[WIPz] Director's Cut

Post » Mon Jan 05, 2015 6:31 am

Welcome to Director's Cut mod thread. Work is still in progress.

Director's Cut - Making Morrowind more Morrowindish than Morrowind itself. 101% lore. 101% atmosphere. No horses allowed.

So what is the Director's Cut? It's a:

  • bugfixing project
  • mod assembly
  • balance tweak
  • restoration project

I'll try to explain. :smile:

Years ago, this project began as a bugfixing project for localized version of Morrowind. I found a lot of bugs, made fixes, then found another load of bugs, then again fixes... It was an endless work but I didn't see any real influence on the game itself. At some point, I've changed my point of view. After all those years in Morrowind, I've found that I'm not satisfied with bugfixes. I do not think anymore that bugfixes can enhance Morrowind experience.
You can install MPP, for example... It's a great bugfix project, yes. But Morrowind can't be fixed by bugfixes, its balance is full of flaws, exploits and errors. Do I need some fixed Iron Tanto if I will never use it? If I will take loads of daedric stuff from nearest dremora? Or take MCP project. It fixes some engine bugs, but do I really need my Unarmored skill working if I'm still being killed by alpha strike? And so on, almost with every aspect of the game.
So, I came to idea of making a bugfix + tweaks project. I started to make some balance fixes, massive tweaks then again fixes, then again tweaks... And at some point, I've changed my point of view again. What should be the main goal of such a complex mod? I realized that I want to make Morrowind more Morrowindish. To enhance its atmosphere, its immersion, make it more seamless, more hard to play (Vanilla Morrowind doesn't have difficulty at all), make it more like its initial concept and design.
When I realized what my target is, I also understood that it will be foolish to try to make all of it myself. Morrowind Modding Community is full of great mods that improve gameplay and immersion and many other things that I like. So, I will try to use all experience of the Community to make DC better.

So, I started all works from scratch again on GOTY Morrowind and took some rules for DC to follow:

  • I will fix everything that is fixable, no matter what it costs.
  • I will tweak balance step by step starting with a things that are easy to test and things that can't be worse anyway (trap balance, for example).
  • I will restore unused and concept stuff as far as it makes Morrowind better (no wooden crossbows, I'm afraid).
  • I will add a few fan-made additions if they are 100% making Morrowind better.
  • I will not add anything "as is". I will clean any used mods from everything that I will find not suitable.
  • If some author will not give me permission to use his excellent work, I will redo all the work from his mod myself.

In overall, DC is a "more-than-just-a-bugfix" project. Hope you'll like it. :)


Features (aside from fixes):

These are only part of the full lists that are still in discussion. I will add more of them later.

Additions - Visual (not changing your gameplay)

Spoiler

  • Torches and lanterns (100%) - torches for Caravaners and lanterns for Shipmasters
  • Steel Broadsword (100%) - new mesh (check changelog)
  • Smaller Potions (100%) - new meshes, some meshes fixes, meshes swapping (check changelog)
  • Official Splash Screens (100%) - from official site
  • Open Cantons|Open Cantons in Vivec (50%) - only St Olms and St Delyn for now (check changelog)
  • Custom Splash Screens (20%)
  • Animated NPCs (0%)



Additions - Gameplay
Spoiler

  • Tutorials Skipping (100%) - maybe I'll remove that later, maybe not
  • Treant (50%)
  • Working Practice Dummies (0%)
  • Random Encounters (0%)



Restorations - World
Spoiler

  • Bloatspore plant (100%)
  • Vivec Open Cantons (50%)



Restorations - Quests
Spoiler

  • Main Quest (large amount of changes and improvements. I will describe in process) (10%)



Restorations - Sounds
Spoiler

  • Blunt Weapon Sounds (100%) (thanks to MCP)
  • Drinking Potions Sounds (100%) (thanks to MCP)
  • Ascended Sleepers Sounds (100%)
  • Vivec Voice Dialogues (50%)
  • Dagoth Ur Voice Dialogues (50%)
  • Yagrum Bagarn Voice Dialogues (50%)
  • Hungers Sounds (50%)
  • Trade Services Voice Dialogues (0%)



