This member has provided no bio about themself...
Morrowind has always had better mods and support from the moddling community. Oblivion to me was too blocky with a zooming face feature that I did not care for. Fallout 3 was also too blocky? And Fallout New Vegas was really broken with voiced dialog? Skyrim I'm running on XP at low res. so I can't give a good review. But will try it out on the XBOX 360.
There will be a Temple, Tombs, & Caves Expansion expanding every Daedric Temple, Tombs, & Caves in Vvardenfell with More Monsters & Twisting Tunnels on the scale and scope of Daggerfall Dungeons. Also using the CD Black Aria I & II, based upon the great Classical Work of Glenn Danzig!
Daggerfall for me was the best game in size and landmass. And there were features in DF that was not repeated in future games, the only problem was the 2d graphics. As for Morrowind, it is still my favorite game and MW Rebirth is one of the best mods out there! Oblivion for me was too blocky with big meshes and zooming face dialouge. Fallout 3 was also too blocky! Skyrim I can play on XP but at low resolutons, and I really dislike Steam from Value. When you buy a cd/dvd the game should run right out of the box, without a login from a sever unless it is a MMO. Will have to play Skyrim on an X-box 360 to try it out.
A ton of gameplay changes and balancing issues, great job!
Do you really need two stairs ... perhaps another building shop/home?
I have you thought about including MCA 5.0 ... which is a smaller download file compared to MCA 7.0 which is dependent upon Westly Head Pack.
The entrance to Vivic - looks awesome! Tons of detail, but a lack of NPC's. I love the water basin and water lilies.
I will also edit the villains in caves across the board with better armor, weapons, loot and stats increase. The beginning player can fight animals for training and skill increase. I always thought there should be more animals it is a forest/swamp after all.
Will this project be a replacement for the island of Vvardenfell or an expansion. Have you ever thought about a Total Conversion?
There are a lot of conflicts between island and landmasses mods, some of them have patches so that they can co-exist together. I might release a patch for some islands to include ships and travel back and forth from the mainland. Will have to wait and see ... I would like to include Tamriel Rebuilt, Silgrad Tower, etc. Will have to check the readme and get permissions.
I really like the dgl-galleon that I used and will like to keep it for a while. And will included other ships in the docks around Vvardenfell. I have thought about including Alternate Beginnings and might add my galleon to the list.
Yes I will reduce the number of buildings, to cut down of the FPS hit. And I will remove the Cliffracer Mount by Ra'Baram's Tower to atop of the mountain and replace it with the traditional Silt Strider so Abot Animations can be used. I will also move back the Stone Warehouse so it will not block the animation. Abot Boats will also be included. And the cave, yes I chopped it up and it will be fixed.
I have thought about switching the script from Zeus the Northern to Jiub Knub in v2.0. There is a mod for Jiub Knub on the net called Black Queen Chronicles where you have to find the prison ship and then Jiub. As for the attacks in town, it was done on purpose ... I was inspired by Immersive Chargen Mod which works good with Morrowind Rebirth by the way.
Survival Hunger was used in the mod, and you have to eat to survive, there are barrels and baskets with food in the Census Office. I have thought about using Necessities but there is a conflict with MCA 5.0. And Basic Primary Needs is also an alternative. I will look at them again and find the best one, or try to resolve the conflict in NOM and MCA. I will also include Personal Hygiene or Stinkers for bathroom water basins and bathtubs.
I think the updates are done in tenth degree ... v.0.9 and v2.0 and v2.1!
Yes, I always thought that many Commoners should have been Adventurers including Fargoth the Thief, Eldafire the Mage, etc. As for Calius Cosades, there are many mods that effect the house in Balmora which will be added. I will look into adding clothing or armor to Calius since he is an Agent of the Empire and perhaps offer more training and items for sale in his inventory.
Yes there will be a huge armor & clothing pack included from Westly Clothing to Clother's of Vvardenfell and a Female Armor pack. Most of the clothing for females is quite skimpy and not lore specific, and will not be included. But clothing that is to the medieval time-period and have a similar fantasy theme will be included. So as long as it looks like it should belong in Morrowind then I am fine with adding them.
