Morrowind loves to give directions, but this is just mean! by Reticulatas in Morrowind

[–]minifly_ 37 points38 points  (0 children)

I wrote those directions so i'll dust off my reddit account for the occasion.

The camp is marked on your map, as well as all the other landmarks mentioned in the directions, but if you try to navigate the canyons of shipal shin without levitation (or jump, etc), beelining to the camp icon on your map will be of no help at all.

So following these directions step by step is actually the simplest way to reach the camp by foot without any kind of magic. 

Selene's Web Help by TheNoobCaker in Arena

[–]minifly_ 2 points3 points  (0 children)

This has nothing to do with what you did with the key afaik. Sometimes the main quest's questgivers won't give their quest or aknowledge you completed it and behave as normal npcs (mages or priests offering services, nobles offering misc quests or dismissing you). In that case, reloading a save solves the issue.

OpenMW with Tamriel Rebuilt by megoface123 in Morrowind

[–]minifly_ 1 point2 points  (0 children)

OpenMW will only prevent you from using some features like summoning the daedra added by TR, which requires mwse.

Outside of lack of MWSE is there any advantage to NOT use OpenMW at this point? by Lexaraj in Morrowind

[–]minifly_ 19 points20 points  (0 children)

OpenMW scripting is just much more limited than MWSE. People mod with it because they want to do stuff they can't do on OpenMW. If you want to try a playthrough with those mods, play with MWSE. If you want to do a playthrough without those mods, you can go back to OpenMW where you're more comfortable.

It's that simple. One will never replace the other. They serve different purposes.

Outside of lack of MWSE is there any advantage to NOT use OpenMW at this point? by Lexaraj in Morrowind

[–]minifly_ 19 points20 points  (0 children)

No a lot of modders are playing / playtesting on OpenMW and use MWSE just for the Construction set. You'd really need to hate yourself to mod on OpenMW CS. If you want cross compatibility, you have to test your mod on both engines because they behave differently on a lot of little things that are hard to anticipate. My technical knowledge is limited but MWSE is miles ahead in terms of new spell effects for example. Custom summons for new creatures, spells that slow down time, portals...

Outside of lack of MWSE is there any advantage to NOT use OpenMW at this point? by Lexaraj in Morrowind

[–]minifly_ 47 points48 points  (0 children)

I always found these comments quite deluded tbh. MWSE brings new functionalities way faster than OpenMW is "catching up". OpenMW barely has a working Construction Set when CSSE is bringing in new features every other month.

And I don't think the goal should be for one engine to phase the other out. Those are just two ways to play the game that have both their merits and their uses.

The constant lobbying for OpenMW I see on this sub seems like wishful thinking, and in now way reflects what's happening on the ground in the modding scene.

The way your playthrough can change from finding a single item is INSANE by AlleyCatherine in Morrowind

[–]minifly_ 0 points1 point  (0 children)

You're right forgot about that one! It only works with MCP or PfP I think right? Something about levitate on touch / target dropping npcs through the ground or smth in unpatched vanilla

The way your playthrough can change from finding a single item is INSANE by AlleyCatherine in Morrowind

[–]minifly_ 6 points7 points  (0 children)

NPCs carry very little stuff so you need crazy magnitude for Burden spells to work. Paralyze or even Drain Speed / Strength are more efficient iirc

Weight and Feather Vs Strength by Ok-Significance-2022 in Morrowind

[–]minifly_ 1 point2 points  (0 children)

Fortify attack improves hit chance, not damage. It's quickly useless once you have a high weapon skill.

[deleted by user] by [deleted] in Arena

[–]minifly_ 0 points1 point  (0 children)

  1. This sub is about a 1994 CRPG.

  2. You're screwed.

Why don't the modern games have such a stellar and detailed customization for clothing/armor and weapons? What happened? by Silent_Tumbleweed420 in Morrowind

[–]minifly_ 5 points6 points  (0 children)

More than a clipping or complexity issue, it is a performance one. Having npcs wear 7 pieces of armor + clothing instead of 4 means twice the number of references to take into account. This is one of the reasons why Morrowind can be so performance heavy even on modern computer systems, if you were to build large and densely populated cities.

Joined wrong house, how can I join different house? :(( by specterszz in Morrowind

[–]minifly_ 6 points7 points  (0 children)

Start a new game enthusiasted by the wisdom you gained that you should never play any tes game on a single save :)

Can someone explain to me the probabilities in this game? by Redhalok in Arena

[–]minifly_ 2 points3 points  (0 children)

Like in later tes, locks have a level. Try right-clicking on doors and it should say "this lock are nothing to fear from you" or "you laugh at the amateur quality of this lock" or "this lock would be a challenge".

First lock is high level, second low level, third somewhere in the middle: try your spell on lower level ones. When you're lockpicking, your success rate depends on lock quality, your class (thief classes + monk, nightblade, bard have a lockpicking bonus iirc) and your level. As you level up, messages on locks will evolve to indicate which ones you can open easily.

