[HN Gopher] OpenMW: Open-source TES3: Morrowind reimplementation
___________________________________________________________________
OpenMW: Open-source TES3: Morrowind reimplementation
Author : agluszak
Score : 279 points
Date : 2023-06-09 14:03 UTC (8 hours ago)
(HTM) web link (gitlab.com)
(TXT) w3m dump (gitlab.com)
| smittywerben wrote:
| OpenMW is one of my favorite open source projects. The upcoming
| 0.48 apparently fixes the Lady birthsign bug. Someone must have
| bit the bullet and reworked the magic effect system. Thanks guys!
| nfriedly wrote:
| There's also an Android port:
| https://play.google.com/store/apps/details?id=is.xyz.omw with
| more info at https://omw.xyz.is/
|
| It has onscreen and physical controller support + an emulated
| mouse mode that can be helpful for navigating menus and such. It
| works well on the Retroid Pocket 3+
| ceearrbee wrote:
| Sadly, that version is fairly outdated and has issues with
| newer Samsung devices. There has been a couple forks[1] of it
| that still work with newer devices and are based on newer
| releases.
|
| [1] https://github.com/Sisah2/openmw-
| android/actions/runs/493540...
| bamfly wrote:
| I played the main quest, a high fraction of the sidequests &
| major faction quest trees, one of the expansions, and most of the
| other one, in OpenMW something like 18-24 months ago. With a few
| mods, and draw distance cranked up fairly high, and at 4K
| resolution.
|
| Worked perfectly. Zero glitches the whole time, and the official
| engine would have crashed at least a dozen times in such a
| playthrough, while this one didn't even crash once.
|
| [EDIT] I mean, zero _unexpected_ glitches. Obviously the entire
| game is made of glitches.
| mawadev wrote:
| "All of this just works" - Todd Howard
| bjablonski wrote:
| Would you care to share mods that worked as expected with
| OpenMW? I've just started my journey today, so any input will
| be appriecieted.
| polytely wrote:
| There is a cool site with mod lists that are confirmed to be
| compatible with OpenMW. I'm currently running 'I heart
| vanilla' which is basically the vanilla game with extra
| content and some balance and bug fixes. Highly recommend
| checking it out.
|
| https://modding-openmw.com/
| bamfly wrote:
| I can't remember which ones I used. Texture mods IIRC worked
| fine, pretty sure I had hi-res replacement mods for most of
| the textures in the game. I did some loading art replacer
| thing so they'd be widescreen and hi-res, but that wasn't so
| much a mod as replacing some images. I think I may have used
| some of the "Comes Alive" stuff--I know I used to "back in
| the day", so I assume I did this time, and I'd probably
| remember if it hadn't worked. One obscure library mod that I
| like, that adds an empty library just outside Vivec that you
| can fill by giving them books to copy, that worked fine. Twin
| Lamps, fairly certain I used that one.
|
| As I recall, the main things that don't work are graphics
| overhauls that require patching or wrapping the original
| executable in some fashion. Usually these do some kind of
| shader magic to e.g. make the water look nicer.
|
| [EDIT] Oh, and I think I had Herbalism installed. If not
| that, something similar. A mod that turns plants from
| containers into pick-ups is one of those don't-play-without-
| it things, for me.
| Acrobatic_Road wrote:
| Unless it says "MWSE" it should work with OpenMW. 99.9%
| guaranteed.
| dfu wrote:
| As polytely said, https://modding-openmw.com/ is a great
| resource for openmw mod lists.
|
| Also, for certain mods, you do need at least OpenMW 0.48
| release candidate [1], a development build [2] (it's below
| Release Versions), or just build from source. I'm pretty sure
| it was after 0.47 when they added the ability to add shaders,
| and configure them using the F2 menu. The modding-openmw site
| will tell you if you actually need a 0.48 build for a
| particular mod.
|
| I usually use "I Heart Vanilla" [3] as a base and then pick
| extra mods from "Expanded Vanilla" [4], which includes the
| load order if you also want Tamriel Rebuilt [5] (which lets
| you explore the mainland). The Expansions Integrated,
| Tribunal Rebalance, Bloodmoon Rebalance, and Expansion Delay
| are all nice mods too. Makes the expansions really feel like
| they are part of the base game. When adding extra mods like
| that, I just use the load ordering they suggest.
|
| One of my favorites (in "Expanded Vanilla") is called Natural
| Character Growth and Decay [6], so you don't have to worry
| about min-maxing the level mechanics. It has some options,
| and I turn off the decay bit for a more relaxing time. It
| allows you to just play the game as you want.
|
| I love the addition of shaders, and use Zesterer's Volumetric
| Cloud & Mist Mod for OpenMW [7] as you can have the game keep
| some of that hazy feeling yet still have distant land and
| objects. I also use Bloom Linear shader [8]. If you want some
| other shaders, you can use OMWFX Shaders [9] and/or
| Zesterer's OpenMW Shader Pack [10]. I have used Zesterer's
| OpenMW Shader Pack, but you have to edit the config.glsl if
| you want to set it different from the vanilla preset. The
| game looks nice with just FXAA, clouds and mist, and linear
| bloom (very mild). The "Expanded Vanilla" guide under shaders
| gives a good preset, and then you can change them using the
| F2 menu in-game.
