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April 2002


April 30, 2002     

Armor Mod Preview  Update by kathode
 11:15 PM CDT

I received an email from a Hotmail account using the name "Harvey Pittle" this evening. To my surprise, the email had a short description of plans for a mod to introduce a new set of armor into Morrowind. It also had three screenshots, which you can find below. The mod is scheduled for release sometime tomorrow according to Mr. Pittle's email.



The email claims the armor is a full set just like the other sets in Morrowind, with seperate pauldrons, helmet, greaves, etc. As of yet, Mr. Pittle is not responding to any messages. I suppose we'll see what develops tomorrow.

New Interview  Update by Striker
 10:14 PM CDT

A new interview has been put up on GamingGroove. This one asks the Q&A Lead Micheal Fridley some interesting questions, so head over and check it out.

Dev Posts  Update by Striker
 10:09 PM CDT

There were a few more posts on the official forums. Here's the info:

- Hayt comments on character types:

"First of all, don't let anyone tell you how to play your game. If it's what you enjoy doing, have at it.
I can see how that stereotype would arise, since casting-types are typically harder to play in RPGs. They're wimps at the beginning, and can require more skill to keep alive. But that doesn't mean the person playing is automatically a "better" player.

In terms of Morrowind specifically, one of the things I've found is that the game plays completely differently depending on what kind of character you play. As a warrior, you're going to have a very different experience from a mage. That in itself is reason enough to play both... "
- Smudge talks about particle weapons:
"you could attach particles to weapons. as far as having only particles, im not sure it would work. it would be very tricky. much easier to attach the particle emitters to an actual mesh, keeping the particle life very short so they dont travel far. might be difficult to get any definate form, but they could trail behind a sword, for example. that would look very cool. hmm....... "
- Smudge on scripts and magic:
"no, but you can set up a script on an object to go off when someone opens a container, comes within a certain radius (i believe) or activates the object. so you can set up a trap, for example, where someone picks up an object and then gets hit with a fireball from across the room. "
- Smudge cemments on exporting from 3DSMax:
"file->export
or
file->export selected

you will get the exporter with the game "



April 29, 2002     

New Fan Site, Article and Videos  Update by Striker
 8:14 PM CDT

Firstly, I'd like to say welcome to a new italian fan site, Morrowind Outlander has now been launched. It is being run by Lello "wolverine" Sarti and is made by the RPGPlayer team and Multiplayer.it, in collaboration with Ubisoft Italia. Head over and check their site out, if you can speak italian that is.

Next, The Atlanta Journal-Constitution have a news article on Morrowind. It's not very long, but gives a good description of what Morrowind is about.

Finally, a new video has been released over on PC Zone. The links were not working when I tried, but I assume they will work, once everyone stops downloading it! There is a large version and a small version.

That's all for today, so I'll see you all tomorrow!


April 28, 2002     

Three More Previews  Update by Striker
 9:10 PM CDT

Even with the imminent release or Morrowind, there are still some previews being put up on various sites. Firstly, GameIndustry have put up their preview. I couldn't see any new screenshots, but the praise it bestows apon Morrowind is very high. Next is a preview over on EpiGamer. It is quite written very well, but again offers no new screenshots. Finally, RPGDot have put up part three of their series of reviews. This one covers skills and quests among other things, and also has eight new screenshots.

That should be enough to keep you out of trouble for a while, so head over and check them all out!

A Few More Dev Posts  Update by Striker
 8:56 PM CDT

The devs have once again visited the official forums. Since not everyone will be receiving Morrowind at the same time (myself included) I won't be putting up dev posts from the 'spoiler' forum. I will still put up any other informative posts - just none that contain spoilers. Here are some dev posts:

- MrSmileyFaceDude comments on attacking NPC's:

"No health or status bars for NPC's & creatures while in combat.

However, there is feedback as to how you're doing.
When you score a hit, there's a blood splat.
Also, if the hit is powerful enough, the target will reel back in pain, and in some cases even get knocked down.
Some creatures are immune to normal weapons -- if you hit one of these creatures with a weapon that is neither silver nor enchanted, you'll get a message that "Your weapon has no effect".
If you cast a spell or use an enchanted item that the target 100% resists, you'll get a message saying "Target resisted magic".
As enemies fight you, their fatigue level decreases, making them less likely to hurt you and more likely to take damage, so unless your fatigue is also low, you'll see more blood splats and hit animations.
Some NPC's & creatures with restoration spells will heal themselves if their health gets too low -- watch for that.
Some NPC's & creatures will flee if their health gets too low, too.
Learn what the various elemental shield effects look like -- fire, frost, shock, etc. They each have a distinctive look, so you can tell at a glance when a target will likely resist a magical attack.
Learn what immunities and resistances each race has. For example Dark Elves are 75% resistant to fire, so save fireballs for someone else.
Be wary of casting hugely powerful spells against an unknown opponent -- they may have a reflect ability or enchantment, and you don't want your spell affecting YOU. Best to probe with lesser spells to find out if they've got a reflect before casting that Armageddon spell on them."
- MrSmileyFaceDude talks about the strategy guide:
"It looks like there's very little overlap between the manual and the strategy guide. The manual goes into the schools of magic, and the types of spell effects; and it also talks more about the birthsigns. I was surprised that there wasn't more info about the magic system in the strategy guide, myself. "
- Affamu on birthsigns:
"The Charioteer thing is my fault. We changed the names of the birthsigns a few times, and I was confused. Anyway, yes, it is the speed increase you get from The Steed.

The Atronach is definitely one of the coolest and most difficult (at the beginning anyway, before many enemies cast spells at you). You can go to the shrines at first, but later on, you'll want to get more mana without the trip. Which is okay, since you can make potions of restore magicka..."
- Sentinel answers some questions:
"1. There are different qualities of lockpicks and different levels of magic spells for unlocking things. Some locks will have too high of a rating for lower level unlock spells for example.

