The Elder Scrolls
There are four currently in the main series, with other spin offs and such. They are, in order;
Arena:

The Elder Scrolls: Arena is the first game in the Elder Scrolls series. It is a first-person computer role-playing game for MS-DOS, developed by Bethesda Softworks and released in 1994. In 2004, a downloadable version of the game was made available free of charge as part of the 10th anniversary of The Elder Scrolls series, but newer systems may require an emulator such as DOSBox to run it, as Arena is a DOS-based program.
Daggerfall:

A nice mixture of random dungeons and a huge landscape. I've hear very good things about it, but again, never played it. Also free, details below.
Morrowind:

The story takes place on Vvardenfell, an island in the Dunmer province of Morrowind, which lies in the empire of Tamriel and is far from the more civilized lands to the west and south that typified Daggerfall and Arena. Morrowind was designed with an open-ended free-form style of gameplay in mind, with a lessened emphasis on the game's main plot. This choice received mixed reviews in the gaming press, though such feelings were tempered by reviewers' appreciation of Morrowind's expansive and detailed game world.
Takes place in a foreign land filled with dark elves and of course, the lovable Fargoth. Available on Steam.
And the most recent, Oblivion:

Oblivion's story revolves around an escaped prisoner and his or her efforts to thwart a plot masterminded by a fanatical cult—a scheme involving opening gates to a hellish realm called Oblivion and unleashing its horrors on the mortal world. The game continues the open-ended tradition of previous Elder Scrolls games, allowing the player to travel anywhere in the game world at any time, including the option to ignore or postpone the main storyline indefinitely. Developers opted for a tighter pacing and greater focus than past titles, a design choice that was well-received in the gaming press.
A good entry by any means, but the real fun is in the Shivering Isles expansion, full of mad men and even madder monsters. Available on Steam as well.
Since some of you are too lazy to read this thread here is a good list of mods for Morrowind.
http://www.mwmythicmods.com/
And of course, a general place for all mods elder scrolls,
http://planetelderscrolls.gamespy.com/
There is a LP of one of the Elder Scrolls series just below.
Daggerfall by MechMantis
Also is a nice guide to FCOM by our own Krylon666
For anyone playing Oblivion who wants to really spice the game up a bit I recommend
FCOM: ConvergenceWhat is FCOM? (taken from main site)
FCOM: Convergence shatters previous barriers in the Oblivion mod community by letting you play four of the largest Oblivion "overhaul" mods at the same time -- Oscuro's Oblivion Overhaul, Martigen's Monster Mod, Oblivion WarCry, and Francesco's Leveled Creatures-Items. It also seeks to show how new item and/or creature expansion mods can be added directly to this environment, and thus includes optional support for Bob's Armory, Loth's Blunt Weapons for Npcs, Cobl, Tamrielic Ingredients, Knights of the Nine, Tamriel Travelers, and many other popular mods.
So it adds tons of new armor, weapons, monsters to the game and pretty much removes the "leveled" nature of the vanilla game. You can get all the necessary files for OOO, MMM, Frans, etc from either
http://www.tesnexus.com/ or
http://planetelderscrolls.gamespy.com/Important Links / Utilities:FCOM main pageThe FCOM installation "cheat sheet" (a little outdated, but i followed it with my last install no problem)
Basic Load Order and
Expanded Load OrderA detailed thread about getting FCOM installed and workingWrye Bash - super important utility that makes it all possible by creating the Bashed Patch. Also used to manage the Load Order of your mods (crucial)
Oblivion Mod Manager - easiest way to install and keep track of mods, uses the OMOD format
BOSS - this utility makes managing your mods almost too easy by automatically sorting your load order and giving you warnings/advice about mod interaction
OBSE (Oblivion Script Extender) - lots of mods need this, good to grab the latest version.
this is how i did my latest reinstall:
-Oblivion
-At this point you can/should install OBMM + Wrye Bash + OBSE so you're ready for later
-Shivering Isle
-Latest Official Patch
-Latest Unofficial Patch for OB
-Latest Unofficial Patch for SI
-All the DLCs i wanted (including Knights)
-Latest UOP for DLC Mods
(tested the setup at this point for stability)
(then started the FCOM install following the cheat sheet and the other stuff on devakm's page)
-OOO
-MMM
-Frans
-Warcry
-Bobs Armory
-FCOM plugins
-Loths blunts
-any other optional FCOM stuff
-then the FCOM friendly version of the UOP for SI (which just replaces the UOP SI esp from above, still need to install the original earlier like i did)
Used BOSS for my load order, created a bashed patch w/ Wrye Bash, and good to go.
