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Ok so I looked at the readme for BTB's spells addon and he made a lot of the spell effects unavailable in the spellmaker and unavailable for enchanting. Does anyone know if there is an alternate form of this mod that has all the effects available, or do I need to open up the construction set and figure out how to change all these effects back? I can't play this game unless I abuse the gently caress out of it.
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# ? Nov 16, 2011 03:22 |
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# ? Jun 5, 2024 19:37 |
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soscannonballs posted:Ok so I looked at the readme for BTB's spells addon and he made a lot of the spell effects unavailable in the spellmaker and unavailable for enchanting. Does anyone know if there is an alternate form of this mod that has all the effects available, or do I need to open up the construction set and figure out how to change all these effects back? I can't play this game unless I abuse the gently caress out of it. It's real easy to change whatever in the construction set, BTB has a lovely readme which details all the changes.
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# ? Nov 16, 2011 14:28 |
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Magic posted:Any tips for magic users? Yeah, survive & practice until you get levitate. Then you cast levitate and rain death down from above. Collect levitation items and learn to love them. Invis when you don't want to fight, levitate when you do. There's no point in even messing around with it. If you play a straight mage (not a nightblade or arcane warrior or w/e) this is the only way you can really play successfully, at least until you get to be so high level that you can kill poo poo like Umbra with a single touch spell. It's a good, painful and interesting way to play though. Good and interesting because dungeons become extra dangerous as you can't fly around so easily. Painful because my house rules require me to bump the difficulty slider up 1 notch for every level I gain and aaaaaaaaaaa
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# ? Nov 16, 2011 15:19 |
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So i installed MSGO and MGE just fine, along with some mods from BTBs list, and am really enjoying the game now in a way I never did before. However I can't get MGEXE working correctly. In fact, after downloading and unzipping it into the morrowind directory, trying to run it in Win7 just gives a "program stopped working" error message. I actually had the exact same problem with MGE, in fact, but resolved it by downloading MGE directly from sourceforge, instead of using what came with the overhaul pack.
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# ? Nov 20, 2011 19:25 |
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So I am having an issue where my game crashes about 50% of the time when a summoned creature dies. Has anyone else had an issue like this? It can get pretty annoying since every Dunmer now summons a ghost if I don't kill them in one hit, and I kind of wanted to make a summoner.
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# ? Nov 20, 2011 23:03 |
soscannonballs posted:Ok so I looked at the readme for BTB's spells addon and he made a lot of the spell effects unavailable in the spellmaker and unavailable for enchanting. Does anyone know if there is an alternate form of this mod that has all the effects available, or do I need to open up the construction set and figure out how to change all these effects back? I can't play this game unless I abuse the gently caress out of it. I'm going to wager that BTB isn't really for you, then. Have you read the author's manifesto on his overhaul? Dude hates exploitable mechanics. That's why he reworked pretty much everything about the game--so that it hates you more. Personally, I love it. But for somebody looking to relive the golden era of gamebreaking Morrowind, BTB is sort of antithetical.
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# ? Nov 21, 2011 22:19 |
soscannonballs posted:So I am having an issue where my game crashes about 50% of the time when a summoned creature dies. Has anyone else had an issue like this? It can get pretty annoying since every Dunmer now summons a ghost if I don't kill them in one hit, and I kind of wanted to make a summoner. Is that a 50% CTD with any summoned creatures, or mainly with those summoned by NPC racial abilities (i.e., Dunmer summoning Ancestor Ghosts)? I'd recommend deactivating the "NPCs use Racial Abilities" feature of the MCP, since it's pretty unbalancing. If it isn't a CTD related to MCP, you should post your load order on here and also run it through Mlox, which should tell you where any potential conflicts are. The Bramble posted:So i installed MSGO and MGE just fine, along with some mods from BTBs list, and am really enjoying the game now in a way I never did before. However I can't get MGEXE working correctly. In fact, after downloading and unzipping it into the morrowind directory, trying to run it in Win7 just gives a "program stopped working" error message. I actually had the exact same problem with MGE, in fact, but resolved it by downloading MGE directly from sourceforge, instead of using what came with the overhaul pack. Do you run them as Administrator? Do yourself a favor and flag everything--everything--remotely related to running Morrowind (Morrowind.exe, MWSE, MGE, MGE-XE, etc.) as running with admin privileges.
