My name is Alasdair and worked on the MERP project.
If you read the answers to those comments then your question will be answered.
1) Nope ;)
2) Free ;)
Exactly as kidstein says, plus there aren't really enough of them anyway. we plan to have different music fitting to different places as well as battle tracks for specific places too. Movie soundtracks are also tailored for movies with changing themes and son on demanding on what is happening in the movie. it makes no sense that a nice peaceful walkaround would then go really mysterious and evil.
We will likely have a dynamic timescale, so it changes depending on where you are and what you are doing.
Yeah, there will be no random retextures of vanilla dragons and calling them fellbeasts, or retexturing a fort and using it as helms deep ;) We will only keep and use the models that are suitable such as bears, chickens, walls, houses etc...
There should be one somewhere, although i can't remember where :P
We will try to implement fishing to work anywhere where there is water. it may be as a skill or just passive: we are still working on the plans for the new skills.
In free roam mode, the game should just continue and events which happen after saurons defeat should take place. we will probably stop it at one point though as although we can't stop the player living forever, we can stop the world around from advancing as there would just be too much. This would need more planning into it though as we still need to do everything else which is more important first.
most of the team would use blender as it is free, but anything that can properly export to obj and other blender formats, to be exported again to nif would work fine too.
NPC Nazguls will be able to mount them, but not the player ;) We will possibly have other flying mounts, but nothing that you can own and just fly everywhere on all the time.
Wow. nice work guys, a totally new page, and already 25th pace :D
We will use a system with a piece of software called mod organizer which keeps all mods seperate from each other in different data files, and creates a fake one merging selected ones together when you launch the game through it. It allows profiles too, so you can play your original skyrim profile, and you can also play the MERP profile too.
Just like the mount and blade combat system for oblivion/skyrim :P You aim and wherever you aim is the direction you hit or block.
The new map is 10 times bigger than Skyrim, You will be able to play as Frodo for the special ringbearer questline, or as a new character of your choice for the white council questline/free roam. Everything is of proportionate scale now (more or less) and edoras is 2x bigger than whiterun, so does that clear up any questions? :P
The launcher does take some time to start up.
Very sorry about that by the way, we definitely will do something about it.
You probably need to be using OBSE for it to show up.
that lag will be reduced in a patch :D
Yeah this one will stay for oblivion though
You will have to overrite your current oblivion installation as steam does not allow multiples. Once you do that, set the load order as middleearth, eriador, rohan, rhovanion, gondor, fellowship, dlcshiveringisles and run the launcher to set graphics options.
the MERP ini files are used when launching MERP from hte launcher, if you don't then it doesnt load the MERP settings. after you set the options in the launcher, go to documents/my games/oblivion and delete oblivion.ini and rename merp-oblivion.ini to oblivion.ini. then go to your username/appdata (or application data)/oblivion and delete plugins.txt and rename merp-plugins.txt to plugins.txt.
The ini file has a list of the bsa's to load, and if they arent there (as in the default oblivion ini) then the files included in them such as the meshes, textures, lod meshes and UI wont get loaded either.
After everything is set, load the game using obse as you would do normally with steam.
You should use it anyway. 2gb is pretty low and MERP may not run on it, you will have to find out by trying.
Nope, you should be able to see minas morgul and the trees of ithilien too ;) There isnt anything else in this version as it isnt the final release.
this is a bug with the meshes. i though the fix was merged, but as it isn't i will make sure it is in the bugfix update.
oblivion mod manager is only used for the load order (the launcher has this functionality too) As it is best used as a standalone installation, and uses its own ini files so it doesn't interfere with your current installation.
You can add them as long as they dont mess with the current load order (load the plugin at the end). Imeant that it's too early to say what incompatibilities there may be.
only this particular release so far. It's too late to say really, but as we area thinking form a modders point of view there will still be a lot of diversity included in the game, plus we will recommend mods too.
type coc bree ;) Or just walk there and get the marker. tmm 1 works too
Ah, i know your problem. the MERP ini files are used when launching MERP from hte launcher, if you don't then it doesnt load the MERP settings. after you set the options in the launcher, go to documents/my games/oblivion and delete oblivion.ini and rename merp-oblivion.ini to oblivion.ini. then go to your username/appdata (or application data)/oblivion and delete plugins.txt and rename merp-plugins.txt to plugins.txt.
good luck :)
no worries, there are conflictions with anything that has any esm's which interfere with the load order (between oblivion and fellowship), and any mod which alters the tamriel worldspace specifically won't work as it is not referencing middleearth.
OBGE, OBGE liquid water, Quarls texture pack, improved flora and doors, improved normal maps.