Azura's Touch

Post » Sun Aug 08, 2010 8:32 am

JUst cutting down on the script that summons to no more than 4 monsters would be fine. Just nuke the summoning potential. To be honest, I really don't want to break out my 100% chameleon robe just to play Morrowind! GAh.

I also think it's more the fact that they spam lots of spells all around. They don't make it easy for me to attack them, and with all the spell effects, and all the summoning, it hard locks my computer.

I literally would recommend nuking all summonings down to one for awhile. You really don't need a massive army to prove a challenge. Trust me on this.
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Robyn Lena
 
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Post » Sun Aug 08, 2010 2:55 pm

. . . Trust me on this.

I do Dave, i do. And trust me : C01A should make some difference. Try it before you buy it :-) I'm off to bed now. It's where the original patch was. Have to redo the site some day too, it's so chaotic. Well, i'm only one person, have to prio-thingy-do. Whatever. I'm sure C01A improves your chances . There's still the HorrorShark and some other seacreatures that have immense armies ( 8 ) but those aren't magickal. I think too that the graphical spectacle helps to reduce the framerate. I think those conventional armies won't crash your machine. You must have encountered them, am i right? If that would be the case, one way to circumvent frequent crashing would be to reduce the resolution : - |

I play at 1024x768 and very moderate quality (no shadows, visual range some 40% but dynamic lighting on of course). I guess you play at way higher quality. So your newer and more powerful machine crashes more often. Miune just ground to a serious halt with vision range 100% in a full Playground.

Never mind all that, The kilobyte is thine to playeth with.

As a side-effect you'll have to swallow : the Storm AtroNightmare now has an army as well. But in stead of the 3x2 Atronachs that were there, there now is only the one atronach that corresponds to the Caster - so they do not harm eachother. And as you're so fond of them : two Golden Saints. That's their army now. Went from 8 -> 3 .

C02 went down the drain for now, it was a nice idea, but it involved summoning, and the game crashed as soon as i left the room. Twice. I'll find a different approach. They'll have to pass through the butler in any case, maybe some quest to return Angie and Bones back to your home. See? It's still V0.69, still so very many things i may throw at the mod in the months and maybe years to come.

Hope C01A fixes your Cursed Item problems. You'll let me know, won't you? Bye for now.

Oh, i wondered as well about the Swarms : they do some horrible magic as well, do they crash you as well? There's no summoning there, maybe some but there can be an awful lot of Ranged Area Effects ( and reflecting ) going on there.
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Sarah Bishop
 
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Post » Sun Aug 08, 2010 7:59 pm

I only run into issues with summoned monsters who spam magic spells. I'll give the new patch a whirl later. Hopefully we can find a point where I no longer have issues.

I also play only at 800 x 600. Any higher is madness I tell you. :)
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Luna Lovegood
 
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Post » Sun Aug 08, 2010 10:41 am

I couldn't find any Antarctica Saves at level 59, but i found one at 57. Inside Berandas . . . I - player - knew what would be waiting outside, so i wasn't in any rush. ( Most Strongholds are guarded by an unhealthy population of Maniacs nowadays that grows in numbers and wickedness over the Levels. )

Anni Telvanni is my only hero who did anything with any House, and she's the boss there now. Not bad for an Argonian Girl . . . Who happens to be Nerevarine and Almalexia Slayer and what have you.

At level 59 she was still running around with Sunder and Keening. Great Weapons, but in the end to weak for all that's going on here. They did quite a good job on most Hostility that wasn't very Uber, killed the daedra and rats that live there a couple of times. Boy, can the Lady sneak :) As the first Ubers started appearing inside, things got too hot for me, so i / we / she sneaked to the door to the world. There i made a Save, took one final breath, opened the door, and RAN. Boy, did the Lady run. 12-15 Maniacs after her. But she lost them. Ran into other trouble, sneaked out, jumped over walls and hit at anything that came too close to outrun.

