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November 2001
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November 30, 2001
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Friday Update Here Update by kathode
3:56 PM CST
Hey everyone, Bethesda has posted today's Update on the Official Page, complete with a list of mirrors. Today's feature is an editor tutorial about creating dungeons, and is very cool. Sorry I didn't have time to set up my own mirror, but there's a list of some good ones on the main page. Enjoy!
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November 29, 2001
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Morrowind Q&A Number 12 Update by Striker
7:05 PM CST
RPGVault has put up the 12th Morrowind Q&A! This one covers some of the Dev's favourite monsters, and it makes me want to get the game more than ever. Head over and check it out.
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Quite a Few Dev Posts Update by Striker
6:35 PM CST
There were quite a few dev posts on the official forums. Here's the info:
- MrSmileyFaceDude on hand to hand attacks:
"Murder carries stiffer penalties than assault or robbery." - BlueDev comments on hand to hand:
"Honestly, hand-to-hand is, if anything, overpowered right now. I understand the skepticism, b/c I was skeptical about it, too. However, once you play an unarmed fighter, you'll see the benefits quickly. The ability to drain fatigue (as well as health) is huge, as you'll see when you play it." - BlueDev talks about improving vampires:
"You can certainly do it. It'll involve tweaking (seriously tweaking) the greetings that are given for vampires. You could make it so only people of a certain race, class, faction, rank, or sex could know you're a vampire. You could make it so only certain individuals would know. You could do it based on your Sneak skill. You could do it based on Disposition. These are all non-trivial efforts, but all possible. You won't be "disguised" per se, but it'll have the semi-desired effect. I'm actually kicking around some tweaks to reactions myself, based on everyone's input (and a little idea I had this morning). I'm not sure what, if anything, will come of it, but I'm bouncing ideas around. No promises, but we'll see what happens. I think that's the final word from me for now on vampires." - Sentinel with a quick comment on updates:
"Tell me about it... I have to update the site each Friday and even I get confused sometimes by the sites layout...
Hey, it's almost December, which means new screenshots are coming soon! We just need to finish up these movies first." - MrSmileyFaceDude on summoning:
"There is no built-in limit on the number of creatures you can summon. However -- if you have a specific spell in effect on you (and summonings are self-targeting spells), and you cast the same exact spell before the current one expires, the first spell is cancelled.
So suppose you have a spell called "Summon Scamp", that has one spell effect -- summoning a Scamp for 30 seconds. You cast the spell, there's your Scamp buddy. 10 seconds later, you cast "Summon Scamp" again. The first Summon Scamp spell is dispelled, and the Scamp is sent back to Oblivion, and the new spell summons a new Scamp for 30 more seconds.
Note that this goes by SPELL, not EFFECT. Each spell can have up to eight effects. So a single spell could summon eight Scamps, if you can afford to cast it.
This dispelling also does not go across magic types. For example, if you have an enchanted amulet that lets you summon a Scamp, and you have a scroll that lets you summon a Scamp, and you have that Summon Scamp spell we talked about earlier, you could invoke the amulet's enchantment, read the scroll, and cast the spell and have all three Scamps to do your bidding.
Remember -- there is no programmatic limit to the number of NPC's or creatures. A week or so ago, I was in a creature-heavy area of the game and made the mistake of trying to run past them all instead of engaging them individually, and they all ended up chasing me until I got into a dead end. I had to face 6 or 7 creatures all at once! I've also had multiple guards, a few townspeople and a creature or two attacking me all at once too (sometimes it's not a good idea to attack someone in the middle of a busy town with plenty of guards around, and then run out into the countryside into a pack of wild rats!)
Anyway, other than the spell cancelling feature (cast a spell, then cast the same spell again while the first is still in effect and the first one will be cancelled), the only real limit is your magicka if it's a spell, the charge on the enchanted item, or the number of summoning scrolls you have." - Smudge follows up on summoning:
"you can summon what we've coded to be summoned. you can make a spell that will summon creatures A,B,C, and D at one time(up to 8) but you cant summon, say, a werewolf because we havent coded it. although in theory i would think if you created a character and named it "Scamp" replacing an existing summoned creature it would work. your thoughts, MSFD?? EDIT: disclaimer-> i am not a programmer, nor do i play one on tv" - MrSmileyFaceDude again on summoning:
"Not quite -- you can only summon undead & daedra from Oblivion, and for Morrowind there are 16 specific entities you can summon. Basically, they're hard-coded.
Now, you COULD swap out the models in the editor and summon whatever you want, but you'd still be limited to 16 different types." - MrSmileyFaceDude follows up again on summoning:
"No, spell cancelling is TARGET based. If a spell is affecting a target and the same spell (spell, not spell effect) is cast against the same target, then the first spell will be cancelled. Note that spells with no duration aren't really affected by this, since they're over as soon as they hit. Summoning spells are all self-targeted spells, and they always have a duration, so that's why if you cast the same spell twice before it runs out the first time, the first spell will be cancelled." - MrSmileyFaceDude with even more comments on summoning:
"Not if he creates 5 different spells. It goes by spell ID. So if you create "Summon Scamps 1" through "Summon Scamps 5" in the editor, and each has 8 Summon Scamp effects in it, then yes, you could cast all 5 spells concurrently." - Maverique talks about weapon creation:
"Ack! That is a completely different animal! This actually requires animation of the weapon itself via a BONE or MORPHER system. Now, since this is a one handed weapon more or less, you would have to take the animation for those attacks, merge your flail or morningstar or whatever into that file and then animate it to match. Quite difficult. If you still want to continue down this path, I will relate more. However, I am not sure if the actual animation file will be made available...
Respectfully, Mav"
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November 28, 2001
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Information Overload Update by Striker
5:20 PM CST
Not only was it Kathode's 21st Birthday, there was also some very interesting news. CGOnline have placed Morrowind as their cover story. But that's not all! They also have the magic and stealth skill lists! Head over and check it out!
