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Posts posted by drakeelvin
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In reference to the following post, it could have been handled better.
IMO the proper way to have handled this would be to simply have the forum moderator move the post to the correct forum and leave a shadowlink along with a brief comment that it belonged in the other place.
I run a small forum and that's a feature that is there for exactly stuff like this.
Two things stick out:
1. Clearly he's a new poster maybe he's not even aware of the regular forums, why not give the benefit of the doubt and just fix it rather than the lecture?
2. The lecture is now sitting in my mod thread and IMO that's even worse.
I appreciate your time and all but forums have that move post feature for a reason. Why not just use it and give the first time poster the benefit of the doubt? He and I would have both been better off that way.
Thanks.
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Yes, I have to admit I have limited experience with perks as they are supposed to be implemented. I think they offer a lot of power to modders but I've not yet utilized their full potential, I tend to use scripts because I understand those better.
But there are a lot of perks in the game you can study, you might do better than I have. I know I'd like to do better in this area.
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The race is just one Trait in the Actor/NPC object, and race deals with physical appearance only.
SPECIAL attributes are determined by the Class (also an Actor Value) so when you create a new NPC object you assign the Race for basic physical appearance, and assign the Class for the particular SPECIAL and Tag skills. If you examine the vanilla humanoid companions like Cass and Veronica, for example, you see they each have their own Class so their SPECIAL are unique to them, but it has nothing to do with their race as far as GECK is concerned.
Other unique attributes are typically handled through Perks or Scripts or a combination of both. They need to be applied to the Actor base object or sometimes a specific instance.
If you want unique physical appearance attributes, such as unique eyes, hair, etc., these of course are handled within the Race object. Hair for example is created in the "Character" -> Hair drop down menu. Once it's created you drag and drop it to the list in the Race window. Once you've done that you can go back to your Actor / NPC object window and GECK will allow you to choose the hair you added.
A couple of NPC's I've worked on had a unique, non-playable race created for them so they could be made to look unique. I suppose in one sense you could think of the Race, Class and NPC objects as parts of a whole, but it doesn't change how GECK deals with them.
Hope that helps some.
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That's where I found the command to begin with :psyduck: It's just too confusing and I have no clue how to put it ingame....
So I should focus on Agility/Endurance and Intelligence/Willpower?
Here's the walkthru, in Morrowind do the following:
1. Put your game in Camera Follow mode so you can see yourself.
2. Press ~ (tilde key) to open the console.
3. Use the mouse pointer to select your main character (the console should say "Console(Player_Savegame)" not just "Console")
4. Then type: additem gold_001 500
5. Press ~ (tilde key) to exit the console
6. Go into your inventory and you'll see 500 gold has been added
Many console commands refer to an actor or object so you need to select the right actor or object for the command to work. So if you want to add gold to the player you click to select the player, then enter the command.
And yes, I think if you are planning to be mainly a spellcaster, Intelligence is the most important for your maximum magicka. Endurance and Agility are quite important in general for everyone: they determine your health increase per level and fatigue, and your ability to hit things with weapons, and dodge blows. I'd rank all other abilities a bit lower though you don't want to completely neglect them.
I always try to raise Endurance and Agility early because it really helps with survivability.
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I bet the Temple of Dibella will be worth checking out :D
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I don't think I need any advice, but im trying to use the console command for some gold and I have no clue how it's supposed to be typed.
Other than that, how important is strength in Morrowind? I made a spear user/mage and not sure what attributes are best.
They put add gold at the top just for you :)
http://www.uesp.net/wiki/Morrowind:Console
The two main benefits of strength that I found in Morrowind:
1. The ability to wear the best heavy armors like Ebony and Daedric which weigh a LOT.
2. The damage bonus if you are mostly melee fighting a lot.
Secondary benefits I found:
1. Ability to carry lots of loot to a shopkeeper, but there are ways around this using feather, mark and recall.
Mainly strength helps in combat against the elite enemies, but if you drink a jug of Sujamma it gives you a huge strength boost and works wonders against elite enemies you run across, especially if you also summon a daedric weapon to attack with. You also have spells, scrolls and itemsthat can increase strength. It's not really necessary to have a high natural strength stat to hit really hard. The main benefit of it is if you want to wear heavy armor, I think, because you'll need high strength all the time to avoid being overencumbered.
