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KittymirCuten

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  1. Edit: Hrnchamd helped me fix the last meshes that weren't working. FYI the nif meshes themselves were corrupt before the fix. The mod in question is... https://www.nexusmods.com/morrowind/mods/48556 DwemericNightTerrors Overhaul.. The script work is all done, the scripts are fully ready for public usage purposes. However when I downloaded Openmw on my tablet and downloaded my mod the dwemer cyborg mask has not been uploading properly. it is called DweMskDflt.NIF in meshes. I uploaded the file multiple times, even experimented with updating the ESP wit ha copy of "CustomMsk" named DweMaskDflt.NIF, changing the bodypart data to the new mask, saving the mod and esp then reuploading. Every single time the mask works properly on my desktop PC I created the DNTOverhaul in (and some of it's meshes from reshaping/combining vanilla meshes)... The dwemer hoverbike and dwemer flying saucer uploaded fine. The skybox modders resources (something I didn't create personally but use for the mods design) at first didn't work right but uploading a new file fixed that problem. For some reason however, no matter what I do, every time I download my mod on a difference device than my desktop the dwemer cyborg mask a crucial component of the mod does not upload properly... I checked my tablet and my desktop, the directory is exactly the same, the files for the mask are there, but even that doesn't seem to work. Anyone have any idea what is happening, and how I may fix this baffling issue?? I'm glad I have the mesh still saved on my desktop but I'm baffled as to why my other custom meshes work fine but this one doesn't. I made four custom weapons, the dwemer vehicles I told you about, and downloaded an already existing modders resource for designing some of my cells to look more immersive for the mods theme, yet for some reason, this one singular mesh will not upload properly or the game isn't detecting it properly. If you can tell me what's going on I'll credit you in a future readme when I fix this problem that I deeply hope I can fix.
  2. I deleted the boots from their inventory and their helms replacing them with helmets I specifically designed for the Khajiit head... Yet upon loading ingame and checking their inventory they never have my Khajiit dwemee cyborg masks, and are still wearing human boots... For the record these are vanilla Imperial Guards I turned to Khajiit. (Yeah it's an alternative history mod where Khajiit are much more dominant). Anyone know what's going on??? Is it a hard-coded guard thing??? Can a vanilla guards inventory not be changed without deleting their default gear entirely????
  3. I have been working on my overhaul for Morrowind for a year now. It runs fine on Openmw on my PC, I don't know if it works for regular Morrowind or mobile devices yet. The mod has over 260 scripts to overhaul the game and as you can imagine, fixing that many script bugs was tremendously time consuming. Hope you enjoy the new overhaul. (Which has many unique features, including Dark Souls inspired combat with harder but slower hits, your amount of gold, bounty, time of day, location effect your encounters, you can lock doors to avoid hostile encounters, dwemer implants/balanced soul powered destroyable craftable hoverbikes are a thing, it has a dwemer cyborg mask that looks very good on Khajiit, a portable ice fortress, dangerous weather situations, claw weapons, semi-manual block with the claws, elemental grenades made by atronach salts, rapid fire crossbow, dwemer glass hybrid sawlike swords, instant cast blink and invisibility, the ability to hide in containers, light averse undead stalkers, giant random reptile enemies, bigger stronger netches and blighted creatures, the ability to toggle common spears to thrown mode, and a ton of other realistic features, and an icy bolt crossbow that shatters locks. I made it to run best on OpenMW with several weapon quickswitch scripts allowing you to fully enjoy it with a console controiler. https://www.nexusmods.com/morrowind/mods/48556?tab=description&BH=5
  4. Not sure... I work more on scripts, altering stats/gameplaying settings, and making new cells/refinising existing cells than other aspects of modding... I am ultra rookie at animation not even that. I tried to do something real similar, I tried to make dancing Khajiit, and I think I made the dancing script work on every non-beast race except khajiit and argonians if I remembered right... Might be not all races have the dance animation by default, idk if it's only khajiit and argonians or not though...
  5. Well while I'm working on diagnosing my own scripting errors for an unrelated mod, I got a tiny bit of spare time to give advice... I can give some tiny quick advice which doesn't do much for your idea as a whole, but may help a little. You can go to interior cells, and checkmark Behave Like An Exterior. Also interestingly thing I learned like an upside to interiors is that adjust water level scripts work for interiors but not exteriors... I had ideas for a world flooding ability by changing sea levels, but learned it could only work in interiors. Useful statics to make interiors look more... Natural are often named things like flora something or terrain something. IE... flora_bc_moss_01 terrain_rock_gl_10 Also you can copy the default statics models, and use them for a custom activator so you can make amazingly immersive stuff... Like climbable trees. Containers AFAIK can work like activators but statics can't. GetPCColliding can give you a lot of ideas... Getting burnt by collision, frost bitten... Gaining a special power by bumping something... Whatever idea you want... I've been experimenting a lot with the MW Creation Kit lately, and I'm probably nerding out by now and getting somewhat off topic, but anyways I'll get back more to trying to answer your exact question, and I'll provide you with a script of mine I made, which if you don't know scripting very well might be able to help you somewhat. Here is a link to a BSA Unpacker not sure if you have it or not yet... https://www.nexusmods.com/morrowind/mods/12189 You can unpack Meshes from it, and copy these meshes to a custom folder in meshes... I know it works for replacing statics with scriptable activators... I think it might work for clouds if they're meshes I'm not sure though. I know that Skyrim had Cloud meshes from what I can recall or activators... Morrowind I'm not sure. There's a steamier bittercoast mod for Morrowind... Maybe you could try putting steam in the sky to imitate clouds, and make the sky a blueish-grey color?? I know a way to simulate sunburn for vampires in interiors, which relates to the script I'm sharing... Begin ____NyxPaNTGlobals float TimePassed Short NyxPaKeepRepeatin Short NyxPaFPSController If ( MenuMode == 1 ) return Endif ; Day Night Simplifier Below If ( TimePassed >= 5 ) Set TimePassed to 0 Set NyxPaFPSController to 0 Set NyxPaKeepRepeatin to 0 Endif ; Testin Here If ( NyxPaFPSController == 0 ) if ( GameHour <= 6 ) Set NyxPaNightSpawns to 1 Set NyxPaKeepRepeatin to 0 Endif Endif If ( NyxPaFPSController == 0 ) If ( GameHour >= 7 ) If ( GameHour < 20 ) Set NyxPaNightSpawns to 1 Set NyxPaKeepRepeatin to 0 Endif Endif Endif If ( NyxPaFPSController == 0 ) If ( GameHour >= 20 ) Set NyxPaNightSpawns to 1 Set NyxPaKeepRepeatin to 0 Endif Endif ; Day Night Simplifier Above My full script has more than that, but that's how it tracks day and night. NyxPaNightSpawns is a Global so it isn't listed as a short at the top, it's a global to interact with other scripts. So I don't have to use too many If conditions for my other scripts that rely on night day cycles combined with other situations. NyxPaFPSController my globals script that supports my other scripts, is simply there so all the subscripts built into the script fires only every five seconds (by timing every subscript exactly the same for this script), thus doesn't cause massive system bloat, performance problems, lowered frames per second /etc/ If ( NyxPaNightSpawns == 1 ) is Night Time. If ( NyxPaNightSpawns == 0 ) is day time. My NightSpawns script I combine with my separate script to make it effect what enemies spawn when holding a torch or lantern, but in and of itself is just a global that simplifies the conditions of knowing rather it's day or night. Note that how you do spacing with scripting is extremely important. Miss a spacing like this... If ( NyxPaNightSpawns == 0) Or forget a parenthesis like this If ( NyxPaNightSpawns == 0 And it can easily kill a script... Also please note, often times what you name a script or it's variables doesn't actually matter or have any effect, any name you can keep track of will do. Cause I'm paranoid about modding conflicts I name almost everything I script or make NyxPa this or NyxPa that, and often use slightly incorrect english because I don't want to chance my scripted terms conflicting with another mods scripted terms... Via overwriting and so on. So If ( NyxPaNightSpawnsXXX == 0 ) Or If ( TheRealJakeZilla == 0 ) Long as the bit in between matches over parts of the script, and either the shorts longs and floats at the top, or a global it should work exactly the same. I got super confused about scripting for years cause I didn't realize the names you give these things if they are custom functions, don't actually matter or have any noticeable effect. Anyways, you can copy my script, and for vampirism if you wanna simulate vampiric sunburn in an interior... Begin ____NyxPaNTGlobals float TimePassed Short NyxPaKeepRepeatin Short NyxPaFPSController If ( MenuMode == 1 ) return Endif ; Day Night Simplifier Below If ( TimePassed >= 5 ) Set TimePassed to 0 Set NyxPaFPSController to 0 Set NyxPaKeepRepeatin to 0 Endif ; Testin Here if ( GetInterior == 0 ) If ( NyxPaFPSController == 0 ) if ( GameHour <= 6 ) Set NyxPaNightSpawns to 1 Set NyxPaKeepRepeatin to 0 Endif Endif Endif if ( GetInterior == 0 ) If ( NyxPaFPSController == 0 ) If ( GameHour >= 7 ) If ( GameHour < 20 ) Set NyxPaNightSpawns to 1 Set NyxPaKeepRepeatin to 0 Endif Endif Endif Endif if ( GetInterior == 0 ) If ( NyxPaFPSController == 0 ) If ( GameHour >= 20 ) Set NyxPaNightSpawns to 1 Set NyxPaKeepRepeatin to 0 Endif Endif Endif ; Day Night Simplifier Above This is a day night script that only functions outside... To make one that only functions inside copy and paste most of my script and replace... if ( GetInterior == 0 ) With if ( GetInterior == 1 ) So for my final example here, I'll make one that burns vampires... So Assuming you copy and paste my script and make a global... Hopefully with my short variables and global variable renamed to something else, it should be the exact same function with a different name, thus no mod script conflicts... So to make a script to go with it... Begin __YourScriptVampIntrBurn Short YourChoiceVampBurn Short YourChoiceKeepRepeatin If ( "Player"->GetSpell "vampire touch" ) If ( NyxPaNightSpawns == 1 ) if ( GetInterior == 1 ) Player->RemoveSpell "YourCustomBurnSpellID" Set YourChoiceVampBurn to 0 Set YourChoiceKeepRepeatin to 0 Endif Endif Endif End Now just make a custom spell called "YourCustomBurnSpellID" and add the proper spell effects in this case fire damage on self... Oh and one more example script... It's how I've learned to make scripts more understandable to myself and thus easier to fix... Don't know what it's called but this button on the keyboard... ; To the right of L on most keyboards... Everything on the same line after it has zero effect on the script itself. Which means it's great for writing notes on your script. My Standard scripting practice is I copy and paste a script I want looking at this page... https://en.uesp.net/morrow/editor/mw_cscommands.shtml#activate Then back it up... Anywhere... Online diary, desktop text documents... Copying and pasting always works for backing up scripts... Though custom ID stuff like objects, characters/etc still need to have their data saved... Anyways Anyways... After backing it up if it's not working right when say you make a script with five conditions, I will often delete an If condition, then another... Until it works also... Use this a lot... When investigating if a script if function works right... Messagebox "This is a test of a function' Whatever you want it to say is just to help you diagnose scripting errors... Oh yeah... And that note thing... Little technique I do to diagnose script errors more quickly. Begin __YourScriptVampIntrBurn Short YourChoiceVampBurn Short YourChoiceKeepRepeatin Short YourOtherExperimentShort If ( "Player"->GetSpell "vampire touch" ) If ( NyxPaNightSpawns == 1 ) if ( GetInterior == 1 ) Player->RemoveSpell "YourCustomBurnSpellID" Set YourChoiceVampBurn to 0 Set YourChoiceKeepRepeatin to 0 Endif Endif Endif ; So we know the above script works and we don't want to risk breaking the hard work on ; Making this script so far work properly. So we're gonna add new functions that might ; malfunction or be miscalculated beneath this point... IF ( YOurScriptExperimentHere == 1) Messagebox "Testing additional function now" Set YourOtherExperimentShort to 0 Endif ; Note just make sure there's only one end. I mean MAYBE it can work to have more than one ; End but in my experience that's never good and always breaks scripts. Also remember end ; is very different from endif ; Elseifs are a thing too but seem more complex and I haven't used them myself much yet ; Stuff like short variables named things like ; Setting YourFunctionHere to 0 ; Is a good way to make a script that repeats itself under appropriate circumstances ; which a lot of simple scripts that heavily alter gameplay do ; You can set a short variables stage to 2 or 3 I don't know if there's a limit ; Which is for multiple stages in a script... Like an activator that first say does ; Fire explosion followed by frost explosion the second time... ; End Also note for every If you must put an endif, and a scripts If Conditions can only have up to ten, and reducing multiples Ifs into a global is a way of getting past this limit... Also note there's a certain size limit to scripts... Somewhere between 800 to 1000 lines of text and scripts randomly break. Says something like squashed or crushed or something. Means you need to shrink the script and at worst make multiple scripts to get past that hardcoded scripting limitation. Also note Edit Start Scripts are scripts that are always active, unless their If Condition is not met. And you can add a If ( Interior == 1) Return Endif Just for example to make it only work in interiors but you can make a script that won't go off unless you're colliding with something which for me was an FPS lifesaver with my tree climbing script. The script length size seems somewhat random, not technically random, but even I'm not script nerdy enough to fully comprehend it. Basically I have some scripts a little over 1000 lines that work fine but others malfunction around 800 lines... So just be aware, you're script might malfunction around that point. Also just cause the script compiles doesn't mean it'll work. I've made typos with variables and had it not work, and spent a day of confusion many a times over that. Biggest obstacle I see for you is GetCurrentWeather not working in interiors, depending on what you want to do. I talked your ear off about scripting cause it's things I wish I was told about what I was doing wrong so I told you what I did as a result... Anyways some ideas for you to make an immersive interior that doesn't look like an interior... You could make a day night cycle script to make gameplay functions more immersive inside even without the default weather being available... Well actually you MIGHT be able to get it to work with Region Weather Type in Cell Options but I'm not sure, have to test if you're curious, and I got other experiments to do atm as far as that goes. Anything in statics named Terrain or Flora is a great starting point to making naturalistic looking interiors. You could make a script that detects when you are in a custom interior, and teleport you to an almost identical cell at night time if you are in that cell. To make transitions between exteriors feel immersive you could make doors with the models of waterfalls with very dark hallways behind them, and make them activate upon colliding with them via if ( GetCollidingPC == 1 )You could do a colliding script with any model you want to make transitions between pseudo-exteriors feel more immersive and naturalistic. You also make teleport spells that work depending on looking angle, the cell you are in, and what you are colliding into... if ( player->GetAngle, X == 90.0 ) Is Looking directly down for example. Here is my teleport script which I give you the permission to re-engineer with different names for the short variables of course Begin AADweImplantsHealthsftw GetStartingPos, Axis GetStartingAngle, Axis Short HasItemEquipped Short objectCount Short DwemrRetreatMechanism If ( MenuMode == 1 ) Return Endif ;Looking directly down w casting makes you cast recall at the expense of Magicka If ( player->Getmagicka >= 18 ) if ( player->GetAngle, X == 90.0 ) if ( GetPCSneaking== 1 ) if ( player->HasItemEquipped "ANyxPanNinjaBlinkBrclt" == 1 ) If ( Player->GetSpellReadied == 1 ) If ( player->GetItemCount, "AADwemImplantsEscap" == 1 ) Player->PlaySound3DVP "Mysticism Hit", 1.0, 1.0 Player->ModCurrentMagicka, -18 CenterOnCell, "Area Vvardyone" "Player"->SetPos, X, 3960.819 "Player"->SetPos, Z, 14480.000 "Player"->SetPos, Y, 4160.823 Fixme Set DwemrRetreatMechanism to 0 Endif Endif Endif Endif Endif Endif if ( GetPCSneaking== 0 ) Return Set DwemrRetreatMechanism to 0 Endif End Reengineering scripts is a great path for beginners also... Another thing to know about is Nifskope and meshes and fps and system resources... I started with the Skyrim CK and moved to the Morrowind CK even though I played Morrowind way before anyways... You can reverse engineer my vampire interior sunburn script and say replace it with frostbite for snowy stuff or blight disease risk for ashy stuff just to give you a few ideas, or make snow storms summon things like frost atronachs... You can combine meshes together in Nifskope even reshape vanilla meshes by messing with the scale. Please save a lot in Nifskope cause it has no back button and you probably wanna backup your vanilla meshes to avoid having to extract BSAs again I use unique names a lot for that reason. Also the Force 1st Person command is great for situations that don't look right in 3rd person or you don't have the animations for and you can forceswitch 3rd person afterwards then disable the forceif conditions after whatever task involving that is done. Imo personally making new stuff by combining and reshaping already existing meshes is actually much easier than blender cause you don't have to do a bunch of the complex coding new meshes to be compatible with MWs engine which I Still don't understand to this day... I made a freaking very real looking dwemer hoverbike that way. And a glass/dwemer compound sword. My big cave in Skyrim for the Aundae Vampires, had a lot of these Blackreach vines. Hundreds thousands maybe it was so long ago I don't know... But my FPS was horrible unplayable... Til I used Nifskope to fuse the ground cave model to the vine model then the FPS was way better and it looked exactly the same. So you can get incredibly creative by doing similar things. And meshes use default textures by default so if a mesh has the texture you want then it's already all set up for your plans... Few more things to a beginner as someone who used to be a beginner, I'll tell you what I consider best about the Skyrim CK and the Morrowind CK... In my edited post after this... Edit: Alright didn't want lose 20 minutes of my time risking accidentally deleting everything I shared so finishing up past this point... As a Morrowind modder and Skyrim modder being my greatest expertise in life, I'll weigh the cons and ups of both Morrowind CK ups. Levitate Effect. Jump Effect. More diverse art style of vanilla models to mess with to make your own stuff... Vanilla combat is already fairly challenging, so it's easier to mod Morrowind to be a hard game. Highly diverse weather effects. So much Dwemer stuff to work with. World designed around teleporting meaning less bugs risk and bug overhauls to worry about involving these things. Every animal and NPC has a unique run speed. Slowfall Effect. Several more weapon types. Other than Mournholds pseudo exteriors the game itself is designed with a totally three dimensional world designed with levitating and jumping in mind... Where as Skyrim's instanced cities often lack collision, which from a modders perspective can be a major downside. Underwater combat enabled. Casting Stance, and Weapon Readied Stance are great as alternate "Buttons". I use Casting Stance to enter the hoverbike in my upcoming hoverbike mod for instance- if you are also colliding that is... Leaving casting stance makes you