Thanks in advanceIm planing on beating morrowind on hard for the first time on hard(100), i've done it near 100, at like 50-75 ish
Im planning on useing GCD with the hard patch, Here are the mods im useing ATM that are active, or should i not use any mods at all?
Any Tips, suggestion's, builds, weapons, armor i should get real quickly all help appreciatedCode: Select all
[Game Files] GameFile0=Morrowind.esm GameFile1=TR_Data.esm GameFile2=TR_Map1.esm GameFile3=TR_Map2.esm GameFile4=Better Heads Bloodmoon addon.esm GameFile5=Better Heads Tribunal addon.esm GameFile6=Better Heads.esm GameFile7=Bloodmoon.esm GameFile8=Tribunal.esm GameFile9=Complete Morrowind - Tribunal & Bloodmoon.esp GameFile10=Creatures.esp GameFile11=Better Bodies.esp GameFile12=ML-TR1.esp GameFile13=DwemerBioMonitor_v1-2.esp GameFile14=Brittlewind fix.esp GameFile15=GCD better balanced birthsigns.esp GameFile16=Galsiahs Character Development.esp GameFile17=GCD StartScript for Trib or Bloodmoon.esp GameFile18=GCD Over 60 level speedup.esp GameFile19=The Neverhalls.esp GameFile20=Green Morrowind.esp GameFile21=Fast Travel Health Fix.esp GameFile22=Fast Travel.esp GameFile23=Windows Glow.esp GameFile24=GCD settings hard.esp
Playing Morrowind on Hard
- Aylied_King
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Playing Morrowind on Hard
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- fable
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Why wouldn't you want to use mods, when so many have no effect on tweaking the game?
As for playing on Hard, you already know the routine, having played approaching that level, before. So at the risk of being obvious: do as you've done, only more so. Build up your combat skills early. Work on getting +5 attribute multipliers. Make or get fortify and restore potions that give you a nice boost in melee combat. Make/acquire levitate items, so you can do damage at a safe distance, etc.
As for playing on Hard, you already know the routine, having played approaching that level, before. So at the risk of being obvious: do as you've done, only more so. Build up your combat skills early. Work on getting +5 attribute multipliers. Make or get fortify and restore potions that give you a nice boost in melee combat. Make/acquire levitate items, so you can do damage at a safe distance, etc.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- Aylied_King
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Im thinking about using blunt for sunder, then for BM/TB. Though this wold be the first time i used blunt before :l i was looking at some maces im going probably use a ebony one for the weight then enchant it more, anything else.
BTW i wasent sure if using the mods because i would think it felt like cheating
BTW i wasent sure if using the mods because i would think it felt like cheating
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- fable
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The only mod I think could be classified as a cheat in any sense is Fast Travel. Certainly the others aren't. I would suggest you add the other GCD components, however, since they give enemy mage NPCs a better choice of spells and chance at using them.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- Aylied_King
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At a certain point im going to get azuras star and get some reflect, I've actually decided not to GDC at this point. I think im almost ready, should i get light/ nighteye? What weapon should i use for blunt until i get sunder, i was thinking scourge but that's the only mace I know over other then the regular ones. Armor i was thinking of indoril armor. With a good set of artifacts, i was thinking of using ebony mail or the dragonbone cuirass but i've only got the dragonbone before so it will take a bit.
So i was thinking:
Race would be something that is good in blunt and medium armor, nord, with the birth sign of the apprentice.
Major
Blunt
Medium armor
Armorer
block
alchemy
Minor:
Athletics
Acrobatics
enchant
Alteration
Illusion
that good? For 100% hard?
So i was thinking:
Race would be something that is good in blunt and medium armor, nord, with the birth sign of the apprentice.
Major
Blunt
Medium armor
Armorer
block
alchemy
Minor:
Athletics
Acrobatics
enchant
Alteration
Illusion
that good? For 100% hard?
WOOHOO
- FallenSaint
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- fable
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Much easier to just pay to raise it. (Besides, the speechcraft game is a total waste.) If you make it a major, that means tying advancement to it, and at times you may not want to advance. I prefer mini-maxing skills, putting ones I never use in my majors.FallenSaint wrote:in my view speechcraft should definantly be a major... you need to do a lot of bribing in the game.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- dragon wench
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Another possibility is to select Illusion as a major, as opposed to a minor, and Charm people...