After a while the first special items dropped in, and by now, after four days of playing, nearly 60, she's got 2 different jumping Mythic Set items, and words fail to describe these jumps (Lighthouse, Ebonheart Walls, Vviec Districhts, who needs bridges . . . ). I (modder) must cut down on them. She's been running and jumping all across Main Vvardenfell now, and has had enormous fun on Muddy Waters training her Longsword up from 31 to 45 with this lovely golden claymore presented to her by her very first nightmare rat, while she was still inside Berandas.

It has been very big fun all these days. After all these outdoor adventures, she's found so much that we think she's about as ready for The Pit as she'll ever be. So there we are, it's still very dark in most parts of the Huge Maze known as Hero's Playground. Creepy sounds from everywhere, and utter darkness. Among the Items she found is this Epic Saintly Bow. The company is great and the bow is amazing. Next to these Bastard Bows there will probably be Bastard Two Hander Melee Weapons as well. One Handers will have to make do with gold, as i definitely am a Two Hander in MW(AT).

But now she's down there, bringing her Lights to the Playgrounds. There will be new screenshots on the site soon. I accidentally went into some supposedly dark sewer with a continuous Night Eye. It crapped the whole experience. I think it's sad Bethesda kept night-eye and did away with flying in Oblivion. Other way around would have suited me better.

In the Darkness she already saw some reddish glow, and marked that with more red so it's not accidentally flooded with anything else. She's left the small ones to backtrack her explorations, and only has some larger Lights left now - one for each corner of the Pit maybe? Found out one thing though : if you hang your lights a bit off the ground, edges will be much smoother than when you simply put them on the floor.

it took me a couple of hours to conquer and decorate about 1/3 of the Maze. Like i said, i like to sneak, And This Lady certainly can.

- - -

Yes, this is a bump, but i've seen bumps saying merely 'bump'. I saw this thread on page 7 yesterday, and i haven't even bothered to find out where it would be now. Nobody will notice this anymore. What a waste of a good mod.

Between Pelagiad and the Plantations, there's an enormous drop in framerate, and during 36 hours of intense playing, i had two or three crashes, one involving that area. I've killed thousands of the most powerful creatures in the middle of severe bombardments, explosions all around me, hardly seeing where to hit next, jumping high into the sky, to have time to cast some spells before you enter and go up again, switching back to weapon, hitting racers as you come down, running backwards, always hopping, run left and right to avioid projectiles, circlestrafe and hit hit hit, while keeping an eye on the ranger 100 yards away, drawing their ammo in your close opponent's body, their explosions to your own benefit, reflections and all !

Gods, this is one helluvan Adrenaline Rush.

But i'm curious. Shortly i will not have enough sub-100 attributes to add all three points to at levelup. Never bothered to find out what happens then. Way things are going, if i don't do any personality things, i still have enough room for 4 levels, but major and minor skills enough for some 15. I can do without personality, i wear the Mantle of Woe . . . I'm probably not the first and it'll probably be fixed in Goty. Never had any Hero wanting to go all the way before. Anni happens to be just that, now that This Lady smelled ( lots of ) Blood :-) Azura Touched One Very High Leveled Hero, and it was good.

Bye.
Rolf

PS - There aren't that many Over 50 Adversaries, maybe some 15-20 or even less. This is the area where i want the world to explode once more, but not with more of the same, so Anni's going to do some suggestions there. As may be Midas, or Sunset, if this elusive Bosmer would have his saves tracked, and others from way back when MW was still so very young. And RQ is getting here any time now as well. So, i'll be playing these levels a lot and tuning and kneading and crafting and thingning well into winter maybe spring. I have this thing to do with Jiub, i thought up a nice twist in the line today, explaining the flyers in / and these swarms : the flyers are berserker researchers. That usually explains it :) And i think the False Urs ought to be regular members of the 6th House Family, Hostile Branch of course.

