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abot

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Everything posted by abot

  1. > Is it possible to make one? probably yes, you could just e.g. delete half spawn points in CS or add a disable on low fps check in the npcs scripts (harder) > is there some version which spawns less NPCs, or checks FPS, or something? not that I know, probably modders with the knowledge to do it are not interested in doing it, so if you are interested I think learning how to delete half spawn points in Contruction Set should be easy enough [EDIT] Hey, Danae just released this, enjoy!
  2. the problem with shirt aralor may be some mod renaming it (e.g. some BTB mod), but really you need to learn at least how to get/post your loading order as text list from Mash or MLOX else it is nearly impossible for people to help you better
  3. I was pleasantly surprised that for once nexus did return something back to mod makers not making enough big download numbers as modding not top-popular games, it seemed too good to be true. Now I realized, hide the generic ads but pester us more than before with "buy the Nexus special" LOL. What a joke
  4. begin sanctuary1_120Script short state float timer if ( MenuMode ) return endif if ( state ) if ( timer > 0 ) set timer to ( timer - GetSecondsPassed ) return endif set state to 0 player->RemoveSpell "lb1Sanctuary120" player->RemoveSpellEffects "lb1Sanctuary120" endif if ( player->GetSpellEffects "lb1Sanctuary120" ) set state to 1 set timer to Random 1000 ; 0 <= timer <= 999 set timer to ( timer * 0.120 ) ; 0 <= timer <= 119 set timer to ( timer + 1 ) ; 1 <= timer <= 120 endif end
  5. Unless following to the letter a complete console commands list from a competent modder (ideally the mod author), you should not try to solve quests by console if you don't know the whole commands needed to advance the quests correctly (e.g. it may be not only a Journal command, but additem something, forcegreeting, addtopic, any other scripting command, that usually are called from the dialog topic result field). If you want to try doing it yourself, you need to know how the scripting/dialog in the mod work (takes time and effort, Morrowind Scripting for Dummies should be your main source of technical information) and study it in the Construction Set or similar tools like MWEdit. [EDIT] not to mention there is still the possibility that a mod conflict is causing the quest to not advance anyway, so it really varies. Sometimes in case of conflicts it helps to use the addtopic "topic that should appear" console command [EDIT2] also, when you have problems with a specific mod, probably adding a direct download link to the mod may increase your chances someone with the skill to help would take a look at it
  6. that works for creatures directly placed in the game, but most of them are spawned by leveled creature lists. the easier way to stop e.g. cliffracer from respawning is to add a script to it to disable when your condition is true e.g. when you have killed 100 cliffracers example: begin dieCLiffyDieScript if ( GetDisabled ) return endif if ( CellChanged ) if ( GetDeadCount "cliff racer" > 100 ) disable endif endif end [EDIT] there should be also several mods about it at MMH, try looking for "cliff racer"
  7. identifiers should NEVER contain spaces, much better to use _ instead of space or a different case e.g. warp_var01 or warpVar01 having said that, if you really need to use something like warp var01, you can probably use it enclosed in "", e.g. if ( "warp var01" == 1 ) Also example scripts should use proper code indentation, MWEdit or Manauser's indenter can do it automatically
  8. 1. load Morrowind.esm and Tribunal.esm or Bloodmoon.esm in CS, click the book tab, double click bk_6thhouseravings, change the book id to aaa_my1stBook, press save, confirm you want to create a NEW copy of the book. double click the new created aaa_my1stBook, click the book text, CTRL+A to select all, CTRL+C to copy, paste the book text example to your preferred text editor, try and see what limited HTML format you can/should use and try to format your new book text accordingly. When you are done, try to paste back your pseudo-html book text in your aaa_my1stBook book text, give it a better title, and save it 2. open the cell Seyda Neen, Arrille Trade House, double click a container belonging to Arrille, drag and drop your book inside it, save the mod e.g. as booktest.esp 3. put your mod in a short loading list, start a new game (I suggest using also a fast start chargen mod like this one) and see if Arrille is selling the new book as expected
  9. they already count, here is a good explanation
  10. you could try something like this: begin DuraSlaveBracerScript short state float t1 if ( MenuMode ) return endif if ( t1 < 2 ) ; do the HasItemEquipped test only on a few seconds delay set t1 to ( t1 + GetSecondsPassed ) return endif set t1 to 0 ; reset the timer if ( "dura gra-bol"->HasItemEquipped "DuraSlaveBracer" ) if ( state == 0 ) set state to 1 "dura gra-bol"->AiFollow player 0 0 0 0 0 endif return endif if ( state ) set state to 0 "dura gra-bol"->AiWander 128 12 7 40 30 20 10 0 0 0 0 0 endif end if you want to script you should study Morrowind Scripting For Dummies
  11. what you want to do may range from very complicated to impossible with standard scripting, probably doable with mwse-lua
