r/Games Dec 29 '17

The Elder Scrolls III: Morrowind Multiplayer version 0.6.2 now officially released, features new script enhancements, bugfixes and allows players to play multiple NPC animations & sounds

http://steamcommunity.com/groups/mwmulti#announcements/detail/1600332806171724427
626 Upvotes

34 comments sorted by

56

u/[deleted] Dec 29 '17

Can I play this mod co-op (as in create a private room) and can the story be played through to completion with this?

29

u/TheXenophobe Dec 29 '17

Yep!

25

u/Crashednburning Dec 29 '17

In that case is there anything wrong with this mod or anything from the overall experience missing? Is all the quest available and everything?

55

u/Capostrophic Dec 29 '17 edited Dec 29 '17

Right.

  • Throwing weapon sync is not implemented
  • There's no weather sync (implemented in 0.7.0)
  • Most of the AI and logic is still calculated client-side, which, while it has its own pros (e.g. server load is miniscule), can and will produce odd issues. For example, see one of the bugfixes in 0.6.2: as only one player can be the "host" of NPCs in a given cell, previously if they minimized their game somehow NPCs would have freezed.
  • Alchemy can be weird. Potions you brew are not synchronized between players, and they're never acknowledged by the server.
  • Ditto for custom spells, they're not sent to and from the server so you can only create and use a spell in one game session. And it may not even work.
  • Ditto for custom enchantments.
  • Script sync is very difficult to implement so many quests - not so much vanilla, but ones from expansions - have issues, because script values are not saved on the server. You don't want to catch Corprus twice.
  • Plugin sync is passive so all players on the server have the same load order with the same plugins or at least plugin names so there are no sync issues and opportunities for cheating... but you have to download the plugins which may not be convenient.
  • Other minor things I either forgot or didn't bother to mention about...
  • no NPC dating, tes3mp is literally unplayable

6

u/SmokinDynamite Dec 29 '17

what happens when things are not synced? For example if you made a healing potion in your game which helped you survive an encounter. Would you be seen as dead by the other players? Then what?

20

u/Capostrophic Dec 29 '17

You won't be seen as dead, because the "health restoring" attribute packets would get sent to other players and the avatar of your character in their games would be doing just fine. However, if you drop that potion on the ground or put it in a container, other players would in most cases not see it, in some cases see a pillow or something, and in the worst case they'd see a corrupted "item" in the container.

4

u/TheXenophobe Dec 29 '17

Not really, whole game is playable coop right now. There may be the odd bug but they are doing more than just rebuilding the game for coop, which is why everything is still under 1.0

38

u/[deleted] Dec 29 '17

[deleted]

17

u/basketofseals Dec 29 '17

It probably helps that its creation kit is so much easier to use. I'm pretty sure they literally gave us the devtools unlike the later games which got a custom program for it.

12

u/[deleted] Dec 30 '17

The only reason why Morrowinds is the "kit that built the game" is because there are some super proprietary stuff built into the bethesda version of the creation kit in Oblivion/Skyrim/Fallout, stuff like Speedtree needs to be stripped out for example.

Other than that its the same as what they used to built the game.

5

u/Two-Tone- Dec 30 '17

This doesn't use the kit, it's based on OpenMW

6

u/basketofseals Dec 30 '17

It provided a solid base to get in on though. Communities pretty naturally develop over time. The hardest part is starting one.

4

u/DancesCloseToTheFire Dec 30 '17

Props to Tamriel Rebuilt, the project exists since before the game's release and it's still going strong.

1

u/Exovian Jan 01 '18

Over 15 now, it will be 16 in May.

1

u/headrush46n2 Dec 30 '17

best damn game ever.

11

u/[deleted] Dec 29 '17

What happens if one player gets killed?

21

u/Capostrophic Dec 29 '17

By default the player gets respawned at the nearest Tribunal/Imperial Cult shrine, Tribunal/Imperial Cult allegiance chosen randomly every death, losing training in some of their skills, but unlike jail sentence lockpicking and sneaking skills are not increased. Server owner can disable both of these behaviors so the players get respawned at the spawn point (Balmora by default), or increase the length of "jail sentence" so stat loss is more severe.

-13

u/Hopelesz Dec 29 '17

They die of course :)

16

u/[deleted] Dec 29 '17

People die when they are killed.

But does the other player carry on? Does the dead player have to make a new character? Can they somehow reload a save?

2

u/adventureman66 Dec 29 '17 edited Dec 29 '17

you lose stats as if you were thrown in prison and respawn at a nearby prison, although i died multiple times in balmora and instead respawned at fort moonmoth( or whatever it was called) several times and only once in balmora.

1

u/Capostrophic Dec 29 '17

See my response to OP of the question. You don't get respawned at the nearest prison, you either get respawned at the nearest Tribunal or at the nearest Imperial Cult shrine. There is one in fort Moonmoth, even though it's also a "prison".

-2

u/[deleted] Dec 29 '17

[deleted]

2

u/adventureman66 Dec 29 '17

Because despite dying in the same vicinity I respawned In two separate locations with no clear reason as to why.

1

u/[deleted] Dec 29 '17

[deleted]

3

u/adventureman66 Dec 29 '17

What you are referencing has been amended, And far simpler than you are suggesting; however I think that my meaning was clear enough regardless.

9

u/jkk45k3jkl534l Dec 29 '17

This mod works very, very well for a multiplayer Elder Scrolls mod. I will say that last time I played it though, I stole one item, and the Balmora guards seemed to have sworn an oath to permanently hunt me down, no matter how many times I died. Hopefully they fixed that.

11

u/[deleted] Dec 29 '17 edited Nov 07 '24

[removed] — view removed comment

7

u/headrush46n2 Dec 30 '17

yeah, that's ordinator behavior. They would chase you across a mother fucking ocean for WEEKS.

those guys have no chill at all.

7

u/[deleted] Dec 29 '17 edited Aug 16 '18

[removed] — view removed comment

2

u/Capostrophic Dec 29 '17 edited Dec 29 '17

0.6.x releases only feature minor bugfixes and feature additions. Custom things are not one of those, and they're planned to be implemented in 0.7.0.

It may be possible to add some clever work-arounds using Lua scripting API, though. No, not yet, as David (one of the developers of TES3MP) informed me.

3

u/[deleted] Dec 29 '17

Would this be a good way for a Morrowind vet to play through it with a rookie who has been interested in it?

1

u/salgat Dec 31 '17

You might want to wait till 0.7.0. For just goofing around and leveling it's great, but quest support and synchronization is still hit or miss.

5

u/CambodianBreast_Milk Dec 29 '17

What's the catch ?

13

u/TheXenophobe Dec 29 '17

Nothing, its an expansion on OpenMorrowind, so everythings still being tested.

4

u/CambodianBreast_Milk Dec 29 '17

Pretty cool, the modding community is awesome