[HN Gopher] OpenMW: Open-source TES3: Morrowind reimplementation ___________________________________________________________________ OpenMW: Open-source TES3: Morrowind reimplementation Author : agluszak Score : 279 points Date : 2023-06-09 14:03 UTC (8 hours ago) (HTM) web link (gitlab.com) (TXT) w3m dump (gitlab.com) | smittywerben wrote: | OpenMW is one of my favorite open source projects. The upcoming | 0.48 apparently fixes the Lady birthsign bug. Someone must have | bit the bullet and reworked the magic effect system. Thanks guys! | nfriedly wrote: | There's also an Android port: | https://play.google.com/store/apps/details?id=is.xyz.omw with | more info at https://omw.xyz.is/ | | It has onscreen and physical controller support + an emulated | mouse mode that can be helpful for navigating menus and such. It | works well on the Retroid Pocket 3+ | ceearrbee wrote: | Sadly, that version is fairly outdated and has issues with | newer Samsung devices. There has been a couple forks[1] of it | that still work with newer devices and are based on newer | releases. | | [1] https://github.com/Sisah2/openmw- | android/actions/runs/493540... | bamfly wrote: | I played the main quest, a high fraction of the sidequests & | major faction quest trees, one of the expansions, and most of the | other one, in OpenMW something like 18-24 months ago. With a few | mods, and draw distance cranked up fairly high, and at 4K | resolution. | | Worked perfectly. Zero glitches the whole time, and the official | engine would have crashed at least a dozen times in such a | playthrough, while this one didn't even crash once. | | [EDIT] I mean, zero _unexpected_ glitches. Obviously the entire | game is made of glitches. | mawadev wrote: | "All of this just works" - Todd Howard | bjablonski wrote: | Would you care to share mods that worked as expected with | OpenMW? I've just started my journey today, so any input will | be appriecieted. | polytely wrote: | There is a cool site with mod lists that are confirmed to be | compatible with OpenMW. I'm currently running 'I heart | vanilla' which is basically the vanilla game with extra | content and some balance and bug fixes. Highly recommend | checking it out. | | https://modding-openmw.com/ | bamfly wrote: | I can't remember which ones I used. Texture mods IIRC worked | fine, pretty sure I had hi-res replacement mods for most of | the textures in the game. I did some loading art replacer | thing so they'd be widescreen and hi-res, but that wasn't so | much a mod as replacing some images. I think I may have used | some of the "Comes Alive" stuff--I know I used to "back in | the day", so I assume I did this time, and I'd probably | remember if it hadn't worked. One obscure library mod that I | like, that adds an empty library just outside Vivec that you | can fill by giving them books to copy, that worked fine. Twin | Lamps, fairly certain I used that one. | | As I recall, the main things that don't work are graphics | overhauls that require patching or wrapping the original | executable in some fashion. Usually these do some kind of | shader magic to e.g. make the water look nicer. | | [EDIT] Oh, and I think I had Herbalism installed. If not | that, something similar. A mod that turns plants from | containers into pick-ups is one of those don't-play-without- | it things, for me. | Acrobatic_Road wrote: | Unless it says "MWSE" it should work with OpenMW. 99.9% | guaranteed. | dfu wrote: | As polytely said, https://modding-openmw.com/ is a great | resource for openmw mod lists. | | Also, for certain mods, you do need at least OpenMW 0.48 | release candidate [1], a development build [2] (it's below | Release Versions), or just build from source. I'm pretty sure | it was after 0.47 when they added the ability to add shaders, | and configure them using the F2 menu. The modding-openmw site | will tell you if you actually need a 0.48 build for a | particular mod. | | I usually use "I Heart Vanilla" [3] as a base and then pick | extra mods from "Expanded Vanilla" [4], which includes the | load order if you also want Tamriel Rebuilt [5] (which lets | you explore the mainland). The Expansions Integrated, | Tribunal Rebalance, Bloodmoon Rebalance, and Expansion Delay | are all nice mods too. Makes the expansions really feel like | they are part of the base game. When adding extra mods like | that, I just use the load ordering they suggest. | | One of my favorites (in "Expanded Vanilla") is called Natural | Character Growth and Decay [6], so you don't have to worry | about min-maxing the level mechanics. It has some options, | and I turn off the decay bit for a more relaxing time. It | allows you to just play the game as you want. | | I love the addition of shaders, and use Zesterer's Volumetric | Cloud & Mist Mod for OpenMW [7] as you can have the game keep | some of that hazy feeling yet still have distant land and | objects. I also use Bloom Linear shader [8]. If you want some | other shaders, you can use OMWFX Shaders [9] and/or | Zesterer's OpenMW Shader Pack [10]. I have used Zesterer's | OpenMW Shader Pack, but you have to edit the config.glsl if | you want to set it different from the vanilla preset. The | game looks nice with just FXAA, clouds and mist, and linear | bloom (very mild). The "Expanded Vanilla" guide under shaders | gives a good preset, and then you can change them using the | F2 menu in-game. | | This all said, it's been awhile since I've