simple? script question

Post » Wed Dec 09, 2009 8:38 pm

hi all

I come unto you all with a simple script question

I want to make an axe, with the requirement of having the axe-skill at a given level

per example:

in order to use an Ebony War Axe, I want the player to have an axe-skill of 50, if the player does not meet the requirement, then he/she is unable to use it

logically (in my head) this would be rather simple to execute via a script, but I have absolutely no scripting experience, hence I'm not sure how to achieve this

any help/push in the right direction is welcome
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Charlotte Henderson
 
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Post » Thu Dec 10, 2009 5:52 am

Someone with more imagination than me might have a better idea, but the only way I can think of is to have a script attached to the axe that goes something like this:

if (OnPCEquip == 1)   if (player->GetAxe < 50)      [Command which un-equips the axe]   endifendif


The problem is, I don't know if there is a command in the scripting engine to un-equip something. Perhaps someone else can tell us.

If there is such a command, this script would un-equip the axe and drop it back into the player's inventory any time he tried to equip it.
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Craig Martin
 
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Post » Thu Dec 10, 2009 4:40 am

a nudge in the right direction

thank you :thumbsup:
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Sun of Sammy
 
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Post » Thu Dec 10, 2009 12:49 am

I've never tried it, but you could try equiping a disabled weapon, or equip a weapon and then disable it.
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alyssa ALYSSA
 
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Post » Wed Dec 09, 2009 5:49 pm

The command Rex Little is looking for is PCSkipEquip
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kasia
 
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Post » Wed Dec 09, 2009 3:28 pm

The command Rex Little is looking for is PCSkipEquip


if (OnPCEquip == 1)
if (player->GetAxe < 50)
PCSkipEquip
endif
endif


like that, then?

or rather like this?

begin axescript

if ( OnPCEquip == 1 )
if ( player->GetAxe < 50 )
set PCSkipEquip to 1
endif
endif

end axescript


:edit

it say script error expression in axescript?
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SWagg KId
 
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Post » Wed Dec 09, 2009 5:15 pm

You don't need to put 'end Axescript'. Just 'end'.
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NO suckers In Here
 
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Post » Thu Dec 10, 2009 6:59 am

now it looks like this:

Begin axescript

if (OnPCEquip == 1)
if (player->GetAxe < 50)
set PCSkipEquip to 1
endif
endif

End



but when I try to save it says

Line 4 function reference object "if" not found

if I put a spacing between (player and 50) then it can save but don't work

like this

if ( player->GetAxe < 50 )


I'm guessing that's the expression error?

:edit

I guessed wrong...

now the script looks like this:

Begin axescript

if (OnPCEquip == 1)
if ( player->GetAxe < 50 )
set PCSkipEquip to 1
endif
endif

End



but I still get an expression error(?)
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Caroline flitcroft
 
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Post » Wed Dec 09, 2009 10:49 pm

OnPCEquip needs to be declared as a variable. Try:

Begin axescriptshort OnPCEquipif (OnPCEquip == 1)   if ( player->GetAxe < 50 )      set PCSkipEquip to 1   endifendifEnd

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darnell waddington
 
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Post » Wed Dec 09, 2009 5:13 pm

Begin axescriptshort OnPCEquipshort OnPCSkipEquipif (OnPCEquip == 1)   if ( player->GetAxe < 50 )      set PCSkipEquip to 1      set OnPCEquip to 0   endifendifEnd

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RUby DIaz
 
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Post » Thu Dec 10, 2009 6:20 am

Begin axescriptshort OnPCEquipshort OnPCSkipEquipif (OnPCEquip == 1)   if ( player->GetAxe < 50 )      set PCSkipEquip to 1      set OnPCEquip to 0   endifendifEnd



even I can see the logic of this, but alas it does not work

I changed the script to this:

Begin axescriptshort OnPCEquipshort OnPCSkipEquipif (OnPCEquip != 1)   if ( player->GetAxe < 50 )      set PCSkipEquip to 1   endifendifEnd


but it still won't work....

