 |
|
 |
|
Next: Mame 115 breaks r-type?
|
| Author |
Message |
External

Since: Apr 17, 2007 Posts: 213
|
(Msg. 1) Posted: Sun May 27, 2007 6:55 am
Post subject: Mellow Morrowind Archived from groups: alt>games>morrowind (more info?)
|
|
|
This time around, I am playing a very mellow game. Taking my time.
Ignoring the impulse to go off where the 'good stuff for easy
pickings' is. Following the story leads I run into rather than
seeking the ones I know are profitable. Which means I am spending a
lot of time walking around. A lot of time evading battles that I
would not want to get into playing Iron Man (I guess I am playing a
theoretical Iron Man--meaning trying really hard to stay within the
character's capabilities, but not really intending to pack it in if I
do get killed). It's slow. It's comfortable. It's relaxing. And
slow; really slow.
Hmm, it is probably not possible to play a mellow Oblivion as the
auto-leveling is designed to keep the character on the edge of death
(which means you WILL die a lot).
So, what do you do to keep the game fresh, different? >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: Dec 03, 2007 Posts: 196
|
(Msg. 2) Posted: Sun May 27, 2007 1:26 pm
Post subject: Re: Mellow Morrowind [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
"DeAnn" <DeAnn000.RemoveThis@gmail.com> wrote in message
news:1180274114.266865.192700@h2g2000hsg.googlegroups.com...
> This time around, I am playing a very mellow game. Taking my time.
> Ignoring the impulse to go off where the 'good stuff for easy
> pickings' is. Following the story leads I run into rather than
> seeking the ones I know are profitable. Which means I am spending a
> lot of time walking around. A lot of time evading battles that I
> would not want to get into playing Iron Man (I guess I am playing a
> theoretical Iron Man--meaning trying really hard to stay within the
> character's capabilities, but not really intending to pack it in if I
> do get killed). It's slow. It's comfortable. It's relaxing. And
> slow; really slow.
Well, Morrowind is a lot less 'intense' than Oblivion - especially as OB was
designed with the console crowd in mind. Just having a 'use best attack'
box in MW really rackets down the intensity of combat. Which may or may not
be a good idea, depending upon how much twitchy you'd like your CRPG to be.
MW does seem to reward exploration for the sake of exploration a lot more
than OB.
> Hmm, it is probably not possible to play a mellow Oblivion as the
> auto-leveling is designed to keep the character on the edge of death
> (which means you WILL die a lot).
It is rather difficult to just go-a-wandering among the fields of green.
Generally, if you stayed on the roads in MW nothing very much bothered you -
sure, you'd come across the ocassional Guar or Alit that would come
bounding-out of the bushes. But in OB it just seems like being on the roads
is an opportunity to get mugged pretty regularly.
<weak grin>
>
> So, what do you do to keep the game fresh, different?
>
I don't play it for awhile and generally completely uninstall it of the HD.
Then when I'm interested, I start looking for updated plug-ins that I
consider must have. I'm always amazed at what new stuff the clever modders
develop for what is essentially a 'dead' game while I've been away. There
also was a mod I recall reading about that started your character in
different places around Morrowind, instead of just at Seyda Neen. Since it
is essentially the mods I'm using that make the game different, finding new
ones that effect the gameplay are what makes it most different. That and
not playing for six months or a year.
--
MJB
Mr. Tin's Miniature Painting Workshop:
http://web.newsguy.com/Mrtinsworkshop/ >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: May 28, 2007 Posts: 1
|
(Msg. 3) Posted: Mon May 28, 2007 3:12 am
Post subject: Re: Mellow Morrowind [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
I play using crafting mods which are slowing the progress of my game.
I also use plenty of quest mods.
On May 27, 3:26 pm, "MJB" <mrt... RemoveThis @OLDsguy.com> wrote:
> "DeAnn" <DeAnn... RemoveThis @gmail.com> wrote in message
>
> news:1180274114.266865.192700@h2g2000hsg.googlegroups.com...
>
> > This time around, I am playing a very mellow game. Taking my time.
> > Ignoring the impulse to go off where the 'good stuff for easy
> > pickings' is. Following the story leads I run into rather than
> > seeking the ones I know are profitable. Which means I am spending a
> > lot of time walking around. A lot of time evading battles that I
> > would not want to get into playing Iron Man (I guess I am playing a
> > theoretical Iron Man--meaning trying really hard to stay within the
> > character's capabilities, but not really intending to pack it in if I
> > do get killed). It's slow. It's comfortable. It's relaxing. And
> > slow; really slow.
>
> Well, Morrowind is a lot less 'intense' than Oblivion - especially as OB was
> designed with the console crowd in mind. Just having a 'use best attack'
> box in MW really rackets down the intensity of combat. Which may or may not
> be a good idea, depending upon how much twitchy you'd like your CRPG to be.
> MW does seem to reward exploration for the sake of exploration a lot more
> than OB.