2. There is no bite animation for vampires.

3. You can jump pretty high with a maxed out acrobatic score. In fact, if you artificially augment your skill enough you can leap buildings.

4. Yes, there are lots of shipwrecks and underwater caves to explore. Also there are items and things hidden underwater. Oh, and did I mention pearls... "
- Pete comments on delivery from Bethesda:
"As I have said many times before, and probably included in the confirmation email you received with your order, we do not guarantee a ship date for pre-orders. We make every effort to ship them on or before the date it ships to retail, which is what we are currently working on.

As it looks right now, someone who pre-ordered from us with the Next Day shipping option should get it about as fast as it's possible to get it. "



April 25, 2002     

Two Previews, A Movie and Q&A 23  Update by Striker
 8:47 PM CDT

It seems as though any news I post is nothing compared to the Gold announcment, but I'll do my best. Firsly, RPGDot have the second part of their preview, and it has some new screenshots. Next, TechTV have a preview as well as a video, the article isn't the best, but the movie is not bad at all.

Finally, RPGVault have put up Morrowind Q&A number 23. This one asks the devs what their favourite birth sign is, so check it out.


April 23, 2002     

Morrowind is GOLD!!  Update by kathode
 4:58 PM CDT

The moment we've all been waiting for has arrived. Check out the press release:

The Elder Scrolls III: Morrowind for PC Goes Gold


Highly Anticipated RPG Features Groundbreaking Combination
of Incredible Graphics and Non-linear Gameplay


Rockville, MD - April 23, 2002 - Bethesda Softworks™ announced today that
the highly-anticipated role-playing game, The Elder Scrolls III: Morrowind™
for PC, has gone to gold master and will be in stores the first week of May.
Morrowind also be available will also be available soon for the Xbox™ video
game system from Microsoft.


Morrowind is an epic, open-ended single-player RPG in which a player can
create and play any kind of character imaginable. Players can choose to
follow the main storyline and find the source of the evil blight that
plagues the land, or set off on their own to explore strange locations and
develop their character based on their actions throughout the game.
Featuring stunning 3D graphics, open-ended gameplay, and an incredible level
of detail and interactivity, Morrowind promises to be an experience like no
other.


"We know the gaming community has been anxiously awaiting the arrival of
Morrowind for a long time," said Todd Howard, project leader for Morrowind.
"We were able to remain true to our goal of providing the deepest, most
cutting edge RPG you can buy. We’re sure everyone will enjoy the game as
much as we enjoyed creating it."


Morrowind is the sequel to Bethesda's award-winning titles Arena™ and
Daggerfall®, highly regarded as two of the most intricate and compelling
role-playing games ever released. Following in their footsteps, Morrowind
has already garnered numerous awards from last year’s E3 show and an
impressive collection of accolades. PC Gamer Magazine called it “The
best-looking 3D RPG ever,” and GameSpy included Morrowind on its list of
most wanted games for 2002.


“As has already been mentioned by numerous gaming publications, Morrowind
will change the way we view role-playing games forever,” said Vlatko
Andonov, president of Bethesda Softworks. “We couldn’t be prouder of the
development team for what they’ve accomplished, for taking on a challenge
like Morrowind and implementing it so skillfully.”

About Bethesda Softworks™
Headquartered in Rockville, MD, Bethesda Softworks (http://www.bethsoft.com)
is a developer and publisher of entertainment software. Bethesda a division
of ZeniMax Media Inc., and has published numerous award-winning titles,
including The Elder Scrolls® series, the Terminator series, and Sea Dogs®.
Bethesda Softworks’ full product line spans the sports, racing, RPG,
strategy and action genres. For more information on Bethesda Softworks’
products, visit www.bethsoft.com.


Bethesda Softworks Inc. is a ZeniMax Media company. The Elder Scrolls,
Morrowind, Daggerfall, Arena, Bethesda Softworks and ZeniMax are registered
trademarks or trademarks of ZeniMax Media Inc. Xbox is a trademark of
Microsoft Corporation in the United States and/or other countries. All
Rights Reserved.


April 22, 2002     

Two Previews  Update by Striker
 9:18 PM CDT

Some more previews have been put up, just incase you havn't had enough. The first preview is on UGO. It is quite positive, but lacks any new screenshots. The second one is the first of four parts from RPGDot. This is also a great read, so check it out as well.

What? More Dev Posts  Update by Striker
 9:06 PM CDT

The official forums have been visited by the devs yet again. Here's the latest:

- Affamu comments on game length:

"In the last few days I've been taking my time to actually PLAY the game instead of cheating and teleporting everywhere just to make sure the quests were working.

I made a custom Redguard warrior-type to test all the "fighter" quests. I've been testing with this character about 5 hours a day for the last 8 days. I'm still doing lots of other testing, so I've only been playing this character about half the time.

I am about 1/3rd through the main quest, about 2/3rds through House Redoran (which is what I've been concentrating on) and I've done maybe 2 quests each for the Fighters Guild and the Imperial Legion. I've also stumbled across some of the many quests Mark put all over the map.

My longblade skill is now at 100. The next closest skills are Heavy Armor and Athletics (since I run everywhere a silt strider can't go -- I did find some mark/recall amulets, but I always forget to use them) in the high 60s and I am level 18.

This is as far as I've gotten in about 40 hours."
- Affamu talks about the skill increase rate:
"You can edit the rate that each individual skill increases with the editor. I started out with a fairly high skill in Longblade (Redguard + Major Skill). I used a longblade exclusively until it got to 100. Now I am using a bow mostly. It didn't feel too fast for me, but YMMV."
- Affamu with a quick comment on Vivec:
"You can kill Vivec. "
- MrSmileyFaceDude on a water picture:
"Actually, that picture IS with the pixel shader water. The ripples are there, they're just harder to see because a) it's raining, and so the reflections of the sky are darker and b) you're looking almost straight down into the water, so you won't see as much sky reflection as if you were looking ACROSS the water, again making ripples harder to see. It's much more apparent in motion than in a screen shot."
- MrSmileyFaceDude comments on seeking spells:
"There are no "heat-seeking" spell projectiles. They all go in a straight line. "



April 21, 2002     

Euro-Morrowind Preview 4  Update by Striker
 7:44 PM CDT

The final preview on Euro-Morrowind has been put up. This one answers some questions asked on the Euro-Morrowind forums. There are quite a few great questions answered, so cheack it out.