:edit

found one problem
short OnPCSkipEquip


is supposed to be

short PCSkipEquip

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RaeAnne
 
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Post » Wed Dec 09, 2009 7:58 pm

guys, I truly appreciate all your help

the end script looks like this:

Begin axescriptshort PCSkipEquipshort OnPCEquipif (OnPCEquip != 1)   if ( player->GetAxe < 50 )      set PCSkipEquip to 1else	set OnPCEquip to 1   endifendifEnd


and I learned something =)

thank you all for your efforts and advice, code, help, etc.

this mod means a lot to me and hopefully within time I can contribute to the community

ice cream for everyone

:icecream:
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Portions
 
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Post » Wed Dec 09, 2009 6:58 pm

followup question

if I want the player to have both 50 Axe and 50 strength, how would I go about doing this?

I figured it would be as simple as

Begin axescriptshort PCSkipEquipshort OnPCEquipif (OnPCEquip != 1)	if ( player->GetAxe < 50 )		if ( player->GetStrength < 50 )      set PCSkipEquip to 1else	set OnPCEquip to 1		endif	endifendifEnd


but that don't seem to work for some reason?

:edit

solved it, with a crude solution:

Begin axescriptshort PCSkipEquipshort OnPCEquipif (OnPCEquip != 1)	If ( player->GetAxe < 50 )      set PCSkipEquip to 1		elseif ( player->GetStrength < 50 )	      set PCSkipEquip to 1else	set OnPCEquip to 1		endif	endifendifEnd

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Haley Merkley
 
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Post » Wed Dec 09, 2009 6:26 pm

There's another problem with your script: It doesn't update over time. If, for example, the player enters the same cell with this weapon and has an axe skill of 47, the PCSkipEquip variable will be set to 1. After that point, it will be impossible to equip the axe. Even if the player trains the axe skill to exceed 50, there is nothing in the script to set PCSkipEquip back to 0 again. The PCSkipEquip function does have some problems, and while it's useful in some cases, I tend to avoid it where another solution might work better. Here's how I would consider doing something like this:

Begin axescriptshort OnPCEquipshort WasEquippedshort Unwieldif ( OnPCEquip == 0 )	returnendifif ( WasEquipped == 0 )	if ( OnPCequip == 1 )		if ( pc->getstrength < 50 )			messagebox "You cannot wield this axe because you're not strong enough."			set Unwield to 1		elseif ( pc->getaxe < 50 )			messagebox "You cannot wield this axe because you're not skilled enough."			set Unwield to 1		else			set WasEquipped to 1		endif	endifelseif ( WasEquipped == 1 )	if ( OnPCequip == 1 )		if ( pc->getstrength < 50 )			messagebox "You are no longer strong enough to wield this axe. You lose your grip on it."			set WasEquipped to 0			set Unwield to 1		elseif ( pc->getaxe < 50 )			messagebox "You find you no longer remember how to use this weapon effectively. You lose your grip on it."			set WasEquipped to 0			set Unwield to 1		endif	endifendifif ( Unwield == 1 )	additem "DummyWeapon" 1	player->equip "DummyWeapon"	removeitem "DummyWeapon" 1	set OnPCEquip to 0	set Unwield to 0endifend


This has the benefit that if the player has the required abilities when he or she attempts to equip the item, but later falls below those levels, the item will unequip itself with a different error message than if the player cannot successfully equip it in the first place. That's something that the PCSkipEquip method won't accomplish. I should warn you that this script is untested and might need minor adjustment. Also note that it relies on the existence of a unique dummy weapon to accomplish the unequipping.
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Marina Leigh
 
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Post » Wed Dec 09, 2009 5:53 pm

@Toccatta

the script is genius, but I have a minor problem:

whenever I run the game with this script, these lines seem to be the problem:

if ( Unwield == 1 )	additem "DummyWeapon" 1	player->equip "DummyWeapon"	removeitem "DummyWeapon" 1	set OnPCEquip to 0	set Unwield to 0endif


I have created a DummyWeapon (the same weapon as the one I'm trying to script, only renamed to "DummyWeapon" ) and it crashes the game

I'm not sure how to create a DummyWeapon I suppose...