V0.70 will be like V0.69, only again a bit deeper and richer. This Little Mod is probably the most beautiful thing i ever create in this life. Countless dimensions to fool around with, in the end delivering My Monument To Gameplay.
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Carlos Vazquez
 
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Post » Sun Aug 08, 2010 3:41 pm

Glad you're having fun. :)

Keep making more on this mod, it's awesome. :)
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Phillip Hamilton
 
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Post » Sun Aug 08, 2010 9:57 pm

Glad you're having fun. :)

Keep making more on this mod, it's awesome. :)

Thanx Dave.

I hope you're having fun too. Did the patches do you any good ?

Thanx to you the mod feels better. Only : the Pit with Annie 59 wasn't all that hard. So i'm brooding again . . . Noticed some minor glitches, C01B is on it's way. After the Pit i did a few rounds in the Arena, jumped from roof to roof in Vivec City a bit, then dived into the sea, swimming south to Mournhold Isles. A bit too confident there, almost killed me. Thanx to the Saintly Bow i could distract most violence away from me towards it's Saints, thanx to the jumps i now devised a weird way of slaughtering those Swarms hitting at them when i go up, hitting again when i go down :) Sometimes there are so many of them, that i can stand on their backs for a couple of seconds. Needless to say that i'll be hacking away at them as long as i'm up there. They hate that :-)

This is mocking gravity and realism in a big way. I wonder ... if i were to drop a light ( a Power Flower, a Subtle Flask or whatever ) when i'm standing on cliff-backs, would it remain hanging in mid-air ...

Bye now, gotta check that :)
Have fun, Rolf
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Maria Garcia
 
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Post » Sun Aug 08, 2010 8:07 am

Whoa, there, It's been too long. You need to post more. :)

Um, what's going on here. I installed the thing that's supposed to fix the cursed items, yet I still got almost 7 monsters to spawn.

I thought you cut it down to three. Seven is too much. It will cause lock ups.

I really don't want to play and have lockups all the time, you know.

Anyway, let me know.
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Natalie Taylor
 
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Post » Sun Aug 08, 2010 11:12 am

:
Um, what's going on here. I installed the thing that's supposed to fix the cursed items, yet I still got almost 7 monsters to spawn.
:

Hi David, good to read you again !

The bit that i changed to prevent deadlocks or whatever was the amount of summons casted by the spawned ones.

I tested the changes with RQ with an extra mod that changed the amount of spawns to four times as many. After rq finished beating them up, i counted some 25 corpses, removed them all, dropped and picked up the item again, and i counted 23, and again (27), etc. It's not great gameplay with that many, but on this silly 7 year old PC it never crashed until i started taking shots in the middle of battle. Shots eat away FPS. Maybe you have a mod co-running tha does the same. I don't know.

Okay, since you are the only one playing the mod apart from me and earlier suggestions of yours have improved gameplay, i'll give it a try : i'll reduce the number of creatures spawned, And keep the number of summons low. But the Spawned Ones will be New Ones. And these new ones will be in the Families as well. No big deal, let me brood on them during my vacation.

I must say that recently i've been more concerned with C02 etc. I've grown quite addicted to completing Dark Brotherhood sets. Some stupid idea that worked out quite nicely as well. I like it. Old (Mournhold) Manor (District) will never be the same. First there's the Darkens to take away a little less light now, and then there's the tweaked armor. And of course the Almalexia's and Maniacs and Ogrim Pit-folk. These Darkens (any suggestion for a better name is ever so welcome) have been made more subtle, and the artistic effect is quite remarkable. It's such a shame you rely on Night Eye. I put so much effort in light and darkness . . .

Right now i'm working on a new breed of Nightmares for the higher regions (30+, 45+, 60+), as there's a level 60+ running around in this World now as well. Anything new i conceive knows of your problems, so I consider them during development.

These Cursed items are very ancient script-attempts. They do well enough for me, but i myself wouldn't mind a bit more variation and surprise in them. It's such a bloody shame i can't make the script use leveled lists, i have to re-enumerate them and this itches my 32-years-of-programming allergies.

Nothing a bit of time can't fix.

