Jump to content

FollowTheReaperMods

Members
  • Posts

    26
  • Joined

  • Last visited

Everything posted by FollowTheReaperMods

  1. For this part I do find mods: Merlord's Character Backgrounds More Backgrounds Also another which do take care of class background: Class abilities
  2. I wish to contact with folks who already done major forking and translations into their national version of (translated) Morrowind. Especially interested what kind of programs/ approaches do they use - as ours is somehow sluggish. Like as I remember an old version of Morrowind Comes Alive was some 3 days for 3 guys and some 60-80 work hours - just forking with no true translation. Or my Vivec_Mages_Guild_Expanded.ESP forking some 3 hours. Especially interested how do they dealt with: - TR data - OAAB_Data - BCOM - Tamriel Rebuilt
  3. Is there any mod which: 1. Let you zoom on the local/ global map? 2. Enlarge the player compass on local/ world map? 3. Adds a north marker to the normal screen both first and third person? Not aware any - maybe others do.
  4. Depends on the concrete mod/ author. A part of them have no problem, as it is granted - just would like to be proper to notify the creator. Others say if cannot be contacted in reasonable time (or it specified in 2 weeks) - then do whatever. -> But how to prove it was tried? But others yes: "contact me for permission". In the concrete situation there is no problem, as translations/ upload anywhere were granted. (Just wished to send a notification.) The problem is the general situation. --- So my idea about solution: A dedicated notification/ permission button where text and links possible to be sent (hey, I translated/ uploaded your mod to X link/ message box for permission (where set minimum, like 500 character message for proper asking to not waste creators time with one sentence messages - but state properly intentions)), which is unlike private messages/ mod comments + bug sections cannot be disabled, IF the uploader set any permission required. Also to set site rules as: if there is no reply for such request in like 30 days permission granted (like inactive users). Basically solve the problem when creator cannot be contacted.
  5. Well "malicious mods" and Firefox: Since ver 132 - 133.X Mozilla Firefox on average marked malicious more than 60% of my downloads, requested extra clicks to download at all. All were safe, includes the ones from Nexusmods. In the end I disabled all Mozilla functions which can interfere with downloads and seriously considered to stop using it (and go full Tor browser) regardless that using it since Netscape went out.
  6. It seems answered one of my questions - as I failed to send message for an user - just a notification about translated mods. The same user have no comments/ bug reports/ any sort of contact section under the uploaded mods. So how can users contacted for permissions if they close the contact methods?
  7. Effects running game in two ways: - adds at most two summoning spells for characters (if conditions met) if not loaded/ encountered already - sets the flat number of creatures which can be summoned by spells, treats it as running effect (not sure about enchanted items/ scrolls) Same with the others in similar: iAutoSpellDestructionMax - at most 5 spell can be awarded by tombola (if conditions met) - at most 5 spell which still have effect can be used on a creature after (on top on) each others
  8. Logical insights on mammals. There are several species which are missing regardless as by lore and/ or logic they should exist in Morrowind: - Sand Kwoom - Scarabs - Scuttler Minimal presence: - Wormmouth - Nix-ox : mostly died out around the Red mountain by the 3. Era, but the Dagon Fel Nix-Ox most likely still exist in sparse numbers - Chaurus : On Solstheim + possibly Dagon Fel as the creature natural in Skyrim, and nords do consume it (also snow elves kept/ breed those underground) ? - Pangrits : because they are close relatives to guars - still it is a question as by canon they do live in very different place Daedra/ undead not mentioned as they are not affected by toxic.
  9. About age/ life span - after digging into lore deeply: It seems that by lore magic by itself have minor role improving life span, probably a few years/ decades, but not something extraordinary. Bretons regularly mentioned as an example of that regardless of their magical talents they do live considerably less time than Mer mages. It seems like needs the combination of extraordinary magic talent + elven blood line for: https://en.uesp.net/wiki/Lore:Mer Which lead to the result: Ildari Sarothril not just can exist in 3E427 Morrowind - but possibly already hundreds of years old.
