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Everything posted by ProfArmitage
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Potentially dumb question
ProfArmitage replied to uhmattbravo's topic in Morrowind's Troubleshooting
It's under Interface Changes. "Convenient Defaults. On loading a game, sets the initial player movement to running instead of walking, and sets the map to display the world map instead of the local map." -
Issue with Book Rotate and Book Jackets
ProfArmitage replied to Xanadoodle's topic in Morrowind's Troubleshooting
For some reason, the patcher that comes with Book Rotate stopped working for me, insisting that mods with new books had already been patched and didn't need to be altered. I ended up switching to Decorator+, although that doesn't let me close open books.- 7 replies
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- book rotate
- book jackets
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(and 1 more)
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Potentially dumb question
ProfArmitage replied to uhmattbravo's topic in Morrowind's Troubleshooting
Are you using the Morrowind Code Patch? One of its options is to start the game in running mode instead of walking and displaying the world map instead of the local map. -
Stuck (literally) in Dissapla Mine
ProfArmitage replied to ShazzaBaba's topic in Morrowind's Troubleshooting
It's an issue with Vurt's Grazelands Trees II. From Supreme Ruler of Earth's Alternative to MGSO: "There is a minor bug! When entering the Dissapla Mine, your character will immediately become stuck on a branch which is protruding through the mine walls right inside the entrance. This occurs whether you have the ESP enabled or not. The tree exists in the vanilla game files and is only a problem because Vurt made the branches longer and thicker. So the bug is entirely incidental. You can use the console commands "fixme" or "tcl" to get your character unstuck, so it isn’t that big of a deal." -
NPC Casters shoot 2 different spells each cast
ProfArmitage replied to Tretor's topic in Morrowind's Troubleshooting
For every caster having the wolf spell, I recall other discussions in which the effect was caused by having Auto Calculate Cost checked for the new spell. For some reason, it apparently causes custom spells to propagate into the game and appear in NPC spell lists, I think. Maybe I'm misremembering. -
I know almost nothing about scripting, but according to Morrowind Scripting for Dummies, the Follow AI package can make an NPC follow another NPC, so it's just a matter of scripting the first NPC's movement. There's also a ForceRun script that was added by Tribunal to make characters run. For waypoints, you have to specify the coordinates in the cell. For example, the script that makes Fargoth sneak around Seyda Neen when you're on the lighthouse includes lines like: Fargoth->AiTravel -11468.595,-71511.531,173.728 ; goes to tree Fargoth->AiTravel -11410.590,-72057.188,133.644 ; goes to wall
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Looking for large Morrowind mods
ProfArmitage replied to Superrpgman's topic in Morrowind's Discussion
If you go to the online guide for Darkelfguy's Morrowind Modding Showcase series, you can sort by category, which includes Landmass. There are currently 72 landmass mods listed, with links to the mods themselves and to the specific sections of the showcase videos that preview the mods. http://modlist.altervista.org/morrowind/ -
A witch cursed me! Encumrance! No cure! Halp!
ProfArmitage replied to Natvaesen88's topic in Morrowind's Discussion
If it was near Ald Velothi, it was probably Rawia Ashirbibi at the Aidanat Camp. Looking in the Construction Set, all I see that's relevant are Crushing Burden Touch (Burden 60), Great Burden of Sin (Burden 40), and Heavy Burden (Burden 40). She doesn't have anything that damages Strength, and none of the Burden spells should last more than 10 seconds. Some sort of bug may have made the Burden permanent. Are there any active effect icons showing a Burden effect on your character? A Dispel 100 on Self may fix it if so. -
First time modding Morrowind
ProfArmitage replied to shadow89dv's topic in Morrowind's Construction Set and Modders
Be aware that more recent versions of the Patch Project have moved beyond bug fixes and have started changing what they feel are "game balance" issues. Whether you want that is up to you. For example, the value of Hackle-Lo Leaf is dramatically reduced, without taking into account that it's given to you as a reward in several quests. Lately, I've been trying the Patch for Purists, which is based on an earlier version of the Patch Project. -
Is there an easy way to reset an idle NPC to their default AI settings, other than looking up the numbers in the Construction set and using the AIWander command in the console? For example, an NPC in a mod has the following Wander AI settings: Distance: 0 Duration: 5 Time of Day: 0 Idle Chances: Idle 2: 0 Idle 3: 0 Idle 4: 0 Idle 5: 0 Idle 6: 0 Idle 7: 0 Idle 8: 0 Idle 9: 100 In this case, the NPC has a custom animation that they normally display at all times. If you use Command Humanoid, they resume their animation when the spell expires. On the other hand, a mod like NPC Commands, which lets you issue Companion-style movement commands to NPCs if their Disposition is high enough, imposes its own AI settings. Telling an NPC to "Wander Around" sets them to AiWander 256 5 0 10 10 10 0 40. If you use that, their animation goes away and they just walk around being boring. Is there an easy way to just completely reset them?
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Vendorless Alchemy/Enchanting?