|
| This all said, it's been awhile since I've properly played
| last. I take my old list and update it occasionally as mods
| change or new features are added to OpenMW, thinking I will
| play through it again one of these days.
|
| [1] https://openmw.org/2022/openmw-0-48-0-is-now-in-rc-phase/
|
| [2] https://openmw.org/downloads/
|
| [3] https://modding-openmw.com/lists/i-heart-vanilla/
|
| [4] https://modding-openmw.com/lists/expanded-vanilla/
|
| [5] https://www.tamriel-rebuilt.org/
|
| [6] https://modding-openmw.com/mods/ncgdmw-lua-edition/
|
| [7] https://github.com/zesterer/openmw-volumetric-clouds
|
| [8] https://modding-openmw.com/mods/bloom-linear/
|
| [9] https://modding-openmw.com/mods/omwfx-shaders/
|
| [10] https://github.com/zesterer/openmw-shaders
| sbierwagen wrote:
| >https://modding-openmw.com/lists/expanded-vanilla/
|
| If I'm reading this correctly, this is a list of 268 mods,
| each of which must be downloaded and installed separately.
| Is that right?
| hombre_fatal wrote:
| I noticed that view distance can also remove some of the
| mystique from a game.
|
| When it's cranked too high, the world feels much smaller even
| though it takes just as long to walk anywhere. Probably because
| my mental understanding of the world is so fuzzy that it allows
| my brain to overestimate how far apart the more concrete nodes
| are like cities. Walking the path from Balmora to some quest
| location and being distracted half the time with cliff racers
| and dungeons doesn't really establish how far I walked in my
| head. It could have been kilometers.
|
| But looking at the whole 3D model of the world removes all of
| that fuzzy uncertainty that made the world feel big. The best
| example of this is looking at all of Vivec in your viewport.
| Without the fog and short view distance, Vivec looks so small
| despite the amount of times I got lost in it as a kid.
|
| There seems to be a healthy balance of fog + view distance.
| huevosabio wrote:
| I agree. Also, I really liked the hazy vibe that Morrowind
| has from an immersion point of view. It's a volcanic island,
| it makes sense for there to be tons of smoke that clouds your
| view! It really goes well with the bizarre out-worldly
| vegetation and fauna.
|
| When I played Oblivion and Skyrim, both great games, I felt I
| was back in a medieval setting rather than some fantasy land.
| (Skyrim is a bit better, Oblivion's look and feel is too
| Europe in the Middle Ages).
| hombre_fatal wrote:
| Yeah, that's why I could never get into Skyrim even when
| playing it after I beat Morrowind a few years ago on
| OpenMW. It's cliche criticism, but it felt like a generic
| medieval setting. The generic dragon opener of an otherwise
| interesting hook also crystalizes the feeling.
|
| It just can't compete with Morrowind's giant mushrooms and
| random people calling me a filthy N'wah.
|
| https://www.youtube.com/watch?v=utG17UeUv00 (19 seconds)
| bamfly wrote:
| I remember reading somewhere that there was a single
| writer behind most of the distinctive, weird setting of
| Morrowind (and I think the first two Elder Scrolls, too?)
| and he didn't work on IV and V. The person or people who
| replaced him didn't have that kind of creativity, or
| weren't allowed to express it, so we got Generic Fantasy
| instead of all the delightful weirdness we should have
| (some of the early lore about other parts of Tamriel is
| _nuts_ , I wish we'd gotten to see more of it).
| kqr wrote:
| You have probably received the response you were looking
| for, but Kirkbride is another of those contributors to
| Morrowind lore that helped make it special. Sermons of
| Vivec, Dragon break, etc.
| ovao wrote:
| You may be thinking of Douglas Goodall, who designed and
| wrote the majority of Morrowind's questlines. He left
| Bethesda shortly after Morrowind's release.
|
| I don't know if the general strangeness of Vvardenfell
| could necessarily be attributed to Goodall, but various
| central themes and dialog certainly could be.
| JPws_Prntr_Fngr wrote:
| Michael Kirkbride is mostly responsible for Morrowind's
| unique flavor:
| https://www.polygon.com/2019/3/27/18281082/elder-scrolls-
| mor...
|
| I read somewhere that he would come up with his weirdest
| lore during all-nighters, delirious from sleep
| deprivation & some kind of intoxicant which I forget.
| bamfly wrote:
| Yeah, high enough to see most of Fort Ebon from Vivec and
| vice-versa is roughly the sweet spot, IMO.
|
| (Or is it Ebonheart? That sounds right.)
| JamesLeonis wrote:
| > But looking at the whole 3D model of the world removes all
| of that fuzzy uncertainty that made the world feel big.
|
| The map also plays a trick on you. Many of the paths are
| deliberately winding through valleys and such to make the
| travel seem longer. Personally I felt this the most in the
| northern Ashlands. Combined with the Fog, limited Fast
| Travel, and a bunch of distracting Dwemer ruins the whole
| island felt huge.