Well Look At That! More Dev Posts  Update by Striker
 7:38 PM CDT

The devs have given us some more juicy info on the official forums. Here it is:

- MrSmileyFaceDude comments on shadows:

"Shadows are expensive, performance wise. All of our creatures, NPC's, and the PC have simplified "shadow geometry", which is basically a low polygon version of the full model. Weapons, shields and torches are added to this, and the shadow is cast. Robes and other clothing & armor are not included. We originally had it that way, but the performance hit was unacceptable.

And we're not using pixel shaders for shadows. We use stencils based on the shadow geometry. We're only using pixel shaders for the water effects. This way, more people can see shadows on their machines."
- MrSmileyFaceDude follows up on the same topic:
"Because we wrote the shadow code before the GeForce3 came out, and it worked well enough that we decided to focus on other things."
- Smudge talks about the ingame journal:
"i hardly see this as a big flaw. yes, you will have to flip pages. but there is a listing, in alphabetical order, of all topics that have hyperlinks so you can easily look up comments on a particular dungeons location etc.

you cant edit the journal ingame, but if you are working on a mod you can certainly have it write down any info you want"
- Smudge follows up on the same topic:
"the journal is saved as a .htm file in your morrowind folder "
- BlueDev answers some questions:
"No DO NOT ENTER signs. There are sort of chapters when dealing with the main quest (but not really). You better walk around trees, or you'll bump your head."



April 18, 2002     

Some More Dev Posts  Update by Striker
 9:53 PM CDT

The devs have posted some more info over on the official forums. Here's what they had to say:

- Raid talks about official mod support:

"We are definitely interested in supporting the mod community in some way.

What exactly that will entail hasn't been ironed out yet, but we truly are going to put some effort in to it post-release."
- Raid comments on enchantments:
"Let me see if I can shed some light on this subject.

--Enchant skill can be raised one of three different ways.

1) Creating a magic/enchanted item.
2) Recharging a magic/enchanted item.
3) USING a magic/enchanted item.

Of course, your skill in enchantment goes up MUCH faster when creating or recharging your own item than actually using them, but theoretically, a player could max out their Enchant skill by only using magic items they find in the game.

--Mysticism is useful in creating enchanted items only in that it is the school that determines if you can cast Soul Trap effectively. This is the spell that is needed to fill the soul gems.

--Creating an enchated item or recharging one destroys the soul gem.

--There are TONS of soul gems in the world.

--Enchanting projectiles is a costly affair. You cannot enchant stacks of projectiles. There is a small chance that you can retrieve your ammo from killed nasties though, if that is any consolation."
- Hayt follows up on the same topic:
"And as a final addition to the discussion, no one ever said there were a finite number of soul gems. Filled soul gems, yes - but that's all."
- Smudge talks about stealing:
"most items have ownership. if you steal from someone, he will recognize it as his if you try to sell it back to him. you can, however, sell it to someone else. if you get caught, everything you stole will be removed from your inventory and you will be punished according to the crime "
- Hayt follows up on stealing:
"I think smudge summed it up pretty well; what points do we still need clarification on?

You cannot sell items back to the person you stole them from. He/she will recognize them and report you for it. You can, however, sell the items to other merchants.
If you are caught for any crime and go to jail, you will be stripped of any items in your possession that are stolen. Regular interactions with NPCs, however, will not be affected by whatever items you may have on your person. "



April 17, 2002     

Two More Previews  Update by Striker
 9:36 PM CDT

Yet another preview has turned up, this time on RPGGamer. It is a bit short, and lacks any new screenshots, but it is still very positive about Morrowind so check it out.

Also, part 3 of the Euro-Morrowind preview is now available. This one has some great new screenshots and is a very interesting read. What are you waiting for?

Few More Dev Posts  Update by Striker
 9:23 PM CDT

The devs have visited the official forums once again. Here's the info:

- MrSmileyFaceDude comments on fatigue:

"Guess what, Viper, that's how it USED to be. It USED to be that actions you took -- running, jumping, swimming, etc. would, when your fatigue reached zero cause you to move slower, and even pass out. We realized after playing the game that way that it SUCKED. So we made it so that only the actions of OTHERS -- via hand-to-hand attacks or drain/damage fatigue spells -- can make you pass out.

Believe me, it's bad enough having low (or zero) fatigue -- you usually fail at casting spells, attacks, blocks, even lock picking. But at least you can still get away from danger.

So you should be GLAD we "paid attention" and removed what ended up being a lousy feature of the game."
- MrSmileyFaceDude follows up on the same topic:
"Hits from hand-to-hand damage fatigue, while hits from weapons damage health. Although there could be damage fatigue effects on enchanted weapons as well."
- WormGod clarifies the Xbox delay rumours:
"Pete said yesterday that there was a slight misunderstanding on their site. Pete has since contacted them and it was clarified."
- Smudge talks about NPCs carrying your items:
"you cant do it without making new art. creatures cannot carry things. you can easily have them follow you, though.

you can only give npcs stuff if theyre knocked out. and im afraid they wouldnt like you very much when they came to."



April 16, 2002     

TES Construction Set Preview  Update by Striker
 9:36 PM CDT

The people over on RPGVault have put up a new preview of the Elder Scrolls Construction set. It has a small run through of how easy it is to use, as well as having some new editor screenshots. Head over if editing is your thing - or even if it isn't!

