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January 2002
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January 30, 2002
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New Poll Update by Striker
9:51 PM CST
Just to satisfy all those people who keep bugging me to update the poll (you know who you are Imperator), I have put up a new one. It relates to the editor previews, so don't be shy now, vote!
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A Few More Dev Posts Update by Striker
7:14 PM CST
There were a few more dev posts on the official forums. Here's what they had to say:
- MrSmileyFaceDude comments on ladders and climbing:
"Did it ever occur to you that perhaps the game is designed such that ladders and climbing aren't going to provide you with any advantage? It's not like we made the game so that thieves have to climb walls to get to the juicy loot, and then "left out" the ability to climb. We made a conscious design decision, long ago, not to incorporate those features, and have designed the game world accordingly. Remember -- if you want every conceivable feature, your product will never be completed. You have to balance features with money and time. The game can't have an unlimited budget and it has to actually be released at some point where it can still be competitive and relevant, so you have to make hard decisions on what the most important features are. Thieves will find plenty of opportunities to practice their trade, even without using ladders or climbing or mantling, and even without "resorting" to levitation." - MrSmileyFaceDude talks about adding climbing animations into Morrowind:
"Probably not, because we'd have to add support for the climbing animation group into the game code." - MrSmileyFaceDude on testing for Morrowind:
"I'm not sure the total number. Pretty much everyone in the entire company is helping to test, and we have an outside testing firm working on it as well as Microsoft's stringent QA process for the Xbox version. We're trying to make Morrowind the best game it can possibly be, and that means making it as stable as possible. What we have been doing for the past couple months and will continue to do until the game is ready is polish, debug, balance, and test the game to achieve that goal."
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January 29, 2002
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Alchemy Q&A Update by Striker
5:38 PM CST
The new Codex of Vvardenfell site has been lucky enough to receive a Alchemy Q&A with Steve Meister and Ahn Hopgood. It certainly has quite a few good questions, so all you budding Alchemists should head over and check it out.
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Is It a Bird? Is It a Plane? No! It's a Dev Post! Update by Striker
5:28 PM CST
The official forums have been visited by the Morrowind Developers yet again. Here's the latest:
- MrSmileyFaceDude comments on ladders and climbing:
"Ladders that I was talking about act like load doors -- you'll see a ladder leading up to a trapdoor in the ceiling, so you click on the ladder and appear on the other side of the trapdoor. You could probably have exterior ladders that do something similar, but you'd have to set those up in the editor -- it's not like you could carry a ladder around & put it wherever you want. And it would still warp you to the top of the ladder, there wouldn't be any climbing animation.
And once again -- we did not leave climbing out of the game because it's "too hard". We're doing a lot of "hard" stuff in the game already. We made a design decision a long time ago not to include climbing in the game. Plus, the game's almost finished -- we're certainly not going to add anything so significant at this late date." - MrSmileyFaceDude on bug fixing and testing:
"We're all professionals here. If we see something's broken, into the bug tracking database it goes. We ALL want to make the game the best it can be, so we don't make personal attacks and we don't take bug reports as personal attacks." - MrSmileyFaceDude talks about changing weapon wear and tear:
"There's a checkbox in the Weapon info window in the editor that allows you to make a weapon ignore normal wear & tear." - BlueDev comments on vampires confined to 'hack and slash' game play:
"Says who? I believe I said that vampires may be more suited for a powergamer, b/c they are immensely powerful, but the rest is your own conjecture."
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January 28, 2002
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New Interview, Wallpaper and Merchandise Store! Update by Striker
7:39 PM CST
The Friday update on the Elder Scrolls web site was a great one. Not only was a brilliant new wallpaper of the city Balmora, the Morrowind Merchandise store was opened! Items up for sale include mouse mats, T-Shirts, mugs and many more! Head over and support everyones favourite developers.
Also, Armchair Empire has put up an art related interview with Matt Carofano. Do yourself a favour and check that out as well.
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Quite a Few Dev Posts Update by Striker
7:31 PM CST
The devs have posted quite a bit on the official forums. To save you all the trouble of looking for yourselves, here they are:
- Pete comments on the new merchandise:
"CafePress doesn't offer their digital printing services with black shirts. It doesn't work. White or grey only. We got samples of the designs on a black background for the mousepads and we weren't pleased, so we didn't offer them on black. Glad to see some folks like it. Not surprised that others don't. I personally like the coffee mugs the best, although I don't use them." - MrSmileyfaceDude follows up on the same topic:
"I happen to run a CafePress store myself, for a club I'm involved in, and I have been very pleased with the quality of CafePress' merchandise. The shirts are of high quality. As long as you wash them in cold water with no bleach, the artwork won't fade and they won't shrink. If you don't like white or gray t-shirts, well, there's not much that can be done about it, but at least thanks to CafePress there's an easy way for us to get Morrowind merchandise to you." - Sentinel talks about adding your face to a model:
"If you have Photoshop or another image editing program like it, then you can simply choose an existing Morrowind face texture, add your digital portrait, fiddle with the graphics a little and save it. Then when you build a new character for the first time in the game, your digital picture will pop up as one of the choices.
You will probably want to choose a race that has a face shape similar to your own.
