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Default Skywind - Recreating a Modern Classic

June 10th, 2016, 23:45
Originally Posted by LanceTheeGamer View Post
Skywind will me forced to deal with Skyrim style mechanics (no attributes, limited customization, no spellmaking, etc). OpenMW also adds the potential to tweak Morrowind's mechanics as you see fit, even adding Skyrim style gameplay if so desired. I'll still end up trying out Skywind of course.
How is Enderal people working around that? From what I understand they are completely bypassing Skyrim and revamping the mechanics and doing thier own. Does this mean someone else revamp Skyrim and port Morrowind mechanics ?
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June 11th, 2016, 00:06
Originally Posted by Lynchden View Post
I hope either openmw or skywind will come with controller support. Does anyone know?


Skyrim has native controller support (at least for the 360 controller), so that will carry over the Skywind. OpenMW is open source, so any controller can be made compatible.
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June 11th, 2016, 00:08
Originally Posted by lostforever View Post
How is Enderal people working around that? From what I understand they are completely bypassing Skyrim and revamping the mechanics and doing thier own. Does this mean someone else revamp Skyrim and port Morrowind mechanics ?


Really? That's news to me. Look at Enderal's predecessor Nehrim. It used Oblivion's engine, and as far as I can tell all of its features are based around what was possible in Oblivion. Correct me if I'm wrong.
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June 11th, 2016, 02:13
Originally Posted by lostforever View Post
How is Enderal people working around that? From what I understand they are completely bypassing Skyrim and revamping the mechanics and doing thier own. Does this mean someone else revamp Skyrim and port Morrowind mechanics ?
Originally Posted by LanceTheeGamer View Post
Really? That's news to me. Look at Enderal's predecessor Nehrim. It used Oblivion's engine, and as far as I can tell all of its features are based around what was possible in Oblivion. Correct me if I'm wrong.
Perhaps Caleb can answer this. I suggest one of you post this doubt to him in the Enderal - The Shards of Order thread. Caleb checks it regularly.
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June 11th, 2016, 03:59
Originally Posted by henriquejr View Post
Also, the article mentions Morroblivion project and I have some doubts here: Is it already finished ? Does it keep some Morrowind vibe ? If it's finished, is it worth playing ?
See this post I made yesterday. Has screens of my Morroblivion install. Morroblivion is indeed a complete recreation of MW in the OB engine. Yes it is 100% complete and playable. You can even start a new game in the boat with Juib (or whatever his name is).

http://www.rpgwatch.com/forums/showp…54&postcount=9

As I say in that thread I'm interested in what the questing situation is going to be in Skywind. I think I recall reading it's not going to be a recreation of the MW main quest which is what Morroblivion does.


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June 11th, 2016, 04:11
Originally Posted by henriquejr View Post
Perhaps Caleb can answer this. I suggest one of you post this doubt to him in the Enderal - The Shards of Order thread. Caleb checks it regularly.

I haven't heard from Caleb yet, but based on the response I received from CelticFrost, it seems that they do have to work within Skyrim's limitations. The gameplay I saw looks identical to Skyrim, with no changes. Just as Nehrim before it was identical to Oblivion. Likewise I expect Skywind to function within Skyrim's parameters, just as Morroblivion functioned within Oblivion's.
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June 11th, 2016, 04:19
Originally Posted by lostforever View Post
How is Enderal people working around that? From what I understand they are completely bypassing Skyrim and revamping the mechanics and doing thier own. Does this mean someone else revamp Skyrim and port Morrowind mechanics ?
It's possible to implement some new systems through scripting. I played with the SkyXP mod, which disables the levelling system and implements an old-school XP system instead.

In the case of Skywind, it may be possible to implement some of the old features. It might not be possible to remove some elements that are baked into the interface, like the perks system, but the perks could be rejigged to be much less significant.
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June 11th, 2016, 10:56
@LanceTheeGamer @Ripper

Maybe I got wrong end of the stick here. I read that they are adding their own classes, xp systems, perks and talents etc so I assumed it will have attributes etc. I wasn't aware that they have to use Skyrim system…
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June 11th, 2016, 16:07
Maybe I got wrong end of the stick here. I read that they are adding their own classes, xp systems, perks and talents etc so I assumed it will have attributes etc. I wasn't aware that they have to use Skyrim system…
Well this is as ot as it can get, but here:



This is Enderal's charscreen - yes I know it is in german, the translate_german.txt has yet to be translated by me so the menu is one of the few things still in german.