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# ? Nov 21, 2011 22:24 |
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Cream-of-Plenty posted:Is that a 50% CTD with any summoned creatures, or mainly with those summoned by NPC racial abilities (i.e., Dunmer summoning Ancestor Ghosts)? I'd recommend deactivating the "NPCs use Racial Abilities" feature of the MCP, since it's pretty unbalancing. If it isn't a CTD related to MCP, you should post your load order on here and also run it through Mlox, which should tell you where any potential conflicts are. I tried summoning my own guys and it still crashed. As far as BTB's, I like a lot of the stuff, and it only took a second for me to go in and edit his spells addon to enable the effects I like. If I could just get this summoning crashing bug fixed I would be golden.
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# ? Nov 21, 2011 22:34 |
soscannonballs posted:I tried summoning my own guys and it still crashed. As far as BTB's, I like a lot of the stuff, and it only took a second for me to go in and edit his spells addon to enable the effects I like. If I could just get this summoning crashing bug fixed I would be golden. Have you tried running your load order through Mlox? It's like a smarter version of BOSS because it actually explains the conflicts. If you don't mind, post your load order so I can eyeball it. I might not be able to help much, but who knows.
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# ? Nov 21, 2011 22:40 |
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Does anyone know of any good leveling mods? It's a huge pain in the rear end to have to level some misc skills so I can get x5 modifiers every level up.
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# ? Nov 22, 2011 00:09 |
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Azuth0667 posted:Does anyone know of any good leveling mods? It's a huge pain in the rear end to have to level some misc skills so I can get x5 modifiers every level up. I've been using this one posted a page ago or so: ulmont posted:There's the "always plus five" mod: which works OK, but you still seem to need to gain a point or two in the skill type to get the bonus (ie you either get no multiplier in an attribute at all or an x5) so I've just been supplementing it with console commands.
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# ? Nov 22, 2011 01:15 |
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Azuth0667 posted:Does anyone know of any good leveling mods? It's a huge pain in the rear end to have to level some misc skills so I can get x5 modifiers every level up. I like MADD Leveler. It automatically increases the relevant attribute as you raise a skill -- if you improve your Illusion skill 3 times, your Personality goes up by 1 point. The level-up screen still appears, but the multipliers are always at x1. It also has a workaround to get rid of skill and attribute caps, so they can go beyond 100. I've noticed the mod can increase your power level somewhat if you know all the trainers and money-earning tricks, which most of us do. Also, another mod people might like that somewhat concerns leveling: Talrivian's State-Based HP. It's basically a patch to make health growth retroactive, something that never made sense to me in the original game.
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# ? Nov 22, 2011 20:21 |
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New Version of MGE-XE Out Now Well, it seems that Hrnchamd decided to come out of the hole he's been hiding in for the past few months yesterday to finally release a version of XE that supports dynamic water from MGE rev 178. There's a ton of other fixes and updated shaders as well. I haven't tested this myself yet, but the feedback looks positive. Hrnchamd posted:New features since 0.8 Click here to download version 0.9 Edit: I just tried it, and here's my results: I'm getting much better framerates with this version than normal, even with some features enabled I didn't use before (except when a lot of water is on screen). On the other hand, none of the shaders that come with it made any visual difference whatsoever but gave me a sizeable FPS hit. Musical_Daredevil fucked around with this message at 07:32 on Nov 25, 2011 |
# ? Nov 24, 2011 21:28 |
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Of the three great houses I've joined Telvanni and the wizard tower is awesome. How does Redoran or Hlaalu turn out?
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# ? Nov 27, 2011 04:57 |
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Musical_Daredevil posted:New Version of MGE-XE Out Now Just came back for another attempt at modding the poo poo out of Morrowind and have been pleased with Ogg's modpack - MGE-XE seems to have come a long way since last time I tried it, especially as far as stability and framerate are concerned, but I'm disappointed that a lot of the crazier SSAO, Bloom and HDR options don't seem to work any more, or at least do much - the sunshafts are pretty dull now too. Has anyone had any luck getting anything pretty other than DoF to work on the new XE? Also, this might be a dumb question but although I'm happy with my textures, the game isn't as colourful as I'd like it to be; could anyone suggest a mod or ini configuration to make things look a little less grey?
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# ? Nov 29, 2011 03:02 |
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PxiePip posted:have been pleased with Ogg's modpack I poke around this thread a bit even though I haven't played Morrowind in a while. Glad you like the pack! I'm playing through Oblivion for the first time right now, but don't tell anybody.
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# ? Nov 29, 2011 03:30 |
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Azuth0667 posted:Of the three great houses I've joined Telvanni and the wizard tower is awesome. How does Redoran or Hlaalu turn out? It's been awhile since I played, but if I recall, the Hlaalu house was always my favorite because it was a swank villa in the hills just south of Balmorra. The Redoran house has armed guards and comes with some neat weapons, but is in the middle of a lovely ash field between Balmorra and Ald'ruhn, and way too far from both.