Dev Posts  Update by Striker
 8:02 PM CDT

There were a few more dev posts on the official forums. Here's what they said:

- Affamu answers some questions:

"I am only answering this because "Banking, Clock Speed, and God Summoning" is the best subject I have read on the forums in a long time.

1. No. Gold is weightless. Someone answered this already a long time ago.

2. Probably not. I'd have to go back and play Daggerfall again to see if it feels faster or slower. I think it's slower, but I'm not sure.

3. You don't "summon" Daedra in the same way, but you can still get quests for various artifacts. It is somewhat more obscure. You don't just walk into the Mages Guild and get the Menu of Daedra Summoning Options."
- Hayt talks about gauntlets:
"Actually, gauntlets are separate items, so you can have two different ones, if you like."
- Smudge on coordinates:
"cells have co-ordinates listed in the editor. also objects have x y and z positions and rotations listed if you double click on them "



April 15, 2002     

Four New Previews  Update by Striker
 8:59 PM CDT

I thought the number of previews were slowing down, but that doesn't appear to be the case. Four new previews have been put up on various sites, all are very positive and all containing some new screenshots. The first one is a PC preview over on InvisibleDream, next is ZenGamer with their preview. Thirdly, Games-Fusion have a preview and finally, part 2 of the Euro-Morrowind preview has been added. Check them all out, and don't forget about the official site update (See below).

A Few More Dev Posts  Update by Striker
 8:39 PM CDT

The official forums have been visited once again by the devs. Here's the info:

- MrSmileyFaceDude comments on weapon types:

"I think you'll find that the more ostentatious weapons are quite well balanced with the more realistic weapons in Morrowind. If you don't like the fanciful weapons, just stick to the ones you like and you'll still do just fine."
- WormGod talks about cobwebs:
"There be cobwebs. Most of which can be found in the most likelyhood of all places.... in tombs with the deaders."
- Smudge on adding seasons:
"actually there are things that change over time in the game - not seasons, but structures. i dont see why you couldnt look at that script and modify it. again, not for seasons, but there are still alot of possibilities."
- donutbringer talks about the Xbox and PC versions:
"for confirmation...
the XBX and PC versions are the same. the extra disc for the PC is for the editor, if my memory serves.

no worries."


Monday Update - Early Edition  Update by kathode
 4:50 PM CDT

PR director Pete Hines was kind enough to let me host the files for this Monday's update on my own server. The update consists of two mp3's from the game, and a GIANT screenshot, in both .bmp and .jpg formats. You can grab them all right here.

Also, a new piece of fiction will be posted on the official site soonish.



Yet Another Preview!  Update by Striker
 12:56 AM CDT

The previews of Morrowind are still heading our way with a new one over on Euro-Morrowind. It's the first of four parts, containing both high praise for the game as well as some new screenshots. Head on over and check it out, but don't forget that there are three more heading our way over the next few days.


April 14, 2002     

Some Dev Posts  Update by Striker
 9:12 PM CDT

The devs have posted some more info on the official forums. Here it is:

- MrSmileyFaceDude talks about base magicka:

"Your base magicka is determined by your base intelligence, which varies by race and gender. Additionally, you may get a racial bonus to your base magicka, and beyond that there are three birthsigns that will give you another magicka bonus as you describe."
- MrSmileyFaceDude on saving spells:
"If you have the PC version, you can use the TES Construction Kit to create custom spells and save them in plug-ins. Then you can trade the plug-ins. But you can't save spells you create in the game - those are embedded in the game save files, and while you can trade those, they have character and other info as well and you can't combine them like you can plug-ins."
- MrSmileyFaceDude comments on thrown weapons:
"Arrows, crossbow bolts, and all throwing weapons work the same way:

- If you don't hit an NPC or creature, they're gone forever

- If you DO hit an NPC or creature, and the arrow/bolt/throwing weapon is not enchanted, there is a chance that it could be placed in the target's inventory -- this means that an NPC could possibly use the weapon against you, and that if you kill the NPC you can recover it. Enchanted arrows/bolts/throwing weapons are destroyed when the enchantment goes off. The percentage chance is a game setting that can be changed using the TES Construction Kit.

- You can only enchant one at a time. No enchanting piles of arrows/bolts/throwing weapons.

- If you put an area effect enchantment on an arrow/bolt/throwing weapon, it'll go off even if you hit something other than an NPC or creature. So you can create exploding arrows and fire them into a crowd."
- MrSmileyFaceDude follows up on the same topic:
"They have to be "Cast When Strikes". "Cast Once" enchantments you pick from your spell menu and "cast". Like scrolls. If you were to put a "Cast Once" enchantment on an arrow/bolt/thrown weapon, the enchantment would not go off if you threw it. It'd only go off if you picked the enchantment from your magic menu, readied magic, and cast it."
- MrSmileyFaceDude talks about throwing creatures:
"You can't pick up creatures (or their corpses) and use them as weapons. And the only thing you can throw is throwing weapons (knives, darts, stars)."
- BlueDev comments on the ingame console:
"You can use the ingame console to do just about anything. You can add items to your player, remove items, add spells, remove spells, change stats, check variables, change variables, start scripts, disable items, unlock doors, change the weather, move NPCs, create monsters, kill monsters....

Lots of things. It even makes French toast."
- Smudge with a quick comment on waterfalls:
"waterfalls are separate geometry."



April 11, 2002     

RPGVault Q&A 22  Update by Striker
 10:11 PM CDT

The Morrowind Q&A #22 has been put up on RPGVault. This one asks the devs what the coolest moment has been for them. I think it is the best one so far, so check it out.