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The Day The Dev Posts Stood Still Update by Striker
5:13 PM CST
The devs have visited the official forums once more to impart their knowledge. Here it is:
- MrSmileyFaceDude comments on summoning:
"You can summon daedra and the undead. There are 16 different types you can summon. You'll have to wait until the game ships to find out what they all are (gotta leave SOME surprises, after all!)" - Sentinel talks about modifying armour:
"Well, a simpler solution is to take an already existing set of armor. Glass for instance, and just edit the textures for the armor. You just need a program like Photoshop to do this. You can make some very distinct looking armor without changing the 3-d models.
Just a thought for people that don't have access to 3ds Max." - Smudge on polygon counts:
"yep- this has been addressed numerous times, but since im here... characters - around 3000 - plants are around 1-500 i think. weapons are around 3-500. " - Maverique follows up on the same topic:
"Erm... actually characters are in general, around 5,000 polys. Respectfully, Mav"
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November 27, 2001
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More Dev Posts Update by Striker
6:00 PM CST
The devs have once again visited the official forums. Here is the info:
- Affamu answers some scription questions:
"Proximity to objects
This is easy. GetDistance.
Proximity to unstated path
This is not so easy, but you can use a path of unique objects and check distance, or you can check world-coordinates, or you can make objects and test if the player is standing on the object, but all of these are alot of work.
Objects viewed/targeted
You can only tell if an object is activated. You can tell if you have LineOfSight, but not FieldOfView (though this may change, as field of view would be nice for a few quests).
Colour preferences for objects
I do not know what you mean. If you mean whether the player likes wearing brown shoes or red shoes, you *could* test for that, but it would be ugly.
Prefered terrain type
You can tell *where* someone is and keep a counter going. This would have to be a global script, but it's a relatively non-CPU-intensive one, so it should be okay.
Idle time
No way to measure this.
Items dropped
You'd have to put a script on the item to tell when it is dropped. To do this globally, you'd have to put scripts on every item in the game. Or you'd have to run a global script every frame that checks how many of every item in the game the player has. Either way, this would be bad for performance.
Items examined
Same here. See "targeted" above. You can tell if an object is *activated*.
Odd behaviour (eg. lots of jumping)
No way to test for this.
Behaviour sets (eg. crawling near guards)
No way to test for this, either.
Last XItem acquired during timeY
You can check whether the player has a certain item and how many, and you can make timers." - Affamu comments on the delay:
"The game is not being delayed because of the X-Box or WinXP. I just got a new, fast computer here which has XP, and Morrowind runs fine... Though Dark Age of Camelot had some issues with the latest "official" nVidia drivers and XP... The delay is mainly for testing and bug fixes. I think the testing phase ended up being more work than anyone expected. I suspect this is true of any large game. For instance, I kept saying that my factions have *** quests total and it would take a long time to test them, but it never quite got through anyone's head that this was, indeed, alot of testing... Until it came time to do it." - Affamu talks about creating free camera cutscenes:
"The game is meant to be played, not to make cutscenes with (sorry machinima fans). There are no camera tools that I know of. Our "cutscenes" are all in-game and meant to be viewed from the player's perspective. Only the various NPCs actions are scripted. You can even choose to stare at a wall or something while the cutscene is going on, if that's what you want." - Maverique with a bit of biology:
"I'd like to point out here that the Argonian females don't have er.. mammalian physical features. Just before you go wild on that texture tweaking Kahjiit, however, do but they are naked already hehe. Just covered with fur... *Imagines with horror at all of the shaved kitties that will soon be walking the world* Mav" - Maverique gives a bit of model info:
"All the weapons should be one object. It makes life much simpler. You can simply "attach" each object to the main object. If the materials are different, that's ok too, just tell that pesky dialogue box to not modify your materials. Eventually, you will get one multi-sub object material. Make sure you transform, scale the pivot point which should be located in the handle where you would want the character to grip the sword. You will also want to use the utility called xform. Make sure that in the TOP view, the pointy end is facing the top of your monitor and the blade edge is on the right hand side. This orientation is most important, unless you want it to look like you enjoy cutting yourself!
Now, the only way that a weapon would have to be multiple objects, is if there are more than one alpha textured object involved. Say you have a blade with fancy feathers hanging off the hilt...now these feathers are actually a polygon with an alpha texture of a feather on it. If you include multiples of these into one object, in the game they will cancel each other out and you will not be able to see the other feather behind the one on top. You must then make these feathers separate objects and LINK them to the main object. You will then select the main object (call it W_FEATHERSWORD). EXPORT SELECTED. The link will then come across and you will see all the feathers from all angles. Little bit of manipulation there, but easy enough, once you know what to do
Let me know if I can help...er confuse you further Respectfully, Mav"
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November 26, 2001
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Look! More Dev Posts Update by Striker
5:01 PM CST
Once more, the official forums were visited by the Devs. Here's the low down:
- MrSmileyFaceDude answers some questions:
"1. It depends on what those actions are, and if anyone catches you doing them. If you do a lot of killing or stealing, you're not going to be very popular. People will simply refuse to talk with you and/or refuse to offer you their services. So you might have to work hard to clear your name.
2. Yes.
3. A lot, and yes it is noticeable. Again, people may refuse services or dialog if they don't like the looks of you." - Affamu comments on vampires and disguises:
"Vampires in Tamriel are recognizeable. Disguise is difficult to implement. The above sentences are what are known as "understatements."" - BlueDev on class balancing:
"I'm not sure exactly what you're asking. I guess it all depends on your idea of "balance." Since it's a single-player game, I don't know that 100% true balance is as important as it would be in something like a MMORPG (i.e., you're not competing against anyone but yourself). Seems to me that we'll have class balance when, no matter what class you choose, you'll have fun and be able to complete the game in a reasonable manner. As far as balancing certain skills, that gets tricky as well. Will speechcraft be as valuable as long blade skill? I suppose that depends on what type of character you like to roleplay. Your skill as an armorer isn't going to help you get into that locked chest or kill that daedra for you, but it might save your butt when you're in the middle of nowhere and your armor and weapon are about to fall apart. Anyone who has played an RPG can cite instances where they've had non-combat skills that turn out to be useless. We're certainly trying not to let that happen.
I would think the only way to really see if the class you're creating for your mod is viable is to test it, test it, test it. Play it a lot. Is the game too hard with your class? Do other classes level a lot faster than your class? Do you have skills that you're just not raising fast enough? Are you too powerful? Is playing your class fun?
