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Post by dogonporch on Apr 12, 2018 15:55:42 GMT
You can do this yourself with some terrain editor knowledge. You could build an esp you activate post-crisis that removes all traces of the gates...but there's quite a few. Ah, but with the "Open All Gates" mod (which you recommended a while back) there are these options: Setting Description: 0 = No Random Gates open. Only the 10 scripted gates do. 1 = Easy-1. No more than 20 random gates open. 2 = Easy-2. No more than 30 random gates open. 3 = Vanilla. 4 = Hard-1. Up to 70 random gates open with up to a 70% chance. 5 = Hard-2 (default). Up to 90 random gates (max without respawn) open. 6 = Extreme-1. Up to 150 random gates open; gates can respawn. 7 = Extreme-2. Up to 200 random gates open; gates can respawn. 8 = Extreme-3. Same as Vanilla, but the gates can respawn infinitely. 9 = Oblivion! Infinite spawn rate, and 100% chance of spawning. Good luck. With a setting of "0" all you get are the ten gates required by the main quest, so not that many to remove. I would just like it scripted so each disappears around a week after it is destroyed (but as I've previously confessed, my scripting ability is nil ...I had to studiously remember to enable/disable various Morrowind mods since I couldn't trigger them to activate from game events). I'm sure it could be done with script, as you mention. But most of the code-writers now work on Skyrim. Fejeena and I over @ LL have been trying to get better at recycling previous Oblivion scripts into useful mods ( latest effort)...but still couldn't write code from scratch if you had a gun pointed at us. My solution would be easier with the same results...just activate 7 days post-crisis. If you need a wee tutorial on landscape painting, I can help. I know it looks easy enough...but there are a few rules to follow.
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Post by jgf on Apr 12, 2018 18:35:06 GMT
.. I HATE timers and pressure. I play to relax.... How true! I've never seen the appeal of Time Management games, real life has enough time management, games are escapism. I currently play an online game which occasionally throws extensive quest lines at us, usually with a stage of "meet this person, in this town, on this day, between these hours (usually 2AM-6AM my time, lol), wearing these items and carrying these two things"; miss any of that and you must wait a week to try again ...I look ahead to the final reward and decide if it's worth the effort. ... Travel and travel difficulty. ... She got the speed up to 240. ... I'm in the minority here; I like meandering the countryside, exploring, occasionally fighting. There was, for my taste, enough fast travel in Morrowind, and you had to pay for it, though it was so cheap it might as well have been free. Oblivion is ridiculous, fast travel virtually anywhere anytime, absolutely free; the only thing Oblivion did better in this respect is the travel is only instantaneous to you, it still occupies the same amount of game time as if you had walked. (Had I any aptitude for scripting I'd create a mod making Oblivion fast travel spell based. It would be heavy on majicka so at the start your range would be limited; cross country travel then might require several short hops, and of course you have to have already found the interim points. Perhaps even make it like your racial powers - could only be used once a day.) ...PC saves the world from some ancient evil bad guy. Isn't that the basic plot of every rpg and fps ever created? Have you ever noticed how the main plot line of Morrowind is reminiscent of a James Bond movie? In a Bond movie there is a megalomaniac genius who builds a difficult to access (remote island, mountaintop, volcano, etc.) quasi-military compound in which to construct his ultra-sophisticated machine/weapon for taking over the world, 007 must infiltrate this fortification and thwart said genius' plan; in Morrowind we have a megalomaniac demi-god making use of ancient facilities in a dormant volcano to construct a machine (giant robot, from the looks of it) with which to subjugate his world, PC must infiltrate this compound and thwart Mr Ur's plans. ... Tribunal. Let's go play in Llamasexia's sewer. Bloodmoon. A few minutes into the game a massive if boring fort gets destroyed by massive siege engines that don't exist. It goes down hill from there. The wilderness is a study in how to run backwards into trees as lions and tigers and bears and munchkins spawn like mushrooms in a cow pasture after a rain. The problem with both expansions was that they were not integrated into the main game; they always seemed little more than fps add-ons giving your high level Morrowind character some new hack-and-slash opposition (and reducing the supposedly big bad guy, Dagoth Ur, to also-ran status). Certainly the duke, faction heads, and other affluent Vvardenfell residents have been to Mournhold, but there is absolutely no mention of it in Morrowind, merely an NPC to send you there; as for Solstheim, nothing but a repetitious comment on the weather added to the dialog of a few Nords in Morrowind. Either could have been issued as a free standing game into which you could import your Morrowind character and would have played out the same. Bloodmoon was at least an interesting extension to the Morrowind region, though I completely ignored the werewolf aspects (never played as a vampire either). It had some interesting quests, the Raven Rock scenario even having alternate plot lines (and an irritating timed quest, lol). But beyond its complete lack of integration into Morrowind, my major complaint is the same as Oblivion - abandoning the fantasy world of Morrowind for mundane earth animals and plants. Tribunal was a claustrophobic bore, little more than a parade of high level enemies and silly quests (The King of Clutter? boring and silly). I played through once and never returned; only left it installed because so many subsequent mods used it as a resource pack.
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Post by blockhead on Apr 12, 2018 21:51:02 GMT
I love it. New phrase of the week for me. I *will* find a way to use it conversation. You know, I don't remember that. Timed missions/quests piss me off and I've quit games because of that, so you'd think I would *remember* that. I actually remember the quest-line having almost a relaxed mood as I made my stealthy way along, with trusty bow, keeping to shadows, taking my time and being a sneaky ninja ... but a slow ninja. The big thing in MMOs these days is the "survival" genre. I say Morrowind was a survival game decades before that! If we mean Dementia (mmmm, Dark Seducers) or Mania (Golden Saints, bah) I sort of matched the colors to flavors, so a choice of grape or orange. Exactly! 100% agreement here. I think they made that expansion for people lke me who wanted some long dungeon crawls in large dungeon-scapes. It provided some nice large dungeon-crawls that were also visually interesting (well, one exception: the very end-game dungeon was monotonous and repetitious). The Bloodmoon main quest was kind of dumb, but it was fun to wander around in a snowy area and see different sorts of vegetation from the gray & brown of VVardendell. And horkers are cute!
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