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MedicinalFoetus

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Everything posted by MedicinalFoetus

  1. No ill will was meant mate, sorry if it came across that way. Aside from a number of minor gameplay mods which are mostly based on preference I myself am using MGSO. I know you're probably somewhat apprehensive about using MGSO as it's getting on a bit in years but to my knowledge it's still the best compilation of graphical mods out there, you're likely to find some better individual mods independent of MGSO but it's mostly just going to be texture replacers and the like and what you do and don't like in terms of texture replacers is a matter of personal preference. That aside if you do end up using MGSO then get the patch and install the latest versions of MGE XE, mlox, MWSE and MCP, if you just want to play a visually updated game then that's basically everything you need. Besides that the only things I would really put forward as general recommendations are Tamriel Rebuilt and Morrowind Rebirth, I personally don't use the latter as it conflicts with a ton of other mods just as a result of the sheer scale of it but if you don't really know exactly what it is you're looking for or if again you just want to get into the game and play it without reading through several dozen readme files then it might be your thing. Lastly I would recommend watching some of DarkElfGuy's Morrowind Modding Showcases and seeing what takes your fancy from there.
  2. Would work very well with Oblivion or Morrowind (especially Morrowind because the way that the dialogue is handled in that game would allow for potentially hundreds of changes to the general dialogue of NPC's depending on your standing to really enforce it though to a certain extent this feature is already present in Morrowind anyway through the Reputation stat.). Would not work with Skyrim (edit: except as a stand in for classes which seems to be what you're getting at, at which point why not just use Character Creation Overhaul or some other class mod?) because there's effectively no way to really enforce it or make it matter given that disposition and speechcraft are effectively irrelevant in Skyrim. Good idea for a different game.
  3. Thank Dragon32 for posting this in another thread else I wouldn't know about it to tell you. In future though I would advise reading earlier forum posts pertaining to your questions before posting a new thread.
  4. It's better that you learn how to do things yourself rather than coming to somebody else's forum post about their mod and asking them to do it for you. It's a fairly simple process.
  5. Personally I was of the opinion that your mod as you described it would've been better off as it's own world space largely unaffected by Tamrielic politics. Something of a Dejima between the typically hostile contintents of Akavir and Tamriel which would also explain why somebody would decide to build a major city on a island desert in the middle of the ocean so I'm glad you've made the decision to take it quite far away from the continent of Tamriel. Gives you a lot of room to play around whilst still remaining lore-friendly too as you said, sounds like a fair bit of fun.
  6. I installed the newest version of mlox, ran through all the conflicts and issues it gave me, ensured they were all properly dealt with and my game is still properly buggered. It may be best for me to just make a fresh install and take a more measured approach to modding it.
  7. You're very much in the clear though that may be too far out from the mainland to be considered a part of Morrowind rather than its own island, to give you an idea you're about as far away from Red Mountain as Yokuda unless that 323 is a typo. In any event you may find this useful. http://www.nexusmods.com/morrowind/mods/44826/? Eremos is a much better name for the landscape though.
