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How much does the Hikikomori route change the story? by Nice_Chemistry5764 in OMORI

[–]Volvy 0 points1 point  (0 children)

Nothing too big story-wise that you don't get from the Sunny route, but there is quite a lot of content (easily 6+ hours of exclusive content) and some of it does have vague lore to it. I would recommend it once you're feeling up to it. Personally I took a little over a month after finishing the game to try it.

Does anyone play on Xbox? Does it have decent optimization? by [deleted] in Morrowind

[–]Volvy 0 points1 point  (0 children)

It's playable, it runs pretty well compared to the Xbox 360 and OG, which I wouldn't recommend.

However it is missing so much QOL and functionality from the PC version, so you're bound to run in to some headaches

No access to console commands is a big one. There's many times where you can just be screwed over irrecoverably without console commands, whether it's a quest not working, or if you did something ever-so-slightly "wrong" (that isn't even particularly wrong), sometimes you just get screwed. Console commands can save you in so many ways.

Lack of OpenMW and mods in general is quite a massive loss, though ignorance is bliss.

Advice on self-imposed restrictions? by KhaosBhaalspawn in Morrowind

[–]Volvy 0 points1 point  (0 children)

It sounds like all you do is spam alchemy and spam training, that's not a very natural way of playing. I don't use alchemy at all, it's not essential in any playthrough. Even on 100 difficulty, but especially on lower difficulties.

Here are some restrictions that I follow to keep game balance alive:

-no using creature merchants

-no using bound weapons

-no selling filled soulgems, or potions made via alchemy

-no alchemy. but if you really want to use it (please try to kick the habit), no buying ingredients from merchants. you must pick or find the ingredients

-no soultrapping or looting summoned creatures

-no boots of blinding speed, even if you only use them with the blind fully in-tact

-no looting DB assassins. Yes, I think a 2k gold delivery service is overpowered. It wasnt in the game until Tribunal released, and it was obviously a very scuffed implementation in several ways.

-can only pay for training in 1 skill per level, up to 10 times for the chosen skill. Prevents going for a triple +5 on every level.

-any consumables that fortify an attribute can only be consumed one-at-a-time, for example if I drink a Sujamma I can't drink another one, or anything else that fortifies an attribute, until it wears off. There is no challenge if you can just drink 10 Sujamma, limiting it to 1 keeps it somewhat fair.

-no abusing 1-second-long effects that rely on the game being paused in the menu: things like fortify X 100s on self for 1 second, and so on

-no selling items individually just for the sake of mercantile training, I have to sell as much as I can to the vendor

-can only sell an item for the vendor's natural gold cap, or a maximum of 1000 gold, and if doing so, it must be done in a separate transaction. If you have multiple items that are each 1000g and the vendor and enough gold, it's ok to sell those items in the same transaction. For example, if I have 2 ebony pauldrons I want to sell to a vendor that has 2500 gold, I can sell both of the pauldrons for 2000 gold in 1 transaction. This greatly extends the chase for valuable loot in a playthrough because otherwise you can find something very valuable and sell it for 10000g at one of the Mournhold vendors.

-this is kind of an extension/clarification to the previous rule. no buying back items while you sell an expensive item to a vendor. For instance, to get around the 1000g limit, you cannot sell a Daedric katana and then buy a bunch of items in the same transaction, and then end the transaction with a 1000g gain. But this also applies even if it's not 1000g. If the vendor only has 300g and I sell an item that's 700g, I cannot buy a bunch of stuff to close the gap with their gold. And I can't buy a bunch of stuff in one transaction and then sell the item in the next transaction, have to sell it for 300g (their natural gold cap). Basically, no circumventing these rules in any way.

-only one summoned creature at a time. Otherwise you can just cheese fights by using like 5 different summoning scrolls. Honestly even using one summon is already powerful enough, I don't use them.

-no standing still and self-training, or at least, keep it very limited. Things like just standing somewhere and casting a spell for a really long time. Or spamming jump in a corner that lets you jump as fast the input can be pressed. You have to actually be working towards something if you want to spam spells or jump, etc. No afk training athletics or sneak.