Michael Wagner Bethesda Softworks" - Maverique on eating certain items:
"You can even eat bonemeal from skeletons... seems to have "modest magical properties"" - Smudge comments on creating new spell effects:
"You are correct, sir If you have max you can also make your own fx, although the particle system can be troublesome. you can also use the default effect(s), and assign a different bitmap to it thus creating unlimited number of effects (well, that all move the same way) with only having to have a paint program. Pretty cool, eh?" - BlueDev talks about underwater features:
"So...I'm reading this topic, thinking of responding, when I see a response. From me. Surreal. What's up with digging up 6-month-old topics?
Anyway, yeah there's stuff underwater. Plants, animals, other crap. Not a major part of gameplay, but you'll need to do some swimming. I know I put in a quest that you absolutely have to swim to get to.
I'll check back on this topic in 6 months or so...." - BlueDev comment on randomly increasing NPC's abilities:
"That's actually an intriguing idea. Doesn't sound too tough to do, either. You would have to do is create a global script (to ensure that it runs even when the NPC isn't loaded) that tracks days passed, and then have it mod specific skills on the NPC when the counter gets to 30 (or however often you wanted to do it). Then it would reset. I know I haven't done anything quite like this yet, but perhaps affamu has. Sounds pretty cool, though. " - BlueDev follows up on the same topic:
"I only know that I haven't done this. I don't know about other folks. But, if you wanted to do it in the editor, it'd be do-able." - BlueDev talks about multiple weapons skills:
"It's a tough decision. I just played through a bunch of the game with a character w/multiple weapons skills. Has its advantages and disadvantages. Blunt is a good complementary weapon skill b/c it has such a wide range of weapons, from really quick clubs to heavy warhammers. Also, it drives you nuts when you find a really nice magical weapon that you don't have the skill to use. It comes down to a matter of preference, I guess." - BlueDev comments on repairing items:
"Yup, you'll need some repair tools to repair your armor and weapons. There are different types of different qualities." - BlueDev with a comment on potions:
"You won't need Restoration or Alchemy. I just played a melee character through all the Fighters Guild without either. But, it would have been handy on a number of occasions. It gets heavy lugging around all of those potions. " - BlueDev talks about factions and reputation:
"Factions have modifiers toward one another. So, when you're adding a faction, you add in the faction reactions for the other factions. It's easy. I don't believe NPCs in general will react to your faction unless they're in a faction themselves. They'll react to your reputation, crime level, clothing, etc., but not your faction specifically." - MrSmileyFaceDude on potions:
"You can't make someone else drink a potion. You can SELL potions, or drink them yourself, but you can't inflict them on others. If you want to poison someone else, it'll have to be with a spell or an enchanted weapon with a poison effect on it." - MrSmileyFaceDude comments on enchanting and repairing items:
"In regards to your first question, yes -- the enchantment is separate from the normal wear & tear on the weapon. So an enchanted weapon could be fully charged and in need of repair.
As far as repair goes, when you get repair equipment, you equip it in the inventory menu. A list of the items you have that are not at top condition appears, and you just click repeatedly on the ones you want to repair, until the weapon is repaired or the tool is used up (it disappears when that happens). You can also buy repair services from armorers you'll find in most towns.
And yes, ANYONE can learn a spell. All it takes is gold -- you go to someone who has spell services, and pay them for the spell, and now you know it. Of course, whether or not you can CAST the spell depends on your spell points and your magic skills. Of course, once you have learned a spell effect in this way, you can use it when enchanting items." - MrSmileyFaceDude clarifies enchantments vs spell effects:
"The casting type is tied to the enchantment, not the spell effects, so you couldn't have one item with both casting types since items can only have one enchantment (with up to 8 spell effects)." - MrSmileyFaceDude on the release date and web site updates:
"Sorry Velnias, but we've been a little busy lately. Screenshots, team articles, codex additions, etc. all take time away from the development schedule. The game will come out when it's ready. When we know the release date for sure, we'll post it. At least we take a LITTLE time out of our busy schedules to respond here in the forums and update the website on a regular basis. I'm not sure what else we could give you at this point that wouldn't hurt the schedule in some way -- and I'm positive you wouldn't want that! " - MrSmileyFaceDude comments on NPC's 'dropping' items:
"NPC's don't "drop" anything when they die. If you want to, you can loot the corpses and take whatever they have, though. Same with creatures. They usually have something you can use in alchemy, like netch hide, rat meat, etc." - MrSmileyFaceDude with some clarifications on the same topic:
"1. When a NPC or creature dies, or is knocked unconcious due to their fatigue dropping to or below zero, you can "activate" them by looking at them and pressing the activate key. This brings up their inventory window. It's the same way you activate anything -- and it works on the Xbox as well as the PC.
2. Creatures have only appropriate items in their inventory. Creatures that fight with weapons, like skeletons, have the weapon in their inventory. Others just have appropriate "ingredients", like rats have rat meat, etc.
