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RazaCovek

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Everything posted by RazaCovek

  1. Have you ever tried to click on the storm drains in the crypts? Perhaps these could be expanded into subterranean crypts and ruins.
  2. I think that the Oblivion world is creepy, Is it possible to create a sort of Mordor-like Oblivion landscape plugin/mod to wander through? It doesn't have to have any quests, just a vast landscape of leveled npc/creatures to practice leveling your skills before starting the main questline.
  3. I found ''iHoursToRespawnCell'' under Settings but not ''SetCellResetHours." Is there a disable all respawn in CS?
  4. Medieval northern Europeans speaking with a modern American accent using words that didn't exist 150 years ago [ie hi and hello]. Race/nation specific voice actors should have been used.
  5. Try toggling the script before entering the cell.
  6. I found this on another forum: "Q. Morrowind stops working when I go in some cells, not just random. A. Before getting in that specific cell, open the console, write ToggleScripts and press enter. when you get into the cell without crashing re-open the console, write again ToggleScripts and press enter."
  7. So much the support. My own research turn out to be a scripting glitch.
  8. I am on day 185 of my game and the cell that centers around the Gateway Inn and boat travel has become inaccessible. I had passed this way the previous day, but now the game freezes before I reach the Gateway at the transition zone. I also tried to arrive by boat, same thing. TCL did not work either. The only mods here is Better Bodies/heads/clothes, all updated patches and a texture mod which were here from the beginning of the game. There is no Event Viewer entries. I could ignore this region from now on, but that means all quest/npcs that are apart of this cell is lost to me. If I progress will the rest of the game begin to freeze up preventing me from completing the game.
  9. I have more spells than the Oblivion wheel can support. Is it possible to expand the eight slot wheel to 10 [ie 0 - 9] or change the style into something like Morrowind?
  10. What really kills my interest in dungeon crawling is that it all resets right down to the locked chests. Bethesda probably assumed the player would want to slash'n smash forever. I want to complete the game with the certainty that nothing left undone so that I can move on to another.
  11. I have 'Jim's Bar Fights' which has random brawls using weapons disguised as implements/bottles/food [fish or rat-club needed]. To start the fights couple of frenzy scrolls are added. Yesterday it had occured to me why not add the frenzy arrow enchant to the 'weapons' instead. Increased the frenzy spell by a factor of ten with ten foot radius. The result was more than expected. With no interference from myself, it took 4 seconds for a dozen npcs in the Feed Bag to descend into chaos after the first frenzy-bottle was struck. After about 30 seconds the violence spilled into the street still armed with frenzy-bottles, as a result all npcs in range of the fights were infected and spread the fighting to rest of Market District. In less than one minute I had a full blown riot in the Market District. Today I will enchant the Imperial arrows to see what happens. Since all npcs tend to arm themselves, a mod that just adds hordes of enhanced frenzy-implements/tools/bottles/etc to all the towns combined with street thugs that love to fight will make life in Tamriel more interesting.
  12. I do have several bandit mods. They don't disappear but revive after a few days which means fighting the same bandits all over again. I use 'disable' as dispose-of-corpse even with vanilla dungeon crawls. I tried to deactivate all respawn in CS using one of the mods, but I don't know if will work. I wouldn't mind if some one could invent a mod that prevents all vanilla spawn completely. To me a dwindling dungeon resource and disappearing wildlife is more challenging than infinite vanilla money-spawn. I guess a clearing out all explore related dungeons as an Imperial mandate quest with a lock on the door would solve the infinite cash flow.
  13. Will 'disable' remove the dead npcs from game for good or will they still respawn?
  14. I use a resurrection mod, 'Set Essential Actors' is a nice idea if the spell could set ALL npcs at once or at least all miscellaneous merchant/trainer/quest actors [well, maybe with exception to the annoying fan and that fool in Cheydinhal). I found that the bandits were killing npcs in the remote regions of the map. Even Maiq got mugged. I wish the grab function wasn't so weak. I tried to throw four bandits off the Imperial Bridge to no avail. Maybe a strength-based grab mod is in order.
  15. I do travel frequently to between towns. Could I make changes in CS to speed up the change over? The bandits regularly kill npcs with names [key baring residence] do they come back as well?
  16. I did find horses standing where they previously died but, the bandits in Anvil/Imperial City were killed on day 1 and they were still there 9 days later with new bodies piling up. I still wish there was a dispose option like Morrowind.
  17. How do you dispose of the dead NPCs in Oblivion? I have several bandit mods and the bodies keep piling up, including horses and NPCs with names which I rescue with resurrection (assuming they are important). Is there a mod that can give a dispose option like Morrowind?