This, of course, is only my opinion, so take it for what it's worth. Maybe it answered your question, though." - MrSmileyFaceDude talks about spell effects:
"Each spell can have up to 8 spell effects. Obviously, the more effects a spell has, the more "expensive" it is, in terms of the magicka required to cast it. So you can have a single spell that casts invisibility on you, fortifies your speed, and shoots off a fireball with an area affect that'll paralyze and blind everyone within range of the blast, for example. Such a spell could also be an enchantment bound to an artifact, weapon, clothing or armor, or could be on a scroll, so the ability to cast such a spell would not be limited to magic users." - MrSmileyFaceDude on the Xbox version delaying the PC version:
"That is absolutely 100% untrue. The Spring '02 release date has absolutely nothing to do with the Xbox version of the game, which is being developed in parallel with the PC version."
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November 25, 2001
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Euro-Morrowind Q&A Update by Striker
5:57 PM CST
Even though there was a lack of a Friday update, the newly launched Euro-Morrowind has put up a Q&A with Todd Howard. It is a great read and a little more info is revealed, so check it out.
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November 21, 2001
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The Devs: Where Are They Now? Update by Striker
5:48 PM CST
A couple of the devs dropped by the official forums to let us know what they are working on now. Here's what they had to say:
- Wormgod comments on what he's doing now:
"I'm spending a majority of my time cleaning up the general Forums . When not doing that, I'll be proud to announce that my milestone of dungeons, all 1,000,000 of them, is done. Completed yesterday, and now I am currently playing through them to find any flaws of things that could be changed for whatever reason. I feel very confident in their condition. I started playing through many of them yesterday and came across only a few problems with easy, quick fixes. Today and next week (gotta take a few days off for the Turkey ya know) I will continue the very same doublechecking and hopefully, soon, I will be playtesting the game from start to finish." - Smudge ollows up on the same topic:
"i am trying to prop my eyes open with toothpicks. after i drink 27 cups of coffee, i think ill start making the blood more realistic. of course, to get it just right i will need to inflict some wounds to Blue Dev with my Sword of Extreme Poking, Stabbing, and Slicing (tm). then i think i will go find some ToFurkey for my holiday dinner "
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Have a Great Thanksgiving! Update by kathode
1:35 PM CST
Hey, just wanted to drop in to say to everyone "Happy Thanksgiving" a day early. Tonight I'm flying out of Arkansas to my home in Virginia, and I'm absolutely terrified of the entire process :) I've always been scared of flying, but with the whole terrorist thing and then that plane just kind of randomly blowing apart last week, well, it hasn't really helped :) So if you're a religious type pray for a safe flight for me, and more than likely I'll be back to post the Friday update from my home on Friday :) Have a good holiday everyone!
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November 20, 2001
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Dev Posts! Update by Striker
4:56 PM CST
There were a couple more dev posts on the official forums. Here's what they had to say:
- MrSmileyFaceDude talks about light sources:
"There are lots of different types of lights you can carry. Lanterns of various styles, candles, torches, etc. Plenty of variety." - Maverique on tattoos and scars:
"Some races like the tattoos more than others. The Nords love their woad and the Dark Elves have more obscure permanent ones. The orcs also display their clan pride with a heavily tattooed face. Most women, however, don't really care for this sort of thing, but some are not above ritual scarring...
Respectfully, Mav"
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Collector's Edition Box Art Update by kathode
12:13 AM CST
EBgames.com has posted what looks to be the official box art for the Morrowind Collector's Edition. Personally, being an angst-ridden young man, I really dig the black, even more than the leathery standard edition. Check it out:
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New Poll Update by kathode
12:11 AM CST
Thanks for Striker for this week's poll idea (with a few alterations on my part ;)).
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November 19, 2001
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Help! I'm Being Attacked By Dev Posts! Update by Striker
5:12 PM CST
The official forums have had another visit from the devs. Here's the info:
- Pete on release dates:
"Here is the official answer to the original question. No
No No No No No
Xbox version is NOT shipping before PC version. They will be released at the same time. I don't care who has what release date for which version." - sentinel follows up on the same topic:
"Wow, that means we shipped the game a few weeks ago. Hmm... I guess I can go home early today.
Seriously, though, go by Pete's announcement. It is the only official date we have put out." - BlueDev on vampires and guilds:
"Assuming one can cure vampirism...
I don't think there's a problem if you want to go back to your house/guild. affamu would have to give a more definitive answer on this (he being the King of House and Faction), but I don't believe that it'll be an issue. If it is, feel free to blame him and throw rotten fruit in his general direction. " - BlueDev comments again on vampires and guilds:
"Okay, I'm not sure I understand the question. Are you asking if you can join and advance in rank in guilds if you once were a vampire and no longer are? Or are you asking if you can continue to raise in rank if you become a vampire while in a guild/house. For the answer to the former question, check here: http://www.elderscrolls.com/ubb/Forum1/HTML/008009-5.html As for the latter, it's not likely you'll be able to join/raise rank in guilds/houses if you are currently a vampire, although at least one faction has a more...enlightened view about vampires. Again, I'll have to check with affamu to be sure (all this house/faction crap makes my head spin )" - BlueDev talks about respawning NPC's:
"Any NPC/creature can be flagged to respawn. But, we've only used that in limited instances. So, if you wipe out an entire town, you've got quite an empty town. I think it would be silly if the named NPCs respawned, but since guards are (in general)generic, it works out." - Smudge on particle systems:
"i certainly hope so since some of our characters use them, not to mention they are being used for spells, fire etc. they are a bit tricky to use with netimmerse, however, so i would wait until you have the editor and exporter plugins first. they dont look the same in Max as they do in the game"
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November 18, 2001
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Some More Dev Posts! Update by Striker
7:02 PM CST
The Morrowind developers have once again given us some info on the official forums. Here's the latest:
- BlueDev comments on vampire disguises:
"I don't think it's a bad idea, but there are a couple logistical problems I'd have to work out. 1) The way NPCs know you're a vampire is by checking a global variable in the game (PCVampire). If this returns as a 1, they know you're a vampire. I would have to add a different state to this variable, something like 2 (is a vampire in disguise). What this would mean is duplicating all of the normal greetings and responses that they would give you if you were not a vampire (state 0). This, of course, would all get shot to hell if your spell wore out in the middle of a conversation. You don't want to know the bizarre complications this would cause with writing all the dialogue.
