[RELz] Morrowind Comes Alive 6.0

Post » Tue Nov 23, 2010 11:35 am

Never noticed the others sadly as I usually ignore most of MCA's companions and go through most dungeons with a "kill it before it sees us" mentality.


Actually, I was walking around with my companions once and came to a tomb by Caldera which had a lich companion in it. I didnt know it was a companion though because the skeletons around me were attacking, so busted in there with my companions and just beat the crap out everyone there and him, before he could cast spells on me, after exclaiming out loud "Oh crap, a lich!"

Oh, for anyone who doesnt know, there is a patch for Antares Big mod and this new version of MCA over on Archmeister Antares site.
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Tue Nov 23, 2010 6:28 am

Any word on compatibility with Piratelord's Redesigned Vivec or MCA Names 5.2?
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Tue Nov 23, 2010 7:41 am

Merunnin, never occured to me to wonder what Kiwi weather was like. I live in Florida, winter lasts the length of an all day DVD marathon. Anyhoo, the focus of the well-wish isn't on his locale, it's on his recuperation.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Tue Nov 23, 2010 8:31 am

Merunnin, never occured to me to wonder what Kiwi weather was like. I live in Florida, winter lasts the length of an all day DVD marathon. Anyhoo, the focus of the well-wish isn't on his locale, it's on his recuperation.

No no, summer in the northern hemisphere is winter in the southern. End ot.
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Tue Nov 23, 2010 10:30 am

Oh wow, a new MCA. Downloadan.

These are probably my favorite Morrowind mods ever.
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Tue Nov 23, 2010 6:51 am

I was just wondering today if there was an updated version of MCA, lo and behold its 6.0! I think I'll wait for you to flesh it out a little Neo. Thanks again for continuing to support MCA.
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Tue Nov 23, 2010 3:49 pm

Can't wait for 6.1 :hubbahubba:
User avatar
Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am

Post » Tue Nov 23, 2010 1:56 pm

Has anything been changed regarding the Vivec spawn points? I made my own patch to make MCA compatible with Vivec Redesigned so I'm just wondering if it will still work or if I'll need to remake it... Can't wait for 6.1 to be released... I am really looking forward to hopefully no more drunkard crashes!
User avatar
joseluis perez
 
Posts: 3507
Joined: Thu Nov 22, 2007 7:51 am

Post » Tue Nov 23, 2010 7:25 pm

I would like to know how the difficulty slider affects your followers or companion. So let say I hire a mca npc and my difficulty slider is set to max. will my companion deals 100% more damage when attacking enemy creatures?
User avatar
Liv Brown
 
Posts: 3358
Joined: Wed Jan 31, 2007 11:44 pm

Post » Tue Nov 23, 2010 8:52 am

Do you need Westly's head-pack in order to play this mod?
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Tue Nov 23, 2010 5:10 pm

Do you need Westly's head-pack in order to play this mod?

From the readme sited on the OP:

As of version 6.0, MCA now uses the heads and hairstyles from 'Westly's Master Head
Pack', with kind permission from Westly. These are not included in this download,
so head on over to http://planetelderscrolls.gamespy.com/ and grab it if you don't
have it already. Note that you don't actually need to have it activated in your
game, as MCA uses all its own references and is not dependent on Westly's .esp.

User avatar
Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Tue Nov 23, 2010 8:53 pm

Hmm, the drunkards are still crashing the game for me. Any ideas?
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Tue Nov 23, 2010 9:33 pm

From the readme sited on the OP:

As of version 6.0, MCA now uses the heads and hairstyles from 'Westly's Master Head
Pack', with kind permission from Westly. These are not included in this download,
so head on over to http://planetelderscrolls.gamespy.com/ and grab it if you don't
have it already. Note that you don't actually need to have it activated in your
game, as MCA uses all its own references and is not dependent on Westly's .esp.


I know, and that's what confuses me. I know it doesn't need the esp, but does it need the models and textures from the head pack?
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Tue Nov 23, 2010 12:26 pm

I know, and that's what confuses me. I know it doesn't need the esp, but does it need the models and textures from the head pack?


Aparently you do understand because that is exactly correct.
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Tue Nov 23, 2010 11:44 am

Doesn't westly have more than one headpack? I'm confused now? Do I get the master headpack? Is this compatible with BH? :wacko:
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Tue Nov 23, 2010 12:41 pm

Doesn't westly have more than one headpack? I'm confused now? Do I get the master headpack? Is this compatible with BH? :wacko:


The readme gives you the exact name of the mod you need to download. 'Westly's Master Head Pack'. It is compatible with Better Heads because it does not replace any heads. Only adds more.

:) You worry too much. Download the mod called "Westly's Master Head Pack" and install it. Then your good to go. :)
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Tue Nov 23, 2010 4:50 pm

Okay, so I got it working! :D

However, occasionally some Dunmer heads will be missing and I'll get that annoying yellow diamond. I know That I installed Westly's Master Head Pack, so why is it doing this?
User avatar
Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Tue Nov 23, 2010 5:28 pm

Help?
User avatar
Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Tue Nov 23, 2010 4:13 pm

Help?

Can you give an ID for the NPC missing heads?
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Tue Nov 23, 2010 10:47 pm

Can you give an ID for the NPC missing heads?

There's more than one, but they're usually female and named "Commoner".

EDIT: This time when I tried to load a save file, I got that error message on the loading screen about the missing meshes and then when it was done loading it crashed. I'll load it up again and write down the actual ID.
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Tue Nov 23, 2010 10:13 pm

Okay, so it loaded successfully this time, but I did get this error message:

meshes/b/__new_Dunmer_F_Head_029.nif cannot load
file in meshes/b/__new_Dunmer_F_Head_029.nif.
Will use the default object Marker_Error.NIF.
Continue running executable?
[Yes] [No] [Yes to all]


EDIT: To make things more complicated: In my /b/ folder, I don't have any files that begin with __ , yet so far the only error message I've got was for the head mesh named above.
User avatar
Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Wed Nov 24, 2010 12:17 am

Okay, so it loaded successfully this time, but I did get this error message:



EDIT: To make things more complicated: In my /b/ folder, I don't have any files that begin with __ , yet so far the only error message I've got was for the head mesh named above.


those files aren't in westly's headpack, they're in MCA 6.0, so you probably installed that wrong. I'd suggest redownloading/reinstalling MCA.
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Tue Nov 23, 2010 1:58 pm

I got it to work by taking a random female Dunmer head, copying it to /b/ and renaming it to the new file type. Working like a charm. If I get any more problems I'll re-install. :)
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Tue Nov 23, 2010 5:47 pm

Awesome work .... my game is on hold until 6.1 is released :)
User avatar
Reven Lord
 
Posts: 3452
Joined: Mon May 21, 2007 9:56 pm

Post » Tue Nov 23, 2010 8:41 pm

Been watching and waiting too for 6.1 (I already use your creature and undead mods) and looks like I will be able to replace them if I read the readme correctly.

Hopefully your over your flu bug soon Neoptolemus....
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

PreviousNext

Return to III - Morrowind

cron