The Clockwork Mansion

Underground Warehouse => Treasury => Castle Keep => Topic started by: Tapewolf on September 30, 2008, 07:51:09 PM

Title: Morrowind - anti-walkthrough update
Post by: Tapewolf on September 30, 2008, 07:51:09 PM
After much procrastination, I've finally got around to updating it-he's Morrowind page.
It now covers Tribunal, Bloodmoon, the Alchemy bug, and by way of apology, has a gallery of weird and/or cool screenshots.

If anyone's interested, it can be found here:

http://it-he.org/morrow.htm#update
http://it-he.org/mw_pics.htm
Title: Re: Morrowind - anti-walkthrough update
Post by: Joe3210 on October 01, 2008, 06:40:34 AM
This is awesome, cat/dog dude.
Title: Re: Morrowind - anti-walkthrough update
Post by: Corgatha Taldorthar on October 01, 2008, 08:02:16 AM
How did you get the bear impaled on the spike? That one had me laughing literally out loud.
Title: Re: Morrowind - anti-walkthrough update
Post by: Tapewolf on October 01, 2008, 08:37:17 AM
Quote from: Corgatha Taldorthar on October 01, 2008, 08:02:16 AM
How did you get the bear impaled on the spike? That one had me laughing literally out loud.

I noticed long ago that monsters will tend to appear out of thin air when you sleep, even if Cat-Dude is curled up on an island somewhere in the middle of the ocean.  So I used my little belt of levitation to have him sleep on top of the pillar until something appeared.  That's the bear on top.
The embedding happened when the bear tried to chase me off the pillar (I was levitating) and owing to the slightly buggy collision-detection, the bear fell into the pillar instead of off it.
Title: Re: Morrowind - anti-walkthrough update
Post by: Ren Gaulen on October 01, 2008, 10:53:38 AM
Yeesssss!!! I've been looking forward to it! >:D Awesome! Great work, Tape! :3
Title: Re: Morrowind - anti-walkthrough update
Post by: Tapewolf on October 01, 2008, 11:10:39 AM
Quote from: Ren Gaulen on October 01, 2008, 10:53:38 AM
Yeesssss!!! I've been looking forward to it! >:D Awesome! Great work, Tape! :3
Heh... given your enthusiasm, I was a little surprised you hadn't commented before now.  I guess you missed it...
Title: Re: Morrowind - anti-walkthrough update
Post by: Azlan on October 01, 2008, 03:51:43 PM
It would be nice if there was Tribunal... I never did finish that... got stuck at a point somewheres.

Did they ever officially fix Hircine's ring?  It triggers the whole universe to attack you on sight, like fuzzing out near anyone will do if infected with lycanthropy... including people that are themselves wolf'd out and attacking you.

It has been several years since I've played this game however...
Title: Re: Morrowind - anti-walkthrough update
Post by: Tapewolf on October 01, 2008, 04:45:33 PM
Quote from: Azlan on October 01, 2008, 03:51:43 PM
Did they ever officially fix Hircine's ring?  It triggers the whole universe to attack you on sight, like fuzzing out near anyone will do if infected with lycanthropy... including people that are themselves wolf'd out and attacking you.
I've been running with what I believe are the latest patches and it still does this.  I seem to recall reading that there's a user-created mod which makes the ring more sensible in that regard (and fixes other bugs besides) but I haven't tried it.
Title: Re: Morrowind - anti-walkthrough update
Post by: llearch n'n'daCorna on October 01, 2008, 05:00:57 PM
... Hircine's Ring of Assisted Suicide?
Title: Re: Morrowind - anti-walkthrough update
Post by: Azlan on October 01, 2008, 05:10:43 PM
Quote from: llearch n'n'daCorna on October 01, 2008, 05:00:57 PM
... Hircine's Ring of Assisted Suicide?

Fuzzy assisted suicide... complete with fleas and a desire to chase sticks.
Title: Re: Morrowind - anti-walkthrough update
Post by: Toric on October 01, 2008, 08:44:20 PM
And to think I was checking over your site just last week and wondering what you were up to next on that site. Here go the next few hours of my time.
Title: Re: Morrowind - anti-walkthrough update
Post by: Ryudo Lee on October 02, 2008, 10:01:55 AM
I was never aware of that alchemy trick.  I'm gonna have to do that one.
Title: Re: Morrowind - anti-walkthrough update
Post by: Tapewolf on October 10, 2008, 10:19:19 AM
On the subject of Morrowind, I just found this:

http://openmw.snaptoad.com/

...it's going to be a long, long time before (if) they get far, but if they manage to pull it off it will truly rock.  IIRC it took the Exult guys about 3-5 years to get their U7 implementation playable.
Title: Re: Morrowind - anti-walkthrough update
Post by: Ryudo Lee on October 10, 2008, 12:15:34 PM
*Bookmark'd*

Yet another project I will be following closely.  Thanks Tape.

EDIT:

An interesting side note on that alchemy trick to make super potions, the ability to do that was "fixed" in Oblivion.  Meaning if you create a Fortify Intelligence potion (which is a rare potion and can only be done with Carrot and Clouded Funnel Cap), it does not affect your alchemy skill over 100 points.  Anything over 100 is treated as 100.  Perhaps there's something about the ingredients found in Vvardenfell and it's surrounding areas that can't be replicated in the ingredients found in Cyrodiil (or the Shivering Isles for that matter)?