properly played | last. I take my old list and update it occasionally as mods | change or new features are added to OpenMW, thinking I will | play through it again one of these days. | | [1] https://openmw.org/2022/openmw-0-48-0-is-now-in-rc-phase/ | | [2] https://openmw.org/downloads/ | | [3] https://modding-openmw.com/lists/i-heart-vanilla/ | | [4] https://modding-openmw.com/lists/expanded-vanilla/ | | [5] https://www.tamriel-rebuilt.org/ | | [6] https://modding-openmw.com/mods/ncgdmw-lua-edition/ | | [7] https://github.com/zesterer/openmw-volumetric-clouds | | [8] https://modding-openmw.com/mods/bloom-linear/ | | [9] https://modding-openmw.com/mods/omwfx-shaders/ | | [10] https://github.com/zesterer/openmw-shaders | sbierwagen wrote: | >https://modding-openmw.com/lists/expanded-vanilla/ | | If I'm reading this correctly, this is a list of 268 mods, | each of which must be downloaded and installed separately. | Is that right? | hombre_fatal wrote: | I noticed that view distance can also remove some of the | mystique from a game. | | When it's cranked too high, the world feels much smaller even | though it takes just as long to walk anywhere. Probably because | my mental understanding of the world is so fuzzy that it allows | my brain to overestimate how far apart the more concrete nodes | are like cities. Walking the path from Balmora to some quest | location and being distracted half the time with cliff racers | and dungeons doesn't really establish how far I walked in my | head. It could have been kilometers. | | But looking at the whole 3D model of the world removes all of | that fuzzy uncertainty that made the world feel big. The best | example of this is looking at all of Vivec in your viewport. | Without the fog and short view distance, Vivec looks so small | despite the amount of times I got lost in it as a kid. | | There seems to be a healthy balance of fog + view distance. | huevosabio wrote: | I agree. Also, I really liked the hazy vibe that Morrowind | has from an immersion point of view. It's a volcanic island, | it makes sense for there to be tons of smoke that clouds your | view! It really goes well with the bizarre out-worldly | vegetation and fauna. | | When I played Oblivion and Skyrim, both great games, I felt I | was back in a medieval setting rather than some fantasy land. | (Skyrim is a bit better, Oblivion's look and feel is too | Europe in the Middle Ages). | hombre_fatal wrote: | Yeah, that's why I could never get into Skyrim even when | playing it after I beat Morrowind a few years ago on | OpenMW. It's cliche criticism, but it felt like a generic | medieval setting. The generic dragon opener of an otherwise | interesting hook also crystalizes the feeling. | | It just can't compete with Morrowind's giant mushrooms and | random people calling me a filthy N'wah. | | https://www.youtube.com/watch?v=utG17UeUv00 (19 seconds) | bamfly wrote: | I remember reading somewhere that there was a single | writer behind most of the distinctive, weird setting of | Morrowind (and I think the first two Elder Scrolls, too?) | and he didn't work on IV and V. The person or people who | replaced him didn't have that kind of creativity, or | weren't allowed to express it, so we got Generic Fantasy | instead of all the delightful weirdness we should have | (some of the early lore about other parts of Tamriel is | _nuts_ , I wish we'd gotten to see more of it). | kqr wrote: | You have probably received the response you were looking | for, but Kirkbride is another of those contributors to | Morrowind lore that helped make it special. Sermons of | Vivec, Dragon break, etc. | ovao wrote: | You may be thinking of Douglas Goodall, who designed and | wrote the majority of Morrowind's questlines. He left | Bethesda shortly after Morrowind's release. | | I don't know if the general strangeness of Vvardenfell | could necessarily be attributed to Goodall, but various | central themes and dialog certainly could be. | JPws_Prntr_Fngr wrote: | Michael Kirkbride is mostly responsible for Morrowind's | unique flavor: | https://www.polygon.com/2019/3/27/18281082/elder-scrolls- | mor... | | I read somewhere that he would come up with his weirdest | lore during all-nighters, delirious from sleep | deprivation & some kind of intoxicant which I forget. | bamfly wrote: | Yeah, high enough to see most of Fort Ebon from Vivec and | vice-versa is roughly the sweet spot, IMO. | | (Or is it Ebonheart? That sounds right.) | JamesLeonis wrote: | > But looking at the whole 3D model of the world removes all | of that fuzzy uncertainty that made the world feel big. | | The map also plays a trick on you. Many of the paths are | deliberately winding through valleys and such to make the | travel seem longer. Personally I felt this the most in the | northern Ashlands. Combined with the Fog, limited Fast | Travel, and a bunch of distracting Dwemer ruins the whole | island felt huge. | | ...I might have to reinstall | bamfly wrote: | The fast travel's not actually _that_ limited, you just | have to work for some of it. Like if you don 't learn the | mark, recall, and the two intervention spells pretty early | on, yeah, it's painful. Otherwise, it's barely less fast- | travelly than the next two entries in the series. The game | provides the tools to solve the problem, it just doesn't | give them to you for free, and it doesn't push them at you | with flashing lights around them like "DEFINITELY GET THESE | ASAP". | | ... which means that younger-me totally did two entire | playthroughs without ever learning _any_ of those spells, | of course. Ouch. | fho wrote: | I guess the next generation of open world games will have a | much larger scale ... you will be able to stand on a hill and | watch miles of procedurally generated landscape populated by | ChatGPT powered farmers and bandits. | | While that sounds great ... I bet AAA titles will find ways | to make that repetitive as hell in the name of providing | predictable fun. | kqr wrote: | This is definitely true. A good compromise I've found is the | mod that adds volumetric fog to OpenMW. Looks absolutely | stunning and retains the mystique of distance in a more | immersive way. | bamfly wrote: | Oh man, does it have a way to set the fog to different | density in different areas? Vanilla's max draw distance | seems way too low in the relatively-nice parts of the | island, especially the South, West, and coastal East, but | if you set OpenMW's draw high enough to feel right in those | areas, it's way too high in the ashlands and around the | volcano and all that. | kqr wrote: | Not directly, but it is dynamic based on weather and | atmosphere in each region. | sneed_chucker wrote: | I think everyone's first playthrough should be the vanilla | game if possible. | bamfly wrote: | There are hi-res texture packs & mesh improvements that are | pure wins, even for a first time player, IMO. They don't | change the art much, they just make it look way better on a | modern screen. And I'd recommend a mod to make plant | harvesting more like the later games (there are a few, I | think the one I usually use is Herbalism--the vanilla | behavior of treating them like containers and not marking | which have been harvested simply sucks). Plus the usual | unnofficial-patch mod that's basically required for _any_ | Bethesda game. | | That'd be the extent of the mods I'd recommend to a first | timer. | 1MachineElf wrote: | I did not know 0.49 had been released. I wonder what the | highlights are. | l-p wrote: | 0.48 is not even released yet (still a RC) you'll have to wait | a bit more for 0.49. | | There's nothing preventing you from building it yourself | though, the master branch is stable and you can complete the | game without a single crash or game-breaking bug. | boobsbr wrote: | I don't think it has been released. | | 0.48 is in RC phase. | beebeepka wrote: | "I fear not the man who has released 10000 games once, but I fear | the man who has released 1 game 10000 times." - Todd Howard. | cactusplant7374 wrote: | Not seeing a binary for mac. Is there one? | 2OEH8eoCRo0 wrote: | I'd like to mod Cliff Racers into every Bethesda game. | CoBE10 wrote: | There is also a fork that has very basic initial support for | Skyrim. Here are videos: | https://www.youtube.com/@PetrMikheev/videos | https://www.youtube.com/@cc9cii/videos | throw_m239339 wrote: | Interesting. So it's basically the game engine without the | assets. | causi wrote: | OpenMW is a great way to play Morrowind on Android. | monetus wrote: | I found an unmaintained version on gitlab and github, is there | a current version that you use? | ceearrbee wrote: | I believe that Sisah2's fork on GitHub is the newest version | that's stable/widely used and on version 0.48[1]. | | I haven't played through OpenMW in awhile, but I was able to | do it on a Blackberry KeyONE from 2017 and it ran smooth and | was quite fun! | | [1] https://github.com/Sisah2/openmw- | android/actions/runs/493540... | [deleted] | causi wrote: | The old version is, essentially, complete. There's nothing | wrong or missing with it as far as I can tell. | wheybags wrote: | There's a fantastic fork of this project which adds multiplayer | also: https://tes3mp.com/ | | It's a bit awkward to set up, but I played coop with a friend and | it worked great. | sBqQu3U0wH wrote: | >Open source. | | >You need to own the game to play. | | So, what's the point? | jraph wrote: | The code can be updated, adapted and audited. Or someone could | provide alternative artwork and data. | bamfly wrote: | 1 - Having an open engine allows for enhancements. | | 2 - Having an open engine means opportunities to fix defects | (OpenMW crashes _far_ less than the original, even in its final | version) | | 3 - You can recompile it for other architectures and operating | systems, that weren't supported by the original. | | 4 - Someone _could_ write a whole new game for the engine, and | release the entire thing for free. | xen2xen1 wrote: | 5. Probably also easier to add large new sections or | expansions if other games are any judge. | netruk44 wrote: | As a hobby project, I'm adding AI text generation to the OpenMW | NPC's. I'm trying to figure out how this would work for a | 'real' project without having to develop an entire game first. | | I would definitely not be able to do that if OpenMW did not | exist. | shakow wrote: | - Playing in 4K | | - Playing on Linux | | - Playing on a better implementation of the engine | | - Changing what you don't like in the game | haunter wrote: | >OpenMW is a game engine recreation and only replaces the | program. OpenMW does not come with any "content" or "asset" - | namely the art, game data, and other copyrighted material that | you need to play the game as designed by Bethesda Softworks. | You have to provide this content yourself by installing | Morrowind and then configuring OpenMW to use