Help me Morrowind mods forum, you're my only hope...

Post » Sun May 18, 2014 1:20 am

Some random questions on mods and such...

After PirateLords monsters mod, what is the next best monster mod and can it be used with PL's monsters?

Should PL's creatures appear in the mainland?

Is it possible to configure certain music files to only play in dungeons?

Are there any ambient SFX mods for the mainland?

Should I run the exe. optimiser any time I add new mods?

Does cleaning saves in wrye mash improve FPS?

Is there a keyring mod for lockpicks?

Is there a mod to enable 1 hit killing of rats?

Is there a mod to apply poisons to weapons?

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Taylor Bakos
 
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Post » Sat May 17, 2014 6:56 pm

Ok, I'll try to answer some of them quickly:

I don't know about which is the next best monster mod (I find Beasts of Vvardenfell quite good but it's not that lore-friendly), but if using more than one of those (or any mod that alters leveled lists), you have to merge leveled lists, which can either be done in Wrye Mash or via tes3cmd's multipatch. More about merging leveled lists here: http://www.uesp.net/wiki/Tes3Mod:Leveled_Lists

Unfortunately there is no easy way to accomplish this, but there is the http://www.google.com/url?sa=t&rct=j&q=&esrc=http://forums.bethsoft.com/topic/1487212-help-me-morrowind-mods-forum-youre-my-only-hope/s&source=web&cd=1&ved=0CC0QFjAA&url=http%3A%2F%2Fplanetelderscrolls.gamespy.com%2FView.php%3Fview%3DMods.Detail%26id%3D7899&ei=mpTzUvHENMKv7Abk6IDIAQ&usg=AFQjCNFfX9klJpp281YyGSQhdHJhQGzPyA&sig2=EnwbQZ2Z3AURY8qzfxIWbg&bvm=bv.60799247,d.ZGU Mod. While being very good in itself, it does not just add special music for dungeons, but actually for every individual region, town, underwater, nights and many other events and places. Dungeon music is even separate for different types of dungeons (caves, mines, dwemer ruins, etc). It is also possible to disable certain parts of it if you don't like them, but having ONLY special dungeon music is not possible as far as I know. Also, adding one's own music is possible but requires some effort and at least basic knowledge of the Construction Set. It is documented quite good in the readme, but it takes some time, depending on how many new tracks you want to include.

No. This only has to be done once. The only exception is if you change the configuration of the Morrowind Code Patch (which might not even work with an optimized exe, but this is why you should always keep a backup of the original exe).

Not according to my knowledge. It may improve stability and reduce errors like doubling, but overall performance schould not be affected noticeably.

I don't have any qualified answers to the other questions at the moment.

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carrie roche
 
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Post » Sat May 17, 2014 6:43 pm

not to worry, you were very helpful.

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Gisela Amaya
 
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Post » Sun May 18, 2014 12:30 am

1 - Wilderness 2.b has always been a favourite of mine, after Abots Water Life and Where are the birds Going. It doesn't add more monsters as much as it expands on the vanilla choices with more life cycles and natural behaviour. Abots mods are good. Here's a hint if you use them. Find a emperor crab or whatever they're called, and click on it repeatedly. It will teach you respect!

Wilderness - > http://mw.modhistory.com/download-46-10045

Abot's Waterlife - > http://www.nexusmods.com/morrowind/mods/42417/?

Abot's Where Are the Birds Going ->http://mw.modhistory.com/download-37-9808

2. There is a keyring mod, but it doesn't seem to be for lockpicks :(.

Keyring - > http://mw.modhistory.com/download-80-13225

3. Leveling up your character and getting better equipment will do this. No mod neccessary. If you're having that much trouble, turn down the difficulty in the game options.

4. Kind of. In game you can enchanted weapons with "damage health" and, if i recall correctly, poison. If you use Morrowind Complete, you can make poison and apply it to projectiles. I think that's it, but I may be wrong.

Morrowind Complete - > http://mw.modhistory.com/download-69-6034

NOTE: Those links may not be the latest versions of those mods. I grabbed them off of Modhistory, and, as helpful as that site is, it's next to IMPOSSIBLE to know if there is a later version, since they can be separated by pages, even if you search them by name. I let the mods know and got the basic reply of 'lol don't care." So, yeah. I hope that is helpful for you.

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tannis
 
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Post » Sun May 18, 2014 7:31 am

I used the Wilderness mod several years ago and I found it not only to be extremely lore-breaking, but also to have a lot of really bad looking models and animations... Try it out if you like but it is really not comparable to PL's creature mod.

However, I too can recommend abot's mods.

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Manuela Ribeiro Pereira
 
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Post » Sun May 18, 2014 3:37 am

Oh my goodness, how embarrassing. The Mod I described was not Wilderness but Real Wildlife 2b. I didn't check the description of the mod I linked to because I'm kind of really sick of modhistory right now. So after facepalming myself into oblivion ( not the game, :tongue: ), here is the actual mod I was trying to share with you.

