Like the way the mod looks on the map, plays fun, but is there a way to get a more lore friendly version with the birth signs, classes, and easter egg references removed?
hey, would you like to give me an expanded perspective from someone more sensitive to lore unfriendliness? i mean i've become a lot more sensitive to it but on my mod i'm obviously biased ... for me the worst thing a mod can do is using non root/mushroom plants underground xD so i do understand that something stupid in the grand scheme of things can ruin it... and apologies in advance for that wall of text
i think it would be fair to say the birth signs should be their own mod and not be in this one, but currently i don't plan to remove them (more on that later)
the classes are on the chopping block for a while now, but it's hard to remember they are even there... that's why they still are, but i don't see any value of any class mod, since you can just do any class ingame...
the third option that was only visible on the char creation side, was the races, which i removed because, even though i'm of the opinion this stuff is only there for a short while during char creation, was besides being not lore friendly they were also not up to standards and one of them only 50% "complete"
so even though all those things are only present for seconds to minutes, it made sense to remove the races, and classes at some point.
then the other stuff, i mean what is left? some "papers" that should be only on one NPC, but i think there are still some around that shouldn't. the castle, which is better hidden then before, or it wasn't even hidden before. and then something i doubt even anyone will ever see xD
what else is there? of those 3 things, i'm not planning to remove them, but those "potions" should be only on that one NPC. maybe i'll hide the entrance better in the castle after the merge, i hate the hidden doors having a name...
but now comes the part that will make all that above irrelevant to someone sensitive to lore unfriendliness. that's what i would be interested in to know from someone, if that stuff that's there bothers you, should i even care if the stuff that's coming is IMHO way more lore unfriendly...
the new stuff is heavily inspired or flat out ripped off from gothic, guild wars, grim dawn and dungeon crawl stone soup.
some stuff from gothic His Robe Fire Robe this stuff is not just at char creation... so i mean as someone sensitive to lore unfriendliness do you still care about the stuff you mentioned ?
and the stuff about the birth signs, they are gods from dungeon crawl stone soup DCSS gods and the main quest will be the reason for the release name being something like "a stone soup tale" which is the reason i don't plan to remove them. (the one used in the trailer was to vague... which could be better owell)
edit: oh yeah, any talking dremora you encounter are mentally ill darkelfs cosplaying as dremoras and take it to seriously xD and the vampires have bleached their eyes and are also cosplaying....
hi, thanks. from the 2005 description i've recommended lvl 40-50 but it has been a while last time i played. alchemy will help you a lot, but the enemies have high hit points and strong spells. fox example if you play melee, use strength potions, for caster use "weakness to X" spells. but below 30 i wouldn't try. feedback welcome ; )
and unfortunately with how the modding scene has changed, i have come to the conclusion the easiest thing to do is just say no to any resource usage requests. ; \
Hi there ! (For readers, be careful, spoiler thread.)
I just took a peek, because I am maybe a bit low level, the castle Kaoss is kicking my arsh. But I already found nice details, such as Hofmann papers, so I know it’ll be good lmao
Two small things, I wonder if expected, not a full feedback : All blessing that I could buy cost zero gold. (?) And once buying the castle, the seller says it’s on the road to the west, but in fact it’s east. (?)
I’m impatient to get back here, seems very nice ! Thanks !
yeah you're expected to use the full arsenal MW has to offer, and i was never there below level 50 or so, if i remember correctly. yeah there are some lore unfriendly eastereggs xD
blessings from shrines? if you're temple rank is 2+ they're free, just modified the scripts and decided to leave that in.
yes you're right, usually i NEVER lose orientation!!!1 will be fixed with 1.4. which still is "when it's done" 1.3.9 was the last update unless there is something really broken.
