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I've never had more than one NPC attacking me maybe once every hour or so, and it's fairly easy to get them zapped by the guards. But how has no one made a "no hostile" Starfire's fork yet?
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# ? Jan 7, 2016 23:11 |
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# ? Jun 4, 2024 00:46 |
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Necroskowitz posted:Are they attacking you at night? No, it's happening during the day. They look like regular commoners. Mortimer posted:I've never had more than one NPC attacking me maybe once every hour or so, and it's fairly easy to get them zapped by the guards. I found this but I don't know if it'll help my situation: http://www.wolflore.net/viewtopic.php?f=83&t=1176
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# ? Jan 8, 2016 01:16 |
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butt baby posted:This happens in cities mostly in groups of 3-4. Is that normal? This has been my experience as well so if it's not normal, and I assume it is, then I had the same issue as you. It made me uninstall the mod in any case.
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# ? Jan 8, 2016 04:55 |
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EDIT: After some research I finally learned this means my save is "dirty" Hello again my friends, I'm having trouble uninstalling the Book Jackets mod. For some reason most books point back to the original textures fine, but skill books still reference the meshes from the Book Jackets mod. If I remove the meshes from the Book Jackets mod this is what I get when dropping the book "The Art of War Magic" (bookskill_destruction4): quote:Model Load Error: Meshes\pa\pa_dc_taowm.NIF cannot load file in Meshes\pa\pa_dc_taowm.NIF. Anyone have any idea on how I can get the skill books to reference their original textures? Even just a way of finding out what mod might be messing with this would be great. I originally started my save with the Chocolate Pack + Uvirith's Legacy + Rise of House Telvanni. I saw the watercolor mod and loved the look so I uninstalled all the graphical mods from the chocopack and this is how the problem started. Here's my modlist: quote:_001_ Morrowind.esm butt baby fucked around with this message at 21:52 on Jan 11, 2016 |
# ? Jan 11, 2016 19:59 |
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I just had to get Morrowind running to go try the corgi mod, but I've ended up with an unexpected issue. Lighting. I told the graphics overhaul not to touch the lighting system, and yet this is how dark it gets: This makes it unplayable at night without constantly using torches or Night Eye. I am not remotely interested in realistically dark nighttime lighting, and from what I can tell it's nowhere this dark in vanilla Morrowind. What's going on? I've redone the options to confirm I want vanilla-style lighting and it's still incredibly dark.
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# ? Jan 13, 2016 07:41 |
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I've never been able to properly enjoy Skyrim because there's just so much about it that makes it seem like Morrowind with training wheels it inevitably just makes me want to play Morrowind again. So recently I made a list of fixes I thought were doable enough that would make Skyrim feel like Morrowind and went looking for mods that accomplished them. I think the result was pretty good! I've only been able to play a bit because I've been out of town the last few days but it definitely feels a lot more like playing Morrowind, just in a new world with an updated engine. I have shared the collection on Steam's workshop (including links to those mods I used that are not on the workshop) so I can link that here if anyone is interested.
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# ? Jan 13, 2016 07:49 |
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That would be great, I"m trying to get into skyrim myself
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# ? Jan 13, 2016 16:35 |
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Later is fine too I guess.
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# ? Jan 16, 2016 06:48 |
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enjoyTacticalUrbanHomo posted:I've put the mods I used for this into a collection and shared it on Steam workshop.
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# ? Jan 16, 2016 08:19 |
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So does MGSO mess with sneak somehow? I can be in stealth according to the little icon, but the person I just shot in the head is attacking me head on. Also I don't get pop ups saying "1,5x damage sneak attack" when sniping, but I'm definitely doing more damage.
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# ? Jan 23, 2016 07:42 |
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Posted this in reddit but might as well here as well. I'm running MGSO 3.0, installed a bunch of extra mods and now attempting to re-run the MGE XE distant land generator I get the following error when I click on "generate distant lands": code:
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# ? Jan 23, 2016 16:05 |
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You would not have screwed yourself with an upgrade, MGSO is just a pack of mods, upgrading any one of those mods is fine. Did you try the standard run-around as Run As Administrator and such? Just in case? Make sure you have all the subsidiary things that MGEXE may require? (it couldn't hurt to try a re-install of DirectX 9, and maybe whatever other programs it needs, I can't think of them off hand).
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# ? Jan 23, 2016 16:42 |
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Yep, everything is being run as an administrator. When I try to open the gui it sayscode:
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# ? Jan 23, 2016 17:57 |
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Okay, I've got a really weird problem with the code patch in MWSO. The argonian clothing choice is giving me trouble and not actually letting me choose. No matter how many times I've unchecked it and repatched, it always patches as if it were checked. Why is it relevant? I've been looking into mods that add new clothes, and most of them are women-only. Trying to put these modded items on a patched argonian woman results in invisible textures and other weirdness. I just want fancy new shirts, darn it!