One thing, its real important you only select the options that the cheat sheet say too for OOO etc. lots of these options get handled/overwritten automatically later on. thats why its important to read over the FCOM site fully the first time around.
As an example of all the things you can load, here is my mod list. The game runs fully stable and relatively smooth at all times (stuttering outdoors always will happen when things load - but thats why you can always lower the spawn amounts etc if you feel its taxing your system too much) at 1680x1050 2xAA 8xAF HDR. I have a e6600 c2d + 2 gigs ram + 8800gtx + winxp sp3. I did throw in a low-poly grass replacer - highly recommended since they look REALLY good and are insanely less needing of resources.
Active Mod Files:
00 Oblivion.esm
01 Francesco's Leveled Creatures-Items Mod.esm
02 Francesco's Optional New Items Add-On.esm
03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
04 Mart's Monster Mod.esm [Version 3.7b1]
05 TamrielTravellers.esm [Version 1.39c]
06 FCOM_Convergence.esm [Version 0.9.9a7]
07 IWRRetrofittedMaster.esm
** TNR ALL RACES FINAL.esp
08 Unofficial Oblivion Patch.esp [Version 3.2.0]
09 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
0A Oblivion Citadel Door Fix.esp
0B DLCShiveringIsles.esp
0C Unofficial Shivering Isles Patch.esp [Version 1.4.0]
0D SM Plugin Refurbish - SI.esp [Version 1.05]
0E Oblivion.esp
0F Francesco's Optional Leveled Quests-SI only.esp
10 Francesco's Optional Chance of Stronger Bosses.esp
11 Francesco's Optional Chance of Stronger Enemies.esp
12 Francesco's Optional Chance of More Enemies.esp
13 Francesco's Optional Leveled Guards.esp
++ Francesco's Dark Seducer Weapons Patch.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
14 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
15 Fran Armor Add-on.esp
16 Fran_Lv30Item_Maltz.esp
17 Arthur_Natural_Weather_HDR_by_Max_Tael.esp
18 Natural_Habitat_by_Max_Tael.esp
19 Improved Water.esp
1A IWRRetrofittedLights.esp
1B IWRRetrofittedWindows.esp
1C Reznod_Mannequin.esp
1D Expanded Hotkeys and Spell Delete v1.0.esp
1E DLCOrrery.esp
1F DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
20 SM Plugin Refurbish - Orrery.esp [Version 1.11]
21 DLCVileLair.esp
22 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
23 SM Plugin Refurbish - VileLair.esp [Version 1.11]
24 DLCMehrunesRazor.esp
25 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
26 DLCSpellTomes.esp
27 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
28 SM Plugin Refurbish - MehrunesRazor.esp [Version 1.11]
29 DLCThievesDen.esp
2A DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
2B DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
2C SM Plugin Refurbish - ThievesDen.esp [Version 1.11]
2D ExnemRuneskulls.esp
++ FCOM_ExnemRuneskulls.esp [Version 0.9.9]
2E Bob's Armory Oblivion.esp
2F FCOM_BobsArmory.esp [Version 0.9.9]
30 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
31 Oblivion WarCry EV.esp
32 FCOM_WarCry.esp [Version 0.9.9]
33 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
34 FCOM_Convergence.esp [Version 0.9.9]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
35 FCOM_RealSwords.esp [Version 0.9.9]
++ FCOM_SpawnRatesSlightlyReduced.esp [Version 0.9.9]
++ FCOM_NoReaversInGates.esp [Version 0.9.9]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1]
36 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b1]
++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b1]
37 Mart's Monster Mod - Vindasel.esp [Version 3.7b1]
38 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1]
39 TamrielTravellers4OOO.esp [Version 1.39c]
3A TamrielTravellersItemsNPC.esp [Version 1.39c]
3B ShiveringIsleTravellers.esp [Version 1.39c]
++ FCOM_TamrielTravelers.esp [Version 0.9.9]
++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]
++ FCOM_BobsGuardUnity.esp [Version 0.9.9]
++ FCOM_HungersUnitySI.esp [Version 0.9.9]
3C DLCFrostcrag.esp
3D DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
3E SM Plugin Refurbish - Frostcrag.esp [Version 1.09]
3F Knights.esp
40 Knights - Unofficial Patch.esp [Version 1.0.9]
41 SM Plugin Refurbish - Knights.esp [Version 1.06]
42 The Lost Spires.esp
43 MannimarcoRevisited.esp
44 MannimarcoRevisitedOOO.esp [Version 0.1]
45 Mart's Monster Mod - City Defences.esp [Version 3.7b1]
++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]
46 Natural_Vegetation_by_Max_Tael.esp
47 Harvest [Flora].esp [Version 3.0.0]
48 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
49 Quest Award Leveller.esp
4A Quest Award Leveller - Vile Lair.esp
4B Quest Award Leveller - Mehrunes Razor.esp
4C Quest Award Leveller - Knights of the Nine.esp
4D Skip Tutorial.esp
++ Mart's Monster Mod - Resized Races.esp [Version 3.7b1]
4E Bashed Patch, 0.esp
And a wonderful post from Monger detailing a lot of mods for Oblivion
What are the essential mods for Oblivion? It's been a while since I last installed it. Particularly stuff like UI and graphics improvements.