  12. > is there way to trade items with NPC under AIFollow IIRC you need to change sCompanionShare Tribunal GMST from Share to Companion Share so the dialog topic can work (see mods like Cortex's Vampire Embrace as example) > Also I couldn't find anywhere how to make NPC change its class via dialogue results or scripts I don't think it is possible with standard scripting, maybe you could ask Nullcascade to add it to MWSE-Lua but you would probably have to calculate skills and other adjustments, similar to changing NPC level > StopScript - will not give the second call if you mean 2nd line below (positioncell) will not be executed? StopScript myMoveScript PositionCell blah I think all script lines until return or end should be still executed in current frame
  13. you can try Goodbye PositionCell if it does not work, a safer alternative should be a global autostarted script e.g. Goodbye StartScript myMoveScript begin myMoveScript if ( MenuMode ) return ; important to avoid possible crash using positioncell while still in dialog endif StopScript myMoveScript PositionCell blah end [EDIT] I think the problem with original moveAhnassi script may be there are 2 calls to CellChanged in same frame
  14. oh, then it must be simply: ^Name (%Name in dialog, ^Name is for MessageBox) ^PCName for player
  15. Dunno, MO2 makes all file access complicated/causing problems with most morrowind tools (they are, like the game, expecting to be able to read/write files in their folders, not having them moved somewhere else on the fly or not having read/write access to them), so I really think it is not worth the hassle for morrowind. Can you/are you running MO2 with administrator privileges? maybe that could give read/write access also to programs started from MO2 [EDIT] also antivirus can just remove compressed exe files/give false alarms even on files like MGE-XE, if in doubt try checking files with something like virustotal [EDIT2] tes3cmd executable comes with source, you could also unpack it with universal extractor, it includes the tes3cmd perl script and a perl interpreter to run it. if you manage to install/run perl under MO2, you could just run the tes3cmd source version from perl in theory, but that would probably be another level of complexity [EDIT3] if you have very few mods in you loading list, you could also try to open them all the construction set, and check the COUNT for netch_bull_dead or netch_bull_dead_2 in Creatures TAB, it should be 1 if they are added only by Morrowind as it should else it means another loaded mod is adding a reference
  16. 1. try running a Mash "repair all" on your saved game 2. if the problem is some mod placing the netch_bull_dead or netch_bull_dead_2 creature (they are meant to be unique/placed by Morrowind.esm only) you could find it using the latest tes3cmd alpha/pre release version with something like this: tes3cmd.040.2.exe dump --active --type cell --instance-match "netch_bull_dead" > "out.txt"
  17. I think apple users could be between the few players who would better try and use OpenMW instead of the original morrowind executable https://www.reddit.com/r/Morrowind/comments/8zy83y/modding_openmw_on_mac/
  18. wrong. plenty of local variables are used as condition filters (you have to obviously declare them in the npc/creature local script)
  19. from what I understand in nifskope the original and mesh fix have still both bad UV for that NiTriShape. Try a different mesh replacer e.g. https://www.nexusmods.com/morrowind/mods/44057
  20. not really a mod (for that probably you would need to persuade some MWSE modder to do it for you, I guess you can try asking at the discord morrowind modding channel), but some alternative could be just disable the key you have set to open the console, e.g. with a program like this https://www.randyrants.com/2018/10/sharpkeys-3-8/
  21. For anything scripting related, your primary source of information should be last version of Morrowind Scripting For Dummies if you are using a local script attached to your npc or creature, you can use the standard WaitOneDay script as example (attached/used in dialog by e.g. "yagrum bagarn" creature, "Iulus Truptor" NPC...) local variables are stored locally/are unique for that NPC/creature so no risk of messing with other creatues/npc. if you need to wait more than 1 days, you should change your day counting logic accordingly Note that since Tribunal, Bethesda defined a global short DaysPassed variable which is auto updated by the engine, making so several script using the local dayspassed variable ambiguous. It is considered bad practice to use the same identifier for two different variable/objects as it may cause errors. In short, don't declare a local dayspassed variable, use something like mydayspassed instead.
  22. https://github.com/OpenMW/UIX-R/releases/tag/uixr-assets-le-1.3
  23. That's not a Kwama bug, instead you need to register the Morrowind.bsa properly, which I think is likely what happen here. http://www.theassimilationlab.com/forums/files/file/1059-kingpixs-useful-tools/ There is also an updated tes3cmd available. I doubt that could be the problem, registering Morrowind.bsa is not required and rarely seen, default Morrowind.ini section is [Archives] Archive 0=Tribunal.bsa Archive 1=Bloodmoon.bsa
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