ProfArmitage replied to SrgntCereal's topic in Morrowind's Construction Set and Modders
It's also possible to create enchanting "vendors" that look like inanimate objects. The house mod Nil-Ruhn, from Modding Madness 2016, has enchanting and spellmaking altars that are built as immobile creatures that look like blocks of stone. Morrowind Modding Showcase video. -
After years away from Morrowind, I played a full playthrough using MGSO, for a quick and easy update. Now, I'm attempting a custom upgrade, using the STEP Project as a base, along with alternate building and environment textures, some elements from MGSO that I liked, and various other mods. With the MGSO lighting options I had selected, dungeons and caves were dark, and it was dark outdoors at night. I installed Booze's True Lights and Darkness, which was a plugin that was active using MGSO, but while it makes interiors dark, there is still normal visibility outdoors at night, even at midnight during a thunderstorm. Does anyone know what MGSO used to adjust outdoor lighting? My first thought is the Outdoor Settings ini file adjustment from Sensei's The Lighting Mod, since that mod is also on the various "what's in MGSO" lists, but I want to make sure before I break something.
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Recommend a Castle or Large House
ProfArmitage replied to ProfArmitage's topic in Morrowind's Discussion
I was considering trying my hand at creating a new island and copying this manor from its existing interior cell into the outside world. It is nice. I've never created a landmass, so I might be better off leaving it as it is. -
Leveled Creatures Unpopular?
ProfArmitage replied to ProfArmitage's topic in Morrowind's Construction Set and Modders
Other people have asked about using the monkeys as actual creatures, so you can never be sure. :laugh: -
Leveled Creatures Unpopular?
ProfArmitage replied to ProfArmitage's topic in Morrowind's Construction Set and Modders
We seem to have a misunderstanding. I thought that you meant that you don't like the random creatures spawned from the leveled creature lists, represented on the construction set map by the ninja monkeys. I didn't intend to use the actual monkeys. -
Leveled Creatures Unpopular?
ProfArmitage replied to ProfArmitage's topic in Morrowind's Construction Set and Modders
This is exactly the information I'm looking for. Why do you not like ninja monkeys used as enemies? What do you feel is wrong with them? To elaborate, the idea I had was to take an existing house mod (with the creator's permission, of course), and create a separate quest esp that requires you to break a curse on the property before you can move in. The manor would be populated with leveled undead, as well as conventional undead that would continue to respawn until the curse was broken. -
Leveled Creatures Unpopular?
ProfArmitage replied to ProfArmitage's topic in Morrowind's Construction Set and Modders
To be clear, I meant the Ninja Monkeys, placeholders that spawn different creatures depending your level. I didn't mean creatures that become more powerful as you level up, like Bethesda attempted with the horribly broken Gedna Relvel. I assumed the reference was to the former. -
Looking in the Construction Set, once you reach the rank of Archmagister, the Chores topic response "What do you ask of me, Archmagister" is above "I am interested in the Ring of Dahrk Mezalf.", so it resolves first. If you're Mouth, the ring quest triggers, but if you're Archmagister, it doesn't. You're his boss, so he won't give you chores to do.
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Leveled Creatures Unpopular?
ProfArmitage posted a topic in Morrowind's Construction Set and Modders
I was recently rewatching one of Darkelfguy's Modding Showcases, and he mentioned that a lot of people don't like mods that use leveled creatures. I wasn't aware of this. What's the source of the dislike? I had an idea forming in my head for a mod that would have used almost nothing but leveled undead, so that it could be played at multiple levels and people could have completely different experiences depending on what creature mods they may have installed. If the reaction would be "Leveled creatures suck. This is a terrible mod.", I'll go in a different direction. -
The almalexia armor one makes the armor she wears a set of lootable items, alongside Hopesfire and Barilzar's Mazed Band. The voices one makes all of her speech actually spoken, in addition to the original text boxes. I checked the script and it just changes her scripted audio greetings to ones that use the new voice, so they're in a different location. Say "Vo\Misc\tr_almgreet1.mp3" "Many Blessings upon you, my loyal servant." compared to Say "Vo\Alma\alma_gen_greet_01.mp3" , "Many Blessings upon you, my loyal servant." Almalexia armor uses the original script from Tribunal, so it's reported as a conflict.
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When two or more mods make different changes to the same object, TESTool can detect the changes and generate a new plugin that incorporates all of the changes, unless they change the same property, in which case it's still based on load order. http://wiki.theassimilationlab.com/mmw/TESTool#Merged_Objects
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Even though TESPCD doesn't show the conflict, it turns out that TESTool does. I discovered a couple other cases where that happens too. That's what I get for just using the one program. But yes, I just checked and Single vs. All does show the conflict...and it's showing up with the Full Check now that I'm looking. I guess I was just blind before.
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Morrowind Patch and Imperial Chain Pauldrons
ProfArmitage replied to ProfArmitage's topic in Morrowind's Troubleshooting
It turns out it's Alaisiagae's Left Gloves Addon overwriting the MPP change, since it includes pauldrons too. TESPCD doesn't detect the conflict, but TESTool does. I guess I know which I'll be using going forward. -
I just opened the game in the Construction Set with every esp that's included in MGSO selected, and the armor is gone from both Almalexia and Vivec, so there is something else in MGSO that's overwriting them. It looks like New Voices.esp, which I believe is a compilation of five separate voice addon mods, is the culprit. It contains copies of the original creatures, and loads much later than the other two mods. Thanks.