exit it. Sewers yeah sewers, MW has fairly extensive sewers by default imo only falling behind the Fallout series in big underground sewer worlds in Bethesda's games. NPCs not wandering like Skyrim makes it easier to make a super deadly world to the player. Openmw opened so many new possibilities like even realistic movement and camera and view distance for openmw latest nightly. Matter of taste but I like the option of randomly dodging attacks in MWs combat. Weapon skill matters a lot more. A lot more spells in general available for spell making. Vampires still take sun damage, no need to mod it in or make compatibility patches around it. No essentials destroying immersion. The dialogue system and no voice requirement for NPCs makes modding a lot of stuff in much easier and more simple. Also consumes a lot less space and resources. In some ways a text based world builder Morrowind is superior to a voiced world builder like Skyrim... Unpopular opinion Morrowind's dialogue is better in my tastes... But that's that just my tastes moving on.... Also Morrowind's jumpy-levitatety compatible world means multiple mods don't have to risk conflict to work together in that kind way effortlessly no patches needed. Skyrim CK Ups... You can choose to ignore certain in-game categories like statics or activators to avoid accidentally selecting the wrong thing, and the replacer function that is Edit->Search And Replace function is more advanced than MWs. Skyrim has Keywords very useful for scriping which MW doesn't have at all. Conditions can be attached to spells themselves in Skyrim. Skyrim can detect what spell is equipped not just spell effects. NPCs act more realistic. Better default animations. NPCs are much much much easier to program to do what you want them to do. In my experience at least MW has no condition to detect if you are swimming... NPCs fighting other NPCs is much easier and more efficient. Big battles with many combatants drain less FPS. Less weapon types but weapon stats are easier to change. Creature stats like reach are easier to change. Cloak Spells and Shouts make a lot of scripts possible. Projectile Shout spell for scripting is amazing. Skyrim has a working headshots mod idk if that's MW possible. Skyrim has grass by default... Grass causes MW much more noticeable FPS and load time issues currently imo. Skyrim itself has much better FPS and load times than MW if you make MW look much better or be much bigger than vanilla. For all it's blandness as a whole compared to MW, Blackreach is pretty neat, and huge. Horses make designing creatures and vehicles a lot more simple to design than say well stuff like my hoverbike for MW which I make put you in 1st person cause it only looks proper that way, immersion killing animation issues that is. AFAIK in Skyrim you can make NPCs that only damage the player MW not so much. To this day MW's water can't touch the realism of Skyrim's water especially with waves. I am very biased in favor of MW but I'm TRYING to be impartial and unbiased here... Also I'd say MW is #1 for customizing stats, and while I like MW's more physically inhuman beast races, Skyrim is #1 in physical appearance customization. From my biased viewpoint it's also MW's artistic power versus Skyrim's raw technological graphical power... But mods can of course, modernize MW's graphics, or make Skyrim's art style and world look a lot more interesting and less generic... And back on topic... World Spaces... World Spaces are a huge absolutely massive plus for Skyrim's game development software. Probably one of the number one reasons Skyrim's modding got so far. You can look at my JurassicNightTerrors mod for my primary massive gameplay overhaul for Morrowind, it involves some ideas a long time ago I thought about adding to Skyrim, but my computer couldn't run Skyrim at the time, so I kept experimenting on Morrowind, and got so far, I'm gonna finish this mod then take a break from massive amounts of time a day modding MW before I even think about doing my idea of a JurassicNightTerrors mod for Skyrim. Oh yeah and about Nifskope basically you open the file, right click NiNode, click Block, click Copy Branch, then File->New Window then the other model you wanna fuse with and after right clicking it's NiNode click block then click paste then save then transform then apply then save again... I save a lot in Nifskope and often get a ton of copies cause I'm so paranoid about losing progress on projects... And if you are into texturing Nifskope and Aorta are essential for that in my experience also... Oh and something slightly depressing: Some models from MW copy and paste together like a charm, I don't mean just appearance I mean like programmed compatibility. I understand virtually nothing about this, but it's just a thing to experiment with, unless you're some type of nerd god whose expertise of these things far surpasses my own and is able to do things impossible to my model editing and making skill level. Parts of sphere Centurion I was able to fuse together with a custom mesh, but not sphere centurion for some reason, even though I wanted to make a mask fitting a khajiit skull out of a centurion's head... It just wasn't compatible by default, and if it CAN be made compatible, I'm not a good enough programmer to figure out how... Be aware you may run into similar obstacles. I can create meshes from scratch in Sculptris but I don't have the expertise to program that to become compatible with Bethsofts games or any known games that I'm aware of yet... I can modify meshes heavily pretty quickly, I'm decent at scripting but... Animation, making totally done from scratch meshes work in game, or making naturally incompatible meshes compatible, I have nowhere near the programming expertise to do that. I spent over a year trying but my brain doesn't seem to naturally work well with that for whatever reason- even trying to follow guides and all. Maybe you'll do better at that stuff than me if that's what strikes your interest. In my experience Skyrim is easier to make textures and apply them for than in MW. I've found it very easy doing basic weapon and armor mesh mods in Morrowind without animation problems, haven't tested it as much in Skyrim so I'm not sure. About scripting BTW when doing a script that repeats every so seconds the longer the delay the better the fps and performance so it's a balancing act usually... Anyways good look with your modding, and I hope my info helped you in some way... Told you everything I would've told myself if I could travel in time.
  6. JurassicNightTerrors for the MOST PART tries to make gameplay more realistic, but in a few cases, realism is broken to maintain balance, and gameplay challenge which will be covered below. (Note: Lots of my stuff uses the default centurion texture, so centurion texture upgrade mods also make my modded stuff look nicer as a side effect)... The hoverbikes model is much better than it once was, and less blocky. Eyesight aboard is vastly improved. It immersively auto hovers in place when unmounted. It no longer jumps to hover gliding closely above the ground, and instead view angle restrictions with an advanced levitate to slowfall script prevent it from being a full blown flying vehicle. You now only must be colliding with the hoverbike in casting stance to mount it. Exiting casting stance will dismount you. You will stand on top of it while dismounting. The unmounted hoverbike now has realistic collision. Dwemer Hoverbike used to be a Cloth Glove, but I changed it to an Activator when dismounted that equips it as technically an armored gauntlet. A memory forge is aboard the dwemer flying saucer to ensure you equip your appropriate gauntlet or bracer upon disembarking... It's more immersive this way, and I think is less likely to disappear during a cell reset. Just in case it DOES which I don't THINK it would you can always go back to Area Vvardyone and activate the Hoverbike inside the Dwemer Flying Saucer to spawn a new one... Because of this I also removed all the old scripts that used to spawn it in various other places. You can dismount midair to just stand there taking a look from above, but if you equip a ranged weapon you will automatically enter the hoverbike to prevent you from godmode-esque ranged sky attacks. YEAH it's realistic and smart to bombard your foes from the sky, but I went against that to maintain gameplay challenge... Likewise yeah it's realistic that a spear has the same bonuses as a staff IE jumping higher with it, but it wouldn't be fair to staff users to give it the same unique weapon bonus, so I made spears give you swift swim. The hoverbike has actual durability now and is damaged by colliding into any spear-shaped rocks or fences or trees or menhirs. It can also be repaired with repair hammers. I had to replace thousands of statics with activators to make this work... The upside is your daedric claws can enable you to climb more than just trees now. When climbing or hiding in a container wandering dead, bounty hunters, and elite bandits can't spawn right next to you. Giant fire breathing lizards and wandering dead come in multiple tiers, and the most powerful individual semi-random spawns have a 1-2 month spawn time or more. Fairly challenging individuals are encountered more often, and downright cannon fodder individuals are the most frequently spawned. Bounty Hunters now come in two tiers. Elite Bounty Hunters only show up once every two weeks and resemble a Her Hands High Ordinator, regular Bounty Hunters look like regular Imperial Guards in squads of three and show up every five minutes in an unlocked city interior, or every 24 hours in the wilderness. The weapon stances are melee basic, ranged basic, caster, spear, staff, crossbow, thrown, and bow. Melee slightly increases your physical defenses but reduces spell resist a little bit, magic stance increases magic defenses but reduces physical defense, ranged weapons make you more vulnerable to all attacks but I consider this fair cause ranged weapon users can flee melee range, have sneak attacks, and ammunition is generally more efficient than magicka... Now a character proficient with both ranged and melee weapons has an in game motive to switch to melee when you've got no breathing room. Staffs, and spears put you in melee stance on top of their own respective bonus. You get a 120% swim speed bonus with a spear, or 1 pt jump bonus with a staff while they are drawn. Now that swimming slows you down a lot more now than vanilla, so spears are much