>
> > Hmm, it is probably not possible to play a mellow Oblivion as the
> > auto-leveling is designed to keep the character on the edge of death
> > (which means you WILL die a lot).
>
> It is rather difficult to just go-a-wandering among the fields of green.
> Generally, if you stayed on the roads in MW nothing very much bothered you -
> sure, you'd come across the ocassional Guar or Alit that would come
> bounding-out of the bushes. But in OB it just seems like being on the roads
> is an opportunity to get mugged pretty regularly.
>
> <weak grin>
>
>
>
> > So, what do you do to keep the game fresh, different?
>
> I don't play it for awhile and generally completely uninstall it of the HD.
> Then when I'm interested, I start looking for updated plug-ins that I
> consider must have. I'm always amazed at what new stuff the clever modders
> develop for what is essentially a 'dead' game while I've been away. There
> also was a mod I recall reading about that started your character in
> different places around Morrowind, instead of just at Seyda Neen. Since it
> is essentially the mods I'm using that make the game different, finding new
> ones that effect the gameplay are what makes it most different. That and
> not playing for six months or a year.
>
> --
> MJB
>
> Mr. Tin's Miniature Painting Workshop:http://web.newsguy.com/Mrtinsworkshop/ >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: Apr 17, 2007 Posts: 213
|
(Msg. 4) Posted: Tue May 29, 2007 10:44 am
Post subject: Re: Mellow Morrowind [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On May 29, 1:10 pm, "Bruce Stiles" <jbcbuss....RemoveThis@bellsouth.net> wrote:
> > On May 27, 3:26 pm, "MJB" <mrt....RemoveThis@OLDsguy.com> wrote:
> >> "DeAnn" <DeAnn....RemoveThis@gmail.com> wrote in message
>
> >>news:1180274114.266865.192700@h2g2000hsg.googlegroups.com...
>
> >> > This time around, I am playing a very mellow game. Taking my time.
> >> > Ignoring the impulse to go off where the 'good stuff for easy
> >> > pickings' is. Following the story leads I run into rather than
> >> > seeking the ones I know are profitable. Which means I am spending a
> >> > lot of time walking around. A lot of time evading battles that I
> >> > would not want to get into playing Iron Man (I guess I am playing a
> >> > theoretical Iron Man--meaning trying really hard to stay within the
> >> > character's capabilities, but not really intending to pack it in if I
> >> > do get killed). It's slow. It's comfortable. It's relaxing. And
> >> > slow; really slow........
>
> >> > So, what do you do to keep the game fresh, different?
>
> My computer crashed and I have setup on a laptop. All of my mods and save
> files are on the other pc, so this was the perfect opportunity to play the
> original game (I didn't install Tribunal or Bloodmoon) and enjoy it all over
> again. There is a HUGE difference in playing a level 2 warrior verses a
> level 30-40+ character. Lockpicks just don't work right. Neither does my
> sword but I am enjoying the game.
>
> Bruce- Hide quoted text -
>
> - Show quoted text -
The early game is my favorite part. In the late game, one's
character gets very powerful relative to standard monsters, and this
makes the game seem too easy. For me, the early game also sets/
establishes the type of character that I am playing--and so determines
a lot of how the later game will go. That makes the early game
critical. So, how do you like the unmodded game? >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: Jun 09, 2006 Posts: 70
|
(Msg. 5) Posted: Tue May 29, 2007 12:10 pm
Post subject: Re: Mellow Morrowind [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
> On May 27, 3:26 pm, "MJB" <mrt....DeleteThis@OLDsguy.com> wrote:
>> "DeAnn" <DeAnn....DeleteThis@gmail.com> wrote in message
>>
>> news:1180274114.266865.192700@h2g2000hsg.googlegroups.com...
>>
>> > This time around, I am playing a very mellow game. Taking my time.
>> > Ignoring the impulse to go off where the 'good stuff for easy
>> > pickings' is. Following the story leads I run into rather than
>> > seeking the ones I know are profitable. Which means I am spending a
>> > lot of time walking around. A lot of time evading battles that I
>> > would not want to get into playing Iron Man (I guess I am playing a
>> > theoretical Iron Man--meaning trying really hard to stay within the
>> > character's capabilities, but not really intending to pack it in if I
>> > do get killed). It's slow. It's comfortable. It's relaxing. And
>> > slow; really slow........
>>
>> > So, what do you do to keep the game fresh, different?
>>
My computer crashed and I have setup on a laptop. All of my mods and save
files are on the other pc, so this was the perfect opportunity to play the
original game (I didn't install Tribunal or Bloodmoon) and enjoy it all over
again. There is a HUGE difference in playing a level 2 warrior verses a
level 30-40+ character. Lockpicks just don't work right. Neither does my
sword but I am enjoying the game.
Bruce >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: Jun 09, 2006 Posts: 70
|
(Msg. 6) Posted: Tue May 29, 2007 1:21 pm
Post subject: Re: Mellow Morrowind [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
"DeAnn" <DeAnn000.TakeThisOut@gmail.com> wrote in message
news:1180460648.348288.302590@m36g2000hse.googlegroups.com...
