#Dumb mod ideas But Actually We Post Good Mod Ideas
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legendary creatures with colour pallettes and rare loot
Mod idea: Anytime you kill an NPC their ghost eventually comes to haunt you.
They appear during resting periods and interupt your sleep.
There is a mod for MWSE which adds dead NPCs to appropriate tombs. It's a nice idea.
Mod where you have to face Vivec’s palace while praying otherwise you fall out of favour with the Tribunal
And have to repent by donating more to the temple
Also a mod that adds on to Bell Towers of Vvardenfell but plays Nerevar Rising to indicate when it’s time to pray
Should I make a tennet that has the 4 pillars ?
I think I have to now
Have to recite the 36 lessons of Vivec
almsivi in every hour
If someone comes up with the 4 pillars tenets I’ll implement them
"Kneel before the teachers chair"
https://www.nexusmods.com/morrowind/mods/57974?tab=posts&comment_id=163307917
True Dunmer should pray at least four times a day.
Once for the ash storms to pass quickly. Blessed are the clear skies. Blessed are the days without cliff racer's shadow.
Once for the two-faced liar to inspire them. Blessed are his treacherous words. Blessed is his tight Muatra grip.
Once for the magic weirdo to illuminate them. Blessed is his ancient wisdom. Blessed are his janky contraptions.
And once for the murderous bitch to spare them. Blessed are her feet who walk the holiest of grounds. Blessed are her strikes who felled Dagon.
The ending of the words is ALMSIVI.
It works in OpenMW
But I think there’s also an MWSE version
But the original is just MWScript
Okay, so we have ragdoll, lua physics, lua projectile physics and openzs vehicle explorations....now...
Trains.
Train networks
Emergent train networks.
Now to the matter at hand
Open source locomotive code engines.
https://github.com/Libre-TrainSim/Libre-TrainSim
https://github.com/perpetualKid/FreeTrainSimulator
https://www.openrails.org/download/source/
Open source locomotive projects.
Let us vibe this , together, and have mirthful journeys through Tamriel, never before seen.
🚂 Train Simulator build on .NET, using MonoGame and including native RailDriver support - GitHub - perpetualKid/FreeTrainSimulator: 🚂 Train Simulator build on .NET, using MonoGame and including na...
This is the official home of Open Rails with news and links to content, vendors and the community. Open Rails is a totally free train simulator that supports the world’s largest range of rail content.
On a more realistic note, a year or so ago, i tried to make a camera suite "shader" in reshade, headbob, inertia, breathing sway etc, if i can clean it up , you could inject reshade into the mw construction set and walk around it while you map edit say.
Probably making matters much harder on yourself in the process.
If my memories correct, the camera bob had no clamp and its default value was something like a codeine/ketamine/alcoholic simulator, so that value needs toned down.
The breathing sway was dead on though, if you just want a breath sway while you place down flora and props, i would say it would be immense.
I'd quite like some actual penalties for prying into sealed letters. For example, you should face expulsion from a Faction if you deliver an obviously opened letter to a superior. Therefore - opening a sealed letter should entail a level of risk and skill. Security check "You are sure you want to break the seal?" You could have a series of low to high quality "letter opener" tools, proficiency falling under Security skill. Re-sealing letters could correspond to a similarly functioning tool duo, a "letter scalpel" and "wax seal forger".
For correspondences between mage lords other magic users, enchant and mysticism could play a role in discerning whether a letter is magically sealed or not. Depending on skill check, a dialogue box "You cannot discern whether this letter is magically sealed. Do you still want to open it?" Much like Trebonius's itchy curse, opening a magically sealed letter should convey a powerful, but non-deadly curse (1 poison damage per second, until cured) called something like "Magewart"- but can only be dispelled by the original enchanter (implying expulsion, etc), someone in the Thieves Guild, a senior healer in the Temple or maybe Caius/high-level Blades operative. A 1-health per second poison curse would be super inconvenient if you can't teleport, because you can't fast travel anywhere and need to traverse on foot to the appropriate assistance. Necromancer's Amulet would be useful but the damage would still stack on transport, I think.
There’s a quest in TR that has consequences if you read a sealed letter
There aren't many sealed letters in-game but I thought that opening them and failing a Security check was already factored in quests. If it's not severe enough then it should be easy to change since there are few such letters and other mods probably don't touch this.
Good points, my view is that all letters in game should be effectively sealed for gameplay purposes anyway. Probably wouldn't raise the total number of general quest based letters by a substantial ammount, granted. Though this raises a broader consideration that all commerce in daily life would be mediated in an epistolatory way in this setting - so there realistically should be letters and correspondences literally everywhere. If that were the case, then security/enchant skills like the above would be more feasible.
Kinda reminds me - the history of ancient postal systems (Egypt, Rome, Byzantine, Persia, China) is actually fascinating
maybe when finding a letter and opening it, it's registered and if you talk to npc while it's in the inventory the timer starts to count depending on distance to owner cell of which time they know about it
many of those messages are unimportant, i.e. very basic correspondence, so most of those probably don't even have a seal. The NPC just wrote a message and asked the player to deliver it. Since the game uses seals in case of correspondence it deems important/secret and sometimes the messages are even coded, I guess that it's not a coincidence that most letters don't have such security measures. Still, I'm sure that in some cases implementing sth like that would make sense but you would have to do it on a case by case basis. As for the letters and messages lying around, there are actually many of those and they aren't always quest-related but are there just for immersion or world building purposes.
for the quests this could be powerfull, like need to get ahead of time to smugglers den before everybody arrives to planned meeting
Yeah sure, certainly on a case by case basis, appended to questlines. though in the interests of realism I'm unsure about most correspondence being "unimportant" since the relative importance (or not) of the contents of post is kind of secondary to mail being a protected asset under the (imperial or otherwise) law anyway. tampering with post has been illegal in some way or another for thousands of years in the real world, certainly too with Tamriel
it's illegal and people know people generally but in morrowinds world it could be magic that's used to read them making them secure. i dot think there's any cheating possibility either without knowing the spell from the code
the letters which are lying around are usually already opened or you are stealing them, anyway 😄 . As for the letters which you are given to deliver to X, it strictly depends on the NPC in question. If the NPC didn't bother to seal the letter, then it's not sealed. Sometimes it even seems like just a message written on a piece of paper.
true that too.
i think not knowing of the related matters is securing the letters somewhat but iirc most have names
another case would be that they need to be stolen or the magic seals is active which is kinda dumb but possible
otherwise taking the emails as example securing under the account
what about making posters about player as nerevarine and removing them revents the rebutation biling up
A spell to cast at books to summon a ghost that will read out the book with the audibook mp3 files.
Alternatively, this https://i.pinimg.com/736x/80/0a/85/800a85e1973f79d1cb2d8a92c798cc2a.jpg
Imagine how it would look like if a book started levitating and followed you like a companion and read out its content to you. Peak mage gameplay.
I'm just ahead of my abilities.
sounds like Harry Potter

Yes, Harry Potter displayed magic quite well.
I mean, we've already got the audiobooks mod. Surely adding a temporary ghost follower to that wouldn't be too much work for someone who knows what they're doing, right? 😄
Ideally the sound would come from the ghost. Preferably with the speaking animation of Npcs.
I've grown more fond of the speaking book idea.
the book should flap like a mouth, with a red bookmark ribbon hanging out of it like a tongue
"Hey buddy! Looks like you're trying to read me! Let me save you the trouble. Ahem:
ACT IV, SCENE III, CONTINUED
Lifts-Her-Tail: Certainly not, kind sir! I am here but to clean your chambers.
Crantius Colto: Is that all you have come here for, little one? My chambers?
Lifts-Her-Tail: I have no idea what it is you imply, master. I am but a poor Argonian maid.
....
"
Should Ordinators chase you after hearing such lecherous ghost-spoken words?
I hate public transit. Last time I took a Silt Strider this Telvanni wizard just cast "book read yourself" and listened at FULL volume this GRAPHIC story about an argonian slave 
@serene mulch the dwemer puzzle cube sound loop should be the Jeopardy theme
we have the technology...
or like, a morrowind OST style arrangement of the Jeopardy theme for orchestra
@tulip forge you got this?
nerevar rising intro but the melody is jeopardy
i hate this idea and yet i also desperately need to see it made real
gonzo, my brother, please fix the puzzle cube so that i can stop being reminded of its existence by frustrated commenters
there is no other way to stop the flow of shitposty suggestions from the imp in my brain
Dwemer puzzle's location is changed every few in-game hours
even if its in your inventory
and it sounds like a nirnroot
but only when its in your inventory
I'm shooketh
we just need that soule arrangement now
what a delight
rename it dwemer brapper cube and it plays reverb_fart.mp3
GOTY
this got me thinking though.. maybe i do need to make the sound louder
https://youtu.be/xvFZjo5PgG0?si=nHfNv-l5B1yAaAZC - the sound
Rick Roll (Different link + no ads) for all you monsters
Original Video
https://m.youtube.com/watch?v=dQw4w9WgXcQ
Rick Astley
https://m.youtube.com/channel/UCuAXFkgsw1L7xaCfnd5JJOw
haha yeah
messagebox You sense that the Puzzle Cube must be around here somewhere. when the player enters the cell it's in for the third time
honestly that isn't a bad idea
Thinking about it - though it isn't in the game, it feels that glass and ebony were inspired by uranium or rare earth minerals and ores. Obviously, Morrowind glass and uranium share visual characteristics, though ebony in both metaphorical and allegorical senses is a precious, rare and radioactive substance.
Mod idea being - glass and ebony mines should be unhealthy places to enter, without protection. Maybe for glass - traditional Dunmer ashmasks and gear can be enough - but for ebony, which is spiritually irradiative, maybe a custom Ebony Shield spell could be needed. Or an item provided by mining authority enchanters that provides a constant enchantment to that effect.
Wraithguard, when acquired, would also serve as this provider of this shield.
Taking some inspo from Metroid Prime - I'd like to see some sort of "pure ebony" - maybe deep inside Akulakhan's chamber, Lorkhan's blood still in a kind of primordial form, and very damaging to touch,.
what kind of damage that would make .?
or could just slowering the fatigue with long recovery do enought
the radiation could be kinda lethal or the dust with some magical proeprties
Idea: paper map system.
You start with a blank paper map with no details. You only see the rough shape of the world at the start and nothing else. It's not GPS. There is also no player marker (can be optional). The map should feel diegetic.
You can add some some basic info to your map by reading the in-game guides (Guide to Vvardenfell, Guide to Vivec etc.). When NPCs mark sth on your map in dialogue, it's just a circle showing the general location. You can add your own marks and notes to the map as well at any time.
If you want to map out an area, you need to visit a location and perform an additional mapping out action which consumes time. Discovering more locations/landmarks in the area allows you to make the map more detailed. You can also ignore all of this and simply rely on your own custom marks/notes.
make store owners call the guards when you leave moon sugar on their counters
You alert get dirty in mines but I suppose I could add a setting to make them straight up toxic 🧐
Or invite you around to hang out later 😄
or the moonsugar is replaced with a stack of coins when you leave and come back
no illicit transactions here, officer. %PCName simply forgot this money that belongs to them
Some secret note randomly somewhere in thieves guild
And you could buy him a drink and make him late from work altho some cs magic
ebony mining gives miner's lung
I actually wanted this for Red Dead 2
@autumn girder Potential idea for integration between Simply Mining and Sun's Dusk 
I like that haha, mining makes you dirty
Ooh I like that. If digging through containers in tombs makes you dirty, it makes sense that mining ore would make you dirty as well.