3. If an NPC or creature has a sword or other weapon drawn when they die (or get knocked out), the weapon does not "magicly(sic) disappear". It's still in their hand(s). When you bring up their inventory, you'll see the item in their inventory and you can then grab it. Clothing and armor is also visible on the NPC's and yet still shows up when you bring up their inventory window." - MrSmileyFaceDude comments on Argoninas and Khajiit wearing helments and footwear:
"Argonians and Khajiit can't wear full helmets, but they can wear hats and partial helmets. They can't wear any type of boots or shoes, though." - MrSmileyFaceDude clarifies the above topic:
"Argonians and Khajiit can only wear partial helmets, not full helmets. Why? They have snouts that wouldn't fit in full, face-covering helmets.
Argonians and Khajiit cannot wear any type of boots or shoes. Why? Their legs and feet are built differently from human and elven feet, and nobody in Morrowind makes or sells boots for them.
I can't say it any more clearly than that!" - MrSmileyFaceDude on netch hide:
"If you kill a netch, you can sometimes get netch hide, which you can either sell, eat, or use in creating a potion." - MrSmileyFaceDude talks about potion uses:
"You can only drink potions. You can't make someone else drink one (although that could be done via scripted dialogue). So all potion effects are cast on the character who drinks the potion. No touch spells, no target (ranged) spells." - MrSmileyFaceDude comments on potion spell effects:
"I'm not completely sure what ALL the effects that are available for potions are. It depends how the designers set up the ingredients -- each ingredient can have four effects, and the potion's final effects depends on how the ingredients are combined. I'd have to go through all the ingredients in the editor to see which ones they chose.
But basically it can be any effect which can be targeted at "self"." - MrSmileyFaceDude talks about potion uses:
"Potions are great to have, even for magic users, because they require no spell points. I always carry around a bunch of Restore potions -- restore health, restore magicka, restore fatigue, etc. so that if I get in the thick of things, I can save my spell points for offensive spells and drink potions to heal myself." - Smudge on casting very powerful spells:
"they can, but its gonna cost you. in the editor you can change the duration of a spell, its minimum and maximum magnitude, and the area it is affecting. you can also change whether it is going to affect yourself, someone you have to be close enough to touch, or a target/projectile type of spell. obviously the greater the spell, the more magicka it will take. steve may have been playing in god mode, which means that your magicka doesnt ever decrease. a handy little feature we threw in to help us test, and one that really helps us work through some of our aggression " - Smudge with a comment on importing models:
"??? you can import whatever you want - assuming you have Max and the exporter. we use pieces so they can be combined in various ways. you can do that, or you can export one object, providing you stick with the polygon limits."
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January 24, 2002
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An Editor Preview and New Fan Site Update by Striker
6:29 PM CST
Another editor preview has been put up, this time on VoodooExtreme. It is extremely positive, so head over and check it out.
Also, a new Morrowind fan site, Codex of Vvardenfell, has been launched and it being hosted by Morrowind Summit. This site specialies in information related to alchemy in Morrowind. There isn't much there at the moment, but that will change when the game ahs been released. Head over and make the web master Hermetic feel welcome!
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A Couple of Dev Posts Update by Striker
5:52 PM CST
There were a couple of dev posts worthy of note on the official forums. Here they are:
- Maverique comments on a healer class:
"I have indeed found it easier to play a high elf healer than a khajiit one. That magicka multiplyer is what really keeps you alive when you are busy running away and healing yourself! However, running is far easier for a khajiit. i an usually outrun the lower level things and switch to my crab mallet, heal, and wack. nothing more satisfying than wacking those peel and eat crabs (hey a healer's gotta eat too!)" - BlueDev talks about the plantlife in Morrowind:
"I just did a quick scan in the editor, and I'm guessing there were around 300 plant models and 150 rock models (exterior rocks). Draw your own conclusions."
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January 23, 2002
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Have Some More Dev Posts Update by Striker
5:49 PM CST
The devs have once again posted some juicy info on the official forums. Here's what they had to say:
- Smudge talks about the mercantile skill:
"well, i just got paid 125 gold for something worth 350 (the difference between the initial and accepted offer was slight). i was mad until i realized that i had stolen it and anyways it was a better offer than that other guy had made me. The formula offers you a price, and you can raise it or lower it and hit okay. its either refused or accepted etc. if you dont like the offer you can go find someone else who may offer you more or less, depending on your merchantile skill and, i believe, how much he likes you. its rather enjoyable, actually - neither annoying or automated. I was just starting, so i had no skillz :( of course it was better than that time i caught that horrid disease and no one would talk to me, but i digress..... oh, and a word of advice - dont try to sell back to someone something you stole from them. they tend to get rather grumpy about it" - Smudge answers a few editor questions:
"1) when i find one ill ask 2) i wouldnt advise shrinking creatures or NPCs. it messes up their attacks. static object like armour are not a problem. 3) building interiors are separate loads from the exterior world, making it possible to have a gigantic inside and a tiny outside ala Alice in Wonderland. it is also possible to go to a different part of the world depending on which interior door you open (ill pick door #4 please, straight through to the swamp, no waiting) 4) 6 seems like a good number. it does depend on AI and scripts running as well as your own computer. also you would need an awful lot of room inside a mountain to allow for collision and movement. Also getting NPCs to fight each other doesnt seem possible given that you would have to rewrite our AI. and an attack on the player by 3 or 4 npcs or creatures takes up alot of space- more would probably be pointless since they would just get in each others way 5) hmmm... interesting idea - the teleporting on drinking potion would work, as for the randomizing, not sure. ask Affamu 6) should be possible with scripts. see answer 5 8) i find permanent companions to be a nuisance. thats why i no longer have any invisible friends There - hope that helped your extremely ambitious question" - Smudge comments on the 3D Studio Max plug-in:
"you mean biped? its just a plug-in for Max - anyone can buy it. and physique. we're not making the characters with any super-secret custom tools, but exporting them into the game is a bit tricky and requires the netimmerse plugin and some practice" - GoDFaDDa42 responds to a weather question:
"Sorry this took so long to respond to. Haven't read the forums in a while. There are regions in the game - I'm not sure how many - maybe 8 or 10. There are a couple orders of magnitue more exterior cells. So, you have these really large regions that are basically contiguous areas of cells on Vvardenfell. Each region has a certain chance of each weather type - assignable in the editor. The region "painter" in the editor, which is the way you assign regions to exterior cells (the easier way, at least), is REALLY slick (due to Mike Lipari). By the way, none of this applies to interior cells.