Okay, leave those Cursed Items where they are at higher levels for now then (they spawn more as the Hero Grows) - at least they are clearly marked / named now.
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Austin Suggs
 
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Post » Sun Aug 08, 2010 9:49 am

First I just want to say that I love this mod, I actually stopped using several other mods that I really liked because they were incompatable with this one. I then began a new character and started out fresh in the nightmare of this mod. But as I had downloaded this mod a few months back, shortly after the initial post, I was wondering what I need exactly to see your updates, are they included if I redownload or do I get the additions off of the website? I wasn't able to discern this from what I've read so far and I would hate to do something wrong and ruin the game.
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CArlos BArrera
 
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Post » Sun Aug 08, 2010 10:03 pm

:
I was wondering what I need exactly to see your updates, are they included if I redownload or do I get the additions off of the website?
:

Hi SteveDog

First of all : Thanx for your kind words. They are ever so welcome.

The additions i put in the other Zip on the site are not included in the Main Version that is in the original Zip. Many of them probably will be in the new version that will be generated one day when there are so many stubs that i have no idea anymore where i put what and start risking cross-stub disturbances.

The idea of stubbing makes that you (and of course i) can switch additional functionality on or off and i can stub the stubs until the balance feels right.

So for example : if you like the mod but find the lights and darknesses a bit too intense, you can copy and check the C04 and the C05. Which are only some slightly polished attempts to reduce the intensity. In order not to disturb any saves, i never change a published stub or version, i only add a stub to it, and call the first stub to C05 : C05A (maybe some stronger tubes or slight changes in the mixed colours or maybe an overhaul of the Bulbd, whatever) . Again : there's no one forcing you to check that one either.

I only publish the ones that feel right to me, and even then it can happen that i oversaw something, like in the C03, where i completely forgot to do the Assassins as well. I didn't know whether anyone was already using C03, so i chose the safest path and added the Assassins in C03A. There might me a C03B one day that changes some of the enchantments, because they are too strong (jump is a candidate here) or too weak.

When the time comes to Combine this version 0.69 and any stubs i deem essential (probably all published ones with most of their children), the new Version will be as compatible to your and my saves as possible. (ed: By then :ed) there will however be duplications of the mod's permanent Objects / Characters / Creatures. That's the main reason why most of the new containers rotate. Suddenly you have two, and if they were standing still, you'd only be able to reach one of them, which might make the one you put your best items in unreachable.

These Ghost appearances are also one of the reasons why i rely on stubbing for as long as i can. So Version 0.69.ZX.Spectrum.Gold or whatever its full name, is definite, final. It's history is explained in one of the 35 or so random texts between the picture-bars on the Homepage of the Mod. It is readonly on my machines and it will never change. But it is pregnant, and will from all this stubbing give birth one day to a version 0.70 . Anything that is being discussed here may very well have an influence on what it will be like.

All stubs published so far [em]will[/em] be in this next version. That's for sure. I like them very much. I hope you do so too.

( i am very sorry for being so long-winded. I just can't help being slightly lyrical about my little baby. Crafting and playing it over the last 4+ years has given me so very much pleasure that i have to be lyrical. If you still have no answer to your question at all, please say so, and i shall answer briefly : just add the to the Data-directory, and check any one(s) you'd like to try. If you don't (ed: like some :ed), reuse your save with those stubs turned off. The choice, as they say, is yours :-)

Bye now, have fun.
Rolf

V0.69 is a female egg cell, and each stub is a sperm. Only in this universe, all sperms are winners and the newborn will be much more mature and balanced than the mother. And soon after the baby is born , there will be sperms on her as well. I think it will never stop. This evolutionary chain is my baby. I cannot explain what it does to one to be able to craft such a wonderful, complex piece of art with a little patience and discipline and some very powerful toys in a very beautiful world.
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Jeffrey Lawson
 
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Post » Sun Aug 08, 2010 4:35 pm

. . . I actually stopped using several other mods that I really liked because they were incompatable with this one. . . . .

I am sorry that you had to stop using them. Reading you write that, though, makes me, don't know, kind of proud even. It is very strange to me to read this, makes me kind of dizzy. Happy. Sorry, other Mods. But i guess you'll be back with a vengeance one day.