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# ? Nov 29, 2011 03:35 |
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Oggumogoggum posted:I poke around this thread a bit even though I haven't played Morrowind in a while. Glad you like the pack! Let us know when you're done with the Oggblivion Megapack!!
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# ? Nov 29, 2011 03:45 |
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Is there any chance someone could post the spell renamer ESP file? I'm trying to get the python file in the OP to work, but apparently the python install and the renamer zip don't come with all the plugins/modules/whatever I need in order for it to work.pre:Traceback (most recent call last): File "C:\Wrye Mash\Mopy\spell_renamer.py", line 414, in <module> main() File "C:\Wrye Mash\Mopy\spell_renamer.py", line 393, in main init() File "C:\Wrye Mash\Mopy\spell_renamer.py", line 369, in init mosh.initSettings() File "C:\Wrye Mash\Mopy\mosh.py", line 6795, in initSettings settings = Settings(path) File "C:\Wrye Mash\Mopy\mosh.py", line 235, in __init__ inData = cPickle.load(open(self.path)) ImportError: No module named wx._core
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# ? Dec 1, 2011 19:54 |
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I'm basically a functional computer retard, and I've installed my GOTY CD of the game, and done all of the steps in the OP up to the "adding shaders" part. I figured I'd do Ogg's megapack, as it seems the most hassle-free, but when I click the torrent, download it, and then click on it, it says that it doesn't know where to open the files. I don't want to do anything stupid (beyond not knowing how to do this already), so could someone kindly and in dummy's terms give me an idea of how to get started at this point? I'm running Vista on my crap laptop and just want to try the game in a new way, if that helps any.
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# ? Dec 2, 2011 03:28 |
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99 CENTS AMIGO posted:I'm basically a functional computer retard, and I've installed my GOTY CD of the game, and done all of the steps in the OP up to the "adding shaders" part. I figured I'd do Ogg's megapack, as it seems the most hassle-free, but when I click the torrent, download it, and then click on it, it says that it doesn't know where to open the files. I don't want to do anything stupid (beyond not knowing how to do this already), so could someone kindly and in dummy's terms give me an idea of how to get started at this point? You need a bittorrent clien in order to download .torrent files. uTorrent is a good simple one that's small too.
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# ? Dec 2, 2011 14:03 |
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Tufty posted:You need a bittorrent clien in order to download .torrent files. uTorrent is a good simple one that's small too. This helped a lot. Having now downloaded it, where do I move it?
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# ? Dec 2, 2011 16:52 |
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Oggs has a text file that tells you what to do in what order. I think there are some other clients you still need to download. Even though this is the "easiest" mod pack to install, there are still some hoops.
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# ? Dec 2, 2011 20:17 |
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Yeah, it all ended up being a bit much, and it looks like just installing the Morrowind Patch Project, along with the Better bodies/heads/clothes will be enough for me. I just really want people to look less-potatoey and have less crashes.
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# ? Dec 2, 2011 20:59 |
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The OP says not to install Morrowind to the default folder (Program Files) but the installer doesn't give me the option to change the install directory. Do I just move it manually after installation?
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# ? Dec 3, 2011 16:17 |
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BeanBandit posted:The OP says not to install Morrowind to the default folder (Program Files) but the installer doesn't give me the option to change the install directory. Do I just move it manually after installation? I always had this problem on Windows 7, but a buddy of mine, also running Windows 7, never had this issue. This is the chief reason I never tried to setup this poo poo.
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# ? Dec 3, 2011 16:20 |
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I guess the OP says that "Program Files (x86)" works fine, so maybe it's just an issue with 64-bit versions of Windows.
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# ? Dec 3, 2011 16:28 |
I have Morrowind modded to hell and back in the Programs (x86) directory for both of my computers. One is Vista and one is Windows 7. Both are 64-bit. I've never had problems because of this, but I have noticed that others encounter issues possibly related to this. Better safe than sorry.
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# ? Dec 3, 2011 20:07 |
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I think it's suggested you install to another directory is because Program Files (x86) is monitored by User Account Control on Vista and Windows 7, which can screw things up if applications aren't being run as admin. I never really had issues with it either though.
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# ? Dec 3, 2011 20:13 |
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When you first install it, it sets a reg key for the install directory. that key does not get removed when you uninstall, so subsequent installations can't be installed to a different location. You have to edit the registry and delete that key after you uninstall. I'm not at my home computer so can't tell you the key. I think it's HKLM\Software\morrowind or something fairly straightforward.