I
use this mod, it makes the whole UI
so much better.
Qarl's texture pack is also essential if your graphics card can handle it.
The
essential mods are:
Unofficial Oblivion PatchUnofficial Shivering Isles PatchUnofficial Official Mods PatchOblivion Script OptimizationOblivion Script ExtenderOblivion Mod ManagerBetter Oblivion Sorting Software (
especially if you're trying FCOM)
Wrye Bash (avoid if you can, but, much like the herpes, eventually it's gon' getcha)
Harvest Flora and
Harvest Containers (maybe not
essential, but why the fuck would you pass on them?)
From there,
Seriously though, what you want is
both a character leveling mod (
SPAM,
KCAS,
AF,
Realistic Leveling)
and a world overhaul mod (
OOO,
MMM,
Francesco's,
FCOM,
TIE) as a base. Then add balance/feature mods (
Race Balance Project,
LAME/
Supreme Magicka,
Deadly Reflex, whatever else) to iron out whatever you still have problems with.
Not essential, but I'd
highly recommend:
Streamline (fiddle with the settings to suit your needs)
Tamriel NPCs Revamped (included in TIE)
Book Jackets OblivionAll Natural (kind of the difinitive weather/atmosphere overhaul)
Enhanced WaterSymphony of ViolenceUnique Landscapes is pretty cool compared to how agonizingly bland vanilla Tamriel is, but as a warning, the NPCs it adds are at quality par of vanilla Oblivion (triply vomit worthy if you're using TNR) and the indoor lighting on the buildings it adds is
quite shitty. Like,
fullbright shitty. I haven't gone into one with All Natural's Real Lights activated, so I don't know if that will fix it or not. Somehow I doubt it.
As far as interfaces go, I prefer the
DarkUI version of DarNified UI. DarN UI books also have to be activated with Wrye Bash, so be aware of that if you actually care about that particular feature (it's not important). And be aware that the in-game config tab doesn't save settings, so you have to manually edit the config file if you don't like the defaults (instructions in the readme). Also, you should know that Qarl's Texture Pack eats a lot of VRAM. A
lot. If you're using any other visual mods that are going to need some extra VRAM (like
RAEVWD) and you don't have around a gig of it, the
reduced version would be a good idea. You still need the original QTP3, though, and the patch for
UOP 3.2 compatibility. As a final note,
for the love of God use OMOD installs wherever you can if you do not you will lose your mind and you need it for smart making!Whew.
You motherfuckers like Daggerfall don't you?
It is now free. Also here.
Posts
Also, fuck the Dwemer Puzzlebox. I found it straight away but I hate the guy on the bridge. My luck is always the same when I reach him, there's a cliff racer right next to him waiting for me.
How do you lime an image?
The ash vampires or ascended sleepers work for CE enhancements, too. I might have collected all the named ones once.
I myself have a bunch of factions to work on (Hlaalu, Morag Tong) before I finish up the Thieves Guild, since a bunch of things revolve around killing those two brother assassins on the Dren planatation.
After that, it's all exploration of Telvannis.