|
| ...I might have to reinstall
| bamfly wrote:
| The fast travel's not actually _that_ limited, you just
| have to work for some of it. Like if you don 't learn the
| mark, recall, and the two intervention spells pretty early
| on, yeah, it's painful. Otherwise, it's barely less fast-
| travelly than the next two entries in the series. The game
| provides the tools to solve the problem, it just doesn't
| give them to you for free, and it doesn't push them at you
| with flashing lights around them like "DEFINITELY GET THESE
| ASAP".
|
| ... which means that younger-me totally did two entire
| playthroughs without ever learning _any_ of those spells,
| of course. Ouch.
| fho wrote:
| I guess the next generation of open world games will have a
| much larger scale ... you will be able to stand on a hill and
| watch miles of procedurally generated landscape populated by
| ChatGPT powered farmers and bandits.
|
| While that sounds great ... I bet AAA titles will find ways
| to make that repetitive as hell in the name of providing
| predictable fun.
| kqr wrote:
| This is definitely true. A good compromise I've found is the
| mod that adds volumetric fog to OpenMW. Looks absolutely
| stunning and retains the mystique of distance in a more
| immersive way.
| bamfly wrote:
| Oh man, does it have a way to set the fog to different
| density in different areas? Vanilla's max draw distance
| seems way too low in the relatively-nice parts of the
| island, especially the South, West, and coastal East, but
| if you set OpenMW's draw high enough to feel right in those
| areas, it's way too high in the ashlands and around the
| volcano and all that.
| kqr wrote:
| Not directly, but it is dynamic based on weather and
| atmosphere in each region.
| sneed_chucker wrote:
| I think everyone's first playthrough should be the vanilla
| game if possible.
| bamfly wrote:
| There are hi-res texture packs & mesh improvements that are
| pure wins, even for a first time player, IMO. They don't
| change the art much, they just make it look way better on a
| modern screen. And I'd recommend a mod to make plant
| harvesting more like the later games (there are a few, I
| think the one I usually use is Herbalism--the vanilla
| behavior of treating them like containers and not marking
| which have been harvested simply sucks). Plus the usual
| unnofficial-patch mod that's basically required for _any_
| Bethesda game.
|
| That'd be the extent of the mods I'd recommend to a first
| timer.
| 1MachineElf wrote:
| I did not know 0.49 had been released. I wonder what the
| highlights are.
| l-p wrote:
| 0.48 is not even released yet (still a RC) you'll have to wait
| a bit more for 0.49.
|
| There's nothing preventing you from building it yourself
| though, the master branch is stable and you can complete the
| game without a single crash or game-breaking bug.
| boobsbr wrote:
| I don't think it has been released.
|
| 0.48 is in RC phase.
| beebeepka wrote:
| "I fear not the man who has released 10000 games once, but I fear
| the man who has released 1 game 10000 times." - Todd Howard.
| cactusplant7374 wrote:
| Not seeing a binary for mac. Is there one?
| 2OEH8eoCRo0 wrote:
| I'd like to mod Cliff Racers into every Bethesda game.
| CoBE10 wrote:
| There is also a fork that has very basic initial support for
| Skyrim. Here are videos:
| https://www.youtube.com/@PetrMikheev/videos
| https://www.youtube.com/@cc9cii/videos
| throw_m239339 wrote:
| Interesting. So it's basically the game engine without the
| assets.
| causi wrote:
| OpenMW is a great way to play Morrowind on Android.
| monetus wrote:
| I found an unmaintained version on gitlab and github, is there
| a current version that you use?
| ceearrbee wrote:
| I believe that Sisah2's fork on GitHub is the newest version
| that's stable/widely used and on version 0.48[1].
|
| I haven't played through OpenMW in awhile, but I was able to
| do it on a Blackberry KeyONE from 2017 and it ran smooth and
| was quite fun!
|
| [1] https://github.com/Sisah2/openmw-
| android/actions/runs/493540...
| [deleted]
| causi wrote:
| The old version is, essentially, complete. There's nothing
| wrong or missing with it as far as I can tell.
| wheybags wrote:
| There's a fantastic fork of this project which adds multiplayer
| also: https://tes3mp.com/
|
| It's a bit awkward to set up, but I played coop with a friend and
| it worked great.
| sBqQu3U0wH wrote:
| >Open source.
|
| >You need to own the game to play.
|
| So, what's the point?
| jraph wrote:
| The code can be updated, adapted and audited. Or someone could
| provide alternative artwork and data.
| bamfly wrote:
| 1 - Having an open engine allows for enhancements.
|
| 2 - Having an open engine means opportunities to fix defects
| (OpenMW crashes _far_ less than the original, even in its final
| version)
|
| 3 - You can recompile it for other architectures and operating
| systems, that weren't supported by the original.
|
| 4 - Someone _could_ write a whole new game for the engine, and
| release the entire thing for free.
| xen2xen1 wrote:
| 5. Probably also easier to add large new sections or
| expansions if other games are any judge.
| netruk44 wrote:
| As a hobby project, I'm adding AI text generation to the OpenMW
| NPC's. I'm trying to figure out how this would work for a
| 'real' project without having to develop an entire game first.
|
| I would definitely not be able to do that if OpenMW did not
| exist.