2) Alternately, I could create a new global, something like VampHidden, which would be set to 1 only when you are hiding your vampness. Again, though, I'd have to duplicate all of the dialogue needed for regular greetings, and have all of the same problems. This is a really, really big job to consider.
3) One of the effects of the vampire effects being on your character is your character's head being replaced with the appropriate vampire head. This is hard-coded into the game. In order for the disguise idea to work, there would have to be a change to the code to switch your head back to normal and then back to a vampire head, when the disguise spell was in effect and then gone. Again, this is not an easy task.
There are other issues involved, but those are the first that spring to my mind. I mean, we could skip the head changing thing, but that seems like a half-assed effort, and I'd rather not do it than only do it halfway. Many of you will remember a thread a long time ago that asked about disguise being put into the game. This is really a similar situation to that.
I'm not saying it absolutely can't be done, and I'll think on it. I would say that it's highly unlikely, though." - BlueDev follows up on the same topic:
"I see where you're going with this idea, but it's a little more complicated. The head is hard-coded to switch when one specific vampire effect gets added to the player. I'd have to remove the head, but keep the effect, which basically would mean creating a second effect w/o the head, and then swapping the two. This means a completely new spell effect. Now, creating a new spell is as easy for me to do as it will be for you==it's just a combination of effects. Creating a new spell effect is different, as they are hard coded.
As for simply setting the PCVampire variable back to 0, it would work, up to a point. Again, the problems would come during dialogue if the disguise wore off, when the PC should react to your suddenly being a vampire. There would have to be odd branches at every step in every dialogue to handle this. Ack. There are a couple other minor logistical problems with simply setting the PCVampire back to 0 (like breaking about 15 other scripts I've written).
Good thinking, though. Keep the ideas flowing. " - BlueDev again on vampire disguises:
"So far we've talked about the logistics of actually implementing the disguise ideas. I'd like to take a bit of a detour and talk about the conceptual problems... While I understand you vamp fans wanting to play through the whole game as a vampire, it's not really believable within the storyline. The story of Morrowind isn't a story about vampires. It's a story that can involve vampires, but they're not the main focus. I want you all to have fun roleplaying a vampire, but understand that (at least out of the box) you have to work within the context of the gameworld and story that we've established.
I think the idea of disguise is a cool one, and I want playing a vampire to be really, really fun. However, I'm also obligated to be true to the spirit of the story of Morrowind, established by some big brains long before my arrival on the steps of Bethesda Softworks.
---------------------------------
To respond to a couple of the latest posts:
Magnus - The game engine could probably handle what you're talking about, but you'd be talking about major art, coding, scripting, and gameplay changes near the end of a development cycle. That's not a realistic possibility.
Kayman - There could be a script that checked whether you were in dialogue when a spell effect ended (I think). It would cause a lot of dialogue paths to become irrevocably broken, though. This could probably be worked around, but it would be incredibly tough to do. Also, this wouldn't solve the problems of having to duplicate all of the dialogue for disguised vampires. I know it's kinda hard for you guys to get a handle on this, b/c you haven't spent months working with the editor. When you do start, you'll see why this would be a tremendous (and I mean really tremendous) undertaking." - MrSmileyFaceDude talks about the collectors edition:
"Pete will tell you what's in the Collector's Edition long before you'll be able to order it, have no fear. And Rakesh, you can not only adjust the size of the grid, you can turn it on & off. As in no grid, complete freedom of positioning & rotation. But believe me, when you're joining together pieces of buildings and interior spaces, the grid will become your best friend." - Sentinel gives his computer specifications:
"Well I use a 700mhz PC at work and only a wimpy Viper 770 video card and Morrowind runs pretty good at 800x600.
Granted things don't run as nice as they do on the systems that have GeForce 3's, but its definitely playable. "
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November 16, 2001
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Friday Update Here Update by kathode
3:56 PM CST
Just noticed that this week's Friday Update got posted on the Official Site. It's another movie called "Explore Another World" and is reportedly a very cool movie.
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PC Gamer Editor Editorial Update by kathode
3:51 PM CST
PC Gamer Editor-in-Chief Rob Smith recently took the Morrowind editor to task in the Holiday edition of PC Gamer magazine (just got mine in the mail today). It's a good article written from the perspective of someone who just sat down for the first time to use the editor. The upshot of the editorial is that while the mechanics of the editor are very easy to get used to, the myriad of options can often feel bewildering (that's a good thing, btw :)). It's a good read for those of you interested in mod creation.
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German Q&A Update by kathode
10:15 AM CST
German Morrowind site Morrowind Guide has been graced by an exclusive interview with PR Director Pete Hines. It's an interesting read with a bunch of questions, but it is in German so feel free to stick a Babelfish in your ear! There is also a good English translation posted on the Morrowind forums at the moment.
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November 15, 2001
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Look Over There! A Dev Posts! Update by Striker
5:05 PM CST
The devs once again visited the official forums, so strap yourself in and read on:
- BlueDev comments on the amount of dialog:
"I think you'll be pleased with the amount of dialogue we've got in the game. Last I heard, we were hovering somewhere around 700k words or so...many of them different!" - MrSmileyFaceDude talks about Morrowind on the XBox:
"Microsoft has repeatedly said that the Xbox is targeted primarily at gamers 18 and over. And make no mistake -- just because we are releasing Morrowind on the Xbox doesn't mean we are "aiming it at a console audience." Morrowind was in design and development for the PC for a very long time before the decision to release an Xbox version was made. We did NOT redesign the game or alter the content just because the game is also being released on Xbox." - MrSmileyFaceDude on not including some features:
"For the Nth time, we don't decide on features we're not going to include because they're "too hard" -- we decide what's going in and what's not based on how much time we have to do it. Here's how ANY software development project works (not just games) - you have to balance features, budget, and time. You can't increase one without affecting the others. It's impossible. The only way we could put more features is to increase the amount of time (and therefore the amount of money the company has to spend).
