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hollaajith

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  1. May be it was due to animation replacers I was using...? I don't know.
  2. You need to move the door marker too. Go to the interior of the cell and change the location from there. Double click on the door and click 'Select marker' . It should zoom to the door marker. Move it to where you want. If you moved the house too far, then change the cell before clicking 'Select marker'. See here to understand how door works in morrowind. Just do it for the interior door instead of exterior door. PS: Morrowind code patch isn't a mod at all. It alters the game executable to fix things that cannot be fixed by conventional mods. So, it can't attach script to anything.
  3. Except when the player is in 1st person view. I always fell when using the lift in Darknut's Greater Dwemer ruins until I figured out what the issue was :pinch:
  4. Where did you get the game? Steam or CD? It looks like the executable is altered and MCP can't recognise it. Best to ask help in the MCP thread at the official forum. The author is active there.
  5. If you want more control over which mods you want, then its better to install them manually and not through MGSO. MGSO is really limited in choices and the installer has some bugs and it is also slightly outdated. Most of the utilities are updated and as are some of the mods in MGSO.
  6. There are a couple of minimalist chargens. Check Gluby's mod list. Most of the links there are obsolete, but you can get them by searching in morrowind modding history like quick chargen.
  7. I don't think you can get that via scripting, even with MWSE.
  8. - There is a mod by Fliggerty that does exactly what you ask. Improved Hand to Hand - Sneak skill on NPCs is rather pointless don't you think. Who are they sneak onto? - This is possible, but requires MWSE scripting to detect when NPC is equipscrossbow and apply the fortification. Morrowind scripting doesn't have a function to affect NPCs without specific ID. You need MWSE. PS: I guess you are new to modding morrowind. Check out couple of guides, to understand how things work. Indigo's Morrowind Guide and Scripting for dummies v9. Those help to understand the limits of the CS, what can and can't be done. Also, if you have time check these numerous tutorials -- CLICK
  9. What is this effect you are looking for? If its a spell, then just use Explodespell with appropriate spell with area effect. Or if you are looking for different effect you may want to be specific. Probably going to require MWSE.
  10. Try lowering view distance in-game option (not in MGEXE) to about half. So, bulk of rendering is done by MGEXE, which doesn't seem to affect performance if you have good hardwares like you do. You may also reduce AI distance too. Morrowind cannot utilize the 'fancy' features from modern hardware and its wrong to expect it to.
  11. I encountered a similar problem while creating my Less Bulky Pauldrons mod. I am assuming you are right-clicking on NiNode>Transform>Edit and then changing rotation values. This doesn't work. You need to edit in NiTrishape instead of NiNode for it to show in-game.
  12. Better make them double doors like Dwemer doors or modify the model so the centre axis coincides with the edge. Doors in morrowind just rotate around the centre vertical axis when they are not set as teleport doors.
  13. You can use Textcrawler or something similar. Also, just keep in mind that just because the texture is DDS, it doesn't mean it has to be DDS in the .nif. Most of the vanilla .nifs have .bmp textures but the dds textures looad fine in-game. So just search for the texture name and don't include the type.
  14. Its caused when the NPC's unarmored stat is so high that it is better than any of the armor skills. Get the guards' IDs by clicking on the guards while the console is open. Then open up Building up Uvirith's legacy and see what is the class of those guards. Then under Character > Skills... edit the skill so that unarmored is not a major or minor skill.
  15. I don't think there is any 'script' that replenishes the magicka and health. It is hard coded, probably with some values taken from GMSTs. I could not see any relevent GMSTs apart from "fSleepRestMod". Try changing its values and see what happens. But it is listed as unused in Morrowind scripting for dummies v9. So, I doubt it works. There are several magicka regen mods, but most of them regenerate magicka while awake too. Most of the links in that page is obsolete, but you can search for those mods in MMH.
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