The Elder Scrolls

>Try to see if there's a video guide for a specific modding tool
>JewTube actively refuses to show videos for this tool despite me knowing they exist and instead shoves Oblivion Remastered videos in my face
>Even using quotes around words only shows Oblivion Remastered videos

Jesus.
 
i can respect your opinion but you had a very shit take, the scenario you meant was a issue with oblivion because it was the one where they tried level scaling with zero understanding of it and they refined that in skyrim by simply adding level ranges per area after they got shidded on after oblivion, sure you can say skyrim is console focused trash game but you cannot deny adding level brackets per zone being a good idea and them letting modders touch that part is good as well, i know of the mod that makes the ebony warrior scale with you instead of being a level 80 enemy.
maybe I am reading your message wrong and I am getting confused. Scribs are infamous for being newbie traps because even though they have low health and damage, they have a paralyze effect that can stun lock you to death when you have early game gear. Morrowind has no enemy scaling (or so little it's not noticeable.) so you can come back to that low level area or dungeon and wipe the floor with everyone. Oblivion has the problem where unless you know what you are doing, most players are going to start off feeling fine and then come up against gangs of bandits with Ebony and Daedric gear and a fuck ton of health and it's going to feel like shit. I think Skyrim does it the best where enemies do scale, but have a cap so you do feel the growth at late mid - end game.

that wouldn't fix the problem with players dropping the game, it might help some get a idea they should respec but most people would simply uninstall since it's a "shit game with shit combat where everyone dodges your attacks and you rarely hit", one thing that helps is the glancing blow mod since it fixes so much of the retarded dice roll system if the person doesn't pick the mod that makes attacks never miss.
fallout 3 gets shat on for that exact same reason as shooting a nigga in the face and missing which is fixed in new vegas and guess which fallout is always told to be played with Tale of Two Wastelands installed?
If you use the weapons that your class you chose are meant to use then it's no where near as bad as people make it out to be. prepare for 🧩

Here is my Dunmer, Knight, Lady birthsign character:

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using the chance to hit formula, this was the result I got:
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so I have a 53% chance to hit at full fatigue, dropping down to 51% at 0 fatigue. this let me kill 2 mudcrabs and a kwama forager in 4.6 hits on average with an iron broadsword ( I was also able to kill a DB assassin) If I had used blunt, I would have had a 21% chance to hit at full fatigue. The problem really isn't hit chance. The game expects you to use the skills that your class is actually meant to use, your choices in character creation actually matter. The problem is that it feels like shit to watch your sword phase through an enemy with no indication that anything is different so you stand there spamming the same animation over and over. a 50/50 chance to hit is your baseline, fresh of the boat, limeware platter in pockets, level 1 character. it just needs to be explained better and have some visual feedback. If after that some players don't get it then that's on them. Designing games for the lowest common denominator has been one of the worst things to happen to the industry. Im not a Morrowboomer, I started playing TES games in 2009 with Oblivion, actually really started to care about the franchise as a whole while playing skyrim and went back to play Morrowind.
 
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Finally got around to being one of the most creative quests in the game. Love what they've done with the look of the Painted World.
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Dumb of me to not record it. Looks incredible in motion.
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That quest is almost impossible depending on what the remainder of your level divided by four is. The first time I played it, I got soft-locked because I had the wrong remainder and got absolutely butt-blasted by the painted trolls. This was the quest that made me break down and read a guide, because I was utterly flummoxed by how difficult it was. That's when I learned about the bizarre math behind Oblivion level scaling. It's such an incredibly stupidly designed RPG system; I'm not sure I've ever seen a worse one that wasn't a joke or meme.

I think Skyrim does it the best where enemies do scale, but have a cap so you do feel the growth at late mid - end game.

Open-world games should not have linear (or worse, superlinear) HP & damage scaling, full stop. There are plenty of TTRPGs designed around open worlds rather than dungeon delves, and what they all have in common is you don't gain buckets of HP & damage as you advance.
 