Have Some Dev Posts  Update by Striker
 10:02 PM CDT

The devs have posted some more info on the official forums. Here's what they said:

- MrSmileyFaceDude on a console:

"The PC version has an in-game console."
- MrSmileyFaceDude comments on levitation:
"I'd better answer this quick, or everyone will assume that you CAN'T move while levitating :P

When you levitate, you have full freedom of movement. You can move up, down, and any direction. You can fight (includes archery, thrown weapons and spell projectiles). If you stand still, you hover. The magnitude of the levitate spell dictates how fast you can move.

One fun thing is you can cast Levitate on NPC's. So what you do is you make a 30 second self-target levitate spell and a 15 second range-target levitate spell. You cast the 15 second spell on a bad guy, and the 30 second one on yourself. Run up into the sky for 15 seconds, turn around and watch the bad guy fall to his death "
- MrSmileyFaceDude talks about armour:
"The following pieces of armor are in the game, in a wide variety of materials, styles, weights, and armor ratings:

Helmets, full and partial
Pauldrons, left & right
Bracers, left & right
Gauntlets, left & right
Cuirass
Greaves
Boots (pair only)
Shields

You can mix & match these pieces to your heart's content."
- MrSmileyFaceDude on the great houses:
"After you join one of the three Great Houses, if you advance far enough a stronghold will be built for you in the architectural style of that House.

You don't get strongholds for any other reason.

And they are difficult and expensive to get!

And yes, as Dalinn pointed out, the content of the game is the same on PC and Xbox, so Xbox owners can have strongholds built for them as well. "
- MrSmileyFaceDude comments on jumping:
"Kinjo, you can jump whenever you want. How HIGH you can jump depends on your Acrobatics skill. Low skill = low jump. High skill = high jump. And remember, every character has every skill - and that means that every character can jump."
- Smudge with a quick comment on scaling:
"you can scale down 50% and up to 200%. scaling doesnt work for npcs or creatures."



April 10, 2002     

TFH Gaming Preview  Update by Striker
 7:45 PM CDT

Another Morrowind preview has been placed on TFHGaming. It is full of praise for the game, and also includes some new screenshots. Head over and check it out.

Dev Posts  Update by Striker
 7:40 PM CDT

The official forums have once again been visited by the devs. Here's what they said:

- MrSmileyFaceDude talks about weather effects:

"If you have a graphics card that supports the latest version of Pixel Shaders, such as a GeForce 3 or 4, or a Radeon 8500, the water reflects the sky. Since the sky changes color in a dust storm, so does the water reflection.

If you have an earlier graphics card, the water outside is always the same animated blue/gray/white, semi-translucent texture.

If it's raining, there'll be ripples in the water in either case.

I don't think I've seen any ash storms near water. They tend to happen at higher altitudes as you get closer to the volcano, where there is no standing water. "
- MrSmileyFaceDude comments on moving NPC's:
"Some stay pretty much where they're put, like some shopkeepers (wouldn't do to have the armorer in Sadrith Mora abandon her stall now, would it?) while others wander around. It depends on the NPC. They're all different."
- MrSmileyFaceDude on the Xbox and PC strategy guides:
"Same guide for both. It's the same game, content-wise."
- MrSmileyFaceDude comments on spells:
"If you buy spellmaking services from an NPC within the game, you're going to be limited to a half a day in game-time, assuming that you can a) afford to buy the spell and b) you have enough magicka to cast it.

You might have better luck making an enchanted that lasts that long, assuming you have a soul gem with a powerful enough soul and a high-quality item to enchant.

In the editor, you can make spells that last much longer than that."
- MrSmileyFaceDude talks about different animations:
"When you sneak, your character crouches down a little. When you jump your character's knees bend, and they animate realistically when you land."
- Smudge talks about marrying:
"while you cant marry, really, you can buy yourself a slave, or slaves. when they get too annoying you can make them wait in one spot for you."



April 9, 2002     

RPGVault Preview  Update by Striker
 11:04 PM CDT

The Morrowind previews are still rolling in! This time RPGVault have a preview on the PC version. It's a really great read, and it also includes some new screenshots. Head over and read it if you havn't already.

Even More Dev Posts  Update by Striker
 11:00 PM CDT

There were some more dev posts on the official forums, Here's what they had to say:

- GoDFaDDa42 comments on Morrowind on the Xbox:

"Just a dev's POV... Microsoft's (and the Xbox's) rep is on the line every time a game comes out for the system. If the game sucks, the fans will blame the devs who made it; if the game crashes, the fans will primarily blame Xbox (even if it's not directly Microsoft's fault). They have a stringent certification process - there's a huge list of things that have to be right, in addition to not crashing, non-broken gameplay, etc. They won't fail a game because it doesn't fall under their definition of "fun", though - they aren't imposing those kinds of limits on games (for those fearing MS influence).

And there are always hardware issues - it's just a very specific kind of computer - but the key is that we can solve them and it works on all Xboxes (as compared to the near-infinite PC configs - DirectX helps, but it's not perfect). That's why you see few/none of those kinds of bugs.

We've been working really hard at this - we're making absolutely sure that you have a perfect experience when playing on the PC or Xbox. If anything. the PC version benefits (in terms of memory leaks, etc.) from the rigorous going-over that the Xbox version gets from Microsoft."
- Smudge talks about door creation:
"you can make any object a "load door" which essentially will teleport you to a pre-determined location."
- Smudge on tattoos:
"you cant alter the tattoos in the editor - you would have to get the texture file and do it that way "
- BlueDev comments on sneaking:
"Sneaking depends on a number of factors: your Sneak skill, the NPC's Sneak skill, LOS, distance, Luck, Invisibility spells, Chameleon spells, what kind of boots you're wearing, etc. There are lots of components that go into determining whether or not you'll be detected. And just sneaking around with no one watching won't help your skill; there has to be a chance that you'll be detected for there to be a skill raise."


Minimum Specs, Screenshots, Wallpaper and Preview!  Update by Striker
 12:19 AM CDT

There has been quite a bit of information over the last few days. Firstly, a new preview has been put up on GameClubCentral. It covers the PC version and has some great new screenshots. Next, the Elder Scrolls web site has been updated with an Ebonheart wallpaper as well as some TES Construction Set screenshots.