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Thanks for all that. So I should start again really shouldn't I? And like you said have acrobatics and athletics in minor.
EDIT: also to get athletics up I need to run all the time, which emans I never have fatigue, which is bad for unexpected fights.
Major and Minor skills help you level. Misc skills don't help you level but raising them does benefit your Ability bonuses when you level up.
Personally, I'd move Acrobatics and Athletics into the Misc Skills category, I think that's what you meant. Acrobatics because I found it raised so slowly it hindered my leveling, and Athletics to avoid leveling too fast on a non-combat skill.
Fatigue is only an issue in the early game. I walked when my fatigue hit 50% and I'd let it regen then run again for awhile. After a few levels when you have had a chance to raise your endurance, and your athletics has raised on its own, you'll be surprised how quickly the situation with fatigue drain and runspeed improves for you.
To round out your Minor skills I'd recommend skills that you think you will use throughout the game so they'll rise steadily but won't severely outstrip your combat skills. I mentioned that restoration and alteration are incredibly helpful in small doses all throught he game. So is conjuration for warriors because summoning daedric weapons is easy in Morrowind. Speechcraft and mercantiile are always helpful. In a nutshell, whatever skills interest you that you think you'll use regularly can fill out your Major/Minor "leveling" skills.
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Hey guys, I have played Oblivion before, but never Morrowind. I have setup Morrowind Overhaul and that works.
Can anyone give me advice on how to fight? I am getting my ass] kicked by the rats in the first fighters guild job :) I see combat isn't like Oblivion, seems there's like a dice roll whenever I attack to determine hits?
Also, I hear it's easy to mess up by selling/dropping quest items. Are there any mods to prevent this mistake?
Thanks.
I'm newer as well, but not quite as new so I guess I'll try giving advice. There is a dice roll type thing, btw. For one thing, you could try to download an 'always hit' mod that makes every hit have a 100% chance for you and for enemies.
If you play with vanilla combat (like I do), focus on agility. Higher agility equals a lesser chance of being hit and a greater chance to hit. Also, try to find a weapon that fortifies either agility or the skill of the weapon type you're using. You may also be able to custom enchant an item to fortify your agility.
Spells almost always hit if your intelligence is decent, so that's something else to think about.
If you already have a character you don't want to get rid of, if you list me your stats I might be able to tell you why rats are able to kill you.
On an unrelated note, you may want to look up 'First Person Enhanced'. It's really a cool mod and it's a lot easier to install than I thought. I'm not certain it's compatible with the Overhaul though.
Thanks for the reply, I am starting to get the hang of it I think. I got myself a longsword at last and managed to kill the rats :)
I am enjoying myself on the game also. There is a lot more interesting diologe than in oblivion it seems. How cool would it be if the Slit Striders worked like World of Warcraft taxis?
Is hand to hand a viable option though? Since you need to completly drain the fatigue before you damage them?
Here is my character, I realise it was probably a mistake to major in blade and blunt now though. :P
Race: Nord
Level:1
Srength: 60
Int: 30
Will: 40
Agility: 30
Speed: 40
Endurance: 60
Personality: 30
Luck: 40
Major:
Block: 35
Heavy Armour: 40
Long Blade: 42
Athletics: 36
Blunt Weapon: 45
Minor:
Axe: 30
Medium Armour: 30
Spear: 25
Armororer: 20
Acrobatics: 16
A few tips on Morrowind, since I mostly played Morrowind and only recently played Oblivion for the first time, here are some key differences.
