Ti74Raven's forum posts

#1 Posted by Ti74Raven (2 posts) -

Is there a good mod to make the shorelines look less sudden in Morrowind? I have all the graphics upgrades and tons of other mods but can't seem to find anything to fix the shorelines...They bother me and always have.
 
Also a good building shadows mod would be great.

#2 Posted by Ti74Raven (2 posts) -
@WinterSnowblind said:

" @Fripplebubby said:

" @onarum said:
" Morrowind is a billion times better then Oblivion, by far, and in a lot of ways.  -traveling is far more engaging since you have to plan your route carefully, there is fast travel, but it's a more "realistic" one, you can take boats or striders (huge bug like things that you ride) but obviously boats only take you to coastal villages/cities and striders are only available on big cities, no go anywhere anytime BS.  -no compass, you gotta really make use of landmarks to get your bearings, when someone gives you a quest they say something like "it's northwest from this place", so you don't just follow a stupid point on a radar, you literally have to find it. "  
If you're a fucking travel masochist, there are mods for that in Oblivion. I just don't see why these annoying quirks are considered features at all, seeing as you could just forfeit the fast travel and ride a horse everywhere in Oblivion if you really wanted to.  "
There was still fast travel in Morrowind, but only by way of boats and silt striders.  You had to pay to use them and only in specific locations, you couldn't just warp all over the map from any location. 

Although they were optional in Oblivion, there was no reason not to use them.  Even though the world size was bigger in Oblivion it felt far smaller.  And again, you always had a compass to point out everywhere you needed to be, even for mystery quests where the journal entries emplied you'd have to do all the hard work yourself..  You actually didn't, and this was extremely detrimental to the game.  Like was said.. having to use landmarks to find your bearings and actively explore by yourself made it a much more rewarding and involved game.  I enjoyed Oblivion, for the most part.  But I'll never understand people who claim to have sunk hundredds of hours into them - yet can't get into Morrowind, just because the graphics aren't quite as good.  I'm looking forward to Skyrim a lot (the announcement is apparently incoming) but I seriously pray it's more Morrowind and less Oblivion. "
All I see when I read the first sentence of this post is "I ruined the exploration for myself." Seriously, the reason not to use it would be that you enjoy traveling by foot/horseback better. All this makes it look like is that you are playing as a tool who only wants to finish the game expediently and doesn't care to aid in his own experience. I never fast travel on Oblivion, its simple, just don't do it and voila, its like its not there. As for the compass it didn't really change things much for me, I mean once I knew where landmarks were I rarely bother looking at the compass. If all else fails grab one of the billion mods that takes tracking off and just gives you the NSEW compass. (Lets face it any adventurer worth their salt would have a compass for that purpose)
 
Also I think Oblivion's combat was about 100 steps above Morrowind's. That said I didn't like the leveled creatures, once again, learn your lesson, always get TES on PC so you can mod it. Every TES game I've ever played has had at least a few "Gotta get this" mods that improve them tenfold. Every single one.
 
For people complaining about Oblivion's environment, I think that's a moot point, at least to me. For one thing you did have multiple terrain types in Oblivion, and they flowed together just as well if not better. In the north it was snowy, blank, desolate mountains. Some weeds here and there and a lot of snow, basically tundra. In the vast majority of the middle it was a large forest, the map is only 10sq miles, roughly. That forest is actually hella small so realistically, it seems on the money. In the west you had grasslands with sort of a prairie feel to it. And in the south you had a lightly swampy area as you got nearer to Black Marsh. It all flowed and made sense, sure the swamp was a forest, but so are most swamps. I wasn't too fond of loading into towns either, but lo and behold there's a mod for that. They did it that way to save on processing power, it was necessary at the time.
 
The fact that NPC's had schedules in Oblivion was a huge step that most people just kind of gloss over, it was much more rewarding to me to rob someone blind while they were dreaming than it was to toss a chameleon spell on and walk around in front of them even though it was 3AM and have no chance of bieng seen. Not to mention actually being able to tell what was "stealing" an item and what I was allowed to use (ie stuff in guild halls especially) And while tossing a chameleon spell on and waltzing around practically invulnerably in the Vivec Vaults was wonderful fun, it didn't feel stealthy, it felt like cheating. I didn't feel like a thief, I felt bored. It wasn't challenging in the least. Oh there's a huge battle axe on the counter right in front of you that I want to sell? No problem I'll just cast a chameleon spell on myself right in front of them and walk away with it, they'd never know it was me. But if I wanted to get that axe any other way (besides buying it) it would be equally as cheesed. Because they never moved I can't slip out, wait till they go to sleep, and then sneak in and grab it. I have to cheese it somehow to get around Morrowinds insomnia ridden population. Look at the Thieves guild line in Oblivion, it was wonderful, as was the Dark Brotherhood (though I would have liked more with creative solutions like the animal trophy head)
 
On the subject of quests neither one did better than the other really, they were all for the most part cookie cutter quest formulae Go here kill thing. Go here talk to person so they can tell you to kill or retrieve thing, then come back to me. And so on. there were of course exceptions here and there. (Like some of the bonuses in the Dark Brotherhood quests, and some of the Thieves Guild lines, and I remember a few in Morrowind as well) Overall they were equally as bad, but we also can't count either off for that because what else would we want to do? Balance someones accounting books for a change of pace? Or have to get jobs Fable 2 style?
 
I want to make it clear that I actually like both games equally, and I'm actually looking forward to a large scale mod that's in production that is adding an enlarged Vvardenfell to Oblivion.(Assuming it gets finished, its a huge undertaking) The main reason most of my post is leaned toward Oblivion is because it seems to get knocked on a lot of things it actually had down pat. While at the same time Morrowind seems to get praised for a lot of its less attractive "features" that were actually just plain bad game-making. Overall however both had plenty of merits and are equally as good as far as I'm concerned. I always remind myself they aren't trying to be each other, they are their own games, in their own regions. These regions have their own cultures. Cyrodil is Imperial, it has a very midieval culture because that's who they are, and they haven't been influenced as much because they are the power. Morrowind is more tribal in nature, with some splashes of other things from where other cultures have punched in and made their mark because overall they aren't as powerful to resist other cultures overriding theirs. So don't treat them like they should be imitating each other, rather think of them as building on the image of the world at large.
 
*hops off portable soap box, unhinges the corners, folds it up neatly, and walks away*

For anyone who actually made it through this entire post I congratulate you.