Through script, you can change the percentage possibilities of a given region (the modified region information gets saved out with the saved game) or change the weather directly for a given region, though you may have difficulty making it stay that way. You'll see.
Oh, and unless "they" ask us to take it out, you can change virtually all weather settings in the INI (not the basic mechanics, but the specific colors/timing/etc.) You may not want to do this though - Noah is the only person I know who sees a HUGE difference between two 24-bit colors that are one digit apart and knows exactly which one he wants, so he has been tweaking the bejeezus out of the colors. We'll probably (I hope) provide a backup INI on the CD, so you can just copy down the original one if you screw yours up and forget to make a backup.
Todd gets scared every time he sees Noah and I talking to one another - always new features, and MORE NUMBERS for Noah to tweak." - GoDFaDDa42 follows up on the same topic:
"I do not know the full extent of the scripting system. However, you can get the current weather type, but I don't know about changing the damage (I'm not saying you can't, I just don't know - if you found out that you can do that through a script from another dev, then go with it). As for changing on a specific day, there's nothing to do that in one script command. You have the function I described earlier, to change the weather. I do not know if you can run certain scripts on certain days or not. I wish I knew more about the scripting system, but I don't - I only know the functions I implemented and a very little bit more.
There's also a function to get the moon phase for the two different moons that you've seen in some screenshots, though it does not differentiate between waxing and waning (I don't know why, but that's what they wanted)." - MrSmileyFaceDude comments on Morrowind being too hard:
"This is one of the reasons we've been playtesting the game. It's all part of game balance. We're adjusting a lot of things -- how tough creatures are, how fast you level up, the movement speeds of NPC's, fatigue burn & recovery rates, etc. The game is very adjustable, nearly every formula in the game is affected by one or more game setting that can be altered in the editor. So while on Monday it might be too hard for a level one character to kill a simple rat, on Tuesday the combat would be more balanced.
Please have a LITTLE faith in us, ok?" - Pete on the floating meteor in Vivec city:
"Vivec did it to keep it from crashing into the city." - Pete talks about the manual:
"The manual will not be on the CD. And it won't be CD-sized either. It will be a printed manual. We want to make sure it covers everything it needs to cover in order to play the game. We are limited in size because of the new box size requirement by several retailers. They will not sell your game if your box isn't this smaller size (essentially DVD-size box). This will probably be the standard across all stores before too long, so you might as well prepare yourselves for it. I'm sure many of you noticed that all EA Games, starting with the new Medal of Honor, are only available in this size. Obviously the manual for these boxes can only be a certain size and thickness. We're packing as much as we can into that size. Doing different size manuals for different sized boxes is not an option on any level.
Since nobody here has played the game yet, you really can't appreciate just how much stuff we tell you in the game. Getting all the flavor and color and lore during the game is part of the fun, and so we didn't want to dump it all in the manual anyway.
Once you start playing the game you're going to forget the manual exists anyway. Heck, you're gonna forget to eat, shower, and sleep...so the manual will be the last thing on your mind. " - Pete follows up on the same topic:
"That's the plan.
The CDs won't be in a DVD case. The box is actually a cardboard box that is roughly the same size as a DVD (a little larger and thicker). The CDs will still come in a standard 2 CD jewel case, inside of that box. The map is folded differently in order to get it to fit.
If you only knew all the logistical nonsense we have to go through."
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January 21, 2002
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Some More Dev Posts Update by Striker
6:57 PM CST
Once again the almighty devs (and an ex-dev) have visited the official forums. Read on for the latest info:
- Mark Jones talks about polygon counts for weapons:
"The Daedric sword that you've seen on the cover of "Computer Games" and is the one held by the Dremora in a bunch of other shots is 286 polys. Just to give everyone a ballpark figure." - Mark Jones follows up on the same topic:
"If you're using MAX a simple way is just to select the polygons and look at the number that pops up in the panel to the right.
By the way, there's some new stuff up at the Eyrie now regarding Morrowind weapons. No new graphics, but some background to the texturing and building of them. Might be helpful to the Mod People out there.