Thank you, it took a lot of work to write and edit the books added to the game. Astrology of The Stars, the intro was edited from DragonLance, the rest is original with the exception of the Orc's which was edited from War of Worldcraft. The Journal of Auline comes from Shakespeare, Diary of Melody comes from an old saying of love and planets, and Ergalla was edited from Plato & Socrates. More books will be included with the next build v2.0 with art and pictures.
Use your shield! The game is very slow on XP, which I have. And to reduce the FPS to a manageable 15-20 frames will mean separating Seyda Neen and the Slave Huts or cutting back on the number of NPC's in MCA 5.0. I have thought about moving the slaves to Hla Oad but I just couldn't see them traveling over the mountain and into the volcanic region everyday to go home to Hla Oad. I have not played the mod on Win 7 which is compatible. So it might run much smoother on dual or quad-core laptop or desktop. I will see what I can do to tone down the FPS hit on XP ... since I haven't updated my computer either.
The Beholder was a cool mesh from mjy ...
Will the release be this weekend?
You are correct the text is way too long. I'm glad you enjoyed all the hard work that went into writing it though. The code was cryptic and written in the tree-style of a Lone Wolf book. And many characters could only have so much dialog while others could go on and on. This file was created back in 1997-1998 and was found on CD-R in my collection and re-posted for the DOD fans to enjoy.
There will be an update DOD 3.0 to cut the text in-half, so that it will be more player friendly for Hack n Slash gamers. You are right, the sword and flintlock should be in the game - but were never included. The original files were lost for this game - hince only the text update. I have thought about getting the Quake II engine and finishing the lost levels - but how many people have a computer that still plays Quake and even XP is a dinosaur, which I still have. As for the Swamp & Village Level, you are correct they should be there own levels - depending on which direction I chose it will be fixed. I'm thinking about porting this over to Morrowind on it's own little island; so it doesn't conflict with the main game.
I will write a second Walk-Through for the second level Swamp & Village to help players through the swamp and disappearing witch and how to leave the village.
In the next build v2.0 they will be stock art with only the names and stats changed. I hope to get Sablegirl or Westly or someone else to do the character races for me since I don't have the programs or skill to complete the art files myself. They will be included ... as soon I find someone to help me with them.
The ship models come from 3dmax and moddling resources gather around the net. I went on a huge hunting spree to gather these ships and community races. The barrels & crates are there just for looks, you can't click on them or anything until you pick your race and leave the Census Office. The Books were written by me and some of them come from my D&D collection, thank you for enjoying them - it took a lot of work and editing to get them to fit into the pages with images. There will be more books in v2.0 with new images and art. A ton of races will be included also in the next build, also gathered from around the net. I am aware of the chest bug - the game can not create a 1,000 gold icon so I will have to use two 500 gold coins for the chest. As for the game - the mod is only an Alpha Build that was back-up on DVD-R so there are alot of bugs and crashes - the other version was stolen by so-called friends who tried to make it a community project so they could take credit for my Seyda Neen work.
Yes, the doors and walls will be fixed in the next version ... which will be released soon.
There is a grass mod in MGSO 3.0, however I don't like the models because your character can not run through the grasses like the original ones from Bethesda. That saying, I do plan to use the original meshes for grasses in TCS and add them to the game world with flowers and plants. There will be about 20 different ship designs in the next version ... and it should be released soon. Sorry for the lack of updates it's been a really bad year ... and I've been playing Skyrim.
In my mod Seyda Neen Census & Village ... I already added netch armor to Fargoth Leaf and changed him from a commoner to a thief - and as a member of the guild, you can join through him. It makes more sense that Fargoth should be a thief and Eldafire a Mage with a green robe.
Dremora Lords - How about adding other demon races from resources to make more variety.
Perhaps villains in caves across the board with better armor, weapons, loot and stats increase. The beginning player can fight animals for training and skill increase. I always thought there should be more animals it is a forest/swamp after all.
Calius Cosades in Balmora ... he was just drugie with no shirt.