1. Blocking in Morrowind is automatic and is only done with a shield. Also, it blocks ranged attacks. Just equip your shield and you'll see yourself block autmatically when it works.
2. Raising skills in Morrowind seems to require more use of the skill, it seems to require much less skills use to raise skills in Oblivion.
3. There are more skills in Morrowind, thus more ways to maximize your abilities when you level up. As the other poster said, get your agility up it will really help you hit stuff.
4. There is a terrain clipping bug so you failing to hit those rats may be due to objects being in the way and it's not always apparent. You will sometimes fight creatures that are behind an invisible terrain obstruction and they are very hard to hit. Use your left/right straffe keys to move sideways and circle the target, sometimes attacking from another angle will help by giving you a clear shot at the target.
5. Athletics as a primary skill means you will level up fast without increasing any combat skills if you are running everywhere. That will make life harder later in the game -- tougher monsters versus you with low combat skills.
6. I found Acrobatics was really hard to raise at higher skill levels so it slowed my character's progress and it's usefulness is largely negated by a scroll, potion or item enchanted with levitation or slowfall. However, jumping and making course corrections in mid-air is fun :D
7. You could do fine with one or two melee weapon skills plus marksmanship. Two weapon skills gives you some variety and will allow you to level them to a high enough point to be powerful before too long. With three weapon skills you may find one is going to lag behind your level / difficulty for a longer time. It is better to be excellent at one or two weapon skills than to be mediocre with a bunch. Spears do a lot of damage and have reach, but the one-handed variety of swords and clubs let you use a shield and thus you can block. Longblades and blunts also come in two-handed varieties when you want to give an enemy a real thrashing.
8. Morrowind, unlike Oblivion, allows any class to be a decent apprentice spellcaster and spells are far less expensive than in Oblivion. In Oblivion you really need a lot more magicka and skill to be able to cast many low levels spells, but in Morrowind you can do a lot more with utility spellcasting with less skill and magicka. You also get automatic access to enchanters and spellcrafters when you find them, no mage guild quest. So buy a variety of cheap low level spells then easily make your own custom versions.
9. I think sneak attacks in Morrowind give you a fixed sneak attack bonus, unlike in Oblivion where it increases with your sneak skill.
10. Heavy armor in Morrowind is much more effective early on in absorbing damage from enemy attacks even if you have a lower skill, as compared to Oblivion where your skill with armor counts for a lot more towards its effectiveness in absorbing damage. That's my general feeling. Personally I wouldn't even both with medium or light armor except as fillers until I got a full set of heavy armor. (And work on strength so you'll be able to wear a full suit of the Ebony and Daedric armors that come later on.)
I see where you are going with this character, a very athletic fighter, but you might want to consider moving athletics and acrobatics to misc skills and promoting some other skills. You could also choose fewer weapon skills and diversify a little. Speechcraft and Mercantile are useful, and a little restoration and alteration are incredibly helpful even in small doses if you have even a bit of magicka you can cast some very useful spells: restore attributes, walk on water, etc. My character was more like a ranger so I took restoration and alteration as minor skills, for example.
One last thing I did was I always used low damage weapons through the game but did always have one really good sword hotkeyed, whatever the best sword I could lay my hands on. Hammering on enemies more often with the crude weapons helped me raise my combat skills faster, but I always had the good sword ready if I ran into any serious enemies. My most used weapon in Morrowind was the simple Imperial Broadsword that I used 99% of the time and needless to say my Longblade skill was the first one to reach 100.
Just some thoughts I threw together.
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There are a lot of decent weapons in and near Goodsprings.
Best of the lot: Doc Mitchell has a 9mm SMG that if you have 25 repair you can fix and use. Doc's whole house is pretty much free for the taking, think of it as part of the game tutorial. The 9mm SMG is an awesome starter weapon and Trudy sells one copy of Fixin Things (+10 Repair). There is also a laser pistol in there.
