereotypical "Welcome to Seyda Neen, I like swords" dialog, (Credit goes to BTB for the awesome quote.) LGNPC is a must. Everybody has their own backstory, and one that makes sense. The authors spend so much time capturing the effect of each NPC.
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priscillaaa
 
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Post » Tue Nov 02, 2010 8:29 pm

I agree. The LGNPC series is designed to fit as seamlessly into the vanilla game as any mod around.

There are a few other mods that, in my opinion, enhance the original game (as opposed to changing it outright):

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1725 - Nemon

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1443 - Hargreth

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1908 - Loki the Grouch

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3375 - Princess Stomper

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3461 - Princess Stomper

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1534 - Hoghead the Horrible

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1524 - Xanondorf

http://tommyshideout.net/programs/acsNewEvermore/ - Xanondorf and Tommy Khajiit


All of the above mods blend nicely into the landscape. All are very tastefully done. Nemon's mod adds a small bit of clutter and a smattering of merchants to cities around Vvardenfell (with the exception of Balmora). Walled City of Balmora adds only walls, a bank, a few houses and rope railings along the canol - nothing too extensive and all of it feels like it should have been that way in the original game. Better Caldera, and Princess Stomper's two mods slightly and organically expand those towns while retaining the feel of the originals. Vivec Expansion adds a much-needed feeling of life to that city. Some players don't like the encroachment of the "lower classes" into Vivec, preferring the pristine cleanliness and near-totalitarian sense of order of the vanilla cantons, but I think this is how Vivec should have looked in the original game. Chapels of Vvardenfell adds a few chapels to a few Imperial cities (making them feel a bit more like towns in Oblivion). New Evermore is an entirely new town across the river from Gnisis that fits into the landscape so well it looks like it could have been made by Bethesda.


http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=120 - Grumpy (Nice roleplaying and lore-freindly house mod above Cauis Cosades house).

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5298 by Denina. Another house that blends perfectly and unobtrusively into the vanilla game.

http://lovkullen.net/Emma/Kateri.htm by Kateri. A lore-rich and very entertaining companion mod that is designed to be played with the main quest.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1651 by Mephisto A creature-adding mod that adds many more variations of stock creatures from the original game.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2559 - Lochnarus. Distributes a few Silt Striders here and there around the landscape - something that should have been in the original game.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1272 by Adam. Adds a bit of life to towns, without going overboard.


The next few mods add interesting quests that are nicely integrated into the vanilla game. A few of them (Balmora Council Club, Muck Shovel, Millie, etc) extend existing quests or elaborate the stories or lore that already exist in the game.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1581 by A.P. Hilliard.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1643 by A.P. Hilliard.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1824 by A.P. Hilliard.

http://straygenius.com/index.php?title=Trouble_With_Milie by MentalElf.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5779 by Princess Stomper.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4970 by Denunci.

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=1766 by Dongle.



This next group of mods alter gameplay in subltle ways. But they are all changes they should have been in the origianl game, in my opinion. Fire Hurt was actually incorporated by Bethesda in Oblivion.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6581 by Qebehsenuf

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=687 - Tejón

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6984 - Plangkye

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1499 - wesslen

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1781 - sisco

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6748 - LadyDeadlock

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1701 - Noirgrim

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5409 by Arcimaestro Antares

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4699 - Fandorn Delavie and the Wiwiland team
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Victor Oropeza
 
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Post » Tue Nov 02, 2010 3:02 pm

I agree that LGNPC fits in perfectly.

I also adore this mod: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5708. It doesn't have any new, exotic creatures. Just the basic animals of Vvardenfell, but it gives them social habits. (and the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6808... must load after Mashed Lists)
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Amy Smith
 
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Post » Tue Nov 02, 2010 10:27 pm

I'd recommend the http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=2453. They are very lore friendly, as they were made by Bethesda! Descriptions can be found http://www.elderscrolls.com/downloads/updates_plugins.htm.

And http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6454. - a great atmospheric effect
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Emma Louise Adams
 
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Post » Tue Nov 02, 2010 11:28 pm

And http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6454. - a great atmospheric effect

That's nice, thanks.
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Dan Stevens
 
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Post » Tue Nov 02, 2010 11:48 pm

That's nice, thanks.

Your welcome, I've used that one for a while great as a resource too!
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^~LIL B0NE5~^
 
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Post » Tue Nov 02, 2010 8:54 pm

http://lovkullen.net/Emma/Kateri.htm by Kateri. A lore-rich and very entertaining companion mod that is designed to be played with the main quest.

There's also http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6855 who is designed to be played with the main quest. The difference between her and Julan is that she's not integrated into the MQ and can be played fully without ever touching it. Julan's a great companion, but not everybody likes doing the MQ.
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Wayland Neace
 
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Post » Tue Nov 02, 2010 8:23 pm

I just stuck Julan in there so Kateri wouldn't get mad at me again. She once came after me with diaper pins for no reason. At least I thought it was for no reason. Well, the actual reason isn't important. What's important is...well, you know, on second thought it isn't actually important. In fact it would probably be best to forget that I even brought it up. That's what I plan to do.
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Mario Alcantar
 
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Post » Tue Nov 02, 2010 7:40 pm

I too enjoy going back to vanilla every once in a while. :)
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Eoh
 
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Post » Wed Nov 03, 2010 12:33 am

I don't want to hijack this thread, but I have a quick question.

Does Real Wildlife mesh well with Creatures? Or are there glaring conflicts?
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Kayleigh Mcneil
 
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Post » Tue Nov 02, 2010 3:44 pm

...are there glaring conflicts?

In addition to adding new things, Creatures adds scripts to vanilla creatures that randomize their stats. Real Wildlife only adds new things, it doesn't touch vanilla creatures. I do not see any conflict between them.
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adam holden
 
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Post » Tue Nov 02, 2010 3:38 pm

In addition to adding new things, Creatures adds scripts to vanilla creatures that randomize their stats. Real Wildlife only adds new things, it doesn't touch vanilla creatures. I do not see any conflict between them.

Good to know, thank you!
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Meghan Terry
 
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