more useful for swimming. Argonians have been given a 410 swimming speed to compensate them... Staffs have only a tiny jump bonus, because I don't want to make acrobatics, khajiit jumping height, leg enhancement implant, and stalker implant useless. Reptiles are often stronger and tougher than most mammals often breathing fire to boot, but all reptiles are ultra vulnerable to frost including frost grenades. With Argonians they have a frost weakness but it's less extreme cause they are playable. Kwama Queens are a lot bigger and have a lot more health but are otherwise unchanged. Kwama Foragers now have a poison bite that does 1 damage for 300 seconds- making them a bit more threatening. Nixx-Hounds have a vampiric health absorb with their proboscis they can use about twice in a fight. Kagouti and Cliff Racers breathe fire. Diseased animals are just as weak as in vanilla. Diseased reptiles have no size increase, most ground reptiles are bigger. Wild guars are bigger than other guars. Blighted animals are bigger, blighted reptiles can get pretty big. Blighted Kagouti, Blighted Cliff Racers and Blighted Nix-Hounds are fierce enemies. Kagouti Rex and Alitasaurus are the only reptiles you'll encounter stronger than a Blighted Kagouti, and they are only in a few specific exteriors, and their ambush you in most out of city exteriors script has over a one month cooldown. Cliff Racers can bombard you from above, but run out of fire breath faster than kagoutis. A kagouti can breathe fire about 30 times, a clannfear 50 times, a cliff racer 25 times... Cryo grenades are very powerful due to their freeze effect, but you are highly advised to safe them for how deadly these new more dinosaur like reptiles are. Everything has been made deadlier to accommodate your stalker cloak implant, container stealth, hoverbike, and warpstep cloak implant. Normally these implants would make the game too easy, so I made everything else so much deadlier the whole games harder even with these new abilities. Netches are huge like massive tentacled flying sky whales and their strength and health are downright godlike now. Fortunately for you netches are gentle giants 99% of the time. In the event one isn't or you must hunt them for some reason, pyro grenades and fire damage is the only realistic way to survive and defeat a creature of such godlike power. The wandering dead who relentlessly pursue you are extremely vulnerable to fire damage. Aquatic enemies have a tendency to use electroshock type spells, but being in the water themselves are also more vulnerable to electroshocks. Dreugh can briefly paralyze and shock you with their tentacles. Slaughterfish apply a stacking electroshock weakness, and zap when they bite. Underwater combat is now often a contest of zapping each other to death, and an electric spear is an ideal weapon for fighting with the fish of Morrowind. Fire, frost and shock spells are now far more strategic than they were before. You can go the muggle route, and use the elemental grenades, and anti-gravity stick (which is also a spear), or use more innate magic or the proper elemental minions to handle things like wandering dead, powerful reptiles and so on. Wandering dead are a constant annoyance at night, but only the cannon fodder spawn almost constantly (in a FPS friendly way), and holding a light, being near a light, a pyro grenade or any fire spell will banish the wandering dead. Colossal Slaughterfish are just as godlike as Netches maybe more so, and they aren't gentle. Colossal Slaughterfish have no weakness. Fortunately Colossal Slaughterfish only exist in Wilderness cells far outside the landmasses deep out in the ocean. Elite Bounty Hunters have no respawn timer when it involves vampires who sleep in temples. Vampires who sleep in temples are always attacked by Elite Bounty Hunters. Warpstep Implant and Stalker Implant are now amulets instead of potions. Potion scripts worked perfectly sometimes but randomly stopped working at other times, thus had to be discontinued and replaced. Amulet Memory Forge has been added, it will memorize rather you're using Custom Amulet which has your own custom enchantments or one of the few most powerful vanilla enchanted amulets, such as Necromancers Amulet, Teeth of the Urshilaku, Amulet of Flesh Made Whole, amulet of levitating, amulet of ignis, and the Heart Amulets. To make a Custom Amulet just put an unenchanted Exquisite Amulet into the machine, and it'll come back named as Custom Amulet with you able to apply whatever enchantments you desire. PedestrianMode is now a Global Variable for multi script functionality instead of a dummy item. ImplantActivatorMode is a similar Global Variable but for Amulets. These global variables will automatically re-equip your chosen right glove or amulet upon activating the new less buggy implants (or using the hoverbike) that are technically weightless zero value amulets with a useless enchantment instead of potions. (Potion scripts worked sometimes, but were scrapped due to bugginess). The right glove and amulet thing is to get around technical hardcoded limitations, and these two Global Variables I mention, are to make these new features feel less intrusive when it comes to your preferred gear slots... If you prefer to have no amulet or glove equipped upon ending these scripts you have that option by default, and can switch or switch back whenever you want. Warpstep and Stalker Implant are you're only active implants. They cost magicka and then using them damages your health via electrocution at zero magicka. Other implants the passive one month lasting implants are similar but different to alchemy. You go to an Implant Pod with the proper ingredients and a scrap metal to get your implant. These are Acrobatic Implant, Vitals Enhancement Implant, Pheromone Implant, and Altmer Blood Implant. Vitals Enhancement gives a tiny endurance and strength boost but mainly augments fatigue regeneration, Pheromone Implant personality, and Altmer Blood gives you an Altmers magicka bonus and weakness, or if you're an Altmer doubles your already existent penalty and bonus. Acrobatic Enhancement Implant gives you a passive jump bonus of about 6, which is more than it sounds like, and stacks with staff leaping, acrobatics skill, stalker implant, and Khajiit abilities. Vitals Enhancement Implant is useful for gliding with the Dwemer Anti-Gravity Stick because the more fatigue and fatigue regeneration the longer you can glide. The Anti-Gravity stick drains magicka and fatigue slowly when equipped, hence high levels of both is essential to glide optimally with it. The hoverbike isn't effected by stats or skills at all, but needs souls to function, and eventually souls get eaten up entirely and need replacing. Trainers Implant makes you hit attacks more often but gives a weakness to magicka and normal weapons and halves your maximum magicka... Matching it's namesake as a temporary implant you use til your needed skills get high enough. Trainer Implant is to help level up your primary weapon skills WITHOUT getting rid of random misses entirely, because I think done right random misses add to the challenge. Every single weapon attacks slower than vanilla and hits harder, also draining fatigue faster which matters more now. Hence why I made such an implant in the first place, because missing is even more punishing now. Second Wind is your rapidly regenerating fatigue, and you can only Second Wind up to 50 times a day if you have 100 athletics. The higher your athletics skill the more Second Winds you get. Second Wind occurs automatically when your fatigue gets low enough. Only resting will bring your Second Wind stacks back. At zero second winds you only regen to 11 fatigue. Your block is drained to almost nothing, and you get blurred eyesight under 10 fatigue. Sneaking jumping and running drains more fatigue now. Hiding in containers, flora and up trees can make your fatigue regen much faster however. NPCs with shields block a lot more and NPCs with two handers do a lot more damage. You need to fight shield using NPCs with slightly different tactics cause of that. You get Warpstep Energy Cells from Void Salts and Stalker Energy Cells from Ectoplasm, in conjunction with your cosmonaut bracer. You can make 1000 energy cells at once and only carry 1000 at once... This is balanced by the fact these abilities require magicka. Only one implant ability doesn't require magicka, that is Enhanced Block usable with either Daedric Claws or the Glass Meatcleaver's bound shield. Both activated with Secondary Action Button. Daedric Claws are for climbing, hunting, assassinating self defense. Glass Meatcleaver is a backup weapon, and unlike Daedric Claws which are always paired, Glass Meatcleaver you can carry a torch with which is important for other reasons in this mod. Glass Meatcleaver does a tiny bit more damage but is more fragile, it's stats based on the Goblin Sword, Daedric Claws more based on Daedric Wakizashi... If your left hand Daedric Claw breaks while holding your right hand Daedric Claws you automatically equip Glass Meatcleaver. It quick switches to cryo grenades just like daedric claws which will be explained later. Another feature of JurassicNightTerrors is the Secondary Action Button... Technically you're Warpstep Implant keybind. It is scripted to do over ten different functions depending on weapon drawn, combat or cast stance, viewing angle, interior or exterior. I recommend you keybind it to the same button you usually block with in Oblivion or Skyrim on the mouse or on the controller. These Warpstep Implant is your Secondary Ability key... Depending on your resources, view angle, equipped weapon, combat stance, casting stance, sneaking stance, and mounted mode it does several different functions... Blink, Hoverbike Turbo, Anti-Gravity Jump, Enhanced Block, quickthrow Cryo Grenade, quickthrow Parasitic Cleave, Pyro Grenade, Electric Grenades, Anti-Gravity Toss, default Recall, Area Vvardyone Recall, deploy Ice-Fortess, deploy automatons, lock door, deploy sentry, are all Secondary Ability functions conviently built into Secondary Ability. Dwemer Lockbreaker, Daedric Claws, Parasitic Blade, and Anti-Gravity staff are recommended to all be keybinded to take advantage of 15 different abilities which can be activated on only one button. Everything but recall costs resources to prevent it from making MW too easy. Recall is free cause it's essential to fix occasional bugs with Blink which every now and then doesn't work right usually when walking up