- The Four Horsemen of the Apocalypse (2017, colorized)
And I must say, the Morrowind Graphics Extender is absolutely fantastic. You never realize how cramped in you are by the white haze until you get rid of it. Now I can stand on a hill and see a ruin entrance half a mile away and decide to go explore it. Even stepping off the boat in Seyda Neen is breath-taking.
I don't think it makes a difference if you kill those two people. At least, it didn't make one for me though I only joined the Morag Tong after I finished up the Thieves Guild.
Any house that you can find that doesn't really have an occupant anymore is usually fair game. Two of the easiest houses to "own" early in the game on plain old unmodded Morrowind are Foryn Gilnith's shack in Seyda Neen (whom you kill for the Death of a Taxman quest. Contains a chest for storing some gear and a bunch of sacks and urns for holding smaller things like alchemy ingredients) and Dura Gra-Bol's house in Balmora. She only exists to die for a Fighter's Guild quest, so you're safe to kill her and take her house as your own any time, even if you don't join the guild. It's a lot roomier (three floors) and has a lot more storage, and is a bit more conveniently placed in Balmora, rather than Seyda Neen.
Well, it makes a difference in that if you kill the brothers first for the Thieves, you lose the bounty you'd get if you killed them for the Morag Tong. It's minor, but I'm a stickler for that kind of thing.
- The Four Horsemen of the Apocalypse (2017, colorized)
- The Four Horsemen of the Apocalypse (2017, colorized)
like this
There could have been a nice overarching quest where you use selective killings to set into motion a plan to force the outlanders out of Morrowind.
Excellent, thank you.
So I got this quest from Fort Moonmoth to kill a bunch of people from the Cammona Tong in the Council Club but when I kill them, it gets reported as a crime. I also can't talk to them about the quest. Am I doing something wrong here?
Thank you. I think I'll put a hold on the enchanting until I can do it myself and have Azura's Star. No way do I want to be running around after Grand Soul Gems.
What is FCOM? (taken from main site)
FCOM: Convergence shatters previous barriers in the Oblivion mod community by letting you play four of the largest Oblivion "overhaul" mods at the same time -- Oscuro's Oblivion Overhaul, Martigen's Monster Mod, Oblivion WarCry, and Francesco's Leveled Creatures-Items. It also seeks to show how new item and/or creature expansion mods can be added directly to this environment, and thus includes optional support for Bob's Armory, Loth's Blunt Weapons for Npcs, Cobl, Tamrielic Ingredients, Knights of the Nine, Tamriel Travelers, and many other popular mods.
So it adds tons of new armor, weapons, monsters to the game and pretty much removes the "leveled" nature of the vanilla game. You can get all the necessary files for OOO, MMM, Frans, etc from either http://www.tesnexus.com/ or http://planetelderscrolls.gamespy.com/
Important Links / Utilities:
FCOM main page
The FCOM installation "cheat sheet" (a little outdated, but i followed it with my last install no problem)
Basic Load Order and Expanded Load Order
A detailed thread about getting FCOM installed and working
Wrye Bash - super important utility that makes it all possible by creating the Bashed Patch. Also used to manage the Load Order of your mods (crucial)
Oblivion Mod Manager - easiest way to install and keep track of mods, uses the OMOD format
BOSS - this utility makes managing your mods almost too easy by automatically sorting your load order and giving you warnings/advice about mod interaction
OBSE (Oblivion Script Extender) - lots of mods need this, good to grab the latest version.
this is how i did my latest reinstall:
-Oblivion
-At this point you can/should install OBMM + Wrye Bash + OBSE so you're ready for later
-Shivering Isle
-Latest Official Patch
-Latest Unofficial Patch for OB
-Latest Unofficial Patch for SI
-All the DLCs i wanted (including Knights)
-Latest UOP for DLC Mods
(tested the setup at this point for stability)
(then started the FCOM install following the cheat sheet and the other stuff on devakm's page)
-OOO
-MMM
-Frans
-Warcry
-Bobs Armory
-FCOM plugins
-Loths blunts
-any other optional FCOM stuff
-then the FCOM friendly version of the UOP for SI (which just replaces the UOP SI esp from above, still need to install the original earlier like i did)
Used BOSS for my load order, created a bashed patch w/ Wrye Bash, and good to go.
One thing, its real important you only select the options that the cheat sheet say too for OOO etc. lots of these options get handled/overwritten automatically later on. thats why its important to read over the FCOM site fully the first time around.
