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Yeah, TR itself isn't a bad mod with any problems, even not registering the .BSA file shouldn't have caused any problems until you tried to go to TR. Generally crashing when loading files means a mod is trying to load something it's dependent on and failing, usually because it's loading before the mod it needs. Were you loading any add-ons for TR that you would have disabled at the same time?
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# ? Feb 7, 2014 06:06 |
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# ? Jun 6, 2024 06:41 |
Sky Shadowing posted:Yeah, TR itself isn't a bad mod with any problems, even not registering the .BSA file shouldn't have caused any problems until you tried to go to TR. Generally crashing when loading files means a mod is trying to load something it's dependent on and failing, usually because it's loading before the mod it needs. Were you loading any add-ons for TR that you would have disabled at the same time? Definitely this. When I mistakenly installed part of TR to the wrong folders (misplacing the .BSA file), there was just a sea of missing meshes and textures. The game remained stable, though. This definitely sounds like an .esp being orphaned.
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# ? Feb 7, 2014 08:37 |
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Nothin' disabled besides TR. Problem seemed to start when changing the MSGO options for some reason (also deleted random body parts from the animated NPCS). I've opened up the options and re-applied them again and everything seems to be fixed tho. Maybe it didn't apply fully last time for some reason?
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# ? Feb 7, 2014 15:28 |
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Are there any mods that make poisons useful? I start a new game every year or so and it always winds me up that at the start, you have no real abilities but are loaded with poisonous hypha facia and bungler's bane, and apart from grinding out useless potions for XP there's no way to use them. The best I found was a full crafting mod which lets you poison arrows... Fliggerty seemed to be working on one ages ago but apparently it was never released? I'm amazed every single time by how much more beautiful this game is, 12 years later, than Oblivion and Skyrim. Sure, you move at an absolutely glacial pace, but that just gives you more time to watch the dawn breaking through the mist and trees, listen to the silt strider crying and the insects buzzing and the mudcrabs chittering, admire your character's mismatched armour of strange leathers and chitins, and contemplate how Morrowind is the best game.
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# ? Feb 7, 2014 16:00 |
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Are there any mods besides the Vivec head replacer, ghost fence replacer and Holamayan replacer that attempt to make things more like the (wonderful) Morrowind concept art? (I guess anything that opens Vivec's canton up a bit is also on that list).
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# ? Feb 8, 2014 20:20 |
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Docetic Mountain posted:Are there any mods besides the Vivec head replacer, ghost fence replacer and Holamayan replacer that attempt to make things more like the (wonderful) Morrowind concept art? (I guess anything that opens Vivec's canton up a bit is also on that list). There is an old mod by Piratelord called Vivec Redesigned, I believe, that makes all the cantons open-air. Naturally it has compatibility problems with mods that alter the inside of Vivec.
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# ? Feb 9, 2014 00:24 |
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Redesigned Vivec is a must-have mod as far as I'm concerned. It's impossible to go back to those bland empty-looking pyramids after I found it.
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# ? Feb 9, 2014 01:10 |
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Never have I been as legit angry at a mod as when I realized that BTB's Equipment Improvements (which I was under the impression just re-balanced the monetary cost of items to reasonable levels) made the Boots of Blinding Speed's effect on cast instead of constant. If I wanted a game where I couldn't break poo poo with relative ease, I wouldn't be playing Morrowind FFS. smokyprogg fucked around with this message at 05:03 on Feb 9, 2014 |
# ? Feb 9, 2014 04:57 |
smokyprogg posted:Never have I been as legit angry at a mod as when I realized that BTB's Equipment Improvements (which I was under the impression just re-balanced the monetary cost of items to reasonable levels) made the Boots of Blinding Speed's effect on cast instead of constant. That's sort of the idea behind BTB's stuff, though. Installing BTB and then getting angry that it's somewhat harder to break the game is sort of silly. I mean, you can't really read a single one of his readme/rants without him saying something like that.