  8. Sounds fairly interesting, I particularly like the bit about the forgotten god with fanatical pilgrims travelling into an inhospitable land in an attempt to worship. I'm a huge sucker for ancient eldritch stuff like that. Really the only thing I would recommend would be putting some distance between the province of Morrowind and Neptune, perhaps further southeast as your current proposed location would likely conflict with Tamriel Rebuilt which is a fairly popular mod as I'm sure you're aware. If I could suggest a better place then I would suggest pic related: http://imgur.com/a/FMbzr
  9. Fair's fair then mate. My first recommendation would be in asking and answering the following questions: How does Neptune mesh with Nirn? does it even fit into the setting? (remember that it isn't necessary to have it fit into the lore of TES, you needn't feel any obligation to make it)Where is it in relation to Tamriel?Are there Tamrielic influences and colonies or does it have a culture of its own, totally removed from Tamrielic politics (or more influenced by Akavir than Tamriel)?Is it settled?Does it still have people living there? (I notice your journey avatar, perhaps you might like to make it a purely exploration driven mod with quests and plot being delivered through environmental story-telling and dungeon exploration, NPC interaction being minimal.)If there are still people living there how do they feed themselves? Are they a nomadic people who live off of livestock or a people who rely on fishing as their primary source of food?What are the dominant races and cultures?How do those cultures and races compare to those of the mainland?Do they have a religion? Is it their own pantheon like the Argonians worship of the Hist, the Reachmen of eastern Skyrim worshiping the Old Gods or their own interpretation of the Aedria/DaedraWhat are the politics of the land? Are their multiple religions? Do they come into conflict with one another?You mentioned Akaviri influences, are they an invasion force, an occupational force, peaceful co-inhabitants? Basically just go on from there, asking yourself questions about the setting and answering them as best you can. I've my own thoughts regarding your proposed setting and some ways you might improve upon it but I'm hesitant to put them forward as this is your project first and foremost but with that said two major points I have are that for one the proposed name of the landmass is with no offense meant, a bit naff and for two I would personally aim more for the Gobi desert cultures with Mongolian tribes and the like over the Arabian desert cultures with your proposed ideas regarding Akaviri influence. The actual landscape of the Arabian desert makes more sense geographically though as well the landscape editor of the construction set is better suited to the dunes of the Arabian desert. Regardless I look forward to seeing it done and wish you the best of luck.
  10. If it's something which you're as passionate about as you appear to be then you won't forget it. Just make sure you keep a write up of your ideas for this mod and periodically check back on it, updating and tweaking it until it's as close to perfect as you believe you can get it and then continue to check back on it all the same. One issue that could come with this of course is that you might begin to add more stuff to the document than you could feasibly accomplish but that's where the benefit of working on other mods come into play as you'll be not only expanding your skill set but also learning the boundaries of the construction set and quest scripts (assuming you want to make this a proper, fleshed out setting with quests and the like). Between planning and the tedium of testing I can't imagine there's actually all that much room for practice when making a large landmass mod. Again, if you want to go right into it then I'm not saying you shouldn't do the mod I'm just saying that you should take a more deliberate approach. Of course perhaps you might prefer to hear the opinions of those with a more illustrious modding background and I totally understand that. I look forward to playing it when it comes out in any event, there aren't very many mods with a desert environment that I know of and I've been after a mod that fully fleshes out the oceans and your idea for a lake with dungeons and the like would fill that hole quite well, to the point where you could take that idea alone, develop it further and then release that as a mod in itself, have something like the great blue hole filled with gribblies for example.
  11. Start small with a dungeon or a house mod or something to that effect. Trying to do a whole landmass from scratch will burn you out quite quickly and you'll end up frustrated and abandoning the project. Familiarize yourself with the tools you're using and keep an eye out for modders resources and the like that you might want to use, as well make sure that you've fleshed out exactly what you want to do so that you aren't running the risk of scrapping earlier work later down the line because it doesn't mesh with your later work. I don't want to discourage you from doing this project or anything like that I just think it's best to curb your ambition for a bit whilst working on smaller projects, giving you the time to develop your ideas and your skills for the larger projects. Hell you might even find yourself incorporating your smaller projects into the larger ones in some way. Say for example you decide you want to make a minor faction on the isle of Vvardenfell (perhaps a group of mercenaries or treasure hunters), when you're working on your larger mod you might have that same faction appear again but in a larger force which would serve to incorporate your landmass mod into the wider world of Nirn.
  12. Yeah I think I recall seeing that elsewhere on the forums, something about mods that use scripted magic spells not functioning properly with sound replacers due to them using the sound to run the script or something or other to that effect. I don't know that I'm using any mods that are using such scripted spells myself but it could be worth disabling it all the same.
  13. Oh cock, I knew I was overlooking something. Thank you ever so much Dragon32 I don't know that I would've thought to do that elsewise.
