Curious About Complete Morrowind

Post » Sat May 28, 2011 7:01 am

I tried making a mod "add-on" to allow you to cut up fallen branches for use with MC. The trees themselves wouldn't need to respawn, but they'd drop a branch semi-randomly every so many months. Sadly, my abilities at making a branch that resembled anything "natural" weren't up to the task, so all I've got to show for the effort is some concept scripting on a tree trunk that drops logs at your feet when you swing an axe (any axe) at it. The idea was to have woodcutting cause "normal" wear on an axe, and mining cause wear on a pick, but the CS won't allow direct access to modify weapon condition. Having the script check for the weapon type went fine, but using a Disintegrate Weapon effect to damage it didn't work the way I thought it should. I even tried converting the branches into creatures momentarily so you'd make a normal "attack" on it, which would in theory gradually wear out the weapon, but that caused other issues.

Maybe TES V will have a better CS......


Kovacius , check out the Armorer mod by Indestructable . It uses the same form of script you were describing with ore bodies actually being alive and there fore causing the miners pick ( a special one available from npc's added by the mod ) to deteriorate . Of course , that had its draw-backs as the player couldn't rest near to a mining site as they were still being targeted by a hostile . The problem with trees not re-spawning was what finally annoyed my enough to drop Morrowind Complete . And that there was some lag around well forested areas . I agree with an above posted comment about too many mineable rocks also . And for those who play MC there is a mod that adds a crafting book in game that has all the crafting info required . Its called Crafting Book and its by Cabuis . Its one of several add-ons to MC that I run . There's another one that adds MC content to Tamriel Rebuilt by some one who's name momentarily slips my mind :rolleyes: ( Sorry , Kovacius , couldn't resist ! )
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Jose ordaz
 
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Post » Fri May 27, 2011 8:57 pm

To answer an earlier question, a previous version of Morrowind Crafting added straw directly to the wickwheat leveled list. Since many herbalism mods use scripts to add reagents to the player and eliminate the container aspect of plants, this was incompatible with most herbalism mods. Version 2.1 corrected that problem by making straw a byproduct of threshing wickwheat (and saltrice as well) so now it's compatible with all herbalism mods.

Sausage pods and kelp bladders are two ingredients unique to Morrowind Crafting - so most herbalism mods won't take them into account, although I seem to recall at least one was patched to include them. So while they're not covered by most herbalism mods, they're not incompatible with them either. I don't know if Graphic Herbalism includes them, but I would seriously doubt it.
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Lou
 
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Post » Sat May 28, 2011 5:19 am

Kovacius , check out the Armorer mod by Indestructable . It uses the same form of script you were describing with ore bodies actually being alive and there fore causing the miners pick ( a special one available from npc's added by the mod ) to deteriorate . Of course , that had its draw-backs as the player couldn't rest near to a mining site as they were still being targeted by a hostile . The problem with trees not re-spawning was what finally annoyed my enough to drop Morrowind Complete . And that there was some lag around well forested areas . I agree with an above posted comment about too many mineable rocks also . And for those who play MC there is a mod that adds a crafting book in game that has all the crafting info required . Its called Crafting Book and its by Cabuis . Its one of several add-ons to MC that I run . There's another one that adds MC content to Tamriel Rebuilt by some one who's name momentarily slips my mind :rolleyes: ( Sorry , Kovacius , couldn't resist ! )


Thanks for the info about the Armorer mod; I'll have to take a look at it. As for the issue about resting anywhere near a mining site, that's not a problem if you have the rock or tree convert back into an inanimate object immediately after the script resolves the hit. The bigger potential issues are what it does with any companions, what happens if you're attacked by something else in the mean time, etc. Toggling combat mode and having something that's alternately a hostile opponent and an inanimate object did all sorts of funky things.....or maybe it's just my fledgling scripting causing most of the trouble.

Oh yes, that haphazard extension of MC onto the mainland which you mentioned is slated for an update shortly after the next TR release. I already made several needed changes and corrections to the Map 1 area, and stuck a whole pile of fresh stuff into the Map 2 region, but I don't want to release it as-is, and then have to redo half of it when the TR group moves things around for the next Map 2 update.
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rheanna bruining
 
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Post » Sat May 28, 2011 2:28 am

I don't as a rule play with companions in tow , but yes , that would be a great big nuisance . As for the TR add on , good one ! I'll be keeping an eye out for both it and TR map 3 .
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Cameron Wood
 
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