Works like...well... a charm...
An added advantage is that Illusion has a more diverse range of uses than Speechcraft.
Works like...well... a charm...
An added advantage is that Illusion has a more diverse range of uses than Speechcraft.
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- fable
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As DW suggests; or perhaps Mercantile. It goes up very slowly in any case, so getting a head start by placing it in your Majors means lower purchase prices and higher selling ones from the beginning of the game.
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- Magelord648
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I thought Mercantile was broken and is only an advantage in either buying or selling but not both.fable wrote:As DW suggests; or perhaps Mercantile. It goes up very slowly in any case, so getting a head start by placing it in your Majors means lower purchase prices and higher selling ones from the beginning of the game.
[url="http://www.gamebanshee.com/forums/the-elder-scrolls-iii-morrowind-29/tel-uvirith-86692.html"]Uvirith Awakes[/url] - Please leave comments, all help is appreciated.
- dragon wench
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It is, but a [url="http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008"]patch[/url] has been made that fixes it, along with several other previously unrepairable problems.Magelord648 wrote:I thought Mercantile was broken and is only an advantage in either buying or selling but not both.
Summary of fixes:
- Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. The mod loader can now identify inserted and deleted mods properly, by matching their filenames. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues.
- Map expansion. Increases the area shown on the map to cover all of Tamriel Rebuilt. Optional.
- Damage fatigue fix. Damaging an NPC's fatigue to 0 now causes them to collapse.
- Reflect fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead.
- NPC health bar change. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing.
- StreamMusic bug. The StreamMusic script command always sets music volume to maximum, this no longer happens.
- Calm spells fix. Calm humanoid and calm creature used to force the target out of combat, whatever the magnitude of the spell. Now NPCs and creatures leave combat only if they are sufficently calmed. Bug caused by the spell calling StopCombat every frame.
- Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire.
- Restore attributes bug. Restore attributes spells did not recognise Fortify effects when restoring. For example, a base agility of 50, fortified by +30 to 80. If your agility was damaged below 80, a Restore spell would only restore up to 50 and stop working. Restore attributes spells now restore up to your fully fortified amount.
- Merchant equip fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. Note this does not affect what they are currently wearing.
- Enchanted item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and the size of the soul used.
- Knocked out NPCs. You may now steal from knocked out NPCs. This feature was in a previous version of Morrowind.
- Unarmored bug. Unarmored skill now gives proper damage reduction when you are fully unarmored.
- Transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. The game used the alpha (transparency) channel to record which pixel belonged to which item, so it was possible to pick items straight off the picture. Fixed by separating the rendering into two passes, one for the picture with full transparency, one for the alpha channel the game expects. Very much hassle to get that working properly.
- Spellmaking limits. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usuable above that level (ie. feather). Spell magnitude limit has been increased to 1000 (from 100), and duration limit reduced to 600 (was 1440 before).
- Calendar fix. Year now starts at Morning Star, and all months have correct number of days. Caused by month numbering not matching between string table and month length table. Month numbering remains at 0 to 11 for backwards compatibility.
- Enchanted item visual issue: Enchanted items no longer turn white underwater, in dust storms or fog. Caused by the game not turning off fog during multipass rendering, making the fog add on top of the regular reflect map.
- Mercantile bug: Merchants should no longer pay less for an item with increasing mercantile skill. The issue was, prices merchants pay were capped by the price the merchant sells the same item at. The sell price was dipping too low, causing the buy price to go down too. Uncapping it obviously breaks the economy by creating an infinite gold loop, as if the economy wasn't broken already. Rebalancing is required in future patches.
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testingtest12
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testingtest12
- fable
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Dang. DW beat me to it. Yeah, Bethsoft in all the years since this problem first showed up at Morrowind's release claimed they couldn't fix the problem. So modders eventually turned their attention to it along with other outstanding issues and found out, lo and behold, it was easy to fix.
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- Sheokhajit
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