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# ? Feb 9, 2014 05:15 |
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You can always edit that out BTB's mods are a zero-sum experience. You gain a lot by standardizing spells and equipment, but lose a lot of fun with the weird idiosyncrasies of morrowind. Keep in mind BTB has never played morrowind. He's admitted that he's only looked at databases of spells and equipment and altered them to what he thinks would be fun.
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# ? Feb 9, 2014 07:37 |
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Mortimer posted:Keep in mind BTB has never played morrowind. He's admitted that he's only looked at databases of spells and equipment and altered them to what he thinks would be fun. I don't have any experience with BTB's stuff, but is that for real? Holy poo poo.
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# ? Feb 9, 2014 07:41 |
Mortimer posted:Keep in mind BTB has never played morrowind. This isn't true, unfortunately...although it would be funny. It gets echoed on forums like GameFAQs a lot, with people repeating what somebody else said who swore they read him write that somewhere once. EDIT: It may be true that he stopped legitimately playing the game once he started making his mod, and just started picking everything apart "like a developer would" and crunching numbers. But he has played the game. Cream-of-Plenty fucked around with this message at 08:04 on Feb 9, 2014 |
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# ? Feb 9, 2014 08:01 |
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Ah, that would make sense. I know a while back someone on gamefaqs got mad and asked if BTBB had even playtested it, he responded something like "No, I don't play morrowind". It's probably more likely he just hasn't playtested it, not "hasn't played it at all". Although both are pretty funny
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# ? Feb 9, 2014 08:57 |
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Krowley posted:Redesigned Vivec is a must-have mod as far as I'm concerned. It's impossible to go back to those bland empty-looking pyramids after I found it. Lookin at this picture I don't quite get how the waistworks/canals/underworks fit in. It all appears to be one level.
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# ? Feb 9, 2014 11:12 |
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Mortimer posted:Ah, that would make sense. I know a while back someone on gamefaqs got mad and asked if BTBB had even playtested it, he responded something like "No, I don't play morrowind". Sounds like a flippant way to say "shut up, I don't care 'bout your issues" to me, more than an admission of not having played the game.
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# ? Feb 9, 2014 13:05 |
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Docetic Mountain posted:Lookin at this picture I don't quite get how the waistworks/canals/underworks fit in. It all appears to be one level. Never really thought about it but yeah the whole canton might be lower than it should be if you need to realistically account for the canalworks and underworks. They're still there though, via a door on the main level, and mostly unchanged as far as I can tell.
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# ? Feb 9, 2014 13:06 |
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Krowley posted:Never really thought about it but yeah the whole canton might be lower than it should be if you need to realistically account for the canalworks and underworks. They're still there though, via a door on the main level, and mostly unchanged as far as I can tell. I'll probably raise them a bit in the construction set. Looks sweet as heck otherwise, though.
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# ? Feb 9, 2014 16:19 |
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Is there a mod that just ups the money on Creeper and Mudcrab Merchant a bit so I don't have to go through a whole rigamorale when I want to sell them something expensive? I found a couple that are MAXIMUM MEGA CREEPER MOD which give them all sorts of extra stuff and I can always snag one of those but I'd prefer a simpler one.
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# ? Feb 9, 2014 16:19 |
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Docetic Mountain posted:I'll probably raise them a bit in the construction set. Looks sweet as heck otherwise, though. If you do that, could you share the ESP? Also BTB has played Morrowind, these days he just looks at the construction set and the underlying numbers. If you read through the Readmes of each of his mods, you'll see that the changes make sense, he really is only touching formulas and the like and making the game less "gamey".
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# ? Feb 9, 2014 17:32 |
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Did an export of Morrowind.esp's enchantments to override BTB's equipment changes, so it keeps the nicely re-valued equipment, as well as the broken-rear end vanilla artifacts. Woo! Pikestaff posted:Is there a mod that just ups the money on Creeper and Mudcrab Merchant a bit so I don't have to go through a whole rigamorale when I want to sell them something expensive? Here's something I just threw together realquick to multiply each of their gold by 100. https://www.dropbox.com/s/c7h4sj615l373y0/MM_Creeperx100.ESP smokyprogg fucked around with this message at 20:22 on Feb 9, 2014 |
# ? Feb 9, 2014 20:18 |
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smokyprogg posted:Here's something I just threw together realquick to multiply each of their gold by 100. You are a shining star. Thanks!