| shakow wrote:
| - Playing in 4K
|
| - Playing on Linux
|
| - Playing on a better implementation of the engine
|
| - Changing what you don't like in the game
| haunter wrote:
| >OpenMW is a game engine recreation and only replaces the
| program. OpenMW does not come with any "content" or "asset" -
| namely the art, game data, and other copyrighted material that
| you need to play the game as designed by Bethesda Softworks.
| You have to provide this content yourself by installing
| Morrowind and then configuring OpenMW to use the existing
| installation.
|
| https://openmw.org/faq/#whatis
|
| The point is that it makes the game available on more
| platforms, more graphic features, stability etc.
|
| https://wiki.openmw.org/index.php?title=Features
| jakkos wrote:
| What's the point of Linux when your wifi card driver is
| proprietary ;)
| ricardobayes wrote:
| Hmm, this got my hopes up. Turns out this is just a random
| mention, and not a new release. Last release seems to be from
| 2021.
| agluszak wrote:
| OpenMW is in active development, but for some reason there are
| no longer release announcements on the webpage/GH. The newest
| version is 0.49 (the one you mentioned from 2021 was 0.47).
| markbnj wrote:
| I did a recent full playthrough of Morrowind and all the
| expansions on OpenMW, using one of the available curated mod
| lists as a starting point. It was rock solid throughout, looked
| much better than the original, and was at least as much fun as I
| remembered it was. Highly recommended for TES fans.
| Acrobatic_Road wrote:
| It re-implements a little more than MW :)
| https://www.youtube.com/watch?v=a8jkNO-M9cg
| veave wrote:
| That's cool, but let's be honest here, Skyrim SE runs perfectly
| fine on recent computers. It's Morrowind that doesn't, which is
| why OpenMW is necessary.
| faangsticle wrote:
| Open open source engine would be absolutely huge for
| stability & moddability. Stock Skyrim SE mostly runs fine,
| but is still prone to crashing, corrupting save files, etc.
|
| Many of those can be addressed by mods such as the Unofficial
| Skyrim Special Edition Patch and various mods aimed at
| overhauling the save system but an open source engine would
| be really great.
| Acrobatic_Road wrote:
| Disagree. Skyrim has all kinds of problems that an openSK
| could address.
|
| - 60fps cap
|
| - no native support on mac/linux
|
| - engine bugs/limitations
| dabluecaboose wrote:
| OpenMW is nothing short of amazing.
|
| I only wish there was a similar undertaking for Oblivion. The PC
| version is playable, but the game came out in the weird, awkward
| dark ages for PC configurability and accessibility, so there are
| some stumbling blocks.
|
| For example, despite first playing and loving Oblivion on my Xbox
| 360, the PC version still does not have controller support, and
| any attempts to hack it in require mapping the mouse to a
| joystick (Which is not a great approximation).
| troad wrote:
| I'm so looking forward to F:NV support, which I understand is
| some ways off yet.
|
| It's a pain to play and mod on Linux at the moment, and I'd
| find some kind of OpenFNV extremely welcome.
| shakow wrote:
| OpenMW seems to be on the early road for that, too.
|
| For now, it can load assets & worlds from Oblivion, FO3/NV &
| Skyrim. ``Only'' thing missing is... well, all the game
| mechanics.
| dabluecaboose wrote:
| hah, as soon as I posted this comment I googled it and saw
| that Oblivion support was nascent. Here's hoping it gets to a
| good enough state! Oblivion co-op would fulfill the dreams of
| 15-year-old me
| khalilravanna wrote:
| This is somewhat antithetical to your desire of playing it on
| PC but Oblivion got updated to run backwards compatible on Xbox
| Series X at 4k 60fps. Unreal you can pay $10 for a used copy
| and play this classic and it runs like a dream.
|
| In general I love Microsoft's investment in backwards
| compatibility and wish we had more 1st party support from all
| the companies so these games could be more easily enjoyed for
| the rest of time.
|
| https://en.m.wikipedia.org/wiki/List_of_backward-compatible_...
| robertlagrant wrote:
| Agreed - Microsoft's Xbox backwards compatibility is awesome.
| I bought Xbox 360 LEGO Batman ages ago and play it with my
| son now 2 player on Xbox One.
| dunham wrote:
| Microsoft is not my favorite company, but one thing that has
| stood out to me is that they really value backwards
| compatibility in general.
|
| I see Microsoft bending over backwards to support old third
| party apps that rely on API bugs or ancient versions of
| windows. On the Apple side, I see 32-bit apps being cut off,
| Pages not supporting old versions of Pages files, etc. To me
| this reads as not caring much about backwards compatibility.
| actionfromafar wrote:
| Microsoft is very committed to support apps compatible with
| Windows versions from 1995 to about ... 2007 or so.
| dunham wrote:
| I see. Coincidentally, my experience with windows mostly
| falls into that range of dates. (Actually goes back to
| the 80's, and ends around 2003.)
| actionfromafar wrote:
| I'm not entirely sure where the cutoff date is. But my
| general point is that Microsoft started churning lots of
| dev stacks which aren't easy to install or deploy on
| their newest Windows versions, all the while a random
| Win32 program from 1999 works just fine.
| Acrobatic_Road wrote:
| OpenMW already has basic support for Oblivion. They are having
| trouble with getting the trees to load (something about
| SpeedTree). Skyrim trees work though.