  10. Well based on this: https://en.uesp.net/wiki/Morrowind:Dark_Elf "Dark Elves live two to three times as long as humans; with a 200-year-old Dark Elf being old and a 300-year-old Dark Elf being very, very old." Is there any concrete on how much extra life span granted for wizards? Other than the fact as Neloth who was already a middle aged/ powerful wizard chancellor in 3E427. --- The hearth stone put into Ildari in 4E181 so was half dead until the 4E201 as final death. --- As for the hearth stones lore just states: rocks which was around Lorkhan's Heart for very-very long time. But actually I liked your rpg minded insight: But it seems that can fit into lore without problems that Dagoth Ur and Ash Vampires can create Ash Spawns far before the eruption/ their appearance after that as Dagoth relatives do rely on the power of the hearth anyway.
  11. That part is done always, also the another important to make attributes possible over 100 (otherwise high starting attributes would be useless). Which makes for example the starting of orc: Male: end: 90, str: 80, starting HP: 85 Female: end: 85, str: 75, starting HP: 80 + if chosen str + end as starting favorite attributes that can grant +10 HP. So the workaround operational and avoids Fortify Max Health which would permanently clutter the constant magic effects, which is always visible. --- But it still not solve the base problem: 1. Needs a script which properly determinate the real maximum health of PC/ NPC / creature (not with re-definition of health calculation like with: mod) 2. Uses the real maximum health base -> then SetHealth to make it base + x. 3. Attach that script to a list of req,, for example: male + warrior class +10 HP, or combat specialization + 10 HP. Fortify Maximum Magicka is different as most likely already in the constant effect list, because who wish a mage most likely already chosen a race + birth sign which grants that effect already, so there needs just the diagnostics part which able to read magic specialization correctly. I think that is possible - just I am bad in lua (as my panzer corps 2 attempts prove that). It must be something about: https://mwse.github.io/MWSE/references/actor-types/ https://mwse.github.io/MWSE/references/specializations/
  12. Well lore friendly is very subjective. I made vans to 30 and Vandito to 36. But you can put values to whatever with cooked files.
  13. There is mod for that if you have an older version: https://www.nexusmods.com/stateofdecay2/mods/491 Also there are two others (not remember names): - did not remove juggernauts but reduces their defenses, like 1 layer instead of 3 - was another which killed all who touched the car twice, so no more door tear by instant
  14. There is a character who appears in Skyrim: Ildari Sarothril She is a necromancer who created the ash spawns, apprentice of Neloth (House Telvanni chancellor) https://en.m.uesp.net/wiki/Skyrim:Ildari_Sarothril But it is not stated: - When did she born/ became apprentice? - Can she exist in Morrowind? - WHEN she created the ash spawns? / Can ash spawns exist in Morrowind game? (Sure would be difficult before the Red Year, but probably possible.) - Also: Is it possible that Dagoth Ur or his relatives also created ash spawns? There are two relatives exist in Morrowind: - Bethes Sarothril who is a witch hunter in Temple - Saryn Sarothril who is in House Redoran (which is present the question: how does became Ildari Sarothril a member/ apprentice in House Telvanni, as by only 2members this not looks like a particularly large family)
  15. A topic dedicated for searching existing mods. Not restricted to just nexusmods, also includes moddb, former planet sites (like planet elder scrolls), net archives, collections, translated/ national mods which most likely never presented in large mod sites. Also can include offline packs/ rars which may contain long forgotten/ "lost" mods.
  16. So start with some questions/ how to: 1. Is it possible to place via scripts either concrete creature/ NPC and/ or leveled creature to special cells into special positions WITHOUT touching those cells in TES? (Bonus - cells which are not loaded - visited.) Reason: To offer improved compatibility with other mods, as it can make possible the new actor will not appear in collision (landscape editing, changed cell interiors, translated cell names). 2. Is it possible to attach scripts to leveled creature list itself? By base TES there are simply no "extra data" option for scripts. Means present conditions for their appearance, for example: elapsed game days, in game hour, journal entries, etc... Reason: to present other conditions for their appearance or the lack of it other than PC level / chance to none 3. Is it possible to attach scripts to placed leveled creature objects (placed into cells via TES or scripts)? CC. the same as the prev. but affect only certain placed leveled creatures instead of all references which does use the same leveled list.