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# ? Jan 23, 2016 19:30 |
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Mizuti posted:Okay, I've got a really weird problem with the code patch in MWSO. The argonian clothing choice is giving me trouble and not actually letting me choose. No matter how many times I've unchecked it and repatched, it always patches as if it were checked. Why is it relevant? I've been looking into mods that add new clothes, and most of them are women-only. Trying to put these modded items on a patched argonian woman results in invisible textures and other weirdness. I just want fancy new shirts, darn it! Reinstall or grab an unedited exe and go from there. I don't think the patcher can unpatch anything.
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# ? Jan 27, 2016 22:18 |
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Mortimer posted:Reinstall or grab an unedited exe and go from there. Can the Morrowind.Original exe be used? I tried replacing the old exe with that and repatched, but it didn't change. I may have just not done it right. On a happier note, holy cow, the tea mod! It sounds very unassuming, but it adds a surprising amount of content. If you care to decorate at all, it offers a staggering assortment of options. There's cutlery, lamps, plates, trays, chests, display cases, napkins, pots, and tons of other items, most in several color and texture variations. And that's not even counting the teas, coffees, and sweets! The tea tins, display cases, and chests can be freely moved and resized, and function as a container with modest storage when placed. This mod obviously had a lot of love put into it. It even has a sload wearing a fez that visits one of the tea shops.
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# ? Jan 29, 2016 05:07 |
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I have blown my start out training/spell buying budget there so many times.
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# ? Jan 29, 2016 07:26 |
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Mizuti posted:Can the Morrowind.Original exe be used? I tried replacing the old exe with that and repatched, but it didn't change. I may have just not done it right. So, the way the patcher works is every time you're patching it is backing up your current exe. Morrowind original for you at this point is a heavily modified mess. The patcher assumes you aren't running it 10 times
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# ? Jan 29, 2016 17:36 |
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Mortimer posted:So, the way the patcher works is every time you're patching it is backing up your current exe. Morrowind original for you at this point is a heavily modified mess. The patcher assumes you aren't running it 10 times Ah, that explains why it isn't working. I don't know much about the mechanics of the various patchers included in the MGSO, so I wasn't sure if that was truly an original unmodified file or not. Time to try to find an actual backup.
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# ? Jan 29, 2016 20:14 |
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every time I think I'm too harsh on Morrowind Rebirth it comes up with another wonderful updatequote:Vanilla Fixes That uniquely placed item everyone remembers? It was unbalanced. I removed it. That NPC that seemed like they stood out and hinted at a rich world full of stories? I didn't like them. I fixed them. Those silly, fun events that would come out of systems interacting in unforseen ways? Unbalanced. I fixed those. This merchant sold interesting weapons that gave starting characters opportunities to punch above their weight if used tactically and intelligently? They don’t now. I didn’t like it.
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# ? Feb 11, 2016 15:14 |
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I appreciate that they keep trying to balance it like the systems won't screw you over at the earlier convenience. That isn't crazy or anything.
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# ? Feb 11, 2016 15:28 |
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Morrowind isn't exactly a game that lends itself to balancing, heh.
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# ? Feb 11, 2016 15:58 |
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Orv posted:I appreciate that they keep trying to balance it like the systems won't screw you over at the earlier convenience. That isn't crazy or anything.
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# ? Feb 11, 2016 16:01 |
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quote:* Removed an Adamantium Dagger that was laying just outside the Census Offices in Seyda Neen.
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# ? Feb 11, 2016 16:07 |
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No, that was a Rebirth change, I believe. And hey, one of the things I love about Morrowind is that with the proper foreknowledge you can become an avatar of death within 2 hours if you know what you're doing and what merchants to take advantage of. Training is unlimited and once you hit the 20s in level gold just balloons out of control. I mean hell you can get a Daedric katana 30 minutes in.
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# ? Feb 11, 2016 16:31 |
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Lunchmeat Larry posted:Going about it by removing everything interesting and unique they find is kind of the scorched Earth approach to balancing, though, isn't it? This is the same mod that made the Temple questline impossible to complete because it straight-up deleted the Hair Shirt of St Aralor from the game, presumably because you can find it and it's unusual therefore it must go. I mean more moving all the RNG numbers down but not fixing the RNG in the first place, as though you won't fail to cast Hearth Heal nine times in a row with 74% because go gently caress yourself. poo poo I just started replaying Morrowind today since I skipped my yearly run last year, and Foryn Gilnith (or whatever his last name is) nearly killed me because he kept landing punches like I'd never seen.
