Ultimate morrowind mod

Post » Sat Dec 10, 2011 12:47 pm

Adding dragons, more quests and basically turn morrowind into adding the good features from oblivion and skyrim for one badass game.

Edit :

Mod list to be included:

Dragons (7 different ones all appearing once)
Perk system
Graphics update
Stolen item icon
Spoiler

exactly like oblivions

Horse to buy (3 different types)
Spoiler

Brown
Black
White

House to buy (1)
Duel wielding (like skyrim if I can manage it)
Posioning applied to weapons
Roughly 25 new creatures
Spoiler

Seducers

Several new npcs
Spoiler

Makilius Terano

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Jaki Birch
 
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Post » Sat Dec 10, 2011 3:56 pm

Awesome sounds good I can't wait to see your final release.

Any screens so far?
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Averielle Garcia
 
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Post » Sat Dec 10, 2011 8:43 am

Nope. Gotta get the game first. Was gonna ask if anyone wanted anything that I could work into the game. I'm willing to make a completed mod around 1gb at most. I doubt it will reach that but if it does that's the point I'll stop.

Edited for typo.
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kristy dunn
 
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Post » Sat Dec 10, 2011 8:38 am

Get Morrowind or Skyrim? If you've never modded Morrowind before, note that it's not like modding for Oblivion. Morrowind's CS is different than Oblivion's CS, so expect a learning curve before you're able to accomplish what you're aiming for. As for size, I doubt you'll get over a gig unless you go hog wild on new meshes and textures because esp files rarely get over 2-3 Mbs. 10 Mbs is feasible, 10 gigs is, well, almost unheard of. The biggest mod I've dealt with was over 100 megs and it included custom animations, meshes, and textures. Anyway, good luck with this.
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Sammygirl500
 
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Post » Sat Dec 10, 2011 12:00 pm

Get Morrowind or Skyrim? If you've never modded Morrowind before, note that it's not like modding for Oblivion. Morrowind's CS is different than Oblivion's CS, so expect a learning curve before you're able to accomplish what you're aiming for. As for size, I doubt you'll get over a gig unless you go hog wild on new meshes and textures because esp files rarely get over 2-3 Mbs. 10 Mbs is feasible, 10 gigs is, well, almost unheard of. The biggest mod I've dealt with was over 100 megs and it included custom animations, meshes, and textures. Anyway, good luck with this.


Sorry lol I think I made a typo. It was 1gb. Lol. And yes it brings graphics to roughly skyrim level.


Edit:


Also yes it might be awhile I had assumed they were the same.
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ijohnnny
 
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Post » Sat Dec 10, 2011 4:19 am

Oh no, they're very different. The layout is similar, but by no means the same. Even dialog is handled differently. Where in Oblivion/Skyrim (I'm guessing about the later) you can create different conversation files, in Morrowind every NPC shares dialog out of one database. The reason why all NPCs don't say exactly the same thing is because of conditions (also called filters). I'd take a look in the Construction Set forum for the tutorial sticky before I promised anything. I'm not saying that your mod is impossible, just that you have a long road ahead trying to bring it to fruition.
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Zualett
 
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Post » Sat Dec 10, 2011 11:56 am

I would suggest a few things...
- Own the game first, and play it a lot so you can learn what the game can/can't do.
- Learn the CS
- Learn the scripting language (and possibly some MWSE scripting)
- Play as many mods as possible, and learn about all the resources that are available, so you can see what already exists for the game.

This should take at least a few months. Then you'll need to commit a few years to making your mod. Yes, literally, a mod this size will take a few years. Hopefully you know how to write code, because if you want a game like OB/SKY, you're going to have to re-invent Morrowind more than you realize.
Good luck.
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ShOrty
 
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Post » Sat Dec 10, 2011 1:38 pm

Thanks for all the support I had assumed they were different would u say modding oblivion or morrowind is easier overall.
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Luna Lovegood
 
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Post » Sat Dec 10, 2011 6:35 am

