The Elder Scrolls

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I liked that you were an absolute nobody. This chosen one stuff they've been using for the past 3 games got old.

In Morrowind's defense, it's sort of up in the air whether or not you were the true Nerevarine from the get-go or if you simply became a "self-made" Nerevarine since many other came before you and each one had walked a similar path as you but fell at some point along the way.

Been replaying Morrowind lately and I am reminded as to why it's my favorite Elder Scrolls game.
 
You weren't the chosen one in Oblivion, though, you were just some random dude.

EDIT: I guess you kind of were in Knights of the Nine, but I remember that DLC saying that technically any schmuck could have worn the armor.
The Emperor saw you in a vision and knew he had to save your ass.

In Morrowind's defense, it's sort of up in the air whether or not you were the true Nerevarine from the get-go or if you simply became a "self-made" Nerevarine since many other came before you and each one had walked a similar path as you but fell at some point along the way.

Been replaying Morrowind lately and I am reminded as to why it's my favorite Elder Scrolls game.
True, I give Morrowind credit for putting an interesting spin on the hero of prophecy trope.
 
The Emperor saw you in a vision and knew he had to save your ass.


True, I give Morrowind credit for putting an interesting spin on the hero of prophecy trope.
Though not an Elder Scrolls game but kinda similar and around the same time as Skyrim I liked Dragon's Dogma's take on the chosen one. Instead of by prophecy or by the gods and destiny you get chosen by the Dragon itself just because you had the balls to confront it and the luck/skill to inflict however slight an injury to it. DD just did the Dragon story better then Skyrim in most respects.
 
Iv been playing through The elder scrolls daggerfall and morrowind lately and have been trying to build the perfect reformation of the leveling system. Skyrim was terrible as an RPG effectively gutting and hobbling the robust system of previous games. It removed attributes, removed and combined skills to an absurd level, removed fan favorite weapon and magic skills, and gimped the fuck out of magic.

First things first, all weapons that have been in previous titles are in with appropriately grouped skills dedicated to them. Shurikens and darts could be grouped into a throwing skill, spears and pikes in a skill etc. Spellcrafting is to be like Daggerfall, with the ability to add effects from any school into the mix, with the only limit being skill, money, and magicka costs. Design would focus on fair balance and progression instead of preventing or nerfing exploits. Thats one of the things I have always hated about bethesda is how extreamly reflexive and overkilling they are when it comes to exploits. Role playing should always be focused on player choice, which anyone familure with D&D could tell you. A DM that is super anal about strict rules and linear story telling is just about one of the worst RPG experiences ever. If a player wants to craft 1000 iron daggers to level smithing up your response should not be to nerf smithing to the point extreme grinding is required for progress.

Now on to leveling. Attributes are back, Daggerfalls character creation is used here including background generation and reputation. You not only get to choose what your character is good at, getting a head start on certain stats and skills allowing you to start playing a role immediately. A thief should be able to thieve from the start, an axe wielding beserker should be bathing in the blood of many mud crabs from the word go. Level 20 should not be the entry level for ones role or class. Skills still level up to 100, each skill level tied to overall level advancement, and also tied to a primary attribute. Level up a strength based skill, get a point of strength on level up. Every 10 skill level ups of major skills is a level up, with all other skills counting as half a major. So 10 major skill advancements is a level up, or 20 minor skill advancement. At level up you get to choose a general perk at every even level. These perks are general perks mostly affecting attributes and core character features such as disease resistance etc.

Skills on the other hand will work similer to how they worked in morrowind/oblivion, awarding perks at every increment of 25. So at level 25 of critical hitting (a returning daggerfall skill) crits will have a chance to daze a target, or each 25 levels of back stabbing increases the sneak attack multiplier that starts at x2 and at 100 would be x6 applying to one handed melee weapons, ranged weapons, and throwing weapons. Further more at 100 you start gaining master levels in a skill. Each skill has 10 mastery levels with each level of mastery granting a perk specific to that skill. For back stabbing you could get added bleeding damage with one handed bladed weapons, or a chance to render targets unconscious with a sneak attack from a blunt weapon. Further more master levels count double for main level progress so each mastery level will add 2 xp tics towards over all level progression.

Also fatigue will return, and you will once again be able to render npc's KO. Unarmed will be overhauled as a skill as well. Rather than requiring you to drain all of an opponents fatigue to damage them, you will deal damage split between fatigue and health. For example your over all hth damage could be 10, but opponents at 75%+ fatigue will take 8 pts fatigue damage and 2 pts health damage, with half fatigue damage also going to magicka. This would all also be affected by the hth skill as well as mastery perks. Also beast races would have more leathal hth damage.

Speaking of beast races, they will be slimier to thier morrowind/daggerfall incarnations, being much more pronounced as beast. Also each race would have more variations available. In the lore the Khajiit for instance have many different breeds, with some being much more cat than man, and vice versa.