Since we are posting builds in the forum here is a recreation of the current character I made and a bit of a guide to help make Morrowind more enjoyable. This is a decently optimal beginner friendly Spellsword character who's main weapons to kill enemies are Long Blades and destruction magic.
Morrowind 5_6_2025 8_05_03 PM.webp

Reasons for :
Race: Bretons are the beginner friendly Magic race with no actual weaknesses compared to the High Elfs elemental weaknesses that make them explode when hit by a spell. The .5 Magicka multiplier synergizes well with the chosen birth sigh and Magic resistance has its uses(being able to see when using BOBS)
Class: Long Blade, Destruction, And Restoration are the main skills that you will actually be using during gameplay. The other Major and Minor skills are the skills that you use to control when you wish to level up. Choose specialization is Magic so that you gain skill ups in it fast and main attributes are Endurance and Intelligence/Strength. Long Blade has the best weapons in the game and Destruction magic is The best way to kill stuff.
Birthsign: The Apprentice: The Apprentice gives a large 1.5 multiplier for no actual down side as weakness to magic does not actually increase elemental damage. The Apprentice plus the Breton magicka bonuses add up to a 3x multiplier to your magicka due to the way Morrowind maths the Fortify Magicka bouns, Lots of spells you can cast or a super powered one.
Game Plan: Do some quests and raid the smugglers den in Seyda Neen to get some cash. Raid the Samarys Ancestral Tomb northwest form Seyda Neen for the Mentors ring. Then use the Silt Strider to go Balmora where you will join the mages guild and meet up with the skooma addict. Use the Custiom Spell maker to make so Min-maxed spells for your level and some easy to cast low cost spells for Skill training. Play the game you are set for success.
Some tips: Some monsters have a random amount of spell reflect that can lead to you gook nuking yourself. They are: Ash Ghouls, Ash Slaves, Atronachs, Dremora, Dwarven Spectres, Golden Saints, Winged Twilights, Advanced Steam Centurions, Riekling Raiders. Spell slingers beware.
In the custom spell maker, Burst damage spells are more expensive then DOT spells. On Touch spells are cheaper the Target spells. Target spells with aoe are more expensive then ones without aoe Example from the wiki: a spell with 100 pts of fire damage for 1 sec costs 50 magicka, while a spell with 50 pts of fire damage for 2 sec costs only 37 magicka.
Only Feline based Farm tool Merchents will buy Skooma and moon sugar.

Mods to Improve the game for the Zoomer/Skybaby brained elder scrolls fan(Me):

MGE XE https://www.nexusmods.com/morrowind/mods/41102:
Summary from mod: Morrowind Graphics Extender XE; allows Morrowind to render distant views, scenery shadows, high quality shaders and other features. Mods the vanilla engine. Needed for other mods to work.

Morrowind Script Extender https://www.nexusmods.com/morrowind/mods/41102
Summary from mod: A complete rewrite of Morrowind Script Extender, featuring new functionality and increased performance. Needed for other mods to work.


Morrowind Code Patch: https://www.nexusmods.com/morrowind/mods/19510
Summary from mod: This is our attempt at defeating the worst bugs in the game, including save corruption; and also adding a few more features people have dreamt of. It patches the original game engine code, so it is for the original program only, not OpenMW.

Purist Friendly Magicka Regen https://www.nexusmods.com/morrowind/mods/45636
Summary from mod: fully functioning magicka regeneration to the game and works without any downsides or gimmicks.

UI Expansion https://www.nexusmods.com/morrowind/mods/46071
Summary from mod: Expands UI functionality with searching, filtering, and more visual feedback.

Speed and Stamina https://www.nexusmods.com/morrowind/mods/42190
Summary from mod: Increases overall movement speed and changes fatigue while running to work like in Oblivion.