a steep surface you get stuck. Doesn't happen as often blinking from uphill going downward for unknown reasons. Almost never malfunctions on flat surfaces. Recall will teleport you back to either your manually casted recall point, or your hoverbike if you used it. The hoverbike is easy to lose being so small, and I need a way to fix the bugginess of blinking in some situations hence it's a necessary design choice. Secondary Action Key in casting stance teleports you back to the hoverbike, Swift Recall by looking directly down in sneak cast teleports you back to Area Vvardyone. Only the first costs zero magicka. You CAN use your manual mark but I recommend using your hoverbike mark most of the time, unless you absolutely know where you parked the thing. This feature is useful for teleporting back to Area Vvardyone, selling your stuff in Vivec or linked cities, and going back to your hoverbike. To swap to Pyro Grenades scripted quickswap style, simply press Secondary Action Button after quickswitching to a Cryo Grenade, and if you do press it a third time you switch to Electric Grenade... Secondary Action Button will also throw Iron and Steel Spears. Your Anti-Gravity Stick can be thrown twice a day, and will return to you. Iron and Steel spears being weaker and common are considered disposable and will never return after being thrown. Iron Spears which used to be useless to an endgame character can now be a useful one use thrown weapon, or used to make iron lockpads to lock doors whichever you need. Regular Kagouti/Alits have been made way more powerful especially blighted ones, but nothing overpowered. They quickly run out of fire breath, and only have around 1-2k health instead of dozens of thousands. Kagouti Rex/Alitasaurus spawn much farther away and have a very long spawn cooldown now. Kagouti Rex and Alitasaurus instead of a 300 damage fireball now have a 60 damage fireball. Kagouti Rex and Alitasaurus are hand placed in a few exterior cells out in the wild, most Kagouti Rex in Grazelands, most Alitasaurus in Molag Amur region. They can ambush you out of their primary habitat but only once a month, and now start their ambush much farther away. Elemental grenades are now actual hand held weapons. The Daedric Claws fast equip Cryo Grenades, and Parasitic Blade fast equips Parasitic Cleave, more of an ability than a weapon. You throw the blade it does a tiny amount of health absorb and heals you a decent amount over 10 seconds, and you only get them if you sleep with a Parasitic Blade in your inventory, and only up to 20 or 5 if you have any Mortal Wounds. You no longer auto heal when sleeping to accompany this Parasitic Blade feature. To Quick Throw bounce in the air, activate Secondary Ability and you'll equip the proper thrown weapon. Sheathe and Unsheathe to return back to your primary weapon connected to said secondary function. If Conditions have replaced a lot of dummy items as my scripting skills improved a ton the past month or two. You now only make 20 Pyro Grenades or 20 Cryo Grenades at a time which now weigh half a pound a piece, to compensate for the fact they're a lot more powerful. Cryo grenades do extremely low damage to non-reptiles but can paralyze your foes a long time- they also give you a frost weakness however. Pyro grenades are a lot more situational, they do low fire damage to most foes, but banish undead, and are powerful against ice atronachs and enemies vulnerable to fire damage. Climbing trees with daedric claws, riding the hoverbike, and hiding in containers regenerates fatigue extremely fast to accompany the fact your fatigue drains very fast when attacking or sneaking or jumping, and the fact you can only rapidly regenerate fatigue up to about 50 times if your athletics skill is 100. Quick regening fatigue scales with athletics, but hiding in containers, flora, and trees is a way to always rapidly regain fatigue. Your health no longer regenerates, and you must visit the Medical Bay to heal until you're level 20. At level 20 you get 20 Parasitic Cleaves every time you rest at the medical bay when holding the Parasitic Cleaver. Medical Bay won't cure diseases unless you have a Daedric Heart. You get a one day power that only regenerates Strength, intelligence, and Speed to escape to the Medical Bay. If you have Visual Enhancement implant a Dwemer Cyborg Mask is added to your inventory, which gives passive night vision and short range creature sensing, and a very small ranged damage buff. JurassicNightTerrors doesn't REALLY add headshots but ranged weapons do way more damage when aimed almost completely down, which can normally only hit targets when you got the high ground (and usually makes you hit their heads anyways). Dwemer Cyborg Mask will also alert you a before a powerful enemy is about to spawn. Not immediately before. but you'll know at least a few minutes in advance. "You detect massive footprints" means the Kagouti Rex Ambush script has almost reset. "You detect big footsteps" means the same for Alitasaurus. "You suffer nightmarish visions" means the eye is showing you the once a month greater undeads spawn timer is about to reset. "You smell decay approaching" means a wandering dead lich encounter is not far in the future. Dwemer Cyborg Mask comes in two varies, the default helmeted form, and the customized one. You will know by the icons. The default one has a dwemer helmet icon, the custom one has a dwemer cylinder icon. The Custom Cyborg Mask is there to be compatible with hair from other mods, which by the way includes ears on Khajiit. Simply open the hair nif your character uses in nifskope, copy block and paste it to CustomCyborgMask nif and save, then open the CustomCyborgMask in the CK with the new nif... CustomCyborgMask shouldn't be used until then or else your hair and possibly ears will disappear. Every 30 hits given or taken you let out a feral roar and acquire Feral Rage and gain temporary extra damage. The rage lasts for 20 seconds, and you're surrounded by a fiery aura for the duration. Only 15 Critical Hits are needed to activate Feral Rage. Shadowsight Crossbows launch electrified bolts, and as secondary fire fabricates 5 Ice Lockpick out of one Frost Salt. If you have at least one Ice Lockpick the Secondary Action key equips the Ice Lockpick instead. JurassicNightTerrors main version is the whole gameplay plus the creatures and weapon combat. DeprivedNightTerrors is the same but you start out in the sewers with nothing but skooma and moon sugar with a charm spell, restore attribute spell, bound claws spell, and a huge bounty on your head, Warpstep and Blink implant. Only use Deprived for new characters. There's three alternate versions JurassicNightTerrorsLite is without the creatures and weapon combat changes. The other two are if you only like the weapon or creature changes instead of the main mod... NightTerrorsWeapons is the weapons altered only version, NightTerrorsCreatures is the altered vanilla creatures only esp. Daedric Claw Secondary Enhanced Block. Parasitic Blade secondary Parasitic Cleave (throw feature). Anti-Gravity Staff super-jump on ground, Anti-Gravity Toss while leaping, can only throw three times a day. Looking directly down striking the ground sends a shockwave paralyzing everything around you but it consumes 50 Magicka. Dwemer Lockbreaker Secondary Action functions. Combat Stance no sneak regular angle deploy two sentries, Combat Stance Downward Angle deploy automatons, Combat Stance Sneak Equip or make Ice Lockpicks, Casting Stance NoSneak looking down Deploy Ice Fortress. Consuming a Daedra Heart with Daedra Claws equipped by looting a dead Daedra if in a Daedra Ruin interior will amplify you with Daedric Rage making you like a god for 120 seconds. It's like Rage but stronger. During a Daedric Rage episode it will always start thunderstorming and manual blocking will shoot out an explosive electric volley around you, you move faster, jump higher, and you regenerate two health a second. Daedric Rage is also the only way to reset to your rapid fatigue regeneration to zero without resting. You also temporarily get the spell Daedric Smite which does 40 shock damage and absorbs 20 health, on 30 feet for 15 magicka and always succeeds. Deploy Automatons consumes scrap metal, deploy sentry consumes 30 Magicka or 20 if you have two very specific Morrowind MQ rings. These two rings when in your inventory also increase your maximum Parasitic Cleaves, make passive implants last longer, increase crafting efficiency, and make Blink more Magicka efficient. Kagouti Rexes, Netches, and Alitasaurus have lower maximum health during Daedric Rage enabling you to kill them more easily. Daedra Hearts are now important for both curing diseases and Daedric Wrath. Wandering dead are in three categories... Monstrous, common and lesser. Monstrous includes Ancestral Ghosts, Greater Bonewalkers, liches, draughr, skeleton wizards, skeleton archers, and bonewolves, common includes, common includes more powerful melee only skeletons, lesser includes only weak melee skeletons. Common undead can be a challenge, weaker than a Kagouti but stronger than most enemies in MW no ranged attacks or spells to worry about, no extremely high health and so on. Common undead are challenging but are not nearly impossible to defeat unlike say giant greater undead. Lesser undead are as weak as common vanilla skeletons. Greater Undead don't return until 60 days, common undead don't return till 25 minutes, lesser undead don't return til two minutes. All Monstrous Tier undead are extremely weak to fire, and you will auto equip a pyro grenade when they spawn if you have at least one. A lich encounter occurs once every two weeks, and consists of two liches, three draugr, three bone wolves, and two skeleton berserkers. You will not auto equip a pyro grenade upon common or lesser zombies spawning... As an additional improvement some of these scripts track actual IN GAME days, instead of real life seconds unlike my older, buggier, less effective, less professional scripts. Common undead include a Skeletal Berserker, and Liches, but no strength damaging bonewalkers, no nigh unbeatable foes, no normal weapon immune ghosts, no enchanted bow using hard to see skeletons. Lesser undead is just Skeletal Champions and Skeletal Warriors. Everything respawns much faster except for merchants who take three months to resupply. This is to make certain resources scarcer, and replicates how everything respawns after sleeping at a Bonfire in Dark Souls 1. (For more info on the