Restorations - Items
Spoiler

  • Secret Master's Alchemy Apparatus (100%) - now available for sell by Secret Master of Alchemy
  • Secret Master's Probe & Lockpick (100%) - now available for sell by Secret Master of Security
  • Dwarven Longspear (50%)
  • Daedric Longspear (50%)
  • Indoril Belt (50%)
  • Imperial Belt (50%)
  • Templar Belt (50%)
  • Queen of the Bats (0%)
  • Namira's Ring + statue (...thinking...)



Restorations - Dialogues
Spoiler

  • Lore Dialogues (a lot) (0%)



Balance - Thievery
Spoiler

  • Lockpicking Difficulty adjusting (100%)
  • Disarming Traps Difficulty adjusting (100%)
  • Trap Spells Damage adjusting (70%, all "special" spells done)
  • Trap Spells Cost adjusting (70%, all "special" spells done)
  • Lockpicking Slaves (...thinking...)



Balance - Travelling
Spoiler

  • Diseases and Blight Storms (100%)
  • Travelling to Mournhold is now of Guild Guide type and cost (100%)
  • Forbidden Sleeping (100%)
  • Lava Damage increased (100%)
  • More logical routes (50%, sea routes only)
  • More Inns (20%, initial mod integrated)
  • Beds at Wilderness (at campfires) (0%)
  • Better Inn Rules (0%)
  • Vampire Hunters Night Attacks (0%)
  • Random Encounters (...thinking...)



Balance - Loot
Spoiler

  • Dremoras (and Dremora Lords) do not drop daedric weapons anymore (100%)
  • Golden Saints do not drop top weapons anymore (100%)



Balance - Spells
Spoiler

  • Bound Armor is now heavy, it gives Feather instead and give HeavyArmor skill bonus (80%) (will address this later with a test)



Balance - Quests
Spoiler

  • Tribunal - Dark Brotherhood Attacks delayed (100%)
  • Bloodmoon - Solstheim rumors delayed (100%)
  • Bloodmoon - Louis Beauchamp enabling delayed (100%)
  • Siege at Firemoth - added to rumors at Seyda Need, rumors and quest delayed (100%)


Changelog:

Update 0.2.0

Spoiler

  • Integrated "Adamantium Armor DLC"
  • Integrated "Area Effect Arrows DLC"
  • Integrated "Bitter Coast Sounds DLC"
  • Integrated "Entertainers DLC"
  • Integrated "Helm of Tohan DLC"
  • Integrated "LeFemm Armor DLC"
  • Integrated "Master Index DLC"
  • Integrated "Siege at Firemoth DLC"
  • Integrated "Unofficial Morrowind Patch 1.6.5d by Thepal & Quorn"



Update 0.3.0
Spoiler

  • Integrated "Morrowind Code Patch 2.1 by Hrnchamd & Psyringe"
  • Integrated "Skip Tutorial by Cdcooley"




