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hollaajith

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Posts posted by hollaajith

  1. Hi! I installed a very popular mod which does not include a home so I used the CS to place a conflicting popular house mod in a non-conflicting area within the a town. Now the house looks good in its new location but I'm unable to include the interior with it, when I enter the house there are no interiors. Is there a way to bring the interior along with the house mod? I name the project "Relocated House".

    You need to move the door marker too. Go to the interior of the cell and change the location from there. Double click on the door and click 'Select marker'

    . It should zoom to the door marker. Move it to where you want. If you moved the house too far, then change the cell before clicking 'Select marker'.

     

    See here to understand how door works in morrowind. Just do it for the interior door instead of exterior door.

     

    PS: Morrowind code patch isn't a mod at all. It alters the game executable to fix things that cannot be fixed by conventional mods. So, it can't attach script to anything.

  2. - There is a mod by Fliggerty that does exactly what you ask. Improved Hand to Hand

     

    - Sneak skill on NPCs is rather pointless don't you think. Who are they sneak onto?

     

    - This is possible, but requires MWSE scripting to detect when NPC is equipscrossbow and apply the fortification.

     

    Morrowind scripting doesn't have a function to affect NPCs without specific ID. You need MWSE.

     

    PS: I guess you are new to modding morrowind. Check out couple of guides, to understand how things work. Indigo's Morrowind Guide and Scripting for dummies v9. Those help to understand the limits of the CS, what can and can't be done.

     

    Also, if you have time check these numerous tutorials -- CLICK

  3. Try lowering view distance in-game option (not in MGEXE) to about half. So, bulk of rendering is done by MGEXE, which doesn't seem to affect performance if you have good hardwares like you do. You may also reduce AI distance too.

     

    Morrowind cannot utilize the 'fancy' features from modern hardware and its wrong to expect it to.

  4. You might be able to help me out with something mate???

     

    I just meshed a shield and .......

     

     

    Perfect in Nifskope!

     

    http://i1205.photobucket.com/albums/bb431/Simon_Griffiths/shield.jpg

     

    Back to front in game lol

     

    http://i1205.photobucket.com/albums/bb431/Simon_Griffiths/backtofront.jpg

     

    Rotated it a million times in all directions (in modelling program) and can't get it the right way

     

    Is there something in Nifskope I'm missing?

     

    Any help would be erm...helpful :D

    I encountered a similar problem while creating my Less Bulky Pauldrons mod.

     

    I am assuming you are right-clicking on NiNode>Transform>Edit and then changing rotation values. This doesn't work. You need to edit in NiTrishape instead of NiNode for it to show in-game.

  5. Its caused when the NPC's unarmored stat is so high that it is better than any of the armor skills. Get the guards' IDs by clicking on the guards while the console is open. Then open up Building up Uvirith's legacy and see what is the class of those guards. Then under Character > Skills... edit the skill so that unarmored is not a major or minor skill.

  6. I don't think there is any 'script' that replenishes the magicka and health. It is hard coded, probably with some values taken from GMSTs. I could not see any relevent GMSTs apart from "fSleepRestMod". Try changing its values and see what happens. But it is listed as unused in Morrowind scripting for dummies v9. So, I doubt it works.

     

    There are several magicka regen mods, but most of them regenerate magicka while awake too. Most of the links in that page is obsolete, but you can search for those mods in MMH.

  7. Get the directx 9.0c from here. Extract that to a temporary folder and run the dxsetup.exe

     

    PS: As for resolution, MGEXE can set it to widescreen with proper FOV, so try the above link and see. Also, make sure morrowind is installed outside of Program Files. its never a good idea to install old games inside there, due to folder virtualization and all those UAC stuff from Vista and later .

     

    PPS: Even installing directx 9.0c doesn't make it work, then try the MGEXE thread at the official forum. You are more likely to get answers there.

  8. I mainly use TESPCD to know of the conflicts but not cleaning.

     

    TESTool has issues with dialogue cleaning and with creating merged lists when the modlist is large. So, checking 'restricted dialogue cleaning' and using abot's MMOG for merged objects should be sufficient.

     

    Tribunal and Bloodmoon are expansions. They don't need cleaning anyway. I suggest you update your mlox standalone version that comes with MGSO. mlox lists known issues which may include if the mod is require cleaning or not.

     

    so I like to hear from veterans.

    I don't think you get to meet many morrowind veterans here. They are mostly at the official forums though.

  9. Well, I think TES3cmd is the best. How exactly did you use it? I create .bat file like

    tes3cmd clean --overwrite --hide-backups "Telvanni Teleporter.esp" > clean.txt

    and it has worked every time. Make sure tes3cmd is placed in 'Data Files' folder.

     

    1) GMSTs is one of the few few way a mod can get dirty. It is only restricted to mods which does NOT depend on Tribunal.esm AND Bloodmoon.esm. The CS adds the extra GMSTs if you don't have them loaded. So, if you have the mod only depend on Morrowind.esm, then the mod will have the 'Evil GMSTs' every time you save in CS.

    As for dialogue, TESTool has diaogue ceaning option but it is known to cause more problems than it solves. Its best to do it manually. When you add new dialogue line, lines above and below to gets marked changed. When that happens, just add **DELETE** to the start of those lines and then you can easily identify those in 'Details' (File>Data Files>Details). You ca delete those from there by hitting 'delete' and saving the mod.

    Then there are dirty edits which happens when you open an object and hit 'save' without changing anything. Happens most often when you modify reference data in the Render Window. You DO NOT hit save when you open an object from the Render Window. Both TESTool and tes3cmd work well to clean these.

     

    2) I always prefer tes3cmd, but you can try TESTool.

     

    3) Oh yes. I think all the official mods are dirty. They were released at a time when people and may be even the devs were ignorant about the 'dirty' problem with the CS. Get these which are the cleaned and bug fixed version.

     

    PS : You can use

    tes3cmd clean --overwrite --hide-backups *.esp > clean.txt
    to clean all mods at once. Advantage with tes3cmd over TESTool is that tes3cmd also cleans cell's ambient and light settings. If the mod has any cell edits, then CS adds AMBI and WHGT every time you save. Those edits conflict with Lighting mods which intentionally modify those settings, like Lights 300 or True lightness and darkness mods.
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