Ah yes indeed, I recently leveled my temple rank ! Never noticed it offers blessings, that explains it ! Seeing how I was welcomed in the castle, the seller maybe wanted me to get lost, to spare my life x)
Seeing how I was welcomed in the castle, the seller maybe wanted me to get lost, to spare my life x) haha that's funny =D oh well to late to claim it's intentional xD but you're welcome to make up your own lore, maybe your castle seller has somewhat of a conscience. xD i don't know what's "cannon"
When he told me there were undead there, in fact he was telling me « you don’t seem tough enough », I should’ve listened ! 😭 Naturally, my game is its own Morrowind, everything in it is de facto lore friendly, and everything I imagine about it is canon ^^
Finally cleaned the castle, it took time as NPC there are PV heavy ! I even start to believe it was from the hardest part of the mod ! It’s a very nice castle, there is a particular place I like very much lol Two in fact, counting the treasures !
Also, the boss battle are amazing ! The one with the two robots, I’m glad they don’t spam always their magica. Also glad I thought of making at least on save during it, because when I got out of the arena, I forgot about the surprise behind the door… lol
Good day, all. FIMzzZzz, thank you for this. This will expand my MW world quite a bit, I'm sure. I'm concerned about the compatibility of landmasses. TESFaith shows that the mod's ESP modifies two mainland cells. Question: Is the mod compatible with BCoM?
hey, one cell is tel mora, the only thing added there is the teleport shrine, no other changes like landscape edits (not sure about BCoM, worst case the shrine is inside an other mesh, slightly less worst case, it's clipping with other mesh(es), will check this out at some point, but not sure when, pretty lazy atm =P )
the other cell isn't on the mainland, it's a interior behaving as exterior. not sure why its there, maybe because i moved the islands for the english version, don't know what tesfaith does with those cells or where the game/tesfaith thinks they are. (note to self, next time when ingame go to this cell and see where the map marker is)
standard version is compatible with Tamriel Rebuilt, Tel Felisia and the moved Wizards' Islands, not sure about the black mill when using goblin lab, use moved version
Information noted, thank you. Please, do check the BCoM compability / produce a patch if required as many folks might be interested in this. And happy NY, too.
I A B S O L U T E L Y love your mod but one thing I find immersion breaking, your vampires are friendly or at least not violent towards me, How come? Now my character has high personality and vampirism but in some quests/locations vampires should be aggressive, especially the ones related to the daedric quests.
Oh and I also edited the mod to work with vampire rumors because the topic "vampires" was quest breaking and clicking on "vampires" gave me the rumors dialogue even if your mod was loaded after the rumors mod. Would you like to take a look on it?
well thank you (= i assume you mean the ones in the vampire temple? yeah i get it, i made them a long time ago because i wanted to and that's the only reason they are there xD damn, i hope you won't find the dremora for which you can do some quests. at least there you get some enemy vampires xDD not sure if you mean those with daedric quests or the statue quests^^
but if i remember correctly the vampires topic is used by the dremoras, so maybe you have already met them ... yeah sure, taking a look is something i would do, as long as you don't expect any update^^ but if i find some more stuff i want to update then i would certainly consider including it.
hey, i cannot possibly deny that since i lack the knowledge on that topic. but i'm not going to change that now, yes i should have never put a version number in the file name in the first place, but i did, and now i'm sticking with it, sorry =P but if you're concerned about that, and going to update. if you install with wrye or mod organizer, open the archive, and just rename the esp... no need to unpack and repack, just rename inside the archive, and then install with your mod manager (using 7zip, but i can't imagine this not working with winrar or winzip) if you install manually, extract and rename then overwrite...
i was more worried about mlox when i started updating but praise the asterisk xD
ps. you can also just update the assets if you don't want to risk the savegame, this at least gives to most mesh/texture enhancements. if you choose to do so, just dont update the file "meshes/f/1111_turm.nif" the new mesh is bigger and some trees bleed into it, and the door doesn't fit 100% but it won't break anything, and since its a mesh its easy to see for yourself and revert if its to much bleeding for you.
thanks! those are from lady E, check the links in this post, there you can find resource packs from her. https://www.reddit.com/r/Morrowind/comments/9w0pki/looking_for_ladyeternitys_resources/
the stuff in the resource packs from lady E are just that, resources. use and credit.