Just ignore all the "place-holder" text knocking around the site. I'm working on it as quickly as I can. " - Mark Jones comments on his site updates:
"Thanks! I'm in the process of getting a bunch of loose ends tidied up. Should be a lot more Morrowind and Daggerfall stuff up in the next week or so. No new art, just some background to the creation of it.
If you're in to that kind of thing that is." - Mark Jones on monster textures:
"As far as I can tell the mapping has remained the same for most of the models I worked on. Not sure about the Winged Twilight though. Some of the chest area looks different. Not sure if that's just texture change, mapping ,or both.
Some Creatures are just one texture. Everything you need is contained there. Others use multiple textures. A typical figure used planar mapping, cylindrical and spherical mapping, plus a bunch of jiggery-pokery with the UVW Unrap in MAX.
In all cases though it should be an easy task to alter the textures. Day-Glo Guars anyone? " - Mark Jones comments on texture editing:
"I believe it will be possible to load the original texture into an art program. You'd then be able to tweak that. That would give you the basic layout. For a face, the eye location for example. It should then be possible to use the new texture for the 3D model. You won't need MAX, I believe.
'Course they've probably gone and changed everything now and I made me look like an idiot! " - BlueDev talks about slaves:
"There are already a number of places in the game where you'll have the opportunity to free slaves...or hunt them down. There's no giant slave settlement, and no one place you bring freed slaves to, but it could be done in a mod, I suppose. BTW, I loved those Guardians of the Flame books. I think I read the first five, but then couldn't find any after that. They're not the most far-reaching fantasy novels, but they were a lot of fun." - MrSmileyFaceDude with a quick comment on vampires:
"Note that "vampire" isn't a race or class choice. You can't choose to become a vampire from the beginning of the game. You'll have to find a vampire and get "infected" first..."
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January 20, 2002
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Even More Dev Posts Update by Striker
7:20 PM CST
The devs have visited the official forums. Here's the latest info:
- Pete comments on different cell types:
"Interiors and exteriors are seperate cells altogether." - MrSmileyFaceDude on attacking from interior to exterior cells:
"No." - MrSmileyFaceDude talks about spells affecting weather:
"Nope. It's a cool idea though. 8)" - MrSmileyFaceDude comments on shops and entrance fees to buildings:
"One way you could do it is have the door have an extremely high level lock. You have to buy a ticket to get in, and the ticket is the key to the door. You could add a script so that once the player leaves the interior, the ticket is removed from the player's inventory and the door is locked again. That way players have to buy a ticket every time they want to go in. As far as multiple shops per building, there's absolutely no reason why you can't do that. A "shop" is really just an NPC with barter services and a bunch of items that belong to the NPC. There are plenty of stall vendors, both outside and inside, who don't have a building or even a room to themselves." - MrSmileyFaceDude talks about altering spell effects:
"You can't add or remove spell effects, and you can't change what they do. You can change the base cost, visual and sound effects, projectile speed, lighting color, icon, and a few other attributes about the effects, and when you make spells, enchantments or potions in the editor you can set duration, magnitudes, casting type, etc., but the actual list of effects and what each one does is hard-coded." - MrSmileyFaceDude on stealing from shops:
"but many stores in Morrowind have a guard in them " - MrSmileyFaceDude comments on altering your characters appearance:
"Nope. The only way you can change your character's appearance is to change clothing & armor. Also, if you cast Chameleon or Invisibility on yourself, your character will appear semi-transparent on the screen. But you cannot alter your character's skin." - Pete gives a quick comment on an Australian distributor:
"We have something in place for Australia already. Fear not mates." - BlueDev talks about prices for items:
"There is a base price for every item set in the editor. When you go to buy something, your mercantile skill is compared with the shopkeeper's, and a price is set. How much he likes you also comes into the formula a bit, I believe. Of course, there's always a little wiggle room on the price, so you'll want to haggle with him a bit. It has amazed me how valuable this skill actually is. Usually in RPGs, a skill like Mercantile would suck, but it's really handy so far in MW. It's rough having a low Mercantile, finding a weapon worth 100 gold, only to find out that the shopkeeper will only pay you 8 gold for it. Ah...the perils of being a big, dumb barbarian. " - Sentinel on outside structures and doors:
"You can definitely create structures on the outside that you can walk into (like a barn) or something, but these will take a larger hit on resources than having a house with a door that "zones" to an interior. Also, I'm pretty sure you can't create doors that close if you do this, but a dev with more editor experience could probably answer this better. It's late, I need to head home soon. " - Affamu follows up on the same topic:
"You can make door that swing. You can also make doors that teleport you elsewhere." - Affamu comments on shields vs two-handed weapons:
"I'm testing House Telvanni and the Morag Tong and the moment so I have an Assassin and a Battlemage.
The Assassin has a shortblade and a shield and is quite effective.
The Battlemage has a two-handed axe and a lot of summoned Daedra which is also quite effective." - Affamu answers a few questions on strongholds:
"quote: ------ Originally posted by Green Juggernaut: Can thieves break in to steal some loot? Or can assassins get you in your bed? ------
This is one of those dreaded "you can do it with the editor" issues. This would be very cool if done well, but can also make 90% of your players break the game CD and chew it into little bloody bits if done poorly. I decided to avoid this particular risk.
quote: ------ Can you hire guards to protect you and your property? Or hire servants for upkeep? ------
Er... Depends. That's all I'll say for now." - Smudge comments on downloading the editor:
"no - it ships with the game"
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January 18, 2002
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New Wallpaper Update by kathode
3:05 PM CST
The Friday Update is up over at the official site. It features a nice shot of a part of Vivec. This is a new series of wallpapers which will showcase interesting towns and areas of Morrowind. Enjoy!
