#Continuo - A Gameplay Overhaul

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spiral spear
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Making a thread for this to keep track of stuff because I'll be supporting it long-term.

Continuo is an OpenMW gameplay overhaul that seeks to provide a new (and probably more challenging) way to play. A goal of Continuo is to extend the early-mid section of MW, that part before you become extremely OP. Another is to balance systems in compatible and lore-friendly ways that fit seamlessly into Morrowind.

Continuo is almost entirely lua-based, extremely lightweight, and seeks to be as compatible as possible with other mods, and scripts are written in a way that new items, for example, should appear in modded parts of the game (Tamriel Rebuilt, for example).

Currently on v2 which implements a large number of features:

Lua-based Gameplay Changes:
Unpaused World - Time no longer pauses — the world continues moving while you manage inventory, read, or plan.
Death Reimagined - Death is no longer the end. Now, on death, you are revived at a sanctuary... for a price.
**Resting Reworked **- Resting outside settlements requires access to a physical bed. A new item, Camping Supplies, allows for convenient rest at a price.
Total Birthsign Overhaul - Collect items while adventuring that can be mixed and matched to create custom birthsign effects.

New Items:
Camping Supplies - A deployable, single-use item that creates a temporary bed for resting in the wild.
Memory Scrolls - Rare consumables that grant a single point of skill or attribute growth when activated.
(NEW IN v2) Celestial Shards - Aspects of the constellations used to create your own Birthsign effects.
(NEW IN v2) Dwemer Celestial Harmonizers - Dwemer tools used in the new Birthsign creation process.
(NEW IN v2) New Books/Notes - 10+ New books and notes that serve to ground new items into Morrowind's lore.

.esp-based Gameplay Changes [GMST changes]:
Skills - Skill progression is dramatically slowed, making formal training the primary path to advancement.
Economy - Wealth accumulates more slowly, travel costs more, and gold now meaningfully shapes decisions.

https://www.nexusmods.com/morrowind/mods/58231

Nexus Mods :: Morrowind

Collection of systems overhauls that provide a fresh way to experience Morrowind.

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I'm actively trying to avoid .esp-touching anything in the actual game world with this mod, so it'll be as compatible as possible with other mods. As of V2, Continuo's .esp does not touch anything 'in-world'.

spiral spear
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OK so the first expansion, 2.0 "The Firmament", completely reworks the birthsign system.
At chargen, you do select a vanilla birthsign, but it will fade after 7 days. After that, you create your own birthsigns.

New items will be introduced to the game and scattered dynamically, right now I'm calling them:
"Celestial Shards"
"Dwemer Celestial Harmonizers"


Each Vanilla birthsign has a shard. Basically, you need to find 3 celestial shards and 1 harmonizer. Then you can combine 3 shards of your choice with the harmonizer to create a temporary birthsign effect. The effects are randomly selected depending on the types of shards you combine, and on top of the effects you will receive a one-time use "ultimate" power

These effects/powers fade after a week, at which time you will hopefully have new materials to create a new birthsign effect.

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Here's an image showing the system, see how the player combined mage, apprentice, and thief fragments. He received 3 effects (fortify magicka (from apprentice), fortify agility (from thief), and weakness to normal weapons (from mage). The player also got a special ultimate power "tilted fortune" (from the thief)

And, 7 days after, the effects are gone, time to reroll

warm delta
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I liked this logo, looks like Emperor

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also the art behind it is dope too

spiral spear
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demonstration of one of the new birthsign "ultimate" powers

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birthsigns are now balanced, all are at least as powerful as the strongest birthsigns from vanilla morrowind, and the ultimate abilities are varying degrees of fun

spiral spear
mint seal
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Ooh v2 looks sick. Nice one!

remote bloom
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I don't play with permadeath, but is it fine to pair the 'No-Respawn' esp with another death mechanic mod? I keep getting teleported away from skyrim back to vvardenfell

spiral spear
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Yeah that’s fine no-respawn just lets you die as normal

jaunty junco
fleet juniper
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Great ideas! Maintaining mid-game challenge, especially with the great landmasses to be explored, is something that will probably appeal to many.

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Looking forward to your future ideas! 👍

jaunty junco
fleet juniper
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So I was looking into compatibility with some OpenMW modlists. I would assume that changes to the economy and skills would conflict in case of gameplay overhaul lists. These are the .esp based changes from your opening post in this thread.
Would it be possible to leave the .esp unchecked if one would prefer to use the other mods for these fields and keep the lua-based gameplay changes from your mod?

spiral spear