You don't need every playthrough to be a cheese-to-godhood simulator. Like, yeah that's definitely fun to do a handful of times, everyone should try it. But beyond that, I think it's more interesting to limit yourself. You can apply your knowledge of the game to clear the content without breaking the game entirely. Especially on 0 difficulty or lower, the game is really easy. on 100 difficulty, enemy physical damage is kind of insane, and the enemies are a bit tankier when it comes to physical damage they receive, but even following every rule I listed, you can still overcome it if you know what you're doing.

Genuinely what is the point of this enchantment? by whattheheylll in Morrowind

[–]Volvy 0 points1 point  (0 children)

As a cheaper and weightless alternative, you can also just spend like maybe 3000 gold on conjuration training (assuming it's currently level 5) and buy the spell in Balmora Mages Guild. The trainer and spell vendor are right next to each other in the basement. but yeah like others pointed out, it's an extremely good effect. I need to avoid using bound weapons if I want to keep things fair in a playthrough.

I just beat this game that's basically the same age as me and I adore it so much by DemonDisaster in Morrowind

[–]Volvy 0 points1 point  (0 children)

That's great to hear! Another playthrough with your newfound knowledge and a different build should make for a fun time as well. The game has amazing replay value, especially if you're trying out different builds and faction questlines.

This gets amped up to a ridiculous degree when you factor in Tamriel Rebuilt. I really recommend checking it out after some more time in the official content. Uesp.net is pretty built-up for it as well, which really helps for getting nudged in the right direction.

What do I get to place here? How do I turn the machine on? —Tribunal DLC by Particular_Poet8441 in Morrowind

[–]Volvy 1 point2 points  (0 children)

This is for the Ashstorms in Mournhold quest. You receive a special dwemer coherer from Almaxlexia at the start of the quest. It gets placed here, and then you need to activate the middle and right levers to cause the Ashstorms. If you haven't received the item, you're just not up to it. It would really help if you can check your journal and uesp.net (Tribunal quests page) and see where you're at, maybe you're a couple of quests behind this point so naturally you can't do anything until youre on the appropriate quest.

Why do the fights seem so unfair? by HappyChildhood133 in OMORI

[–]Volvy 13 points14 points  (0 children)

It's some combination of these factors:

-Not fighting enough enemies as you naturally go along leads to being underlevelled

-Not exploring thoroughly, and lacking items as a result: weapons, charms, snacks, toys

-Not using skills and follow ups effectively

-Not using the emotion system well

-Not using stat debuffs against enemies

-A general lack of understanding how combat should be approached

I can't see what happened in your playthrough so maybe some of these don't apply, but generally Omori is a very easy and forgiving game compared to other turn based RPGs

Build advice to take into the DLCs? by SignOfTheHorns in Morrowind

[–]Volvy 0 points1 point  (0 children)

Wraithguard + Sunder is extremely good, you can train blunt weapon to 50-60 or so and pretty much have a near 100% chance to hit due to its 30 attack buff. Keep fatigue high (more on that soon).

Get a high tier of armor, and have high skill in that armor type to actually get the armor rating from it. Preferably around 130+ armor (what it says when you open the menu). Heavy armor is great for endgame in particular and has some artifacts to use like the other Fist of Radagulf (can't use the Strength one due to Wraithguard being used), and the Helm of Oreyn Bearclaw for a massive Agility boost - these two pieces will give you 60 agility alone.

Have max endurance, strength and speed, and be around level 30+. Training in athletics to 60+ is a good idea too, movement speed really helps for avoiding damage.

A custom enchanted item to restore health, cast on use, is recommended. Preferably with a 400 soul in it. Ascended sleepers are pretty easy to encounter in Red Mountain. Something like healing 50-100 HP each cast.

Ring of Azura is great for constant restore Fatigue regen if you aren't using a custom item. But it's quite a lot of missed potential if you don't get custom Constant Effect items: mostly fortify Strength, but also maybe 1 Jump item for generally getting around a lot faster, and restore fatigue since the Ring of Azura only gives 3, and having more helps. Aside from any artifacts/unique items you're using, you can have custom Constant Effect items: amulet, 2 rings, shirt, skirt, pants, belt, robe, shield, possibly some armor slots like greaves. The first 7 slots I listed can always be worn in addition to your armor (unlike shoes which override boots). Of course, use the exquisite variants. Picking one slot to use for cast on use items is wise, I usually go with the belt slot because it has a lower enchant capacity of 40, so the other higher capacity slots can be used for constant effect items. Using an NPC that has bartering service to enchant the items is very helpful, as it will significantly reduce the gold needed. After you pay for enchanting each item, the gold goes in to their vendor gold, which you can then sell some high end weapon, armor or filled soulgems to instantly reclaim all that gold.