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# ? Feb 9, 2014 21:06 |
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Pikestaff posted:Is there a mod that just ups the money on Creeper and Mudcrab Merchant a bit so I don't have to go through a whole rigamorale when I want to sell them something expensive? You could just player->additem gold_100 1000000 and break the economy that way instead
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# ? Feb 9, 2014 21:16 |
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Pikestaff posted:Is there a mod that just ups the money on Creeper and Mudcrab Merchant a bit so I don't have to go through a whole rigamorale when I want to sell them something expensive? Looks like it's been done for you already, but you can just edit their available money in the Construction Kit. I've never done any other modding in my life but I found that particular change pretty easy when I wanted to make it (this was a long ago install, admittedly.)
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# ? Feb 9, 2014 21:25 |
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Pikestaff posted:You are a shining star. Thanks! THAT MOD IS DIRTY Here is a fixed version: https://www.mediafire.com/?9aiixx43fle00sl My first warning sign was the 6kb filesize. Sure enough, I opened it in TESame and found it edited 20 GMSTs. I deleted those references, resaved it, and uploaded it here. Why this is important: Morrowind is weird, in that if you touch anything or even breathe on it funny, it saves a record of it in the esp. If you override GMSTs/anything else in a mod, any mod that intentionally changes these would have no effect.
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# ? Feb 9, 2014 21:40 |
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Mortimer posted:Here's a good lesson in Morrowind mod making: Just out of curiosity, what would cause this? I have no experience with modding besides doing quick fixes like this. I just checked with TESame, and it changed a bunch of Werewolf settings and stuff like that? What on earth would have caused that? smokyprogg fucked around with this message at 23:50 on Feb 9, 2014 |
# ? Feb 9, 2014 23:44 |
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Morrowind modding is a plane of oblivion in itself.
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# ? Feb 9, 2014 23:53 |
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smokyprogg posted:Just out of curiosity, what would cause this? I have no experience with modding besides doing quick fixes like this. I just checked with TESame, and it changed a bunch of Werewolf settings and stuff like that? What on earth would have caused that? Honestly no one knows for sure. Before cleaning tools a decade ago the standard procedure was "Don't touch anything not related to your mod. Don't click on any menus, don't click on any items if you don't have to." People would remake mods a few times just to ensure they didn't touch anything they didn't have to. You can usually see what was edited with the * next to it in the CS. All it takes is clicking on it, or clicking on something related to it for it to register a change, and therefore stores the value in the esp. But sometimes it doesn't and you're fine.
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# ? Feb 10, 2014 02:15 |
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The problem with game settings in particular is that the Construction Kit will automatically include the default game settings of all loaded .esm files and plugins in mods you create or edit. Which is bad if you only loaded Morrowind.esm, because the add-ons changed some settings and added new ones, like the werewolf stuff. So you either have to make sure to load all relevant base files, which needlessly increases your plugin's dependencies, or clean it afterwards with TEStool or whatever. The UESP wiki has a decent write-up about this.
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# ? Feb 10, 2014 03:18 |
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So I have some wonderful mods which alter the landscape of Ebonheart and Ald-Ruhn and now all MGSO grass in these areas are like 5 feet off the ground and blinding to walk through. Is there any fix/work around to make the grass conform to the new landscapes?
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# ? Feb 10, 2014 05:55 |
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Docetic Mountain posted:So I have some wonderful mods which alter the landscape of Ebonheart and Ald-Ruhn and now all MGSO grass in these areas are like 5 feet off the ground and blinding to walk through. Is there any fix/work around to make the grass conform to the new landscapes? Nope. Either revert to vanilla or deal. Or remove the grass specific to that area and rerun distant land.