Bit of a premature announcement, dont ya think? Sounds great and all, but considering you dont even own the game yet, this sort of thing strikes me as someone saying they would love to build a castle without having any experience in building castles, its one thing to say something, quiet another to do it.
I will be sure to check back in a couple years to see if you have made any progress; because like mentioned above, this sort of project will take quite the amount of time to complete.
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Shannon Marie Jones
 
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Post » Sat Dec 10, 2011 7:01 am

Bit of a premature announcement, dont ya think? Sounds great and all, but considering you dont even own the game yet, this sort of thing strikes me as someone saying they would love to build a castle without having any experience in building castles, its one thing to say something, quiet another to do it.
I will be sure to check back in a couple years to see if you have made any progress; because like mentioned above, this sort of project will take quite the amount of time to complete.


I have a Lot of time and am working on it yes. :)

Have the perk part worked out almost I think.
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Mistress trades Melissa
 
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Post » Sat Dec 10, 2011 1:14 pm

I have a Lot of time and am working on it yes. :)

Have the perk part worked out almost I think.

Really? I was under the impression you still didn't even own the game. :P
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Tiffany Castillo
 
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Post » Sat Dec 10, 2011 1:01 pm

Really? I was under the impression you still didn't even own the game. :P

He's working with Fliggerty on it. :P
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Rudy Paint fingers
 
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Post » Sat Dec 10, 2011 4:57 am

Actually just working with a borrowed copy of morrowind to do it. When I do get mine I'll just transfer the info. Just a prototype really nothing special.
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vicki kitterman
 
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Post » Sat Dec 10, 2011 5:10 am

I have a Lot of time and am working on it yes. :)

Have the perk part worked out almost I think.

This here, now if you really have this worked out almost, I will be impressed.
This one feature is something that would be great to see as soon as you get it most of the way working.

The question here though, is does it look nice and flashy or still really plain like fliggerty said.
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SaVino GοΜ
 
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Post » Sat Dec 10, 2011 10:19 am

This here, now if you really have this worked out almost, I will be impressed.
This one feature is something that would be great to see as soon as you get it most of the way working.

The question here though, is does it look nice and flashy or still really plain like fliggerty said.


It has been set up similar to oblivions perk increases at certain times trying to get it to skyrims level of beauty will take time and I'm not sure I will do this as the perks would make the game to easy and instead level 20 you be a god this can be overcome if I can make the games difficulty get harder as you level up. I could work a long time at this or force morrowind to become too easy. Otherwise I'm not sure.
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sam westover
 
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Post » Sat Dec 10, 2011 9:59 am

Updated what is included if anyone is interested or has other suggestions please let mr know.

Edit: sorry just realized I double posted.
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Solina971
 
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Post » Sat Dec 10, 2011 11:35 am

re: Stolen item icon, this has been done http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5406. A custom version for MGE XE by Hrnchamd is also included with MGE XE.

Perks menu: since Morrowind's menu system is extremely limiting, have you considered maybe teleporting the player to a special "room" where there is some sort of graphical representation of the perk trees? Perhaps an ancient stone wall with etched constellations, or something similar? You could have the entire thing driven by activators and some basic scripts. Care would need to be taken to keep things as simple as possible. You could teleport the player here on level-up events or with a special spell, and then teleport the player back to where they were before. You would just need to record the cell they were in, as well as x/y/z coordinate information. http://www.uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_19

Anyhow, good luck with your mod. You really need to play the game first though, I think.
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BlackaneseB
 
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Post » Sat Dec 10, 2011 3:43 pm

Great idea, doesn't sound too hard, should only take a few months.
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Jynx Anthropic
 
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Post » Sat Dec 10, 2011 4:48 am

re: Stolen item icon, this has been done http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5406. A custom version for MGE XE by Hrnchamd is also included with MGE XE.

Perks menu: since Morrowind's menu system is extremely limiting, have you considered maybe teleporting the player to a special "room" where there is some sort of graphical representation of the perk trees? Perhaps an ancient stone wall with etched constellations, or something similar? You could have the entire thing driven by activators and some basic scripts. Care would need to be taken to keep things as simple as possible. You could teleport the player here on level-up events or with a special spell, and then teleport the player back to where they were before. You would just need to record the cell they were in, as well as x/y/z coordinate information. http://www.uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_19

Anyhow, good luck with your mod. You really need to play the game first though, I think.