:edit

one part of the problem solved:

according to Morrowind Scripting for Dummies, the "actor"->equip does not work without Tribunal
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Miguel
 
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Post » Thu Dec 10, 2009 1:06 am

Sorry, my bad. I thought that the "equip" function was only broken with respect to NPCs prior to Tribunal. Checking MSFD, apparently it was broken for the PC as well. You can get around that by having the weapon startscript a global script and then having the global script removeitem the weapon and immediately additem it back to the player, then shut itself back down with stopscript. The global script will need to take into account whether or not your weapon is unique. If it is, a simple script will work. If not, it will need to be able to remember how many the player has, remove them all, and then restore them all. Unfortunately, neither additem nor removeitem will accept variables, so this will need to be done with a while-loop. In the script, I use the ID "Skill_limited_axe" because I don't know what your weapon is actually called.

Note that the script on the weapon itself cannot do these things. It will cause the game to crash if the item with the script tries to delete itself. It's like trying to pull a rug out from under your own feet. You'll fall down; so will the script. Speaking of which... you said the dummy weapon was identical to your new weapon but with a new name. Did it also have this script on it? If so, that may very well be what caused it to crash. It's just a matter of curiosity. If you aren't going to use the expansions when modding, then you won't need the dummy weapon anyway.

Obviously, the best solution to the problem is to make this weapon using the GOTY game which has all the added functions and at least most of the ones that were originally broken are fixed. It would eliminate the need to jump through all these hoops avoiding broken functions.

Begin axescriptshort OnPCEquipshort WasEquippedif ( OnPCEquip == 0 )	returnendifif ( WasEquipped == 0 )	if ( OnPCequip == 1 )		if ( pc->getstrength < 50 )			messagebox "You cannot wield this axe because you're not strong enough."			startscript weapon_unwield		elseif ( pc->getaxe < 50 )			messagebox "You cannot wield this axe because you're not skilled enough."			startscript weapon_unwield		else			set WasEquipped to 1		endif	endifelseif ( WasEquipped == 1 )	if ( OnPCequip == 1 )		if ( pc->getstrength < 50 )			messagebox "You are no longer strong enough to wield this axe. You lose your grip on it."			set WasEquipped to 0			startscript weapon_unwield		elseif ( pc->getaxe < 50 )			messagebox "You find you no longer remember how to use this weapon effectively. You lose your grip on it."			set WasEquipped to 0			startscript weapon_unwield		endif	endifendifend

Also
begin weapon_unwield;UNIQUE VERSIONplayer->removeitem skill_limited_axe 1player->additem skill_limited_axe 1stopscript weapon_unwieldend


begin weapon_unwield;NON UNIQUE VERSIONshort axecountset axecount to ( player->getitemcount skill_limited_axe )while ( player->getitemcount skill_limited_axe > 0 )	player->removeitem skill_limited_axe 1endwhilewhile ( player->getitemcount skill_limited_axe < axecount )	player->additem skill_limited_axe 1endwhilestopscript weapon_unwieldend

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Kill Bill
 
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Post » Wed Dec 09, 2009 10:55 pm

I tried adding Tribunal to the mix (I've got the GOTY edition) and removed the script from the dummy, but it still wouldn't work

I've been trying different approaches all day, but the previous script seemed to refuse to cooperate

these ones however seem to function, almost at least

it spawns the dummy-axe in the inventory and I can't remove the ordinary axe

but this is a huge step in the right direction

I am ever so grateful for your help here, since I'm completely new to this

just now I noticed that I should recompile the scripts as well...

that's the level of new-comer I am =)

I'm using the Morrowind Scripting for Dummies as a reference and am trying to read as much as possible, unfortunately it's still difficult for me to understand, so these example-scripts really help out

I'll check more into this and try to debug it (or whatever it's called), I can feel that I'm in the right direction here

once again, huge thanks for your help

I'll come back and let you know the progress


:edit

question

which of the two scripts do I use?

unique, or non-unique, or both?

in that case, how? do I paste both into same script, or one for each (they are named the same, hence they overwrite each-other)
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Chris BEvan
 
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Post » Wed Dec 09, 2009 7:08 pm

You should only use one. The one you use will depend on whether your axe is supposed to be unique or not. If it's an artifact of some sort and you're sure the player cannot hold more than one, use the first one. If it's something that half the weaponsmiths on Vvardenfell will be selling, use the second one. But I wrote the second script on the presumption that you didn't have or didn't want to use Tribunal. The first script is less complicated, but requires a function which is broken without Tribunal. The second bypasses that function, but uses a more complex method to get around it. You should decide which direction you want the mod to go and work with that method. Otherwise the two different scripts will likely just confuse matters.

