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kazr posted:I'm trying to hunt down 'vanilla friendly' texture packs and graphic improvements. Why not use this robe pack? Covers males too, less weird clipping.
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# ? Feb 23, 2014 05:26 |
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# ? Jun 3, 2024 20:01 |
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Stuporstar posted:Because I couldn't get the non-lethal combat mechanics working on that mod, I retooled it into a quest alternatives mod, one that adds new options including non-violent solutions to certain quests. I made a thread on the TES forums for it a year ago, which I can't find at the moment, but I still haven't finished it. Only the mage-related factions are done so far. Doing the rest requires me to play through the other great houses with a different character because altering existing quests properly requires having actually experienced them first. It will probably be a long time before I can get back to it, so don't let that stop you from making your own mod. Arthmoor and the USKP team are a buncha baddies who think the unofficial patch should go above and beyond to provide the game experience they want you to have, which means adding in tons of "fixes" for things that aren't broken (like that). When people bring it up arthmoor usually says "if you want an unofficial patch that doesn't do anything but fix bugs, go play morrowind " which he probably doesn't realize is a glowing recommendation for the morrowind unofficial patch
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# ? Feb 23, 2014 08:06 |
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Moryrie posted:Why not use this robe pack? Covers males too, less weird clipping. This is exactly what I wanted, thank you! edit: anyone know of a good lighting mod? kazr fucked around with this message at 08:48 on Feb 23, 2014 |
# ? Feb 23, 2014 08:25 |
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So I asked this earlier but now I'm willing to offer a bribe for it, is it super terrible to mod in a summon mudcrab spell? I'll buy an upgrade of choice for anyone who makes one.
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# ? Feb 23, 2014 10:59 |
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WanderingMinstrel I posted:So I asked this earlier but now I'm willing to offer a bribe for it, is it super terrible to mod in a summon mudcrab spell? I'll buy an upgrade of choice for anyone who makes one.
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# ? Feb 23, 2014 12:08 |
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It'd be cool if, instead of 1 mudcrab, you could summon like 20 of them to swarm and distract your enemies with.
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# ? Feb 23, 2014 12:20 |
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Fuuuck. You level fast in this. I'm still Daedra food at level 7 but I've barely made it into the game. Just exploring West Gash racked up levels with all the critters you have to kill. I'm about to install a mod that makes it go slower. I want to see TR without being an ultra-powerful wizard.
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# ? Feb 23, 2014 15:56 |
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Mortimer posted:If you don't have the cds or own it on steam how are you installing it I have all of my games on cd backed up on an external hard drive. edit: more the point, I didn't want to need to keep the cds on me to play, but I just picked it up on Steam again anyway since its the same effect.
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# ? Feb 23, 2014 16:01 |
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Can adding extra summons actually be done? I thought the spell and summon effects were hardcoded so you couldn't change 'em. Maybe with the script extender, I dunno.
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# ? Feb 23, 2014 16:33 |
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So, Starfire's NPC Additions seems to be pretty great. All the NPCs added have lore-friendly names, which is a big plus for me.