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# ? Feb 10, 2014 07:33 |
Anyone know where I can find a guide/walkthrough for Rise of House Telvanni? I want to see the content but really have no idea where to begin. I am already ArchMagister. Am also using Uvirith's Legacy.
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# ? Feb 10, 2014 21:08 |
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I'm afraid to ask, but are there any combat mods that make melee combat in Morrowind less lovely? I'm not even talking about mods that let you do special moves like backstabs and head chopping off, I'd settle for something as simple as "never miss but there's a cooldown after each weapon swing before you can attack again" or even something that makes you never miss but drains stamina much more aggressively and treats it like Dark Souls stamina.
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# ? Feb 10, 2014 21:52 |
What's your opinion of the mod Sotha Sil Expanded? I only got to play an hour of it before my last computer committed seppuku and never got around to redownloading it. Seemed fun from what I played of it.
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# ? Feb 10, 2014 22:00 |
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SunAndSpring posted:What's your opinion of the mod Sotha Sil Expanded? I only got to play an hour of it before my last computer committed seppuku and never got around to redownloading it. Seemed fun from what I played of it. It's the magnum opus of an eccentric but talented modder obsessed with dwemer architecture and a habit of making every room into a maze. It's neat though.
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# ? Feb 10, 2014 23:09 |
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Docetic Mountain posted:So I have some wonderful mods which alter the landscape of Ebonheart and Ald-Ruhn and now all MGSO grass in these areas are like 5 feet off the ground and blinding to walk through. Is there any fix/work around to make the grass conform to the new landscapes? You can, though I don't remember how. think it involves a utility that generates animated grass, and excluding specific cells at some point so mods adding the same area don't compete and have the problem you're having. I've got a modded to hell copy of Morrowind but it's been "complete" for a couple years so I haven't actually done anything complicated in forever. I too have several expanded mods for Ebonheart and had to make them play nice.
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# ? Feb 11, 2014 00:57 |
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I think I'm gonna bite and reinstall Morrowind now. Is the OP updated? The Morrowind Overhaul unofficial patch is from more than a year ago, do I still need it?
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# ? Feb 11, 2014 01:02 |
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It hasn't been updated except for hotfix, but it is still highly recommended. Some parts of it are out of date by now I think (mlox, which is like morrowind's BOSS) but in no way should that be a problem unless you start trying to pile a bunch of mods on top of it haphazardly.
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# ? Feb 11, 2014 01:24 |
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Yeah, I probably won't have too many mods. I was thinking of just the Overhaul, Tamriel Rebuilt and Galsiah's character development. I'd like suggestions for other gameplay related mods, but I still have a bunch of questlines I haven't played after all these years so vanilla should be good enough for me.
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# ? Feb 11, 2014 01:34 |
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Mr. Crow posted:You can, though I don't remember how. think it involves a utility that generates animated grass, and excluding specific cells at some point so mods adding the same area don't compete and have the problem you're having. I've got a modded to hell copy of Morrowind but it's been "complete" for a couple years so I haven't actually done anything complicated in forever. Yea I had this in my downloads archive, you can check it out and the readme and my MNC Ebonheart file to try and figure out how to modify it / get it to work, I sure as gently caress don't remember. http://www.mediafire.com/download/1m9nynwot5adu87/Mesh_Generator.7z
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# ? Feb 11, 2014 03:05 |
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# ? Jun 6, 2024 06:41 |
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SunAndSpring posted:What's your opinion of the mod Sotha Sil Expanded? I only got to play an hour of it before my last computer committed seppuku and never got around to redownloading it. Seemed fun from what I played of it. I thought it was pretty bad. You can filter down to other posts I made in this thread about it if you want details, but I felt like he made the city impossible to navigate and then fell back on "I designed it that way, like a mad god designed it!" as an excuse for levels with poor layouts and nothing to direct the player on what to do next.
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# ? Feb 11, 2014 06:57 |