Update 0.4.0
Spoiler

  • Integrated "Animated Morrowind I by Arcimaestro Antares"
  • Integrated "Animated Morrowind II by Arcimaestro Antares"
  • Integrated "Animated Gondoliers by Arcimaestro Antares"
  • Integrated "Arvisrends Morrowind Fixes by Arvisrend"
  • Tweaked "Skip Tutorial" to have only two starting options ("full start but with tutorials off" is not available anymore)
  • Integrated 3 official Splash Screens
  • Added 1 custom "Ascadian Isles" Splash Screen
  • Filtered "latest rumors" answers about Solstheim (It will start now only when PC Reputation > 40 and be more random)
  • Filtered Dark Brotherhood attack script (It will only when PC Reputation > 20)
  • Fixed Tribunal companions not able to get to Vvardenfel (Tribunall add-on used script travelling so companions weren't able to get to mainland. Changed dialogues and scripts, so Asciene Rane and Effe-Tei offer regular Guild Guide travel to Mournhold)
  • Fixed swapped alchemy potions models and icons (Look at their looks and sizing, it is obvious, I always mistakingly picked bargain potions because they looked better than cheap) Changes: Cheap -> Bargain, Bargain -> Cheap, Quality -> Exclusive, Exclusive -> Quality
  • Fixed swapped alchemy apparatus models and icons (There are mistakes, judging by other apparatus in same set) Changes: Apprentice Calcinator -> Journeyman Calcinator, Journeyman Calcinator -> Apprentice Calcinator, Grandmaster Alembic -> Secret Master Alembic, Secret Master Alembic -> Grandmaster Alembic)
  • Removed vampire script from Jeanciele Macile (he is not a vampire)
  • Renamed Imperial Broadsword to Imperial Steel Broadsword (naming in the set should be same for armor and weaponry);
  • Renamed Imperial Shortsword to Imperial Steel Shortsword (naming in the set should be same for armor and weaponry);
  • Renamed Imperial Netch Blade to Imperial Steel Netch Blade (naming in the set should be same for armor and weaponry);
  • Changed weapon of "Guard_HighOrd_Attack" (they should have normal High Ordinator weapon, not Her Hand's weapon);
  • Renamed Her Ebony Scimitar to Her Hand's Ebony Scimitar (naming in the set should be same for armor and weaponry);
  • Renamed non-enchanted Her Hand's armor to Mournhold Guard armor (so it will not have same names as Her Hand's enchanted armor)
  • Renamed Sirollus Saccus's Hammer to Secret Master's Hammer (naming should be same for all Secret Master items)
  • Restored Vivec sounds (they do not work for now, I will address this issue later)
  • Fixed Borwen faction to Telvanni (he had Ashlanders faction)
  • Added Corpse Persist flag to Vivec
  • Added Corpse Persist flag to Almalexia
  • Added Corpse Persist flag to Rols Ienith
  • Added Corpse Persist flag to Yagrum Bagarn
  • Added Corpse Persist flag to Crazy Batou
  • Added Corpse Persist flag to Llaren Terano
  • Added Corpse Persist flag to Umbra
  • Added Corpse Persist flag to all 7 Ash Vampires
  • Removed Soul points from Centurion Spiders in Thieves Guild's quest (Centurions do not have souls)
  • Restored sound effect of "Sound" magic effect
  • Fixed races of vampire cattles (cattles should be of all races judging by their ids but Orc Female and both Imperials were made wrong)
  • Renamed Imperial Templar Knight Cuirass to Imperial Templar Cuirass (naming in the set should be same for armor and weaponry)
  • Renamed Ice Armor to Ice (naming in the set should be same for armor and weaponry)
  • Renamed Dragonscale Towershield to Imperial Dragonscale Shield (naming in the set should be same for armor and weaponry)
  • Renamed Imperial Chain Coif to Imperial Chain Coif Helmet (it is helmet & coif really, not just coif)
  • Renamed Leather Bracers to Imperial Studded Bracers (it seems that they are imperial and worn by legion mostly)