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# ? Dec 3, 2011 23:23 |
Is there any Werewolf or Vampire mods that are worth downloading? I saw some, but wasn't sure if they were worthwhile.
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# ? Dec 3, 2011 23:44 |
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Mr E posted:Is there any Werewolf or Vampire mods that are worth downloading? I saw some, but wasn't sure if they were worthwhile. Yeah... for Vampires: Vampire Embrace - http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=771 Vampire Realism II - http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1875Vampire Vampiric Hunger III - http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1914 Patch - http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=7222 Diablare - http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=3796 Configure these with "StartScript VR_Menu" and "StartScript VH_Setup" in the console.
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# ? Dec 4, 2011 01:27 |
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Are there any quest mods that are work downloading? I'm trying the Seekers faction right now, and the premise seems promising but thus far its a series of fetch quests.
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# ? Dec 6, 2011 19:41 |
So a couple of things: The author of MGE-XE recently made an official, not retardedly-named (Skunk Works) page for his utility on TES Nexus. As of yesterday, this page hosts the latest versions of MGE-XE. The shaders are working properly now, overall performance seems to have improved, and water caustics a la MGE are in. There's one more shader, "HDR Adjust" which is supposed to simulate eyes adjusting to rapid changes in light levels, but I haven't dicked around with it too much yet. Also, this mod might be worth a look for "beautifying" the swamp areas. It simply removes the flat swamp-scum texture from swamps so that you can see the water underneath. There are still lilypads, leaves, and other poo poo in the pools so they aren't completely clean. Here's a (somewhat) dark morning shot I took outside Seyda Neen with the swamp-scum removed.
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# ? Dec 7, 2011 03:16 |
prometheusbound2 posted:Are there any quest mods that are work downloading? I'm trying the Seekers faction right now, and the premise seems promising but thus far its a series of fetch quests. Look up "Great House Dagoth" (in the OP) OR "The Sixth House". They both allow you to actually take Dagoth Ur up on his offer and join the Sixth House. Both mods are packed full of new quests and features and don't succumb to boring "I'm evil now!" pitfalls. Then there's "Darknuts' Greater Dwemer Ruins", which makes the quest for Keening and Sunder much more epic in scope. And then "Rise of House Telvanni" in the OP. All four are really awesome quest mods, in my opinion.
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# ? Dec 7, 2011 03:24 |
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Apparently the alchemy set at the top of the tower in Caldera is supposed to be unguarded, but I find Ailendal there around the clock: Am I supposed to run her out somehow? I'm up for it, if so. Edit: I guess I had to sleep on it. She was gone when I checked back this (RL) morning. The Orcs in the Caldera manor defended their armor quite fiercely, so I'll have to figure that out when my sneak is better. The MGSO author has started testing on the 2.0 release, and is asking for testers in this Bethsoft forum thread. I tried it out and the install was simple, plus the results are way better than I had with 1.3 -- better visuals, no glitches or crashes, much faster load times. I guess it's due out for real in a week or two? Subjunctive fucked around with this message at 17:18 on Dec 11, 2011 |
# ? Dec 11, 2011 06:30 |
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Interociter posted:Apparently the alchemy set at the top of the tower in Caldera is supposed to be unguarded, but I find Ailendal there around the clock: Is Ailendal a mod-added NPC?
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# ? Dec 11, 2011 20:36 |
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Added this to the OP:Interociter posted:The MGSO author has started testing on the 2.0 release, and is asking for testers in this Bethsoft forum thread. I tried it out and the install was simple, plus the results are way better than I had with 1.3 -- better visuals, no glitches or crashes, much faster load times. I guess it's due out for real in a week or two? I might get in on this myself and see whether the problems brought up here in the thread are dealt with. [quote!=edit]
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# ? Dec 11, 2011 22:05 |
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Musical_Daredevil posted:Is Ailendal a mod-added NPC? A fine question for which I do not have an answer. The internet seems to know nothing about her, and none of the mods I have installed (all of them via MGSO) look at all plausible except for Morrowind Patch Project. I can't find a modern list of what's in MPP, but what I can find doesn't make it sound like it's from there. I guess with TCS I could grep the modules and see where she came from, but .
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# ? Dec 11, 2011 22:21 |
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# ? Jun 5, 2024 19:37 |
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Then it's probably "Animated Morrowind - Expanded" which adds her. The odd thing is that you have the same mods I do (MGSO), yet I've never seen this NPC and constantly [ab]use that alchemy set.
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# ? Dec 11, 2011 22:44 |