64 comments
https://www.orion-hub.fr/w/4VXxNk3cSjJvAZCk6GotTi
https://odysee.com/@F.I.M.:f/tmtm1.4trailer:5
Feedback for the 1.3901+ please here -> Tel Meskoa and Tel Matouigius 139 alphap/preview @nexus forum
would you like to give me an expanded perspective from someone more sensitive to lore unfriendliness? i mean i've become a lot more sensitive to it but on my mod i'm obviously biased ... for me the worst thing a mod can do is using non root/mushroom plants underground xD so i do understand that something stupid in the grand scheme of things can ruin it... and apologies in advance for that wall of text
i think it would be fair to say the birth signs should be their own mod and not be in this one, but currently i don't plan to remove them (more on that later)
the classes are on the chopping block for a while now, but it's hard to remember they are even there... that's why they still are, but i don't see any value of any class mod, since you can just do any class ingame...
the third option that was only visible on the char creation side, was the races, which i removed because, even though i'm of the opinion this stuff is only there for a short while during char creation, was besides being not lore friendly they were also not up to standards and one of them only 50% "complete"
so even though all those things are only present for seconds to minutes, it made sense to remove the races, and classes at some point.
then the other stuff, i mean what is left? some "papers" that should be only on one NPC, but i think there are still some around that shouldn't.
the castle, which is better hidden then before, or it wasn't even hidden before.
and then something i doubt even anyone will ever see xD
what else is there? of those 3 things, i'm not planning to remove them, but those "potions" should be only on that one NPC. maybe i'll hide the entrance better in the castle after the merge, i hate the hidden doors having a name...
but now comes the part that will make all that above irrelevant to someone sensitive to lore unfriendliness.
that's what i would be interested in to know from someone, if that stuff that's there bothers you, should i even care if the stuff that's coming is IMHO way more lore unfriendly...
the new stuff is heavily inspired or flat out ripped off from gothic, guild wars, grim dawn and dungeon crawl stone soup.
let me show you some guild wars weapons coming with v2, some guild wars weapon fit well, those less so
Elemental Sword
Bone Dragon Staff
Fiery Dragon Sword
Tormented Staff
Eternal Blade
weapons from dungeon crawl stone soup
Maxwells Thermic Engine video@odysee
Demon Trident
enemies from guild wars
Shadow Beast
Shard Wolf
different Eternal enemies based on those from guild wars
Ice Elemental
Jade Armor
dungeon crawl stone soup enemies
Ancient Lich
Boris (with the same name, could also use an anagram not decided yet)
some stuff from gothic
His Robe
Fire Robe
this stuff is not just at char creation... so i mean as someone sensitive to lore unfriendliness do you still care about the stuff you mentioned ?
and the stuff about the birth signs, they are gods from dungeon crawl stone soup DCSS gods and the main quest will be the reason for the release name being something like "a stone soup tale" which is the reason i don't plan to remove them. (the one used in the trailer was to vague... which could be better owell)
edit: oh yeah, any talking dremora you encounter are mentally ill darkelfs cosplaying as dremoras and take it to seriously xD and the vampires have bleached their eyes and are also cosplaying....
and unfortunately with how the modding scene has changed, i have come to the conclusion the easiest thing to do is just say no to any resource usage requests. ; \
(For readers, be careful, spoiler thread.)
I just took a peek, because I am maybe a bit low level, the castle Kaoss is kicking my arsh.
But I already found nice details, such as Hofmann papers, so I know it’ll be good lmao
Two small things, I wonder if expected, not a full feedback : All blessing that I could buy cost zero gold. (?)
And once buying the castle, the seller says it’s on the road to the west, but in fact it’s east. (?)