  • Added Drain Intelligence effect to Greenspore disease (it should be here as stated in disease's description)
  • Fixed Redoran female guards ranks to Kinsman as other Redoran guards
  • Fixed Dart of Judgment enchantment
  • Restored Secret Master's Alchemy Apparatus set (Secret Master of Alchemy can sell it to you now)
  • Restored Secret Master's Probe and Lockpick (Secret Master of Security can sell it to you now)
  • Removed ingredient loot from summoned Dremora
  • Removed super-expensive daedric weapons from Dremoras and Dremora Lords (they will now use bounded daedric weapons)
  • Removed super-expensive daedric, ebony and glass weapons from Golden Saints (they will now use bounded daedric longsword and shield)
  • Fixed Kwama Egg Sacks always dropping and always big eggs (now using leveled list)
  • Fixed Nix Hounds always dropping meat (now using leveled list)
  • Fixed Bloatspore always dropping ingredient (now using leveled list)
  • Fixed Shalk dropping wrong ingredients
  • Fixed Tomb Urns always containing bonemeal (now using leveled list)
  • Fixed Golden Saints always dropping ingredient (now using leveled list)
  • Fixed Slough Fern always dropping 3 Spore Pod ingredients
  • Fixed owner of Tendris Vedran's chest (his trade goods)
  • Fixed players stuck in yurts all around Vvardenfell (Door markers were in campfires)
  • Fixed players stuck in Ebonheart, South Warehouse (Door marker was in crates)
  • Fixed Lauravenya faction (Cult -> Temple) (she stands at Tribunal shrine)
  • Fixed Lauravenya not having Spellmaking (she should have spells, judging by her spell inventory)
  • Fixed Lauravenya class (Mage -> Mage Service) (she should be Mage Service as she is selling spells and offer training)
  • Fixed Lauravenya race (she should be High Elf, judging by her name)
  • Fixed "magickmirror" and "magickeater" enchantments
  • Added Magickeater robe and Magickmirror robes to CS
  • Restored sounds for Ascended Sleepers (included in files, but not used) will address this later
  • Restored sounds for Hungers (beta sounds used, they sound very similar) will address this later
  • Added Chain Gauntlets & Chain Boots
  • Renamed Gah-Julan, Armun-An & Chuzei helmet (removed word Native)
  • Restored knees in Daedric Pauldrons (Bonemold mesh used)
  • Restored forearms in Daedric Pauldrons (Bonemold mesh used)
  • Fixed upper legs in Dwemer Greaves
  • Restored knees in Dwemer Greaves
  • Fixed forearms in Dwemer Pauldrons
  • Restored forearms in Netch Leather Pauldrons (Chitin mesh used)
  • Restored forearms in Chitin Pauldrons
  • Fixed forearms in Indoril Pauldrons (High Indoril mesh used)
  • Fixed forearms in Orcish Pauldrons
  • Fixed forearms in Armun-An Pauldrons (Bonemold mesh used)
  • Fixed forearms in Gah-Julan Pauldrons (Bonemold mesh used)
  • Fixed forearms in Bonemold Pauldrons
  • Changed healthy Cliff Racers to not attack player (20/90 from 90/20). Diseased and blight will still attack player on sight (will address this later)
  • Removed Domina & Gold armors from the game (they are horrible) (will address this later)
  • Removed Aradraen's store from the game (she is selling forbidden dwemer and daedric, store is in dubious location and it is way too powerful in overall)
  • Added Imperial Templar Greaves and Belt to Sellus Gravius
  • Added Imperial Templar Skirt to Jonus Maximus
  • Fixed Darvame Hleran not giving any discount after we tell her that we're from Vodunius (moddisposition used, it will give some discount)
  • Fixed Ash Feast spell (should have Damage Health instead of Drain Health)
  • Fixed Ninth Barrier scroll (should have Resist Poison instead of Poison)
  • Fixed Absorb Health spell (effect had wrong magnitude)
  • Fixed Potion of Heroism effects (fortify health & fatigue had 1 sec duration)