  18. Dap642 did a start-to-finish 29 episode of the main quest, and a partial Bloodmoon. www.youtube.com/watch?v=U3DChzMhgEE The vanillas have been done, and ReymasofAshborne did a fully modded Morrowind, unfortunately he got side-tracked/lost in his game and ended up bumbling around the Morrowind with too many unfinished quests. www.youtube.com/watch?v=C3PD_sxVjOw If you are going through with it, then I would recommend that you download complete pages into appropriate folders from Wiki, that way you will have an offline reference in case your quest grinds to a halt (One of the causes of 'play blind' failures). Before you start, know the game from beginning to end especially land/quest mods. www.uesp.net/wiki/Morrowind:Morrowind I have yet to see a moderately modded Morrowind LP. To keep your audience interested, play the game from beginning to end, cut it up into X number of pieces and post half-a-dozen per week. With the mod 'Alternative Start' you have the option of starting the game without being locked into the main quest, freeing you to level-up by pursuing side quests before tackling the main quest. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=147 'Heather Cottage' teleports to Balmora, Pelagiad, Suran, Ebenheart and Vivic. There are teleport rings plus 500 gold in every white scallop. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3774 'Morrowind Comes Alive 6.1' (set mca_moreenemies to 2) will make game life entertaining. http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=563 'MCA - People of Morrowind' makes the cities more crowded. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8963 'Protective Guards' will fight the bandits [better than MCA guards] http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6006 'Clear Bounty' solves the problem of your character being blamed for guard related murders. You will need the console as the ring might not show up in the barrel. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2440 You can use 'Master Trainer Teleport Ring' to map mark the location of master trainers, teleport back with Heather then quest/travel to them. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1293 'NPC Commands' makes partners out of everybody including Vivic. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8135 'Universal Companion Share' with the above. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4416 If you choose to use 'Morrowind Code Patch' the hatch, outside the Census Office, has a device that will change your character into a vampire or cure it, plus a million gold. http://www.tesnexus.com/downloads/file.php?id=19510 My favorite land mod is 'Sea of Destiny' [original, within swimming range of Seyda Neen]. The orc merchant has 60grand plus every weapon in Morrowind. http://www.moddb.com/mods/sea-of-destiny Version 2 is further away to allow other land mods. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9055 If you like Dremora, 'Westly Presents-Dremora(Markynaz) Race & Princess_Stomper Presents Gatanas Companion' I use her all the time. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7039&id=5019#Files See also, ' M'Harjaan Race', very nice. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7039&id=5586 My own game is in four stages, alt-start, trainer tours, side quests branching from a after-tour root save, then finally main quest.
  19. With an exception to one guy in white, my character is the only one to use the shops. Are there any mods that gets npcs to go shopping, to actually buy/sell or wear things around Cyrodiil. It would be interesting to see towns people start wearing the armor and swords that I aquired through dungeon crawling.
  20. I tried Tombs Expanded but I found it to be too much. The idea was good but it was way too overboard [small time families with city size tombs with a population to match]. You fought all the way down then back for nothing. Is it possible to just for some skilled modder to increase the tombs say, 1.5- 2x and more interesting adventure than the above repetitious slaughterfest?
  21. I will copy/paste your response to the Readme. As for dialogue options, I click the girl, her mouth responses with a paragraph to 'Yes', all I get is the smiley face and the 'X' no topic list. I don't suppose that there is just a Dialogue/Command type mod like Morrowind where all you need to do was raise the NPC disposition then use the extra dialogue options to get them to do things. I amassed an army of 46 Vivic guards and marched them to Valenvaryon where MCA 6.1 set to 2 caused the Orcs to spill down the slope. One arrow started an epic battle that lasted fourteen minutes. It did not require any extra partner mod, just extra topic options.
  22. The Sound folder is in the right place but the CMPs have no voice nor is there any dialogue option. I feel that the use of the rings are not not adequately explained in the Readme. I know that one sends me to Market District but I am uncertained of the other, especially when there is no voice or dialogue to the CMPs. My list: CM Partners.esm + esp, More Partners [58] NE, Special Partners [Waterfront]
  23. I have the Morrowind Interactive Map which reveals the presence of two settlements that are not in the game. The Rethan Manor compound east of Hla Oad and Telvanni mushroom town of Tel Uvirith west of Zenarbael, northwest of Erabenimsun Camp. They are part of the game but, they are recorded on the map. Unless such a mod was already made, I see no reason why a skilled modder could not add these 'lost' settlements to the game. The map locations already exist and Tel Uvirith could be reached by a Mage Guild transport.
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