| Timon3 wrote:
| There is a project attempting to re-implement Oblivion in the
| Skyrim engine. Could that be a good alternative? Controller
| inputs etc. should at least work natively. It's not done yet,
| but they are targeting 2025 as a deadline for full release.
|
| https://skyblivion.com/
| dabluecaboose wrote:
| Oh, I'm 100% looking forward to SkyBlivion. They've been
| making great progress. But it's more of a remake than a
| remaster, if you catch my drift. The underlying mechanics are
| going to be more Skyrim.
| branon wrote:
| NorthernUI (a mod for Oblivion) allegedly can add full gamepad
| support, they have a lite version that does this without
| altering the vanilla UI:
| https://www.nexusmods.com/oblivion/mods/48577
| andylynch wrote:
| Skyblivion (https://skyblivion.com/) is an improved remake of
| Oblivion running on top of the Skyrim engine. It's due for
| release in 2025. And possibly one of the biggest mods ever
| made.
| Floegipoky wrote:
| I've used this project, really appreciate the ambition and
| quality.
| hu3 wrote:
| Bethesda games community is amazingly insane.
|
| For example yesterday I found out that modders managed to "merge
| Fallout 3 and its DLC into Fallout: New Vegas, allowing both
| games to be played in a single playthrough".
|
| It is called Tale of Two Wastelands and it goes above and beyond
| modding. This is art. More info:
| https://taleoftwowastelands.com/faq#What-is-ttw
|
| If you like playthroughs, Gopher youtuber is recording an amazing
| series of it:
|
| - Playlist of Chapter 1 (57 videos):
| https://www.youtube.com/playlist?list=PLE7DlYarj-Dekit0ce4ni...
|
| - Playlist of Chapter 2 (4 videos):
| https://www.youtube.com/playlist?list=PLE7DlYarj-Dfag97E44fF...
|
| - Playlist of Chapter 3 (32 videos):
| https://www.youtube.com/playlist?list=PLE7DlYarj-DcRVZclOtOY...
|
| - Playlist of Chapter 4 (10 videos):
| https://www.youtube.com/playlist?list=PLE7DlYarj-DeLxMTphztm...
|
| - Playlist of Chapter 5 (9 videos and counting):
| https://www.youtube.com/playlist?list=PLE7DlYarj-DcDxBImozYs...
| rurban wrote:
| > It is called Tale of Two Wastelands and it goes above and
| beyond modding. This is art.
|
| Glad to hear, because I invented this art genre with ArsDoom.
| Still striving
| Octopodes wrote:
| I'm guessing this is your work?
|
| https://www.youtube.com/watch?v=w9r_f8un3NE
| gorgonical wrote:
| The description of that video credits one of the creators
| as Reini Urban, which I'm gonna infer means yes in this
| case
| rurban wrote:
| The game mod yes, the video not.
| antisthenes wrote:
| Damnit!
|
| Reinstalling...
| hu3 wrote:
| I apologize. Have fun!
| Kiro wrote:
| I don't understand how there can be so many people putting in
| so much time and talent into projects like these. I've tried
| getting into modding many times but it's always overwhelming. I
| don't even know where to start, so that there are enough people
| pushing through the obvious hurdles and produce things like
| this is mind-blowing.
| meesles wrote:
| These aren't massive communities, these big modders often
| know each other and work together.
|
| I'd say it depends on your background and availability. Most
| people in any of these intense tech scenes are a combination
| of a)young/low-commitments - in school, summer, no kids, etc.
| so they have the time and energy to dedicate b) grew up in
| these scenes so that the barrier to entry to start creating
| is much lower than someone like you or me trying to figure
| out how to mod a game for the first time and c) members of a
| strong community. I used to be in the fansub scene and
| there's something about being celebrated by your peers for
| achieving something that only they recognize. Same with the
| crack scene. I'm sure modders in these communities feel the
| same way when they can release something and receive so much
| positive feedback. It's great!
| hungryforcodes wrote:
| Which just shows -- having kids leads to a massive
| productivity drop / personal advancement opportunity
| failure.
|
| Consider wisely...
| civilitty wrote:
| A month or two ago, I stumbled onto the RegretfulParents
| subreddit [1] thanks to an HN comment. After reading all
| those horror stories... yeah, consider wisely.
|
| [1] https://old.reddit.com/r/regretfulparents/
| thrashh wrote:
| Some people have kids
|
| Some people don't
|
| Some people get into art
|
| Some people get into monster trucks
|
| And because everyone is doing their own thing without
| worrying about conforming to one pattern, you literally
| get a billion slices of life to choose from.
| kimixa wrote:
| One big difference is that if you decide that art isn't
| your thing, you can move on and try something else.
|
| But Children are a big commitment. For many people it's
| well worth it, for others maybe not. And that's fine - so
| long as it is considered.
|
| Not for any weird anti-child reason, just that it's
| something that probably should be thought through and
| considered more than trying out a hobby.
| psychphysic wrote:
| > Not for any weird anti-child reason, just that it's
| something that probably should be thought through and
| considered more than trying out a hobby.
|
| I'm not sure there is any basis to this statement. It
| seems prudent but otherwise unfounded.