If you're going to use the tribunal "equip" feature, it sounds like you're going about it wrong. You don't spawn the dummy and remove the original. The purpose of the dummy is only to be equipped, forcing the original axe out of the player's hands. Once it has done that, you remove the dummy weapon so the player doesn't see it.

1) Spawn dummy weapon.
2) Force-equip dummy weapon, causing original axe to become unequipped.
3) Remove dummy weapon, leaving original axe unequipped.

It happens in a single frame, so the player never sees the dummy axe appear and disappear. The only thing that's obvious is that the original axe is no longer equipped.
If it helps make things more clear, don't even use a special dummy weapon. You could just as easily add an iron dagger to the player, force equip the iron dagger, and then remove the iron dagger.

As to recompiling... the moment you save the script, the construction set recompiles it. You don't need to do that manually. DO NOT click the "recompile all" button, as there are some scripts which will be broken by doing this. It will also have the very ugly (and dirty) side effect of putting a copy of every single script into your mod.
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Matthew Warren
 
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Post » Thu Dec 10, 2009 5:54 am

what I"m trying to achieve here is to make a mod, which requires that you have strength/skill high enough to use any weapon

on top of that I will give the player (and all creatures/NPC's) a "fortify attack" spell at 100

hence the game won't rely on dice-rolls, but rather on skill/strength in combat (agility for bows)

I know it might sound like a dumb idea, but I really want to create this

that's why I need a starting-point, since I've no clue where to start

in theory I can see the logic of your script (the tribunal one), but it just won't work and I can't for the life of me figure out why

I'd gladly use the Tribunal script instead

I'll try to explain the process:

I copy the chitin war axe and create a unique weapon named "test_axe"
I add "axescript" to that axe

Begin axescriptshort OnPCEquipshort WasEquippedshort Unwieldif ( OnPCEquip == 0 )	returnendifif ( WasEquipped == 0 )	if ( OnPCequip == 1 )		if ( player->getstrength < 50 )			messagebox "You cannot wield this axe because you're not strong enough."			set Unwield to 1		elseif ( player->getaxe < 50 )			messagebox "You cannot wield this axe because you're not skilled enough."			set Unwield to 1		else			set WasEquipped to 1		endif	endifelseif ( WasEquipped == 1 )	if ( OnPCequip == 1 )		if ( player->getstrength < 50 )			messagebox "You are no longer strong enough to wield this axe. You lose your grip on it."			set WasEquipped to 0			set Unwield to 1		elseif ( player->getaxe < 50 )			messagebox "You find you no longer remember how to use this weapon effectively. You lose your grip on it."			set WasEquipped to 0			set Unwield to 1		endif	endifendifif ( Unwield == 1 )	additem "DummyWeapon" 1	player->equip "DummyWeapon"	removeitem "DummyWeapon" 1	set OnPCEquip to 0	set Unwield to 0endifend


I've changed the pc->getaxe to player->getaxe, since the editor don't recognize pc->getaxe

then I make a copy of chitin war axe (again) and name that "DummyWeapon" - without script

then I start the game and pick up the axe, but as soon as I do this, the game crashes to desktop

if I remove the last line of code

if ( Unwield == 1 )	additem "DummyWeapon" 1	player->equip "DummyWeapon"	removeitem "DummyWeapon" 1	set OnPCEquip to 0	set Unwield to 0endif


the game don't crash

and I can't understand why...

I've tried re-installing/patching and still no go

:edit

I've made the mod with tribunal.esm attached
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Nicola
 
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Post » Thu Dec 10, 2009 5:42 am

what I"m trying to achieve here is to make a mod, which requires that you have strength/skill high enough to use any weapon


I wish you had said that from the beginning. The kind of script I wrote is only going to be effective with a specific weapon.