As an example of all the things you can load, here is my mod list. The game runs fully stable and relatively smooth at all times (stuttering outdoors always will happen when things load - but thats why you can always lower the spawn amounts etc if you feel its taxing your system too much) at 1680x1050 2xAA 8xAF HDR. I have a e6600 c2d + 2 gigs ram + 8800gtx + winxp sp3. I did throw in a low-poly grass replacer - highly recommended since they look REALLY good and are insanely less needing of resources.
Theres a house mod I've used for years called the Private Mobile Base (I'd link it if I had time to go looking right now) that's huge and excellent. All that guy's mods are great.
Also, I think you need to taunt them into attacking you.
http://www.fallout3nexus.com/downloads/file.php?id=16534
WHAT IN THE NAME OF
Anyway sometimes the game just works with my brain.
So i was walking along to Pelagiad, and i see a young lass off to the side of the road, i decide i'm going to try to court her (before i knew anything about this questline), but as i'm charming her up she tells me that she's been violated by a bandit already (damn) and she liked it (there goes any chance i had) so i do the gentlemanly thing and set her up to meet this "dashing" bandit, i felt kinda down since i wasn't getting any love, but as i finished the quest she decided to hook me up with her friend :winky: That was the moment i realised that i loved Morrowind.
Also i only joined the mage's guild to get that Argonian at the south wall to teach me restoration, whenever i go there those fucking elves are always blocking doorways, i'm really considering murdering them.
Still one of my favorite gifs ever
Actually, like this
Steam // Secret Satan
They always start from scratch with each TES game, and more then likely FO4 will end up using the same engine as TES5.
Anyone know anything about another "classic IP" that beth bought yet? i read that they had bought this supposedly popular and classic IP like they did with fallout but i cant find any more information on what it is yet.
Crusader no remorse/regret?
Tho they were talking about Wing Commander awhile back.. :winky:
If I installed Morrowind comes Alive now would it ruin my save game? I really like the sound of this mod.
edit: Talking about courting. I was on my way to find some flowers for the early Mage guild quest, towards Pelagiad when I saw a woman standing there by a small pool. I vaguely remember she needed somethiing years back when I played through the game last. So I figured I'd ask her what's up. She lost her ring in the pool below and didn't want to get wet looking for it. Okay, this sounds really familiar. So I spent about 20 minutes looking for the damn thing but couldn't find it. I decide to fuck it and carry on, ignoring her quest completely when I see a semi-invidible fucker standing there near her. If I'm not mistaken, I was to get my ass kicked once I found the ring. Good thing I sucked at seeing stuff under water.
TES III and IV use the same engine.
And honestly? I wouldn't trust Crusader or Wing Commander with Bethsoft. Crusader would probably be turned into any other normal FPS, and I have no idea how the hell they'd even begin to approach Wing Commander, since the last time they had anything at all to do with something flight sim-y was 1998.
- The Four Horsemen of the Apocalypse (2017, colorized)
I think their biggest problem is how they write scripts. Oblivion is a bunch of fixed plotlines placed in the world without any regard for each other or for how the player might choose to react to them. Everything is largely just triggering events, instead of truely interacting with them. The engine is fully capable of handling multiple dialog choices and branches, or if they want to keep the options simple, a system like Mass Effect uses. They just didn't bother.
Edit: Heh, now here's a odd request: I wish the next Elder Scrolls game doesn't have full voice acting. It just isn't worth the cost.
Unfortunately, full voice acting seems to be the norm for most games now.
You'll need to get Morrowind Graphics Extender, then get the mod and follow the instructions on this page. I eventually stopped using that last mod but only because I was too lazy to get it exactly how I wanted it. It was nice to fool around with though.
Yes, MGE is amazing. Though the animated grass at 100% density takes quite a toll on your system and I could never get it to work properly (clumps of grass floating in the air). But even without that, it looks amazing. Screenshots from my current game, spoilered for huge:
Those are all right around Seyda Neen so the scenery isn't the greatest but it shows basically what the mod does.
Really? Am I missing something here or was oblivions engine a modified morrowind engine? Even if that's the case, it's clearly so heavily modified that it may as well be brand new, at least in terms of visuals if not dialogue/scripting systems or whatnot.
To blow your mind even further, Civ IV used the same engine.