But let's nevertheless take a closer look at it:

1. It is called Hero menu and it basically shows all important info at once.

2. The 5 bars at the top left corner stand for (from up till down) Health, Mana, Stamina, Arcane Fever and Experience Points.

3. Directly underneath you have your char name, class, level, learning points, crafting points and memory points.

4. In the middle you can see Enderal's skills - these are divided into 2 categories, Combat and Workmanship.

Unlike in Skyrim these skills do NOT increase by themselves (so no learning-by-doing). Instead you have to use said learning and crafting points and the according books and guides.

On the right side you have a short explanation about the skill over which your mouse currently hovers.

If you have any questions pls ask them in the Enderal thread, as I don't want to derail this thread completely :-)
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June 11th, 2016, 17:04
That's impressive. Definitely looks possible for Skywind to implement many of Morrowind's systems.
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June 11th, 2016, 19:46
Not to take away from Enderal, or Nehrim before it, but those are still within Skyrim's system. What do I mean? Well XP points are different from skills that raise in skill via use when I come to function, but behind the scenes Skyrim is using XP to determine how much to raise each skill when it is used. Likewise all of the spell effects and creature types are based on Skyrim's.

Skywind will also have to work within Skyrim's limitations as well, unless I'm missing something. As in no levitation, Mark and recall, clothing under armor, more equipment slots, Morrowind style enchanting, weapon/armour degradation, etc. I'm sure clever modding can account for some of these things, but not necessarily all of them. This includes things I haven't mentioned. I'd love be be proven wrong though, so I'll withhold judgement until Skywind is completed.
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June 11th, 2016, 20:57
Originally Posted by LanceTheeGamer View Post
That's where you're mistaken. The only reason the original assets are being used is because OpenMW is designed to be a modern reinterpretation of the original engine. This means multi ore support, multi GPU support, more advanced lighting, AI, more advanced assets, etc. OpenMW is still in beta the the moment, but it is nearly at the point where it is on par with the original game's functionality (Version 1.0). After that point the improvements will be worked on. Don't forget it's an open source engine, anyone with the proper skills can work on tweaking it far into the future.
Those things are nice, but if someone wants modern visuals without changing the core systems, why would someone use OpenMW over MGSO? To me, MGSO just looks better.
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June 11th, 2016, 22:21
whatg was that fantastic mod that came out this year with voice acting for skywind ?
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June 11th, 2016, 22:31
Originally Posted by JDR13 View Post
Those things are nice, but if someone wants modern visuals without changing the core systems, why would someone use OpenMW over MGSO? To me, MGSO just looks better.

Ah you seem to be misinterpreting what OpenMW is. OpenMW is a brand new, modern, open source engine for Morrowind. It completely replaces Gamebryo, the engine which was used for Morrowind, Oblivion, Fallout 3, New Vegas, and modified for Skyrim and Fallout 4. An engine is the basis for how a game runs, and performs. How it interacts with hardware and other software, how open it is to mods and alterations. While the original Gamebryo engine was highly moddable, OpemMW will be in another league all together.

Now on to MGSO. All it is is a complication of mods in a single, easy to install executable. In fact at this point it's outdated, as many of its component mods have been updated many times over. If you want a more modern Morrowind mod pack, check out Morrowind 2015. It will require more work, but the end result will be even better. Many of the features added my mods within MGSO (such as distant land) are actually within the OpenMW engine itself. Other features of MGSO are simply mods which can be installed over OpenMW.

Simply put, OpenMW can be modded. It can have more advanced mods than Vanilla Morrowind. The end result can be graphically better than both MGSO and Skywind.
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June 12th, 2016, 01:26
Sounds great if it lives up to its potential, but so far most things about it are "can be" or "will be". I'm not doubting your word, but I'll have to wait to see it in its finished state before judging.

It looks like the most recent release is only 0.39, so it would seem to have a long way to go before it's finished.
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June 13th, 2016, 05:38
It's tough to judge much of anything from a version number, and for projects like this "finished" is somewhat of a nebulous concept. It's not finished as long as someone wants to work on it.

In any case, you can play the game, and the software sees constant development. Which you can even follow on github: https://github.com/OpenMW/openmw https://github.com/OpenMW/openmw/commits/master
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