What you're describing is a major change to the combat engine. Had you mentioned earlier that this was intended to work for any weapon, I would have told you that such major changes across-the-board would be impossible. While it would be possible to attach a script to every single weapon in the game (a mod that would play havoc with the frame rate) it still couldn't take into account weapons added by other mods, by which I mean ANY weapons added by other mods - not just new weapons, but even copies of existing weapons that have a different object ID.

Before you spend any more time trying to figure out why you're having trouble with the script, you should take a moment to consider the project idea itself. I honestly don't think that what you're planning is possible on a wide scale.
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Alyce Argabright
 
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Post » Wed Dec 09, 2009 6:01 pm

I wish you had said that from the beginning. The kind of script I wrote is only going to be effective with a specific weapon.

What you're describing is a major change to the combat engine. Had you mentioned earlier that this was intended to work for any weapon, I would have told you that such major changes across-the-board would be impossible. While it would be possible to attach a script to every single weapon in the game (a mod that would play havoc with the frame rate) it still couldn't take into account weapons added by other mods, by which I mean ANY weapons added by other mods - not just new weapons, but even copies of existing weapons that have a different object ID.

Before you spend any more time trying to figure out why you're having trouble with the script, you should take a moment to consider the project idea itself. I honestly don't think that what you're planning is possible on a wide scale.


I realize it's a huge undertaking, but I think it may be possible

I've already created the basis for it, with inspiration from another mod; by adding a "fortify attack" spell at 100 to every race and creature in the game (with expansion) and even one for CreatureX and I'm about to do it with Giants mod as well

it works fine, both on my PC and my Xbox1, but it kind of makes the game easier, since I can get a hold of a good weapon from the get-go and deal some serious damage

hence I wanted requirements for using the weapons

I've made some basic calculations, which I use as foundation for how much strength/skill one needs in order to use any weapon that the game has to offer, other mods included

I was thinking that if I do vanilla weapons first and then HELLUVA compilation of weapons as well, then I would have the ground-work laid out for me

then I would expand, upon request, if someone asked me

if per example I change the Chitin War Axe to have these attributes, then it would apply to all chitin war axes; right now it's just a matter of figuring out the script

luckily I have all the time in the world to do this, hence I feel that I want to at least try

if I can just get one single weapon to work with the script, there's no stopping me from applying it on other weapons as well(?)

I've modded quite a bit before and made the Combat_Overhaul for Fallout 3 and this would be something similar

I love Morrowind the most of all Elder Scrolls games, but I personally have an issue with it's combat (same as I had with Fallout 3) and I'm convinced that this can be fundamentally changed in some easy way

considering that Morrowind is made to run on the Xbox1, which has a Pentium3 700Mhz and 64MB RAM, I think it could be possible to run it on today's computers

granted that Morrowind don't do Dual/Quad-core, but most PC-users have 3Ghz CPU's these days and about 4GB RAM

if nothing else it would be a proof of concept

personally I think this could revolutionize Morrowind for a lot of players and if nothing else, at least for me

at the same time I would gain some more knowledge of scripting, etc. which would help me in future modding

I know that this sounds like a crazy concept; but I imagine that with will-power and time, it is feasible

the scripts you have provided thus far are all very "simple" and thus shouldn't require too much from the computer, albeit if applied to every weapon it may strain it; but if it can be done it would make a huge difference in the way people perceive Morrowind

as mentioned, I am truly glad that you take your time to help me out with this and I hope that you're not discouraged by the magnitude of this, because I firmly believe that this can be applied at least to 1 weapon and if only 1 weapon can do it, then I can figure out how to do it on the rest of them

as mentioned, time is not an issue

I'll keep digging into your scripts and see where the flaws are, because (in my mind) they seem perfectly logical and functional

any further assistance is appreciated, since I can tell that you know a whole lot more about this than me =)

who knows, this might become something big?

and rest assure that your name will be plastered all over the credits if I ever achieve this =)
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Chris BEvan
 
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Post » Wed Dec 09, 2009 7:19 pm

Another thing to consider is the fact that the script was written from the player's perspective, since I thought this was intended for a fairly unique item. NPCs won't have any strength or skill limitations because the entire script works off of the "OnPCEquip" variable which only applies to the player. NPCs don't alter this variable when they equip an item nor is there a comparable NPC equivalent. That means this method won't work for anyone other than the player no matter how many weapons you script. If that's okay with you, then it's simply a matter of scripting every weapon in the game.