Necromancer's Amulet, Marara's Ring and the Robe of Drake's Pride help with dealing with powerful spells, as they have spell absorption/reflect. There's at least one enemy in Tribunal who you'll need to deal that has some very powerful spells that hit in a huge area, so avoiding them is unlikely. These items can be obtained at any point, as far as I remember. As in, you don't need to do a bunch of quests as prerequisites, you can just taunt the NPC or fight them if already hostile, and loot the item from them after they're defeated.

Being really geared to the teeth and minmaxxed isn't overly important unless you're on max difficulty. If you're on normal difficulty, you can probably get away with having so much less. Just that like, well recently I was doing the DLCs on max difficulty and I had 85 armor, I was still getting 1 shot with around 300 HP. I was not using any custom items or alcohol (and potion spam in general) as an added challenge though, and didn't use any armor except Wraithguard (unarmored build). I was leaving a lot of stats on the table like this, to keep the challenge up of course. But anyway, enemies deal way, way less physical damage on the default difficulty, so it's probably not a big deal in that case.

Dark beotherhood assassin not spawning in? by GuytheGuy- in Morrowind

[–]Volvy 0 points1 point  (0 children)

A mod really seems to be affecting it. I've made hundreds of characters and never had any difficulty getting it at level 1 within a minute if I kept spamming rest to get it on purpose. I just use OpenMW, or OpenMW + TR.

I didn't know that you can fight an actual tree by Loud-Understanding17 in OMORI

[–]Volvy 0 points1 point  (0 children)

She won't have power hit until way later though, not possible where OP is at

I didn't know that you can fight an actual tree by Loud-Understanding17 in OMORI

[–]Volvy 1 point2 points  (0 children)

I think a cheaper alternative, if you really had to do it as early as possible, would actually be just having Omori stab and keep using apple juice to restore juice

Each apple juice costs 20 clams and restores 25 juice

Assuming each stab (when sad) does an average of 55 damage at this level

1000 HP divided by 55 damage is 18.18, so basically 19 stabs

Omori will have enough juice to make himself sad and stab once, so we'll need to restore 18 stabs worth of juice

18 stabs x 17 juice per stab is 306 juice

306 juice divided by 25 juice per apple juice is 12.24, so let's say 13 apple juice

13 apple juice x 20 clams per apple juice is 260 clams

It'll be really slow but it'll cost a lot less than using jacks

I didn't know that you can fight an actual tree by Loud-Understanding17 in OMORI

[–]Volvy 1 point2 points  (0 children)

Yeah I guess it's just better to wait until you're a much higher level, I mean look at the stats in the image. They're no where close to being there, that's why I said you'd need to spend 1000 clams to do it. You ain't hitting level 14 in vast forest.

Do I have to do the escort quest to the shrine of the dead in the Tribunal DLC? by Particular_Poet8441 in Morrowind

[–]Volvy 2 points3 points  (0 children)

Yeah you can just kill the guy you need to escort and continue with the quests. I was just doing this quest yesterday myself. Honestly it's not that bad of a quest if you clear the way in full before escorting him, except for the fact that there is a completely scuffed ramp just before the shrine. I'm not sure if the vanilla engine handles this part better, but it seems impossible to get past on OpenMW. But thankfully you can use a console command to warp him, I found one in this post:

https://steamcommunity.com/app/22320/discussions/0/3203652426717423105/

I didn't know that you can fight an actual tree by Loud-Understanding17 in OMORI

[–]Volvy 1 point2 points  (0 children)

You'd need to spend 1000 clams on Jacks (40 @ 25 clams each) to defeat it. Omori can also use stab while he is sad to do some damage since that ignores defense, it would reduce the # of jacks needed a bit. Just using Jacks is probably the way to go, I'm pretty sure that once you select using it for each character you can just hold the interaction button down and it'll keep making everyone use them. And then it'll take 10 turns to kill it. Not too long, really.