> On May 29, 1:10 pm, "Bruce Stiles" <jbcbuss....TakeThisOut@bellsouth.net> wrote:
>> > On May 27, 3:26 pm, "MJB" <mrt....TakeThisOut@OLDsguy.com> wrote:
>> >> "DeAnn" <DeAnn....TakeThisOut@gmail.com> wrote in message
>>
>> >>news:1180274114.266865.192700@h2g2000hsg.googlegroups.com...
>>
>> >> > This time around, I am playing a very mellow game. Taking my time.
>> >> > Ignoring the impulse to go off where the 'good stuff for easy
>> >> > pickings' is. Following the story leads I run into rather than
>> >> > seeking the ones I know are profitable. Which means I am spending a
>> >> > lot of time walking around. A lot of time evading battles that I
>> >> > would not want to get into playing Iron Man (I guess I am playing a
>> >> > theoretical Iron Man--meaning trying really hard to stay within the
>> >> > character's capabilities, but not really intending to pack it in if
>> >> > I
>> >> > do get killed). It's slow. It's comfortable. It's relaxing. And
>> >> > slow; really slow........
>>
>> >> > So, what do you do to keep the game fresh, different?
>>
>> My computer crashed and I have setup on a laptop. All of my mods and save
>> files are on the other pc, so this was the perfect opportunity to play
>> the
>> original game (I didn't install Tribunal or Bloodmoon) and enjoy it all
>> over
>> again. There is a HUGE difference in playing a level 2 warrior verses a
>> level 30-40+ character. Lockpicks just don't work right. Neither does my
>> sword but I am enjoying the game.
>>
>> Bruce- Hide quoted text -
>>
>> - Show quoted text -
>
> The early game is my favorite part. In the late game, one's
> character gets very powerful relative to standard monsters, and this
> makes the game seem too easy. For me, the early game also sets/
> establishes the type of character that I am playing--and so determines
> a lot of how the later game will go. That makes the early game
> critical. So, how do you like the unmodded game?
>
That is the usual way that I play. I have used some mods but I haven't found
any that I jus really liked. For instance, Better Heads and Better Bodies. I
had the Bodies mod installed but I have an 8 year old and that mod ended up
being uninstalled. As for the Head mod. I had an aversion to walking up to
an attractive npc who woke on the wrong side of several beds. So now they
aren't pretty along with their attitude. I have heard and read of some mods
that add areas but I've never tried them though they are downloaded and
sitting on a hard drive waiting impatiently to be used. >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: Apr 17, 2007 Posts: 213
|
(Msg. 7) Posted: Tue May 29, 2007 3:01 pm
Post subject: Re: Mellow Morrowind [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On May 29, 2:21 pm, "Bruce Stiles" <jbcbuss... RemoveThis @bellsouth.net> wrote:
> "DeAnn" <DeAnn... RemoveThis @gmail.com> wrote in message
>
> news:1180460648.348288.302590@m36g2000hse.googlegroups.com...
>
>
>
>
>
> > On May 29, 1:10 pm, "Bruce Stiles" <jbcbuss... RemoveThis @bellsouth.net> wrote:
> >> > On May 27, 3:26 pm, "MJB" <mrt... RemoveThis @OLDsguy.com> wrote:
> >> >> "DeAnn" <DeAnn... RemoveThis @gmail.com> wrote in message
>
> >> >>news:1180274114.266865.192700@h2g2000hsg.googlegroups.com...
>
> >> >> > This time around, I am playing a very mellow game. Taking my time.
> >> >> > Ignoring the impulse to go off where the 'good stuff for easy
> >> >> > pickings' is. Following the story leads I run into rather than
> >> >> > seeking the ones I know are profitable. Which means I am spending a
> >> >> > lot of time walking around. A lot of time evading battles that I
> >> >> > would not want to get into playing Iron Man (I guess I am playing a
> >> >> > theoretical Iron Man--meaning trying really hard to stay within the
> >> >> > character's capabilities, but not really intending to pack it in if
> >> >> > I
> >> >> > do get killed). It's slow. It's comfortable. It's relaxing. And
> >> >> > slow; really slow........
>
> >> >> > So, what do you do to keep the game fresh, different?
>
> >> My computer crashed and I have setup on a laptop. All of my mods and save
> >> files are on the other pc, so this was the perfect opportunity to play
> >> the
> >> original game (I didn't install Tribunal or Bloodmoon) and enjoy it all
> >> over
> >> again. There is a HUGE difference in playing a level 2 warrior verses a
> >> level 30-40+ character. Lockpicks just don't work right. Neither does my
> >> sword but I am enjoying the game.
>
> >> Bruce- Hide quoted text -
>
> >> - Show quoted text -
>
> > The early game is my favorite part. In the late game, one's
> > character gets very powerful relative to standard monsters, and this
> > makes the game seem too easy. For me, the early game also sets/
> > establishes the type of character that I am playing--and so determines
> > a lot of how the later game will go. That makes the early game
> > critical. So, how do you like the unmodded game?