Either harvesting ore from nodes or by mining via SimplyMining
Maybe a disease from mining/exposure to hazardous materials could induce a sort of damage health curse, but in order for it to be a "felt disease" - hidden from the active/magic effects section - accessed via Lua to create damage health effects calculated at very small, random intervals.
"You have a stabbing pain in your chest..."
and getting progressively worse only over weeks or months. A new class of NPC "Temple Physicians" would be the only NPCs who can detect this disease (and others like it), and provide appropriate assistance.
TBH this could also work for an attempt at portraying Soul Sickness, as it gets progressively worse, only select NPCs, Wise Women, senior Temple healers, can detect and cure.
But - having any sort of degenerative health issue when shrines to your three living gods are littered throughout the land which can literally cure disease may need some further explaining 🤷♂️
there's already a type of disease that can't be cured by normal means. maybe there's a little known branch of blight that is released slowly in the mines and its only since the empire has ramped up production that its starting to be noticed by a few enterprising healers
it should radiate from Glass and Ebony since they both come from red mountain, which explains their pollution with corprus
could be connected with weird dreams after mining
which brings me to another thing... nightmares! don't know if you remember that level in Max Payne 2 where he runs full on painkillers through an absurd horror level.
Experiencing Dagoth-Urs dream in kind of a Dreaming Sequence you have to walk through would be awesome.
And it would enable stuff for good sequences, like a throwback to the time of the battle of red mountain with small sequences you experience from that time (in the heart chamber, ALMSIVI wanting the tools back ,etc)
Lucid Dreams is already a mod that turns the text dreams into playable sections
jumpscared the hell out of me when it first happened
god damn modding community stealing my ideas before I have them
I think there's a lot could be done with the idea
it could still be expanded on as a concept. when you sleep you get randomly spawn you into a modded dungeon from 2010
hallucinations
but shouldn't glass armor radiate than, too?
Considering glass and ebony armors have been treated and manipulated (they have literally been melted and shaped and melted again, etc) you can suppose their "radiation" is lessened. I'd wager that a lot of them are mixed with others metals and minerals during smelting by merchants to maintain profitability. and as an example, uranium glassware is perfectly safe for home decoration, but it's no longer advised to eat from them. https://www.decorativecollective.com/blog/a-beginners-guide-to-uranium-glass
right, that's a point
CroonCraft - A Bardcraft Inversion
Seen from the players perspective, a dynamic A - life system drives the natural behaviour curve of a group of vagabond motel lounge singers, from their early Karaoke sets in the slums of Balmora , middle stages strained with conflict, peak to fame and final demise.
Featuring Franklin Sina , Delenorus Martin And Brng'e Kresby + More.
Mechanics
Dynamic Band Ecological Behaviour - Men carrying objects that make sounds attract other men that make sounds. Sometimes they fight.
A Managerial System - "The Manager'e" who "manages" the bands affairs - What secrets does this manager keep? Many secrets lay hidden here for the player to see, but the power of the title, so corrosive it is, will you, the player handle these affairs with honor, duty, or betrayal?
Or simply observe?
Listen?
New Disease - Elvismosis.
New Proprietry Lua Sound System - The Vibratometre.
New NPC behaviour - Croonus Cosades.
"plays at resolution of narrative"
Members perish of elvismosis, succumb to relationships and alcoholism.
Dumb mod idea: Play Sonic the Hedgehog's "running out of air" music when about to drown.
This is the tune played when Sonic is drowning in Sonic 1.
i guess that's probably doable already, since you can SetWaterBreathing 1 in mwscript and then rebuild the breath meter GUI in lua?
Mods that allows you to pour together Potions from the same type (e. g. Restore Health) to create new potions of the same type, that will get the average amount of effect of the used ingredients. Only Potions with one effect allowed.
I hate having 20 different "Restore Health" potions in my inventory due to leveling up during alchemy
That would be pretty cool
yeah Estus Flask ftw
So i think everyone agrees or can see the point that : Speechcraft is pretty bad in morrowind overall.
Even with mods and so on, it feels a bit lacking outside getting better prices or outcomes to quests(which isn't bad by all means)!
And sometimes npc's even lock you out of talking to them so if you have no illusion spells, then tough luck, you have to murder them or find another way to complete the quest.
So while playing i had an ideea :
What if, as the player's skill advances they can learn different speech craft spells(i call them spells from a mechanical point of course)
Maybe a spell for each speechcraft related option : -Intimidate(lowering fight value) ; Taunt(increasing fight value) ; Admire (Increasing their disposition)
Or maybe even a spell to convince NPC's to fight for you
Maybe even have a npc or two that could teach you these skills, but have a way so you can only use them with a high enough level of speechcraft.
inb4 someone tells me this mod already exists
Ability as Khajiit to sniff on other Khajiit as a greeting. Gives +1 Personality Buff for 300 secs. Ass gives +3. Effect can stagger, but only once per day and Khajiit you meet.
Volumetric Gnats post-processing shader for immersive suffering in the bitter coast
https://www.youtube.com/watch?v=3xQyQnXrLb0
To add to this, sort of on topic. Suffering etc.
Im actually in the process of audio splitting / stemming the nature sounds from this for the bitter coast, they are quite hypnotic. But Herzogs narration should have a 0.0001 percent chance of occurring. (With an impulse response taken from a real swamp for the reverb)
Werner Herzog gives his view on the jungle of South America during the making of Fitzgeraldo.
Herzogs ending statement pretty much sums up most modding communties overall attitude to fixing/modding old game engines I just realized.
Herzog man.. what a beautiful nutter
Randomized puzzle canal ala lost woods
that's not dumb enough
randomized puzzle canal à la lost woods and it plays the lost woods song the whole time
Randomized canal and you get teleported back to the entrance if you take a wrong turn
https://www.nexusmods.com/oblivion/mods/27418
Or we could go Kubrick here.
But i really love the canal idea.
I had the thought of trying to find some character in game to make use of the Labyrinth narrative for, using these resources.
Like some Morrowind equivalent of the Wall Street mad villain in Stephen Kings the Langoliers.
I have much love for that awful tv adaptation.
Could get very Lynchian with it. Liminal post war Bosmericana Suburbian Family picnic at center etc., godrays and blinding fake sunlight and rich blue kodachrome faux billboard skybox through the fog.
Max Payne influences, time warps...
Fargoth...
Hmm...
Spoiler - You are actually exploring Fargoths mind itself.
But its layout is procedurally vibe coded as poorly as possible, and its your job to fix his internal affairs.
The only way to do this, is to learn code in the Labyrinth itself.
The problem - You have to learn how to decode the Labyrinth/neural network, with an overwhelming sensory overload inducing American Walmart walla ambience/discordance, which is passed through an Xbox 360 microphone emulation distortion filter.
A great reward remains if the player can resolve it.
The Labyrinth dissapates, and using the new Max Yaris take a seat please 2.0, fargoth, now settled, freed, takes a stool, and you, the player , using the sit down mod, watch the sun fall to dusk. Immersively blinking as needed.
The OpenMW Lua fishing mod is also released from its own Labyrinth, and much mirth and gaiety is had all over Vvardenfall.
Npc to player disposition is now at 100 percent, and they all now, only compliment your headwear.
morrowind but it's a cover shooter like gears of war
With Fallout 3 guns 🤣
Enter a Dungeon:
Play a subgame of Morrowind under the table starting at 5 HP, using your inventory as inventory. After the subgame ends, you
morrowind but it has psychonauts style collectibles
you can collect NPC panties and they are named after the NPC you ||murdered|| charmed
I freely identify as the biggest Gears fan on this server and I need you to know I unironically think about this relatively often
COLE TRAIN COMING IN CHOO CHHHOOOOOOOOOO
just put Cole in morrowind, dressed as Whitestrake. YEAH BABY! THAT'S MY KINDA SHIT!
Rogue Wisemen
The idea came to me there, after remembering a friend of mine went to Morocco, an overly excitable spiritual type.
Anyway, one of the folk there, said he would bring him on a journey through these mountains implying some wise final destination, but at the end it was a ploy to sell him some Moroccan rugs, and my friend got caught in what i call a cognitive dissonance manners trap, so he bought them.
I also, can fully relate to this, it happens to me all the time.
You get the idea.
So there's real wisemen that give you real rewards for journeys and reaching their authentic destinations, like oracles etc etc, but bad actor-smen in wisemens clothing, that end you up in these situations.
Using something like a sophisticated speechcraft system , you have to navigate your way out of these situations, but they are almost hard-capped by your attributes, or if your base race/birth sign/class lands in the middle, the player loses temporary control of his character, to simulate cognitive dissonance, Catholic guilt or whatever it may be - Immersive blinking goes into black out, you wake up with a giant rug and - 1000 septims, for example.
Adding to this, now over encumbered by what is essentially your own manners, the rug over encumbers the player, and half of the players items are forced dropped by a script, in the very same rug, to carry it.
Essentially leading to something like the games Kenshi and Stalker birthing the devil itself.
Morally bad player characters could just simply murder them, tying it into a new business system as their own, leading to an inverted system where you prey on npcs instead, also looking for spiritual fulfilment.
This part could escalate further, into a Jamestown enterprises territory, but this element strikes me personally, as a wise and gentle morrowind player,, modder and connoisseur of the more ancient Tamrielic arts, as more of an oblivion/skyrim mod addition.
That is all.
OH MY GOOOOOOOOOODDDD
what does that painting mod do that makes it incompatible with OMW?
Three key things:
- capture the screen
- write files to disk (in such a way as for the game to be aware of it)
- edit a mesh such that it uses the captured image as its texture
i think it also does a bunch of scenegraph manipulation to give its shaders access to more information than a regular postprocess shader could
Hmm, is this in any way related to it using some persistent storage system at all? I had some Ideas for reshade that banged up against this problem
they didn't quite inject their own custom renderer into morrowind.exe, but it's close
replicating it in openmw would be engine fork territory
like they don't have to make any guesses for background removal. they just literally stop the background from being drawn
how complicated would it be to apply a "sketch" filter to the regional map ingame to make it look like this (mockup with Province Cyrodiil local map)
#1432817545282584596
Love the look.
Probably ez with photoslop
the question was in-game
so i think the answer is… impossible until there's a render-to-texture API
once that exists, the answer changes to "very complicated but not impossible" because you still have to rewrite the entire map menu in lua
once the local map is dehardcoded, the answer changes to "kinda complicated"
If you use diject's map mod you could post-process the images like that
i guess this could work in theory, though it uses external tools for both world map and local map generation. so in-game generation is out of scope atm, as mentioned by Hemaris
When sleeping outside ||, or indoors, with assassination attempts,|| instead of nightly ambushes, give the player "nightmares" where the game loads you into an arena with an amorphous creature you must slay, and upon victory you are taken back to your last place of sleep, and can see a dead creature at your feet, which corresponds to what would have normally spawned to ambush you, with normal loot, so on. ||Bonus points if the inventory is stripped away from you in "the haze of sleep" and the creature scales in difficulty depending on the specific ambush.||
Later in the main story, connect these nightmare states with ||the dreams that Dagoth Ur induces, and the two possible related mods already available|| 
At a Marie Antoinette exhibition - this dress as a mod, but it's heavy armour
Put some blades on the sides and it'd be great for a ramming attack
Small fix that Shields help you in Ash Storms and let you walk normal speed.