  14. Obviously crashes come with the territory of modding and you should expect that going into it as did I but the issue is that everything had been running perfectly fine (frame drops aside) until I installed the Morrowind Acoustic Overhaul mod (http://download.fliggerty.com/download-76-1045) which made my game crash every five feet however after uninstalling the mod it still continued to crash almost constantly, I figured it best to delete my Morrowind game folder and begin using a backup instead but I'm still experiencing frequent crashes on cell change or saving which leads me to believe that the issue wasn't with MAO (admittedly making that part of the story redundant) but with some other mod/s in my load order. Only issue is I wouldn't know where to begin looking as as I said before I'd not been having any issues with playing the game before installing the mod which I've just removed (I also reverted to a save that existed prior to installing MAO as well as starting a new save altogether, frequent crashes still) I was wondering if anyone more knowledgeable of Morrowind Modding than myself could take a look at my load order and tell me what's going wrong as I just can't figure it. As well I've noted whether or not I've cleaned the mods with tes3cmd as I know that there's some mods which you aren't supposed to clean or something like that but bugger me if I know how I'm to differentiate. I am using MGSO but I've installed the latest versions of MWSE, MGE XE and MCP (or rather version 2.2 of it because I'd been having issues with the installation of 2.3) _001_ Morrowind.esm_002_ Tribunal.esm_003_ Bloodmoon.esm_004_ Texture Fix - Bloodmoon 1.1.esm_005_ abotWaterLife.esm_006_ Morrowind Patch 1.6.5 Beta (BTB Edit).esm_007_ Texture Fix 2.0.esm_008_ Tamriel_Data.esm_009_ Poorly Placed Object Fix 1.2.esm_010_ GDR_MasterFile.esm_011_ TR_Mainland.esm ----------------------------------------------------------------------- Cleaned_012_ MRM.esm --------------------------------------------------------------------------------- Cleaned_013_ wl_SolstheimOverhaul_v1.esm ------------------------------------------------------- Cleaned_014_ SirLuthor-Tools.esp_015_ Meteor.esp_016_ Unique Banners and Signs.esp_017_ Better Bodies.esp_018_ Windows Glow.esp_019_ abotGuars.esp_020_ abotWhereAreAllBirdsGoing.esp_021_ Key Replacer Trib & BM.esp_022_ JEB_muffin_fix.esp_023_ Psy_UniqueDremora_T.esp_024_ Mournhold Overhaul v2.0 - WG + NPC's.esp -------------------------------------- Cleaned_025_ Sotha Sil Expanded.esp ---------------------------------------------------------------- Cleaned_026_ werewolfrealism-moononly_changeatwill.esp -------------------------------------- Cleaned_027_ Windows Glow - Tribunal Eng.esp_028_ Fair Magicka Regen 2.0b.esp_029_ WA_Signy_Signposts(!).ESP_030_ Better Skulls.ESP_031_ Particle Arrow Replacer.esp_032_ Psy_VGR_Armour.esp_033_ MA_snowprincetomb_v3.esp_034_ Vurt's Grazelands Trees.esp_035_ AtmosphericSoundEffects-3.0-Tribunal.esp_036_ abotWindowsGlow.esp_037_ Mills of Morrowind.esp_038_ Statue Replacer - Normal.esp_039_ bones.esp_040_ Shieldfx.esp_041_ Book Jackets - Morrowind.esp_042_ Book Jackets - Tribunal.esp_043_ Fliggerty's Almanac.esp_044_ Book Jackets - Bloodmoon.esp_045_ Better Clothes_v1.1.esp_046_ NewBlood_MwTbBm1.1.esp_047_ Neo's Unique Creatures.esp_048_ Keening_Reforged_v2.0.ESP_049_ BetterClothesForTB.esp_050_ correctUV Ore Replacer 1.0.esp_051_ Bloated Caves.esp_052_ ExcellentMagicSounds.esp_053_ almalexia