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# ? Feb 11, 2016 17:20 |
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I think in terms of balance there's a lot to be said for keeping the OP stuff the way it is and just making other poo poo more viable/diverse/interesting. For instance, while it's not completely gimped, with a few exceptions light and medium armours towards the end of the game don't really offer any benefits whatsoever over heavy armour and they're less interesting with a narrower and less diverse choice of stuff to choose from. Maybe add in some unique light armour with +Int, +Will or +Agi bonuses, or Chameleon bonuses, Sanctuary effects etc ... – e.g. in line with the skills that characters who use those types of armour would probably benefit from. Or, have medium/light armour with big magicka bonuses for battlemages so your character can choose between the heavy poo poo which tends to emphasise physical prowess and the lighter stuff which might focus on other stuff but at the cost of armour. Weapons on the whole seem pretty good but I'd increase the enchant capacity on the faster ones so they're more viable vs their heavier counterparts which benefit greatly from strength modifiers end game. Then, give enemies a more diverse range of immunities but get reflect the gently caress outta the game or amend it so that it's proportional rather than binary. Of course every character will eventually be OP but with Morrowind I always found that the rewarding thing was how you got there rather than the end result.
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# ? Feb 11, 2016 17:49 |
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I know it's probably not possible under the current engine but Morrowind could probably really benefit from having different kinds of physical damage to introduce a bit of variety in how the weapons function e.g. Slashing Resist, Crushing Resist, Piercing Resist.
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# ? Feb 11, 2016 17:58 |
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Actually light armor has massive benefit over heavy - it's a metric fuckton lighter. Full set of Daedric takes over half of your possible encumbrance by itself and ebony isn't that far behind AFAIK.
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# ? Feb 11, 2016 18:12 |
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But on one hand, Daedric armor is hard as gently caress to get, whereas, again, with Glass, you can get near a full set pretty drat quick if you know what you're doing: 1. Go get the Amulet of Shadows from the 'Ring in Pond' lady and her friend. 2. Head to Ghostgate and, using the Amulet, steal the near full-set from the smith downstairs in the Tower of Dusk (I believe, guessing here).
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# ? Feb 11, 2016 18:18 |
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Light has always been better, across all the games. It's generally easier to find, it has the same armor values, and it weighs less. Even in Skyrim, it got much better perks overall then Heavy did.
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# ? Feb 11, 2016 18:34 |
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I did say there were a couple of good exceptions e.g. Cuirass of the Savior's hide. The Fist of Randagulf +10 STR and Wraithguard when worn together results in an encumbrance surplus (-19), Therana's Daedric Greaves and Cuirass both come with Feather 50 Enchantment (+44 Encumbrance Gain). A bog standard Glass Cuirass and Greaves weighs 27 by itself. Most items in the game can be gotten pretty quickly if you know where to look. IMO the weight of everything else is pretty much negligible once you start getting more strength innately and from equipment in the late game. I'll concede though it's handier in the early game. Edit: Fists of Randagulf actually add +20 STR!! Entropy238 fucked around with this message at 18:52 on Feb 11, 2016 |
# ? Feb 11, 2016 18:42 |
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GuyUpNorth posted:Actually light armor has massive benefit over heavy - it's a metric fuckton lighter. Full set of Daedric takes over half of your possible encumbrance by itself and ebony isn't that far behind AFAIK. That's why you enchant them with constant effect feather + strength boost. Alternatively you make clothing with constant effect bound armor.
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# ? Feb 11, 2016 18:54 |
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Cat Mattress posted:That's why you enchant them with constant effect feather + strength boost. Even without enchanting, using the examples I've used above, wearing Randagulf's STR Fist, Theranas Daedric Cuirass, Therana's Daedric Greaves and a pair of Daedric Boots only nets a +14 gain in encumbrance and that's four slots covered. Helm of Oreyn Bearclaw is only another +10.
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# ? Feb 11, 2016 19:01 |
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Anybody happen to have Passive Healthy Wildlife sitting around on their computer? Seems it's been deleted across the internet, and I really liked that mod.
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# ? Feb 11, 2016 19:24 |
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mw.modhistory.com
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# ? Feb 11, 2016 19:42 |
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So I can't figure out why the grass keeps disappearing in my mgso install. The only other mods I'm running are morrowind abodes, a head pack, and book rotate (which is its own magical clusterfuck of not playing well with book jackets). Also while we're sort of talking about therena, I'm pretty sure that Tel Branora has the highest concentration of wood elves in the entire game. They're everywhere. I assume the crazy lady just has a thing for them.
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# ? Feb 11, 2016 21:57 |
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Grass/groundcover has to be generated using MGE(XE) and the ESPs have to be unticked in the launcher. I usually install my Grass/groundcover ESP files into their own "grass" folder under Data Files\, then set that as a search directory in MGE during distant land setup.
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# ? Feb 11, 2016 22:11 |
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So unticking them should fix it? Sounds counterintuitive but I'll give it a shot.
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# ? Feb 11, 2016 22:26 |
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# ? Jun 4, 2024 00:46 |
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WanderingMinstrel I posted:So unticking them should fix it? Sounds counterintuitive but I'll give it a shot. Yup, assuming you're running MGE and you generated your distant land. They should never be checked. Not sure what it would do to an existing save like that, though.
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# ? Feb 11, 2016 22:46 |