Finally, the 'Read This First' post has been updated to include the minimum specs to play Morrowind. So you don't have to go searching for them, they are listed below:

What are the system requirements for the PC version?
MINIMUM SYSTEM REQUIREMENTS: Windows ME/98 128 MB RAM; Windows XP/2000 256 MB RAM; 500 MHz Intel Pentium III, Celeron, or AMD Athlon processor; 8x CD/DVD-ROM Drive; 1 GB free hard disk space; Windows swapfile; DirectX 8.1 (included); 32MB Direct3D Compatible video card and DirectX 8.1 compatible driver; DirectX 8.1 compatible sound card; Keyboard; Mouse

RECOMMENDED: 800 MHz or faster Intel Pentium III or AMD Athlon processor; 256 MB RAM; NVIDIA GeForce2 GTS, or ATI Radeon 7500 or faster video card.

SUPPORTED VIDEO CARD CHIPSETS:
NVIDIA GeForce4; NVIDIA GeForce3; NVIDIA GeForce2; NVIDIA GeForce 256; NVIDIA TNT2; ATI Radeon 8500; ATI Radeon 7500; ATI Radeon 7200; ATI Radeon; ATI Rage 128; Matrox G550; Matrox G450; Matrox G400


April 8, 2002     

More Dev Posts  Update by Striker
 11:52 PM CDT

The devs have left us some more info on the official forums. Here it is:

- Hayt talks about levelled creatures:

"A few minor clarifications:

Individual creatures don't "level up". As Taz stated, when you enter an area, a leveled list is checked and an appropriate creature is pulled from it and placed in the world at the placeholder's location.

There are no level 30 rats. Rats will always remain the same level (unless you choose to change it in the editor).
Likewise, just because you're level 10, it doesn't mean that you'll get level 10 creatures every time... things are never that simple.

Incidentally, NPCs do in fact have all the same skills as the player, and their level determines where the skills are at. Additionally, their equipment can be set using Leveled Item lists that function the same way the leveled creatures do... "
- MrSmileyFaceDude comments on soul gems:
"Whenever you use a soul gem to create an enchantment or recharge an enchanted item, they are destroyed.

However, there are hundreds of soul gems to be found in the game. I doubt you'll ever run out."
- MrSmileyFaceDude talks about different types of attacks:
"OK here's how it works. You can set attack options in the Options menu.

One option is to "use best attack". Each weapon has three attack ratings -- how much damage it can do for chop, thrust, and slash attacks. "Use best attack" simply always picks the best attack for that particular weapon, be it chop, thrust, or slash.

If you turn off "use best attack", you can select which attack you use by pressing (or not pressing) a movement key before you press the attack button. This works as follows:

No movement key: chop
Forward/backward: thrust
Strafe left/right: slash

I prefer to play this way. It's a lot more fun.

Also for each weapon, each attack style has a range of possible damage, a minimum and maximum possible value. The longer you hold the attack button, the more damage the attack will do. Hold it for a second, and you'll do up to the full possible damage. Click rapidly, and you'll do the minimum possible damage. Note that in both cases, the damage done may be reduced based on the target's skills, armor rating, etc."
- MrSmileyFaceDude on ;earning new spells:
"You don't HAVE to be in the Mage's guild to create new spells. There are plenty of NPC's who provide spellmaking services without requiring any sort of guild membership."
- MrSmileyFaceDude follows up on spells and magic items:
"First of all, remember that in Morrowind, you have ALL of the skills. Just because a skill is a Misc skill doesn't mean you can't use it or even max it out.

Now if you have a high Enchant skill, you won't go through the enchanted item's charge as fast -- each cast uses less magicka. And you'll be more successful at making enchantments, and recharging an enchanted item with a soul gem will work better. That's what the quote means.

Note that you get a small skill use each time you USE an enchanted item, too. So even your warrior can advance his or her enchant skill, simply by using enchanted items."
- MrSmileyFaceDude comments on trapping souls:
"Close Tusk, but if you cast soul trap on a creature, kill it, and you don't have a soul gem big enough to hold the creature's soul, the soul trap fails. Also, creatures actually have a Soul value that is set up in the editor, so while higher leveled creatures will have "larger" souls, the two aren't really directly tied to one another.
Finally, there's a formula that determines how much charge you get from a soul & soul gem. It's not limited to just the creature's exact soul value. So a creature with a 30 soul isn't necessarily going to give you 30 spell points to work with in your enchantment."
- MrSmileyFaceDude answers some questions:
"----------
1) Can you change your character's handedness? Can I wield my sword in my left hand and my shield in my right hand if I choose? (I'm left handed BTW)

2) Are there musical instruments for bards to play, and do they have spell-type effects?

3) I know the voodoo card is not officially supported, but will the game actually fire up and run on one? (even if you have to turn things off to do it, can it be played on a voodoo3, even if you have to use the funky 3rd party drivers or play it on Win98?)

4) Can you place a container inside another container? What about containers in your inventory (A bag of Holding that has a small wooden box inside that has your rings in it for example)? If so, is there a limit?

5) Can you post a screenshot that shows the cool magic item detection in action?
----------

1. Nope.
2. There are a few musical instruments. I don't know if any are enchanted, though.
3. Your video card must support DirectX 8.1. That's the limitation.
4. You can't pick up containers, so no.
5. I don't think any screenshots have been taken of that... check some of the previews, there might be one out there."
- MrSmileyFaceDude with some more info on summoned creatures:
"Summoned creatures will follow you wherever you go.

If anything attacks you, they'll fight it for you.

They'll stick around as long as the spell is in effect, but once the spell expires they're gone.

If your summoned creature dies before the spell expires, and the summoning spell has no additional effects in progress, the spell is cancelled early.

