Discussion:
First Time Morrowind Player
(too old to reply)
arccos
2006-03-07 15:14:41 UTC
Permalink
I've been pidling around with MW for awhile now, and I've finally
decided to sit down and play the bugger.

Is there any way... Mods, guides, whatever, to eliminate non-quest
NPCs, or at least easily identify quest-starting NPCs? I don't mind
going through a dialog tree with an NPC, but when there's no reason for
me to be doing so, seeing the same dialog for the 10th time, it gets to
be a bit much.

I'd prefer a Mod, since I don't want any spoilers. My efforts haven't
found anything like that, though. The only web-based quest guides I've
found are incomplete, due to the scope of the game. There was a
low-spoiler quest guide I found, but stopped after the first town. :-P

I could pick up the paper strategy guide, but I don't really want to
read a sentence ahead, spoiling the development of the story for the
next hour. Anyone know how good the guide is at avoiding this?

Here's some other things I've been looking for, if anyone knows if they
exist:
- mod adding spoken text for quest lines (Feels much more immersive)
- mod adding movement/animation to NPCs while I talk to them (same
idea)
- mod moving a mob's health bar over their head
- mod showing damage numbers over a mob's/my head
- any truely unique mods

Thanks for any help!

-Arccos
ManaUser
2006-03-08 00:45:56 UTC
Permalink
Post by arccos
I've been pidling around with MW for awhile now, and I've finally
decided to sit down and play the bugger.
Is there any way... Mods, guides, whatever, to eliminate non-quest
NPCs, or at least easily identify quest-starting NPCs? I don't mind
going through a dialog tree with an NPC, but when there's no reason for
me to be doing so, seeing the same dialog for the 10th time, it gets to
be a bit much.
No, I don't know of anything like that. And truthfully I can't say I
care for the idea. There is a set of mods which kind of address the same
problem though. Less Generic NPC. There are several, each covers one
city. Anyway they make the random NPC's a little more interesting to
talk to and also add a few new quests.

You can get those mods here:
http://lgnpc.sabregirl.com/
Post by arccos
I'd prefer a Mod, since I don't want any spoilers. My efforts haven't
found anything like that, though. The only web-based quest guides I've
found are incomplete, due to the scope of the game. There was a
low-spoiler quest guide I found, but stopped after the first town. :-P
I could pick up the paper strategy guide, but I don't really want to
read a sentence ahead, spoiling the development of the story for the
next hour. Anyone know how good the guide is at avoiding this?
Here's some other things I've been looking for, if anyone knows if they
- mod adding spoken text for quest lines (Feels much more immersive)
- mod adding movement/animation to NPCs while I talk to them (same
idea)
- mod moving a mob's health bar over their head
Sounds like Oblivion...
Post by arccos
- any truely unique mods
Yes lots.

The one I mentioned is good, a few other random suggestions:
(Sorry I don't have URLs for these, you'll just have to search)

Weathered Signs (Makes all the road signs readable from a distance. A
small thing, but I wouldn't play without it now.)
Ring Texture Fix (Make rings look nice...)
Booty Island (A fun pirate themed quest mod.)
The White Wolf Of The Lokken Mountain (Huge, set near Solstheim)
THE UNDERGROUND (Absolutely GIGANTIC, deviates from the theme and tone
of the rest of the game somewhat.)
--
Remove "banana" from my address to reply.
arccos
2006-03-08 17:20:22 UTC
Permalink
Post by ManaUser
Post by arccos
I've been pidling around with MW for awhile now, and I've finally
decided to sit down and play the bugger.
Is there any way... Mods, guides, whatever, to eliminate non-quest
NPCs, or at least easily identify quest-starting NPCs? I don't mind
going through a dialog tree with an NPC, but when there's no reason for
me to be doing so, seeing the same dialog for the 10th time, it gets to
be a bit much.
No, I don't know of anything like that. And truthfully I can't say I
care for the idea. There is a set of mods which kind of address the same
problem though. Less Generic NPC. There are several, each covers one
city. Anyway they make the random NPC's a little more interesting to
talk to and also add a few new quests.
http://lgnpc.sabregirl.com/
Yes... I know what you mean about not liking the idea. This is the only
game where it's been a problem for me, but there's just something that
removes immersion for me when the 5th NPC says the same things to me
for the 20 different topics I ask about. And keeps staring... and
staring... and staring. I thought the whole reason the devs have named
NPCs is to increase the immersion. Daggerfall didn't seem to be this
bad, but maybe I just didn't notice then.