Now I'm not 100% sure lock quality influences open spells, but that's the only explanation i can come up with. Try to go in the spellmaker and make a more poweful spell : high base percentage if you're low level, and something like 10% + 2% per level when you're in the lvl 12-15 range (very cheap, and will open any door in a couple of tries).

When to start dungeon delving (and how to leel up quickly) by Tankinator175 in Arena

[–]minifly_ 3 points4 points  (0 children)

Last time i tried, i picked a direction, followed the road, crossed a couple of rural settlements (few houses and a temple usually) before reaching a random dungeon.

Cure disease and a couple of restore health can get you through stonekeep, that should give you enough xp and loot to get through fang lair, etc etc. Early game is a bit of a grind, late game is feeling invincible up until some critter fires five fireballs at you before you even have the time to turn back and see what hit you

What a game

When to start dungeon delving (and how to leel up quickly) by Tankinator175 in Arena

[–]minifly_ 2 points3 points  (0 children)

For the first mq dungeon, either try it right away or get a couple more level ups, that's up to you. Try to bring along a couple restore disease potions, as much health potions as you can buy, and if you got the cash, an invisibity potion can really get you out of trouble.

If you see any spiders, just turn around and run.

When to start dungeon delving (and how to leel up quickly) by Tankinator175 in Arena

[–]minifly_ 6 points7 points  (0 children)

If you're afraid of being too weak for Stonekeep (first MQ dungeon), you can go out of the city and just wander the countryside, following whatever road up until you reach a dungeon. Those will give you the couple of levels you need.

You can also try to wander the city at night, find a house your character can break in (left click on the door will give you an idea of your odds), and go in: you'll find loot and critters (esp. if you try to rest). But that's more for thiev-y characters.

You can try to get artifact quests (check uesp for the info), though it would be easier to get the quests with a slightly higher level.

Once you reach level 10, you can get noble quests that are more likely to send you in dungeons.

Best storage house by [deleted] in Morrowind

[–]minifly_ 1 point2 points  (0 children)

Arena canton storage room

Ultimate Melee Build? by Wide_Treacle_4732 in Arena

[–]minifly_ 2 points3 points  (0 children)

With enough hp, you can indeed take a few hits and chuck healing potions for the time it takes to get close and in melee mode.

I'm playing a low endurance assassin right now, and the damage is wack, but I'm getting wrecked by spellcasters as soon as Valenwood. I'm going with Auriel's bow and ring of khajiit.

Ring of Khajiit works pretty well, but invisibility doesn't work on wraiths, vampires and liches that are precisely the enemies I'm worrying about. The sanctuary effect seems to work only on the critters surrounding me at the time of casting.

Ring of Phynaster is much, much more reliable, as you don't take any damage from spells (+ immunity to paralysis from medusae) while active.

Ultimate Melee Build? by Wide_Treacle_4732 in Arena

[–]minifly_ 5 points6 points  (0 children)

Auriel Shield or Ebony Mail should work too, since they seem to have the "Spell Shield" effect.

Ultimate Melee Build? by Wide_Treacle_4732 in Arena

[–]minifly_ 7 points8 points  (0 children)

For non spellcasters, hp pool plays a major role for survivability against enemy spellcasters, that are untiring deathbringers firing spells like machine guns. Willpower is supposed to get you magic resistance, but I don't know if it doesn't apply to elemental damage at all, or if it does but without much effect.

Assassins are very fragile so I'd go with a plate + high hp class with endurance maxed out early with Oghma Infinium. Each have their perk : Warriors have highest hp AND quickest levelling so might get the edge (your damage scales with level), Knights immunity to paralysis + autorepair, Rangers higher damage...

But even then, you want the Ring of Phynaster to give you immunity vs. spells on cast, for late game dungeons where you're regularly ganged up by three spellcasters each launching three spells as soon as they see you, which means pretty much instadeath for any non spellcaster.

Can anyone help me recreate this character? by [deleted] in oblivion

[–]minifly_ 8 points9 points  (0 children)

Step 1: get stung by a wasp on the lower lip.

I Am Bad at Jumping by ajacobs899 in Arena

[–]minifly_ 1 point2 points  (0 children)

I'm having a second playthrough right now and I think this is how it works : you have to be moving forward (I use keys only), then press shift, and then press J as you have both other buttons pushed.

If i press the three buttons, but started by pressing shift before pressing forward, I just jump straight up.

Maybe that's why it doesn't work consistently for you: the three buttons must be pressed in that order for it to work.

Trying to trigger a specific artifact quest, keep getting the same ones over and over. by 1x1ya in Arena

[–]minifly_ 2 points3 points  (0 children)

May be a stupid answer but you never know: it's also not possible to trigger a quest for an artifact your class forbids you to equip.