Chet sometimes sells a laser pistol, plasma pistol or recharger rifle. Cheat also sells the innexpensive Varmint Rifle mods (random though) but the fully modded Varmint Rifle is a deadly weapon it can kill pretty much anything in the early game with one shot using the scope, from pretty much any range, if you are sneaking and get the sneak attack bonus damage.
There is also a laser pistol in Goodsprings Cave just down the road a little ways SE of town.
If you climb the hill past the broken radio tower (near the campfire where Sunny Smiles teaches you about campfire recipes) at the very top of the trail is a stash of gear and sometimes (quite often) I've found a 10mm pistol and a 100+ rounds of 10mm ammo in a box up there. That's random though, sometimes you get leather armor.
And if you go to the New Vegas Nexus main site and do an advanced search you can, as the other poster said, probably find some mods that add more stuff.
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In Fallout_default.ini:
[Display]
bAllowScreenShot=1
You might also need to update one or both of the INI files in your Saves directory.
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It's a known glitch a lot of us have. The best way to get around it is to load one of your earliest saves, then when you are in game, load the problem save and often it will then load fine.
I always load the first save from Advanced Start Extended because these savegames are vanilla New Vegas with no mods and are made right at the start of a new game. But you can use pretty much any save. Seems to work best if you choose an early save.
Personally I think this glitch is caused by Steam hiccuping sometimes when it caches files, so when you load a different save the cache gets updated, but that's just an educated guess. It's a pretty random bug.
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Nice power build, the luck 8 makes it a piece of cake to afford that INT implant before level 4 just by gambling if you rush to Vegas and skip all the side quests initially. I don't even play with expansions but this build is pretty similar to my power build except I have a bit more INT and AGI and a bit less of other stuff initially cause I'm only going to level 30.
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Hi to everyone on the team or interested in helping:
I'm looking for someone who can create custom magazine covers and custom book covers that I need as resources for a quest. If you are interested please PM me, thanks!
I am also looking for someone who could make a custom SnowGlobe. I'm guessing that's harder but if you want to help with this PM me, thanks!
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http://fallout.wikia.com/wiki/Fallout:_New_Vegas has most of the major ones if you search by name you'll find them and most pages show their ref id's
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Yes it does.
In my fresh install there are 14 files and folders just in the top level of the data folder from New Vegas itself, not to mention countless more subfolders and files in the folders it creates under the data folder.
And I don't currently have any DLC, that's just vanilla. So each DLC will add at least one plugin and probably lots more files to boot.
It is possible someone out there with a clean ghost image of NV with all the DLC can send you a screen of the folder then you'd be able to know for sure at least at the top level what's safe and what's not.
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Hey all!
I´ve googled around and found some programs that can extract and import facefiles. But they also do have many other features, which I don´t need or even understand.
I just want to extract and import facefiles from and to savegames.
What programm do you recommend?
I´m gratefull for answers :)
The only reference to such a tool that I could find for Oblivion was by someone named Zennorious, here is the link:
http://web.t-online.hu/laga/zennorious/oblivion/downloads/fg2ob/fg2ob.zip
I've never tried the above utility so I can't vouch for it, but someone who did use it can be found here:
http://www.tesnexus.com/downloads/file.php?id=12374
Other than that one IDK the answer to your question for Oblivion, but In Fallout and New Vegas there is a tool called "Face Ripper" and that does what you want, but I cannot find any links to an Oblivion version. It may well exist under a totally different name though. It might help in your search. I only started on Oblivion recently mostly I know the FO3/FONV versions of the tools.
You probably looked at these other tools as well but TMK none of them deal with savegames, but if you ever did want to make a preset face from a savegame these are worth looking at:
TES4EDIT will allow you to edit the facial data inside plugin files among the many other things it does. I used the New Vegas version to change the facial data for preset characters, for example.