Update 0.5.0
Spoiler

  • Integrated "Morrowind Code Patch 2.2b9 by Hrnchamd & Psyringe"
  • Integrated "Text Patch for Morrowind by Kevin Dorner"
  • Integrated all fixes from "Unofficial Morrowind Patch 1.6.6 by Thepal & Quorn" (except for additional topic filtering, it is not clear if it is needed at all)
  • Added torches to all NPC Siltstrider Caravaners (they should have some light as guards do)
  • Added lanterns to all NPC Shipmasters (same as caravaners, but torches are not safe on ships, so lanterns are used);
  • Increased trap damage (it was so small that there was no need for securing traps at all). Spells changed: trap_fire00, trap_frost00, trap_shock00, trap_health00, trap_paralyze00, trap_poison00, trap_silence00, trap_fire_killer, trap_frost_killer, trap_poison_killer, trap_shock_killer
  • Forbade sleeping everywhere except beds (you will start use inns from now on)
  • Restored Potions of Rising Force that Ajira should sell (she says about it in "high places" topic)
  • Removed Fortify Attack from Spellmaking and Enchanting (it seems that it shouldn't be there, this effect is special, used for birthsigns, powers and unique potions)
  • Removed doubling artifact Ring of Surroundings from Llethri chest (replaced it with some not-unique ring, moved RoS to Larrius Varro' inventory. Now you can steal it, kill him or complete his quest, so he will give you ring legally. Also, you can now get RoS legally if you killed Varro by Writ and didn't complete his quest at all)
  • Restored Blunt Weapon unique sounds (thanks to MCP latest additions).
  • Fixed Ernand Thierry position (He was too far away from his alchemist workplace and player was able to steal all Grandmaster Apparatus set without problems)