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# ? Feb 23, 2014 16:39 |
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Prism Mirror Lens posted:
A quick look at the CS shows that the summons are hard coded and it looks like you can't attach scripts to spell effects. The way to go would probably be through a scripted item. I might actually be able to do this. Give me some time to experiment. Edit: Actually, I remember getting something like that to work once. I'm not sure what I did with the esp, though. Edit 2: I've got it working! The mudcrabs are hostile and are summoned every frame, but a few more lines of code should fix that. Musical_Daredevil fucked around with this message at 17:42 on Feb 23, 2014 |
# ? Feb 23, 2014 17:23 |
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Stuporstar posted:Of course, altering Morrowind as I go has makes playing Skyrim grating at times because I'm not familiar enough with the modding tools to just open it up and change poo poo on the fly. For example, I figured out who the serial killer in Windhelm was right away, and was loving annoyed at being railroaded into implicating the mage and having to watch the real murderer kill another NPC in the marketplace in broad loving daylight and hunt him down before the case was "solved." Also, apparently the unofficial patch "fixes" that quest so you can't pick his pocket for the key to his chest full of evidence, which pissed me off even more because that is the goddamned stupid way round. Being able to solve the case early is a feature not a bug, and what the gently caress is evidence for if not for solving a case BEFORE the killer strikes again. For gently caress's sake, one thing I hate more than being railroaded in a game is stupid loving cocks who think more railroading = betterer. You actually can catch the real killer before he kills again but the trigger to unlock the necessary dialogue options to do it is non-obvious
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# ? Feb 23, 2014 18:18 |
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WanderingMinstrel I posted:So I asked this earlier but now I'm willing to offer a bribe for it, is it super terrible to mod in a summon mudcrab spell? I'll buy an upgrade of choice for anyone who makes one. Try this: https://www.dropbox.com/sh/084dcndycax9opr/C_j7LKekNm When you equip the Club of Mudcrab Summoning (chitinclub_SMudcrab), it runs a script called "MD_Summon_Mudcrab" to spawn a unique mudcrab via PlaceAtPC. When the summoned mudcrab dies, it resets a variable in that script so another one can be summoned (if the club is equipped). I tried using a command called GetWeaponDrawn which supposedly comes with Tribunal, but it didn't work. The mudcrab object is mudcrab_MD_summon if you want to edit it. It's currently a friendly mudcrab set to follow you.
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# ? Feb 23, 2014 19:44 |
Oggumogoggum posted:So, Starfire's NPC Additions seems to be pretty great. All the NPCs added have lore-friendly names, which is a big plus for me. I've talked about it on a few occasions, but yeah, it's a pretty cool mod. The random aspect of it helps creates a world that seems to be constantly moving around, rather than just bulking up cities with more (static) NPCs. The only problem I've noted is that it can hit FPS pretty hard, especially in cities where the FPS might already be low (i.e. Balmora, Ebonheart, etc.)
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# ? Feb 23, 2014 19:51 |
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GrumpyDoctor posted:You actually can catch the real killer before he kills again but the trigger to unlock the necessary dialogue options to do it is non-obvious Well, dammit! Next playthrough I guess. The unofficial patch change is still dumb though. Musical_Daredevil posted:Can adding extra summons actually be done? I thought the spell and summon effects were hardcoded so you couldn't change 'em. Maybe with the script extender, I dunno. You can actually make that a spell, and use a constantly running global script to detect the spell being cast on the player using the GetSpellEffects function. Don't confuse it with GetEffect, which is used to detect the actual effect. GetSpellEffects detects the specific ID of the spell, which is why it can be used for things like this. Create a spell, any spell, with a one second duration on the player, then write a global script to detect it and place the mudcrab follower. To initialize all this, I suggest making a scripted book or scroll that will teach the player the spell and start the global detection script.
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# ? Feb 23, 2014 21:41 |
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What's the console command to increase my speed and what's a good value for it?
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# ? Feb 23, 2014 23:01 |
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Stuporstar posted:Well, dammit! Next playthrough I guess. The unofficial patch change is still dumb though. Oh, okay. I didn't know about GetSpellEffect. Here's the new version: https://www.dropbox.com/sh/084dcndycax9opr/C_j7LKekNm type "player->additem sc_summonmudcrab 1" to learn it Come, my pretties! omg chael crash posted:What's the console command to increase my speed and what's a good value for it? "player->setspeed [whatever]" 200-1000 is a good number. Don't go to high, or bad things happen. I'd personally recommend the Run Faster mod in the OP. Musical_Daredevil fucked around with this message at 23:17 on Feb 23, 2014 |
# ? Feb 23, 2014 23:13 |
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Musical_Daredevil posted:Oh, okay. I didn't know about GetSpellEffect. Here's the new version: That rules. Get like 30 mudcrabs to follow you and let the swarm consume your enemies.
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# ? Feb 23, 2014 23:24 |
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Shibawanko posted:That rules. Get like 30 mudcrabs to follow you and let the swarm consume your enemies. you'd need to improve their speed though.