Real Wildlife 2 -> http://www.nexusmods.com/morrowind/mods/12419/?

Like before, it adds different age groups. My only compaint about the mod was it made the world feel really crowded, but that's a personal preference thing.

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Far'ed K.G.h.m
 
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Post » Sun May 18, 2014 1:36 am

Never heard of that one before, but it sounds very interesting. Here is a newer version, apparently: http://planetelderscrolls.gamespy.com/View.php?view=mods.Detail&id=5708

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Emily Martell
 
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Post » Sat May 17, 2014 8:26 pm

How's about using this thread for the next few weeks rather than creating lots of others? As long as you edit the first post...
...when questions like this have already been answered http://www.gamesas.com/topic/1318147-rel-creatures-xi/?p=23324902 and so stop wasting people's time.

Best is subjective. Are you looking for mods which add a lot of monsters? Lore friendly? Look for Mephisto's Creature Pack or Morrowind Advanced (Stormgarde's updated version). If you want individual monster-adding mods then look for Arcimaestro Antares' monsters.

abot's TR Water Sounds is all I know of. I don't know of any Atmospheric Sound Effects (or similar) addon which covers TR.
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D LOpez
 
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Post » Sat May 17, 2014 9:36 pm

Thanks Dragon.

If merging levelled lists means merging enemies/loot from different mods... what is merging objects?

As long as I have a mashed list.esp in my load order... can I just install as many creature mods and not have to worry about conflicts/new enemies not appearing?

Are texture replacer mods generally more FPS heavy than vanilla?

Can testool clean mods before installing them?

How does my load list look?

Spoiler

Masters for 10000.ess:
001 Morrowind.esm
002 Tribunal.esm
003 Bloodmoon.esm
004 Morrowind Patch 1.6.5 Beta (BTB Edit).esm
005 TR_Data.esm
006 TR_Mainland.esm
007 LGNPC_NoLore.esp (Version 1.02)
008 Ranger_Robe.esp
009 Daggerfall Collection Ver 1.1.esp
010 Wilderness Sounds T & B.esp
011 Nymeria's Monthly Respawn.esp
012 PW_durzog_quivers.esp
013 Quick Char.esp (Version 1.2)
014 Redesigned Vivec.esp
015 Mournhold Maps.esp
016 Syc_HerbalismforPurists (Pearl Bug Edit).esp (Version 1.2)
017 treehouse.esp
018 Gold_Has_Weight 1.1.esp
019 Battlespire Books.esp
020 LGNPC_AldVelothi_v1_20.esp (Version 1.20)
021 LGNPC_Aldruhn_v1_20.esp (Version 1.20)
022 LGNPC_Aldruhn_suppl.esp
023 LGNPC_GnaarMok_v1_20.esp (Version 1.20)
024 LGNPC_HlaOad.esp (Version 1.40)
025 LGNPC_MaarGan.esp (Version 1.30)
026 LGNPC_Pelagiad.esp (Version 1.32)
027 LGNPC_TelMora_v1_30.esp (Version 1.30)
028 LGNPC_SeydaNeen.esp (Version 2.00)
029 LGNPC_Khuul_v2_21.esp (Version 2.21)
030 LGNPC_VivecFQ.esp (Version 2.21)
031 Animated Morrowind 1.0.esp
032 NoM_Creatures Loot Standard.esp
033 Creatures.esp
034 NoM 3.0.esp (Version 3.03)
035 Animated_Morrowind - Expanded.esp
036 Animated Morrowind II.esp
037 Morrowind Code Patch Showcase.esp (Version 0.5)
038 GCDLean204STD.esp
039 Creatures Merged Objects Fix.esp
040 Syc_HerbalismforPurists_BM.esp
041 Syc_HerbalismforPurists_TB.esp
042 Looking Good.esp
043 Books of Vvardenfell.esp
044 Piratelords Trade Enhancements.esp
045 Mashed Lists.esp
046 multipatch.esp

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Chloe Botham
 
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Post » Sat May 17, 2014 10:53 pm

IIRC the same, but for objects - if one mod adjusts strength of given weapon, and another changes it's icon, one would override the other without merging.

You have to use merge function each time you add mod which might need merging

Of course, since texture replacer mods usually have bigger textures

No idea, I never used TESTool. Anyway, the best program for cleaning is tes3cmd.

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Becky Palmer
 
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Post » Sun May 18, 2014 12:24 am

"You have to use merge function each time you add mod which might need merging"

Is that simply a case of opening wrye mash and updating my save in the saves tab?

If not please remind me how to do that :)

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Carlitos Avila
 
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Post » Sun May 18, 2014 3:43 am

(1) Click the "saves" tab in Wrye Mash

(2) click the save you want to update. On the lower right will appear the list of all the plug ins loaded for the save game

(3) click anywhere in the list of plugins. A message box will pop up. Click ok.