As I have said before, the Morrowind team is incredibly talented -- we COULD add werewolves, climbing, horses, etc. But adding those things would greatly increase both the amount of time and the total cost to finish the game, and that is not something that we are going to do for this game. When we start the NEXT game, we'll decide how much we want to spend, how long we're going to take, and what features the game will have, and we'll build THAT game. Just like we did for Morrowind." - MrSmileyFaceDude comments on creating a pseudo werewolf:
"Well, what you'd do is make a set of abilities in the editor that upped some of your stats -- strength, speed, etc. -- and then drop those on your character. You can also use Photoshop or another tool to modify the texture for the head you use, to make it more lycanthropic, if you will, and there you go. Instant were-beast mod.
Of course, there won't be any scripts, quests, or dialog around that unless you add it, and there won't be any transformation sequence, but if all you want is the attribute/skill enhancements, that's what the Editor is for " - BlueDev and gambling:
"This is something we discussed briefly for a specific quest. Something simple could probably be done through scripting, but gambling just isn't something that's been designed into the game. I could probably be done, but I'm not sure it could be done well."
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November 14, 2001
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I Vant To Suck Your Blood! Update by Striker
5:18 PM CST
ZZOTH, the web master of Morrowind Afterdark, has an exclusive Vampire Q&A. After sending some questions to the Morrowind team, Mark Nelson answered with some great info. Here's a snippet:
"There are three vampire clans in Morrowind: Aundae, Berne, and Quarra. While they share many of the same abilities, each has a specific set of powers and abilities that will differentiate them. The Quarra, for example, are much more a warrior caste, while the Aundae are more interested in domination through magical means."
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Some Great Dev Posts! Update by Striker
5:09 PM CST
The devs have once again visited the official forums. Here's the latest:
- BlueDev talks about the Vampire Q&A:
"Lemme do some 'splaining before this turns into a flame session (directed at me): 1) No, you won't be able to join the vampire clans. While it would have been nice to include full vampire faction gameplay, there wasn't enough time to devote to it. Knowing this, one of my goals was to design vampire play that could be expanded upon in the future, but would still be fun for this game. So, in some respects my answer was a bit of a cop-out. Wasn't really intended to be, but I can see what you mean.
However, it's simply wrong to say that the actual gameplay that is included is a cop-out. There is no one standard reaction from NPCs when you're a vampire. They will vary based upon a number of different elements--NPC race, class, faction, level, etc...so there is no "smashing the AI to very aggressive man." Trust me--I've actually played as a vampire.
2) This isn't Vampire: The Masquerade. There is very little that is dashing, romantic, or sexy about vampires in Morrowind. They're animals that prey on man and mer. People, for the most part, hate them. The Dunmer especially hate them. That doesn't mean that no one will talk to you. There are certain groups that don't really care if you're a vampire. Seek them out.
3) Playing a vampire will be difficult. This was a conscious decision on our part. You'll get a whole lot of power being a vampire. Being despised is the tradeoff. Vampire roleplaying in Morrowind is probably more suited for the more hack 'n' slash types, not those interested in talking their way through problems (though I've written a ton of dialogue for the vamp quests). You can play through almost the entire game as a vampire, but it'll be tough. If it's not your thing, don't take that route.
4) Don't become a vampire if you don't want to. Yes, you can contract vampirism from other vampires, but it doesn't make you a vamp instantly. This was designed specifically for those who don't want to be vampires. If you hate the vampire gameplay, just skip it. My feelings won't be hurt.
I hope that clears things up a bit. While I would have loved to develop the entire faction gameplay for the vampires, that wasn't possible given the time and resources needed. And like I said, this isn't a Vampire Roleplaying Game. However, we've tried to incorporate a number of quests (or "Things to Do in Vvardenfell When You're Dead") to give you a taste of vampire life, and hopefully we'll be able to devote a lot more time to the vampire clans in the future." - Affamu answers some scripting questions:
"1) All fans are fanatics. And fantastic. And several other words. Whether it affects game speed depends on what you're doing. Don't enable/disable something every frame (might rebuild the collision lists) Don't check Distance or LineOfSight every frame. Don't use a few other functions every frame.
2) NPCs only run while they are loaded. Scripts on NPCs only run while they are loaded. The TYPE of scheduling you can do is limited for this reason. If you send an NPC into a house, he will go to the house, but he will no longer be processed until the player enters the house.
3) StopScript
This can be self-referential, like:
Begin FasterLineOfSight
float timer
if ( timer == -1 ) StopScript FasterLineOfSight ;the script can stop itself ;works best on GLOBAL scripts ;but should also stop scripts on objects Return endif
Set timer to GetSecondsPassed
if ( timer < 3 ) Return ;check only every 3 seconds endif
Set timer to 0
if ( GetLOS "Player" == 1 ) StartCombat "Player" MessageBox "You're gonna die, swan!" ;actually, it loosk better to use ForceGreeting and StartCombat from within dialogue, but I digress... Set timer to -1 endif
End
4) Yes. See above.
5) I have a copy of the Apple ][ diskkiller virus. Will that do?" - Pete comments on Morrowinds rating:
"The Daggerfall rating on our site is an error. It's being fixed. The Arena Deluxe Edition, which is the CD-ROM version that we still sell, is rated Teen.
We don't know what Morrowind will be rated by ESRB. We haven't submitted it yet. It'll be rated whatever it's rated. We're not modifying the game to try and "make" a certain rating. It might be Teen, it might be Mature." - MrSmileyFaceDude talks about collisions with dead creatures:
"That's called "collision", not clipping. And no, corpses are not included in collision detection, so if you kill that big bad Ogrim in the doorway you'll be able to get past him "
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November 13, 2001
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Lookie Here! A Dev Post! Update by Striker
5:13 PM CST
The official forums was once again visited by some of the Morrowind Devs. Here's what they had to say:
- MrSmileyFaceDude on skill based attacks:
"The problem is, then the apparent skill of your character is directly related to YOUR skill with the mouse, rather than being based on your character's skill stats. It's just like D&D -- you have attack stats of various types, and your success depends largely on for all intents & purposes die rolls against those skills. The more you use these skills, the better you get at them. So if you have a really low blunt weapons skill level, when you first start wailing away on enemies with a club, you'll miss. A lot. But your skill will increase, and eventually you'll be whacking characters like you were Barry Bonds.