. . . I then began a new character and started out fresh in the nightmare of this mod. . . .

Ah, but you wouldn't call the world of a new character in this Mod a nightmare, now would you?

Bye again, thanx again, Rolf
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Inol Wakhid
 
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Post » Sun Aug 08, 2010 10:18 pm

Cool, I'll just DL the stubbs and play mix n' match.

I had some mods that added some little (and some not so little) things to the game to try to make it more realistic. This mod seems to go the opposite way, so from a gameplay prespective some mods shouldn't be used with Azura's Touch in my opinion. I would liken the mod to a blockbuster action movie, rather than a drama or documentary. While I enjoy a good drama or documentary I haven't ever described one as "fun". This mod is fun. Full of action.

This mod is fully compatable with the couple of mods that I deemed "essential". That would have been a hard call to make.

Starting a new character gave a good apreciation for the leveled enemies you added, at first I saw a box floating in mid air surrounded by a swarm of cliff racers and I thought "Cool! Time for some target practice!". A few game hours later and it was racers, netches and bomb throwing skeletons with shields. Shortly after that the group now had some drewmer robots and what looked like a flaming scamp. Then I was thinking "Sweet Christmas! I'm just trying to get to town to find the bandit and give him the ladys glove, I didn't think this was a quest that could get you killed!" I'm really looking forward to seeing what else gets thrown at me, I haven't been back to that island full of mudcrabs for a few level ups.

Morrowind has become my new "action game", whenever I want to kill a lot of things I can do some exploring/quests and raise my weapon and armor skills at a good clip. When I want realisim now I go to Mount & Blade.

One more question: Is there some other purpose those floating boxes other than a place to have a swarm of baddies? I keep waiting for something to appear in them.
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Sun of Sammy
 
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Post » Sun Aug 08, 2010 10:19 pm

. . . Is there some other purpose those floating boxes other than a place to have a swarm of baddies? I keep waiting for something to appear in them.

( The '. . .'-part really has me shaking, so i'll try to concentrate on your question, but my goodness, what nice words they are : thanx ! )

Those floating crates etc only exist to drop my surpluses. I have a habit of collecting things, and i hate to weigh more than necessary. They can carry a lot. Most carry 10.000, some 25.000 or more. They become Hero's Treasure spots, and - as you happily found out - it takes a Hero to get to them, so they are very well protected against thieves and tax collectors (immersion-wise). In that sense, these 'baddies' as you call them have a good side as well - and the swarm is usually easier to detect than the crate itself so they even help you locate your treasure, i wouldn't call that 'bad' either ;-) . . . I like to see things in a Spectral way, Black and White (good or bad) is ever so dull.

The original intention was to have all crates be one, so when you put something in at Pelagiad, you could take it out at Tel Vos for instance. But after some futile attempts, i gave up that idea.

Thanx again for everything you said. What a great start to this dark and rainy Saturday. You really made me very happy.

Have Fun - Rolf
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ladyflames
 
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Post » Sun Aug 08, 2010 9:56 pm

Last time i checked (yesterday) i was on page 24 (22 aug 09), so it's time for a little bump. Not that nothing has happened since. There's quite a bit of new stubs in the latest additional zip, some nice, some wicked, some great, some weird. I'm back into weirdness these days. Senseless passtimes as a means of immersion, i guess. Some are meant to grow considerably in the next few months, like Vertigo, and others - ah well, let's not get into details.

All stubs are meant to increase the fun Factor, and i think they all do a good job there.

My way to celebrate the Freak Date 9 9 9

Have Fun.

Bye, Rolf
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Kelvin Diaz
 
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Post » Sun Aug 08, 2010 12:01 pm

More additions to this great mod? Awesome! I'll go check them out. :)
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Arrogant SId
 
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Post » Sun Aug 08, 2010 2:50 pm

More additions to this great mod? Awesome! I'll go check them out. :)

Hi Dave ! Long time no read ! How's life ?