armor.esp_054_ More Better Clothes.ESP_055_ Golden Gold.esp_056_ OTR_Coast_Variety.esp_057_ Animated Morrowind.esp_058_ New Voices.esp_059_ Sleepers, Awake!.esp_060_ guarskin_drum_replacer.esp_061_ LeftGloves_Addon_v2.esp_062_ Face of the Hortator.esp_063_ The Doors - Caldera,Walls 1.3.esp_064_ UniqueFinery.esp_065_ BIG_BALMORA.ESP_066_ Epic_SadrithMora.esp_067_ SpeechcraftBalance.ESP_068_ Unique Jewelry and Accessories.esp_069_ True_Lights_And_Darkness_1.0-NoDaylight.esp_070_ wl_sol_neverhallspatch.ESP_071_ wl_sol_millsofmorrowindpatch.ESP_072_ Clean MCFC_1.0.esp_073_ imperial chain fix.esp_074_ Tower Vos.ESP_075_ UF_HortRobeF001.esp_076_ Vurt's BC Tree Replacer II.esp_077_ DB_Attack_Mod.esp_078_ New Bodies - Clean.esp_079_ Epic Dagon Fel.esp_080_ Holidays Across Tamriel - Vvardenfell - RR Holamayan mod.esp_081_ Live Free.esp_082_ Female Armor - Complete.esp_083_ The Neverhalls.esp_084_ sm_ForgottenHalls.esp ---------------------------------------------------------------- Cleaned_085_ Better Weapons and Armors.esp_086_ Graphic Herbalism TotSP.esp_087_ Pool of Forgetfulness.ESP_088_ COI.esp ----------------------------------------------------------------------------------- Cleaned_089_ Dramatic Vivec.esp_090_ New Gnaar Mok.ESP_091_ Immersive Seyda Neen.ESP _092_ STA_guides_replacer.esp_093_ TR_Preview.esp_094_ Graphic Herbalism Tamriel_Data.esp_095_ Better_Sounds.esp_096_ RR_Danke's_Cephalopod_Armor_Eng.esp_097_ The Doors - Ald-Ruhn 1.4.esp_098_ swole swits.ESP_099_ OfficialMods_v5.esp -------------------------------------------------------------------- Cleaned_100_ TR_Travels.esp -------------------------------------------------------------------------- Cleaned_101_ Atmospheric Plazas - WG.esp -------------------------------------------------------- Cleaned_102_ The Doors of Oblivion 1.0.esp -------------------------------------------------------- Cleaned_103_ The Doors of Oblivion 1.3sound changes.esp ------------------------------------ Cleaned_104_ Erengard Mines.esp -------------------------------------------------------------------- Cleaned_105_ Farmer Mod v4.3.esp ------------------------------------------------------------------ Cleaned_106_ Import Business; the Merchant of Vvardenfell.esp ------------------------------- Cleaned_107_ DreamersExpansion.ESP_108_ Undead arise from death 3.5.esp ---------------------------------------------------- Cleaned_109_ Wayfarer's Rest v1.21.esp ------------------------------------------------------------- Cleaned_110_ Welcome to the Arena! v6.6.esp ------------------------------------------------------ Cleaned_111_ RR_Holamayan_Eng.esp --------------------------------------------------------------- Cleaned_112_ Cavernes Overhaul -Eng.esp ---------------------------------------------------------- Cleaned_113_ RR_Melchior's_Silt_Strider_Armor_Eng.esp ---------------------------------------- Cleaned_114_ Graphic Herbalism.esp ------------------------------------------------------------------ Cleaned, also not using the version that was packaged with MGSO as I heard that one has script issues._115_ Pelagiad Renewed001.esp ------------------------------------------------------------- Cleaned_116_ multipatch.esp Sorry if this seems like what it is, which is to say that it seems like I'm dropping my issues on other people and asking that they fix it but again I just genuinely don't even know where to begin, any help would be greatly appreciated.
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