I end up asking everyone in town about everything, and start clicking
the topics as quickly as possible, only slowing when something pops up
in my quest journal. I'd rather get good text from a few NPCs then
repeatative text from many.

I'll give Less Generic NPCs a try, for sure. Thanks! It seems like
Morrowind Comes Alive would drive me insane. :-)
Post by ManaUser
Post by arccos
Here's some other things I've been looking for, if anyone knows if they
- mod adding spoken text for quest lines (Feels much more immersive)
- mod adding movement/animation to NPCs while I talk to them (same
idea)
- mod moving a mob's health bar over their head
Sounds like Oblivion...
Yup... drooling a bit for that one and hoping it'll play well on my
system.
Post by ManaUser
Post by arccos
- any truely unique mods
Yes lots.
(Sorry I don't have URLs for these, you'll just have to search)
Weathered Signs (Makes all the road signs readable from a distance. A
small thing, but I wouldn't play without it now.)
Ring Texture Fix (Make rings look nice...)
Booty Island (A fun pirate themed quest mod.)
The White Wolf Of The Lokken Mountain (Huge, set near Solstheim)
THE UNDERGROUND (Absolutely GIGANTIC, deviates from the theme and tone
of the rest of the game somewhat.)
Excellent! Exactly what I'm looking for. A lot of lists of must-have
mods seems to include quite a few one-quest or two-quest mods, or
something that adds a single weapon/armour. I just wanted a handful
that really add something interesting, or make Morrowind more playable,
without over-complicating it for a new player.

Thanks for the help!

-Arccos
Greg Johnson
2006-03-08 22:25:02 UTC
Permalink
Post by arccos
Post by ManaUser
Post by arccos
Is there any way... Mods, guides, whatever, to eliminate non-quest
NPCs, or at least easily identify quest-starting NPCs? I don't mind
going through a dialog tree with an NPC, but when there's no reason for
me to be doing so, seeing the same dialog for the 10th time, it gets to
be a bit much.
No, I don't know of anything like that. And truthfully I can't say I
care for the idea. There is a set of mods which kind of address the same
problem though. Less Generic NPC. There are several, each covers one
city. Anyway they make the random NPC's a little more interesting to
talk to and also add a few new quests.
http://lgnpc.sabregirl.com/
<snip>
Post by arccos
I'll give Less Generic NPCs a try, for sure. Thanks! It seems like
Morrowind Comes Alive would drive me insane. :-)
It probably wouldn't. I'm using both of the above, and they work quite
well together. The NPCs added by MCA are all generic, without names, so
you know not to talk to them unless you have business with their type,
and the extra bodies make the world seem more real.
--
Greg Johnson
arccos
2006-03-08 23:22:08 UTC
Permalink
Post by Greg Johnson
Post by arccos
Post by ManaUser
Post by arccos
Is there any way... Mods, guides, whatever, to eliminate non-quest
NPCs, or at least easily identify quest-starting NPCs? I don't mind
going through a dialog tree with an NPC, but when there's no reason for
me to be doing so, seeing the same dialog for the 10th time, it gets to
be a bit much.
No, I don't know of anything like that. And truthfully I can't say I
care for the idea. There is a set of mods which kind of address the same
problem though. Less Generic NPC. There are several, each covers one
city. Anyway they make the random NPC's a little more interesting to
talk to and also add a few new quests.
http://lgnpc.sabregirl.com/
<snip>
Post by arccos
I'll give Less Generic NPCs a try, for sure. Thanks! It seems like
Morrowind Comes Alive would drive me insane. :-)
It probably wouldn't. I'm using both of the above, and they work quite
well together. The NPCs added by MCA are all generic, without names, so
you know not to talk to them unless you have business with their type,
and the extra bodies make the world seem more real.
Ahhh... good to hear. That's exactly why I was avoiding them.
Greg Johnson
2006-03-08 23:59:02 UTC
Permalink
Post by arccos
Post by Greg Johnson
Post by arccos
I'll give Less Generic NPCs a try, for sure. Thanks! It seems like
Morrowind Comes Alive would drive me insane. :-)
It probably wouldn't. I'm using both of the above, and they work quite
well together. The NPCs added by MCA are all generic, without names, so
you know not to talk to them unless you have business with their type,
and the extra bodies make the world seem more real.
Ahhh... good to hear. That's exactly why I was avoiding them.
They have generic descriptions instead of names: Traveller, Serving
Girl, Brewer, and so on and so forth. You won't confuse them with actual
NPCs.
--
Greg Johnson
Briton
2006-03-08 01:35:06 UTC
Permalink
Post by arccos
- any truely unique mods
Thanks for any help!
Don't know about unique but here is the list of mods I'm currently using.