And why would they do that?
Because I think walking inside the Shield is like walking in the eye of a Tornado. You don't walk against resistance, Shield does that for you
would also mean no boost in the other direction, though
Radiant Barfights
Breath of the Wild movement, including Betty Netch gliders, shield surfing, Daggerfall-climbing, and the secret fourth thing
I add to this, Gta 4 car driving physics for all mounts, and the player is also a mount optionally.
objectively the best car physics
don't miss https://modding-openmw.com/mods/i-am-basket/ to this day the premier movement mod of morowind
This...this answers a question that has been bothering me for a long time.
Max Yari must have this in his experimental repo under playervfx.addon
Because i just ticked everything, yes max yari, more max yari, and ended up with a head basket, which i thought was some sort of new chargen scenario, and was a little tunnel of some sort at first.
yeah the head basket is from addvfx haha. this is a body basket so they might be the perfect accompaniments
It is to such an extent, before the mods could catch up i actually played 5 with the slidey cars cheat and got through a fair portion of the game, the only issues were catch up chases starting at the bottoms of hills, youd have to plan for hills a kilometre in advance.
Gta iv was a bit too grimdark/serious in all areas maybe, but that physics engine was something else, and only really came back in with the same attention to detail in rdr2.
but you could never again pick up little Jacobs lit rollup and throw it at him. the havoc engine was really special in those early days. I once tripped while stepping onto a curb and hit my head on the wall and died. well not see its like again
Ah i loved the silly curb stuff even, but I understand the woes it caused many.
Im confused now what or what different physics engines IV used, euphoria was for player and npcs anyway, I think only gta and that star wars force game have ever used it.
Memory is a bit vague but I remember reading its a costly third party oxford university developed project, but might be wrong there.
Its kind of the PBR of ragdoll, the euphoria physics engine, came back in RDR2, but pretty sure it was just tuned down to zero for GTA 5, as modders could bring it back.
Doppler effect for the background music when you strafe at high speeds. moving left, the left audio channel gets blueshifted and the right audio channel gets redshifted
Is there a mod that lets you preview where you will appear after using an intervention scroll?
No but it is possible through pre-processing 
No but you could do it by save-load 
Man, you always give me common sense answers to questions 😄 I'm never looking for a solution. It's always the most convenient solution 😄
so... you say a dragon break occurs every time you get teleported to the false temple?!
Rewrite Mournhold from scratch. I want to visit the living and sane Sotha Sil and Almalexia that mourn their lost powers but struggle to exercise their power. It may not be lore accurate but I'll accept it as the existing Mournhold DLC lore sucks.
No sewer adventures but instead a focus on towns and Mournhold districts and especially the Clockwork city (that would be a worthy Dlc on its own).
I'm aware of the big Clockwork City mod
I also dislike the Dark Brotherhood in general. If I could purge them entirely from the game, I might do that
Tribunal but with 10 times bigger sewers. LET'S GO!

do ittt
I....i like the helmet design of the morrowind dark brotherhood armour.
But i dont like how they ruined all my other experiences.
Like going from my common_cloth_01 roleplaying up to top tier from their corpses.
That game of the year edition, how did it ship with that oversight.
the only assassins you can spot from a mile away
Im imagining now, if we ever break from the cell matrix and have a fully simulated mw world.
The first thing experienced, will be the taunt and combat music from a dark brotherhood assassin , making an attempt on your life from the other end of morrowind, days in the making.
I have this Dark Brotherhood delay patch, which is awesome.
Honestly I actually found that quite scary about the oblivion guards, their swimming zoom etc.
I most likely use it actually, its oddly somehow always the one thing I forget on a reinstall, even though its the most important for not breaking the game balance more than it already is.
might be possible to place the assassin at tel vos and start combat with player if not processing distance 
thing to try
Hmm, now we're talking.
I think the only simple solution to the actor processing ranger problem, is to use DetailDevils devilish birds, but, each bird is assigned a player status, each player bird relays dynamic processing distance to the next etc etc.
The only downside is each bird runs a separate instance of the game internally to achieve this..
mod which makes the dark brotherhood armor emit a loud noise that alerts your target anytime you try to sneak up on someone. fair's fair: if You are suddenly awoken by a loud noise, then so should everyone else be
the mod title is Lore Accurate Dark Brotherhood Armor
We could also actually touch on the humanity of maybe one of them. His writings , family life, and own struggles navigating life as a vanilla morrowind dark brotherhood assassin, and personality traits + oathes sworn, that he does not want or now regrets, but has to deal with, such as the above.
The player finds a note -
"Last night I warned 10 men of their impending assassinations, as I am sworn to do, but they did not listen, nor heed my warnings."
These are actually just scrappings of a larger page, which the player must then stitch together, realizing only then, it is not just a note, but a small journal of sketches and letters to his dear wife in sunny Pelagiad, who misses her dark brotherhood assassin most dearly.
(The final pairing of the sketch reveals a family picnic, just outside Pelagiad Greens)
Authored by a man, the player has in fact, just murdered in cold blood.
In all seriousness though.
They are actually very honorable by default now that I think of it, and have some of the kindest behavior towards the player out of any npc in Vvardenfell.
A simpler solution to the C++ code giving a shit about actors processing range is to just, uh, not
You'll learn to regret it at some point, but
Could just do xy distance instead of xyz, but it's so bird specific
Aligns better with active cell grid though
dinosaurs to catch up with TES V's dragons
Add the missing species of Clannfear (Clannsloth, Clannwrath, Clannlust, and Clann||takethisanymore||)
Clanmander, Clanmeleon, Clarnizard
Dagoth Ur finds their bones underneath red mountain, revives the Vvardenfell-Dinos and opens a Dinosaur-Themepark
okay but actually an OpenMW version of Chanterelle with survival & crafting features could be pretty awesome...
A world Skyrim sized made to be used with Campfire/Hunterborn/Frostfall. Huge, no civilization. To expand Skyrim with wildlands. Two full worldspaces to explore(plus a few smaller ones). Native tribe
Vision Scrolls. Scroll activated cutscenes. has this been done at all?
you can play your own .bik video from mwscript if you want
The official video for “Never Gonna Give You Up” by Rick Astley.
Never: The Autobiography 📚 OUT NOW!
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“Never Gonna Give You Up” was a global smash on its release in July 1987, topping the charts in...
the moment, when you eagerly wanna get rick rolled but instead get advertisment rolled by youtube
thanks youtube for destroying this wholesome moment with Ralf Schumacher and WirKaufenDeinAuto
Idea: smart item "despawn" to simulate other actors stealing or moving them. The items wouldn't be removed from the world. They would be placed to some container so there would still be somewhere but the player wouldn't know where exactly.
hints where it is can be bought from the thief faction (or by rank, if member)
I like the quest in Bal Foyen when you sleep in a hotel and randomly 500 drakes get stolen
bet they choose drakes because it's something mostly every player will have and can get stolen
instead of simply stealing all clothing items... amateurs
man, I would have loved to run around as a naked argonian in bal foyen asking everone for my 500 drakes
A quest mod with an "impostor" NPC who's impersonating another established NPC. The twist being AI voice acting will be used, slowly itself degraded in quality/voice profile accuracy in order to be more 'uncanny valley' as the horror of the quest progresses and their mask starts to slip, until they're discovered to be a fabricant/zombie/replacement type creature.
A vanilla friendly replacer for unique items
Idea: potion queue for hotkeys. You define a list. When you run out of first item, the second one is used etc.
Fish Fear Me: aquatic creatures become passive if your level is high enough
fuuuuuck the first several screenshots looked really good but then the everything else of it caught up with me....
also i have idea of give every elf horns
Item can have multiple enchantment casting type. example, Lords mail with constant resist poison and paralysis with cast on use cure disease and restore health
mod that makes it so whenever a door hits you you take a little damage
mod that makes it so that when two actors are on opposite sides of a door and both trying to walk through it, whichever one has higher Strength wins
no more standing in front of doors to keep enemies from chasing you
really this mod should have some feature bloat like that because my main goal with this suggestion is to make the game run like shit cause doors are friggin everywhere
actors colliding with a door should do a strength check, and if they succeed, it plays a smashing sound and the door turns into a projectile attack pointing away from them
you slam the tomb door in a greater bonewalker's face, but then it kicks the door off its hinges and into you
success sound effect should be like one of those classic cowboy revolver noises
Here you can find different sound effects, use in your projects and for other purposes.
►Click here to download a FREE sound effect pack - https://tii.ai/pvLpgad
► Can I use these sound effects in my videos?
Yes. You can use these sound effects in your videos without infringing copyright.
► As a means of saying thank you, I would great...
those sfx are probably from literally the same audio library as the morrowind sounds
#immersion
This may be an unpopular opinion, but I dislike how common the daedra roam Vvardenfell. They should only be common in their respective plane of Oblivion. Have they all been summoned there?
It feels like they created a ton of caves and had to fill them with generic enemies, and voila Daedra
they are in Daedric ruins along with cultists and in some very limited tombs
in the wilderness it's very limited again
Yes, but travelling inbetween planes of Oblivion is supposedly very difficult and rare
so what 😄
you seem to be headcanoning a bit too much
it's been the same in Daggerfall
Oblivion
Skyrim
there are some in exterior levelled lists, but as far as i recall it's only in telvanni territory
only in very limited places and noted as oddity
Grazelands
They are very common in caves, and daedric ruins
and nobody knows wy
and Molag Amur
unhospitable
dangerous
you won't find them in West Gash
or Ascadian Isles
roaming free
Yes, but there is no reason for them to be there
outside of the ruins
it's only you saying that, bro 😄
uae your imagination! :)
they are beings from another plane of Oblivion
maybe rogue wizards summoned them and then got killed
meh
like that guy in the cage with the scamps and the ogrim
every Telvanni can summon Daedra. Cultists do it all the time. Some people summon them permamently. Hell, a MG apprentice summoned a Scamp by accident and the creature didn't leave
maybe daedra can show up in tamriel of their own accord in tes3, because all that amulet of kings daedric invasion shit was made up for tes4
Imagine making them incredibly rare and to give them dialogue
that would make them 100 % more interesting
keep that one Azura quest
Dunmer worshiped Daedra and some still do so I'm not surprised
they had dialogue in some older TES games
older TES games had even language skills
you could talk with lesser Daedra
Did I mention how much I hate generic enemies
no, tell us about it
plz
you can talk to lots of daedra in battlespire
language skills are there in Battlespire as well IIRC
Daedra are thinking and sentient beings. Why would they all be hostile
actually, only some of them
Clannfear isn't really that intelligent
most of them
creeper and uh, that other scamp in ald daedroth, they aren't hostile
yeah, the oddities
I think they were made hostile because giving them dialogue is more work. They needed "generic" bad guys for the player to dungeoncrawl
lustidrike?
