Replies, Part 1I came across this thread: http://www.gamesas.com/index.php?/topic/1112581-base-attack-damage page__p__16349873__fromsearch__1entry16349873 and wondered if this could be something that the MCP could look into?
To crack the thread in a nut shell, its about creature base damage not being added to weapon base damage, if the creature uses a weapon.
Now, I know that your thinking why would a creature's attack be added to weapon attack - well two reasons: 1) Bethesda designed creatures that way but it doesnt work and 2) I think that at least a small portion of the attack should be transered over. A dremora for example doesnt really have "natural weapons" like a for example a guar, but it still has base attacks.
While this ensures that if the creature doesnt have a weapon, it still has an attack - I dont think there are any dremora or golden saints that dont carry a weapon.
I dunno, it would be an asthetic thing, and it certinaly would make the game a bit harder - which isnt always a bad thing. perhaps you could make it an optional "patch like some of the other patches you have done??
Modifying creature strength should affect wielded weapon damage. Unless testing shows otherwise I don't think it needs a patch.
Something else you might want to peruse if you have a few spare moments, Hrch:
http://www.gamesas.com/index.php?/topic/1115268-regarding-flagging-a-cell-as-illegal-to-sleep-here/page__view__findpost__p__16374391
Yeah, the reloader reversion can't really handle it if the active mod list isn't the same as the save game. It's unlikely to get fixed because it's a structural issue.
I happen to dislike the lowered number of arrows enchanted per soulgem charge now... is there a way for me to have the older ammount of soulgem charges per arrow 400 charges to 400 arrows and have all the other options?
I do happen to like the other changes though I just don't like the ammount of money I have to spend buying grand soul gems to get only 100 enchanted arrows when I spent time hunted ascended sleapers...
I take the position that enchanted arrows are less than common around Morrowind. NPCs rarely have them, and no more than 5-25 at most, about the same as you can make from a common soulgem. I don't want to make normal arrows into lower tier junk. Though I accept people use magical melee weapons all the time, high strength coupled with a high base damage tends to provide most of the punch for those. It should also be economically more efficient to trade a filled grand soulgem for several lower tier ones.
The bug with inventory is still there.
I did the tax collector murderer mission and it said she took the ring and when I closed the dialogue it was still in my inventory.
None of my mods have anything to do with that item and my saves were as clean as they could get.
It's hard to test this bug. It doesn't do it right after a load. I have to play a bit before I see it, and it can affect anything leaving my inventory other than dropping it.
I just tried reinstalling Morrowind with MCP 1.8 and am looking to see if that did anything.
The inventory patch fixed some problems with equipping things like companion rings and keychains that cause the bug. There's other things that screw up the inventory display, barter with a vendor will usually reset it. You have to find out if there's any mods you use that may equip or temporary equip other stuff, like quivers or sheathes, and test if any of those are responsible. I hardly ever see it so it's very difficult to fix.
It feels kinda silly to have say 20 stacks of 25 arrows with the same exact name, base arrow, and enchantment effect settings...
The enchant system wasn't built to make lots of copies of the same item. If you have 20 stacks of the same thing, maybe you should carry less and add a little variation to the enchantments you use. I'm not sure how many people can carry 500 arrows into battle; rarely are there hordes to fight. Two bundles of poison, fire, and shock, and a complement of normal arrows for the unworthy, may be enough.
Hi Hrnchamd - were you able to fix the issue with bumpmap/reflective local lighting for Phijama's meshes?
Unfortunately not, I'm having problems detecting how the textures are set up in that case. It might be best to release a version with a 4x4 base texture added to those meshes.
Just a note about enchanting in the current version. I notice that now, if I spend about 150 gold to buy 25 steel darts worth 6 gold each, and I take a common soul gem filled with a scamp that is valued at 300 gold and use it to enchant those darts with a destruction spell like shock, I end up with 25 enchanted darts that do 4 to 7 damage, but are now worth 13 gold each.
In other words, i improved the capabilities of my darts, but they are now worth 325 gold, or some 1/3 less than the value of materials I used. Sounds like a government project to me... or socialist economics...
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It's comparable to the other enchanted missiles. Anyway, economies don't work like that! You could produce 10000 arrows of cure disease, they aren't really worth more than the a base arrow. The real lower bound is the smallest soul gem plus service charges, 5 gold? for a mudcrab is about the difference between the enchanted dart and the unenchanted one.
I got an request (if you have time) it may be not doable,
Ok as i like to developing new modding techniques for the benefit of our Holy Morrowind Empire Community?
I tried to remake some stuff including animated textures and multiple UV maps
http://img97.imageshack.us/i/13752269.jpg/
That red molten part on the chest is animated with NiUVController node, the model itself has multiple UVmaps so i could sepatare that scrolling molten effect from rest of model, while it looks good in nifskope it dont work well in game.
First: NiUVController don't work on skinned meshes (nothing works with the skinned meshes in this game :brokencomputer:) , so i unrigged the mesh just see at least if the animation works, while this time animation played, it was not looking as it supposed. In nifskope NiUVController was animating the first UVset (0 the flames) without affecting the second set (1 that includes base texture with alpha layer, that gives shape to the molten effect). In the game the UVscrolling animation was affecting both UV sets totaly breaking my effect. It looks bit compliced but thats how it looks like.
nothing works with the skinned meshes in this game
You got it. Morrowind just isn't a scrolling UV kind of place.
My current main issues with the game that would be nice to see fixed:
Drain - it should not be possible to restore drain effects, that's what dispel/cure disease is for.
Option for a 24 hour clock would be nice.
Enchanting/Spellmaking - by default when making "cast when used" items it makes the "on touch" type. If you make "on target" or "on self" spell and then before hitting the buy button you decide to make the revisions to the spell, it reverts back to "on touch" type. Sometimes you just forget to set it back and end up with ruined item, soulgem and lost money.
I agree on the drain, but I don't think the game is well coded enough to allow that to work. I'll try to fix editing the spell effects soon.