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OpenMW – open-source TES3 Morrowind reimplementation

openmw.org

41–48 of 48 posts

Re: OpenMW – open-source TES3 Morrowind reimplementation

#41
post #40

Earlier quoted context omitted.

Cool, a fellow wine user, Special Edition has some issues with wine though, the Script Extender takes a long time to hook the game and I get some crashes (I suspect is the lightning effect) , so combining the 2 issues makes me dread opening the game though I am very tempted to finally reach level 80. The game I had too much time to play was Gothic for me, this one has no quest markers and I also had no internet so I…

Why use SE? Did it add content?

The game looks better in general, SE uses the Fallout4 engine so most features in Fallout4 are present including 64 bit. Characters are looking a bit better, there is more grass and flowers/mushrooms around you can collect(for alchemy), the lighting looks better. If you don't plan to put many hours then is not worth it, but if you want to put a lot of hours and use many mods then my personal opinion is that is worth it. Modding support for it is good the only issues might be the wine/proton related stuff and the mod manager support issues.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#42
post #40

Earlier quoted context omitted.

Why use SE? Did it add content?

The game looks better in general, SE uses the Fallout4 engine so most features in Fallout4 are present including 64 bit. Characters are looking a bit better, there is more grass and flowers/mushrooms around you can collect(for alchemy), the lighting looks better. If you don't plan to put many hours then is not worth it, but if you want to put a lot of hours and use many mods then my personal opinion is that is worth…

I already have SE, I just wanted to know why I'd ever use it; from what you list it seems like everything can be covered via mods in the regular edition?

Re: OpenMW – open-source TES3 Morrowind reimplementation

#44
post #42

Earlier quoted context omitted.

The game looks better in general, SE uses the Fallout4 engine so most features in Fallout4 are present including 64 bit. Characters are looking a bit better, there is more grass and flowers/mushrooms around you can collect(for alchemy), the lighting looks better. If you don't plan to put many hours then is not worth it, but if you want to put a lot of hours and use many mods then my personal opinion is that is worth…

I already have SE, I just wanted to know why I'd ever use it; from what you list it seems like everything can be covered via mods in the regular edition?

It depends , I think some mods might be now onlyu updated for SE , some will also suggest S# because is more stable (on Windows). I think I am not qualified to give a correct answer. I have both installed and setup, it was not easy and I gave up on graphics mods (emb or shaders that come with .dll files).

Now I started maybe 1 year ago a new game on SE, just essential mods for me because I had the bad luck of my game crashing in certain regions of the map when I was around level 30 and I had to give up on the save. I was using those cool mods that improve the cities with new buildings, NPCs and quest. I could not solve that issue and I promised myself that I will play next time only with minimum stuff.

I suggest to ask in winegaming subreddit for more info on what other players are using and what to avoid. If you have both games try them both , no mods and compare how it looks and feels.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#46
post #17
post #8

Earlier quoted context omitted.

Ha, I ended up checking up on that myself for the first time in a couple years a day or two ago. I've always been particularly interested in Daggerfal ports because that's one I never played when it it was first out. Not entirely sure why, I owned and played Arena, and Morrowind is one of my all-time favorites (Possible my absolute favorite game, actually. I played Oblivion last year finally and it was meh, I'll prob…

Best way to play Daggerfall is with DaggerfallSetup: https://wiwiki.wiwiland.net/index.php?title=Daggerfall_:_Dag... LOTS of fixes and improvements, it's meant as a ready to play fixed daggerfall-installation.

I remember seeing this, but I can't remember if I tried it or pegged it for "next time". I also imagine the new engine will have more friendly movement controls. The hardest part of playing good games from the past is when the control scheme hadn't settled in what we now generally consider a superior format, and sometimes the old engines don't take well to those control schemes. IIRC daggerfall was somewhat in this camp (and for some reason I'm remembering it as more painful than arena, possibly because of more vertical space but bad mouse look?)

Re: OpenMW – open-source TES3 Morrowind reimplementation

#47
post #18

I've never played any of these games apart from Skyrim. How would you compare the two? I've heard that this game is legendary. For me Skyrim's atmosphere was awesome, but the storyline was a bit meh. Edit: thanks for all the responses they are quite insightful!

Morrowind: Dense, lot's of lore and immersion. More open, and less guided. I think at this time the cult of linear narrative was in it's infancy. And so you could kind of do more of what you wanted in Morrowind. Oblivion: Brilliant for it's time in terms of world building, graphics and size. Famous for it's goofy elements, story line and characters. It still kept a lot of that attention to detail, but you could see i…

Arena took place in all of Tamriel. Cities were procedurally generated from a seed if I recall correctly, so they could have buildings in same locations across games, but cities were huge and filled with random people (like over a hundred buildibgs, some probably had specific structures). You could walk for hours between cities, because the land was also procedurally generated, but mostly flat. This was doable because the game looks like minecraft with a bigger block size.

It feels like a cross between a few features of a modern TES game and a rogue-like.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#48

Earlier quoted context omitted.

I played Morrowind when it came out, but not for long, because the fighting was a bit boring. Something that worked very well in Skyrim. So I am curious, how it works in this version.

OpenMW is very true to the original, the intention is not to change things like the combat system. There are some modifications that go for this, but the more awesome ones need the big engine hacks that are incompatible with OpenMW. Combat btw becomes a lot less tedious if one knows that chance to hit / block / evade depends on fatigue and fighting while exhausted is a bad idea. Modern games have sophisticated cues t…

Thx. But ... actually I remember the fighting to be way too boring and not challenging, not too hard.
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