(4) Right click on the caption just above this list (NOT on the name of the mod) and select "sync to load list"

(5) Click the "save" button under this list

(6) right click on the name of the save file you updated and select "repair all"

(7) review this readme for any other questions about Wrye Mash: http://wryemusings.com/Wrye%20Mash.html

(8) watch this awesome video: http://www.youtube.com/watch?v=bXHqoPHZCUM

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lucile
 
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Post » Sat May 17, 2014 10:53 pm

I mean, beyond reading up on MWSE and the CS and making your own mod, there is my old http://www.mediafire.com/download/gmx44ixxa9w7cgj/NewMusic_Dungeons--BETA--.zip. It requires Oblivion or the Oblivion soundtrack to run the mod unless you want to edit it yourself, but IIRC it's the only of it's kind. It's pretty buggy and I'm planning to replace/finish it using some custom variant of MaO after that mod is completed but for now it's your best bet.

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Victoria Vasileva
 
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Post » Sat May 17, 2014 8:24 pm

Apart form the mod posted above, there's also Xiran's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7899 (http://mw.modhistory.com/download-61-13678) but it's much more advanced than just dungeon music, and it adds much music that some may find not fitting to Morrowind. Though it still allows to configure what and where plays, and change the mod's music files to your own music files.

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Justin Bywater
 
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Post » Sun May 18, 2014 5:38 am

Actually no. You should update your save, that is correct. But to use merge function in Wrye Mash, do the following:

1) Click "mods" tab

2) FInd Mashed lists.esp

3) Right click Mashed lists.esp, select Import -> Merged lists

4) "Wait for it"... uhm, to finish and you are done :)

Also note that mashed lists should always be last in your load order. You can make it by simply changing the time stamp of the mod to distant future. To do this, open wrye mash

1) Click "mods" tab

2 find Mashed lists.esp and click on it

3) In the top right corner, info about the plugin will appear, on of it will be time. Simply set the year to something like 2030.

4) Click save in the right bottom corner and you are done

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Kayleigh Williams
 
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Post » Sat May 17, 2014 6:33 pm

Morrowind Crafting lets you apply poison to arrows, but you have to find the recipes and get your skill up to be able to make the poisons. That's advanced crafting but it is doable.

You can download it here: http://mw.modhistory.com/download-37-10477

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Motionsharp
 
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Post » Sun May 18, 2014 5:39 am

Or use the Ctrl+ mod sorting feature (earlier Wrye Mash versions doesn't support such feature even Melchor's WMSA included) there is in Yacoby's WMSA.

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Eibe Novy
 
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Post » Sat May 17, 2014 6:37 pm

You have both a "Mashed Lists.esp" and a "multipatch.esp". tes3cmd's "multipatch.esp" includes merged levelled lists as well as fixing a bunch of other https://code.google.com/p/mlox/wiki/Tes3cmd#multipatch_-_Patches_problems,_merges_leveled_lists,_etc..

You're running "Creatures Merged Objects Fix.esp" without a TESTool-generated Merged Objects.esp (discussed above)

I'd recommend getting http://www.gamesas.com/topic/1398805-relz-mlox-a-tool-for-anolyzing-and-sorting-your-load-order/ as that highlights the above two issues and a couple of others which may apply (but depend on mlox reading your plugins' headers and/or file sizes)
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Jonathan Egan
 
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Post » Sun May 18, 2014 1:43 am

Thanks all, few more questions....

Is there a mod to allow slow movement when over-encumbered?

is there a compiled list of console coc commands? some seemingly obvious places dont allow teleportation ie seyda neen.

Is there a mod that allows me to drop items where my cursor is pointed rather than always at my feet?



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loste juliana
 
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Post » Sat May 17, 2014 6:14 pm

1) I don't know :D

2) Just type: coc "seyda neen"

If a place name has spaces between the words, you must use quotation marks.

3) All you have to do is drag the item out of your inventory with your cursor and put it down wherever you want.

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Mark Churchman
 
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Post » Sun May 18, 2014 9:17 am

Morrowind http://www.uesp.net/wiki/Morrowind:Console

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Stefanny Cardona
 
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Post » Sat May 17, 2014 10:15 pm

That's the thing, it doesn't. In NoM for example I try to move my fire as far away from me as I can but I still end up setting it below me thus burning myself.

But I didnt know that spaced locations needed quotation marks, guess that's why I couldn't teleport to any of the forts.

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Eric Hayes
 
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Post » Sat May 17, 2014 9:34 pm

I meant codes specifically for coc'ing between location, but I think not using quotations was the issue.

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Add Me
 
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Post » Sun May 18, 2014 1:01 am

...only now I got the :starwars: reference in the theme of the topic..

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Markie Mark
 
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Post » Sun May 18, 2014 1:20 am

To place things on the ground instead of just dropping them at your feet (and potentially burning yourself), look down before you enter your inventory. Then, when you access the item you wish to place on the ground, look for a spot where your cursor is just an arrow instead of the arrow with the line over it and place it somewhere in that area. You may need to shrink part of your map or inventory in order to have more space where you can place things.

The key is looking down toward your feet before you enter your inventory (tab).

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John Moore
 
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