I’m impatient to get back here, seems very nice ! Thanks !
yeah you're expected to use the full arsenal MW has to offer, and i was never there below level 50 or so, if i remember correctly.
yeah there are some lore unfriendly eastereggs xD
blessings from shrines? if you're temple rank is 2+ they're free, just modified the scripts and decided to leave that in.
yes you're right, usually i NEVER lose orientation!!!1 will be fixed with 1.4. which still is "when it's done" 1.3.9 was the last update unless there is something really broken.
thanks for the feedback!
Seeing how I was welcomed in the castle, the seller maybe wanted me to get lost, to spare my life x)
Thanks for your answer !
Seeing how I was welcomed in the castle, the seller maybe wanted me to get lost, to spare my life x)
haha that's funny =D oh well to late to claim it's intentional xD
but you're welcome to make up your own lore, maybe your castle seller has somewhat of a conscience. xD
i don't know what's "cannon"
Naturally, my game is its own Morrowind, everything in it is de facto lore friendly, and everything I imagine about it is canon ^^
It’s a very nice castle, there is a particular place I like very much lol Two in fact, counting the treasures !
Also, the boss battle are amazing ! The one with the two robots, I’m glad they don’t spam always their magica. Also glad I thought of making at least on save during it, because when I got out of the arena, I forgot about the surprise behind the door… lol
Very nice ! Very well-made ! Love it.
thanks!
but i can't take credit for any "boss" battles :P maybe in the new stuff xD
NPCs PV heavy ?
FIMzzZzz, thank you for this. This will expand my MW world quite a bit, I'm sure.
I'm concerned about the compatibility of landmasses.
TESFaith shows that the mod's ESP modifies two mainland cells.
Question: Is the mod compatible with BCoM?
one cell is tel mora, the only thing added there is the teleport shrine, no other changes like landscape edits (not sure about BCoM, worst case the shrine is inside an other mesh, slightly less worst case, it's clipping with other mesh(es), will check this out at some point, but not sure when, pretty lazy atm =P )
the other cell isn't on the mainland, it's a interior behaving as exterior. not sure why its there, maybe because i moved the islands for the english version, don't know what tesfaith does with those cells or where the game/tesfaith thinks they are. (note to self, next time when ingame go to this cell and see where the map marker is)
standard version is compatible with Tamriel Rebuilt, Tel Felisia and the moved Wizards' Islands, not sure about the black mill
when using goblin lab, use moved version
checked it out quick, looks like there is no problem.BCoM doesn't even edit tel mora xD
and no funny stuff with OAAB Tel Mora.
Oh and I also edited the mod to work with vampire rumors because the topic "vampires" was quest breaking and clicking on "vampires" gave me the rumors dialogue even if your mod was loaded after the rumors mod. Would you like to take a look on it?
damn, i hope you won't find the dremora for which you can do some quests. at least there you get some enemy vampires xDD not sure if you mean those with daedric quests or the statue quests^^
but if i remember correctly the vampires topic is used by the dremoras, so maybe you have already met them ... yeah sure, taking a look is something i would do, as long as you don't expect any update^^ but if i find some more stuff i want to update then i would certainly consider including it.
cheers
but if you're concerned about that, and going to update.
if you install with wrye or mod organizer, open the archive, and just rename the esp... no need to unpack and repack, just rename inside the archive, and then install with your mod manager (using 7zip, but i can't imagine this not working with winrar or winzip)
if you install manually, extract and rename then overwrite...
i was more worried about mlox when i started updating but praise the asterisk xD
ps. you can also just update the assets if you don't want to risk the savegame, this at least gives to most mesh/texture enhancements. if you choose to do so, just dont update the file "meshes/f/1111_turm.nif" the new mesh is bigger and some trees bleed into it, and the door doesn't fit 100% but it won't break anything, and since its a mesh its easy to see for yourself and revert if its to much bleeding for you.
cheers
those are from lady E, check the links in this post, there you can find resource packs from her. https://www.reddit.com/r/Morrowind/comments/9w0pki/looking_for_ladyeternitys_resources/
the stuff in the resource packs from lady E are just that, resources. use and credit.