I hope you won't start foaming when you see the Butler potions : only he has them, so only you (the Hero) may use them. When i added them, i was seriously hoping you wouldn't mind.

I'm polishing up the site right now ( and cleaning up my home on earth ) so for the next couple of weeks i won't be modding much - and this will probably be my september harvest.

But i've been using the rings seriously at some places, just to find out what happens to these creatures over time, so i'll have to keep playing, or else time stands still there and i'll never find out . . . And when i play i usually think up nice things to add, and before you know it, i'll be modding again :-) It's not healthy, but it sure is fun.

Especially now with these Level 60+ Ancients. Thanx to your input, they now have so bloody much more fun than ever before. Thanx to these changes, they were finally able to enter the Mod and start shaping those Very High Levels. I will never forget that.

Thanx. Bye. Rolf.
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Austin England
 
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Post » Sun Aug 08, 2010 9:01 am

Well, I'm enjoying it. Still crashes Morrowind when some monsters summon a lot. Ran into the Argonian Maniac but the game bombed out during the fight so I didn't get to see him fight. The Summons really need to be toned down.

I know you don't like to hear that, but you're making it very hard to play the game with summons. Not only do they pause the game when they're summoned, but they cause all sorts of lock ups.

Morrowind was not designed for dozens of monsters summoned at once. And that can happen really badly in the Hero's dungeon...

Basically, if you want me to enjoy it, cut all summons down to no more than 1 from any enemy. I know that's an extreme thing, but it's the only way to play the mod realiably. I have no idea how you can't get lag or even system lockups from all the summoning, it doesn't make sense...

The monsters are challenging in their own right, but at the moment, I almost need 100% chamelon to go through anywhere with a lot of summoners.

At least small dungeons are fine.
Sorry.

Also, with 1000 Defend bonus, you can still get hit by random archers and dart throwing Dreamers. You might want to look at the way Archers and Dart throwers work. A little weird.
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jessica robson
 
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Post » Sun Aug 08, 2010 2:53 pm

...
summons
...
Also, with 1000 Defend bonus, you can still get hit by random archers and dart throwing Dreamers. You might want to look at the way Archers and Dart throwers work. A little weird.

Hi Dave

I was under the impression that i already answered this post, but i must have fallen asleep and timed out. Weird - Add Reply didn't even ask for my credentials : must have been connected ever since friday. Hm

Anyway . These Summoners. Let me tell you of a little trick that's in the Release Notes as well : Save + Load. Save after you enter and leave the Crowded Dungeon (at that point, some 75-90 % of the population will have been generated, you may even want to re-enter one time more to generate most of the others). Then Reload that. Quick S+L do the trick excellently. After the load : re-enter. Most monsters that had already been genereated will have lost their power to summon. I don't know why that is, maybe the magicka bonuses drain away from them, but it happens everywhere. In Dungeons, on Beaches, Mainland, Isles.

Those Very High Dreamers don't use those itchy darts of the Black Dart Gang, they use Bombs, the most powerful ones first (75-150 damage, and 125-150 Agility + Marksman, these babies really hurt : avoid them, let them hurt other ennemies in stead of you) . Once they've used up all their serious bombs, they'll have to resort to lighter ammo like Napalm Skulls. And keep a very close eye on your health meter : these (and Golden Saint Armies) are the ones that really make me drink those Daedra Potions.

No matter how high your defense bonus, Bethesda will never allow 100% immunity, and these guys (and girls) are about the best marksmen in the game. But anyway : After S+L, most of them also seem to be way more vulnerable as well - sometimes :-)

Ciao, Rolf

PS - Visit the http://www.azuras-touch.com/alk/ u.c. to find out what i'm up to these days. I want this page to be my Personal Alkemy Assistant before september closes, with lists and boxes and buttons and all , fully populated with every ingredient in MWAT :-) . F5 to view the queries ( done this weekend ) and some texts ( last week ) . The suggestions generate themselves through some nice mysql-views and they are valid .