FaceGen that uses a common data format (".fg" files) for storing facial data in hex format. The trick is to find a utility that will take .FG files and convert them to Oblivion format. I'm new to Oblivion but I couldn't find one, there was a reference to one but it's a dead link now. Maybe someone else knows.
TESSnip, a very useful and relatively simple utility if you want to look inside plugins.
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@Striker879: At that stage my game was unmodded, it was the rusty iron bow from the tutorial.
It was not the weaon, however, it is a general issue with the NPCs in that particular dungeon. I only played a bit and my initial analysis was wrong.
As Elvinkun had suggested, this is a specific scenario where those "Bandits" will get you flagged for assault if you attack them before they attack you. However, they are hostile and attack you on sight, so the only way to get in a preemptive strike first is to use sneak. That's why I was confused about it, to me it looked like a bug of some kind with sneaking and the bow, but I was wrong.
I retested the dungeon later and tried out a variety of attacks there are about six bandits down there. With my sword and sneak attacking I also got flagged for assault. It was not just the bow. I think the first time I tried the sword I may have been detected and he attacked me the instant before I attacked, thats why I didn't get flagged, he had gone hostile on me before I landed the first blow.
But for sure, later testing confirmed an actual sword sneak attack also got me flagged. So its the NPCs, not the weapons or sneak or anything like that.
The dungeon was "Vilverin" the one straight ahead of you when you exit the tutorial.
Since then I have installed the unofficial patches and nothing changed, I still got flagged for assault when sneak attacking those particular guys. Elvinkun mentioned there are some dungeons like this around Cyrodil so I'll just have to save early and pay attention if I use sneak to get the jump on "Bandits" and if I have to reload well so be it.
However, on the bright side, my game is MUCH more stable now and has not crashed since I installed those unofficial patches and I even have the enourmos mod Vilja version 4 (500 megabytes) and the game has been stable and not crashed yet. It was crashing on me frequently, about once per hour, prior to installing the unofficial patches.
So there is a silver lining here, indeed!
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@Elvinkun, thanks again man.
Yeah I'm going to have to be careful and watch my tracker. I just reentered "Vilverin" dungeon was the name of it, and I get flagged for assault on "Bandit" if I even attack them before they go hostile. I had been cautious and only using the bow but I was able to lose my heavy armor and sneak up on one and backstab with my sword and it was the same result, flagged for assault.
As you say, it must be location dependant so I'll just have to keep a close eye on my crime status when I go spelunking.
Actually, it overall will suit my playstyle I've always preferred the head on tank fight to sneaking, but early on I use sneak more to mitigate my weakness as a Breton warrior. And when there is a good chance for surprise if I get Line of Sight on an enemy before being close enough to be detected, I like to take the opportunity shot. But I just let those guys attack me first and I remained with a clean record.
Anyhow, the unofficial patches did not fix it, so thats cool I already did it the straight up walk in and swordfight way so now I'm aware of it. Better to find out halfway to Chorral than to get all the way there and get arrested because I was planning to take at least a quick peek inside all the small ruins along the road there.
P.S. Thanks for the heads up on The Blades, that is cool. Kudos to you for your help today.
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@elvinkun: Thanks.
Yeah, to clarify the sneak and bow issue, I went into one of the first dungeons, the ruin you see straight ahead when you first exit the tutorial just past the dock and the water. There are two bandits outdoors and when you deal with them and go inside the ruin there are a handful more downstairs. It was them that flagged me. I save often (lesson from Morrowind lol) so I tested and retested this dungeon from the entrance once I figured it out the source of the assault flag. If I sneak up on those indoor bandits and shoot them with a bow before they attack me, I get flagged with an assault. These are all confirmed bandits. The goblins I attacked this way in the tutorial did not flag me and I did this fairly often to them.
EDIT: In the end I did that dungeon over and just went in cautiously and managed to draw them to me one by one, it was good mouse and click practice for the sword and shield. Longsword really owns and it's nice to see they made it a slashing weapon in this game, I never really liked longswords in Morrowind becuase they were stabbing/piercing for some reason so I always tended to use the Imperial Broadsword or a Katana.