creatures and weapon changes look at the code beneath this paragraph.) Locks can keep wandering dead, elite bandits, and bounty hunters out of interiors. Any torch candle or lamp that can be picked up will also ward off wandering dead so long as you are within 2000 units of them. DarkSoulzianKombat. (Currently a stand alone mod, which will be fused into the upcoming JurassicNightTerrors. Making this as a stand-alone mod for those who only want the gameplay features of DarkSoulzianKombat) Every weapon has a delay time. No more spamming attacks. Minimum damage is increased greatly. Every weapon has been altered in relativity to vanilla stats to maintain weapon stat diversity. Attacks, running, and jumping consume more Fatigue. Sneaking slowly drains fatigue. Fatigue regenerates much faster BUT only a limited number of times between having rested, this scales with your athletics skill. Block chance is 5% to 99% instead of 30-75%. Standing still gives a 5% boost. Shields have triple durability to compensate for the harder hits they'll be taking. Drowning is almost instantly lethal. Swimming is much slower. Running is a lot faster, but NPCs and creatures are also much faster... Especially if you use HardcoreMorrowindCreatures with this mod. Shortblades are the fastest, swords are faster than axes, which are faster than blunt. Staffs and spears are a lot stronger without surpassing the higher potential damage of shorter range weapons. Almost everything but short blades got a tiny range increase to match the slower swing speed. Please set your difficulty setting to 30 when using this mod. The mathematical combat equations from the difficulty GMST depend on that specific difficulty setting to grant the intended difficulty. I am attempting to imitate Dark Souls, being hard but fair which is a delicate balancing act. HardcoreMorrowindCreatures. (Currently a stand alone mod, which will be fused into the upcoming JurassicNightTerrors. Making this as a stand-alone mod for those who only want the gameplay features of HardcoreMorrowindCreatures) Certain types of fairly common enemies will never become easy to fight... Steam Centurions, Bears, Plague Wolves, Netches, Kagouti, Snow Wolves, Golden Saints, Dremora Lords, Daedroth, Ascended Sleepers, Lame Corprus, Ash Vampires, Storm Atronach, Werewolves, Fabricants, Greater Bonewalkers, Liches, all never become easy to fight... They will always do 200-300 damage to you, and 800+ health, ensuring you can never one shot them, and they will always two to three shot a fresh character or six shot even an experienced endurance focused PC with 1000 health. You have 99% block chance in appropriate circumstances to circumvent this. Sub bosses do 400-500 damage to you, have 4000+ health, and the few strongest characters in game will do 550-600 damage, and have 150000 health instead of 3000. You will never outgrow into smashing down without a challenge. Kagouti Clannfears, Daedroth, Guars are by default bigger now. Kagouti, Clannfears, and Cliffracers all breathe fire now. All reptiles (as well as arthropods like Nix-Hounds and Fabricants), and insectoids such as Kwama, are now vulnerable to frost damage. (Netches and Kagouti Rex/Alitasaurus have a much more extreme frost weakness to counteract their godlike stats). Snow variants of creatures from Solstheim are weak to fire. Dreughs are a lot more powerful. They have a new ability called Electric Strangulation which briefly paralyzes and electrocutes you. Slaughterfish have shockbite, Dreugh and slaughterfish will electrocute you but themselves are more vulnerable to electrocution. Looking all the way down disables the waterwalking on the Anti-Gravity Stick, looking all the way up enables it. Anti-Gravity stick now has a on strike shock enchantment to make it useful when fighting these fish. To make this mod's creatures compatible with NOMs food system, creature loot has been somewhat modified in a very simple way... Hound-Meat has been renamed to Meat, and all animals except for rats, durzogs, slaughterfish and dreugh carry meat. Bigger animals carry more pieces of Meat. This will enable you to survive off of hunting animals while still using NOM. Or in a NUTSHELL zombies, apex predators, dinosaurs, and killer robots are a heck of a lot more realistically terrifying now... These are the power tiers of the newly overhauled creatures. Almalexia/Vivec now both have about 15000 health, Dagoth Ur has 11000. These three characters have much higher health... Imperfect, Grahls, and Ash Vampires now have health ranging from 2400 to 6000, and increased minimum damage. Sub Bosses: Imperfect, Grahls, Ash Vampires. Mini boss enemies: Dremora Lords, Golden Saints, Named Vampires, Atronachs, Clannfear, Draugr, Daedroth, Grahl, Steam Centurions, Plague Wolves, Fabricants, Snow Wolves, Bears, Greater Bonewalkers, Ogrims, Hungers, Winged Twilights, Spriggans, Bonelord, Lame Corprus, Kagouti, Liches, Blighted Guar, Bull Netches, Betty Netches. (These fairly common creatures have essentially had their stats pumped up to make fighting them like a miniature boss fight. One well armed, high strength, stealth attack crit will not be enough to outright kill them. They will two shot a low max health PC, and four shot you even at 1000 health. Skeletons, bonewalkers and regular corprus stalkers are a little bit tougher and faster but nothing like the above mentioned. Blighted variants are bigger and stronger than normal, diseased variants are weaker as in unmodified, and vanilla level weak. Fight an unusually weak animal it's probably diseased. Fight an unusually powerful one it's probably blighted. Dremora Lords can be identified by their stature, and Golden Saints have gotten a bit bigger being even taller than a Dremora Lord. Blighted Cliff Racers aren't super tough being delicate hollow boned flying birdlike beings... But they are a bit tougher, and do fairly high damage now. Wild Guars are bigger than tame guars, and hunting them is no joke. Betty Netches and Bull Netches are even bigger now. Betty Netches are 5.2 times bigger, Bull Netches are 5 times bigger, and the Giant Bull Netch is 6 times bigger. Betty Netches are only a little bit smaller than Bull Netches and still more powerful... The one of a kind Giant Bull Netch is the strongest of all... And there's only one. Bull Netches have 62k health, Betty Netches 70k and the Giant Bull Netch has 80k health... Their only weakness is that being squishy-jelly like beings they're incredibly vulnerable to fire damage. Damage to player is six times higher, Minibosses have 40-50 damage minimum, Sub bosses usually do 75 damage, world bosses can do 100 damage to about double that with a weapon. Hence, Minibosses can hit you for 300 damage, Sub Bosses for 450, and World Bosses can hit you for up to 1020 damage... You are given 386 minimum starting health to ensure this difficulty works as intended. Minibosses have 850 minimum health, Sub Bosses 1500, and World Bosses have a minimum of 15500 health... It may sound like Sheogorath'ian Madness, but the intent is indeed to imitate the difficulty of Dark Souls Combat. Tactical Advice: JurassicNightTerrors which is back in development will feature enhanced stealth mechanics, dwemer implants, a soul powered hoverbike and other abilities to help you survive with these two hardcore difficulty mods. I recommend you utilize and abuse stealth, magic, and enchantments as much as you can. Another bit of advice: You know how in Dark Souls you switch between two handed and sword-and-board depending on the situation? It's a lot like that in this mod too. I recommend you have a one handed weapon and a two handed weapon, and a shield. Use the two hander when you need reach and heavy alpha damage, and go sword-and-board when you are being attacked by very fast enemies in confined spaces, are surrounded, need a faster attack speed, or are badly wounded. And I also recommend a crossbow or bow to switch to when you need it... These two mods make combat so difficult that you'll probably actually be a lot more dependent on mastering multiple weapon skills for this reason. Merchants now take three months to resupply their stock to add to the feeling of growing weariness, where as creatures respawn in only 8 hours, again imitating Dark Souls as much as I can. JurassicNightTerrors will feature a claw weapon that automatically sheathes and unsheathes a defensive offhand claw, to make it feel a lot more like Dark Souls but that's still in development. HardcoreMorrowindCreatures and DarkSoulzianKombat both only modify the vanilla creatures, and vanilla weapons/shields that exist in-game, adding nothing else... In preparation for the goodies to come with JurassicNightTerrors. DarkSoulzianKombat has a number of GMSTs it makes for those concerned about compatibility. Those GMSTs in question are... IminWalkSpeed. fCorpseClearDelay fDispDiseaseMod FDispbargianFailMod FfightStealing icrimeattack icrimekilling icrimepickpocket icrimetresspass fMinWalKSpeedCreature. fBaseRunMultiplier. fSwimRunBase fHoldBreathEndMult fSuffocationDamage fMaxFlySpeed fBlockSkillBonus fDamageStrengthmult fFatigueReturnBase fFatigueReturnMult fFatigueAttackBase fFatigueAttackMult fFatigueRunBase fFatigueJumpBase fFatigueJumpMult fFatigueSwimRunBase fFatigueSwimWalkMult fFatigueSwimRunMult fFatigueSneakBase iBlockMinChance IblockMaxChance iMonthsToRespawn fCorpseRespawnDelay fBarterGoldResetDelay fBarterSuccessDispostion fBarterFailDispostion fWeaponDamageMult fDispWeaponDrawn fDispAttacking fSneakSpeedMultiplier fDifficultyMult FWerewolfRunMult JurassicNightTerrors will feature Deus-Ex style Dwemer implants that enhance stealth and mobility, with containers and flora to hide in. It counteracts your fatigue drain in sneak mode, and floral camouflage augments your Stalker Implant energy efficiency which helps with Warpstep ambushes... It will also feature Cryo Grenades, which do devastatingly high damage to reptiles, argonians included. Pyro Grenades banish the wandering dead, and do devastating damage to Frost Atronachs, Snow Bears, Snow Wolves, Ice Giants... And netches the normally almost impossible to kill new and improved gigantic netches. Netches would be like gods themselves if fire didn't exist, sucks for them doesn't it? Gone are the former clumsy "Enter Casting Stance to throw grenade" mechanics. You now have a new ring called "Grenade Toggle" which adds and removes the Quickhand Condition at will. When Quickhand is active you will automatically grab a Cryo Grenade whenever an Alitasaurus or Kagouti Rex has