You can't cast the same summoning spell if it's already in effect, but you can cast multiple different summoning spells.

Summoned creatures will ignore a few accidental hits from you, but if you keep banging on them they'll get mad and attack you back.

You can only summon undead & daedra. No rats, guars, etc.

Yes, NPC's can summon creatures, too. If you kill the NPC before their summoning spell expires, the creature goes away.

Yes, there are scrolls and enchanted items that will allow you to summon creatures even if you aren't skilled in Conjuration.

Yes, you can soul trap summoned creatures. Quite handy, since you get a few free hits before they fight back."
- donutbringer on books and skills:
"see a book.
open it.
if it would raise your skill, it will happen upon opening it.
if it would not raise a skill you will just have a regular old book. (but some are worth reading for information, and others are worth reading if you like that kind of fiction.)

simple. ^_^"
- donutbringer talks about assining keys:
"and if you hit F1, it will bring up a mini-menu which gives you the option to assign the numbers across the top to correspond with weapons, inventory items, spells, etc.

comes in very handy!

and jump is E. (but keys can be re-assigned.)"
- donutbringer answers some questions:
"----------
First question: In this game, are all "buildings" real? To be more specific, if I see a house, and it clearly is a house, with doors and windows, clearly presenting itself as having an inside, does it? I can't think of a game that was actually devoid of fake doors, opaque windows, and towns constructed of, appearantly, house mountains.

Second question: This one is really the pet peave that made me decide to finally post. It is problem I have found in EVERY game I have ever played on any system. I am refering to "SOLID AIR". You know the stuff I mean. You can see no obstruction barring you from walking down the street, or jumping a 8" railing, or what have you, but are, none-the-less, stopped cold by the Solid Air. With as many innovations and strides toward a new level of plausability as I have read (for years) this piece of work is attempting, I have actually caught my self daring to believe my nemesis, solid air, may have finally been defeated.
----------

yes, you can go into the buildings. they aren't just there for show.

we don't have solid air. the only thing preventing you from going places is yourself. (example: you would not be able to jump a 10 foot wall if your acrobatics skill was really low, but levitate could get you there right away.)"
- donutbringer talks about first and third person views:
"when you're doing anything in the game (save a few things in the VERY VERY beginning), you can be at 1st or 3rd person views at any time you like. when i started testing, i initially fought in 3rd person, but after a while i went into 1st person view and stayed that way. "
- WormGod on the length of the main quest:
"I guess I qualify as a beta tester.

My task is working on the main quest and while testing, I get to use minimal cheats like stat increases and the walkthrough. I have been testing it since last Friday and have only goten about 60% the way through it. That's about 10 hours a day playtime for a week. Getting through the main storyline will not be done overnight."



April 3, 2002     

New Fan Site and Some Clarification  Update by Striker
 12:22 AM CST

Another Morrowind fan site has been launched. This one is from Norway (in English) and is called the Realm of Morrowind. It is quite graphic intensive, but that just makes it look great!

Head over and welcome the new site!

As an almost side note, the news article that announced Morrowind for Hand Helds was a quite elaborate April fools joke. I thought I would let you all know just incase you havn't worked it out by now.


April 2, 2002     

Dev Posts  Update by Striker
 11:46 PM CST

The devs have given us some more info on the official forums. Here it is:

- Pete on an Morrowind shipping to Australia:

"Yes, it will be available in Australia."
- donutbringer talks about soulgems:
""filling" a soulgem is accomplished with the spell SOUL TRAP. you can learn this as a spell to be added to your repertoire, or find it on a scroll, enchanted item, etc... upon encountering an enemy, you cast the spell on them and finish combat. once they are dead, you will hear a magicka sound, and the lowest quality gem in your inventory which can hold the soul of the newly trapped creature will be filled. BUT be forewarned... the soul trap spell has a time duration on it, like many other spells. if it lasts for only 30 seconds, and the creature you cast the spell upon dies AFTER the spell expires, you will NOT trap their soul. so as a rule, it's a good idea to get to know the general lifespan of your opponents during combat. "
- MrSmileyFaceDude comments on a recent picture:
"He's got a shield spell in effect. It's a duration spell with a persistent visual effect. So it could be that he cast it and then drew his weapon, or it could be a constant effect enchantment. "
- MrSmileyFaceDude talks about saved games:
"You can keep saving games until you fill up the save area on your Xbox hard disk drive. Other than that, there's no limit. "
- MrSmileyFaceDude answers a few questions:
"1. There are other fast-travel options besides silt striders and boats. We haven't told you EVERYTHING about the game yet

2. Sure you can. You can sleep anywhere in the wilderness you want. There are only restrictions on where you can sleep in populated areas.

3. If you join one of the three Great Houses and advance far enough, they'll build a stronghold for you (completely furnished and stocked, I might add). In addition, since stuff you drop in the world stays there forever, you can "appropriate" someone's house by dispatching the owner and use it for yourself. Or find a niche in the rocks somewhere -- the choice is yours.

4. Not all monsters get more powerful as you do. And it's not like a rat becomes a level 30 rat -- if you're low level, you might find a rat, but later you'd find a kagouti, and later you'd find a Clanfear, etc. The same creature type doesn't suddenly level up with you. And it doesn't happen all the time anyway, only in certain situations. Also, in dungeons with levelled creatures, the loot is levelled with you as well, so you get a greater reward for the hard work. But again, not all dungeons have levelled creatures, and not all creatures are levelled.

5. That's a matter of opinion. You haven't seen all the models yet. Nowhere close, actually.

6. Too much effort for too little reward.

7. Uncool to kill kids.

8. No need for banks. Just hide your stuff somewhere and it'll stay there forever.

But there's nothing stopping you guys from trying to add at least some of these things -- that's what's so cool about the TES Construction Kit "
- MrSmileyFaceDude on the Atronach birthsign:
"The Atronach is my favorite birthsign. As others have said, you get a 2xINT bonus to your spell points, a 50% chance of absorbing spells cast at you, and you cannot regenerate magicka while sleeping.