Improved Vanilla Leveling https://www.nexusmods.com/morrowind/mods/48065?tab=description
Summary from mod: attempts to preserve vanilla leveling mechanics while eliminating the need to micromanage skill and attribute increases in order to achieve optimal character progression.

Kezyma's Voices of Vvardenfell: https://www.nexusmods.com/morrowind/mods/52279?tab=description Summary from mod: A project to fully voice Morrowind using ElevenAI and MWSE.
 
(The fuck happened to the thumbnail? Used to just be a simple one but this actually makes me want to not link it anymore)
(Now it's back to the original but with annoying "BUGS?" in red text.
Also anyone want to pick my build for Morrowind? Finished up my modlist for TR but I'm conflicted on what I want to play as, no Jack-of-all-trades.
 
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That quest is almost impossible depending on what the remainder of your level divided by four is. The first time I played it, I got soft-locked
The guy gives you six bottles of turpentine that oneshots or at least severely cripples the trolls, and it's entirely possible to miss one of them since it's placed off the main path. The only way to get actually softlocked is walking in without a weapon or a summon dagger spell.
 
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Kinda sad I rushed to 100% oblivion and nothing stops me from replaying it to simply enjoy it, but 100%ing games just completely robs me of interest. I'd rather try to 100% skyrim SE after todd the fucking hack dropped it just as i 100%'d skyrim.. Shit I even wanna try out ESO. I wouldn't say TES is even close to being my favorite franchise but the fact it's good ol' american produce in a sea of korean fuckdoll /v/ memery is quite appealing. It's also an oddly euro-centric franchise.
(The fuck happened to the thumbnail? Used to just be a simple one but this actually makes me want to not link it anymore)
God I'm so tired of this "SOVL? XD" discussion. Not even exclusive to TES at this point but it's really the last nail. It's a remaster of a game people loved. Good. It has kept the jank while making it look prettier, good. What else is there to whine about? They rehash the same few things someone else told them to think. I fucking hope these videos are AI cause a human spending tens of hours copy-pasting other videos into their own is fucking nuts.

For once, I choose happiness. I'll go watch the guys who made TES videos making new TES video about this new TES video.
 
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Call me retarded, but I will never understand the point of level scaling. If you want a player being able to do any content at any level - just get rid of numerical progression and make a finely tuned difficulty levels with static numbers. Even in Morrowind level scaling is pointless - the game has a clear language to indicate difficulty of an area. You learn fast that daedric ruins are the hardest, dwemer ruins are medium and caves are easy.
Making a player doing 3 points damage against 9 hp bandit on lvl 1 and then doing 3000 points of damage against 9000 hp marauder on lvl 100 is peak retardation
 
Call me retarded, but I will never understand the point of level scaling. If you want a player being able to do any content at any level - just get rid of numerical progression and make a finely tuned difficulty levels with static numbers. Even in Morrowind level scaling is pointless - the game has a clear language to indicate difficulty of an area. You learn fast that daedric ruins are the hardest, dwemer ruins are medium and caves are easy.
Making a player doing 3 points damage against 9 hp bandit on lvl 1 and then doing 3000 points of damage against 9000 hp marauder on lvl 100 is peak retardation
I think Outward is one of those rare games where, with a few exceptions, stats come entirely from gear and buffs.
 
Call me retarded, but I will never understand the point of level scaling. If you want a player being able to do any content at any level - just get rid of numerical progression and make a finely tuned difficulty levels with static numbers. Even in Morrowind level scaling is pointless - the game has a clear language to indicate difficulty of an area. You learn fast that daedric ruins are the hardest, dwemer ruins are medium and caves are easy.
Making a player doing 3 points damage against 9 hp bandit on lvl 1 and then doing 3000 points of damage against 9000 hp marauder on lvl 100 is peak retardation
The problem is Bethesda games are designed for most players to do all questlines on the same character.
I think they designed Morrowind with the idea that you would do certain factions with certain builds. You've got factions that lock out other faction questlines, conflicting quests, quests telling you to murder quest givers.
But a lot of people complained about not being able to do all of them on a single run, mostly because I think most normies will roll ONE character and do ONE playthrough. So the system got designed for all questlines to be accessible. But then how do you make the same dungeon fun for both the lvl 4 newbie and the lvl 30 arch wizard
 
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STALKER is another. Your guns and armor are your lifeblood, completing certain cheevos gives you permanent niche buffs.
Near as I can tell they don't boost your base stats at all though, only give you a few neat perks, with only the Leader and A Keeper of Secrets achievements altering stats, but that's for your allies for just one mission.