Dremora choose to be hostile
or they serve their summoners
depending on context
they aren't "friends"
esp if somebody enters Daedric ruins, lol
the engine we got makes it an absolute bitch to do dialogue for creatures
Generic smuggler / bandit / daedric enemies are so boring
I could make it happen 😉
that's true. No disposition, either. However, you can even talk with Ascended Sleepers
you have to make a duplicate of every line of dialogue and filter it to the individual creatures
have you tried talking to ash creatures?
yes, they have dialogue
feel free
and giving the few that are left good dialogue and motives
give all the generic daedra a script that just says begin disable end
I think most fights should occur during quest content and always because of concrete reasons
not because your stumbled upon a fire near the road
such fights aren't even common and they are avoidable
you don't fight in exteriors too often
unless near ruins and such
most fights happen in interiors
It may be that our perception is different
I feel like I'm running from one fight to the next while travelling
with cliff racers...
yeah...
for sure...
I hate the waiting accounters too
cliff racers are actually fine 😄
I don't mind them
btw DD, why are you even entering Daedric ruins?
or tombs?
what are you looking for there?
loot
do you want to find friends?
so you want to take it for free?
should the people there welcome you?
share their food?
share their fire?
hey, I've got ideas alright
I had this long post on my ideas of ancestral tombs like two weeks ago above
if you are entering a cave full of smugglers for no reason other than looting the place, I don't know what kind of welcome you expect
you weren't invited
yes, but there a tons and tons of smuggler caves. Too many to be believable for me
as for the tombs, well, being a tomb raider is frowned upon by the Dunmer
so if you are going there
you are asking for death
from the guardians
It's mostly because of world scale. Too small distances. Too small cities. Dungeons are actually not that small relative to the rest and they are still usually smaller than in many other games including Skyrim. However, you don't have to enter most of them. Some are used for quests. The rest is up to you.
Yes, but the tomb layout should still make sense for family members to visit. How about there being grave offerings / flowers. I want to see families paying their relatives a visit in their tomb. I want the tombs to be locked. Ancestral tombs should be talking with dead relatives. Ghosts giving you quests of revenge in favor of tomb loot.
Ancestral tombs could look beautiful too.
a ghost in a hostile tomb giving you quests or loot is def not a typical situation, lol
those are not your ancestors
such quests can be cool
but they are not the norm
yes, have them haunt you. I'm fine with it
cool
make more ghost encounters
skeletons imply necromancy
ghost could be just family members
I want the ghosts to snitch on you if you break in the tomb and they were still "around"
and then you get a bounty
as for family visits, realistically some tombs are maintained, others are abandoned or forgotten. You can see dead people sometimes so looters happen as well. You never see people actually travelling to the tombs in-game because it's Morrowind. It has no real AI, no schedules etc.
Well, just have a mourning Npc inside the tomb. That's already good enough.
I have never seen one mourning Npc in the tombs
Currently the extraordinary is too commonplace in Morrowind. Vampires should be incredibly rare. Daedra should be rare. Bandits should be rare. Smugglers should be rare. The more unique and rare something is the more depth you can give them too.
giving bounty because of a ghost sounds kind of lame outside of some extraordinary situation. It actually seems gamey esp if you are a looter who destroys ghosts there and just takes stuff. Why would you randomly get the bounty? However, stuff in tombs is often stolen by the player so it should be treated as such when it makes sense (so if a tomb is not overrun by vampires, cultists or abandoned in some other way). Presumably family members who visit and maintain some tombs (when they can afford it) would report the crime so some of the stuff you get from tombs would be identifiable. There was a cool graverobbing MSWE mod. No OMW equivalent.
btw depending on the character I play, sometimes I ignore the tombs as graverobbing is not the character's style. It's actually one of the things I ask myself first.
the cultists should just have lookouts in front of their shrine, telling people to go away
definitely doable
The Sixth House should be better hidden (unless inside the Ghostgate). Hide their entrances better. Make it a relevation instead of something everyone can stumble upon.
Maybe the Sixth House still has members who are newly infected / not infected and they try to hide their presence
you actually meet dreamers in cities
they are just regular Dunmer
gradually going crazy
I'm fine with them
Maybe the could still be a little more subtle
here is our banner when you enter the cave
it's actually noted by NPCs that there are weirdos wandering roads. It's tied to MQ progression, I think
Imagine if the Sixth House entrances had ordinary Dunmer guards in front of them, telling you to get lost
much better already
nothing to see here, Outlander. Now go
instead of greeting the player with the Lovecraftian horror right away
its too easy to find them
btw this won't change a thing for a player who wants to loot the place. In fact, it might make it easier as it will be easier to get the first strike if the NPC doesn't attack you. If you want to make it rarer to go looting, then you should make it harder. If a player can murderhobo the way to loot, they will often do it. The player can also reload the game over and over again which changes how threats are perceived as well. Tackle that if you want players to be more careful.
On another note, one could make the daedric shrines more interesting instead of "places of loot"
How about libraries of daedric study and experiments. Cultists who are open to visitors.
Not every cultist needs to be a hostile butt
Instead of teleporting you back to your “Mark” location, the “Recall” spell teleports you to a random quest giver from one of your active journal quests.
cool but somebody needs to make such content. Then you need quests and activities. I even saw some quests on Nexus of that nature. I think that they were themed around Clavicus Vile and Sheogorath. You may also want to check Doors to Oblivion mod which is pretty damn crazy and very very big.
yes, I and StaticNation created the upscale for DoO
Daedric shrines are like "generic places of loot". It's the same for many Dwarven ruins. I'd prefer if there were fewer of them around and instead they were each given 200 % more depth. I love this one for example: https://www.nexusmods.com/morrowind/mods/54807
The volitivity of cultists are much tied to their patrons. There are no aggressive npcs in shrines to the Anticipations.
Also factor in that cultists of the Four Corners are actively hunted by the Temple inquisition and are probably a bit tense
I actually found the mod over the top. Removed it from my modlist.
I pretty much only like the daedric shrines where you can get into contact with the daedra themselves
The others are too generic
maybe, but it's the right direction if you ask me
Studying the dwemer and navigating the dangerous dwarven ruins is realistic and fun
You don't need to feel particular bad for fighting the dwemer machines either
Killing cultists for loot feels less noble
they… usually do?
This one is top notch btw
this one is good
give them a forcegreeting that prevents you from entering 😉
and some of them are not even hostile
if anything, they would benefit from unique dialogue
but then, again, somebody has to write that and implement that 😅
yes, quality over quantity
who needs two generic shrines when you can have one fleshed out
and none of that will prevent the players from going happy murderhobo if they want. Because the players can and the game often isn't hard enough to prevent them from doing so.
I'm not saying this to convince people although I'm testing whether there are likeminded people
I think that nobody would say no to more quality content
Well, I will probably remove a lot of generic content 😄
that won't be as popular
exactly
esp with many dungeon replacers we have
I think that the first thing people will ask you about
is whether there is a version with no removals
compatible with other mods
but as far as new or overhauled old content goes, hell yeah, go for it. People will like that, I'm sure.
Modding just to please others isn't exactly my goal. It's for my game
sure
but you asked about this here
it just happens that what I create is also liked by others
yes
and sometimes I do favors
but if the mod has no purpose for my game I won't do it
a fine approach, I say
there were also some ideas floating around about new skills being added with Skill Framework. I remember discussing it with some folks and reading some discussions as well. Things like new language skills. Naturally, the problem is that you need to have enough content to warrant a skill inclusion. It needs to serve a purpose. So if you implement a skill that allows you to talk to Dremora which are normally hostile, for example, it would also be good to have some content for that (new dialogue, maybe some quests or activities) and ensure that no quests are broken. It's a lot of effort, I guess.
Still, I'd remove most dremora from the game except for the quest relevant ones
yes, probably
then you may wonder what should be there instead
or edit their scripts
unless the place is supposed to be empty
I'm fine with abandoned shrines too
yeah but other mods (including TR) probably use those creatures in their lists with the assumption that they are hostile so there is compatibility problem as well (you make a place easier to loot etc.)
Some caves can just be the homes of animals
like in nature
You can't easily fix the mistake of generic places and enemies
I assume that the best way of going about it would be to overhaul the places you want by going through them one by one. Then nothing else will be affected. It's also obv very work-intensive so I wouldn't be surprised if you don't want to do it this way. Dungeon overhauls tend to be pretty work-intensive.
removals are relatively easy but by far the most boring
anybody can remove a cave entrace
done
you don't even need to edit the interior
just remove the door
done
sure, easy peasy
I'm most immersed in cities, talking to Npcs
removals are far easier than overhauls
most times I encounter random fights in caves and nature it's just annoying
For me the fun of Morrowind lies in the lore, worldbuidling and talking to Npcs, faction quests, magic, politics, religion
Especially the non-violence options
Unless the fight was initated by dialogue and motives, I usually don't find it particularly engaging
Give me more fights in people's houses. A Npc backstabbing me on my way out the door because I got too nosy. People luring me into dark alleyways. Give them a plan how they'd kill me.
I expect many players would be interested in more non-violent ways of playing parts of the game. More options are good. Same with things like adding more NPCs with dialogue to tombs etc.
That sounds good as well. Could be quite fun content.
Marandus has been overtaken by Redoran. Does it look it? Not at all. Where are the Redoran banners and guards?
How am I supposed to know everyone there wants to kill me and for what reason
I just wanted to give them a visit and tell them about our lord and savior Fargoth
Thanks
I love how Punabi and Sulipund are integrated instead of generic hostile Npcs
They are outcasts who live on their own outside of the towns and they're believable
Whenever you enter a building / cave in the wilderness you pretty much expect hostiles and I think that shouldn't be the case
still, in many cases you actually have no business being there unless you want to rob the place, free the slaves, kill cultists or smugglers etc. Pretty hostile actions.
nobody will really allow you to do that
without resistance
Have a guard that tells nosy adventurers to get lost
doable but that doesn't change anything when you don't "get lost"
yes, but my character would be like "alright" I'm not supposed to be here
in fact, with Mercy NPCs often already do that
literally tell you to not come closer
yes, and that's already good
but unless you exit the cave, dungeon or whatever, there will be violence
well that or sneaking
non-lethal KO would be good
@arctic quarry handled that with blackjacks, I think
they don't work in combat but work when you sneak
I don't expect you to agree. I just dislike how almost every cavern is filled to the brim with bandits/ daedra/ smugglers
feels like Daggerfall hacknslash
I much prefer how they were integrated into the cities underground
and occasionally in well hidden caves (notice the word hidden please)
it uses my sleep spell mod mechanic
yes, and that's good
I'm open to suggestions. I love playing RPGs non-violently and tend to avoid combat when I can. I'm not seeing what you exactly want to change in practical terms, though. So you enter a smuggler's cave with outlaws. You have zero business being there unless you actually want to take their stuff, collect bounties etc. An NPC warns you. Great feature. Somewhat Mercy-like. If you listen to the NPC, you just exit the place. If you don't, you fight or sneak around. You know that it's really not that big of a change, right? Gameplay is pretty similar with the only difference being the warning if Mercy didn't trigger that already.