|
| Only a relative minority of parents report regret at
| having had kids (<10%)[0]. Of those 10% many probably did
| consider it extensively, and even if they regret it it
| does not mean there was any likelihood they wouldn't have
| kids anyways. Put another way, regret does not mean they
| were not desperate to have kids before they realised they
| would regret it.
|
| It's incredibly complex gaining insight about these kind
| of major life altering decisions.. especially because
| it's clear people change once they have kids.
|
| I see no reason to think about having children more
| deeply than just deciding you will try. Getting pregnant
| unexpectedly is it's only can of worms especially as
| access to abortion is at the whims of government. Not to
| mention pregnancy and labour suck.
|
| [0] https://www.psychologytoday.com/us/blog/head-
| games/201909/wh...
| kimixa wrote:
| I think the underlying question is to see if regret (or
| other difficulties like financial hardship or things that
| require a state actor to intervene) are correlated with
| planning and consideration. Measuring that is the
| difficulty.
|
| And as that article state - that "less than 10%" number
| is coming from a population where it is taboo to _admit_
| to regret. People have been shown to be economical with
| the truth on otherwise anonymous surveys - [0] is a
| humorous example, so how much that may skew the results
| would likely need to be looked in to. And that 's just
| the responders who know they're replying inaccurately -
| with such cultural pressure, they may not admit to
| themselves - there's lots of examples where people
| deceive themselves about how they feel about things that
| may go against society's grain at their time.
| Introspection is really hard.
|
| So I'd see that number as a lower bound, not necessarily
| accurate.
|
| EDIT:
|
| Additionally the cost - 7% of artists not reaching their
| ambitions is sad, but 7% of children being unloved and
| resented is a tragedy.
|
| [0] https://www.iflscience.com/men-cant-be-trusted-to-
| measure-th...
| thebigwinning wrote:
| Alternatively, I think if you just compared
| accomplishments of population with families vs without
| you would not be impressed.
|
| Its a tiny population that would turn less responsibility
| into more productive output.
|
| (I for one would probably not consider making fallout
| mods a great tradeoff, and that's probably better use of
| time than most)
| t0bia_s wrote:
| I was modder few years ago. Eventually I find out that I sent
| more time by modding than playing game itself. I finished
| Morrowind once a did not pay much attention to sidequests
| which is about 80% of whole quests.
|
| It is rabbit hole but it gets better. For example I totally
| abandon graphic mods. It alters vanilla aesthetic, there is
| literally endless options and usualy coast GPU performance.
| So focusing on bugfixes is achievable in complexity.
| psadauskas wrote:
| Many a True Nerd is also in the middle of a playthough:
| https://www.youtube.com/playlist?list=PLwH1xJhcXG0dR6Ue5o39y...
| KennyBlanken wrote:
| Is there anyone who doesn't have an excruciatingly painful
| and annoying commentary over almost every second of the
| gameplay?
| ttctciyf wrote:
| I realise your question is more of a commentary on MaTN's
| voiceover, but can't resist answering..
|
| CouchWarrior on youtube has a vast oeuvre[1] of Bethesda
| letsplays with varying degrees of in-character narration
| and meta commentary which I find highly non-excruciating.
|
| Most of it is (variously modded) Skyrim - here's one where
| a high level assassin mage gratifyingly takes out the
| Black-Briar household by commission which contains both a
| "silent" and a separate commented version: [2] (skip to
| 18:30 if you want the commentary).
|
| There's also a partial Fallout 4 playthrough, mostly done
| with engaging in-character narration as "Saint Billy" [3]
|
| It may not be for everyone, but the thoughtful, relaxed and
| character-based roleplay-centric approach beats out the
| squeaky-voiced minmaxing of standard letsplays every time
| as far as I'm concerned.
|
| 1: https://www.youtube.com/@couchwarriortv/playlists?view=1
| &sor...
|
| 2: https://www.youtube.com/watch?v=OADtS8yAsCk
|
| 3: https://www.youtube.com/playlist?list=PLq3QdWvJDnh024Umn
| WHvK...
| jakkos wrote:
| While this mod is great, I'd recommend playing Fallout NV on
| it's own first. TTW can ruin pacing and when i played it
| (admittedly close to a decade ago) I had quite a few near
| playthrough-ruining bugs.
| LegitShady wrote:
| Fallout NV is an amazing game but its largely composed of
| bugs.
| t0bia_s wrote:
| That's, why modders exits and are active even today.
| Bigfixes for FNV are complex and makes game absolute solid
| piece of game.
| zerocrates wrote:
| > I had quite a few near playthrough-ruining bugs.
|
| Sounds like it preserved the core authentic experience then.
| BookPage wrote:
| I tried to play NV vanilla a few months ago and ran into
| multiple of these within the first couple hours. Never went
| back
| AdmiralAsshat wrote:
| The mod does its job beautifully: it allows players to play
| The Capitol Beltway with their Fallout: NV crew and
| mechanics.
|
| F:NV was the better game, but even as a huge NV fan,
| exploring post-apocalyptic DC and its suburbs was way more
| enjoyable a locale than exploring the nuked desert. This
| gives the best of both worlds.