the existing | installation. | | https://openmw.org/faq/#whatis | | The point is that it makes the game available on more | platforms, more graphic features, stability etc. | | https://wiki.openmw.org/index.php?title=Features | jakkos wrote: | What's the point of Linux when your wifi card driver is | proprietary ;) | ricardobayes wrote: | Hmm, this got my hopes up. Turns out this is just a random | mention, and not a new release. Last release seems to be from | 2021. | agluszak wrote: | OpenMW is in active development, but for some reason there are | no longer release announcements on the webpage/GH. The newest | version is 0.49 (the one you mentioned from 2021 was 0.47). | markbnj wrote: | I did a recent full playthrough of Morrowind and all the | expansions on OpenMW, using one of the available curated mod | lists as a starting point. It was rock solid throughout, looked | much better than the original, and was at least as much fun as I | remembered it was. Highly recommended for TES fans. | Acrobatic_Road wrote: | It re-implements a little more than MW :) | https://www.youtube.com/watch?v=a8jkNO-M9cg | veave wrote: | That's cool, but let's be honest here, Skyrim SE runs perfectly | fine on recent computers. It's Morrowind that doesn't, which is | why OpenMW is necessary. | faangsticle wrote: | Open open source engine would be absolutely huge for | stability & moddability. Stock Skyrim SE mostly runs fine, | but is still prone to crashing, corrupting save files, etc. | | Many of those can be addressed by mods such as the Unofficial | Skyrim Special Edition Patch and various mods aimed at | overhauling the save system but an open source engine would | be really great. | Acrobatic_Road wrote: | Disagree. Skyrim has all kinds of problems that an openSK | could address. | | - 60fps cap | | - no native support on mac/linux | | - engine bugs/limitations | dabluecaboose wrote: | OpenMW is nothing short of amazing. | | I only wish there was a similar undertaking for Oblivion. The PC | version is playable, but the game came out in the weird, awkward | dark ages for PC configurability and accessibility, so there are | some stumbling blocks. | | For example, despite first playing and loving Oblivion on my Xbox | 360, the PC version still does not have controller support, and | any attempts to hack it in require mapping the mouse to a | joystick (Which is not a great approximation). | troad wrote: | I'm so looking forward to F:NV support, which I understand is | some ways off yet. | | It's a pain to play and mod on Linux at the moment, and I'd | find some kind of OpenFNV extremely welcome. | shakow wrote: | OpenMW seems to be on the early road for that, too. | | For now, it can load assets & worlds from Oblivion, FO3/NV & | Skyrim. ``Only'' thing missing is... well, all the game | mechanics. | dabluecaboose wrote: | hah, as soon as I posted this comment I googled it and saw | that Oblivion support was nascent. Here's hoping it gets to a | good enough state! Oblivion co-op would fulfill the dreams of | 15-year-old me | khalilravanna wrote: | This is somewhat antithetical to your desire of playing it on | PC but Oblivion got updated to run backwards compatible on Xbox | Series X at 4k 60fps. Unreal you can pay $10 for a used copy | and play this classic and it runs like a dream. | | In general I love Microsoft's investment in backwards | compatibility and wish we had more 1st party support from all | the companies so these games could be more easily enjoyed for | the rest of time. | | https://en.m.wikipedia.org/wiki/List_of_backward-compatible_... | robertlagrant wrote: | Agreed - Microsoft's Xbox backwards compatibility is awesome. | I bought Xbox 360 LEGO Batman ages ago and play it with my | son now 2 player on Xbox One. | dunham wrote: | Microsoft is not my favorite company, but one thing that has | stood out to me is that they really value backwards | compatibility in general. | | I see Microsoft bending over backwards to support old third | party apps that rely on API bugs or ancient versions of | windows. On the Apple side, I see 32-bit apps being cut off, | Pages not supporting old versions of Pages files, etc. To me | this reads as not caring much about backwards compatibility. | actionfromafar wrote: | Microsoft is very committed to support apps compatible with | Windows versions from 1995 to about ... 2007 or so. | dunham wrote: | I see. Coincidentally, my experience with windows mostly | falls into that range of dates. (Actually goes back to | the 80's, and ends around 2003.) | actionfromafar wrote: | I'm not entirely sure where the cutoff date is. But my | general point is that Microsoft started churning lots of | dev stacks which aren't easy to install or deploy on | their newest Windows versions, all the while a random | Win32 program from 1999 works just fine. | Acrobatic_Road wrote: | OpenMW already has basic support for Oblivion. They are having | trouble with getting the trees to load (something about | SpeedTree). Skyrim trees work though. | Timon3 wrote: | There is a project attempting to re-implement Oblivion in the | Skyrim engine. Could that be a good alternative? Controller | inputs etc. should at least work natively. It's not done yet, | but they are targeting 2025 as a deadline for full release. | | https://skyblivion.com/ | dabluecaboose wrote: | Oh, I'm 100% looking forward to SkyBlivion. They've been | making great progress. But it's more of a remake