Well, most of them are . . . Give me a few minutes and one or some will pop up that you'll know are fake :-)

(ed: ok, done :-)
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Manuela Ribeiro Pereira
 
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Post » Sun Aug 08, 2010 11:06 am

It's really not the major concern, and I don't feel like exploiting a bug just because your computer never locks up or crashes Morrowind from insane summons. Even with 100% chameleon, it still crashes a lot.

What you don't understand is that Morrowind is not designed for more than 1 summon per creature. You are literally forcing Morrowind to crash a lot by summoning armies!

All you're doing is making your mod have a problem that needs to be solved by something much different then me exploiting a bug of some kind.
Beside, Saving and Loading can be buggy as all get out if you're not careful.

I just want to go back to the days of being able to Play Morrowind without it crashing a whole lot.
Which this mod makes it do. And everytime it crashes, it unbalances the system somewhat.
I am starting to get BSOD. And that's bad.

I could try the saving/loading thing, but again, that can be buggy.
I don't understand how your computer can run with all these summons. Sneaking shouldn't be able to help unless you can hold down the key while holding down all others. :)

Look it's your mod, and all, but when you're causing people's computers to be damaged, you need to massively rethink your mod design on a grand scale. Otherwise you'll owe me 900 dollars. :)
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Monika Fiolek
 
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Post » Sun Aug 08, 2010 5:57 pm

This is relevant to my interests.

Please make a version which does not include Landscape Alterations, as my map is stuffed to the brim with islands and continents from other addons.
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FoReVeR_Me_N
 
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Post » Sun Aug 08, 2010 2:05 pm

. . . Otherwise you'll owe me 900 dollars. :)

It's not funny anymore. I don't know what's effing up your machine, and the summons and pain going on all the time may help in that. I don't know. I'll look into it. Maybe. Dunno. Does anything happen when you drink all three Butler potions at once? In a quiet room? Out in the fields? High in the sky? Except the summoning of nine creatures? Does your machine crash then? Mine doesn't. Not even in a room that's crowded with teachers - accident with rings - who will probably never disappear. 9 summons at once.

I want to know : does your machine crash when you drink each one of them in one single visit to the inv and close inv again. Or is that buggy as well? I never had bugs saving and loading in MW. In Obl yes, but in MW ? Never. The S+L-trick works.

You'll never get $ 900 from me, that's my annual budget for mice.

I'm considering a way to shut down the site for a while and show a "Eff Off" sign on every link one may select. I'm feeling pissed right now. I know your problem isn't really my fault (alone), and i have no idea how to handle this. I just want to shut down the site and the thread and the whole thing, nobody seems to care anyway.

Nobody except you. Damn.

DOES ANYBODY ELSE PLAY THIS MOD ? DOES ANYBODY ELSE HAVE THESE PROBLEMS ?

See ? : Silence .

Same as when i ask how to stretch the map, so all this new territory won't fall off anymore : Nawt.

No one cares one bit. Only you seem to do. And so i do not want to disappoint you. If i say i'll look into it, i mean that. I don't know what it'll take, but i'll get you happy. But skip the dollars. Ok?
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Sun Aug 08, 2010 7:50 pm

Please make a version which does not include Landscape Alterations, as my map is stuffed to the brim with islands and continents from other addons.

I beg your pardon ? Who ? What? Eh ?
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carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Sun Aug 08, 2010 1:49 pm

I beg your pardon ? Who ? What? Eh ?

As in : there would only be one project from which i would consider this a worthy request. Tamriel Rebuilt.

As a matter of fact, i just claimed some more territory. On MY OWN MOD'S OWN MAP,
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Sun Aug 08, 2010 4:22 pm

FHTAGN!

That is all...
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Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Sun Aug 08, 2010 10:15 pm

Anger subsides, tranquility returns. So, you want me to eradicate all these islands with all their history and populations and all, genocide is that what you want me to do just because you say so? Sure. I'm a modder, so i must be an idiot, right? So, smiled the grey old man. I am not an idiot after all then, and you are neither. Show me what your project is . . . Why this massive slaughter would be appropriate . . . I'm curious .
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Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

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