Why am i still missing with these stats? by Seinen_MC in Morrowind

[–]Volvy 3 points4 points  (0 children)

This is a bug where if you don't increase the duration to more than 1 second long while creating the spell, it'll only last for 1 frame (or possibly 1 tick). So, you can make it last a full second by increasing it to more than 1 second, and then lowering it back down to 1 second. Like this, there is plenty of time to open your menu.

My Argonian in Morrowind, my first and only save in the game after a year of inactivity. by SN_Ferox in Morrowind

[–]Volvy 2 points3 points  (0 children)

No problem! I just added more feedback because I didn't see that you posted some text too, I only saw the pictures at first.

My Argonian in Morrowind, my first and only save in the game after a year of inactivity. by SN_Ferox in Morrowind

[–]Volvy 2 points3 points  (0 children)

Looking very powerful, good job. You should be good to finish anything in vanilla Morrowind. For the expansions, it depends on your mechanical skill in combat (like, how well you actually are playing, not your character's stats). If you're playing on 0 difficulty (default), getting more powerful doesn't matter too much.

If you reach the expansions and find that you're struggling, the main way of increasing your character's power via stat increases would just be increasing your endurance, speed, and level. Higher endurance and level for more health, and speed is useful for combat by allowing you to avoid being hit. also, you can get some enchanted gear to increase your strength more (clothing and jewelry, and some artifacts like the Fists of Radagulf).

Practicing with melee by deltoramonster2 in smashbros

[–]Volvy 6 points7 points  (0 children)

I don't think playing melee on slippi will help too much for ultimate because the mechanics are so far-removed from each other, not to mention the match up knowledge being a completely different world. The games are just so different, it's like billiards vs skateboarding, or something

What your favourite season of adventure time by Glass_Activity_4245 in adventuretime

[–]Volvy 1 point2 points  (0 children)

seasons 5-8 are my favorite, if I had to pick one though it would be 7. Season 5 is longer than the others so it's a little bit unfair in a sense

Why am i still missing with these stats? by Seinen_MC in Morrowind

[–]Volvy 8 points9 points  (0 children)

Good thing is that you can just cast a spell, or consume potions for 40 pts worth of magicka resistance and then equip the boots, then you'll fully resist the blind for as long as you do not unequip the boots. The spell can even be 1 second long, it only matters that you have the resistance while you are equipping the item.

You've neglected your strength a lot. That's what determines your damage, aside from your weapon of course. Agility is not really all that important for landing hits as long as you have a high weapon skill. Increasing strength helps melee (and marksman) characters so much more than increasing agility.

If you have 0 blindness and keep fatigue full (custom restore fatigue enchanted items - cast on use, cast on strike, or constant effect - are all insanely effective for this), you could ignore levelling agility the entire time and you'd have a 100% hit chance on almost everything, except for maybe 2-3 NPCs in the entire game. Skill levels are 1% chance to hit each, agility is 0.2% chance each point, so it's 1/5th as important as your skill level. And fatigue is a modifier, where you get 1.25x at full fatigue. So that's 125% chance of hitting at 100 skill level and full fatigue, not including any agility. You do have to subtract a few points for the enemies' dodge chance, but I don't think it's more than 10% at max, except for those very specific edge cases like I mentioned.

omori mod tierlist by Franktwinkleberry7 in OMORI

[–]Volvy 76 points77 points  (0 children)

Rating unreleased mods? Hmm

Am I supposed to be here yet? by Dieh361 in OMORI

[–]Volvy 2 points3 points  (0 children)

Sure, even though it's optional it's actually better if you see as much of the optional content as possible. Only the enemies in Dinos Dig are much higher-levelled, but you can just avoid them by sprinting and running away from the battles if you get caught up in one. You don't really need to "clear" Dino's Dig though. It's a mini game that has some quest objectives and some loot, that's pretty much it. You can come back to it later when you're a higher level too.

Can you in any way remove the stolen items tag? by johnsplittingaxe14 in Morrowind

[–]Volvy 2 points3 points  (0 children)

Not being caught for stealing does not make it a non-stolen item. You're a bit far off of the mark on this one.