+ Graphics +

*KP_MW_Visual_Pack 2.11

More textures.This plugin will replace a lot of original textures, ground,
wall, rock, bark, plant, etc ...
more than 570 textures.

*KP_MW_Visual_Pack_2.2_nature

An addition to 2.11 110 more textures.

* Visual Pack XT plugin.

This is a package of texture files to further the aesthetics of Morrowind.
They are high-resolution
textures. This is designed to work best with the previous two KP plugins.

*Gardeners of Morrowind

Changes many of the trees and fauna.

* More trees and foliage.
* More trees and foliage Autumn.
* Head pack.
* Better bodies.
* Real signposts.
* Sir Luthor lockpicks.
* Sir Luthor probes.
* Ring texture fix.
*AG3-Gold_coin.

They are pretty obvious. The graphics are also enhanced by some of my other
gameplay mods, such as replacement of the Potion and Scroll inventory icons.
I thought the originals were poor.

* Lights_300_V4

Reworks all lights in the game to be more, colourful dynamic and realistic.
Red Candlesticks have red flames radiate red light,
green have Green flames and light...and so on. Along with
way the way light effects the game with this mod, and the improved textures,
the effects can be stunning.
All interiors are slightly darkened to make source lights more dominant over
the ambient light, Dungeons are now mostly pitch black with the exception of
the source lights. Torches have longer expiration times and bigger and
brighter radius so that they are actually useful. I always have a few
torches with me now.
This mod includes Light based Sneaking and True Light and Darkness.

+ Sound +

* Morrowind Sound Enhancement plugin 1.5

- Foley effects added to boot sounds, depending on the type (Light,
Medium, Heavy) of boots being worn
-Creatures now make appropriate default falling sounds upon death, new ones
for Ghosts and Atronarchs
-Adds 29 new region-specific ambient sounds, Including birds, crickets, and
swamp life.
-Some of the wind sounds recreate that rustling-in-your-ear effect
-Improves dynamics and quality of current feet, environment, combat, and
magic sounds...
-Most sounds that came with the game but weren't used for whatever reason
are now implemented
-Unique footstep sounds for each Atronarch and Undead creature, new
flapping sounds for winged creatures
-More intense magical bolt sounds, improved sfx for magics commonly used to
cause damage to a target
-New high quality swooshing and punching, more foley effects for armour hit
sounds, and various samples of gore added to damage and critical hit sounds
-Appropriate hit sounds mixed into Screams (etc. Centurions create a
metallic *clang* when hurt)
-More detailed Moans (idle) and Roars (attack) for Atronarchs and Skeletons
-Reverb effects added to Cliff Racers

+ Gameplay/Balance +

* Adventurers Mod 2.0

Many tweaks, fixes, GFX changes, NPCs and gameplay changes.

* Taddeus' Balanced Weapons
* Taddeus' Balanced Armour
* Taddeus' Balanced Objects

Changes weights, values and enchantments of Morrowind weapons, armour and
objects make the game more balanced and challenging.

* Taddeus' Balanced "Assassins' Armoury"
* Taddeus' Balanced "Assassins' Armoury - Arrows"
* Taddeus' Balanced "Amulets & Rings 2.1

Add-ons to the other Taddeus mods

* Multiple Teleport Marking Mod v2.2

Allows you to set up to ten separate marks.

*Improved Inns

This mod modifies the way beds are rented in Morrowind

+ Creatures and NPCs +

* Giants_Ultimate_files

Adds over 200 creatures

* Cait's_Critters_unleashed

Adds domestic animals roosters, cows, steers, chickens, pigs, goats.
Multiple versions of each.

* Where Are All Birds Going?

Adds birds to the game.

*Morrowind comes alive v2.0

Randomly adds four hundred types of NPCs to over a hundred cells to bring
Morrowind's towns to life.

*Morrowind comes alive_wilderness

Adds some of the NPCs from Morrowind Comes Alive to Vvardenfell's
wilderness.

* Companion 1.3

An enhanced Laura Craft mod.

+ Areas +

*Vivec expansion

Adds house, shops, walkways on the water between the Cantons. A sort of
shanty town look. Extra dungeon and quests.

* Bank Mod 2

Adds Banks and banking system. Loans, deposit accounts etc. Also you can buy
property.

* Firemoth

The island fortress of Firemoth (official plugin) Don't know what it's like,
haven't been yet.

*Pegasus Horse Ranch

Buy, train, breed and of course ride horses.
arccos
2006-03-08 17:25:53 UTC
Permalink
Post by Briton
Post by arccos
- any truely unique mods
Thanks for any help!
Don't know about unique but here is the list of mods I'm currently using.
+ Graphics +
*KP_MW_Visual_Pack 2.11
More textures.This plugin will replace a lot of original textures, ground,
wall, rock, bark, plant, etc ...
more than 570 textures.
*KP_MW_Visual_Pack_2.2_nature
An addition to 2.11 110 more textures.
* Visual Pack XT plugin.
This is a package of texture files to further the aesthetics of Morrowind.
They are high-resolution
textures. This is designed to work best with the previous two KP plugins.
*Gardeners of Morrowind
Changes many of the trees and fauna.
* More trees and foliage.
* More trees and foliage Autumn.
* Head pack.
* Better bodies.
* Real signposts.
* Sir Luthor lockpicks.
* Sir Luthor probes.
* Ring texture fix.
*AG3-Gold_coin.
They are pretty obvious. The graphics are also enhanced by some of my other
gameplay mods, such as replacement of the Potion and Scroll inventory icons.
I thought the originals were poor.
* Lights_300_V4
Reworks all lights in the game to be more, colourful dynamic and realistic.
Red Candlesticks have red flames radiate red light,
green have Green flames and light...and so on. Along with
way the way light effects the game with this mod, and the improved textures,
the effects can be stunning.
All interiors are slightly darkened to make source lights more dominant over
the ambient light, Dungeons are now mostly pitch black with the exception of
the source lights. Torches have longer expiration times and bigger and
brighter radius so that they are actually useful. I always have a few
torches with me now.
This mod includes Light based Sneaking and True Light and Darkness.
+ Sound +
* Morrowind Sound Enhancement plugin 1.5
- Foley effects added to boot sounds, depending on the type (Light,
Medium, Heavy) of boots being worn
-Creatures now make appropriate default falling sounds upon death, new ones
for Ghosts and Atronarchs
-Adds 29 new region-specific ambient sounds, Including birds, crickets, and
swamp life.
-Some of the wind sounds recreate that rustling-in-your-ear effect
-Improves dynamics and quality of current feet, environment, combat, and
magic sounds...
-Most sounds that came with the game but weren't used for whatever reason
are now implemented
-Unique footstep sounds for each Atronarch and Undead creature, new
flapping sounds for winged creatures
-More intense magical bolt sounds, improved sfx for magics commonly used to
cause damage to a target
-New high quality swooshing and punching, more foley effects for armour hit
sounds, and various samples of gore added to damage and critical hit sounds
-Appropriate hit sounds mixed into Screams (etc. Centurions create a
metallic *clang* when hurt)
-More detailed Moans (idle) and Roars (attack) for Atronarchs and Skeletons
-Reverb effects added to Cliff Racers
+ Gameplay/Balance +
* Adventurers Mod 2.0
Many tweaks, fixes, GFX changes, NPCs and gameplay changes.
* Taddeus' Balanced Weapons
* Taddeus' Balanced Armour
* Taddeus' Balanced Objects
Changes weights, values and enchantments of Morrowind weapons, armour and
objects make the game more balanced and challenging.
* Taddeus' Balanced "Assassins' Armoury"
* Taddeus' Balanced "Assassins' Armoury - Arrows"
* Taddeus' Balanced "Amulets & Rings 2.1
Add-ons to the other Taddeus mods
* Multiple Teleport Marking Mod v2.2
Allows you to set up to ten separate marks.
*Improved Inns
This mod modifies the way beds are rented in Morrowind
+ Creatures and NPCs +
* Giants_Ultimate_files
Adds over 200 creatures
* Cait's_Critters_unleashed
Adds domestic animals roosters, cows, steers, chickens, pigs, goats.
Multiple versions of each.
* Where Are All Birds Going?
Adds birds to the game.
*Morrowind comes alive v2.0
Randomly adds four hundred types of NPCs to over a hundred cells to bring
Morrowind's towns to life.
*Morrowind comes alive_wilderness
Adds some of the NPCs from Morrowind Comes Alive to Vvardenfell's
wilderness.
* Companion 1.3
An enhanced Laura Craft mod.
+ Areas +
*Vivec expansion
Adds house, shops, walkways on the water between the Cantons. A sort of
shanty town look. Extra dungeon and quests.
* Bank Mod 2
Adds Banks and banking system. Loans, deposit accounts etc. Also you can buy
property.
* Firemoth
The island fortress of Firemoth (official plugin) Don't know what it's like,
haven't been yet.
*Pegasus Horse Ranch
Buy, train, breed and of course ride horses.
Thanks for the list! Sounds like I can impliment quite a few without
too much trouble. I read a couple of those require a leveled list
integration... I'll have to see about that. :-)