This is just my first brainstorm on this, feel free to jump in and add to it.
 
Also fatigue will return, and you will once again be able to render npc's KO. Unarmed will be overhauled as a skill as well. Rather than requiring you to drain all of an opponents fatigue to damage them, you will deal damage split between fatigue and health. For example your over all hth damage could be 10, but opponents at 75%+ fatigue will take 8 pts fatigue damage and 2 pts health damage, with half fatigue damage also going to magicka. This would all also be affected by the hth skill as well as mastery perks. Also beast races would have more leathal hth damage.
I'm not quite sure how this is supposed to work out. Wouldn't that be frustrating for players if enemies, especieally humanoid ones, are going to fight to the death anyway?
The issue appeared with Skyrim bandits already.

Speaking of beast races, they will be slimier to thier morrowind/daggerfall incarnations, being much more pronounced as beast. Also each race would have more variations available. In the lore the Khajiit for instance have many different breeds, with some being much more cat than man, and vice versa.
Will this cause the beast races to be unable to use feet- and closed helmet-armor?
 
I'm not quite sure how this is supposed to work out. Wouldn't that be frustrating for players if enemies, especieally humanoid ones, are going to fight to the death anyway?
The issue appeared with Skyrim bandits already.
If they are going to fight to the death already it does not really matter what weapon they are using. The goal is to have as many ways possible for players to role play. Ergo if someone wants to role play as a pacifist monk they could level and select perks to focus on non lethal damage and just knock people out. As for the fighting to the death part, would probably have a morale stat for enemies where as a bandit would be more likely to flee if they are being overpowered where as a guard or knight would stand their ground and fight to the death.
Will this cause the beast races to be unable to use feet- and closed helmet-armor?
Some variations of them yes. This will be one of the areas where different breeds of say argonian will have different inherent attributes and physical properties. Some of them will be very lizard like and unable to wear shoes because they have taloned feet. But the trade off is they will run faster, have some natural armor, and regenerate health, where as the more humanoid breed of argonian would be able to wear boots, but would not have health regen like his more lizard like companions. Another example would be the variation of Khajiits that are very lion like, they would not be able to wear much armor, but would be faster and have more health than their more human like brothers. They would also run on all fours like werewolves in skyrim.
 
If they are going to fight to the death already it does not really matter what weapon they are using. The goal is to have as many ways possible for players to role play. Ergo if someone wants to role play as a pacifist monk they could level and select perks to focus on non lethal damage and just knock people out. As for the fighting to the death part, would probably have a morale stat for enemies where as a bandit would be more likely to flee if they are being overpowered where as a guard or knight would stand their ground and fight to the death.

Some variations of them yes. This will be one of the areas where different breeds of say argonian will have different inherent attributes and physical properties. Some of them will be very lizard like and unable to wear shoes because they have taloned feet. But the trade off is they will run faster, have some natural armor, and regenerate health, where as the more humanoid breed of argonian would be able to wear boots, but would not have health regen like his more lizard like companions. Another example would be the variation of Khajiits that are very lion like, they would not be able to wear much armor, but would be faster and have more health than their more human like brothers. They would also run on all fours like werewolves in skyrim.
You could bring back the ESO version of racial armor variants and have the khajiit and argonian sets be tailored to them. I liked the ESO armor idea that allowed steel armor to match what you wanted your character to be whether a knight with the breton style or a heavy brawler with the nord style.
 
You could bring back the ESO version of racial armor variants and have the khajiit and argonian sets be tailored to them. I liked the ESO armor idea that allowed steel armor to match what you wanted your character to be whether a knight with the breton style or a heavy brawler with the nord style.
I did really like how ESO handled armor. I would also make it like morrowind where its in pieces, and you could wear cloths under/over it as well. Speaking of which, I would probably steal the social status/clothing and dirtiness system wholesale from kingdom come deliverance as well. Actually I would probably steal alot more from that game since of you take it, morrowind, daggerfall and a hint of eso for flavor and put it in a blender it would be the most in depth rpg ever made.
 
The Emperor saw you in a vision and knew he had to save your ass.


True, I give Morrowind credit for putting an interesting spin on the hero of prophecy trope.
Patrick Stewart was like 100 years old and his senile ass was prolly confusing you with some dude he saw during Tharn's wild ride.
 
So I bought Morrowind on Steam recently and I've been replaying it a lot.

I've thought about maybe trying out some mods for the first time, but I'm wondering if the Steam version of Morrowind can support mods and if so, how do you install them?

Sorry if these seem like dumb questions, but I'm mainly a console gamer and haven't installed mods in a game before.
 
So I bought Morrowind on Steam recently and I've been replaying it a lot.

I've thought about maybe trying out some mods for the first time, but I'm wondering if the Steam version of Morrowind can support mods and if so, how do you install them?

