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If you click continue, it loops back in on itself. "You shouldn't have done that." (Please forgive me.) No matter how many times you click continue, that's literally all he says, and he forces you to stay in that dialogue window forever.
The closest spawn is right there in case they can /suicide or Intervention their way out somehow, and even if they leave the game via ctrl-alt-del or alt-f4 or w/e, if they log back in, ithey're still there. Worse than an IP ban IMO - it basically lets you 'play the game', but all you can do is leave or click (Please forgive me.)
Currently I've added 40 Mods, but have yet to test all of them. A few that I am very Curious about are
http://www.nexusmods.com/morrowind/mods/44018/? - Chalk
http://www.nexusmods.com/morrowind/mods/43914/? - Bury Your Treasure
& http://mw.modhistory.com/download-4-8684 - Acherons Camping Gear
These may seem strange at first. Adding birthsigns, gameplay changes, or textures is definitely on the list, but these three have something a bit different about them.
They effect the world around you and I am very interested if other players will see the effects.
With Chalk you can write messages in the world. If it works with multiplayer, I imagine messages can work like Dark Souls multiplayer messages can work. Praise The Sun.
With Bury Your Treasure you can "dig a hole" and bury goods in the world.
Acherons Gear has an option to put walls around your camp.
Once again, these mods are not fully tested in Multiplayer yet, but my interests seem to lie in the same area. Constructible objects can help make the world feel "lived in" not just by NPC's but also by other players changing the world while you may not be there.
I've also added
http://www.nexusmods.com/morrowind/mods/43428/? - Playable NPC Classes - To add common backgrounds to the game, so hopefully people will play more common roles. It would be nice to have a mod that allows one shop to open in each town. This would allow multiple characters a chance to own at least one business, so there isn't only one person RPing a Merchant. Of course if you had the resources to pay for another shop, go for it.
Clearly you underestimate the need to draw dicks.
Stats/Skills
-XP gain rate rebalances, bringing certain skills more in line with others. Nerfs to the XP gains from Alchemy (Should be self-evident), Acrobatics (Usually in most players highest stats), Alteration, Mysticism, Restoration and Illusion (All contain easily spammable spells that do not require a target.) Buffs to the gain rate for Mercantile (Again, self-evident), and Enchant (Seeing as the materials are expensive and rare).
-Gain small amounts of XP from additional actions where appropriate, such as Enchant XP for using enchanted items, Conjuration XP for using bound weapons, ect.
Spells
-Pre 7.0: add a list of 'On other' versions of existing spells to spell vendors so that mages have access to fortify and restore spells can can be cast on their allies without needing to use spellmaking.
Gear/Items
-Reduce value of Dark Brotherhood armour and Ebony Dart to nerf how easy it can be to farm assassins for them to make septims. Reduce armour value of DB set so that it is less effective as an easily obtained early armour.
-Reduce the value of player-created potions and enchanted gear so that, while still profitable at high levels, it will no longer generate enough money to allow you to single-handedly buy out every shop in town.
-Remove known exploitable ingrediants from restocking vendors.
World
-Boost the stats of Dark Brotherhood assassins to compensate for their gear's lower armour, and instate a minimum level so they cannot attack fresh characters.
-Beef up the stats of guards to make them more of a threat and discourage PVP in populated areas.
-Place additional generic enemies among groups of foes in large dungeons, particularly those involved with quests, to make these dungeons more suited for co-op play.
-Add several non-intrusive furnished but otherwise empty buildings to towns, with a focus on Balmora, that players can use to store items and convert into various community areas such as guildhalls, bars, inns, ect. Supply these buildings with plenty of empty containers with large weight limits.
-Add keys to these 'blank' buildings, and a vendor that deals in reasonably priced Lock scrolls and spells that players can use to secure these buildings, and their possessions, while adventuring. To prevent unwanted guests enting the building via load door while the owner is inside, the keys should not open the load doors, but rather a second interior door in the building's interior that the owner can lock behind themselves from the inside.