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ProfArmitage

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  1. In the vanilla game, the plates are just "Plate". Only the three silverware plates have a different name. Were you previously using a mod that changed their names? http://en.uesp.net/wiki/Morrowind:Clutter These are all just "Plate". misc_com_metal_plate_03 misc_com_metal_plate_04 misc_com_metal_plate_05 misc_com_metal_plate_07 misc_com_metal_plate_07_UNI1 misc_com_metal_plate_07_UNI2 misc_com_plate_01 misc_com_plate_02 misc_com_plate_03 misc_com_plate_04 misc_com_plate_05 misc_com_plate_06 misc_com_plate_07 misc_com_plate_08 misc_com_redware_plate It's the same with bowls. Except for the LImeware Bowl, the Ceramic Bowl (which you need for a quest), the Silverware Bowl, and a few specific Redware bowls, they're all just "Bowl" in vanilla. misc_com_redware_bowl misc_com_redware_bowl_01 Misc_Com_Wood_Bowl_01 misc_com_wood_bowl_02 misc_com_wood_bowl_03 misc_com_wood_bowl_04 Misc_Com_Wood_Bowl_05 misc_de_bowl_01 misc_de_bowl_white_01
  2. My dungeon mod had been rattling around in my head since 2002. This Modathon finally got it out.
  3. The mod I created for the Modathon usually had between 3 and 9 different entries for each topic. Which NPC you're talking to, whether or not you've already done a particular vanilla quest, whether a particular NPC was killed if you have done the vanilla quest, etc. Over 200 entries total. Dialogue can be a nightmare.
  4. I think your only option would be to have the dialogue three times, once for Diviner, once for Master, and once for Patriarch.
  5. Every cell has Ambient, Sunlight, and Fog lighting values that are independent of any lights placed in the cell. In the Construction Set, go to World -> Interior Cell and select a cell name from the dropdown menu, and it will show the red, green, and blue values for the three settings. For example, the Alas Ancestral Tomb has Ambient-10/10/10, Sunlight-40/40/40, and Fog-50/25/0. I just created a new interior cell, and it looks like the default values are Ambient-71/71/71, Sunlight-242/217/217, Fog-0/0/0. There's a mod called True Lights and Darkness that reduces the lighting values in tombs, Dwemer ruins, and similar underground areas to 0, making them completely dark other than placed light sources and whatever the player is carrying. If you want your cell to be dark other than actual lights, you need to lower the light values in the cell.
  6. I just opened The Zone in Enchanted Editor, and the Zone region is a cluster of eleven cells northeast of Tel Mora, right in the middle of the northern part of eastern TR.
  7. I know of one mod (The Underground 2) that runs into the game engine's apparent problem with levitating NPCs. There's an enemy with a Constant Levitate item, and if you kill her she falls through the ground and disappears. If you aren't able to access her corpse in the half-second before she's gone, the only option is to use the console to relocate her corpse to your location in order to loot the body, assuming you have her ID.
  8. There's an alternate index for MMH here. The search on the main site appears to be fixed now too. Downloading from Great House Fliggerty appears to be working now.
  9. If it just flags the mineral deposits to respawn like plants, then it would use the same time. A month, I think.
  10. It appears that a lot of the Great House Fliggerty mods can be downloaded if you enter the download page (the one with the junk display) into the Wayback Machine. For example, Mesh Improvements Optimized.
  11. It's the Horror Mod, for anyone interested.
  12. I believe the vanilla summon spells are hardcoded, and any new summon spells are scripted to detect the new spell being cast and then use PlaceAtPC to make the creature appear, with a timer in the script to disable it when the "duration" expires. I don't see why a similar spell couldn't summon an NPC. Melian's Teleport Mod already lets you add any NPC in AIFollow mode to a list of companions and then summon any NPC on the list to your location any time you want.
  13. Yes, when you click on the button to select an icon file for an item, there's a drop down menu with the choices "Morrowind DDS Icons (*.DDS)" or "Morrowind TGA Icons (*.TGA)". For me, it's in the bottom right, next to the File Name line and above the Open and Cancel buttons. Depending on how the game is installed, there may not be any icons in the Icons folder, since the vanilla assets are contained in bsa files. I have the old CDs, so the assets are on the Construction Set CD. You can also use a bsa unpacker to extract them from the bsa.
  14. You cannot use the Almsivi or the Divine Intervention on target or strike since those spell effects will only work on Self. However, a combination of Command Humanoid and Melian's Teleport Mod will allow you to teleport hostile NPCs by adding them to your Companion list while the Command is in effect, going where you want to transport them, and then summoning them there. I've used it to transport bandits into prison cells.
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