| LegitShady wrote:
| I agree that the capitol area was amazing, but the design
| of the game, characters, and experience in NV felt far more
| fallout-like than 3, which makes sense given who made it.
| gymbeaux wrote:
| Get some!
| [deleted]
| KennyBlanken wrote:
| Is there anyone who did playthroughs who doesn't swamp it in
| extremely-irritating-neckbeard "commentary"?
|
| I didn't make it past 15 seconds of the second video (ie where
| the game starts, in the OB/GYN room.) I've never heard someone
| so excruciating.
| hombre_fatal wrote:
| This got me to finally play through and beat Morrowind in my 30s,
| avenging my 13yo self who had looted and lost an essential quest
| item got stuck in the main quest line.
|
| I played it while taking notes about the quests which was a bit
| more fun than just following quest markers. Though that was only
| fun because of Morrowind's weird alien world. There are only a
| few games intriguing enough to warrant note-taking.
|
| Something interesting in the ecosystem is the tes3cmd cli tool
| anonymously(?) written in Perl: https://github.com/john-
| moonsugar/tes3cmd/blob/master/tes3cm... for manipulating game/mod
| files.
| troad wrote:
| > This got me to finally play through and beat Morrowind in my
| 30s, avenging my 13yo self who had looted and lost an essential
| quest item got stuck in the main quest line.
|
| Hah, I had the same experience in my teens as you did.
|
| Was it worth the replay? Any tips, other than note-taking?
| hombre_fatal wrote:
| I don't know. I played it during covid when I had a lot of
| time and patience. I'm also not a big gamer anymore so
| Morrowind wasn't competing with much more stimulating games.
| That's probably going to be the biggest obstacle for most
| gamers: why play Morrowind when you can hop into Diablo 4 or
| whatever with your friends in your limited free time.
|
| With OpenMW, you can be playing as soon as the game files
| download, so just give it a shot. If you get to Cassius'
| House in Balmora and still can't give a damn about what's
| going on, then just shutter it for some other time.
| tpxl wrote:
| > why play Morrowind when you can hop into Diablo 4
|
| 10 years from now, Diablo 4 will be dead and you'll still
| be able to play Morrowind :)
| ineedasername wrote:
| I love this just on principle, but maybe someone can clarify
| something for me. Does this:
|
| 1) Provide a better experience of the game immediately?
|
| or is it
|
| 2) The (very high) value of this tool is that it will lend itself
| to faster/better/easier fan base development and modification of
| the game, enhancing the entire ES ecosystem?
|
| 3) something i didn't think of
|
| 4) some combination. Of the above
|
| Regardless, it makes me want to kick my current gameplay to the
| curb (it's Shadow of Doubt, it's incredible check it out) and
| dump another 100 hours into Morrowind right now.
|
| Nice work!
| joeman1000 wrote:
| It performs better on modern hardware and fixes a number of
| issues in the original game. This is generally the purpose of
| source ports. It also simplifies modding, as you can use the
| launcher to enable/disable mods as you like. Graphics are also
| improved. For example: the water effects look much more
| realistic in OpenMW.
|
| Fun fact: OpenMW now stands for 'Open Microwave'
| BlackLotus89 wrote:
| I really miss the old commentary videos on youtube :/
|
| For weirdsexy life got in the way and suddenly stopped doing the
| commentaries and was replaced by some german dude (sorry don't
| know his name). Somehow watching the release videos wasn't as fun
| anymore as it was before. I don't want to talk down on the work
| the new guy does, but only want to highlight how exceptional high
| quality (especially for their time) the old release videos were.
|
| Also... I can't stand the german accent
| tkuraku wrote:
| Morrowind was just fantastic. I loved that everything seemed to
| always exist. You could wonder around and find a super powerful
| artifact or kill or lose something required fornthe main quest.
| It felt more immersive that way.
| troad wrote:
| The game was fantastic. Buggy, awkward, sometimes barely
| functional - and yet it conjured a cohesive world in a way that
| every successive generation of TES game has managed less and
| less well for me.
|
| The lore- and world-building, circa Morrowind, was top notch.
| danielvaughn wrote:
| Yeah the ES games feel super immersive in a way that hasn't
| really been replicated. You can sit down anywhere, pick up any
| item, etc. That makes the game more "real" than any amount of
| graphical fidelity.
| [deleted]
| umvi wrote:
| > You could wonder around and find a super powerful artifact
|
| If that's true they got rid of this in later elder scrolls
| games. One of the reasons I abandoned Skyrim before finishing
| was because the loot leveled with you. You could walk across
| the world and find a secret cave, yet all the chests therein
| contain crap. So I had virtually no incentive to explore
| knowing the loot was randomly generated based on my current
| level.
|
| Compare to FromSoftware games like Dark Souls where you can run
| halfway across the world and find super rare and powerful
| items.
| sbierwagen wrote:
| Morrowind also has random loot based on your level:
| https://en.uesp.net/wiki/Morrowind:Leveled_Lists
|
| This is especially obvious in the Mournhold sewers were
| basically every chest you find draws from the "silver weapon"
| list.
|
| Tribunal also had the usual expansion pack problem of basic
| enemies carrying better equipment than the top level items in
| the base game. (The goblin sword is worth 100 gold, but does
| 10-35 damage! The Daedric Wakizashi, the best short blade in
| the base game, is worth 48,000 gold... and does 10-30
| damage.)