Update 0.6.0
Spoiler

  • Integrated "Antares Creatures - Treant by Arcimaestro Antares"
  • Integrated "Steel Broadsword Fix by Sapphron"
  • Integrated "Telvanni Exterior UV Fix by Plangkye"
  • Integrated "Correct UV Rocks by Nich"
  • Integrated "Correct UV Trees by Nich"
  • Integrated "Bloodmoon Landscape Overhaul by Slartibartfast" (only new meshes and textures)
  • Integrated "Soldier Belts Fix by Alaisiagae"
  • Integrated "Bloatspore Mesh Fix by Gez"
  • Integrated "Mesh Fix by Slartibartfast"
  • Integrated "Correct Meshes by ZWolol"
  • Integrated "Imperial Houses Roof Tweak by Kirlian Voyager"
  • Integrated "Correct Vertex Shading (in_c_door_wood_square) by johanrosen"
  • Integrated "Correct Imperial Skywalk and Building by johanrosen"
  • Integrated "Correct Stronghold Meshes by johanrosen"
  • Integrated "Correct Telvanni Interior Doors by johanrosen"
  • Integrated "in_impsmall_doorjam_01.nif Fix by Spirithawke"
  • Integrated "Daedric Textures Fix by Spirithawke"
  • Integrated "Improved Imperial Fort UV by SGMonkey"
  • Integrated "ex_drystonewall_c_01.nif Fix by Spirithawke"
  • Integrated "ex_nord_rock_01.nif Fix by Spirithawke"
  • Integrated "in_hlaalu_roomt_entry.nif Fix by Spirithawke"
  • Integrated "in_r_s_int_wall_01.nif mesh fix by Spirithawke"
  • Integrated "in_cave_plant10.nif Fix by Spirithawke"
  • Integrated "menu_icon_barter.dds Fix by Spirithawke"
  • Integrated "in_v_roomhf_01.nif Fix by Spirithawke"
  • Integrated "Nix-Hound Knockout Animation Fix by Arcimaestro Antares"
  • Integrated "Fix-Hound by R-Zero"
  • Integrated "Hunger Keyframe Fix by Gez"
  • Integrated "Well Diversified Mod by Slartibartfast"
  • Integrated "Collision Fix by PeterBitt"
  • Integrated "Official Plugins Fixes by michael163377"
  • Fixed players getting Cuirass of Savior's Hide without problems (Added owner to Fyr's closet, added killer trap to lock)
  • Changed GMST fPickLockMult "-1.0" -> "-1.2" (Locks are so simple that we can open 100 locks on Security skill of 60)
  • Changed GMST fTrapCostMult "0" -> "-1.2" (Traps can be opened with any probe and with no Security skill at all)
  • Adjusted trap spells cost (to fit with new Trap Security mechanics)
  • Added answers to "latest rumors" topics for Firemoth quest (so it will be easier to find)
  • Added "Reputation >= 5" condition for all Firemoth answers and topics (so it will not mess with new game players in Seyda Neen)
  • Increased rep conditions to "Reputation >= 25" in Dark Brotherhood attack script
  • Increased rep conditions to "Reputation >= 50" in "latest rumors" answers about Solstheim
  • Fixed "latest rumors" answers in Skaal Village (they were badly filtered, so only 1 answer was really available)
  • Fixed "latest rumors" answers of Drathas Reyas and Effe-Tei (should use Disp 30)
  • Restored Ald Velothi Shipmaster
  • Fixed Rindral Dralor not having Shipmaster class
  • Fixed Galyn Arvel not having Shipmaster class
  • Fixed Fenas Madach not having Publican class
  • Changed a lot of sea routes to be more logical
  • Added sea routes to Ald Velothi
  • Added sea routes to Tel Fyr
  • Renamed "Fist of Randagulf R Gauntlet" -> "Right Fist of Randagulf"
  • Renamed "Fist of Randagulf L Gauntlet" -> "Left Fist of Randagulf"
  • Renamed "Gondolier's Helm" -> "Gondolier Helm"
  • Renamed "Helm of Wounding" -> "Dwemer Helm of Wounding"
  • Renamed "Imperial Studded Left Bracer" -> "Imperial Leather Left Bracer" (to match Imperial Leather Cuirass from this set)
  • Renamed "Imperial Studded Right Bracer" -> "Imperial Leather Right Bracer" (to match Imperial Leather Cuirass from this set)
  • Renamed Telvanni demon and devil versions of their helmets (to match regular helmets)
  • Increased lava damage per second in "lava" script, 20 -> 50
  • Integrated "Chuzei Helm Fix by Slaanesh the Corruptor"
  • Integrated "Base Animation Female Walk by dopey fish"
  • Integrated "DeFemme Imperial Chain Armor by CrimsonGiraffe"
  • Integrated "Correct UV Mudcrab by tronvillain"
  • Fixed Bound Armor Set being Light Armor (now it has proper weight and is Heavy, but its enchantment give you Feather instead)
  • Fixed Bound Armor Set not giving you Heavy Armor skill bonus (all Bound weapons boost their corresponding skills)
  • Fixed Bound Armor Set other enchantment effects (for example it will not give bonus to other armor types anymore and will correctly boost attributes)
  • Fixed Ghostgate Temple (missing Almsivi Intervention marker)
  • Fixed Maar Gan Temple (missing Almsivi Intervention marker)
  • Fixed Suran Temple (missing Almsivi Intervention marker)
  • Restored "Blight Diseases by Blight Storms" feature (Added BlightStorms script. Now you can contract one of blight diseases if you are in blight storms for too long or if you are unlucky guy)
  • Added second step to Blight Diseases (Now if you contracted one of blight diseases and wandering around or sleeping instead of curing... After 36 hours after contracting you will get more dangerous version of your disease)
  • Added getting Blight Resistance into account in both features
  • Fixed Sonummu Zabamat and Sinnammu Mirpal not having Cure Blight Potions (they are Wise Woman Service class and should cure blight)
  • Fixed all "You're diseased" answers not having Goodbye on them (they should have goodbye, it is stated everywhere, now only Healers, Apothecaries and Wise Women will talk to you)
  • Added 3 new answers to Greeting 4, so Wise Women will propose healing and not saying Goodbye to you (as it should be by design)
  • Enchanced "Town_Aldruhn" quest: all traders will now have their returned items available for sell
  • Fixed "Town_Aldruhn" quest: all traders had problems with their answers on good and super-good quest completion (traders always counted quest completion as super-good)