I think Gothic 2 handled bandits much better. There were two well hidden camps and one more obvious but well defended camp. That's it.
well probably more, but still they didn't bother me
They were groups with motives and history
I think that many of your suggestions are great, i.e. more live NPCs in the tombs (praying, visiting or maintainig them), more non-hostile Daedra with dialogue, more cultist content. It's good stuff, I think.
What I'll probably work on first will be Devilishly Peaceful Wildlife
for TD, OAAB Data and Mororwind, making most wildlife peaceful
Cool. Although I saw some mods like that already. There are definitely mods making animals more passive. Even cliff racers.
yes, but they are usually limited to Morrowind and not include TR / PT
I want one for them all
and they aren't too hard to make either
most of the random hostile people on vvardenfell are smugglers, not bandits
they have all those slaves and drugs and dwarven artifacts and untaxed alcohol and raw glass and ebony because they're smuggling those things on and off the island
That's true. There aren't many bandits and highwaymen we meet in-game. It's even a pity that almost nobody tries to rob or steal from the player.
Just lock all Ancestral Tombs with a high lock spell. Picking the lock should be the hardest part of it imo. Make it a target for thief characters.
Make it possible for the player to create magic trapdoors. Get hired by local towns to secure their tombs
Done btw. I prefer how 80 % of creatures leave me alone
I even feel tempted to heal diseased rats and other creatures now
There are already, check here most of them are available here. Some are also made by other people
https://www.nexusmods.com/profile/ArticusCreativeStudio/mods
https://www.nexusmods.com/profile/Afficium/mods?gameId=100
here are some mods, no idea if its exactly in the scope you want. But still, maybe something to work from with
Making traps I can promise will be coming in SHOP. Im just burdened with modding todo for atleast 2-3 months further so it all takes time
You mean - the name? I think that the disease gets removed. There are even quests abiut curing kwama queen from blight.
I’d like a mod where the player can heal diseased animals which makes them non hostile.
And also changes their ID from diseased/blighted to normal
yeah this would be cool if they all had dialogue like "what's your business here!? move along"
that might be fun to work on
I still haven't played battlespire but that's the coolest thing I know about it that every enemy has dialogue
well, not only the name. I expected the mudcrab to attack after healing, since healthy once attack you. but didn't happen.
it's the other way around in my game, much less likely to be attacked by healthy animals. the diseased ones have no self control
seems good
the EV/TO modlists include some wildlife AI changes IIRC
healing/curing is considered a non-violent action which doesn't trigger aggression
so it doesn't change the AI in any way
if ancestral tomb necromancy is common place, where are the sanctioned necromancers?
I would love to encounter one in the tombs
Genuinely scary ancestral tombs, which focus more on sound effects, poltergeist activity and mind games
Imagine if doors closed behind you
a faint "Welcome to our tomb, Nwah" whisper
Welcome to the bonemeal fields, mother fucker
ruffian vangar made an excellent sacred necromancer. you can find them in Memento Mori and some temples. i think he and KatyaKarel added them to a few locations, it makes a good impact
Judging by my rants above I have a lot to do
I think it's also used in Ancestral Refuge.
and doesn't tr have a quest that makes ghosts cool with you
Yes
A mod that doesn't let you save unless you have a specific item (like KCD) 😄
could that be done distributing randomly saving tokens
it's easy to distribute let's say key to random bandit
one bloaty way: distribute 10 tokens to entire world population 
just give them all to Dagoth Ur. he deserves them though.
could be tied to soultrap spell
KDC has save on exit as a precaution, though
and one to Caius for kissy kissy
better idea: just allow saves at caius. but he will always want disturbing stuff like seeing you naked or doing some skooma before.
Actually, do we have any mods overhauling the skooma experience? I'm pretty sure MWSE has had a mod like that for a while. (JaySerpa has also made one for Skyrim.)
Hallucination, random special effects, that sort of stuff
slow smo everything xD
Don't do drugs, but if you do use this mod
If you need more
I personally like the alcohol mod the most
Mod Idea: mod which makes morrowind good
we have our work cut out for us but i think we can do it some day
"planting trees whose shade we will never rest in" but it's fixing morrowind
our great-grandchildren will look back at these barbaric times and wonder how we ever played morrowind without the mods we have yet to make
they will enjoy the almighty mods from the mysterious first era like the dunmer did enjoy dwemer technology
and the mods will survive the ages like dwemer automatons
Are you sure we haven't lost some old mods already? The ones deleted or forgotten by their authors on old sites.
yes, the dinosaur mod 🙁
But have we lost the most relevant mods, I don't think so
People will keep and reupload a mod if it's worth having
epecially if the perms are open, so keep them open 😉
Add multiplayer, but add a custom "client" that is created from a different engine, just because.
lest we forget the sites which now require the wayback machine https://web.archive.org/web/20161103112234/http://mw.modhistory.com/home
one of my favs is this dark brotherhood texture replacer, makes it all insectoid looking
oh. my. god. they have Ya'irun's Moon, a house mod I used for like an eternity 20 years ago
best save it so you don't lose it again
I find the Sixth House to be very underwhelming. They were supposed to be able to defeat the army of Vivec and the half-gods themselves. I expect a bit more than some random infected walking around. Perhaps fortifications using the tentacle meshes from seelof. The Red Mountain should look more like a warzone with skeletons of failed raids of the Temple. The dwemer ruins and ash vampires are mediocre in comparison to other modded content. Make the Sixth House the lovecraftian nightmare it's supposed to be. Armies of the "blessed" roaming the mountain. The trees themselves seem to have regained unnatural life. Imagine how terrifying armed and armored stalkers would be. Unkillable and dangerous. Give the magically inclined members some intelligence. Have them speak with the player. Show me they are more than just there for me to kill them. Make them genuinely scary like how seelof managed in new illunibi.
total conversion mod where it takes place in the future where the nerevarine failed and things have progressed and dagoth ur smites his enemies with akulakhan
Speaking of this, I once had this dumb idea that player death after becoming the Nerevarine in the MQ would lead to permadeath as the player character becoming Failed Incarnate. New player character could potentially meet the old one 😂
but she can
the wat lady died
noooo no the wat lady!!!!
"Take A Basket Please"
Inspired by Sectors "I am a basket" and Yaris "sit down please"
This idea came to me trying to figure out a working mod out of the two, as inspiration.
Many moons passed, trying to reconcile the different nuances these groundbreaking mods have brought to all of us.
Alas, the idea came to me one night.
"Take A Basket Please"
Description Below.
Small quarter sized rats, insects, critters etc are drawn to little cozy places, such as baskets on their sides, and other small objects with openings.
These elements are context dependent, each critter as their own likes and dislikes for micro environments suited to them.
A note is added to your journal - This is kind of like how the scariest part of a house, is behind the washing machine, but critters love behind washing machines the most. So each critter type has its own take an 'x" please logic driving their behaviour.
Anyway ,this could actually be interesting as sort of organic "In game" trap mechanic with aggressive critters, but if you had a companion critter, that would be quite lovely to see.
Extension - Companion critters clear out unseemly baskets that aggressive critters dwell in.
I was thinking—since we already have HUDMarkers, proximityTool, and Quest Guider Lite, would it be possible to start working on a Skyrim-style compass HUD?
Yeah I think ralts was working on one but I think they ran into the problem of doors
I forget though but yeah it’s doable
oh my god, people going to skyrimize morrowind
i think the finder compass is one of the better features they added in oblivion/skyrim
Literally all my mods haha
Skyrimized HUD is the only way to play. Screw looking at a tiny corner for my health and fatigue playing at modern resolutions
Nah I have trauma from the vanilla skyrim UI
good thing Morrowind is singleplayer and everyone can play how he want. for me have to looking at a map is just as realistic as it gets. maybe a small compass in your hand. nothing more.
I hate these modern RPG where your HUD looks like the HUD of a Fighter Jet with thousand LED markers
instant turn off
The Man Who Planted Trees - In Morrowind
General Idea - pretty much entirely stolen from the 50s french novel and animation short of the same name, gorgeous little animated short thats always stuck with me.
Just the character and symbolic value though, with some added imperial presence contrasted against it.
I was thinking after seeing the mod Seyda Neen deforested, that you could tie it into an imperial logging enterprise/industry theme - connected to shipyards of Vvardenfell, maybe as a sort of extension on that.
But on a small island opposite, a rural peasant/farmer is doing the opposite, and his landmass is sloped in the opposite direction, just across from the imperial logging enterprise.
So you'd have this nice contrast of industrialization going up the slope of the outskirts of Seyda Neen, and on the opposite landmass, a lovely wise farmer character planting saplings and trees.
Mechanics - I've not explored at all, the idea came to mind there visually just as a nice concept. Two landmass inversions, one growing and the other being deforested, with a nice conflict of ideology for added effect.
Lots of room for exploration there.
Also, the redcoats did this in Ireland and made Ireland far windier than it should be, since it was essentially a rainforest before almost entirely. Theres still a lot of bitterness about it in rural areas, and on going to this day. They stole our weather.
Here is Groks poorly hallucinated over exaggerated attempt at generating the image/concept
What door problem? 👀
I was gonna add proximity tool support to lively map but Diject said there wasn't an api
i hate skyrim's compass from my soul, philosophically as well as aesthetically 😅 i didn't even realise how much until i imagined it morrowind
obvs i dont mind other people enjoying whatever, thats what modding is all about. i just surprised myself with how visceral my own reaction was 
Has anyone ever managed to do a morrowind redo, or is the game so designed around the compass, map etc that it would require too much work?
By morrowind redo i mean, heres a piece of paper go over there, its beside a rock etc
Id imagine if you just removed the hud entirely it would be fairly frustrating with the game being designed around handholding and such
I personally really enjoyed my playthrough of it with Requiem plus the survival mods though, but i am a masochist role player.
for skyrim? its been a long time and the community has been insanely active, so maybe its been done well since, but yeah i found it pretty frustrating because i had to play without the compass but there's almost nothing to direct you without it. an npc says "i left my shoe in a cave" and thats all you have to go on.
Ah thats a shame, i must check up and see if theres been any attempts to make a little more morrowindy, more detailed descriptions in the dialogue etc, especially with elevenlabs etc opening up the voice dialogue part
i always try with games, witcher 3 gave it a go giving proper directions but it was kinda half hearted
im sure i remember that being worked on now that you mention it, expanding jounal entries to at least tell you who gave you the quest etc
you had a generation shift inbetween. such games are not successful anymore.
morrowind was at a time where people grow up with reading maps. skyrim already came out when people used GPS.
more younger people than you would think are unable to read real-life maps. or analog clocks.
Id say a general change in patience / attention span at a cultural level maybe too, with the ever increasing (Or shortening) of media in general. Ive noticed this in films for sure anyway, ive had friends that used to be be able to watch 3 hour long films, but can just about do one and a half or much less even.
Tis the phones !!!
God i hate them.
It is amazing how adaptable and mal-adaptible our brains are though, ive seen friends get hooked on shorts/reels, memory/attention/patience span reduced to zero, then return to baseline if they get off them just as quickly.
The younger generations I really worry about though.
it's a reason TikTok is considered a weapon to dumb down other countries
and, as far as I can see, successful.
of course they wouldn't allow that in their own country. Douyin, the TikTok version used in china, is forced to send around 30 % edcuational stuff to the kids. and they have screen time limit.