Of course, YOUR skill with mouse and keyboard does come into play, too -- are you using weapons that match your best skills? Are you within range of the character? Have you selected the right attack? etc.
And even then, the character has a chance to dodge the hit, based on die rolls against THEIR skills.
If we simply based your hit success on you, the player's skill with the mouse & keyboard, Morrowind would be an action game, not an RPG. Not that there's anything WRONG with that, but Morrowind was designed to be an RPG, not an action game.
It's all about starting out with a weak, newbie character and building him or her up to be a high level butt kicker.
And yes, there are blocking animations." - MrSmileyFaceDude comments on werewolves:
"Anyway, I seriously doubt many people will be sitting there playing Morrowind for 100 hours or more, all the while thinking "gee I wish I was a werewolf". My point is that there's so much coolness in the game anyway that MOST (I'll give you that) people won't ever notice or care that there aren't werewolves in the game once they're actually PLAYING the game. And if you DO end up not liking the game because you couldn't become a werewolf, well, I'm sorry. You can't please everyone, and that's a shame. But I honestly believe that even the most die-hard lycanthrope fans will love the game anyway.
And sorry to have generalized. YMMV." - Affamu follows up in the same topic:
""Werewolves ripped out of Tamriel, disconituity, etc."
We're not removing werewolves from Tamriel, only this particular game. They really do not fit in Vvardenfell. Daggerfall was a good game, despite many "discontiniuties" with TES 1: Arena.
"Blood, gibs, and veins in my teeth."
Daggerfall didn't have them either. Daggerfall has blood splats and so do we.
For MODers: You could make a "pool of blood" object and script NPCs to "drop" the object when they die. But you'd have to put this script on EVERY NPC. And that would be bad.
"Morrowind is short and simple."
Morrowind is simple in some respects, but not short. Nort short at all. Arena was very simple, too. Daggerfall tried to be super-complicated and never quite worked right. Simple is better.
"Nudity again."
As graphics get better, this becomes harder to do tastefully." - Smudge talks about the editor and scripts:
"when you open the editor, you will load the morrowind master file. this has the everything in it- creatures, objects, scripts etc. you then would save as your own plugin. you can copy and paste scripts to be customized or make new ones from scratch"
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November 12, 2001
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Some More Dev Posts! Update by Striker
5:54 PM CST
Some of the devs were kind enough to drop by the official forums and give us some info. Here's what they had to say:
- MrSmileyFaceDude on vanishing corpses:
"Some corpses will stay around forever. Others will disappear after you've been gone for a while. They don't fade out while you're there though. Perhaps they've been mysteriously dragged off by scavengers, or worse" - MrSmileyFaceDude comments on limiting viewable NPC's:
"Not really. I've related a number of times on these forums having several guards, civilians and creatures all attacking me at once. There is no intentional limit placed on the number of NPC's, creatures, or other art assets in any given area. If you want to create an arena with 100 creatures in it, be my guest -- but you'd better have a killer rig to support it. Corpses don't take up much in the way of resources anyway, just some polygons. They're not active, so there's none of the overhead that a "live" NPC or creature has." - MrSmileyFaceDude on NPC's following you:
"If the NPC (or summoned creature) is following you (a specific AI state), then yes, they will follow you as you enter & leave buildings & other interior spaces. They may follow you until you reach a certain location, or until you reach a certain condition (i.e. you complete a quest), or if you attack them or they die, or some scripted action occurs, etc." - MrSmileyFaceDude follows up with some clarification:
"Well, ENEMIES may not follow you into or out of interior spaces. But if you have someone you're escorting or who is accompanying you, who has a "follow AI package" to use our terminology, then they will definitely follow you (unless they've already reached their destination or a script deliberately prevents them from doing so)." - MrSmileyFaceDude talks about lycanthropy:
"We won't lose any audience, except for maybe four or five of you. Morrowind is going to be an incredible game with a huge, hand-crafted game world, hundreds of NPC's to interact with, dungeons to explore, guilds to join, and quests to complete. You will NOT miss lycanthropy -- you'll be too busy having a blast with everything else that IS in the game. And if you want spooky atmospherics, don't worry -- there will be PLENTY of that. Werewolves don't hold the monopoly on scary.
And one other point -- we're not making an updated version of Daggerfall. This is a new game. While it is a sequel, we're not going to fall into the trap of simply re-hashing all the old ideas that were in previous games, prettying them up with nicer graphics. We have not revealed much about the game, despite what you see on this and other websites and forums. There will be plenty of surprises. And yes, fans of Daggerfall will be VERY happy with the game.
What are we trying to do to our fans? Give them the best game they have EVER played, INCLUDING Daggerfall." - MrSmileyFaceDude on blood in the game:
"There are blood splats when you make hits while in combat. But there aren't pools of blood, dismemberment, or gibs." - Maverique comments on only elves and humans becoming vampires:
"Oh really? Then why did they have me make vampire versions for EVERY race? Either someone is fibbing, doesn't know, or they told me wrong "
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Morrowind Composer Revealed Update by kathode
1:58 PM CST
Today PR Director Pete Hines unexpectedly divulged the name of Morrowind's music composer: Jeremy Soule. Mr. Soule is one of the best known personalities in gaming music, as well as one of the most highly lauded. Among other projects, he has worked on Total Annihilation, Icewind Dale, and Dungeon Siege. The score for Icewind Dale took home numerous Music of the Year awards from the gaming press. You can find the link to the whole PR release right here.
Also, here is a link to Mr. Soule's website (thanks Omniscia).
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November 11, 2001
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Better Late Than Never! Update by Striker
5:11 PM CST
The Elder Scrolls web site was updated on Friday with a new Construction set movie. This one focuses on the NPC character creation, which includes assigning traits, equipment and adding them to the world. So head over and take a look!