Thanks I had not thought of this before. It actually gives me a great idea. :) thnx.
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Skivs
 
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Post » Sat Dec 10, 2011 5:25 am

Ask Bahamut for the dragon part, I swear I saw an AWESOME dragon in his album. No idea where he got it from though, looks kinda similar to those skeleton dragons in WC3.
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mike
 
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Post » Sat Dec 10, 2011 4:37 am

Ask Bahamut for the dragon part, I swear I saw an AWESOME dragon in his album. No idea where he got it from though, looks kinda similar to those skeleton dragons in WC3.


Perhaps it is. Thanks I will do this.
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Phoenix Draven
 
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Post » Sat Dec 10, 2011 3:03 am

re: Stolen item icon, this has been done http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5406. A custom version for MGE XE by Hrnchamd is also included with MGE XE.

Perks menu: since Morrowind's menu system is extremely limiting, have you considered maybe teleporting the player to a special "room" where there is some sort of graphical representation of the perk trees? Perhaps an ancient stone wall with etched constellations, or something similar? You could have the entire thing driven by activators and some basic scripts. Care would need to be taken to keep things as simple as possible. You could teleport the player here on level-up events or with a special spell, and then teleport the player back to where they were before. You would just need to record the cell they were in, as well as x/y/z coordinate information. http://www.uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_19

Anyhow, good luck with your mod. You really need to play the game first though, I think.

I looked about for how to do something like this a while back. I was told that(and couldnt exactly find a way myself; although Im not much of a scripter) there is apparently no way to ad hoc remember a previous random location without using mark and recall. That, or no one was clever enough to do it. If you find a way to move the player to one cell while remembering the previous cell and coords without use of mark and recall, I would be very interested in it.
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Chrissie Pillinger
 
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Post » Sat Dec 10, 2011 5:56 am

I looked about for how to do something like this a while back. I was told that(and couldnt exactly find a way myself; although Im not much of a scripter) there is apparently no way to ad hoc remember a previous random location without using mark and recall. That, or no one was clever enough to do it. If you find a way to move the player to one cell while remembering the previous cell and coords without use of mark and recall, I would be very interested in it.


My idea is not this but slightly different. U unlock perks for completing a challenge possibly instead of a level. I'm not sure. I'm going to try something like this but I believe it will require those.
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Gavin boyce
 
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Post » Sat Dec 10, 2011 3:16 am

Morrowind is easier to mod than Oblivion - no havok to worry about and simpler graphic requirements for re-texturing.

As for size: My own personal Oblivion mod uses 785 meg of models and 1.5 gb of textures. That's NOT counting Oblivion models and textures used that are already in the game. But the .esp itself is only about 15 meg - as my mod is for my own consumption - I can make things that would not be feasible for a normal mod
So I can envision a 10 gb mod it would be pretty awesome but I doubt any mod would be that big and even 1gb is still really big and would take a LOT of time to make. Mine is still growing after 5 years of constantly working on it.
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Sun of Sammy
 
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Post » Sat Dec 10, 2011 2:35 pm

Morrowind is easier to mod than Oblivion - no havok to worry about and simpler graphic requirements for re-texturing.

As for size: My own personal Oblivion mod uses 785 meg of models and 1.5 gb of textures. That's NOT counting Oblivion models and textures used that are already in the game. But the .esp itself is only about 15 meg - as my mod is for my own consumption - I can make things that would not be feasible for a normal mod
So I can envision a 10 gb mod it would be pretty awesome but I doubt any mod would be that big and even 1gb is still really big and would take a LOT of time to make. Mine is still growing after 5 years of constantly working on it.


Yes actually i am working on this but my other madding project might come first. It's an expansion and I'm letting people of the forum to decide which game it goes to. If it goes to skyrim or oblivion this will be second. If morrowind gets chosen then this mod will likely be bigger than 1 gb.
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Louise Andrew
 
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