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Everything posted by ProfArmitage
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MGSO includes the version of Plangkye's Better Almalexia that has an esp that makes her armor lootable treasure. However, the armor isn't actually on her body when you kill her in-game. I checked in the Construction Set, and both almalexia and Almalexia_warrior have the items in their inventory when almalexia armor.esp is active, but they don't show up in the game. Is this a known issue? (I've been away from Morrowind for years.) TESPCD doesn't report any conflicts. I'm not using BTB-Equipment, which is the only conflict listed in MLOX. I ran into a similar situation with Morrowind Patch Project changes to a couple pieces of armor not showing up in game, while other parts of the MPP did, so maybe it's something on my end. EDIT: Okay. I just used some cheats to kill Vivec, and the esp from Psymoniser's Vivec God Replacement (Psy_VGR_Armour.esp), which comes with MGSO and is supposed to give him lootable armor as well, doesn't do it either. It appears to be a general issue I'm having.
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Noloha in Suran mentions your father?
ProfArmitage replied to 1maxkillen's topic in Morrowind's Discussion
It sounds like Oluhan. Morrowind Modding Showcase feature. -
TESFaith is designed to move the contents of entire cells to new locations, or move entire named regions. I haven't used it, yet, but I plan to try to use it to make a bunch of overlapping landmass mods compatible for my next game. http://www.oceanlightwave.com/morrowind/ http://www.oceanlightwave.com/morrowind/TESfaith-Readme.html
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Is there a script to automatically dispose of a creature's corpse when it's killed? The closest I could find with a quick look through the modding wiki was disabling a creature when it's killed, and I don't think that will work. The effect I'm looking for is a cursed area full of undead that rapidly reappear until the curse is broken, and my first thought was to automatically dispose of the corpses so they always respawn when the cell is reentered.
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Dwarven Creatures was featured in Showcase #4 and included new Centurions. http://www.nexusmods.com/morrowind/mods/43062/ It was showcased as a modder's resource, but it also adds the new creatures to the leveled lists. Creatures XI, in Showcase #5, also has new Centurions, including one that hovers on helicopter-style blades. http://www.nexusmods.com/morrowind/mods/30563/
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I just did a clean install of Morrowind and MGSO. I installed the latest versions of MGE XE, MWSE, Mlox, MCP, and the Morrowind Patch Project. I installed John Moonsugar's MGSO patch, Spirit's MGSO Daedric Armor fix, replaced STA Guides with the non-script version, and installed the latest version of Graphic Herbalism, with the Extra and Ore Replacer compatibility. Nothing else yet. Suddenly, Mlox has stopped working in the middle of it. This is the error message it produces: mlox.exe 0.61 [mlox-base 2017-08-02 15:53:33 (UTC)] (en/cp1252) Python Version: 2.7 wxPython Version: 2.8.12.1 Traceback (most recent call last): File "mlox.py", line 1891, in <module> File "mlox.py", line 1799, in main File "mlox.py", line 1638, in start File "mlox.py", line 1619, in analyze_loadorder File "mlox.py", line 1338, in update File "mlox.py", line 880, in read_rules File "mlox.py", line 774, in parse_statement File "mlox.py", line 684, in parse_expression File "mlox.py", line 605, in parse_desc File "re.pyo", line 194, in compile File "re.pyo", line 251, in _compile error: nothing to repeat Mlox freezes, and I have to use the Task Manager to shut it down.
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Open locked doors and chests from a distance?
ProfArmitage replied to DAVIDINTEL's topic in Morrowind's Discussion
That's what I mainly use the Seizing of the Erabenimsun for once I get it in the main quest. "Me? I'm not doing anything with that chest on the far side of that room I'm not even standing in." Of course, I usually back it up with the Amulet of Shadows and Ring of Surroundings, just to be safe. Caius' shirt and pants too, if I really want to hedge my bets. -
There seems to be something about Morrowind and its associated software that antivirus programs don't like. I've occasionally had Kaspersy Internet Security insist that the main Construction Set exe is a virus and try to delete it. ...Just got it now in fact, while doing a clean install in preparation for a modded-to-the-eyeballs playthrough. It thinks TES Construction Set.exe is infected with Trojan.Win32.Shifu.aax. It always happens during the Tribunal installation.
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Morrowind Patch and Imperial Chain Pauldrons
ProfArmitage replied to ProfArmitage's topic in Morrowind's Troubleshooting
I make sure to install the newest versions of mlox, MGE XE, MWSE, Code Patch, Morrowind Patch, and everything else. The first four items in the load order are Morrowind Tribunal Bloodmoon Morrowind Patch v 1.6.6 beta Other changes from the patch are implemented. Reducing the value of Hackle-Lo Leaf, for example. It's not a big deal. Those pauldrons have just always annoyed me, and I was going to try to fix them myself until I saw that the patch already had. -
I was digging around in the Unofficial Morrowind Patch that comes with MGSO, and I saw that it revises the Imperial Chain Pauldrons to make them medium armor, and gives them stats comparable to the other pieces of Imperial Chain armor. 7 Weight, 100 Health, 12 Armor. But when I play the game, it still has the stats from the base game, making them heavy armor and more powerful than Imperial Steel. I'm not running anything other than MGSO, and digging through the other included mods with Enchanted Editor, none of them appear to alter the Pauldrons. TESPCD doesn't show any armor conflicts. Any thoughts on what may be causing the change to not be implemented? I see that there's a mod here that just changes the weight, and the one posted comment is "I'd love this mod . . . if it worked. I put it in my load order - no change on the pauldrons." Maybe it's something strange inherent in the Pauldrons?