Sorry if these seem like dumb questions, but I'm mainly a console gamer and haven't installed mods in a game before.
There are some drag and drop mods or if you scared you can use mod manager like wrye mash

Also there a guides for a nice graphic overhaul if that tickles your fancy.
 
So I bought Morrowind on Steam recently and I've been replaying it a lot.

I've thought about maybe trying out some mods for the first time, but I'm wondering if the Steam version of Morrowind can support mods and if so, how do you install them?

Sorry if these seem like dumb questions, but I'm mainly a console gamer and haven't installed mods in a game before.
Yes, the steam version supports mods. If you want to install them as simple as possible, the Vortex mod manager works just fine for that purpose.

I've finally gotten around to modding Skyrim Special Edition and playing it, and it's pretty fun. I first played Skyrim on PS3 (:drink:, I still remember the drama surrounding Bethesda being too incompetent to release the DLC for the PS3 version) and then modded base Skyrim on a laptop with Intel HD Graphics 4000, so this is a whole new experience.
 
I've finally gotten around to modding Skyrim Special Edition and playing it, and it's pretty fun... So this is a whole new experience.

Meh, I prefer Mod Organizer 2 over Vortex. That being said, you should try Legacy of the Dragonborn. In my opinion, it's one of the best quest mods for SSE.
 
Meh, I prefer Mod Organizer 2 over Vortex. That being said, you should try Legacy of the Dragonborn. In my opinion, it's one of the best quest mods for SSE.
Mod Organizer 2 doesn't work with Oblivion and its script extender, as I figured out when trying to reinstall my extensive Oblivion mod list, so that colored me pretty hard on it. Vortex actually doesn't suck, especially for Fallout 4 and Skyrim Special Edition, I think people just hate it because NMM was terrible. Personally, I wasn't sold on Legacy when I checked it out, the description wasn't very helpful. What about it is good?
 
I've finally gotten around to modding Skyrim Special Edition and playing it, and it's pretty fun. I first played Skyrim on PS3 (:drink:, I still remember the drama surrounding Bethesda being too incompetent to release the DLC for the PS3 version) and then modded base Skyrim on a laptop with Intel HD Graphics 4000, so this is a whole new experience.
You just reminded me of my frustration with Skyrim mods

So I do family sharing with my sibling, right? They have Skyrim but only the original edition of the game. Last year I decided to play modded Skyrim, y'know with bugfixes and shit, but the problem is all the big fanmade patch everyone uses is only compatible with the Legendary Edition, which I don't have. And the patch that applied to the original version of the game was deleted off Nexus Mods entirely which is fucking bullshit. So if I want to use the fanmade patch I'd have to spend $20 on a game I already own to use a free fanmade patch.

Or so I thought. Just now I went ahead and double checked to see if there was an older copy floating around and I think I found it but it wasn't on Nexus Mods so who knows how trustworthy it is. I dunno, I got burned pretty hard on that and it's a big reason I don't feel like fucking around with Skyrim mods.
 
Mod Organizer 2 doesn't work with Oblivion and its script extender....
I was mainly talking about MO2 with Skyrim, as I haven't modded any games prior to it.

Legacy is pretty cool because it is a quest mod involving the Museum of the Dragonborn, a museum established in Solitude with the goal of collecting and preserving artifacts related to the Dragonborn, as well as Tamrielic history.

It also introduces many artifacts for players to collect across Skyrim, as well as adding weapons, armor, and other relics from other mods (if they have a patch, of course). Weapons, armor, and other relics from the vanilla game also have a place in the museum.

This is essentially a player home for those who like to find and collect all of Skyrim's unique treasures. It has a quest that takes several hours (not sure how many), pretty good voice acting (much better in this update), and it'll even have a bigger expansion, Odyssey of the Dragonborn, coming out sometime in future which will take the Dragonborn out of Skyrim and allow for the exploration of other areas in Tamriel.
 
So I bought Morrowind on Steam recently and I've been replaying it a lot.

I've thought about maybe trying out some mods for the first time, but I'm wondering if the Steam version of Morrowind can support mods and if so, how do you install them?

Sorry if these seem like dumb questions, but I'm mainly a console gamer and haven't installed mods in a game before.
it is best to go through nexus
 
Speaking of mods:
 
Speaking of mods:
Beyond Skyrim Cyrodiil is supposed to be nearing completion, right? I'm hyped as fuck.

EDIT: Fuck, it's actually Atmora and Roscrea that are near completion. Damn.
 
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Beyond Skyrim Cyrodiil is supposed to be nearing completion, right? I'm hyped as fuck.

EDIT: Fuck, it's actually Atmora and Roscrea that are near completion. Damn.
I'm starting to think we won't ever see the completed provinces... Would help if Bethesda allowed them to use assets from older ES games or ask for donations.
 
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