>
> That is the usual way that I play. I have used some mods but I haven't found
> any that I jus really liked. For instance, Better Heads and Better Bodies. I
> had the Bodies mod installed but I have an 8 year old and that mod ended up
> being uninstalled. As for the Head mod. I had an aversion to walking up to
> an attractive npc who woke on the wrong side of several beds. So now they
> aren't pretty along with their attitude. I have heard and read of some mods
> that add areas but I've never tried them though they are downloaded and
> sitting on a hard drive waiting impatiently to be used.- Hide quoted text -
>
> - Show quoted text -
I have a disk full of mods. My main problem is that when I go to
change them up, I don't always recall what the original readme and web
sites said about compatibilties, which version to use when and so
forth. If I had to recommend ONE mod that adds areas and quests to
the game, it would hands-down be "Havish". It adds an island with
assorted mage guild, thieves guild (Havish guild, not imperial thieves
guild), and fighters guild quests. Havish adds an island, and the
rather large port town of Havish itself. The island has a unique feel
to the landscape, a different housing architecture and the like.
There is an assortment of shops and a house that the player can buy.
The quests are VERY well thought out and fit together well. They are
too clever and well done to describe without giving away too many
hints. You can add the Havish mod at any time, but characters have to
be invited there through a regular thieves guild, mages guild or
fighters guild quest in Morrowind. That is, you must be a member of
at least one of those three guilds and have a certain set of
statistics before you get a quest that takes you to Havish. Havish is
similar in scope to Bloodmoon or Tribunal. And some of us thing
rather better done (certainly done comparably well). So, if you ever
do decide to add some mods, add Havish. >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: Mar 09, 2006 Posts: 209
|
(Msg. 8) Posted: Tue May 29, 2007 7:23 pm
Post subject: Havish (Was: Re: Mellow Morrowind) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
DeAnn wrote:
> If I had to recommend ONE mod that adds areas and quests to
> the game, it would hands-down be "Havish". It adds an island with
> assorted mage guild, thieves guild (Havish guild, not imperial thieves
> guild), and fighters guild quests. Havish adds an island, and the
> rather large port town of Havish itself. The island has a unique feel
> to the landscape, a different housing architecture and the like.
> There is an assortment of shops and a house that the player can buy.
> The quests are VERY well thought out and fit together well. They are
> too clever and well done to describe without giving away too many
> hints. You can add the Havish mod at any time, but characters have to
> be invited there through a regular thieves guild, mages guild or
> fighters guild quest in Morrowind. That is, you must be a member of
> at least one of those three guilds and have a certain set of
> statistics before you get a quest that takes you to Havish. Havish is
> similar in scope to Bloodmoon or Tribunal. And some of us thing
> rather better done (certainly done comparably well). So, if you ever
> do decide to add some mods, add Havish.
I donno why, but I should never get into havish. I didn't like the
quests as much as other people, I guess, and found it rather annoying
that you had to be invited to the island, what's up with that? I gave
ita try but found one thing after another I didn't like.
The worst thing is probably that the city is absoultely huge, and
no-one bothers to give directions when they tell you to go see
so-and-so. A huge city might sound like a good thing, most off the
houses are obviously just filler without even names.
So personally, I don't recommend it, but obviously quite a few other
people do like it, though.
--
Remove "banana" from my address to reply. >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: Apr 17, 2007 Posts: 213
|
(Msg. 9) Posted: Wed May 30, 2007 2:37 am
Post subject: Re: Havish (Was: Re: Mellow Morrowind) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On May 29, 11:23 pm, ManaUser <p... DeleteThis @manauserbanana.info> wrote:
> DeAnn wrote:
> > If I had to recommend ONE mod that adds areas and quests to
> > the game, it would hands-down be "Havish". It adds an island with
> > assorted mage guild, thieves guild (Havish guild, not imperial thieves
> > guild), and fighters guild quests. Havish adds an island, and the
> > rather large port town of Havish itself. The island has a unique feel
> > to the landscape, a different housing architecture and the like.
> > There is an assortment of shops and a house that the player can buy.
> > The quests are VERY well thought out and fit together well. They are
> > too clever and well done to describe without giving away too many
> > hints. You can add the Havish mod at any time, but characters have to
> > be invited there through a regular thieves guild, mages guild or
> > fighters guild quest in Morrowind. That is, you must be a member of
> > at least one of those three guilds and have a certain set of
> > statistics before you get a quest that takes you to Havish. Havish is
> > similar in scope to Bloodmoon or Tribunal. And some of us thing
> > rather better done (certainly done comparably well). So, if you ever
> > do decide to add some mods, add Havish.
>
> I donno why, but I should never get into havish. I didn't like the
> quests as much as other people, I guess, and found it rather annoying
> that you had to be invited to the island, what's up with that? I gave
> ita try but found one thing after another I didn't like.