I will confess that I did use and abuse the skill and perk mods for Anomaly last time I played to become a God of the Zone, though. That and slapping on enough ballistic resist artifacts on an upgraded suit with the health regen and wound healing modules lets you tank fire like crazy, especially since the game applies artifact damage reductions before applying them to the suit, giving its durability a massive boost.
 
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I've spent a lot of time just making characters from various race/class combinations and throwing them into different scenarios with the CREL scenario editor. I like experimenting with the different nominal NPC races added by Tamriel Data, my favorite races to play as from that list would probably be Reachmen, Sea Elves and Keptu-Quey. Has anyone tried making a Duadri PC? They would probably make good mages or thieves based on their stats and skill bonuses. I'd do it myself but I can't be arsed to import the new version of Tamriel Data and edit it to make them playable.
 
The problem is Bethesda games are designed for most players to do all questlines on the same character.
I think they designed Morrowind with the idea that you would do certain factions with certain builds. You've got factions that lock out other faction questlines, conflicting quests, quests telling you to murder quest givers.
But a lot of people complained about not being able to do all of them on a single run, mostly because I think most normies will roll ONE character and do ONE playthrough. So the system got designed for all questlines to be accessible. But then how do you make the same dungeon fun for both the lvl 4 newbie and the lvl 30 arch wizard
It doesn't answer the question. Why as a game designer you implement a numerical power progression if you don't want to lock a player out of content? Progression in modern tes games serves zero purpose if lvl 4 newbie and lvl 30 archwizard are intended to face the same challenge going through the same location. Why implementing leveling in a game just to kill it with level scaling? Don't tell it's just for retards to watch a number grow.
 
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The guy gives you six bottles of turpentine that oneshots or at least severely cripples the trolls, and it's entirely possible to miss one of them since it's placed off the main path. The only way to get actually softlocked is walking in without a weapon or a summon dagger spell.

The bottles of turpentine don't do enough damage at the wrong levels. I played this game almost 20 years ago, so I don't remember everything, but I remember I was at one of the worst possible levels to do this quest, and also didn't know things like how to max out your ability points when leveling up. Like maybe i was 7th level, so the turpentine did +50 damage, but the painted trolls at 7th level have 175 hp. Whereas if you're 8th level, the turpentine is now +100, but the trolls only have 200 hp. The turpentine also stops scaling at 20th level, but the trolls do not.

End result was that my first arrow didn't take out the troll, and they moved fast enough and hit hard enough that I was dead seconds later. After reading the wiki, making sure my level was divisible by four, and probably taking advantage of other meta things I learned about, I tried the quest again, and my sneak attacks OHKed the trolls.

(Reading the wiki, I suspect I must have gone in with invisibility potions the second time, since the whole area is brightly lit...or perhaps my sneak skill was much higher, enabling me to sneak during the day.)
 
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I changed my mind I became a vampire on female imperial oblivion remastered. The imperials get eye color changes when vampire. It’s like a white kinda yellow glowing eyes. And the skin becomes more pale and dark bags under the eyes. The red eyes you start with don’t really glow. You can walk in the sun as long as you don’t wait or sleep in a bed. If you need to level up or wait until a certain time for a quest, you can always fast travel to Weye and drink a guys blood sleeping alone in that house, it’s left of the imperial city. Fast traveling after drinking blood don’t make you get hurt in the sun. Just had to to clarify
 
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