| itsibitzi wrote:
| One thing that drove me mad about Oblivion was the level
| scaling of items which meant it sometimes made sense to be
| strategic about when you completed a quest in order to best
| optimise/metagame the mechanic.
|
| I really love it when a game is completely happy to allow you
| to innocently wonder into a zone far above your level and let
| you get completely squashed by the monsters you find there.
| lapetitejort wrote:
| Dark Souls (released the same year as Skyrim) famously lets
| the player walk into high level zones mere seconds from the
| starting area. It's easier to find the cemetery than the path
| up to the proper first area.
| faangsticle wrote:
| Oh, that explains why i abandoned the game. Terrible
| design. It doesn't even tell you what's going on.
| StrangeATractor wrote:
| or save scum it to get the loot. I got umbra gear not too
| long after getting out of the sewers in Oblivion by opportune
| saving.
| veave wrote:
| One of my playthroughs of Oblivion I did at level 1 without
| levelling. It made everything much easier (oh, and Umbra's
| sword). Unfortunately it also meant that you there was much
| less monster diversity since some monsters only appeared at
| higher levels.
| https://en.uesp.net/wiki/Oblivion:Under_Leveling
|
| Still something interesting to try.
| samstave wrote:
| I didnt like morrowind, when I played it, only because it felt
| such a massive map and I would get lost easily...
|
| and if I stepped away from the game even for a short while...
|
| https://i.imgur.com/jB0TZm6.jpg
| huevosabio wrote:
| Funnily that's one of the things I loved the most!
|
| Nowadays games with massive world-maps have navigation on the
| HUD, and always-available fast travel. Morrowind had neither.
| A quest's instructions were like "take the road to Balmora
| and then on the second fork, go past the tree and you will
| find a cave". And then you would spend hours trying to find
| that spot. And unless you had the proper scrolls, you
| wouldn't even be able to teleport back to a main spot.
|
| It made the world so wonderful to explore.
| bamfly wrote:
| One of the things I really like about the new Zelda game is
| that, while it has quest markers and all that for many of
| the quests (but not all! Some will just mark where you need
| to return when it's done, and the rest is up to you!) you
| also get lots and lots of hints about locations of
| interesting or valuable non-quest things, and those are
| purely up to you to pursue, based on what you've been told.
| Not even a quest entry, just something you _can_ do if you
| want to.
| hashworks wrote:
| This is only Singleplayer, right? How is the Linux support?
| voidpointercast wrote:
| Good.
| SquareWheel wrote:
| TES3MP is a sister project built on OpenMW which adds
| multiplayer.
|
| https://tes3mp.com/
| zamadatix wrote:
| For those that have a liking to the blog style project updates
| some other projects do, the main website is a good feed
| https://openmw.org/en/.
| troad wrote:
| I like the blog, but I wish it were updated more often. Even
| little updates would be welcome.
|
| Another interesting blog in a similar space is the Daggerfall
| Unity bloc over at https://www.dfworkshop.net/.
| ianbicking wrote:
| I wonder if there's some new opportunities for these game engines
| with generative AI.
|
| One possibility is treating the game like scaffolding. It feels
| like textures and images could all be replaced fairly easily with
| generative versions. Toss them in Midjourney with /describe, play
| around to create replacements. Or Stable Diffusion or whatever.
| (Not sure how many things are "images" and how many are other
| structures like shaders.)
|
| Maps are harder, at least I imagine harder to deconstruct into
| atomic pieces that can be replaced. Though it's interesting to
| think about whether an LLM could decompose them into more
| semantic pieces, if it could understand the underlying structure
| that may only have existed in the mind of the original map
| creator.
|
| I imagine things like quests, stats, etc., would all be amenable
| to generation.
|
| Maybe the big question is if things really are separable enough
| to use the old game as scaffolding: can you replace 10% of the
| game, or 50%, or 90% and have a meaningfully playable game?
| AmenBreak wrote:
| Seems like a huge waste of GPU / CPU when Dwarf Fortress has
| had all this for years...
| nightski wrote:
| You might want to check out what Nvidia is doing with RTX Remix
| -
|
| https://www.nvidia.com/en-us/geforce/rtx-remix/
| yomlica8 wrote:
| Morrowind's predecessor Daggerfall had randomly generated
| dungeons. Overall, they were pretty bad although they were kind
| of interesting and added variety. I got the impression they
| randomly stuck basic dungeon chunks together to build them.
|
| The idea of using the AI to generate new similar textures is a
| pretty cool one.
| dr_monster wrote:
| This is a plot point in the Orson Scott Card novel 'Ender's
| Game'. Ender plays a generative video game on an iPad-like
| device that responds to his decisions and incorporates
| people/events from his personal life, to the point of
| manipulating his subconscious thoughts and dreams.
|
| A game like this could be interesting, but you would not be
| able to discuss it with others as a shared experience that has
| fixity the way you can with any modern media, and it could
| certainly be used to manipulate people.
| kqr wrote:
| It may be unimaginative but I'm really looking forward to
| really deep NPCs with relationships and interests and
| personalities and all.
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