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A Few Questions

Submitted by Smi1e on

Hi, I'm fairly new to the Skywind project and I have a few questions that were not answered in the FAQ.

First, I am unsure on how active items will work in Skywind. In Morroblivion it seemed that most actives were re-balanced into just a constant effect, but I'm hoping an approach similar to the Ring of Hircine or Azhidal's Ring of Arcana will be taken (equipping the item adds a spell or power to the players inventory). So, will Skywind follow the Morroblivion approach or will it instead go for a different method?

Second, the magic system in Skyrim is far more simple than the one in Morrowind. I know there are many mods which add spells from Morrowind (such as open lock, levitate, drain health etc.) and that makes me wonder will Skywind use Skyrim's native magic system or will it use mods to best replicate Morrowind's?

Third, if Skywind is going to use Skyrim's perk trees, what will happen if I have Skyrim Redone activated?

Thanks for any answers, - Smi1e

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Last edited by grumpycat on 24 Jan 2014 - 15:10.

we actually have allot of the native spells from morrwind already implemented to a point.

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And what about Morrowind magic system as a whole? I mean things like if you coded scripts(or planning to do so) so we'll be able to create our own spells from basic effects by setting customized area/magnitude/etc values like in original game? Or we stick with some hardcoded spells like in Skyrim?

Also similar question about combat - do we use default Skyrim or scripts are made so we can automagically "dodge/pair" incoming blows depending on our armor value if we get positive roll? There are already mods that allow to do so.

Edit: Same question for Alchemy skills - default Skyrim or more like in Morrowind(mobile apparatus, restrictions on effects basing on skill level etc)?

Thanks for reply!

Karma: -1 (1 votes)

Such topics are too early to discuss at the current development stage. Don't forget that Skywind is essentially a mod, so anyone can make it's own mod for Skywind to modify what he/she wants. Nothing is set in stone in Bethesda games execpt a few hardcoded features.

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Im not sure if the perk tree from Skyrim is going to be integrated into skywind? If so, that's a deal breaker for me. Is the final product going to be as close to morrowind as it can be or morrowind with skryim machanics? It looks like you've put a ton of hard work in it and it looks great, I'm just a huge morrowind fan.

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We prefer not to mess with stuff like that, so Skyrim mods will be able to work with Skywind. There have been discussions here and there to make Skywind standalone. But we aren't sure what the pros and cons of that would be, and how much work it would create.

If the Skyrim perk tree is a deal breaker, then  I can only suggest trying out MGSO 3.0 or waiting for OpenMW.

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You can always try just not using perk tree :P

Anyway, maybe after the main goal of Skywind is reached (conversion of the world/quests and things like that), then project could focus on creating an optional "functional" package that would bring more Morrowind-like mechanics? Don't get me wrong, I like crafting, perks and all these new nice things Skyrim have brought, but I would love to see it combined with vanilla Morrowind features like I mentioned in my previous post, and possibly even more, like character statistics management(major/minor skills etc). That way, Skywind would be standalone product, compatible with many Skyrim mods as you plan right now, but players could have a possibility to get a dedicated mod package if they want to do so and if they don't plan to use any other mechanics-altering Skyrim mods.

That would be awesome! But I can imagine it is still a looong run till main goals will be reached. But I hope that you will manage to do that before TES 6 release :P

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when Skywind will exit alpha and then exit again beta :)), when it will be uploaded to somewhere like nexus or steam (probably not), then be sure that most modders will start  creating new mods for it, and compatibility patches etc. Even atm there is this : http://www.nexusmods.com/skyrim/mods/49032/? which is the closest thing i've seen to Morrowind system.

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For the perk tree thing just use this? http://www.nexusmods.com/skyrim/mods/21587/
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If there are scriptwriters working on this project, does that mean new characters are being added? Oh and what do you guys think about adding things to character customization like morrowind tattoos or possibly dragon like horns for Argonians?

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I remember that the tattoos were discussed and as i recall we agreed that they should be added. Not sure bout the argonians though.

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I would love to see the big ALMSIVI Hand tattoo that went across the entire face in Morrowind.

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Again http://www.nexusmods.com/skyrim/mods/21081/?

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