There was this project for Morrowind, afaik it was never finished. Though quite a lot of assets were made for it actually.
http://www.gamesas.com/extended-sheathing-t377816.html
Search found 93 matches
- 25 Feb 2018, 00:23
- Forum: General Development
- Topic: Weapon sheathing
- Replies: 40
- Views: 6854
- 13 Feb 2018, 08:41
- Forum: Feature Requests and Suggestions
- Topic: MCP-like menu
- Replies: 36
- Views: 14420
Re: MCP-like menu
You know, this is why I'm sceptical to adding such settings, because people inevitably ask for more and more. Improved scripting capabilities should really be the main focus. Yeah, I understand, it's no big deal. But the demand for new/better features is one of the points of evoluton from the obsol...
- 12 Feb 2018, 23:50
- Forum: Feature Requests and Suggestions
- Topic: MCP-like menu
- Replies: 36
- Views: 14420
Re: MCP-like menu
I offcourse understand that, lysol. ;) What I mean is to interpret the value in human-readable speciffic unit, take damage as an example, it has a speciffic value range, like 10-20 pts, which is 2 times higher than 5-10 pts, but we don't use 100% and 200% dmg. That would be silly. I actually equippe...
- 12 Feb 2018, 19:06
- Forum: Feature Requests and Suggestions
- Topic: MCP-like menu
- Replies: 36
- Views: 14420
Re: MCP-like menu
The new menu is pretty handy. Good work! I was trying enabling the features, but some seems a bit confusing to me. Namely the Weapon range and Weapon speed values in their tooltips. Both are shown in %, which feels odd. When I have a weapon with 250% speed and 450% range, how far can it actually rea...
- 24 Jan 2018, 11:47
- Forum: Off Topic
- Topic: Thoughts on game mechanics in Morrowind
- Replies: 28
- Views: 7832
Re: Thoughts on game mechanics in Morrowind
each hotkey only corresponds to one item, and when you press it, the potion is drank. So you're asking for some sort of quick-use menu that was in Skyrim? I would like an all-time UI visualisation of the quick-use slots, if they're ffilled (similar to Minecraft or such games), because when you're p...
- 23 Jan 2018, 10:19
- Forum: Off Topic
- Topic: Thoughts on game mechanics in Morrowind
- Replies: 28
- Views: 7832
Re: Thoughts on game mechanics in Morrowind
Drinking would be simple animation of hand holding potion near a head/camera, maybe little wiggling as we drink in run, with simple "gulp-gulp" sounds (might be different sounds/animation when character is tired). Okay, let's stick to the drinking feature, as you mentioned, it would require some an...
- 22 Jan 2018, 23:42
- Forum: Off Topic
- Topic: Thoughts on game mechanics in Morrowind
- Replies: 28
- Views: 7832
Re: Thoughts on game mechanics in Morrowind
I believe there is already some old brainstorming topic like this somwhere on the forums and we're just repeating what has already been said, but I like this brain dump of yours. I also bear many ideas of how the world of Morrowind could be enhanced to be more immersive. Many things like this can by...
- 03 Dec 2017, 11:10
- Forum: Content Development
- Topic: Assets for a total conversion... namely character models.
- Replies: 6
- Views: 1782
Re: Assets for a total conversion... namely character models.
But... character models and animations. That's where things get tricky. Anyone have ideas? As mentioned above, MakeHuman is a good start for character models (without clothes mostly) when you have limited skills/knowledge. If you're using Blender, then I can recommend the Rigify addon and Mocap too...
- 10 Aug 2017, 15:21
- Forum: Feature Requests and Suggestions
- Topic: MCP-like menu
- Replies: 36
- Views: 14420
Re: MCP-like menu
Personally I would love to see this too, so the overview with checkboxes in the launcher sounds like a good way to go. 

- 15 Mar 2017, 18:55
- Forum: General
- Topic: Woo-hoo, distant terrain is in the master.
- Replies: 44
- Views: 12179
Re: Woo-hoo, distant terrain is in the master.
This was really message of the day, keep it up! 