>
> The worst thing is probably that the city is absoultely huge, and
> no-one bothers to give directions when they tell you to go see
> so-and-so. A huge city might sound like a good thing, most off the
> houses are obviously just filler without even names.
>
> So personally, I don't recommend it, but obviously quite a few other
> people do like it, though.
>
> --
> Remove "banana" from my address to reply.- Hide quoted text -
>
> - Show quoted text -
Havish is large....large than Balmora. Yes, many houses are empty
fillers--but they are in Balmora and Vivec and Ald Velothi and so
forth also. There are also several alchemy shops, armor and weapon
shops, jewelers, pubs, pawn shops and other things that make up a
large town.
A lot of what I like is that each individual quest and each group of
quests is well planned and executed. I especially like the puzzle
quests, like figuring out how to get that charry dagger! (Even
figuring out that there IS a quest is a bit of a puzzle.) I also like
the indirect reference to the Ultima games (but wont' say more as that
is a part of the puzzle). The helm is another such quest. You hear
rumors early on at Havish, but actually tracking through and finding
(and winning!) that helm takes thought and patience and working it
through. The only thing I didn't like is that some of the Thieves
Guild quests are timed quests (and I personally HATE timed quests in
these games). Yes, they were good quests, but they were TIMED!
The cut scenes at the Grimward (sp?) are impressive. What modders do
cut scenes!
Still, everyone has there own preferences. Do you have a personal
favority mod? >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: Mar 09, 2006 Posts: 209
|
(Msg. 10) Posted: Wed May 30, 2007 7:40 am
Post subject: Re: Havish (Was: Re: Mellow Morrowind) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
DeAnn wrote:
> Still, everyone has there own preferences. Do you have a personal
> favority mod?
Hard question. It's difficult to compare something like Galsiahs
Character Development with a mod like The White Wolf of Lokken
Mountain. But LoKKen is probably my favorite mod in the same general
category as Havish.
Speaking of "What modder does cut scenes", The Underground is very
impressive (and has a few cut scenes) but the style is completely
unlike the rest Morroewind.
--
Remove "banana" from my address to reply. >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: May 24, 2007 Posts: 19
|
(Msg. 11) Posted: Wed May 30, 2007 8:26 am
Post subject: Re: Mellow Morrowind [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
"DeAnn" <DeAnn000 RemoveThis @gmail.com> wrote in message
news:1180274114.266865.192700@h2g2000hsg.googlegroups.com...
<brevity snip>
> Hmm, it is probably not possible to play a mellow Oblivion as the
> auto-leveling is designed to keep the character on the edge of death
> (which means you WILL die a lot).
>
Methinks you are correct. I'm finding out that you've got to be *very*
careful if you want to play "hardcore" in OB & start over if you die.
In one way tho, that's very realistic. IRL you'd probably think twice about
charging into a place where you could get killed.
If you*had* to (police or military for example) you'd likely do *quite a
bit* of planning first & not just go in "shooting from the hip." You'd also
have an exit plan!
So OB isn't a mindless "hack-n-slash" game if you want to keep your neck!
I love the scenery OB offers, but-- as mentioned by others-- what good is a
stroll in the countryside if you get mauled by wolves & bears? I sometimes
have more fun exploring "border" regions where they haven't put random
critters, sites, etc. Nice way to relax & work on acrobat or
athlete....skills
But how I miss being able to put clutter *exactly where I want it*! I love
decorating in MW!
> So, what do you do to keep the game fresh, different?
>
Couple of friends & I make small quests with silly rewards & tongue-n-cheek
dialogue based on work or world events. (Similar to M'Aiq the Liar-- inside
jokes, etc.)
One friend in particular is *very* good at making puzzles that involve a lot
of detective work. That adds a whole new dimension to it.
As for mods made by the "pros" (folks with far more advanced scripting & 3d
art ability), I've found I'm actually scaling back. Currently only using
ones that tweak the game, improve textures, or add ambience like chickens,
pet cats, etc. (Daughter loves the cats)
And we can put a saucer, or a bowl of milk out for kitty anywhere we want!
--Bruce B. >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: Nov 03, 2004 Posts: 61
|
(Msg. 12) Posted: Fri Jun 01, 2007 11:57 am
Post subject: Re: Mellow Morrowind [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
"DeAnn" <DeAnn000.RemoveThis@gmail.com> schreef in bericht
news:1180476107.144796.255810@w5g2000hsg.googlegroups.com...
> On May 29, 2:21 pm, "Bruce Stiles" <jbcbuss....RemoveThis@bellsouth.net> wrote:
> > "DeAnn" <DeAnn....RemoveThis@gmail.com> wrote in message
> >
> > news:1180460648.348288.302590@m36g2000hse.googlegroups.com...