-Arccos
mb
2006-03-08 17:38:00 UTC
Permalink
Post by arccos
Thanks for the list! Sounds like I can impliment quite a few without
too much trouble. I read a couple of those require a leveled list
integration... I'll have to see about that. :-)
The Unofficial Morrowind Patch takes care of many problems Bethsoft
never got around to addressing. Too many to list here, but check it
out. Necessary.

http://www.etherealsoftware.com.au/patch/


-mb
lavosgundam
2006-03-14 06:49:16 UTC
Permalink
From what I can tell, no such mod exists. Although if your looking to
make it easier for yourself, depending if you have the PC version. You
can give yourself an edge of sorts. I know thats what I did, but only
improved my non-combat edge a bit. I also gave myself a daedric
claymore, why? Cause they look sweet, and it reminds me of the swords
from magic knights rayearth that Hikaru was using.
Post by arccos
I've been pidling around with MW for awhile now, and I've finally
decided to sit down and play the bugger.
Is there any way... Mods, guides, whatever, to eliminate non-quest
NPCs, or at least easily identify quest-starting NPCs? I don't mind
going through a dialog tree with an NPC, but when there's no reason for
me to be doing so, seeing the same dialog for the 10th time, it gets to
be a bit much.
I'd prefer a Mod, since I don't want any spoilers. My efforts haven't
found anything like that, though. The only web-based quest guides I've
found are incomplete, due to the scope of the game. There was a
low-spoiler quest guide I found, but stopped after the first town. :-P
I could pick up the paper strategy guide, but I don't really want to
read a sentence ahead, spoiling the development of the story for the
next hour. Anyone know how good the guide is at avoiding this?
Here's some other things I've been looking for, if anyone knows if they
- mod adding spoken text for quest lines (Feels much more immersive)
- mod adding movement/animation to NPCs while I talk to them (same
idea)
- mod moving a mob's health bar over their head
- mod showing damage numbers over a mob's/my head
- any truely unique mods
Thanks for any help!
-Arccos
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