than a | remaster, if you catch my drift. The underlying mechanics are | going to be more Skyrim. | branon wrote: | NorthernUI (a mod for Oblivion) allegedly can add full gamepad | support, they have a lite version that does this without | altering the vanilla UI: | https://www.nexusmods.com/oblivion/mods/48577 | andylynch wrote: | Skyblivion (https://skyblivion.com/) is an improved remake of | Oblivion running on top of the Skyrim engine. It's due for | release in 2025. And possibly one of the biggest mods ever | made. | Floegipoky wrote: | I've used this project, really appreciate the ambition and | quality. | hu3 wrote: | Bethesda games community is amazingly insane. | | For example yesterday I found out that modders managed to "merge | Fallout 3 and its DLC into Fallout: New Vegas, allowing both | games to be played in a single playthrough". | | It is called Tale of Two Wastelands and it goes above and beyond | modding. This is art. More info: | https://taleoftwowastelands.com/faq#What-is-ttw | | If you like playthroughs, Gopher youtuber is recording an amazing | series of it: | | - Playlist of Chapter 1 (57 videos): | https://www.youtube.com/playlist?list=PLE7DlYarj-Dekit0ce4ni... | | - Playlist of Chapter 2 (4 videos): | https://www.youtube.com/playlist?list=PLE7DlYarj-Dfag97E44fF... | | - Playlist of Chapter 3 (32 videos): | https://www.youtube.com/playlist?list=PLE7DlYarj-DcRVZclOtOY... | | - Playlist of Chapter 4 (10 videos): | https://www.youtube.com/playlist?list=PLE7DlYarj-DeLxMTphztm... | | - Playlist of Chapter 5 (9 videos and counting): | https://www.youtube.com/playlist?list=PLE7DlYarj-DcDxBImozYs... | rurban wrote: | > It is called Tale of Two Wastelands and it goes above and | beyond modding. This is art. | | Glad to hear, because I invented this art genre with ArsDoom. | Still striving | Octopodes wrote: | I'm guessing this is your work? | | https://www.youtube.com/watch?v=w9r_f8un3NE | gorgonical wrote: | The description of that video credits one of the creators | as Reini Urban, which I'm gonna infer means yes in this | case | rurban wrote: | The game mod yes, the video not. | antisthenes wrote: | Damnit! | | Reinstalling... | hu3 wrote: | I apologize. Have fun! | Kiro wrote: | I don't understand how there can be so many people putting in | so much time and talent into projects like these. I've tried | getting into modding many times but it's always overwhelming. I | don't even know where to start, so that there are enough people | pushing through the obvious hurdles and produce things like | this is mind-blowing. | meesles wrote: | These aren't massive communities, these big modders often | know each other and work together. | | I'd say it depends on your background and availability. Most | people in any of these intense tech scenes are a combination | of a)young/low-commitments - in school, summer, no kids, etc. | so they have the time and energy to dedicate b) grew up in | these scenes so that the barrier to entry to start creating | is much lower than someone like you or me trying to figure | out how to mod a game for the first time and c) members of a | strong community. I used to be in the fansub scene and | there's something about being celebrated by your peers for | achieving something that only they recognize. Same with the | crack scene. I'm sure modders in these communities feel the | same way when they can release something and receive so much | positive feedback. It's great! | hungryforcodes wrote: | Which just shows -- having kids leads to a massive | productivity drop / personal advancement opportunity | failure. | | Consider wisely... | civilitty wrote: | A month or two ago, I stumbled onto the RegretfulParents | subreddit [1] thanks to an HN comment. After reading all | those horror stories... yeah, consider wisely. | | [1] https://old.reddit.com/r/regretfulparents/ | thrashh wrote: | Some people have kids | | Some people don't | | Some people get into art | | Some people get into monster trucks | | And because everyone is doing their own thing without | worrying about conforming to one pattern, you literally | get a billion slices of life to choose from. | kimixa wrote: | One big difference is that if you decide that art isn't | your thing, you can move on and try something else. | | But Children are a big commitment. For many people it's | well worth it, for others maybe not. And that's fine - so | long as it is considered. | | Not for any weird anti-child reason, just that it's | something that probably should be thought through and | considered more than trying out a hobby. | psychphysic wrote: | > Not for any weird anti-child reason, just that it's | something that probably should be thought through and | considered more than trying out a hobby. | | I'm not sure there is any basis to this statement. It | seems prudent but otherwise unfounded. | | Only a relative minority of parents report regret at | having had kids (<10%)[0]. Of those 10% many probably did | consider it extensively, and even if they regret it it | does not mean there was any likelihood they wouldn't have | kids anyways. Put another way, regret does not mean they | were not desperate to have kids before they realised they | would regret it. | | It's incredibly complex gaining insight about these kind | of major life altering decisions.. especially because | it's clear people change once they have kids. | | I see no reason to think about having children more | deeply than just deciding you will try. Getting pregnant | unexpectedly is it's only can of worms especially as | access to abortion is at the whims of government. Not to | mention pregnancy and labour suck. | | [0] https://www.psychologytoday.com/us/blog/head- | games/201909/wh... | kimixa wrote: | I think the underlying question is to see if regret (or | other difficulties like financial hardship or things that | require a state actor to intervene) are correlated with | planning and consideration. Measuring that is the | difficulty. | | And as that article state - that "less than 10%" number | is coming from a population where it is taboo to _admit_ | to regret. People have been shown to be economical with | the truth on otherwise anonymous surveys - [0] is a | humorous example, so how much that may skew the results | would likely need to be looked in to. And that 's just | the responders who know they're replying inaccurately - | with such cultural pressure, they may not admit to | themselves - there's lots of examples where people | deceive themselves about how they feel about things that | may go against society's grain at their time. | Introspection is really hard. | | So I'd see that number as a lower bound, not necessarily | accurate. | | EDIT: | | Additionally the cost - 7% of artists not reaching their | ambitions is sad, but 7% of children being unloved and | resented is a tragedy. | | [0] https://www.iflscience.com/men-cant-be-trusted-to- | measure-th... | thebigwinning wrote: | Alternatively, I think if you just compared | accomplishments of population with families vs without | you would not be impressed. | | Its a tiny population that would turn less responsibility | into more productive output. | | (I for one would probably not consider making fallout | mods a great tradeoff, and that's probably better use of | time than most) | t0bia_s wrote: | I was modder few years ago. Eventually I find out that I sent | more time by modding than playing game itself. I finished | Morrowind once a did not pay much attention to sidequests | which is about 80% of whole quests. | | It is rabbit hole but it gets better. For example I totally | abandon graphic mods. It alters vanilla aesthetic, there is | literally endless options and usualy coast GPU performance. | So focusing on bugfixes is achievable in complexity. | psadauskas wrote: | Many a True Nerd is also in the middle of a playthough: | https://www.youtube.com/playlist?list=PLwH1xJhcXG0dR6Ue5o39y... | KennyBlanken wrote: | Is there anyone who doesn't have an excruciatingly painful | and annoying commentary over almost every second of the | gameplay? | ttctciyf wrote: | I realise your question is more of a commentary on MaTN's | voiceover, but can't resist answering.. | | CouchWarrior on youtube has a vast oeuvre[1] of Bethesda | letsplays with varying degrees of in-character narration | and meta commentary which I find highly non-excruciating. | | Most of it is (variously modded) Skyrim - here's one where | a high level assassin mage gratifyingly takes out the | Black-Briar household by commission which contains both a | "silent" and a separate commented version: [2] (skip to | 18:30 if you want the commentary). | | There's also a partial Fallout 4 playthrough, mostly done | with engaging in-character narration as "Saint Billy" [3] | | It may not be for everyone, but the thoughtful, relaxed and | character-based roleplay-centric approach beats out the | squeaky-voiced minmaxing of standard letsplays every time | as far as I'm concerned. | | 1: https://www.youtube.com/@couchwarriortv/playlists?view=1 | &sor... | | 2: https://www.youtube.com/watch?v=OADtS8yAsCk | | 3: https://www.youtube.com/playlist?list=PLq3QdWvJDnh024Umn | WHvK... | jakkos wrote: | While this mod is great, I'd recommend playing Fallout NV on | it's own first. TTW can ruin pacing and when i played it | (admittedly close to a decade ago) I had quite a few near | playthrough-ruining bugs. | LegitShady wrote: | Fallout NV is an amazing game but its largely composed of | bugs. | t0bia_s wrote: | That's, why modders exits and are active even today. | Bigfixes for FNV are complex and makes game absolute solid | piece of game. | zerocrates wrote: | > I had quite a few near playthrough-ruining bugs. | | Sounds like it preserved the core authentic experience then. | BookPage wrote: | I tried to play NV vanilla a few months ago and ran into | multiple of these within the first couple hours. Never went | back | AdmiralAsshat wrote: | The mod does its job beautifully: it allows players to play | The Capitol Beltway with their Fallout: NV crew and | mechanics. | | F:NV was the better game, but even as a huge NV fan, | exploring post-apocalyptic DC and its suburbs was way more | enjoyable a locale than exploring the nuked desert. This | gives the best of both worlds. | LegitShady wrote: | I agree that the capitol area was amazing, but the design | of the game, characters, and experience in NV felt far more | fallout-like than 3, which makes sense given who made it. | gymbeaux wrote: | Get some! | [deleted] | KennyBlanken wrote: | Is there anyone who did playthroughs who doesn't swamp it in | extremely-irritating-neckbeard "commentary"? | | I didn't make it past 15 seconds of the second video (ie where | the game starts, in the OB/GYN room.) I've never heard someone | so excruciating. | hombre_fatal wrote: | This got me to finally play through and beat Morrowind