Oh ye i remember reading this. And to add to that, to stay with the competition, the rest of the social media corps follow.
anyways, new generation likes markers so I expect the games to become what they want.
I remember having a windows 8 phone actually and loved it because it didnt have an android gambling machine vibe, but similarly to tik tok, I always thought it failed because it wasnt designed to be addictive.
on that note: mod which uses addVfx to attach a glowing yellow ❕above NPCs' heads when they have a quest for the player
Mod Idea: dyable clothes, robes and armors
Specific color sets give bonuses to skills and attributes, combat specializations
Rope arrows to climb with using momentary climbing, CHIM maybe, moss arrows to simulate levels of stealth, momentarily increasing sneak and giving chameleon based on arrow type covered in moss
A possible expansion to oblivion style lockpicking, there are two types of lockpicks, triangle and curved lockpicks, all locks now have two stages to unlock them, each needing a triangle or curved lockpick, anybody that’s played theif 1-2 understand essential what I’m talking about
Hiding in special empty crates to hide from patrolling guards
Undead creatures can’t be fully killed unless using holy imbued weapons
There we go baby
Mining skill for simple mining to give ores based on skill level, craft-able axes and pickaxes based to the material used
I’m working a bestiary mod
that sounds dope
crafting would indeed be cool
We’re working on it :)
Mining, Jewelcrafting, Cooking
Yesssss
Just need Tailoring, Engineering, Fishing, Herbalism, and Leatherworking and we’ll have our WoW sim
Could maybe split the simply crafting recipes for Leatherworking 🧐
With Runescape Textured mining goblins that hoard all the ore resources for themselves....god the competitive grind lows that game could reach.
Hell no. It's one of the worst things which Oblivion popularized. Same with map markers.
the bane of modern open world gaming began with Oblivion 
i think the problem lies in the reliance on it when the game is being developed, not the concept itself
https://www.youtube.com/watch?v=KLhSq_r6a4Q
Ancient Dwemer ™ projector sequences/ rooms like this in this sequence, from the Witness, which i never really played more than a third or so through, but thought including these videos from old documentaries was really clever.
But a morrowind version could somehow fit, like ancient Dwemer lessons, tips, tales and such, from obfuscated pre 8mm film style footage/ projections.
The Witness in-game movie. James Burke from BBC Connections program.
Subtitles in Spanish.
Something something horse armor
yeah, this as well
it all comes back to Oblivion

Ubislop expanded on that concept btw
and when you track the "source"
well
it's Oblivion
again
also, Oblivion was also the game with the most pre-release hype BS I've ever witnessed
yeah thats the issue, they know they dont need to give proper directions so they dont, its just easier
it's a problem when the design of the world revolves around the player relying on the UI for navigation, but since it's after the fact i think it would be fine
to the point that I became much more resistant to hype as a result
you guys remember Radiant AI hype, right?
the revolutionary AI we were supposed to get?
That presentation?
Im not sure if this is a Todd coverup, but i read before the ai system was very complex, but it led to chaos theft and murder all over the lands
yeah that's the story
You mean Microsoft Office Copilot? 
and the fact stands that it was BS
The only thing is, its never been found in the code, which they should have left in for modders like stalkers usually 20 percent finished ai system modders have done wonders with, for all the games
they were talking about a revolution and we got NPCs talking about mudcrabs all day in nonsensical ways
Oblivion's AI isn't more advanced than Gothic's AI
and it's a far older game
so yeah, another Todd lie, I guess
Well, sometimes theyd eat and apple and go to bed and other groundbreaking immersive related sights.
Found this little beaut
lol
Instant download
Is this actually real, or a satire of the skyrim modding community?
The Skyrim modding community is … passionate to say the least
Dumb mod idea: Skyrim marriage and waifus but in morrowind
The legendary 'Your Money or Your Life' funny moment from The Elder Scrolls IV Oblivion Remastered — the meme that never gets old! The iconic Khajiit Highwayman strikes again! #Oblivion #Meme #GamingShorts #OblivionRemastered #shorts #gaming
the legend
There is a mod for that actually. Meeting a necromancer on level 3 (he had 2 summons) in a tomb as I did resulted in me fleeing since it was too hard. I think it’s MDMD mod (someone correct me if I’m wrong)
I can look for it when I finally get on my computer… last days are hectic for me
it's fine. There's no need. Thanks
of merchants & maladies
of miscreants & mercies
of mycelium & mayhem
of monocles & motorcycles
@steep sundial darkelfguys ideas for your future mods sound pretty cool 
I haven't used the Of M and M naming pattern for a while
currently I just mark my mods with "Devilish". It makes it easier to track people talking about them too
Thanks. Greet Veradul for me
I’m also working a minish cap inspired subworld within seyda neen using devilish shrink
Definitely think minish cap meets ant bully
It’ll be a miniature town with guilds and stores, npcs, side quests and hidden treasures
Seyda neen will be like the first part and I’ll try to have a minish city in all city’s on vvardenfell
Wartable mechanic from dragon age inquisition
Also WoW WoD War Table xD
Keep in mind that objects below size 0.5 will be resized to size 0.5 upon reloading the game unless you put a script on them to shrink them back
i had this idea too, even if you just had tiny doors hidden around that lead to secret places. or vent shafts that you could walk through. theres not much gameplay to back it up but theres limitless potential for imaginative builds
I had a similar idea before, where even objects as simple as tables, have tiny little entrances, but the marker is so small and hidden, that it would cause extreme cognitive dissonance, and you go into absurd micro spaces, such as the inside of a table itself. The entrance deletes itself after exiting, so you can never tell anyone it happened.
hmm yeah it makes me think of a "gamer demantia" mod. everything added happens so rarely and briefly that you cant be sure it happened at all, if there was a way to hide textures or shaders from screen capture so even if you catch it on film it doesnt look like you remember when you try to show people
Kernel level troll mod
Ye thats the problem, youd need a script or screenshot interceptor that somehow makes screenshots pure black images or something. But that would require essentially a virus on an OS level to work in reality.
Gotta install a driver for it to work
It also gets access to your microsoft account name, and the entities you meet call you by your very own name
If a samsung smart fridge can cause psychosis, I believe this mod has the potential.
Nibenay Fur Helm
Birthsign Perk Expansion mod mockup
This is sth that came up in general thread - #general message
General concept: avoid frontloading all the birthsign power at the start and turn birthsigns into a more interesting mechanic that is part of character development by using the perk framework made by @fervent frost
I will present it here as a mockup by using the Warrior birthsign.
By default with no perks, the sign is active only during Last Seed. It has 0 effects during other months. This alone makes it much less powerful. As your character levels up, you start getting perks which allow you to expand the effects. Here are some potential perks:
-
The Protector - The Warrior protects the Lady, the Steed and the Lord. You get Fortify Attack 10 pts during Heartfire, Mid Year and First Seed.
-
Lady's Favour - The Lady bestows some of her blessing to the Warrior. During Heartfire you get 15 pts Endurance and 15 pts Personality.
-
Loyal Steed - The Steed can be the Warrior's loyal companion. During Mid Year you get 15 pts Speed and 1 pt Restore Fatigue per second.
-
Generous Lord - The Lord can be generous to its Warrior-protectors when planting begins. During First Seed you get Restore Health 1-2 pt per second and 25% Weakness to Fire.
-
Warrior's Charge - The Warrior's short-tempered nature can make the others uneasy but it also makes The Warrior a force to be reckoned with on the battlefield. Your Speechcraft and Mercantile are lowered by 10 pts each. However, you get Warrior's Charge power with Fortify Speed 25 pts for 30 seconds, Restore Fatigue 10 pts for 30 seconds, Fortify Strength 25 pts for 30 seconds. Additionally, during Last Seed you get bonus 15 pts Strength.
Sometimes I think that birthsigns could be expanded into perks. Instead of frontloading everything, they would start out much more basic (weaker effects and fewer of them in general) but then you would get choices regarding potential progression.
-
The Conqueror (The Mage) - The Warrior can become a conqueror but it comes with its own risks. During Rain's Hand, Sun's Height, Sun's Dusk and Morning Star you get 25% Magicka Resistance and 10 pts Reflect but also 40 pts Burden and 15% Weakness to Normal Weapons.
-
The Conqueror (the Thief) - The Warrior can become a conqueror but it comes with its own risks. During Evening Star, Sun's Dawn, Second Seed and Frostfall you get Sanctuary 10 pts and 40 pts Feather but also Weakness to Magicka 35%.
-
Night Watcher - The Warrior needs to remain watchful during the night. Be wary of treacherous lights. You get a power which provides 30 pts Night Eye and Fortify Agility 20 pts for 300 seconds but also Sun Damage 5 pts for 300 seconds.
-
Hear Me Roar - The Warrior's mighty roar can scare foes away but it's the loudest during Last Seed. During Last Seed you get the power that causes Demoralize Creature 50-100 pts and Demoralize Humanoid 50-100 pts in AOE 20 pts for 30 seconds.
-
Serpent-seeker - The Warrior remains ever vigilant in the search for the elusive Serpent. Every night during Clear weather you have a chance of getting one of the following effects for 30 minutes: Fortify Luck 5-20 pts, Resist Poison 20-40%, Drain Luck 5-20 pts, Weakness to Poison 20-40%.
Quality of life mod idea. Maybe it's already existing idk. Potion and bottles with etiquettes indicating what's inside, in form of a spell icon , especially useful while buying. The small icon next to the bottle could serve as well. If anyone is willing to make such a mode,,, I'd make me very happy 
I'll try this one, many thanks.
This is dope
yeah its really cool, apoearantly some conflict with Sun's Dusk though I didnt notice it myself
Unfortunately it messes with every potion created from our mod 
I need Come's poison mod to not require a button
Like there should be a poison application tool that brings up a window
Then you pick the weapon and potion
@terse valley do you wanna revisit your poison mod or can I fork it?
you can drop it in your doll, no?
It's mostly a weapon.id to potion/ingredient.recordId table in a global event (and then event that to players for UI).
Do you want that i update my mod by adding a global event to modify the table?
That way you can creat a mod, for my mod.
I'd prefer to just have one on nexus
If you're open to it I could send you an updated version o
Or eat your weapon to apply enchaments like a potion.
need a sword-swallowing animation
oh come on, don't bring the modder to ideas
Damn
playable dwarven automaton race. eat enchanted metal weapons to temporarily transfer their effects to your fists
"hemaris isn't that just mega-man?" no, shut up
Mega Mer
the playable automaton race has a blue metal chassis, btw. to complement the color scheme of regular automata
Language skills via Skill Framework that functions simliarly to Daggerfall's Language skills - providing a chance to pacify enemies. Could be interesting and at least its a use beyond influencing npc disposition.
Thinking on it, an Animal Handling Skill on its own would be a lot of fun. To pacify and recruit wildlife companions
I would be interested in such skills but they would need more content than that
The amount of rings and amulets you can wear is determined by your agility
I tried it and it's what I hoped for, moreover with icons for scrolls, simply amazing, thx !!!💯
glad i could help 🫡
Why agility?
closest equivalent to dexterity (lit. “right-handedness”)
And what if i update my mod?