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January 17, 2002
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RPGVault Q&A 16 Update by Striker
9:09 PM CST
The 16th Morrowind Q&A has been placed over on RPGVault. This one is titled 'Off the Beaten Track' and asks the devs the most interesting non-critical aspect of the game. They give some very interesting answers, so head over and check it out!
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Even More Dev Posts Update by Striker
9:03 PM CST
The devs have visited the official forums yet again. Here's the info:
- Pete comments on hand to hand:
"HtH is pretty potent stuff. I'm playtesting the assassin and decided to see what if guards would come if I attacked a Dark Elf lady I came across near a house in Seyda Neen. Now, granted, this was VERY early in the game, but I stabbed her with my Tanto and she proceeded to beat the everliving snot out of me with her fists, knocking me out and then killing me. Who knew Laila Ali was in our game?" - Pete talks about the number of possible character combinations:
"I included this in a fact sheet I did on Morrowind for some press folks and mentioned it to Dalin the other day. Who wants to guess at the total number of possible player characters? That is, the total number of combinations of race, sex, skills, and birthsigns you can create.
I can tell you that it took some thinking by a couple of folks here to figure out how to come up with the right answer." - Pete answers the obove question:
"That's pretty much it. Our figure came out somewhere above 450 billion, which doesn't account for all of the possible face/hair combinations for each race. Zoinks!" - BlueDev comments on the gender of vampires:
"no. vampires are (nominally) whatever sex and race they were when they got vamped." - BlueDev talks about infecting others with vampirism:
"Actually, no. There was some talk of this, but we encountered a problem: if you were able to turn people into vamps, all of the NPCs on the exterior that you turned would die when the sun came up.
Although it sounds silly, it's true. If you'd like, I could make up a nice lore-based reason (and get yelled at by some folks), but that was a big problem. It would have been possible to script all NPCs to move indoors if they contracted vampirism, but that would be a nightmare (and would break lots of stuff, b/c you know you'd go around turning everyone ).
Having the PC become a more powerful vampire, rise to the head of a clan, and be able to turn others is something I'd like to explore in the future, but not in this episode." - MrSmileyFaceDude comments on blindness:
"Blindness isn't all or nothing -- it's a percentage. If you're 100% blind, you can't see anything -- the screen is blank (except for the interface). If you're 50% blind, there's a 50% opaque "sheet" over your view of the world. This is true for both first and third person. In addition, you get a penalty against hitting things in combat and aiming projectiles based on the percentage blindness. NPC's get that too, plus a penalty on detection. So how blind you or an NPC get is dependent on the magnitude of the blindness spell. As far as I know, the Boots of Blinding Speed are at 100% " - MrSmileyFaceDude answers a few questions:
"quote: -------------- Originally posted by Voluptuous Pachyderm: Can vampire souls be caught in soul gems? (This may have been asked before and I know that normal peoples cannot) --------------
Nope. Vampires are NPC's with special abilities.
quote: -------------- Are there charge capacities for different soul gems? Could an ogrim fit into a soul gem as well as a scamp? If not is the excess discarded? Can you trap more than one soul in a gem slowly filling it up to its full charge? Do you have to use up all the charge in a soul gem when you enchant things no matter how powerful you want it to be? --------------
Several different soul gem types with different capacities. You can have only one soul in a soul gem, but when you cast Soul Trap & kill the target creature, its soul will automatically be placed in the smallest empty soul gem in your inventory. Any remaining capacity is unused and unrecoverable. No, the enchanting effects should cost much less in terms of magicka than the total spell points available from the trapped soul. That way you can cast the enchantment more than just once. For example if a soul gives you 200 spell points, and your enchantment ends up costing 20, you can cast the enchantment 10 times before it runs out of charge.
quote: -------------- Can you dis-enchant things and pour its power back into a soul gem? --------------
Nope." - Affamu comments on Daggerfall spell cheats in Morrowind:
"1. It is harder to do that than it used to be.
2. But it is still possible. I figure if you're the kind of person who like to push a single button over and over, go for it.
3. One reason this was popular in Daggerfall was that spells raised so slowly compared to other skills. This has also changed."
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January 16, 2002
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GamesDomain Editor Review Update by Striker
8:54 PM CST
There have been more Morrowind editor reviews in the past week or so than you can poke, well, anything at. It doesn't appear to be slowing with another review over at GamesDomain. It can be found here.