a scripted encounter with you. Fifteen seconds afterwards it'll automatically switch you back to your Daedric Claws. Likewise whenever you have a scripted encounter with greater Wandering Dead you automatically equip the Pyro Grenade for fifteen seconds. Think of the "Warpstep Keybinding" as your Secondary Primary button... I even recommend you keybind it to your right mouse or left console controller trigger (where manual block is for Oblivion/Skyrim). Same button miraculously manually blocks, throws cryo grenades, blinks, hoverbike boosts, deploys manufactured followers, megajumps with Anti-Gravity Stick. Good News/Bad News... This Dishonored-Style Blink spell has a neat short range teleport+recall at will ability... Which sucks for some players who always need their mark at a specific location. I however made Swift Recall Software teleport you to Area Vvardyone so you always have a safe place to have a secondary recall towards at least. In Sneakmode you always mark then blink forward unless in caster stance. In caster stance you always recall back to where you were. Morrowind's statics and game-engine can get very glitchy when it comes to short-range teleportation spells, and it has no equivalent to shout-projectile-teleportation scripts. The problem usually revolves around uneven surfaces, ramps, stairs things like that... It works extremely well in flatter environments actually. You can do amazing stuff like teleport through the ghost fence even... The recall function is essential to making these buggy situations as non-intrusive and non-annoying to gameplay as possible. I can't do it any other known way. Only way I find such game breaking physics bugs tolerable is with a swift easy to reach recall function. You likely feel the same. You can however, easily teleport to Area Vvardyone, and back to assumably whatever more deadly territory you are in. Teleporting to Area Vvardyone requires some magicka, and blinking forward likewise consumes Magicka. Recalling doesn't consume magicka because it's essential to avoid you porentially falling endlessly through the ground, and besides you are going to have your mark in more unsafe locations anyways. Outside of sneaking stance it does up to ten different abilities all on one keybinding based on your equipped weapon. Which includes, enhanced block, cryo grenades, lockbreaker orb, sky-high upwards teleport, locking doors, deploying automatons, deploying an Ice Fortress, and a Hoverbike boost, on top of short range blink and recall. If you jump with Daedric Claw you can swiftly throw a cryo grenade to paralyze your prey, flee a guard (or greater predator), or kill a mighty reptile... You will switch back to your Daedric Claws automatically right as you hit the ground. With Parasitic Swing you literally throw your Parasitic Glassblade. This must be done quickly to work, you must leap with the proper weapon, activate your secondary ability button while midair and quickly throw it down. You only have a second to do so, and as a result you can't throw either as far as a conventional aimed weapon, and the arc is a lot more noticeable... It feels oddly realistic. To replicate the challenging feel of Dark Souls you don't regen health when sleeping, instead you get 20 Parasitic Glassblade throws per sleeping session, if you have any Mortal Wounds from almost dying not yet fixed by giving a Daedra heart at the Medical Bay you only get 5 Parasitic Glassblade throws. Obviously it requires an unbroken equipped Parasitic Glassblade. Daedric Claw->Increase block chance to nearly 100% for 15 seconds at the expense of 25 Fatigue. (Made visible by Lightning shield). Parasitic Claymore->Launches a Parasitic Orb to heal yourself and drain your enemies health, temporarily slows you down. Only usable 20 times a day with no Mortal Wounds, or 10 times a day if you have a mortal wound. (A day being unrested time). Shadowsight Crossbow->Lockbreaker Orb. Anti-Gravity Stick->Teleport upwards. Looking Straight Down+Sneakmode->Deploy Automatons and Atronachs (At the cost of scrap metals or salts). Looking Straight Down+Neutral Mode->Lock Doors. Castmode+Lockbreaker->Deploy Ice Fortress. Nocombat+NoCasting->Quickly equips a Cryo grenade. In Hoverbike->Blink forward for zero magicka. Cryo Grenades do very low damage to everything except reptiles and flame atronachs. Flash Bombs do very low damage to everything but Netches, and Frost Atronachs. Flash Bombs are primarily for banishing wandering dead, bounty hunters, and elite bandits. Cryo grenades are primarily for either paralyzing your enemies for a few seconds, or killing enemy reptiles. Note: HardcoreMWCreatures Overhaul gives you more reason to use cryo grenades strategically. Yes, regular Kagouti and WIld Guar are NOTHING compared to Alitasaurus and Kagouti Rex... But still way stronger than in vanilla. It only takes two cryo grenades to kill a blighted kagouti, but it's damage wise very weak against anything not a reptile or flame atronach. Argonians have been given a pretty severe frost damage weakness, not as extreme as other reptiles cause they're playable but still pretty severe. They have vastly enhanced swim speed to compensate for this. All atronachs are more dangerous, but all it takes is one opposing element grenade to kill a flame or frost atronach. JurassicNightTerrors only provides a few instant cast spells IE the active implants, but is a pioneer for Openmw in that it all started with a desire to make instant cast spells that work in Openmw. I am presently diagnosing scripting bugs rooted in the fact that months ago I was much less skilled at scripting Morrowind and as a result the frames per second was terrible, the hoverbike script subpar, and I had a bunch of clunky dummy items I could've replaced with multistaged short script variables or global variables... The mod is currently mostly complete, and I have my data backed up in a hidden place in case something horrible happens. This is a WIP not yet ready for public release, but I estimiate it will very likely be ready for release this January, and if not it won't in all estimation take me much longer to complete.
  7. Each frame? Yikes. That can't be good for performance, thanks for warning me. Perhaps I could at least make it run every say twenty seconds instead. That'd at least be better than this going off every frame.
  8. Short version is I'm trying to add a new mechanic to JurassicNightTerrors as I am momentarily hiding it til I iron old bugs out. This new mechanic involves stealthed enemies. Berne Vampires will have an even more powerful cloak, non-Berne vamps and werewolves will have a somewhat weaker cloak, DB-Assassin's, Elite Bandits who stalk rich players, and various creatures such as scamps ghosts small slaughterfish and dwemer spiders that strike me as sneaky will have something in between. There are three special dwemer crossbows with a screen interface hovering above it, which scans for invisible enemies and decloaks them when it is equipped and drawn. Dwemer Lockbreaker, Grand Dwemer Lockbreaker, and Shadowsight Crossbow. (Each have unique models btw). This invisibility effect also increases their agility luck and health by a bit. So the script idea is when you have none of these crossbows equipped and drawn the cloak effect gets applied to a lot of these creatures, then I'll make an opposite effect where equipping either one of the three both gives slight night vision and removespells these characters and creatures cloak ability. Anyways here's the script itself, part of it. Short NyxPaSpawnFixahUh if ( Player->HasItemEquipped "AANyxPanthXBoNormul" == 0 ) if ( Player->HasItemEquipped "AANyxPanthXBoCryo" == 0 ) if ( Player->HasItemEquipped "AANyxPanthXBoCryoUber" == 0 ) AANYxPanthRobbr->AddSpell "AAAANyxPaBandiClo" ANyxPanthancestor_ghost->AddSpell "AAAANyxPaBandiClo" ancestor_ghost->AddSpell "AAAANyxPaBandiClo" ancestor_guardian_fgdd->AddSpell "AAAANyxPaBandiClo" ancestor_guardian_heler->AddSpell "AAAANyxPaBandiClo" ancestor_ghost_Variner->AddSpell "AAAANyxPaBandiClo" BM_wolf_skeleton->AddSpell "AAAANyxPaBandiClo" wraith_sul_senipul->AddSpell "AAAANyxPaBandiClo" centurion_spider_bbot7->AddSpell "AAAANyxPaBandiClo" centurion_spider_bbot3->AddSpell "AAAANyxPaBandiClo" centurion_spider_dead->AddSpell "AAAANyxPaBandiClo" centurion_spider->AddSpell "AAAANyxPaBandiClo" centurion_spider_tga2->AddSpell "AAAANyxPaBandiClo" centurion_spider_tga1->AddSpell "AAAANyxPaBandiClo" clannfear->AddSpell "AAAANyxPaBandiClo" scamp_creeper->AddSpell "AAAANyxPaBandiClo" scamp_mg_apprentice->AddSpell "AAAANyxPaBandiClo" scamp->AddSpell "AAAANyxPaBandiClo" gateway_haunt->AddSpell "AAAANyxPaBandiClo" BM_hircine_huntaspect->AddSpell "AAAANyxPaBandiClo" shalk->AddSpell "AAAANyxPaBandiClo" Slaughterfish_Small->AddSpell "AAAANyxPaBandiClo" Set NyxPaSpawnFixahUh to 0 Endif Endif Endif Which works fine... HOWEVER there are a few characters and NPCs that cause the script to not work for some weird reason. I know it's not caused by script length cause I tested it. I am also pretty sure I copied and pasted their ID's just right so I don't think that's the problem. And btw anything with a name like "NyxPa-(whatever)" is a custom mod specific object I made just fyi... And it's not just that stuff messing up the script. Here is what it looks like with them included... skeleton archer->AddSpell "AAAANyxPaBandiClo" ancestor_ghost_greater->AddSpell "AAAANyxPaBandiClo" centurion_spider_bbot1->AddSpell "AAAANyxPaBandiClo" Dahrk Mezalf->AddSpell "AAAANyxPaBandiClo" dwarven ghost_jeanne_U->AddSpell "AAAANyxPaBandiClo" dwarven ghost->AddSpell "AAAANyxPaBandiClo" ANyxPanskeleton archer->AddSpell "AAAANyxPaBandiClo" severa magia->AddSpell "AAAANyxPaBandiClo" Dandras Vules->AddSpell "AAAANyxPaBandiClo" I wondered if maybe the characters who have spaces in their names confused the script but I quickly found out that wasn't why. For some reason these specific NPCs and creatures cause the script to not compile if I attempt to add them to my stealthed enemies list. Can someone please explain what's going on with my script that I cannot seem to figure out? I'll credit you if your advice fixes the script btw. (I have more to add to this script, the removespell function for opposite If conditions, but if these creatures and NPCs don't work with the Addspell Condition I can't even get the start of the script working). Edit: I think I fixed it... I added the bugged object refs to an unaccessible dummy cell, and added quote marks to the name of every object with a space or underscore in the name.