> >
(snip)
>
> I have a disk full of mods. My main problem is that when I go to
> change them up, I don't always recall what the original readme and web
> sites said about compatibilties, which version to use when and so
> forth. If I had to recommend ONE mod that adds areas and quests to
> the game, it would hands-down be "Havish". It adds an island with
> assorted mage guild, thieves guild (Havish guild, not imperial thieves
> guild), and fighters guild quests. Havish adds an island, and the
> rather large port town of Havish itself. The island has a unique feel
> to the landscape, a different housing architecture and the like.
> There is an assortment of shops and a house that the player can buy.
> The quests are VERY well thought out and fit together well. They are
> too clever and well done to describe without giving away too many
> hints. You can add the Havish mod at any time, but characters have to
> be invited there through a regular thieves guild, mages guild or
> fighters guild quest in Morrowind. That is, you must be a member of
> at least one of those three guilds and have a certain set of
> statistics before you get a quest that takes you to Havish. Havish is
> similar in scope to Bloodmoon or Tribunal. And some of us thing
> rather better done (certainly done comparably well). So, if you ever
> do decide to add some mods, add Havish.
>
I've installed Morrowind with all the official addons and just reading
the messages in this group.
I don't want to play the game and later add mods, instead I would like
to have to full world experience from the beginning without any
main quest breakers.
Reading your post DeAnn, do you think it is safe to install Havish
right from the start?
And can you recommend a good mod for houses?
I like the idea that I would be able to buy/sell one (or more?) houses
in the game, just like in real life, but if I understand it correctly, this
isn't possible without mods?
regards,
Marcel >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: Jul 21, 2004 Posts: 110
|
(Msg. 13) Posted: Fri Jun 01, 2007 12:03 pm
Post subject: Re: Mellow Morrowind [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
One of the mods I'm playing (The Theurgist) required me to look for truffles
in shipwrecks. This made me explore areas I had never been before in spite
of years of playing. I'm also making a point of stopping in every cave,
ruin, shrine and tomb I pass.
As for housing mods, Korana has wonderful housing mods from simple to very
elaborate. In fact, all of her mods are good: facepacks, clothing,
miscellaneous items. http://korana.elricm.com/Index.htm
Ellen
"DeAnn" <DeAnn000.TakeThisOut@gmail.com> wrote in message
news:1180274114.266865.192700@h2g2000hsg.googlegroups.com...
> This time around, I am playing a very mellow game. Taking my time.
> Ignoring the impulse to go off where the 'good stuff for easy
> pickings' is. Following the story leads I run into rather than
> seeking the ones I know are profitable. Which means I am spending a
> lot of time walking around. A lot of time evading battles that I
> would not want to get into playing Iron Man (I guess I am playing a
> theoretical Iron Man--meaning trying really hard to stay within the
> character's capabilities, but not really intending to pack it in if I
> do get killed). It's slow. It's comfortable. It's relaxing. And
> slow; really slow.
> Hmm, it is probably not possible to play a mellow Oblivion as the
> auto-leveling is designed to keep the character on the edge of death
> (which means you WILL die a lot).
>
> So, what do you do to keep the game fresh, different?
> >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: Jun 01, 2007 Posts: 174
|
(Msg. 14) Posted: Fri Jun 01, 2007 2:46 pm
Post subject: Re: Mellow Morrowind [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Jun 1, 10:23 am, "Marcel Overweel" <moverw....DeleteThis@hotmail.com> wrote:
> "DeAnn" <DeAnn....DeleteThis@gmail.com> schreef in berichtnews:1180476107.144796.255810@w5g2000hsg.googlegroups.com...
>
>
>
>
>
> > On May 29, 2:21 pm, "Bruce Stiles" <jbcbuss....DeleteThis@bellsouth.net> wrote:
> > > "DeAnn" <DeAnn....DeleteThis@gmail.com> wrote in message
>
> > >news:1180460648.348288.302590@m36g2000hse.googlegroups.com...
>
> (snip)
>
> > I have a disk full of mods. My main problem is that when I go to
> > change them up, I don't always recall what the original readme and web
> > sites said about compatibilties, which version to use when and so
> > forth. If I had to recommend ONE mod that adds areas and quests to
> > the game, it would hands-down be "Havish". It adds an island with
> > assorted mage guild, thieves guild (Havish guild, not imperial thieves
> > guild), and fighters guild quests. Havish adds an island, and the
> > rather large port town of Havish itself. The island has a unique feel
> > to the landscape, a different housing architecture and the like.
> > There is an assortment of shops and a house that the player can buy.
> > The quests are VERY well thought out and fit together well. They are
> > too clever and well done to describe without giving away too many
> > hints. You can add the Havish mod at any time, but characters have to
> > be invited there through a regular thieves guild, mages guild or
> > fighters guild quest in Morrowind. That is, you must be a member of
> > at least one of those three guilds and have a certain set of
> > statistics before you get a quest that takes you to Havish. Havish is
> > similar in scope to Bloodmoon or Tribunal. And some of us thing
> > rather better done (certainly done comparably well). So, if you ever
> > do decide to add some mods, add Havish.