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Recommend a Castle or Large House
ProfArmitage replied to ProfArmitage's topic in Morrowind's Discussion
Huh. For some reason, it never occurred to me that landmasses could end up on the far side of TR. I guess I was thinking of it as "the edge of the world", instead of it functioning as a massive island itself . -
Recommend a Castle or Large House
ProfArmitage replied to ProfArmitage's topic in Morrowind's Discussion
I'm not using Tamriel Rebuilt at the moment. In fact, I'm planning on experimenting with TESFaith to try to get most of the Landmass mods Darkelfguy has featured on his channel working all at once by moving overlapping ones to new locations, which would probably make TR even less practical. Now that I think about it, I could probably just acquire multiple castles in Ald Vendras, if one isn't big enough, and shuttle between them. It was #3 on Darkelfguy's Top 10 Morrowind Castle Mods and I didn't even consider it until now. -
Recommend a Castle or Large House
ProfArmitage replied to ProfArmitage's topic in Morrowind's Discussion
I'll definitely take a look at White Wolf. I had planned on playing that mod, but when it was featured on Morrowind Modding Showcase, the emphasis was on the quest aspect. I didn't realize you could claim the castle as well. Thanks. -
I've been looking through the various castles and houses featured on Darkelfguy's Morrowind Modding Showcase, and none of them really fit what I'm looking for. I'm hoping that someone here might be able to suggest something. It's worth noting that my issues are mainly roleplaying in nature. What I'm looking for: 1. Something that I earn, either with money, a quest, or both. It doesn't feel right to just walk into a castle or mansion and say "This is mine now." That's actually kind of funny, considering the number of bolt-holes I've set up in empty houses after the occupants were killed in quests. 2. Extensive living space. Enough quarters to realistically house Companion NPCs, servant NPCs (A Lord's Men, Nevena's Assistants and Apprentices, etc), and other NPCs (the Morrowind Family or Ebonheart Orphange additions to Children of Morrowind, for example). 3. Exterior grounds. This isn't essential, but I like the idea of servants doing work outside the walls and guards patrolling my land. With Wayfarer's Rest, The Farmer Mod, PC Clothier, PC Smithy, Erengard Mines, and similar mods, I'm sure I can find things for the servants to do in other locations. 4. Connection to the world. This also isn't essential. Some castles and houses are placed on islands in the middle of the ocean, on flying rocks up in the sky, or in their own interior cells. I imagine that this reduces conflicts, but I like the possibility of my guards fighting with a pack of Nix-Hounds that happened to wander into my territory, or archers shooting at a Cliffracer. I like Yorick's Tower. I like Spokorni's work in general. It's a nice design, with lots of storage space, and devoid of clutter, so the player can add their own. With the optional quest file, getting it requires a large sum of money and a high level quest. However, it's on an island that's barely bigger than the tower itself. More importantly, it's very short on living space. There are two dedicated guest rooms, which become occupied by NPCs met during the quest, if you invite them. There are a couple guest beds attached to the Master's Chambers, a librarian's bedroom off the library, and some barracks and servants quarters in the basement. Not really enough for what I'm looking for. In theory, a furniture mod could be used to turn two additional areas discovered during the quest into living quarters, but it's tough from a roleplaying perspective. "Here are your new bedrooms kids. Have fun exploring the caverns. Don't play with the Daedric portal." Castle Hestatur, also by Spokorni, has a lot more living quarters, and it's on a bigger island, with enough grounds that there are already harvestable plants in place. The problem is that it's free. Combine that with the teleporters that are included, and that's a lot of power for the cost of a levitate or water walking spell. Nerevarine's Castle is effectively a "reward", earned by completing the main quest. I haven't looked at it in depth, but Darkelfguy's video mentions "a couple guest rooms", so it may not have the space I'm looking for. It also wasn't completely finished, but that doesn't appear to affect the playability. It seems like everything that's big enough is free, like Castle Vianden or Helios Keep. Anyone have any suggestions?
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Searching for a Specific Mod, can't remember the name
ProfArmitage replied to rockbiter69's topic in Morrowind's Discussion
Morrowind Modding Showcase #39 featured "Clear Your Name". It adds the corrupt magistrate mentioned in the buildup to the Bloodbath quest to Fort Moonmoth. By paying him a bribe, he'll remove your bounty.- 5 replies
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- pay fine no thieves guild
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