You will have to update it too.
Well, do what you want, but just to let you know, my making poison mod will be ready soon (and shipped with poison weapons).
I don't think I'm communicating well
I'm offering to contribute to your mod
Not make a new one
Yep, my bad, i haven't double read (and i'm terrible with english).
So yes, if you want.
Just make your new UI/script that send a global event :
core.sendGlobalEvent("APDeclarePoisonedWeapons",{WeaponId=CarriedRight.id,PoisonRecordId=potion.recordId})
And i will add it in my next update.
Paraglider., or some sort glider
sugar glider
Gained relative snowfall when off moon sugar
Scrib and kwama growth too
Pet Scrib you can raise :o
they're too cute
but striders are freaky
pet strider
bottom text
I want to see the Sixth House doing Sixth house things instead of walking around and waiting for the Neravarine to show up so that they can attack them. Let me see them sitting at a table enjoying Dagoth Brandy. Let me hear the Ascended Sleepers playing their nasal flutes. I'd appreciate living quarters, and more information on how their cult works. The Sixth House very much works on "You strike first" code of honor, which is very apparent when interacting with the Ash vampires and other Dagoths. So, imagine strolling in and them inviting you to sit at their table enjoying gross meat and dagoth brandy. That would be much more unsettling, if you ask me. I want to see the Ascended Sleepers invading the minds of people far away. Besides, some mods have a take on the Sixth House that I disagree with displaying them as murderers / torturers. I think they'd be much more interested in "transforming you" rather than killing you. The living are tools to them, and they have more use for the living than the dead. You have been explicitly invited to go to Dagoth Ur, so their cult members shouldn't try to kill you at that point. I just want to tell them, I'm here to see Dagoth Ur, I've been invited. Maybe they'll ask you to give up your weapons, maybe not. Then you'll go into large room with the dagoths enjoying a feast at a long table (a scary picture of ash ghouls and sleepers, munching on corprus meat, and drinking dagoth brandy). Dagoth Ur welocmes you to take a seat. They are peaceful as long as you don't turn on them. The hostility should come from you, that's how the Sixth House works. You are an old friend of Dagoth Ur. You should be treated fairly well by his underlings until you decide to betray him (again?).
There's so much more potential for "cosmic horror". Fighting them like an ordinary foe, is just a missed opportunity. Make them literally tanks with impressive regeneration skills. Make the ascended sleepers mess with your mind and perception using shader effects. Where would people join House Dagoth? Definitely not, going through Ghostgate. They should discretely tell people to go to Koguruhn. Make Koguruhn heavily defended by "ordinary" but well armored warriors / dreamers so that nobody truly knows what's really going on behind closed doors. Maybe you'll find dreamers on their way to Koguruhn, and they'll try to convince you to join them.
Make the battle of Dagoth Ur a battle with armies. You the Nerevarine should lead an army of Buoyant Armigers or maybe Ashlanders, or maybe soldiers from all the Great Houses. This shouldn't be a one man mission. The Tribunal failed at this many times, so it should be rather hard.
Join the Sixth stuff that some cutists spread is a trap and a red herring in case of Nerevarine. Dagoth doesn't give a shit. He wants Wraithguard and he knows that he has the time. The moment he gets it, he can do whatever he wants with the Nerevarine. Cooperation or becoming Dagoth puppet could be potential options but then, that would require writing a radically different MQ path which the devs didn't intend to do. As for messing with the minds stuff, it sounds cool. That would be unique if implemented well for named Dagoths at least. Maybe Ascendend Sleepers could put the player in a trance with music.
As for strike first thing, ash vampires and some of the most powerful of Dagoth Ur's servants show some signs of ritualistic martial honour... when it suits them. They are still pretty demented. Dumb corprus beats are too far gone. Only Fyr was able to do anything with them and even then they remain pretty aggressive.
I don't think that ash vampires would let the Nerevarine or other questing hero reach them without any fight, though. This trial shows that you are worthy.
There's precedent for the drum calming corprus monsters. Some bardcraft tie-in potential
Armies were planned during early development but not implemented due to technical limitations
Even in Skyrim "battles" are a joke
They might be using tonal magic inspired by the Dwemer. Look at their bells and ascended sleeper nose flutes to cast magic
the nasal flutes though
You could write something off-screen at least
"we'll distract the sixth house host while you make a precision strike on dagoth ur"
Off-screen Ordinators, Armingers and Redoran are guarding the areas around the Mountain. Skirmishes were mentioned as well.
I agrew that it could be mentioned more during end stage of MQ
id like to see evidence of skirmishes and battles as the mq progresses
as in aftermath
Note that many happened before that
i still would like to see some areas of dead fighters and magic burns
Progress is quite slow on both sides. Daddy Dagoth is a threat but a long-term one.
Yeah sure
Cool idea
Add some dialogue and done
Ordinators mentioning dead friends
Some mourners in Temples
Much could be done
Add a quest about locating a missing strike team
Maybe even small quests
This sounds like sth that the player could be doing post MQ. Cool.
yeah it wouldnt need to be alot just a simple fetch quests but you get to see the aftermath of the mq
and talk with some survivors
I think more post-MQ dialogue is easy to do. Quests are harder. Frankly, I could write many additional lines for various topics myself.
@misty geyser if you want to implement this and add it to your collection, I can send you the text someday
yeah that would be cool
Caeris has some post mq stuff but I haven't gotten to see it yet
Idea: if you sell a lot of stuff and get rich suspiciously fast without proper standing that can explain it/cover your ass (Reputation, high faction rank etc.), you attract unwanted attention. Guards suspecting you of smuggling. Cammona Tong wanting to rob you. If you have some cover, it's ok but some factions like Hlaalu or TG may want a cut or request favours while Temple, Redoran or IC may expect you to make donations.
legit 10/10 idea
I think it can serve as an immersive form of balance that prevents money snowballing without repercussions. Pace yourself, hide your wealth, avoid attracting too much attention or deal with consequences.
yeah it's a nice diegetic kind of anti-cheese and also expands NPCs reacting to how you present yourself (common vs extravagant clothing)
somebody talked about making an "etiquette" skill for how good you are at passing for an important person essentially.
Speechcraft is already so useless
I'd say just use it to try to make it more useful
Far from it. It can be quite useful to have. It's just Charm and Alchemy exploits which are OP. There are some mods which help with that, though.
Anyway, you should definitely have a chance of avoiding trouble by using some of the skills/attributes. Try convincing somebody with Speechcraft or intimidating with Strength. Maybe they will leave you alone at least for some time.
Those clothing checks are definitely underutilized as well. Vanilla had a nice idea but it didn't take it too far. It still did more than most games did 20 years ago, though (NPC commenting on clothing value, IL requiring the player to wear uniform, Ordinators hating the player for wearing their armour).

Time to port it to s3maphore
secretly worshipped, are you kidding me?
I can go to any of their shrines and find their fans there
By Azura by Azura by Azura
How about a proper defensive perimeter around Dagoth Ur
like in medieval times, you'd have rings to fall back to
House Dagoth could be dwemer tech experts and maybe get some of the artillery functional
I'd love to expand on Sixth House members using Dwemer technology for their benefit
They've been displayed with new dark "sixth house armor" but dwemer armor would be much more on point
Also it'd be really cool if they had two or three dunmer strongholds and their matching propylon indexes
Could help explain how they get around in secret
They already have one so it's not a stretch
I cant remember
It's part of mq
oh Koguruhn
Pair that with a tunnel from one stronghold to inside the ghost fence
And bam, you got logistics covered
and why are so many of House Dagoth members unarmored
give them some dwemer armor
how scary would it be to fight a zombie corprus stalker in full dwemer armor 😄
they could be using the armor of fallen ordinators too
add insult to injury
Just seems like they don't care about their individuals enough to armor them imo
I don't think so. I'd change that if / when I do
It makes sense for the vampires at least
Daddyoth Ur
The Ascended Sleepers remind me of the Stalker Burer. They could move objects with their minds and mess with your head
I also dislike that most Sixth House members are mages for no reason. The Ascended Sleepers are mages, fine. Ash Ghouls are mages, fine. The rest shouldn't be mages-
I think they just implemented it because giving creatures weapons is diffiuclt. So it was the lazy and easy solution.
Beware the Sixth House does some of this
The daedric cultists aren't always at their shrines but have chance to appear there some days of the week (unless quest content). They don't live there but rather occasionally visit them to honor their patrion. If the shrines are empty, the flames and other light sources are out. Loot is carried by the cultist instead of being in chests.
I kinda like full time daedric priests. Everyone doesn't need to be there though
One of the issues is that there isn't enough NPCs to make things make sense in morrorind
Need some more programmatic NPCs
Would be funny if schedules were implemented for cultists before ordinary citizens 
Engine can't handle crowds. Even newer Bethesda titles suxx at this.
But when you spread them around in interiors it's ok
That's why Narsis works with 1000 NPCs, lol
Go Home, is already a Npc schedule mod. It's highly complicated too, which is why it took a competent programmer to do it.
But it shows that such schedules are possible to implement
we need to go back to using billboards
Imagine following a Npc from a village to a daedric ruin 😄
like that lady in pelagiad
To make this work you need to use my other mods so that they'll actually arrive there. Peaceful Wildlife and No Generic Daedra 🧠
Just watching Npcs go somewhere would already be a big deal. Even if it was just from one town to the other. How about Npcs arriving at teleporters at the Mages Guild
Yeah. It's good. However, it's still very limited and only affects some NPCs in exteriors. Makes cities less crowded under certain circumustances for a bit of immersion.
you would need a set of nighttime npcs that only come out after dark
Nobody travels between cities in MW and I bet that it would most likely end horribly with MW pathfinding unless scripting was super duper tight.
They can get stuck even near doors in Go Home sometimes, lol
Or try walking into walls
there are mods that add guard patrols and traveling merchants, they dont really get stuck much because openmw has good pathing, but they dont really travel between cells. its like encounters from fallout
Wildlife doesn't attack non-guard NPCs so their survival isn't related to this at least
the shut your windows mod was like a trap for the go home pathing 😂
Yeah, I imagine sth like this could work. Faked travel.
I mean, in MW they wouldn't be travelling if you are 20 cells away, anyway
there is a bandit encounters mod from RP too, all of it could be fleshed out more but its all within possibility
But travelling NPCs as part of encounters could make the game a little bit more lively
I think that we should accept smoke and mirrors nature of "travel" here.
Just randomly meeting merchants or travellers in their small camps around the world would be nice for immersion.
How do the travelling guar merchant riders work? Would it not be the same in principle
Ive never really delved into their travel behaviour or routes though
Although they do pretty much just only go through settlements and the surrounding terrain, so theres not much collisions, bar some balmora mods ive seen them have trouble with
they probably travel when the cell is loaded
that would be my guess
without checking out the mod
what's the mod btw?
Ye its a fairly old mod , that was my guess just on the assumption of its age
Hmm, ill try a desktop search , i cant remember if it was on nexus or somewhere else
Travlleing Guar Riders
But the npc thing, could you not do a sort of, slightly strict path, which then switches its behaviour to a wander ai, then switches back and forth?