in my 30s, | avenging my 13yo self who had looted and lost an essential quest | item got stuck in the main quest line. | | I played it while taking notes about the quests which was a bit | more fun than just following quest markers. Though that was only | fun because of Morrowind's weird alien world. There are only a | few games intriguing enough to warrant note-taking. | | Something interesting in the ecosystem is the tes3cmd cli tool | anonymously(?) written in Perl: https://github.com/john- | moonsugar/tes3cmd/blob/master/tes3cm... for manipulating game/mod | files. | troad wrote: | > This got me to finally play through and beat Morrowind in my | 30s, avenging my 13yo self who had looted and lost an essential | quest item got stuck in the main quest line. | | Hah, I had the same experience in my teens as you did. | | Was it worth the replay? Any tips, other than note-taking? | hombre_fatal wrote: | I don't know. I played it during covid when I had a lot of | time and patience. I'm also not a big gamer anymore so | Morrowind wasn't competing with much more stimulating games. | That's probably going to be the biggest obstacle for most | gamers: why play Morrowind when you can hop into Diablo 4 or | whatever with your friends in your limited free time. | | With OpenMW, you can be playing as soon as the game files | download, so just give it a shot. If you get to Cassius' | House in Balmora and still can't give a damn about what's | going on, then just shutter it for some other time. | tpxl wrote: | > why play Morrowind when you can hop into Diablo 4 | | 10 years from now, Diablo 4 will be dead and you'll still | be able to play Morrowind :) | ineedasername wrote: | I love this just on principle, but maybe someone can clarify | something for me. Does this: | | 1) Provide a better experience of the game immediately? | | or is it | | 2) The (very high) value of this tool is that it will lend itself | to faster/better/easier fan base development and modification of | the game, enhancing the entire ES ecosystem? | | 3) something i didn't think of | | 4) some combination. Of the above | | Regardless, it makes me want to kick my current gameplay to the | curb (it's Shadow of Doubt, it's incredible check it out) and | dump another 100 hours into Morrowind right now. | | Nice work! | joeman1000 wrote: | It performs better on modern hardware and fixes a number of | issues in the original game. This is generally the purpose of | source ports. It also simplifies modding, as you can use the | launcher to enable/disable mods as you like. Graphics are also | improved. For example: the water effects look much more | realistic in OpenMW. | | Fun fact: OpenMW now stands for 'Open Microwave' | BlackLotus89 wrote: | I really miss the old commentary videos on youtube :/ | | For weirdsexy life got in the way and suddenly stopped doing the | commentaries and was replaced by some german dude (sorry don't | know his name). Somehow watching the release videos wasn't as fun | anymore as it was before. I don't want to talk down on the work | the new guy does, but only want to highlight how exceptional high | quality (especially for their time) the old release videos were. | | Also... I can't stand the german accent | tkuraku wrote: | Morrowind was just fantastic. I loved that everything seemed to | always exist. You could wonder around and find a super powerful | artifact or kill or lose something required fornthe main quest. | It felt more immersive that way. | troad wrote: | The game was fantastic. Buggy, awkward, sometimes barely | functional - and yet it conjured a cohesive world in a way that | every successive generation of TES game has managed less and | less well for me. | | The lore- and world-building, circa Morrowind, was top notch. | danielvaughn wrote: | Yeah the ES games feel super immersive in a way that hasn't | really been replicated. You can sit down anywhere, pick up any | item, etc. That makes the game more "real" than any amount of | graphical fidelity. | [deleted] | umvi wrote: | > You could wonder around and find a super powerful artifact | | If that's true they got rid of this in later elder scrolls | games. One of the reasons I abandoned Skyrim before finishing | was because the loot leveled with you. You could walk across | the world and find a secret cave, yet all the chests therein | contain crap. So I had virtually no incentive to explore | knowing the loot was randomly generated based on my current | level. | | Compare to FromSoftware games like Dark Souls where you can run | halfway across the world and find super rare and powerful | items. | sbierwagen wrote: | Morrowind also has random loot based on your level: | https://en.uesp.net/wiki/Morrowind:Leveled_Lists | | This is especially obvious in the Mournhold sewers were | basically every chest you find draws from the "silver weapon" | list. | | Tribunal also had the usual expansion pack problem of basic | enemies carrying better equipment than the top level items in | the base game. (The goblin sword is worth 100 gold, but does | 10-35 damage! The Daedric Wakizashi, the best short blade in | the base game, is worth 48,000 gold... and does 10-30 | damage.) | itsibitzi wrote: | One thing that drove me mad about Oblivion was the level | scaling of items which meant it sometimes made sense to be | strategic about when you completed a quest in order to best | optimise/metagame the mechanic. | | I really love it