Update 0.6.1
Spoiler

  • Integrated "Nordic Broadsword & Claymore Fix by Alaisiagae"
  • Fixed a lot of answers in "Voice - Hit" section (a lot of voice phrases were missed)
  • Fixed "Voice - Hello" Orc - Female - 90 Disp phrases (a lot of voice phrases were missed)
  • Fixed "Voice - Hello" Argonian - Male - 90 Disp phrases (a lot of voice phrases were missed)
  • Fixed "Voice - Hello" Argonian - Male - 80 Disp phrases (a lot of voice phrases were missed)
  • Fixed "Voice - Hello" Argonian - Male - 70 Disp phrases (a lot of voice phrases were missed)
  • Added Mages Guild Supply Chest to "Caldera, Guild of Mages"
  • Fixed flora pots positions at "Mournhold, Andoren Manor" (their bottoms were seen from the floor below)
  • Fixed basket position at "Mournhold, Geon Auline's House" (its bottom was seen from the floor below)
  • Fixed owner of silver dagger_droth_unique_a at "Mournhold, Geon Auline's House" (there were no owner)
  • Fixed "draugr" not being undead



Update 0.6.2
Spoiler

  • Integrated "Poorly Placed Object Fix by Slartibartfast"
  • Integrated "Beds for Rent by Havokk"
  • Fixed Steam Centurions at Berne's HQs attacking player when he is Berne too (Replaced centurions with new, scripted versions. Added new script "Vampire_Berne_minion".)



Update 0.6.3
Spoiler

  • Integrated "Open Vivec by Archibald_TK" (St Delyn and St Olms only. Why? 1. Other cantons in this mod contain alien stuff like Telvanni and other houses architecture. 2. It seems logical, because Olms and Delyn are cantons for the poor and artisans. So it's open air and no comfortable roof.)
  • Integrated "Fixed Meshes by Gez"
  • Fixed "Odirniran" inaccessible basemant (added trapdoor)
  • Fixed "Kudanat" inaccessible chest (moved waterfall)
  • Made "Vassir-Didanat Cave" less visible (added tree, changed positions of stones)
  • Changed names of indexes from "Valenvaryon Propylon Index" style to "Propylon Index of Valenvaryon" style (Now it's easier to find them in inventory)
  • Fixed value of "index_valen" (Was 25, when all other indexes cost 500 gold)
  • Renamed a lot of weapons (To be of unified style, to have the same namestyle for armor and weapons in one set)
  • Fixed "Voice - Thief" (1 answer was missed)
  • Fixed "Voice - Intruder" (there were answers for thievery - removed or replaced)
  • Fixed "Voice - Attack" for NPCs attacking werevolwes (1 answer was missed)
  • Fixed "Voice - Attack" for "aundae vampire 3" (4 answers were missed)
  • Fixed "Voice - Attack" for Irarak and Merta (7 answers were missed)
  • Fixed Dandera Selaro not selling things (If player comes from north, part of her goods was not available, because player is in fact in other cell. Tweaked her position, so player will always be in the same cell as Dandera)
  • Fixed Anruin not selling things (Same issue. Tweaked his position, so player will always be in the same cell as Anruin)
  • Fixed Louis Beauchamp telling about Solstheim from the gamestart (now he will be enabled only after Solstheim rumors)
  • Fixed DoorMarker position at "Wolverine Hall, Imperial Shrine" (Player stucks in chairs)
  • Fixed 2 items at Anruin shop not having owner
  • Fixed "steel broadsword of hewing" icon and mesh (should be same as "steel broadsword")
  • Restored Bloatspores to Morrowind caverns



Update 0.6.4
Spoiler

  • Integrated "Smaller Potions by PeterBitt"
  • Integrated "Morrowind Code Patch 2.2b10" changes ("Drop command fix", "Creature voiceover enable")
  • Fixed vertical alignment of meshes for Cheap, Bargain, Quality and Exclusive potions (As a result of potion swapping in previous fixes, they became floaters)
  • Fixed potions positioning at "Balmora, Temple" (near Dralval Andrano) (they were halfway in the cupboard)
  • Fixed Dralval Andrano's bed not having an owner at "Balmora, Temple"
  • Fixed potion positioning at "Seyda Need, Arille's Tradehouse" basemant
  • Fixed additional NoLore condition in "services" answer for Seyda Neen
  • Restored Vivec Hello and Idle voice dialogues
  • Restored Yagrum Bagarn Hello and Idle voice dialogues



Currently working on:

  • Voice - Hello dialogues fixes
  • Main Quest improvements
  • Other quests improvements
  • Beds renting

Some rules for you, outlanders:

  • You can use any parts of the mod as you like.
  • I will take all mod authors permissions as far as it is possible. Even if you see your mod in changelog - don't get angry, I will ask everyone before release.
  • My mod contains a lot of fixes that are not mentioned anywhere else, so welcome - go and get them to your bugfixing projects.
  • I will update this post with changelog, list of tweaks and additions.
  • There is no compatibility guarantees. Sorry, lads, but this is a very large mod, it changes almost every aspect of the game, so it's up to you to make some mod compatible.

