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Everything posted by Necrolesian
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Where is the Heart ring? (spoilers)
Necrolesian replied to skyrimlover1212's topic in Morrowind's Discussion
IIRC it's right by the door to Akulakhan's Chamber. I might be wrong though. -
Image won't upload = Can't upload mod
Necrolesian replied to Kirya's topic in Morrowind's Discussion
I occasionally experience this too. I'm pretty sure it's not caused by the image size. I upload images one at a time, and if one doesn't upload properly, I make some minor change to it then try again. In my experience it only happens maybe 5-10% of the time. I have no idea why though. -
Setting the journal through a book
Necrolesian replied to Eluwil's topic in Morrowind's Construction Set and Modders
The vanilla game does something similar in a couple cases. For example in Tribunal there's a journal entry when you read the contract that Dandras Vules has in his inventory. -
If the armor rating is the same, then the protection is the same. Light armor is less durable than heavy armor though, so it will get to poor condition more quickly, and the worse condition your armor's in the more damage you'll take.
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Morrowind Code Patch has a feature that does something like that. I think you push the weapon ready button to denock your arrow.
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Question about Morrowind Unarmored Skill?
Necrolesian replied to lllJACKlll's topic in Morrowind's Discussion
Morrowind Code Patch fixes this bug. -
You might be able to use something like joy2key with a joystick or controller for that. If you want it to be completely unattended though I'm pretty sure you'd just have to be jumping in place, which isn't the fastest way to do it. The fastest way would be rapid-fire jumping up an incline like in the Vivec cantons, but you can't keep that up unattended (and if you jump up against the wall so you're not actually moving it won't count).
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Actually I was trying to change the color of an MCM element earlier. Talked with Merlord about it on discord. MCM elements are contained in self.elementsfor each component. So for me it was self.elements.info.color = tes3ui.getPalette("fatigue_color")but that's for an info component. And you may have to put it in a postCreate() function. postCreate = function(self) self.elements.whatever... end
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MGE and general Mod help
Necrolesian replied to DiscipleOfOdd's topic in Morrowind's Troubleshooting
I don't know what that error means, but if you're using the original MGE you should use MGE XE instead. It has more options, looks better in-game and is less likely to result in issues. -
Does this happen on a new game or only with your current save? (Wondering if it might be a problem with your savegame, in which case cleaning it with Wrye Mash might fix it.) You can try disabling half of the mods in your load order and seeing if it persists. If so, re-enable those mods and disable the other half and try again. You should be able to narrow it down and figure out the cause of the problem that way.
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Specifically Morrowind Code Patch now includes the 4GB patch, so the standalone 4GB patch is no longer necessary. It can be found here though if you still want it for some reason. (Actually I've read it might be useful when applied to the MGE XE executable, but I'm not sure about that.)
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The Elder Scrolls - Downgrading
Necrolesian replied to Schnellinger's topic in Morrowind's Discussion
I was afraid MGE XE might not work, but I thought MWSE could be loaded on its own? -
The Elder Scrolls - Downgrading
Necrolesian replied to Schnellinger's topic in Morrowind's Discussion
I don't have many recommendations to make Morrowind more like Skyrim (I think Morrowind > Oblivion > Skyrim myself). But if you haven't already install Morrowind Code Patch to fix bugs and a few broken game mechanics, and Patch for Purists to fix many more bugs. Also Morrowind Optimization Patch to improve performance with optimized meshes (definitely use the Lake Fjalding esp to improve performance in that area), and Project Atlas to definitely improve performance in certain areas. With this setup and vanilla textures at least performance should be okay. I don't think MGE XE distant land is a good idea on your machine. There is a mod called Skyrim UI Overhaul. It doesn't actually change the functionality of the UI, just its appearance. And Skyrim Style Splash Screens. UI Expansion enhances the UI in useful ways, and should be pretty performance friendly because it's an MWSE-Lua mod. Install MGE XE and update MWSE, but you don't need to use MGE XE's performance demanding features like distant land. (Actually I'm not sure if MGE XE will work at all on your system, but you should be able to just install the latest MWSE directly.) -
Modding "Fargoth's Hiding Place" Quest
Necrolesian replied to ceiman's topic in Morrowind's Construction Set and Modders
IIRC the script that handles that quest is called "lookout script" or something like that. I think you could just edit the coordinates that he's supposed to travel to? I didn't look at the script too closely though. -
A few issues that need explanation
Necrolesian replied to Deleted78356788User's topic in Morrowind's Discussion
With 128 min static size, you wouldn't see the crates anyway, but you would see the scaffolding at Khartag Point. I also see the reflection of the crates in the water (and I see that even if I'm very close, because MGE XE distant land is responsible for the reflections). I like to set the draw distance/fog end distance closer (12 for me, any farther and I have bad performance), but the static draw distances farther (3/6/9 for me, with static sizes 50/300/600). I set the fog start distance at 3/4 the fog end distance (9 for me). -
A few issues that need explanation
Necrolesian replied to Deleted78356788User's topic in Morrowind's Discussion
A couple of those things are related to quirks with MGE/XE distant land. The rock north of Gnaar Mok for example. The scaffolding is disabled by default until you make progress in a certain quest, but MGE XE sees it as being there so it's displayed in distant land. You can see something similar in Seyda Neen, where the crates that were on the Imperial Prison Ship will appear in distant land (if you have min size for distant statics small enough) and then disappear when you get close enough because they're disabled. I think the first issue you mention is also related to distant land. It seems to happen more often in foggy weather (if you're talking about what I think you are). These issues could be solved by not using distant land, but that would suck, and these are pretty minor issues anyway. It's a good idea though to make sure the in-game view distance is set to as far away as possible. You can see past that distance of course thanks to distant land, but this setting will control when Morrowind engine rendering stops and distant land takes over, and it's best for that distance to be as far as possible. -
Falmer mod request for Morrowind
Necrolesian replied to smolderingchipmunk's topic in Morrowind's Discussion
I recommend using The Forgotten Halls addon with it as well. -
Most recent version of mlox is here. Also you might need to manually download the most recent (2019) version of the rules file from here. The version it automatically downloads is an older version from 2017. (And the place to put the rules file is somewhere in your Windows user directory, which is different from the 0.6x versions.) I'm not really familiar with MO2, I like Wrye Mash Polemos version.
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UI Expansion does something like that, among other things. https://www.nexusmods.com/morrowind/mods/46071