when a game is completely happy to allow you | to innocently wonder into a zone far above your level and let | you get completely squashed by the monsters you find there. | lapetitejort wrote: | Dark Souls (released the same year as Skyrim) famously lets | the player walk into high level zones mere seconds from the | starting area. It's easier to find the cemetery than the path | up to the proper first area. | faangsticle wrote: | Oh, that explains why i abandoned the game. Terrible | design. It doesn't even tell you what's going on. | StrangeATractor wrote: | or save scum it to get the loot. I got umbra gear not too | long after getting out of the sewers in Oblivion by opportune | saving. | veave wrote: | One of my playthroughs of Oblivion I did at level 1 without | levelling. It made everything much easier (oh, and Umbra's | sword). Unfortunately it also meant that you there was much | less monster diversity since some monsters only appeared at | higher levels. | https://en.uesp.net/wiki/Oblivion:Under_Leveling | | Still something interesting to try. | samstave wrote: | I didnt like morrowind, when I played it, only because it felt | such a massive map and I would get lost easily... | | and if I stepped away from the game even for a short while... | | https://i.imgur.com/jB0TZm6.jpg | huevosabio wrote: | Funnily that's one of the things I loved the most! | | Nowadays games with massive world-maps have navigation on the | HUD, and always-available fast travel. Morrowind had neither. | A quest's instructions were like "take the road to Balmora | and then on the second fork, go past the tree and you will | find a cave". And then you would spend hours trying to find | that spot. And unless you had the proper scrolls, you | wouldn't even be able to teleport back to a main spot. | | It made the world so wonderful to explore. | bamfly wrote: | One of the things I really like about the new Zelda game is | that, while it has quest markers and all that for many of | the quests (but not all! Some will just mark where you need | to return when it's done, and the rest is up to you!) you | also get lots and lots of hints about locations of | interesting or valuable non-quest things, and those are | purely up to you to pursue, based on what you've been told. | Not even a quest entry, just something you _can_ do if you | want to. | hashworks wrote: | This is only Singleplayer, right? How is the Linux support? | voidpointercast wrote: | Good. | SquareWheel wrote: | TES3MP is a sister project built on OpenMW which adds | multiplayer. | | https://tes3mp.com/ | zamadatix wrote: | For those that have a liking to the blog style project updates | some other projects do, the main website is a good feed | https://openmw.org/en/. | troad wrote: | I like the blog, but I wish it were updated more often. Even | little updates would be welcome. | | Another interesting blog in a similar space is the Daggerfall | Unity bloc over at https://www.dfworkshop.net/. | ianbicking wrote: | I wonder if there's some new opportunities for these game engines | with generative AI. | | One possibility is treating the game like scaffolding. It feels | like textures and images could all be replaced fairly easily with | generative versions. Toss them in Midjourney with /describe, play | around to create replacements. Or Stable Diffusion or whatever. | (Not sure how many things are "images" and how many are other | structures like shaders.) | | Maps are harder, at least I imagine harder to deconstruct into | atomic pieces that can be replaced. Though it's interesting to | think about whether an LLM could decompose them into more | semantic pieces, if it could understand the underlying structure | that may only have existed in the mind of the original map | creator. | | I imagine things like quests, stats, etc., would all be amenable | to generation. | | Maybe the big question is if things really are separable enough | to use the old game as scaffolding: can you replace 10% of the | game, or 50%, or 90% and have a meaningfully playable game? | AmenBreak wrote: | Seems like a huge waste of GPU / CPU when Dwarf Fortress has | had all this for years... | nightski wrote: | You might want to check out what Nvidia is doing with RTX Remix | - | | https://www.nvidia.com/en-us/geforce/rtx-remix/ | yomlica8 wrote: | Morrowind's predecessor Daggerfall had randomly generated | dungeons. Overall, they were pretty bad although they were kind | of interesting and added variety. I got the impression they | randomly stuck basic dungeon chunks together to build them. | | The idea of using the AI to generate new similar textures is a | pretty cool one. | dr_monster wrote: | This is a plot point in the Orson Scott Card novel 'Ender's | Game'. Ender plays a generative video game on an iPad-like | device that responds to his decisions and incorporates | people/events from his personal life, to the point of | manipulating his subconscious thoughts and dreams. | | A game like this could be interesting, but you would not be | able to discuss it with others as a shared experience that has | fixity the way you can with any modern media, and it could | certainly be used to manipulate people. | kqr wrote: | It may be unimaginative but I'm really looking forward to | really deep NPCs with relationships and interests and | personalities and all. ___________________________________________________________________ (page generated 2023-06-09 23:00 UTC)