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# ? Feb 23, 2014 23:32 |
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I bumped their speed up to 50. They're slow, but can still follow you.
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# ? Feb 23, 2014 23:41 |
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I wish the speed mods from the OP didn't change NPCs as well, they look kinda doofy jetting all over the place.
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# ? Feb 23, 2014 23:54 |
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Musical_Daredevil posted:I bumped their speed up to 50. They're slow, but can still follow you. Give them Levitate and see if they gently hover along the ground like horrifying hovercrafts.
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# ? Feb 24, 2014 00:09 |
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Hog Butcher posted:Give them Levitate and see if they gently hover along the ground like horrifying hovercrafts. Can mudcrabs jump? Fortify jump and them jumping at people like headcrabs/facehuggers sounds even better.
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# ? Feb 24, 2014 01:17 |
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I don't think mudcrabs can jump.Musical_Daredevil posted:Oh, okay. I didn't know about GetSpellEffect. Here's the new version: Now you just need to script NPCs to respond with horror as the diseased little buggers follow you into the cities and into people's homes. Hog Butcher posted:Give them Levitate and see if they gently hover along the ground like horrifying hovercrafts. You could use the standard companion scripting. Alter the z-level flight check so they always float 50 units or so above the player's z-level. They might not be able to fight if you did that though. Stuporstar fucked around with this message at 02:06 on Feb 24, 2014 |
# ? Feb 24, 2014 02:01 |
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I'm on the part of Rise of House Telvanni where I need to plant evidence somewhere in Orvas Dren's home. Only, there's one problem. I don't know where the gently caress to plant it. The journal entry says his desk, but the advisor says I need to plant it in his... documents chest? What? There are only two chests I can find, and neither they, nor the desk, work for this quest. Sorry if this has been asked before, but if anyone here has gone through RoHT, I have to ask, in case I can't find it myself: Where the gently caress do I plant the evidence to frame Orvas Dren? Because either I'm blind and don't notice it right in front of me, or this mod just does a terrible job of conveying what I need to do.
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# ? Feb 24, 2014 02:17 |
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The Colonel posted:I'm on the part of Rise of House Telvanni where I need to plant evidence somewhere in Orvas Dren's home. Only, there's one problem. I don't know where the gently caress to plant it. The journal entry says his desk, but the advisor says I need to plant it in his... documents chest? What? There are only two chests I can find, and neither they, nor the desk, work for this quest. I read that if you have animated containers it can break this part of the quest. I haven't gotten this far though, so I don't know for sure.
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# ? Feb 24, 2014 02:32 |
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Moryrie posted:I read that if you have animated containers it can break this part of the quest. I haven't gotten this far though, so I don't know for sure. Ah, drat. I'm playing with MGSO, so that must be it. Is there any way I can use the console to advance the quest, or am I just hosed and House Telvanni will never claim their place controlling Vvardenfell?
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# ? Feb 24, 2014 02:38 |
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You could just disable animated containers for a bit, retry and see if things work. Then enable them again later. Make a backup first obviously, but it shouldn't be a big deal. Otherwise you have to find some way of figuring out the quest stages, and unless that's posted online somewhere, you're probably stuck looking at the quests in the CK until you find the right stage of the right one. There may be another way to check but I'm not familiar enough with all of Morrowind's tools to be able to tell you.
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# ? Feb 24, 2014 03:12 |
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Moryrie posted:You could just disable animated containers for a bit, retry and see if things work. Then enable them again later. Make a backup first obviously, but it shouldn't be a big deal. Otherwise you have to find some way of figuring out the quest stages, and unless that's posted online somewhere, you're probably stuck looking at the quests in the CK until you find the right stage of the right one. There may be another way to check but I'm not familiar enough with all of Morrowind's tools to be able to tell you. Yeah, I loaded up the CK and managed to find the Quest ID and quest stage. Thanks for the advice! Hopefully after I tie up these loose ends with the assassins by fireballing them all to death, I'll be done with the mod. I'm pretty sure I managed to get the best possible outcome out of every decision in this mod, actually, unless destroying the Mages Guild was an unnecessary decision that didn't actually help me in the long run, which I have a sneaking suspicion is true.
