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There are a few ways we can do this, and the choice is yours.
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>>722656786
I'll just self-insert, thank you.
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>>722656786
Okay, i beat his head in and eat his liver before using his chest cavity as a toilet.
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>>722656786
CLASS NAME: Serial Rapist
SPECIALIZATION: Combat
FAVORED ATTRIBUTES: Strength, Endurance
MAJOR SKILLS: Hand-to-hand, Blunt Weapon, Sneak, Alchemy, Illusion
MINOR SKILLS: Restoration, Athletics, Security, Alteration, Unarmored
RECORD THAT YOU FUCKING FAGGOT!
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>>722657095
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>>722657078
he possessed super-CHIM...
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MWSE or OpenMW?
From what I can tell, OpenMW looks and runs better, but MWSE has better mods.
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>>722659275
for any MWSE only mod, there's an OpenMW equivalent, or patch. it's always been a pretty deceitful comparison.
openmw has the most versatility in mods right now, can make morrowind look the best, and runs far far better. the original engine is so limiting and will lag like diarrhea after a few mods. its also, as if this summer, became the primary hotspot for newer morrowind mods. especially fancy presentation and script ones.
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>>722659275
Flip a coin, or look at the MWSE mods and see if you even want to bother with them, if not OpenMW is just better.
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>>722656786
The Dunmer and the so-called "Living Gods" were a long-time enemy of Morvan. Battle after battle, he wrested territory away from their houses. Hundred of thousands of Daedra were summoned from Oblivion and obliterated by his magic. After securing the remnants of Yokuda, he set forth to finally end the thorn that long been in his side. The battles between him and the three were legendary until they finally came to an end at Red Mountain. None know exactly what happened save for Morvan and his words.

"You Dunmer are nothing more than a deceived race of slaves proudly ruling over lizards and insects. I've faced your immortal sorcerers and found them wanting. I am a son of Molag! I fuck Almalexia in her ass! Worship me if you are so pathetic to kneel to the likes of her."
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>>722659452
I am pretty sure you'll never get an OpenMW versions of Ashfall or Guar Rider. If only because Merlord is an anti-OpenMW purist.
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>>722659637
there are equivalents of both
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>>722659275
OpenMW runs without any fuckery in Linux and, from the documentation, seems to be extensible and could serve as a stand-alone engine/game should Microsoft decide to get bitchy about the TES IP. I fully expect them to do that after buying Bethesda and getting fuck all in return.
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>>722659671
Like what? Devilish Needs? They don't even come close in terms of sheer scope.
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Is modifying a Wabbajack modlist a good idea? I've found a modlist that's 99% compatible with my desired setup, I just want to remove some shit I find redundant.
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>starting Morrowind again
https://www.youtube.com/watch?v=h7cN7x35qJQ
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>>722659883
There should be flags in Mod Organizer that let you know when disabling a mod would cause another dependent one to not work. As long as you’re not removing a master for another mod that needs it to work, you should be fine. They only discourage altering modlists because there are some people who are so retarded they don’t understand what “unzip and drag file to folder” means, and those are the types of people to spam forums crying about broken mods when they fuck something up.
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>>722660173
Is modding OpenMW a different affair than modding MWSE? I've configured some very complex modlists of 700+ mods that actually worked like a charm, but that was all in MWSE. I'm totally green when it comes to OpenMW.
And the only reason I am using a premade modlist to later modify is because I kinda can't be bothered to recreate my previous, handmade modlist, because that shit took a good few days off my life.
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>>722657095
I know what I'm doing in my next playthrough
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>>722660591
not really, only difference is that mwse isnt supported. in some aspects its even easier.
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>>722660701
I assume you no longer need to bother with constantly recreating distant land everytime you change something in the landscape?
How are things with merging? I just kept using TES3Merge, but people say DeltaMerge is more efficient?
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>>722659275
I prefer openmw, has a built in method to manage mods too.
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>>722657078
Baaed
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>>722656786
>There are a few ways we can do this.
>See, I likes you, and I wants you.
>Now we can do this the easy way or the hard way.
>The choice is yours.
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>>722660880
it is more efficient since it mashes lists and merges objects, and pretty fast. and distand land is automatic. there is navmesh you can generate but its just for making loads seamless. also it supports really great shaders that MGE XE is too archaic to mimic
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>>722661195
>IM A WARRIOR
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>>722661218
>also it supports really great shaders that MGE XE is too archaic to mimic
The shaders and the fact that OpenMW allegedly can take advantage of multi-threaded processors is the reason I am considering switching from MWSE.
Because turns out even on my i9 14k, and RTX 4090, my MWSE setup chugs like crazy, simply because an old engine can only use one thread.
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>>722661490
MW bottleneck is that its assets are outdated from what I've read. So some things can still ran like shit unless you utterly bruteforce it, like Old Ebonheart.
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>>722662502
I guess it's less an issue with assets and more an issue with how they behave with distant land. There is a reason MW was almost entirely covered with Silent Hillesque fog. The thing is the game has no low-poly distance assets to replace the fully-modelled regular assets. So it just keeps rendering those ultra-detailed assets needlessly at all times even if the game doesn't need it and the only way to nullify that is to reduce the draw distance. And that is what chugs the game more than anything if you want to see more than 5 feet ahead of you.
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>>722657095
"Redguard it is then"



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