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Dev Posts Update by Striker
8:44 PM CST
The official forums have been visted once again by the Morrowind developers. Here's the info:
- Pete comments on a 'Jack-of-all-trades' character:
"Won't comment on the specifics, but if you're gonna live in the wild for long periods of time, it might help do have Alchemy so you can make use of all those helpful plants and bits of creature you'll come across." - Pete clarifies skills and attribute relations:
"I think he's refering to the governing attributes listed for each skill on the Codex --> Skills page at www.elderscrolls.com. As a rule, it's never a bad idea to pay attention to the governing attributes for your skills as it can come in handy when increasing your characters abilities during the game." - GoDFaDDa42 talks about mixing different armour:
"One of the characters I'm testing with right now has an Imperial Steel Helm (identical to the ones the Guards wear... hehehe), a Chainmail cuirass (torso piece), steel boots, one of those big arched Imperial pauldrons (shoulder pieces) on my left shoulder, and a Nordic fur pauldron on my right shoulder, two different kinds of gauntlets (one leather, one steel), and an Iron shield. Oh, yes, and a common robe on over all of it - so you can't see how decked I am underneath it. Nice." - Smudge on high numbers of creatures on the screen at one time:
"i highly doubt it, with any system. theres also the AI to consider, not just the polys. also, framerate is faster indoors, but you woulnt currently have anyplace large enough for them to move around. " - Smudge clarifies editing more than one cell at a time:
"the landscape is one giant mesh. the cells are laid out on top, so to speak, like a grid. you can edit more or less area depending on the size brush you use" - Sentinel comments on shadows:
"Yes, you can turn the shadows on and off. And that screenshot was probably taken with the shadows turned off. Another thing to realize is that there are screenshots on this website that are over a year old and don't really represent how the game looks now." - Sentinel talks about ships:
"Ships are either a fast travel option or an explorable building. So you can't really sail(navigate) a ship, but you can use them for travel."
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January 15, 2002
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Two Editor Previews Update by Striker
6:38 PM CST
Today, two new Morrowind editor reviews have been put up today. The first is on that other fan site and can be found here. The second one is on GameSpot and is found here. Both are great reads, so head over and check them out.
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Some Dev Posts Update by Striker
6:22 PM CST
The devs have visited the official forums and have posted some info. Here it is, in all of it's glory:
- Pete comments on Morrowinds rating:
"The notion that we compromised the game in some way for the sake of a rating is ridiculous. Morrowind is the game we wanted it to be. Period. We actually weren't real sure what rating we were going to get back, because we've seen games with a T rating that looked like they might be M, and games with an M rating that looked like they could really be T. So trying to hit a moving target like that would be pointless. Rather, we just made the game like we wanted and let them rate it how they wanted.
I don't think Everquest, Starcraft, Baldur's Gate 1 & 2, Gothic, or any number of other Teen rated games has suffered or been less enjoyable because of its rating." - Pete talks about mixing different types of armour:
"Yes, you can." - Pete on getting plug-ins for the Xbox:
"Except through authorized disks, like the one for Official Xbox Magazine." - Pete comments on increasing your armour skill:
"Well if simply wearing it isn't how you'd increase it, what else is there besides being hit while wearing it? Not a whole lot else you can do with armor." - MrSmileyFaceDude talks about soul gems:
"Soul Gems are one-shot deals. Once you populate one with a dead creature's soul and you either use it to recharge an enchanted item or to create a new enchantment (even if you fail), it disappears forever." - MrSmileyFaceDude with another soul gem comment:
"Once you use a soul gem, either to recharge a magic item or in an attempt to create an enchantment, the soul gem is destroyed permanently. That's why it's riskier to create an enchantment on your own than it is to purchase the service from an NPC. On the other hand, you don't get a boost to your enchant skill if you buy the service..." - Affamu comments on summoning:
"You *could* make a creature that summons another creature of the same type. I made a plugin that gave scamps the "summon scamp" spell and no other spells so they'd always cast it. Doing this was a mistake. It might be better to put a script on a scamp that has, say, a % chance of summoning another scamp every n seconds.
Creatures shouldn't attack things that aren't attacking you, so you can summon things in town without worry.
On Radix's "island of creatures"... You don't have to actually put them in the world. You could make 100 unique-ID creatures and have an item "summon" them one at at a time with a counter. I'm not sure why you would do this, but it could be done." - Maverique talks about importing models:
"Weeeelll, let's just say that importing a creature will be far easier than a new type of NPC. With creatures, you have free rein on the bone structure at least. NPC's are a complicated kettle of fish. What, with their pieces and parts and complex animation scheme and all...Again, not sure if we will be releasing this bone structure for you to use.... I believe there is more in depth info over at the mod forum for you to check out...
And, Dalin... you will suffer for making me crawl out of my hole.... ;p" - Smudge comments on placing items in the air:
"objects float unless you script them to fall"
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January 14, 2002
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GameSpy Developer Profiles Update by Striker
7:32 PM CST
GameSpy have put up a new Developer Profile with questions being answered by both Steve Meister and Mark Nelson. If you havn't already, you should go and check it out!
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Some Dev Posts Update by Striker
6:12 PM CST
The devs have visited the official forums once again to impart their emanse knowledge. Here's the latest:
- MrSmileyFaceDude comments on the time it takes to complete Morrowind:
"The main quest will take you around 100 hours to complete. Then there are all the faction quests -- the guilds and houses. Then there is a large number of miscellaneous quests. And you'll probably want to play the game with different character classes, races & genders, too. And if you have the PC version, you'll probably want to play around with the editor, make your own village, etc., and download all the cool new plug-ins & quests that the mod community makes. The game is immense. You'll be playing it for a long, long time " - MrSmileyFaceDude talks about wands in Morrowind:
"There are no wands in Morrowind. This is The Elder Scrolls, not Harry Potter However, there are plenty of staffs you could enchant! I suppose you could add a wand if you wanted to. But there aren't any in Morrowind." - MrSmileyFaceDude give a bit of info on enchanting items:
"1. You can enchant a bow, but you'd give it a "Cast when Used" or "Constant Effect" enchantment. Probably something to boost your marksman skill You'd enchant the arrows with a "Cast when Strikes" enchantment, so that they can do, for example, fire damage to the target.