Ive never explored the possibilities or limits of the wander ai behaviour at all though either
I think a nice solution would be those elements, but each settlement has a fire source, like how in stalker they return from their horrific adventures and huddle up around a barrel/heat source.
So a well placed heat source without surrounding collisions could be their meeting place
Well not necessarily a heat source, that could be tied to weather, but some sort of open place adventurers would want to gather after a long journey, within each settlement
Maybe allowing for once, an exterior building type, designed in such a way that they dont get stuck, open planned etc. Like religious types going to small open chapels, other personality types to their sheltered open welcoming spaces, still in the exterior world cell
considering the sheer number of mods altering city exteriors and the rather limited size of cities, I would say that it would be safer to place some temporary camps outside them
Ye that would be a better place to start, well...what you could do is install literally every settlement mod that currently exists over eachother, for testing purposes to see spaces for those openings within the settlements too
Like 20 balmora overhaul mods overlapping must have some space...somewhere
i was wondering if you could make a "cell schedule table" that uses something like S3ctor's StaticSwitchingSystem stores cell data and loads in certain things based on time that you load the cell
that way you could plan out encounters routes along roads etc. based on realistic time projections, you could have silt stirder caravans coming through, campers at night, daedric cults celebrating some witching hour on the 8th day
Holiday celebrations as well. That and semi-random encounters but in MW would be cool.
I think it would be cool. Years of experience with the game also suggest that it could be easier to do because no complex AI is really required. Enabling, disabling and placing new objects is sth that the game can handle.
its really not necessary to do more, if your not there to see them move then theres no point, as long their not in the same place every time then most people would nt even notice if there was no pattern to it
having some kind of realistic schedule helps to make emergent gameplay though so you can plan your actions and maybe get caught out
I agree. I mean, let's not kid ourselves. It's an old and basic game AI-wise. If some players start doing some deep digging in order to test whether the NPCs are really travelling from Vivec to Balmora while they are questing in Dagon Fel, then it's best to save them the trouble and just say no. And you are right, most wouldn't even notice or care about it. Smoke and mirrors would be enough here because such events and encounters could make that static world feel a little bit more immersive.
StaticSwitchingSystem is new to me, i must explore this. Good shout.
i dont know the range of it tbf but it looks like an interesting tool with a lot of potential
Where is it hosted?
combined with this
https://www.nexusmods.com/morrowind/mods/6019
for ultimate dynamic relaxation
I have become furniture, the destroyer of worlds - Christopher Nolen - July 16, 1945
Turn into a Metroid morph ball https://www.nexusmods.com/morrowind/mods/53302
This is glorious work
How possible would it be to have a custom transport UI map? So a map of the area appears when you activate travel options via a vendor, and like normal when a location is selected on the map, the usual "the trip costs x gold, etc"
Like daggerfalls transport options?
I think you'd have to build a whole new window with lua. like ralts' stats window or slowchu's haggle mod. it would be a cool thing to have 🤔 
What if a map route loading screen was shown instead of a black loading screen?
you would see the silt strider icon moving along that route 😄
Build a new window, copy over the map and overlay the locations?
Not every location because fast travel bad, but you'd make a separate window for each transit network- boats and silt striders, propylons.
basicly I guess, some people talk about such things in hushed tones. "the evils of ui code are not to be trifles with child!" 😅
I don't know personally iv just seen people talking about it because there's been a few similar mods recently. if your interested, hyacinth made some good ui mods like TimeHud with open perms so you could take/copy the code for the window
Idea: every armour piece besides shields can only be equipped by the player if the wearer was roughly same size. Basically a bunch of race and gender checks. Badly matched armour would have to be modified by a smith. A player with high Armorer can do that as well with some special tools and materials.
The map is not exposed through Lua
yes hello i have been inspired by the devilish no generic daedra mod. here is my dumb mod idea that i have had after drinking probably too much coffee. the idea is: Demographically Plausible Outlaw Population. removes enough of the no-unique-dialogue hostile NPCs from the game to make the ratio of outlaws to law-abiding citizens statistically realistic. this results in about 80% of the caves in the game being depopulated, empty, and lootless
it's worse, which means it's better(tm)
I was messing around with shader glass the last while but had had an idea for game mechanic usage recently.
Im not sure if shaderglass is open source, although the author could be contacted or the general moving click through window effect could be made fairly easily even, with lots of implications for game mechanic feedback systems
You could do some interesting stuff with it, never mind whats in the video, but its essentially a clickthrough sizeable window overlay that hosts shaders so....
You could do some interesting stuff with it, like in game items causing vignetted effects, directional poison effects, eye tracking like mechanics, generally just use it as a hudless way of in game mechanics , magic, weapons etc, having an effect on the players vision, Hallucinations etc also
By essentially just vignetting/darkening everything around the sizable click through window, which tracks with the players view model X Y Z axis.
The game could definitely use more visual effects.
Be cool if you could hit people with diseases
Make weakness to disease worth something
I think it can already happen in-game (you can spread disease if you are infected). It just doesn't matter most of the time. You need combat for that and you don't get any message about it.
if that's true in openmw, it should probably be behind a setting. you have to use a mwse mod to enable PC->NPC disease transmission in morrowind
https://www.nexusmods.com/morrowind/mods/45760
Hmm, you could repurpose this in so many ...ways.
Dancing plagues.
Bardcraft fame tie in etc
Npcs that with tip of the tongue song syndrome - oblivion dialogueing trying to resolve it.
"Who was that fellow with the colovian hat that played that most mirthful song"
"Good to day you" - Woman walks away humming the same song, eats an apple and goes to bed. Etc etc
The Popular Plague is a fantastic quest mod that involves a dancing plague
Well. Im speechless. I genuinely do the whole nexus trip for each game i want to play, making sure i miss nothing all 1000 + mods tracking etc, and this one got by me?
I have no words.
its exactly the same for me, i even track certain mod authors and go through their catalogue and still there are gems being missed
Ye...haha god i do the exact same. Well, theres personality archetypes for sure, modders and mod users are probably all a little off , in a happy accident way.
I kinda obsessively do this with just about any project or hobby, i think its a fear of losing out on complete quality , knowing your experience cant actually be better while playing it at the back of your mind etc.
Which might have been fine before the internet and especially LLMS, but ive had to go cold turkey on LLMS because they can keep those autism worm holes going forever with their "WE CAN GO FURTHER"
Its bad enough using the internet "manually" youll never live long enough to enjoy the 1 percent of it that is enjoyable
Abdu caused me a lot of torture when he posted this, I have the same thing for github projects.
https://grep.app/search?f.repo=OpenMW%2Fopenmw&f.repo.pattern=openmw&q=TODO
Its an absolutely brilliant search engine, but it will be the end of me
I like when people recommend a mod that's lesser known but good.
yeah, we all find the big ones or the ones attatched to modlists but there are so many clever or creative mods that get lost in the shuffle
the mod recommendations thread was a good idea
Some mods are not even on Nexus. Before Loadouts was a thing, there was Fast Equip. Same feature but without UI. Still good. Loadouts/outfits in a game like MW are great as there are so many enchanted items there and limited inventory slots so having to manually reassign items after battle is very annoying.
Bring some Witcher bounties over to morrowind, oh and places of power, beasts nests and bandit camps, some mutations from the Witcher too
When attacked the attacker receives 1.5% of damage back on them and the damage dealt to you drains your magicka
Pheromones to ward off or attract a certain creature for hunting
I think there was a bug in stalker 2 introduced in one patch, which sort of merged creatures and human npcs in a subtle but creepy way, this could be a thing too
Maybe not races per say in my own take, but say unique characters that have absorbed their local environment, quite literally
Ratking
Werewolf that doesn't suck
I said this in the Magic Window, but it would work here too. The ability to drag windows out of the game onto a second screen (as I said there it would probably be impossible anyway 🤣 )
But maybe a external app to view windows 🤔
Rasperry Pi Morrowind Map + Inventory widgets 
Dagoth Ur boss fight but you have to beat him at Elder Scrolls Legends via an API to the new emulator
Dragons dogma pawn mechanic
Theres a 50 percent chance i have starred a git project like that at some point, ill have a look tomorrow...
Ah it would be reshade addon territory to make it workable, thats for sure, from my fairly limited knowledge of this stuff.
On the reshade topic, I like these mods like the one that came out for morrowind recently, where you have to write your own journal elements and do your own map.
I asked the whole AI gang, all of them, if this is doable as a reshade addon, and it appears so.
So you can have it in all games, after removing the native in game intrusive stuff, that would be interesting
mod that adds friendly greeting of wazzuuuuuupppp
Ive tried to bring that back out in the real world 3 times this year...im not sure what the reaction is.
Probably takes a while to process for a lot of folk, the loss of this cultural artifact.
I've been pushing really hard for Majora's Mask support
Gambler Birthsign- Everything literally you do is determined by a visible 6 sided dice on your hud, all outcomes are determined by this dice and the other associated skills concerning the act performed, even if you have a high enough skill to complete a task you have to get a high dice roll to completed the task, attacking, speaking, alchemy, casting magic. It also controls the quality of items you’ll find it containers, any skill check really
Bad typing
https://github.com/pmnoxx/display-commander
Theres the essence of something here in this code...
I don't know whether this is what I meant, unless I am reading it wrong. I was meaning the in-game "windows" like Stats and Magic 😅
Nemesis system
Enemy System instead? 🤣
Semesis Nystem
Semesis Shemesis System
Oh ye I know, the mod you want isnt out in some form at all in my my memory, like i dont think theres anything out there close to this territory, so what id do, is find sat 2 -3 github projects that have the functions and go from there making it into a mod
Also * breaks into the readers room *
"COME AND GET ME, BWOAAAH, HMRRPMH"
...Assuming you have no code knowledge you can probably clank general related projects together that have the none gameplay functions of what you want, into playable openmw mods using the AI gang.
Well if you can code this one would be a real big project id imagine.
A mod that replaces unique ghosts (Sul Senipul, Mansilamat Vadbas, etc) with translucent dunmer instead of the typical ancestral ghost model. Maybe if you're crazy enough, it replaces all ghosts with random transparent dunmer.
Then ghost model would be wasted by resused Dunmer one and we have enough Dunmer in-game. Replace some of them - fine. All of them - tha's just less variety overall.
Yes, it makes more sense for unique ghosts, that's why it was my first suggestion. Imagine how cool would be a fight against the actual sul-senipul in which he uses his bow against you, an actual final boss of urshilaku burial caverns
Sounds good. I'm all for more unique encounters.
Guar driven wagons mount style
https://www.nexusmods.com/skyrimspecialedition/mods/159566
This basically, god i loved it in first person
Imperial Legion recruiters, forked off the town criers mod, with audio etc.
My LLM audio gang are all under too much burden for converting the audio to a morrowind imperial guard voice, but this kind of atmosphere. The originals are way way too friendly anyway, or their anger is only unsettling because they sound confused by their own anger.
I think beth should have went for a more throaty aggressive actor/tone with the legion.
Seems easily done too with native scripting
Actually wouldn’t mind public executions and a news paper guy screaming about, the underlying of the many temples spouting rhetoric
"the underlying of the many temples spouting rhetoric" - an Alex Jones character came to mind there..
Precisely a roaming spouter of “news” only to confuse and misguide the people further