This is a very brief description for such a big assembly. I will update it with answers to your questions.

User avatar
Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Mon Jan 05, 2015 1:22 am

Really looking forward for the additions so much, but I really don't like the Bound Armor spell giving you heavy armor, most Mages use light armor as their major skill not heavy armor, and that's why they bound Light daedric armor instead of heavy, so you can instead make a new Bound Heavy Armor spell instead of changing the original

other than that I love everything, the thievery additions and lockpicking slaves sound really really good and I really want to see the Random Encounters working, it will make the game way more unpredictable and fresh, also can't wait for the lore dialogue, I'm already loving this mod :tes:

User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Mon Jan 05, 2015 4:46 am

On traps: I always manage to completely neuter traps with a weak Telekinesis spell. I'm not sure what the best way to go about balancing that would be, but it would be interesting if there were a few traps that could hit someone from a distance. I don't know if you can make traps on target, or if giving them a bigger area-of-effect would work if the target isn't in touch range, though.

User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Mon Jan 05, 2015 6:33 am

I do not think that I really changing anything important. Vanilla Bound Armor has 0 weight and do not increase your Armor rating at all. :smile:

In the same time if you bound Axe, it boosts your corresponding skill for the duration of the effect. And it is an axe, not a dagger, just because you're a mage.

So I made Bound Armor to work the same way as Bound weapons - it will boost your Heavy Armor skill for the duration of the effect (every piece has fortify for 10 points, so a full set will make you look like a magical golem :smile: ).

And Feather effect will take care of the weight.

I'm aware of this exploit and I already tried to make something like that, but it's not possible due to engine limitations - only Touch spells allowed. :(

I'll still be trying to find some solution in later versions.

User avatar
Noraima Vega
 
Posts: 3467
Joined: Wed Jun 06, 2007 7:28 am

Post » Mon Jan 05, 2015 6:40 am

A really nice set of fixes! I wish you the best of luck Laugan!

Also thanks for the research. You caught a few things that I need to adress in Morrowind Rebirth :P


Edit: I don't know if it's intended by bethesda or not, but should NPCs really have the spell "Ash Feast"?

User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

Post » Mon Jan 05, 2015 3:02 am

This does look like an excellent mod, I like a lot of the changes!

Regarding the bound armor changes, I made a similar mod which also made Bound Armor into Heavy Armor and gave it a skill bonus.

During game play I found I would often eschew "better" Heavy Armor (My mod changed AC levels of Bound Armor to Dwemer armor levels ) because the Bound Armor was :

A. Weightless

B. Gave me increased armor even over the improved AC of Daedric

C. Repaired either by removing the constant effect item I ended up making, or just recasting the spell.

Also, Feather is a rather buggy effect and will mess up your encumbrance total; The game will eventually consider you as either carrying a lot more or a lot less than you really are.

What I ended up doing was changing the Feather/Heavy Armor buffs to Fortify Str/Sanctuary for a similar, yet not quite as imbalanced effect.

Watching this topic and looking forward to what you're accomplishing here!

Best,

User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Mon Jan 05, 2015 9:34 am

Oh I get it now! :thanks:

I love the feather effect too :tongue:

But also about the bound axe, you can still buy the bound dagger spell, I was giving you an example about the Bound Armor, because mostly mages use it not warriors, because warriors rely on their normal armor not magical bound armor, because they either lack the magic skill or have better armor, anyway I just like the idea of light Bound Armor because it seems more appropriate for a Mage :sorcerer:

User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Mon Jan 05, 2015 4:58 pm


Thanks for the reports. It will take some additional testing to choose some best implementation.

You're welcome! :D

Only ash ghouls and dagoths should have it. It is addressed by MPP by the way. Can't find it in their changelogs though. :blink:

User avatar
Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am


Return to III - Morrowind