2. Whenever you do an enchanting, you have to know the effects that go into it. A pure fighter would have to learn the shock damage effect before having something enchanted with that effect. But, there are plenty of enchanted items out there in the world for purchase or plunder, so I'm sure your fighter will be able to find what he or she needs.
3. If you have enough money, you can buy enough spells to learn all the spell effects that are available, even if you don't have enough spell points or the skill level to be able to cast the spells successfully. Then, yes, you could create new enchantments or spells using those effects. Remember too, your spell points and skill levels determine your chance of casting spells, not spell effects. So you could buy an expensive shock damage spell that you only have a 5% chance of casting, and then make a weaker shock damage spell you can cast whenever you want." - MrSmileyFaceDude comments on using enchanted items:
"Nope, anyone can use enchanted items. No skill required. When you use them, your Enchant skill gets a slight boost, but there's no check against the skill to USE an enchanted item. That only comes if you create an enchanted item yourself (i.e. you don't buy the service from an NPC)." - MrSmileyFaceDude clarifies item enchanting:
"Ah, but you need to know the spell effects that go into the enchantment. So you need to go around & learn them. You can't create enchantments with spell effects you don't already know, even if you buy the enchanting service from someone else. When you create an enchantment, you need the following: 1. A populated soul gem
2. The item to enchant
3. Knowledge of the spell effect(s) you wish to include in the enchantment
4(a). If you are creating the enchantment yourself, a die roll will be made against your Enchant skill, and if you fail you're out your soul gem. 4(b). If you are buying enchanting services from an NPC, you'll also need gold to pay for the enchantment. But at least there's no die roll against your Enchant skill -- it'll always work." - BlueDev talks about Morrowind Vampires:
"Repeat this to yourselves over and over: Morrowind vampires are not Daggerfall vampires. Morrowind vampires are not Daggerfall vampires. Didn't go the silver-weapons-only route for these vamps. There are a number of reasons. First, while it could be done, there's not an elegant system for doing it. More importantly, it would be pretty overpowering. Vamps are tough, real tough. Strong, hard to hit. This goes for the player and the NPCs. With so many cool weapons in the game, it seemed kind of limiting to force you to fight with a silver one. On the flip side, with the variety of weapons in the game, the percentage of NPCs who have silver weapons isn't large. You'd be pretty unstoppable to those w/o them, and I'm not about to make it that easy for you.
I've been playtesting this week with a big two-handed weapon using barbarian, and it would annoy the hell outta me if I had to carry around a heavy silver weapon solely for vamp slaying. Just a personal pet peeve there.
Not to worry, though. Vampires do have their weaknesses. What are they? Nah...not yet. Better you find that out on your own. " - BlueDev clarifies on vampires:
"Ah...sorry if I misunderstood. I didn't realize we were talking about silver or better weapons to hit. It was the weekend; I wasn't reading closely. Anyway, it's still not designed that way. I can see an argument for it working that way, but I still believe it would be a bit overpowered. We do have monsters that ignore non-magical weapons, but vampires aren't one of them. They're super-powerful as it is, so adding another defensive benefit doesn't seem right to me. As I said, though, we'll be playtesting them more in the coming weeks, and I'll have a better idea of how they need to be tweaked.
Again, sorry for my misunderstanding. I are dum sumtimes.
Oh, and no draining through your sword this time around. You'll have to use your vampire-only abilities." - BlueDev comments on the 'paper doll' system:
"It's pretty similar to the one shown, actually. There are a couple more tabs, and the font and colors have changed, but it's the same basic idea. Like dalin said, you can resize it, which is handy." - Hayt mentions container use:
"Containers are set to hold a certain amount of weight, so yes, you can store things in them. While some plants are technically containers, you won't be able to put anything in - just to take things out."
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January 13, 2002
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I'm Back From My Holiday Update by Striker
5:22 PM CST
Well, I'm back from my three week holiday, so it's back to brining you all the Morrowind news. Those of you expecting me to gather all of the news and developer posts from the last three weeks will be disappointed. Instead I'll bring you the last two news articles and get back on schedule in the next couple of days.
Firstly, last Friday's update over on the official site revealed Ubi Soft as the European distributor. Also added were 12 screen shots from a recent magazine article.
A new interview with Pete Hines has been placed on XBox Gamers. It has a few questions of interest, so check it out!
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January 10, 2002
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Hands-On Editor Preview Update by kathode
2:33 AM CST
Pete was kind enough to send me an editor copy to preview for the site, and I've written up an extensive article right here. It's 15 pages long, some 7,500 words, and some 40 or so screenshots, so check it out! :) We'll see if we can't breate some new life into this site.
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