I'm going to install the two unofficial patches for OB and SI they look good, and I'll retry that first dungeon I've got a save at the entrance/start.
Thanks for your feedback.
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Hi,
I finally opened my Oblivion/Shivering Isles bundle this week its been there on the shelf for a long time.
Obviously it's a great game I got absorbed in it for several hours the first time I played, I was just planning to play for an hour to see what it was like.
I have some technical questions I searched around for answers to some of these but couldn't find them all:
I'm running Oblivion+Shivering Isles on Windows Vista with the latest game patch.
Question #1
I noticed in my log I was getting flagged for "Assault" and I am like wtf? After doing some back tracking I figured out that when you shoot bandits with a bow when you are stealthed, to get a sneak attack, you get dinged for assault. Thinking back I wondered why innkeepers and townsfolk seemed to be really hostile to me early on, and those Imperial Guards too.
So this leads me to question 2 ...
Question #2
This community patch looks pretty good, 1800 bugs fixed, is this sneak/bow bug fixed by this or any other patch?
Currently I don't get dinged with assault if I sneak up and use my sword on those guys, only my bow. Or do I simply have to not use my bow for "hunting"?
Question #3
I noticed there are guilds for Fighter, Mage, Thief and Dark Brotherhood. I was hoping for Imperial Legion.
My character is what I call a Paladin, basically it's a mage who decides to become a warrior of virtue, so starts out strong in spellcasting but focuses now totally on heavy armor, blades, blunt and shields, but still uses a ton of miscellaneous magic.
I use a Breton and make Magic the main specialization, but for major skills they are all as mentioned, weaopons and armor, knightly stuff. But starts out as a Breton with pretty decent magic skills. Starts out weak in melee but in Morrowind this class was so much fun, being a strong fighter with good healing skill and a pocketful of misc spells for nearly every situation.
Seems so far to be working out the same as Morrowind, tough fighting melee at low levels but that will change after some levels of building up strength and endurance.
Big difference in this game is access to the mages guild is a lot harder so I'm going to start on that earlier. In Morrowind I only ever joined the Imperial Legion, had no use for other guilds.
Any feedback on anything, especially on the sneak/bow is appreciated.
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Ive downloaded a couple weapon mods namingly, ahzteks weapon mod and beware of girl's The Devils Mistress and with certain revolvers in azhteks mod the M29 Satan, colt anaconda, Taurus Raging Bull, Taurus Silhouette and the Mistress when you fire them in vats the bullet comes out of the barrel after the recoil of the gun causing the bullet to be fired into the air.
Is there any way to remedy this?
For all those custom weapons you'll need to use the NVSE version. If you do find a custom modded gun that is not fixed with this put a message in the mod discussion page with a link to the weapon mod and I'll look into it.
You will sacrifice a bit of realism on some weapon animations but at least the thing shoots straight.
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Did you see the FNVEdit Training Manual as well? It's on a different file page than the mod.
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Well you can trust FilePlanet.
Jade and Eve are pretty gorgeous companions; however, the RR companion vault is pretty dated now don't know when it was last updated. But you can get it all on FilePlanet, I've been on there since 2005 and you can trust them.
They claim to be the largest gaming site for downloads in the world and that may be true. They got that big in large part by being trustworthy and also having very big, fast, reliable download servers.
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Yeah I forgot the Plasma Defender, that rare pistol. It is vanilla, and it is a very good weapon. The recharger pistol is pretty good too especially early on. IIRC the Plasma Defender is Arcade Gannon's companion weapon, he has a unique version of it. There is also a vanilla Tri-Plasma weapon which is quite powerful you don't see it very often.
Thing is wiith ranged weapons, unlike melee weapons, it doesn't really matter if its guns or energy, you want to be ready with at least two and maybe three decent options depending on the distance, number and type of targets, and stealth.

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