You do not absorb spells that you cast. You're correct that it wouldn't make sense -- half the time you wouldn't get the benefits from a healing spell, for example, and instead you'd just get back the spell points you used to cast the spell.

One other thing -- when you cast an area effect spell, you are never affected by it even if you are in the "blast" radius.

Personally, I think The Atronach is a better birthsign for magic users, given the high bonus you get to spell points. It's always good to have more magicka! And the absorb effect can help protect you in battle besides just recharging your magicka, because absorbed spells don't affect you. "
- MrSmileyFaceDude comments on loading times:
"It depends on how fast you're moving. Usually while walking, you won't see any load bars. Even when you do it's very fast, a few seconds. This is because the game is constantly loading cells in the background as you move around outside, but it's possible if you're moving fast enough to outpace the background loads.

The Xbox doesn't have as much RAM in which to cache exterior cells, so you'll see the progress bar a little more often on the Xbox. But even on the Xbox these exterior cell loads are very fast. "
- MrSmileyFaceDude talks about making more than 5 skills major or minor:
"Nope, you can't change those numbers.

But remember, just because a skill is a miscellaneous skill doesn't mean you can't use it. All it means is that advancing miscellaneous skills doesn't count towards levelling up. But you can have misc skills at high levels just like you can major & minor skills.

Play the game long enough, and it's possible that you could advance ALL of the skills up to the maximum value."
- MrSmileyFaceDude comments on the construction kit:
"The TES Construction Kit is being used to create Morrowind. It's incredibly powerful and yet easy to use. There's a lot of information on the the official site, and several faqs/previews on the web such as this one on Morrowind Summit

All of Morrowind's content -- game world, NPC's, creatures, dialogue, scripts, interiors, exteriors, weapons, armor, spells, enchantments, potions, alchemical ingredients, and more. was defined using the TES Construction kit. The only other tool used was 3D Studio Max to create and animate the models."
- Smudge talks about the size of Morrowind:
"trust me, it takes a LONG time to walk from one end to the other. there is one quest i did that requires you to escort someone about 2/3 of the way across the island (the long way). by the time i was through i was loudly cursing the designer who came up with that concept. dont forget, the terrain is EXTREMELY mountainous, and a number of those mountains are too steep to climb, so you have to find a way around. many of these paths will not lead where you think they will, but instead turn a corner and dead-end.
if pete said 10, then its 10, but it certainly seems bigger. "
- Smudge with a quick clarification on blood:
"there is PLENTY OF BLOOD!!! really, trust me on this. ok, so it doesnt look like soldier of fortune blood, and i wish i could say it could splash on your face and blind you or pool like in gta. it is the way it is for specific reasons. but it is definately there. how do i know? because i made it. so there "
- Smudge answers some editor questions:
"you can make any object a door, but you would have to click on it to be teleported (boat travel is done a bit differently).
you cant have a "no spell here" zone, sorry "
- Hayt comments on fast travel:
"The Fast Travel service is actually done through the NPCs, not the silt striders themselves. So yes, if you kill the NPC, you're out of luck. And yes, you can place silt striders anywhere, so long as you include an NPC to offer the service and set the destination locations. "
- Hayt talks about selling items:
"Items you store, either on the ground or in containers, will remain there no matter how far away you go.

Items you sell to vendors will remain in their inventory, so you can always buy them back at a later date.

Vendors restocking - varies from vendor to vendor. Some will have a set inventory that's always the same, and some will have random items that will be vary when you visit them. Vendors will never run out of the stuff you'll need a lot of, like arrows, potions, etc.

Hope that helps."



April 1, 2002     

New Fan Site  Update by Striker
 10:06 PM CST

I noticed a post over on the official forums that talks about the launch of a new fan site called MorrowindDot. The new site looks great and is a worthy addition to the Morrowind community, so head over and make them feel welcome!

More Previews and Morrowind Q&A 21  Update by Striker
 9:55 PM CST

Over the last few days, some more previews have been placed on the web. The first one can be found on GamersPress. It has some mistakes, but it is a good preview none-the-less. Next is a preview over on Morrowind Summit (you know, that other fan site). Not only is it a great preview, it also includes a section that answers some fan's questions, so check it out. A third preview can be found on PCParadox. It's short, but that doesn't make it any less enjoyable.

Also, an editor preview has been put up on GamerPulse that talks about how great the editor will be (if you didn't know already).

Finally, the Morrowind Q&A 21 has been added to RPGVault. This one asks the devs what their favourites spells are in Morrowind.

Lots of news, so check it all out.

Pre-E3 Scoop! Elder Scrolls Advance for Handhelds!  Update by kathode
 4:43 PM CST

I came back from class today to receive a special surprise in my inbox, an announcement from a bethsoft.com email address for a new project -- The Elder Scrolls Advance: Morrowind for handhelds! A full press release was included, and I guess they figured people would be skeptical seeing how the date is what it is, so they included five screenshots as well. It's looking pretty awesome! I wonder if this was really what that strange Gamestop listing was about? Anyway, here's a snip of the release and a shot to get you warmed up. Click here for the full release and all five shots at the bottom. I was having TTLG FTP troubles so I stored the full release on the telefragged server. My apologies for the pop-up ads.

Today Bethesda Softworks, a ZeniMax Media company, is officially announcing their latest edition to the family of Elder Scrolls games, THE ELDER SCROLLS ADVANCE: MORROWIND.


Project leader Todd Howard begins, “I have to do a lot of traveling for various conferences, like GDC, E3, and self-help seminars, so I spend a lot of time at airports or on the plane. And I realized that I wished I could try out Morrowind as a player, not just as a tester with this little bit of free time I have. So bringing our game to a portable gaming device seemed the logical next step."




Screenshots: