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dancar

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  1. Hi, I like your idea and I'm sorry you have no feedback. I wrote this in the forum some months ago: https://forums.nexusmods.com/index.php?/topic/5249750-better-places-for-beasts/ It sounds more or less like your stuff, something I always hated in vanilla Morrowind is that the wilderness are a sort of illogical mess of aggressive enemies, it feels more like a videogame than a some sort of fantasy real world simulation. I will try your mod, one day or another. Thank you and if you can, keep working on it.
  2. ok, thank you, I will make some experiments.
  3. Thanks bioshards, just an another question: if I have an orc with a permanent drain speed, let's say 25, and then he has a ring which gives speed +25, the game removes 25 and adds 25. Right?
  4. Is it possible to make a cap for skills according if they are primary, secondary and a cap for attributes according the races?
  5. Yes, exactly. I will remove, IMO, the guars from the ashlands and I will merge it with "Ash Creatures Tweaks" and then you have a really good starting point . There are also mods where creatures when you get too close for too much become agressive, I don't know if it's the same for ecology. Thanks
  6. Thanks for the reply, I have to learn to use the editor but actually I'm working on other stuff. Plus if you remove creatures, you decrease variety, so you have increase the numbers of the remaining ones, then maybe adding diffrent sizes and type of the same creatures and go on... I think for a skilled modder it could be quite easy, not for me. By the way I have made a research and I only found an "Ash Creatures Tweaks", description: "Small tweak to the the leveled list which concerns with all 6th house minions which makes Red Mountain daedra free. Also makes so that Ash Ghouls and Ascended Sleepers appering at lower levels (around level 14 & 18 respectively) and more frequently." Basically it's the idea.
  7. I would like to ask what do you think about this idea for a mod and if someone can do it. The idea is a sort of "better place for beasts", i.e. changing the locations of Morrowind wild creatures to make them more specific and a bit more rational. Some examples: In the Ashlands only rats, shalks, kwama, scribs and their predators like cliff racers (near the mountain) and nix hounds. (maybe some durzogs) In the swamps area guars, rats, shalks, nix-hounds and mud crabs. Few betty netch and bull. Locations near Vivec many bull-netches, betiies and some shalks and rats. North east of Morrowind many kagouti, alit and nix hounds (and rats and shalks) Islands with many mud crabs, some cliffracers, guars (it looks amphibious to me) and waters infested of slaughterfishes and dreughes. North west of Morrowind guars, bulls netches, nix hounds, some wolfes and bears. --- With third party mods following this rules: Ashlands home for bugs and reptlles, swamp areas for bugs, reptiles and some big "creatures". North east home for big and ferocious beasts. North west more or less the same for the north. Locations near Vivec less dangerous beasts. Islands home for water and air creatures. --- add on Maybe making different sizes and stats for beasts: small (or young), average (lesser), adult, strong, big and huge. Not necessary all aggressive.
  8. Hi, I don't think It's a technical problem, but I would like a technical help. I have a dead henchman and I can't raise him from death because my character can't use cleric spells anymore, probably for his specialization (shapeshifter). I would like to know a console command to "raise dead" him (with just 1 health point). Thanks
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