>
> I've installed Morrowind with all the official addons and just reading
> the messages in this group.
> I don't want to play the game and later add mods, instead I would like
> to have to full world experience from the beginning without any
> main quest breakers.
>
> Reading your post DeAnn, do you think it is safe to install Havish
> right from the start?
>
> And can you recommend a good mod for houses?
> I like the idea that I would be able to buy/sell one (or more?) houses
> in the game, just like in real life, but if I understand it correctly, this
> isn't possible without mods?
>
> regards,
> Marcel- Hide quoted text -
>
> - Show quoted text -
It is safe to install Havish from the start. It is a very stable
mod, and it does not make basic alterations to gameplay. However, I
personally recommend playing vanilla Morrowind (MW with just official
expansions or add ons) before adding other mods. There are several
reasons for this: 1) MW stability varies from computer to computer;
adding mods can make it more unstable; it's good to know how vanilla
MW interacts on your computer. 2) Many mods change basic gameplay;
it's good to experience the normal game for a while before tweaking
gameplay. 3) MW is a very rich game, and you will get plenty of
enjoyment experiencing the main game; it's good to know what is and is
not main game if you later get into running lots and lots of mods--
that might conflict. Havish is pretty separate from MW, but is very
consistent with MW atmosphere, so it should have less impact than many
mods in each of these respects.
There are many good house mods, and people's tastes vary a lot.
There is a house for sale in Havish, but it is in Havish, which is
rather out of the way. Each Great House lets you earn a stronghold
for your home. However, all three strongholds are out in the
wilderness and so are a tad inconvenient. My current favorite is
Grumpy's Dome Home, which is in Balmora and so is convenient. You
can find it on Emma's website at
http://lovkullen.net/Emma/modsbyemma.htm
The version I use has been altered to be compatible with the Balmora
Expansion mod (I think there is a link to that on Emma's site, as
well). The Dome Home is large enough to store lots of stuff, has a
very well thought out atmosphere (the brighter Dwemer lights are
powered by an OILED generator, etc.) and Emma has created a small
staff to go with the house which further enhances the atmosphere.
Maybe someone else would like to recommend their favorite house mod?
I hope you find MW to be a great game, as so many of us have over
the years! >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
External

Since: Jun 01, 2007 Posts: 174
|
(Msg. 15) Posted: Mon Jun 04, 2007 9:52 am
Post subject: Re: Mellow Morrowind [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Jun 4, 4:26 am, "Marcel Overweel" <moverw....TakeThisOut@hotmail.com> wrote:
> "DeAnn" <DeAnn....TakeThisOut@gmail.com> schreef in berichtnews:1180709176.574271.96660@q69g2000hsb.googlegroups.com...> On Jun 1, 10:23 am, "Marcel Overweel" <moverw....TakeThisOut@hotmail.com> wrote:
> > > "DeAnn" <DeAnn....TakeThisOut@gmail.com> schreef in
>
> berichtnews:1180476107.144796.255810@w5g2000hsg.googlegroups.com...
>
>
>
>
>
>
>
> > > > On May 29, 2:21 pm, "Bruce Stiles" <jbcbuss....TakeThisOut@bellsouth.net> wrote:
> > > > > "DeAnn" <DeAnn....TakeThisOut@gmail.com> wrote in message
>
> > > > >news:1180460648.348288.302590@m36g2000hse.googlegroups.com...
>
> > > (snip)
>
> > > > I have a disk full of mods. My main problem is that when I go to
> > > > change them up, I don't always recall what the original readme and web
> > > > sites said about compatibilties, which version to use when and so
> > > > forth. If I had to recommend ONE mod that adds areas and quests to
> > > > the game, it would hands-down be "Havish". It adds an island with
> > > > assorted mage guild, thieves guild (Havish guild, not imperial thieves
> > > > guild), and fighters guild quests. Havish adds an island, and the
> > > > rather large port town of Havish itself. The island has a unique feel
> > > > to the landscape, a different housing architecture and the like.
> > > > There is an assortment of shops and a house that the player can buy.
> > > > The quests are VERY well thought out and fit together well. They are
> > > > too clever and well done to describe without giving away too many
> > > > hints. You can add the Havish mod at any time, but characters have to
> > > > be invited there through a regular thieves guild, mages guild or
> > > > fighters guild quest in Morrowind. That is, you must be a member of
> > > > at least one of those three guilds and have a certain set of
> > > > statistics before you get a quest that takes you to Havish. Havish is
> > > > similar in scope to Bloodmoon or Tribunal. And some of us thing
> > > > rather better done (certainly done comparably well). So, if you ever
> > > > do decide to add some mods, add Havish.
>
> > > I've installed Morrowind with all the official addons and just reading
> > > the messages in this group.
> > > I don't want to play the game and later add mods, instead I would like
> > > to have to full world experience from the beginning without any
> > > main quest breakers.
>
> > > Reading your post DeAnn, do you think it is safe to install Havish
> > > right from the start?