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# ? Feb 24, 2014 03:24 |
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The Colonel posted:Yeah, I loaded up the CK and managed to find the Quest ID and quest stage. Thanks for the advice! Hopefully after I tie up these loose ends with the assassins by fireballing them all to death, I'll be done with the mod. I'm pretty sure I managed to get the best possible outcome out of every decision in this mod, actually, unless destroying the Mages Guild was an unnecessary decision that didn't actually help me in the long run, which I have a sneaking suspicion is true. Nah, the Mages Guild still shows up in Oblivion no matter what you do.
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# ? Feb 24, 2014 04:21 |
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Krowley posted:Nah, the Mages Guild still shows up in Oblivion no matter what you do. Dammit, I was certain that the TES games had some sort of system to make all my decisions in fan-made mods be canon parts of the lore!
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# ? Feb 24, 2014 04:38 |
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I may have set some of my MGO options just a bit too high, is there any way to lower them?
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# ? Feb 24, 2014 05:20 |
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The itch finally became too much to bear, and I broke my Morrowind fast tonight I think I might stick with this for a while, and while I don't want to go crazy on modding until I get a new machine, I do have a couple questions - 1. Is it safe to run the stuff in the OP's Option 3 (MCP, .exe optimizer etc) over a non-fresh install? My most recent save is from nearly two years ago so while I have a lot of those patches installed, there are probably newer and better versions out there. Having to do a complete reinstall will likely harsh my current mellow towards the game as well, but I seem to remember saving the ZIP files for all the mods I'm currently running. 2. For you folks that are advocating a hand-to-hand playthrough, would you recommend any mods for such a character or is the style fine as-is? I really want to try a "minimalist" build (Unarmored and H2H, "live-off-the-land" and such) but I seem to remember hearing that a lot of enemies have really high Fatigue which makes H2H a chore. C-Euro fucked around with this message at 05:53 on Feb 24, 2014 |
# ? Feb 24, 2014 05:40 |
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Mortimer posted:Arthmoor and the USKP team are a buncha baddies who think the unofficial patch should go above and beyond to provide the game experience they want you to have, which means adding in tons of "fixes" for things that aren't broken (like that). When people bring it up arthmoor usually says "if you want an unofficial patch that doesn't do anything but fix bugs, go play morrowind "
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# ? Feb 24, 2014 05:42 |
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The Colonel posted:Dammit, I was certain that the TES games had some sort of system to make all my decisions in fan-made mods be canon parts of the lore! It does, but that doesn't stop other people's decisions from also being canon. (this post is canon)
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# ? Feb 24, 2014 07:40 |
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Oggumogoggum posted:So, Starfire's NPC Additions seems to be pretty great. All the NPCs added have lore-friendly names, which is a big plus for me. Huh. I guess so. Like criminals / assassins in the cities and such. That's kinda neat. I just tried it out. Maybe it'll make Vvardenfell feel like a much more Wild West kind of place. BrutalistMcDonalds fucked around with this message at 07:45 on Feb 24, 2014 |
# ? Feb 24, 2014 07:42 |
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Kilroy posted:The reason the key was removed is that, while you can nick the key and search the chest, you can't do anything with the information. Knowing Bethsada, I figured as much. That's why I said the fix was the stupid way round though. Fixing it properly would require the extra effort of making the evidence useful rather than leaving it extraneous bullshit.
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# ? Feb 24, 2014 08:08 |
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Doc Hawkins posted:It does, but that doesn't stop other people's decisions from also being canon. CHIM means everything is canon
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# ? Feb 24, 2014 08:21 |
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Krowley posted:
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# ? Feb 24, 2014 09:46 |
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# ? Jun 3, 2024 20:01 |
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Stuporstar posted:Knowing Bethsada, I figured as much. That's why I said the fix was the stupid way round though. Fixing it properly would require the extra effort of making the evidence useful rather than leaving it extraneous bullshit. IMO they made the right call.
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# ? Feb 24, 2014 11:47 |