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ProfArmitage

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Everything posted by ProfArmitage

  1. In the vanilla game, the plates are just "Plate". Only the three silverware plates have a different name. Were you previously using a mod that changed their names? http://en.uesp.net/wiki/Morrowind:Clutter These are all just "Plate". misc_com_metal_plate_03 misc_com_metal_plate_04 misc_com_metal_plate_05 misc_com_metal_plate_07 misc_com_metal_plate_07_UNI1 misc_com_metal_plate_07_UNI2 misc_com_plate_01 misc_com_plate_02 misc_com_plate_03 misc_com_plate_04 misc_com_plate_05 misc_com_plate_06 misc_com_plate_07 misc_com_plate_08 misc_com_redware_plate It's the same with bowls. Except for the LImeware Bowl, the Ceramic Bowl (which you need for a quest), the Silverware Bowl, and a few specific Redware bowls, they're all just "Bowl" in vanilla. misc_com_redware_bowl misc_com_redware_bowl_01 Misc_Com_Wood_Bowl_01 misc_com_wood_bowl_02 misc_com_wood_bowl_03 misc_com_wood_bowl_04 Misc_Com_Wood_Bowl_05 misc_de_bowl_01 misc_de_bowl_white_01
  2. My dungeon mod had been rattling around in my head since 2002. This Modathon finally got it out.
  3. The mod I created for the Modathon usually had between 3 and 9 different entries for each topic. Which NPC you're talking to, whether or not you've already done a particular vanilla quest, whether a particular NPC was killed if you have done the vanilla quest, etc. Over 200 entries total. Dialogue can be a nightmare.
  4. I think your only option would be to have the dialogue three times, once for Diviner, once for Master, and once for Patriarch.
  5. Every cell has Ambient, Sunlight, and Fog lighting values that are independent of any lights placed in the cell. In the Construction Set, go to World -> Interior Cell and select a cell name from the dropdown menu, and it will show the red, green, and blue values for the three settings. For example, the Alas Ancestral Tomb has Ambient-10/10/10, Sunlight-40/40/40, and Fog-50/25/0. I just created a new interior cell, and it looks like the default values are Ambient-71/71/71, Sunlight-242/217/217, Fog-0/0/0. There's a mod called True Lights and Darkness that reduces the lighting values in tombs, Dwemer ruins, and similar underground areas to 0, making them completely dark other than placed light sources and whatever the player is carrying. If you want your cell to be dark other than actual lights, you need to lower the light values in the cell.
  6. I just opened The Zone in Enchanted Editor, and the Zone region is a cluster of eleven cells northeast of Tel Mora, right in the middle of the northern part of eastern TR.
  7. I know of one mod (The Underground 2) that runs into the game engine's apparent problem with levitating NPCs. There's an enemy with a Constant Levitate item, and if you kill her she falls through the ground and disappears. If you aren't able to access her corpse in the half-second before she's gone, the only option is to use the console to relocate her corpse to your location in order to loot the body, assuming you have her ID.
  8. There's an alternate index for MMH here. The search on the main site appears to be fixed now too. Downloading from Great House Fliggerty appears to be working now.
  9. If it just flags the mineral deposits to respawn like plants, then it would use the same time. A month, I think.
  10. It appears that a lot of the Great House Fliggerty mods can be downloaded if you enter the download page (the one with the junk display) into the Wayback Machine. For example, Mesh Improvements Optimized.
  11. It's the Horror Mod, for anyone interested.
  12. I believe the vanilla summon spells are hardcoded, and any new summon spells are scripted to detect the new spell being cast and then use PlaceAtPC to make the creature appear, with a timer in the script to disable it when the "duration" expires. I don't see why a similar spell couldn't summon an NPC. Melian's Teleport Mod already lets you add any NPC in AIFollow mode to a list of companions and then summon any NPC on the list to your location any time you want.
  13. Yes, when you click on the button to select an icon file for an item, there's a drop down menu with the choices "Morrowind DDS Icons (*.DDS)" or "Morrowind TGA Icons (*.TGA)". For me, it's in the bottom right, next to the File Name line and above the Open and Cancel buttons. Depending on how the game is installed, there may not be any icons in the Icons folder, since the vanilla assets are contained in bsa files. I have the old CDs, so the assets are on the Construction Set CD. You can also use a bsa unpacker to extract them from the bsa.
  14. You cannot use the Almsivi or the Divine Intervention on target or strike since those spell effects will only work on Self. However, a combination of Command Humanoid and Melian's Teleport Mod will allow you to teleport hostile NPCs by adding them to your Companion list while the Command is in effect, going where you want to transport them, and then summoning them there. I've used it to transport bandits into prison cells.
  15. At the moment, the new MWSE can't do dynamic INFO records (journal entries), but some of the people who have created most of the new mods have said that it's on the to-do list. I had asked them if an MWSE version of Trainer Log that added modded trainer information to the journal was possible.
  16. 1. There's an optional esp by that name in The Illuminated Order. 2. Mastering Magicka 3. Don't know this one.
  17. Checking online, it looks like a lot of the mesh errors are from Tamriel Rebuilt. Did you register the bsa? Either download, install, and run BSAReg, or manually edit the .ini file. The ini file is in the main Morrowind file. It's called "Morrowind" and may be listed as "Configuration Settings" under File Type. Toward the end of the .ini, there should be a section that says ... [Archives] Archive 0=Tribunal.bsa Archive 1=Bloodmoon.bsa ... along with any other bsa files. The bsa for Tamriel Rebuilt will need to be listed as well.
  18. Someone apparently read this thread. Configurable Barter Gold "Uses MWSE to allow you to set a multiplier to be applied to every merchant's gold amounts."
  19. Here it is on MMH. Their server acts up sometimes, preventing the search function from working and making it look like a mod isn't there. I happened to find it recently while looking for Skaal Village expansions.
  20. More Barter Gold Increases every merchant's gold by x10. Be aware that it edits every merchant in the game, so it will conflict with other mods that edit the merchants, requiring a Merged Objects patch. I watched someone on Youtube playing with this mod and Master Index, and he wasn't able to buy the Propylon Index from Nibani Maesa because More Barter Gold overwrote the change from Master Index that allowed her to sell the Index.
  21. It's possible that someone may have sold it when they needed money. (Hint)
  22. Even though you're using Vality, the missing bark texture is from Vurt's Bitter Coast Trees II, so you can download it to get the texture.
  23. When an object appears in the distance and then disappears when you get close, it's usually because the mod containing that object has been selected in Distant Lands but isn't active in the game itself for some reason. There have been a number of occasions when I've installed a mod that added new buildings, ran Distant Lands, and then disabled the mod later. I would be able to see the buildings in the distance, but they would disappear as I got closer to them. Assuming that you have Vality's Balmora Addon selected when you play the game, something is preventing the game from recognizing that it's an active mod.
  24. Have you run anything else that edits Morrowind.exe, like Exe Optimizer? The Code Patch doesn't like anything except the original file (other than the official patches from Bethesda).
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