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November 8, 2001
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RGP Vault Q&A 11 And RPG Dot Wallpaper! Update by Striker
6:49 PM CST
The eleventh Q&A has been added to RPG Vault. This one covers what the devs likes most about making the game. Here's a snippet:
"One of the things I've enjoyed most about working on Morrowind has been the almost daily interaction with the fans of the Elder Scrolls series. We're given a lot of freedom to talk to all of the participants on our forums, and it's always an interesting experience. One of the first things I do when I get to work is check out the latest threads to see who has a question, a comment, or a flame. They can all be fun in their own way. We even had one of our most diehard fanboys work here as an intern this summer... he has the scars to prove it. Overall, I believe it's a valuable relationship for everyone involved. The fans get some of their questions answered and some insight into the development process, and we get a good idea of what they're really looking to get out of Morrowind."
There was also a new wallpaper over on RPG Dot showing some more armour and weapons. Check that out as well.
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Dev Posts! Update by Striker
6:27 PM CST
There were a couple of dev posts worthy of note on the official forums. Here they are:
- Modus Operandi talks about NPC conversations:
"Very difficult to make a conversation with an NPC dynamic, but still using keywords, you can make the conversation as enjoyable and interesting as one can imagine. I know what yu mean though. I hate talking to characters in games who may as well be road signs with the information written on them. I think our design team is doing a fairly good job of avoiding that type of thing. " - Smudge on terrain damage:
"you cant damage the terrain."
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BlueDev on "Millionaire" Tonight Update by kathode
5:11 PM CST
Project Leader Todd Howard made a News Forum post today with the info that Quest Designer Mark "BlueDev" Nelson will be performing phone-a-friend LifeLine duties for someone on tonight's edition of "Who Wants to be a Millionaire?" Check out your local listings for the time and listen up for someone asking for Mark Nelson.
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Server Situation Update by kathode
5:07 PM CST
Over the last two or three days or so you may have noticed the site was inaccessible from time to time. The problem is that TTLG's host slapped a bandwidth cap on them unexpectedly, and all sites on the network hit the bandwidth ceiling in very short order. While the bandwidth cap has been removed, I still find the site to be extraordinarily slow, which, coupled with network problems here on campus, is why I've been unable to post news for the past few days. I came to TTLG hoping to circumvent the crushing effects that the economy at large has had on the web hosting business. Unfortunately, it appears that those problems are largely unavoidable wherever one goes (except for maybe Gamespy at the moment). I can't predict the future, and while I think that TTLG will survive this spat of problems, the future both for their network and this site is ultimately uncertain.
Who knows? Maybe Morrowind will come out and triumphantly revitalize the American economy :) Here's to hoping and dreaming. In the meantime, we'll still be here as long as there's the slightest trickle of bandwidth to sustain us, always with the features you guys want to see. Thanks for the support!
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November 6, 2001
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New Wallpaper. Update by Striker
5:59 PM CST
A wallpaper has been added to RPGDot depicting armour and weapons. Not bad at all, if you ask me (which you didn't).
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What? Dev Posts? Are you Sure? Update by Striker
5:33 PM CST
Yes, you guessed it (or maybe you didn't)! The devs have once again visisted the official forums and left some info for us. Here's what they had to say:
- Affamu on pacifist gameplay:
"You can play like this.
You can get "experience" (which doesn't come from kills, but from practice of skills).
It is a viable strategy, though far more difficult than mindless slaughter (unconscious people wake up rather quickly, and they're usually in a pretty bad mood).
All but one faction will eventually ask you to kill someone. You can still get to a fairly high rank in 3 factions without killing anyone, but you can't get to the top ranks." - Affamu answers a few questions:
"1. Scripts run every frame. All the time. They are not "activated." Except some global scripts. Sort of. You can tell if the player picks something up or clicks on it. You can also tell if it is currently equipped. You can also trigger something once as soon as it is equipped. Sort of. Is that clear? 2. The spellbook is not actually a book that you carry in your inventory. Tamriel magic is not AD&D magic. Our manly wizards need no books. 3. You can put scripts on books, but it is more complicated than other items. Books are not equipped in exactly the same way as other items. "Equipping" a book *reads* the book. It cannot be "worn." 4. You can only make unique items disapppear. You cannot make all items in 100' disappear. You can tell ANY item to disppear, but if it not uniquely named, the function will just select the *first* object with that ID... And that is not likely to be the object you want. There is no way to select non-unique items in the script language" - Modus Operandi on why devs answer specific questions:
"I havent even seen the boards in about 5 days. Speaking probably for most of the devs here, I think that we answer what we feel comfortable with. Such as the werewolves and vampires. I never knew much about them, regardless of whether they were in or not, so I didnt respond. Just because we dont respond does not mean we do not hear you. I usually only respond to what I know about and what I am sure I can communicate about with the fans. Not only that, but sometimes, I am simply so swamped with work that I ONLY have time to browse a few posts. Many times, without the time to respond to even the ones I CAN talk about. Dont let silence from devs get you down. There are many devs here that I see looking at the forums who never post. Forums simply arent everyone's bag. Sometimes, we hope that even the knowlege based fans on the board can aid one another instead of us having to try to answer all. Things seems to work in most cases (thanks to you all!).
Excuse me if I misinterpreted your post. I skimmed it quickly and tried to respond before I was caught on the forums, haha." - MrSmileyFaceDude comments on the number of monsters that can attack you at once:
"Just this evening, I was testing some spells in a dungeon, and I was in a room with 2 bonelords and 2 skeletons, all attacking me at once. And I've made the mistake of angering the guards in the town of Caldera, and had 5 guards and 3 civilians all attacking me at once. There's no built-in limit on how many creatures or NPC's can be attacking you at once." - MrSmileyFaceDude corrects an assumption:
"Sorry Dalinn, you're incorrect -- the Dremora is a creature. You can't get armor or clothing off creatures. It's kinda part of them. (note that this does NOT apply for NPC's -- you can take everything from NPC's.) However, there IS true Daedric armor exactly as pictured in the game. It's extremely rare and extremely valuable. And if you slay a Dremora or other creature who has a weapon, you can take the weapon."
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November 5, 2001
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New Fansite Launched - Morrowind Chronicles. Update by Striker
6:30 PM CST
A new fan site, Morrowind Chronicles, has recently opened! I has quite a bit of useful info as well as places for you the user to interact. They are also asking for staff, so if you wish to help with the site, apply here or you can also apply to be part of the Seer Council. Go a visit a great addition to the Elder Scrolls and Morrowind community!