  17. Well I am not sure how active is the Morrowind "Construction set an modders" topic but worth a try. So this topic is about .lua modding via MWSE for all the solutions which are either impossible with TES scripting (aka: scripting for dummies ver. 9.0) or possible but overly blunt and would be more convenient with lua (and do offer improved compatibility and less footprint) for mods. Just as an example: with TES scripts you cannot do anything with an actor which is not loaded (encountered) jet. The use of the topic: 1. Collect all the already existing guides about MWSE lua scripting, like: The base source: https://mwse.github.io/MWSE/guides/introduction/ 2. Present detailed questions by modders - how to do it via lua? Which does refer to exact problems and solutions. Probably even some teaching / explain further.
  18. Near the mentioned gameplay settings there is the dedicated Magic effects just above that in TES. All magic effects cost can be modified in cost.
  19. Well tightly controlled does not means the lack of it. Both Redoran (official) and Telvanni (de facto) settled there, also do not forget the Ghostgate which did get regular forces, who later often end up as settlers/ residents, even if as Buoyant Armigers. Also folks who did join to a great house may end up there, regardless of their race. Slaves also get into, especially on plantations and smuggler-slave traders. On Solstheim and Sheogorad nords did arrive and settle - do not care much about the Tribunal Temple, actually regarded Solstheim as theirs. The true winners of the "opening" are the other races, House Hlaalu, dark elves from imperial regions, and the imperial fractions, accompanied with the over the permitted level (illegal) expansion by House Telvanni. --- So while it is regularly mentioned that in the island cc. 50% dark elf, and other races are cc. equal to share the another 50% this does NOT include Solstheim or Sheogorad and I think because of the slavery that two races makes up a larger portion than equal, just like imperials (and possibly orcs) since the opening (and Imperial Legion presence).
  20. I do wonder the possibility to change especially HP based on race, sex, class/ specialization. Preferably by in game scripts (if there is a way at all), but lua can be also. Problem is I am not aware that in game scripts can permanently modify maximum health. ModCurrentHealth is useless as it ends in the maximum. ModHealth is not permanent, as when it is damaged will decrease til the maximum. SetHealth drops any consideration about the normal maximum, sets a new value AND also fails to modify any object/ reference which is already encountered (aka: does not works with saves). Anno planned to modify the maximum based on race, sex, class/ specialization. Sure the workaround is done by modify race/ sex starting STR. and END. --- Also I not jet figured out a way which would give magic specialization a 1.0 Fortify Maximum Magicka (so increase the max by Int), or + 10 HP by combat specialization. --- Side lua only: Is there a mod which did try to address upbringing/ past occupations, as a new menu near race, birth sign, class? I mean as a single level from Careers in Darklands: https://darklands.fandom.com/wiki/Character_Creation
  21. Well my recent working as intended (!) install was some 27 hours long (several reinstall) to a modern machine 2 weeks ago. Sadly the old translation makes pretty much everything incompatible (except graphical files without esm/ esp) which not forked specially to the translation to work together. So right now limited to just about 100 mods. Vivec mage guild expansion was about 2 hours work so I cannot even estimate BCOM compatibility. The reverse also true: need to figure out a suitable way to make my mods compatible with the English version as right now it is easier to done again from ground 0.
  22. Hi! Hope someone knows a solution. 1. How to add extra damage (range, etc...) based on ammo type? 2. How to make weapons to use multiple ammo types? And choose which one get loaded untill that changed by player, like via message box.
  23. Hi! Search for a mod which add Damage Threshold (DT) to fallout 3 for armors. Also which add RAD threshold. I do not use TTW which uses that from Vegas.
  24. For example this supposedly fix it: GNR Radio Fixedhttps://www.nexusmods.com/fallout3/mods/3986
  25. Something like that exist: JIP Fast-Travel Anywhere with Random Encountershttps://www.nexusmods.com/fallout3/mods/19467
×
×
  • Create New...