Also keep in mind that objects with scripts on them don't stack in inventory. This will annoy some people, as it can make the inventory screen very ugly. On the other hand, there are very popular mods that add a script to every book in the game, so obviously some people won't be bothered by it. It shouldn't stop you from going ahead, but it's something you should be aware of.
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Latisha Fry
 
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Post » Wed Dec 09, 2009 4:26 pm

Another thing to consider is the fact that the script was written from the player's perspective, since I thought this was intended for a fairly unique item. NPCs won't have any strength or skill limitations because the entire script works off of the "OnPCEquip" variable which only applies to the player. NPCs don't alter this variable when they equip an item nor is there a comparable NPC equivalent. That means this method won't work for anyone other than the player no matter how many weapons you script. If that's okay with you, then it's simply a matter of scripting every weapon in the game.

Also keep in mind that objects with scripts on them don't stack in inventory. This will annoy some people, as it can make the inventory screen very ugly. On the other hand, there are very popular mods that add a script to every book in the game, so obviously some people won't be bothered by it. It shouldn't stop you from going ahead, but it's something you should be aware of.


I was kinda hoping it wouldn't affect NPC's, since I didn't want it to put them out of balance, so to speak
otherwise there would be NPC's spawning with weapons they'd be unable to use, which would put the game out of balance

as it is right now, with everyone being able to hit me all the time, I feel that the balance is almost right, since it's a much greater challenge fighting off 2 or 3 NPC's/creatures at once

that weapons don't stack anymore, might annoy some, but I'd say it's a small price to pay for such an overhaul to the game

my calculations are fairly simple thus far, as to being able to apply to every weapon in the game and every weapon which will be added; but as it is right now, any class/character can use any weapon and be able to hit anything with it

with my calculations (and an extreme example) the player needs 100 str. and 100 blunt skill in order to use a Daedric Warhammer; this calculation is very simple and very crude and keep in mind that I don't know anything about mathematics, but I apply simple calculations in order to achieve the desired results

this would prohibit per example a mage from wielding this weapon, due to the fact that he/she most probably has focused on spending their points on int. and *insert school of magic here*

but I have evened out these odds with the same calculations, so that a mage can use a simple staff and thus begin to practice that skill, in order to gain more experience and thus one day be able to wield the same weapons

IMO this will balance the game in a completely different way than is right now, since a Barbarian is supposed to be proficient in per. example axe skill (this is a crude example) and thus if this Barbarian only focuses on his Axe and his strength, he will be unable to wield a two-handed Daedric sword, but is still able to train his Long-sword skill by various means and one day be able of swinging both weapons

this will make the class system much more interesting and it will be much harder to become a jack of all trades

this may sound overly complicated, but I'm doing some simple calculations in the background in order to achieve all this, almost the same way I did for Fallout 3; and I think that my lack of knowledge in mathematics may help here, because I don't stare blind on numbers, but go by logic instead

these calculations also help bringing balance in that I don't just use random numbers in order to apply these to weapons

all in all, I believe that this could be the start of something big and although it won't be a mod for everyone since many prefer the way Vanilla Morrowind works, I still believe that some people may find this enhancing their Morrowind experience and perhaps win over some of the Oblivion crowd, etc.

as Morrowind is right now, it is rather hard-core for newcomers, etc. and many people complain that they don't hit when they swing a weapon, thinking that the game is more complicated than it really is
this mod will redefine every aspect of combat, thus making an entirely new experience for newcomers and old players alike

sorry for rambling, but I've had this mod in mind since I first started modding Morrowind years ago, unfortunately I got stuck with Oblivion, due to it's simplistic battle-system and only recently (about 6 months ago) returned to Morrowind, realizing how much deeper a game this is
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Tiffany Holmes
 
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