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What!? More Dev Posts?!? Update by Striker
6:00 PM CST
The dev have visited the official forums (yet again), and decided to give us some more info. Here's the low down:
- MrSmileyFaceDude with a follow up on summoned creatures:
"Well, I'm not going to run down the list, because that'd be a spoiler :-) However, I will tell you that there are -16- different creatures that can be summoned.
And Havik, it's not like Final Fantasy -- you summon a creature, and it follows you around. If you're attacked, it'll attack whatever attacked you. It's pretty cool to summon a skeleton for example and have him do the fighting for you! Very handy for those non-combatant magic classes " - MrSmileyFaceDude talks about equipping weapons:
"You equip your weapon in the inventory screen. Once it's equipped, you draw it and put it away using a key press (it's F on the PC, not sure which button it is on the Xbox -- of course you can configure it, too). You have to ready your weapon (i.e. press F on the PC) in order to do combat. If you don't have any weapon equipped, your fists'll come up and you'll be in hand-to-hand combat." - Sentinel comments on the movies:
"That's because there are really two series of videos that are being released consecutively. The Video Tour series of which parts 1, 2 and 3 have been shown. And the TES Construction Set Tutorials (of which the editor video is a part). Since there are seven videos in all, you still get three more weeks of video goodness! " - MrSmileyFaceDude on accessing plug-in information:
"While there is no facility for choosing a plug-in icon or typing a text description of the plug-in, there is a "Details" button you can press from the data files window. Select a plug-in, press Details, and you'll get a list of all the objects that have been created or modified within the plug-in. Not really the best way to describe the plug-in, though -- instead of "The Cyrodil Plug-In" you'd have a list of NPC's, locations, scripts, etc. I'll run the idea by our main editor dude, and see what it would take to put a description field in. It's a good idea." - MrSmileyFaceDude follows up with some more information:
"Actually, there already is a summary field. It's on the data files window, the same one that has the Details button. This way, you can click on a plug-in or master file, read the summary, and you don't have any spoilers like the Details button might show you. It doesn't have any hyperlinking capabilities in the text field, but you could put a URL in there & copy & paste it into your browser."
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November 4, 2001
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A Whole Lot of Dev Posts! Update by Striker
7:06 PM CST
There were quite a few dev posts on the official forums for us all to sink our teeth into. Here's the info:
- Pete talks about changing time compression:
"You can change time compression in the console. Make it as fast or as slow as you want. Between the console and the TES Construction Set, you can cheat like a madman in this game. It's your money, so play the game in whatever way is the most fun for you." - Sentinel on the camera movement from the latest movie:
"That pan around the figure occurs automatically when you don't move for an extended period of time. Let's you see all of your cool armor and weapons and stuff.
Actually there are probably other ways to pan around the character like that. That's the only one I've experience with the game though. But, I'm a newbie at Bethesda. " - BlueDev comments on easy to kill creatures:
"No rats? *goes and quickly removes them from the game* There will be plenty of stuff with which you'll train yourself." - BlueDev answers a quest creation question:
"Eldar had a question about writing a quest that involved putting an item in an NPC's inventory (through pickpocketing). The item would explode, he would die, and the guards would fight you. He had associated questions.
My answer was that there is a function in the game called GetItemCount, which I have only used to check the PC's inventory. I don't know if it can be used to check an NPC's inventory, but I suspect it can. As for putting something in his inventory through lockpicking, I don't believe that's possible. However, it could likely be handled through a script that would call a messagebox pop-up asking if you wish to place the selected item in his inventory. It would then be put in inventory in the script.
Then, you would script it so that after a set period of time, and you leaving the cell, the item would "explode" (reduce his health to zero), killing him. You'd want to check the PC to be out of cell b/c it would look odd for the guy to all of the sudden just drop dead. There might be a way to tie a spell effect to it (so you could stay in the cell), but again it's nothing I've tried to do. (I suppose you could just script a fire based spell to go off when it's supposed to explode.)
Finally, on his death you'll set a journal entry, which could alert the guards that they should hate you and want to kill you. Or, you could just mod their disposition and fight settings in the same script that kills the NPC, thus making them attack you on sight. Simple, no?
Wow...this is not my kind of question. Where's affa when I need him??? Anyway, sorry your post got nuked. Hope this helps." - MrSmileyFaceDude comments on a lack of magical capes:
"Well, you could have a ROBE that did that for you." - MrSmileyFaceDude talks about hand to hand combat:
"It's all skills based. If someone with very high unarmed combat-related skills goes up against an untrained warrior (low armor, dodge, weapon skills), then the unarmed dude could beat the warrior. And you CAN kill someone in hand-to-hand combat. Wanna be good at hand-to-hand? Choose or create a character class specializing in the relevant skills, and use those skills a lot. As you level up, you'll become mighty indeed. " - MrSmileyFaceDude clarifies summoning spells:
"Summoning spells have a duration. Once the duration ends, or the summoned creature is killed, the spell ends and they disappear."
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November 2, 2001
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Friday Update Here Update by kathode
3:24 PM CST
The Friday Update is online over at the Official Site. This time around features a video called "Live Another Life" and focuses mainly on the myriad of characters you can play, even showing a glimpse or two of character creation. This vid is also available on Fileplanet here. I'll be posting some screengrabs and a short analysis a bit later!
Also, look for Morrowind on the front cover of the January issue of Computer Gaming World. Apparently they got an exclusive chance to play the game, and will have their impressions, along with possibly "a couple dozen" screenshots. Look for it to hit stands on December 15th or thereabouts, and check here for the full skinny from PR Director Pete Hines.
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November 1, 2001
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Mini Dev Posts! Update by Striker
5:45 PM CST
There were only a couple of developer posts on the official forums. Here's the latest:
- Smudge comments on her computer running Morrowind:
"i run win2k, have a gf2 with 245 ram. it runs pretty good, but if it were my home computer i would probably buy the gf3 for it. i think someone has a copy of win ME in the office but im not sure. i would rather have 2000 personally" - Smudge on prematurely stopping spells with a duration:
"nope"
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