>
> > > And can you recommend a good mod for houses?
> > > I like the idea that I would be able to buy/sell one (or more?) houses
> > > in the game, just like in real life, but if I understand it correctly,
> this
> > > isn't possible without mods?
>
> > > regards,
> > > Marcel- Hide quoted text -
>
> > > - Show quoted text -
>
> > It is safe to install Havish from the start. It is a very stable
> > mod, and it does not make basic alterations to gameplay. However, I
> > personally recommend playing vanilla Morrowind (MW with just official
> > expansions or add ons) before adding other mods. There are several
> > reasons for this: 1) MW stability varies from computer to computer;
> > adding mods can make it more unstable; it's good to know how vanilla
> > MW interacts on your computer. 2) Many mods change basic gameplay;
> > it's good to experience the normal game for a while before tweaking
> > gameplay. 3) MW is a very rich game, and you will get plenty of
> > enjoyment experiencing the main game; it's good to know what is and is
> > not main game if you later get into running lots and lots of mods--
> > that might conflict. Havish is pretty separate from MW, but is very
> > consistent with MW atmosphere, so it should have less impact than many
> > mods in each of these respects.
>
> > There are many good house mods, and people's tastes vary a lot.
> > There is a house for sale in Havish, but it is in Havish, which is
> > rather out of the way. Each Great House lets you earn a stronghold
> > for your home. However, all three strongholds are out in the
> > wilderness and so are a tad inconvenient. My current favorite is
> > Grumpy's Dome Home, which is in Balmora and so is convenient. You
> > can find it on Emma's website at
> >http://lovkullen.net/Emma/modsbyemma.htm
> > The version I use has been altered to be compatible with the Balmora
> > Expansion mod (I think there is a link to that on Emma's site, as
> > well). The Dome Home is large enough to store lots of stuff, has a
> > very well thought out atmosphere (the brighter Dwemer lights are
> > powered by an OILED generator, etc.) and Emma has created a small
> > staff to go with the house which further enhances the atmosphere.
> > Maybe someone else would like to recommend their favorite house mod?
>
> > I hope you find MW to be a great game, as so many of us have over
> > the years!
>
> I think I'll go for a few mods that impove the visual aspects only.
> Got the hardware to run it so might as well pump up the details a bit.
>
> That house mod sounds very interesting though.
> I'll look up that Balmore expansion you talk about, if that doesn't
> change the main quest, I'll add those two right from the start.
>
> Thanks for the advise!
> Marcel- Hide quoted text -
>
> - Show quoted text -
BE does not change the main quest, but it adds a lot of buildings and
landscaping around Balmora. These can interfere with other mods that
put people or buildings in Balmora. It also makes Balmora much
larger, and it is already large enough to be somewhat confusing to the
new player. It adds a collection of merchants and items from other
mods. The Dome Home itself basically adds a door in Balmora and
relandscapes the top of a mountain (and so is unlikely to interfere
with much). The original BE relandscaped the door area, hence the
combined mod where the door was moved up a bit. So, it is NOT a good
first mod to add (BE, not Dome Home). Really, play the main game
through, then start adding mods is my advice. Mods enrich the game,
but have the potential to make it very unstable or unplayable if mods
conflict with each other. For a long time, I did not use the less
generic NPC mods because--when I had them in my game--'random' NPC
started dying off as soon as I walked into their cell. It was, I
assume, some kind of mod conflict (which I never figured out) that was
giving quite a few characters death tokens. Eventually, I tried lgnpc
again and the problem was gone (I'd changed other mods a LOT, and
presumably removed the conflict). >> Stay informed about: Mellow Morrowind |
|
| Back to top |
|
 |  |
| Related Topics: | But....but....but....but I haven't finished Morrowind yet! - Oblivion is almost here. But there are so many things I have never gotten around to in Morrowind and its mods. I never played vampires. I never did all those Sanguin things. I never finished Suran Underworld, having gotten stuck when the lady had no....
Tarhiel (Morrowind) - If you manage to click on Tarhiel, the guy who falls from the sky onto the path just north of Seyda Neen, he says "I don't want to talk about it!" and you have no option but to click on "Good-bye" and let him continue his fall to the ...
An almost all-female Morrowind - I've just created a plug-in with every changeable NPC in Morrowind changed to female, in order to get the most use out of the StripForMe plug-in. Even if you don't use the StripForMe plug-in, you're in a Morrowind practically full of females. It's a nice...
inflation in morrowind? - Hello players, I know, Morrowind is an old game, but that means it is easier for me to get help. I have recently gone back to the game to advance my character a little bit more. I discovered that my character had to pay much higher prices than he did in...
Can I run Morrowind on an 8MB 3D card? - My laptop is an IBM Thinkpad T20 P3-700MHz, 384MB with an 8MB S3 graphics card, and I was hoping that I could get Morrowind to run on it, but of course Morrowind requires a 32MB graphics card. Is there any way to run Morrowind on such a graphics card,.. |
|
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|
 |
|
|