  9. I thought my mod was all done. Worked out a ton of bugs with other modded features, now there's one last issue I am aware of that I just discovered. Creatures meant to be very rare spawns anywhere outside of the Grazelands are not working as intended. The Colossal Slaughterfish, and weather based Atronach/Corprus monster bits of the script are working fine. The problem is the two rare creatures the Kagouti Rex and Alitasaurus seem to be spawning extremely frequently. Begin AANyxPanthGiantScript Short TyrantLizardKing If ( MenuMode == 1 ) Return Endif if ( GetCurrentWeather == 5 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( CellChanged == 1 ) If ( Random100 >= 75 ) PlaceAtPC "AANyxPantatronach_storm", 1, 328, 1 Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif if ( GetCurrentWeather == 6 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( CellChanged == 1 ) If ( Random100 >= 75 ) PlaceAtPC "AANyxPanatronach_flame", 1, 328, 1 Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif if ( GetCurrentWeather == 8 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( CellChanged == 1 ) If ( Random100 >= 75 ) PlaceAtPC "AANyxPanatronach_frost", 1, 328, 1 Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif if ( GetCurrentWeather == 9 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( CellChanged == 1 ) If ( Random100 >= 60 ) PlaceAtPC "AANyxPanatronach_frost", 1, 328, 1 Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif if ( GetCurrentWeather == 7 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( CellChanged == 1 ) If ( Random100 >= 80 ) PlaceAtPC "corprus_stalker", 3, 128, 1 PlaceAtPC "corprus_lame", 4, 528, 1 PlaceAtPC "dreamer_f_01", 1, 628, 1 PlaceAtPC "dreamer", 1, 128, 1 PlaceAtPC "dreamer_02", 1, 328, 1 Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Wilderness" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 30 ) PlaySound "Slaughterfish Scream" PlaceAtPC "AAnYXpANTHgR8fISH", 1, 2828, 0 Messagebox "You see something massive approaching from the water." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Wilderness" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 95 ) PlaySound "Slaughterfish Moan" PlaceAtPC "AAnYXpANTHgR8fISH", 1, 828, 1 Messagebox "You hear something massive approaching in the water." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "West Gash Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 98 ) PlaySound "AlitMoan" PlaceAtPC "AAAlitASaurusREEL", 3, 128, 1 Messagebox "You hear heavy footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "West Gash Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 98 ) PlaySound "Kagouti Roar" PlaceAtPC "AAkagoutiRex2", 2, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Solstheim, Moesring Mountains" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 99 ) PlaySound "Kagouti Roar" PlaceAtPC "AAkagoutiRex2", 2, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Solstheim, Isinfier Plains" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 99 ) PlaySound "Kagouti Roar" PlaceAtPC "AAkagoutiRex2", 2, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Solstheim, Hirstaang Forest" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 99 ) PlaySound "Kagouti Roar" PlaceAtPC "AAkagoutiRex2", 2, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Solstheim, Felsaad Coast Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 99 ) PlaySound "Kagouti Roar" PlaceAtPC "AAkagoutiRex2", 2, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Sheogorad Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 99 ) PlaySound "FabVermScream" PlaceAtPC "AANyxPanGiantFabr", 2, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Sheogorad Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 92 ) PlaySound "AlitMoan" PlaceAtPC "AAAlitASaurusREEL", 3, 128, 1 Messagebox "You hear heavy footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Red Mountain Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 97 ) PlaySound "Kagouti Roar" PlaceAtPC "AAkagoutiRex2", 2, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Red Mountain Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 89 ) PlaySound "AlitMoan" PlaceAtPC "AAAlitASaurusREEL", 3, 128, 1 Messagebox "You hear heavy footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Molag Amur Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 98 ) PlaySound "Kagouti Roar" PlaceAtPC "AAkagoutiRex2", 2, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Molag Amur Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 60 ) PlaySound "AlitMoan" PlaceAtPC "AAAlitASaurusREEL", 3, 128, 1 Messagebox "You hear heavy footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Grazelands Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 70 ) PlaySound "Kagouti Roar" PlaceAtPC "AAkagoutiRex2", 3, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Bitter Coast Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 95 ) PlaySound "Kagouti Roar" PlaceAtPC "AAkagoutiRex2", 2, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Bitter Coast Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 92 ) PlaySound "AlitMoan" PlaceAtPC "AAAlitASaurusREEL", 3, 128, 1 Messagebox "You hear heavy footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Ascadian Isles Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 98 ) PlaySound "Kagouti Roar" PlaceAtPC "AAkagoutiRex2", 2, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Ascadian Isles Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 92 ) PlaySound "AlitMoan" PlaceAtPC "AAAlitASaurusREEL", 3, 128, 1 Messagebox "You hear heavy footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Ashlands Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 98 ) PlaySound "Kagouti Roar" PlaceAtPC "AAkagoutiRex2", 2, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Ashlands Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 92 ) PlaySound "AlitMoan" PlaceAtPC "AAAlitASaurusREEL", 3, 128, 1 Messagebox "You hear heavy footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif If ( Player->"iswerewolf" == 0 ) if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Azura's Coast Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 98 ) PlaySound "Kagouti Roar" PlaceAtPC "AAkagoutiRex2", 2, 128, 1 Messagebox "You hear tremendous footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif Endif if ( CellChanged == 1 ) if ( GetInterior == 0 ) if ( Player->GetEffect, sEffectInvisibility == 0 ) if ( Player->GetEffect, sEffectLevitate == 0 ) if ( GetPCCell, "Azura's Coast Region" == 1 ) if ( player->GetItemCount, "AASkulOfEncounters" == 1 ) If ( Random100 >= 94 ) PlaySound "AlitMoan" PlaceAtPC "AAAlitASaurusREEL", 3, 128, 1 Messagebox "You hear heavy footsteps behind you." Set TyrantLizardKing to 0 Endif Endif Endif Endif Endif Endif Endif End In the West Gash Region where I recently tried out my own mod assuming all the bugs were ironed out, I discovered the Kagouti Rex and Alitasaurus spawn very frequently. Even though there's only supposed to be a 2 out of 100 chance of them spawning, in an exterior cell on cell change in that region. Am I not understanding Random100 properly? What is likely at play here? edit: I am experimenting with if ( Random, 1000 >= 980 ) instead of if ( Random, 100 >= 98 ) I'll see how it goes... Edit 2: Well it works properly this way. So problem fixed, just got a tiny bit of script fixing up to do now.
  10. I like to use scripts attached to misc items to avoid conflicts with cell alterations and leveled lists. Multiple misc items also lets me pass the script length limit as well. I generally use weather, reactions to sound, cell name, if exterior or if exterior to spawn my stuff for my upcoming MW overhaul mod. Sometimes I'll make a script only function if for example it has ModdedItemCount 0 and it adds such item upon firing then another later script or condition removes said dummy item... On say, OnCellChange to prevent the script from spamming too extensively. Bunch of weightless misc items essentially. I have to warn future users they probably should never remove such items for the mod to work right, but doesn't seem to interfere with gameplay and works like a charm. Also keep in mind by default the Wilderness cell is the deap ocean if you want to have scripted summons there. I really like making everything depend on scripts cause it avoids leveled lists conflicts and avoids cell change conflicts. Downloaders of your content don't even need to worry about the time consuming complexity of downloading additional patches or complex installs. In the future I'll share some of my scripts, or if you really want I could PM you some of my example scripts. I think the key to respawning bandits anyways, is a random condition, added by a misc dummy item you always have, which has If conditions related to either the cell you're in, or the sounds going off around you. You could easily make a very long script perhaps with multiple misc items, involving every vanilla dungeon, with a random chance to summon your bandits. (I am using a similar but different idea, where rare more powerful giant versions of common mods, have a low chance to spawn every time a specific creature utters it's sound file).
  11. I'm planning on making a few heavily scripted mods for Morrowind. The scripts being the life essence of the mods. For context I started out as a Skyrim modder, I technically modded Morrowind first, but for the most part was most familiar with Skyrim modding mechanics. I'm working on making a heavily scripted stealth/survival/mobility enhancing dwemer themed gameplay overhaul, and scripts are essential to my modding ideas. I never uploaded a scripted Morrowind mod before, I've only released scripted mods for Skyrim, and recently learned a ton about scripting MW, I know how to make the scripts I want work, but I'm not exactly sure if there's a tiny difference in how Morrowind stores it's script data and how Skyrim does. So I don't want to release my mod publicly til I know for sure I won't accidentally release my first scripted MW mod in a broken state. A thing I learned the hard way about scripting Skyrim is that uploading the ESP, Meshes and Textures to something like the Nexus is not a viable way to upload scripted mods for Skyrim. You also have to upload the scripts as well, as Skyrim has it's own script folder. However, whenever I look at my Morrowind Data base I do not see scripts anywhere. I only see scripts in the CK itself and I can only view both the vanilla scripts and the scripts of the current active mod being worked on. Which gives me a big question. Are scripts saved into Morrowind's ESP files by default? Is Morrowind different from Skyrim in that regard? Have I just not been able to find the script folder for some reason, or does MW just not have a script folder unlike say Skyrim?
  12. I vote to add 3 different mod options. Two rings for those who miss classic equipment stacking, three rings for those who want something bordering on almost cheating, and four rings for those who... Want four rings for whatever reason. Personally I'd be fine with 2 or 3. Old fashionedmode : Two rings at once. Abundant rings mode: Three rings at once. Powergamer mode: Four rings at once.
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