Your Morrowind Mod Wishlist.

Post » Sat May 05, 2012 10:08 am

At the risk of pointing out the obvious, would it not be easier to simply use a Fire Damage spell that lasts awhile? It's doing the same thing, isn't it?
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james reed
 
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Post » Sat May 05, 2012 11:59 pm

Afaik clouds are just a part of the sky texture so not possible unless someone makes MGE-compatible version of object type clouds or some shader-stlye clouds if that would work.

Yep, that's why it's on my wishlist, though it will probably stay there forever.
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Ana
 
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Post » Sat May 05, 2012 8:37 pm

At the risk of pointing out the obvious, would it not be easier to simply use a Fire Damage spell that lasts awhile? It's doing the same thing, isn't it?

Nah, its about spell crits that are based on your Destruction-skill / Willpower and the enemies resistance / weakness to Elements.
So if I casted a fireball, there would be a X% chance of leaving the enemy "burning" (i know no better implementation for this than adding additional firedamage over time)
Same goes for Ice, draining the enemies speed for a while. (using the Iceblock spell from elemental magicka would be cool, too!)
And Shock. Maybe paralysing the enemy for a short time?
I have no Idea for Poison, though. But I never liked Poison anyway.
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Tiffany Castillo
 
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Post » Sat May 05, 2012 10:21 pm

So, under the right conditions, the target would continue to suffer damage from the spell even after it has dissipated? Hmm... I suppose that one could script a creature or NPC to be susceptible to such a thing. Like, if Antares' Treant where to be set up so that it would catch fire and lose health after being hit with a Fire Damage spell. Yeah, I think that could work. Would take awhile though, applying the appropriate scripts to every creature and NPC in the game... :bonk:
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Melissa De Thomasis
 
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Post » Sat May 05, 2012 4:36 pm

What about a visual hit system for people that are used to Oblivion and don't come from a "roll to hit"/ D&D background? Not so much for me, but I know it's a sticking point for some younger gamers. Like... perhaps rather than "rolling a miss" when you have a visual hit, it could still make the hit effect but just do 1 point of damage, or something more complex based on how close you hit and your skill level.

Thieving - If you fail your roll to steal, which is likely as a beginner thief, you get attacked on a fail. So, playing a low-level thief always ends up with me just killing Nerano with no hope of actually stealing his key. In that respect the "fail or succeed" approach leaves the thief quests unplayable. I would have no idea how to fix something like this, as I'm an artist, writer, and designer, NOT a scripter, but these kinds of things would help add longevity to Morrowind in a modern gaming world.
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Dean Brown
 
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Post » Sat May 05, 2012 2:50 pm

I'd love a mod that lets you peacefully leave a faction. For example, I rise to Patriarch in the Temple, my character loses his faith and appoints someone to take his place. This way he can step out, keep the faction reputation. Then, in the faction section of the character screen, it'd be nice if it changed from Temple: Patriarch to Temple: Acquaintance.
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Hearts
 
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Post » Sat May 05, 2012 10:38 pm

It's possible to get around both problems. I know there's an auto-revive script of some kind out there (Ash-Kosh in Uvirith's Legacy auto-revives, though it's a little complicated regarding items) and I've seen warp-to-player scripts before (Jasmine, possibly several Grumpy/Emma companions).
Confirmed. My personal MCA companions script makes them behave like Oblivion/Skyrim companions, they collapse for a while instead of dying, and they heal on cellchange
The warping is usually working well enough, coupled with CDC's improved teleportation they never get lost.
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SUck MYdIck
 
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Post » Sun May 06, 2012 12:52 am

abot - where can I get this script? The companions in the project I'm working on depend on the MCA 6 scripts right now, so as of now I've included a few companions, but I haven't really developed them as much as I'd like to.
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Ronald
 
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Post » Sat May 05, 2012 7:00 pm

Confirmed. My personal MCA companions script makes them behave like Oblivion/Skyrim companions, they collapse for a while instead of dying, and they heal on cellchange
The warping is usually working well enough, coupled with CDC's improved teleportation they never get lost.

Is there any way that script can be adapted for non-MCA companions? Julan has a really bad habit of getting blasted to death partway through the main quest, for example. Damn Dagoths.
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Dalton Greynolds
 
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Post » Sat May 05, 2012 10:03 am

Is there any way that script can be adapted for non-MCA companions? Julan has a really bad habit of getting blasted to death partway through the main quest, for example. Damn Dagoths.
I think so. The gist of it should be adding something like this to KS_JulanScript (not tested)
short deadif ( dead )	returnendifif ( GetHealthGetRatio > 0.2 )	; do nothingelseif ( GetHealthGetRatio < 0.03 )	set px to GetHealth	if ( px > 0 )		set px to ( 10 + px )		set px to ( 0 - px )		ModCurrentHealth px  ; force death to fix possible engine glitch	endif	set dead to 1	if ( companion == 1 )		MessageBox "Julan has fallen!"	endif	returnelseif ( companion == 1 )	; collapse instead of death, Oblivion-like	AIWander 0 0 0 0 0	ModCurrentHealth 10000	ModCurrentFatigue 10000	set px to GetFatigue	set px to ( px + 70 )  ; the more you add, the more time collapsed	set px to ( 0 - px )	ModCurrentFatigue px	returnendif
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phil walsh
 
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Post » Sun May 06, 2012 12:04 am

Yep, that's why it's on my wishlist, though it will probably stay there forever.

Tbh shader affected sky would probably be possible considering what all the guys did so far. Maybe if we bother them enough.... I know I too would like to see http://farm1.static.flickr.com/112/289393636_373436b203.jpg myself too.
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carrie roche
 
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Post » Sun May 06, 2012 1:35 am

abot - where can I get this script? The companions in the project I'm working on depend on the MCA 6 scripts right now, so as of now I've included a few companions, but I haven't really developed them as much as I'd like to.
Spoiler
begin mca_companions; changes, also give them corpses persist and a script to dispose of corpse after looting when sneaking  /abot; open and quick close inventory while jumping = companion follow; open and quick close inventory while sneaking = companion stayshort followingshort noloreshort companionfloat minimumprofitfloat myxfloat myyfloat myzfloat timershort rememberspcshort leveldifshort pclevelshort mylevelshort mcanpcshort flycheckshort copyplayershort givenitemshort waterwalkcheckshort sheathingshort teleportedshort myMarksmanshort deadshort lastMenuModeshort i1float x1float y1float z1float t1if ( GetPCSleep )	if ( givenitem )	else		set givenitem to 0	endif	returnendifif ( OnActivate )	if ( dead )		if ( GetPCSneaking )			startscript ab01gCompCorpseScript		endif	endif	playgroup idle	; fix if collapsed	activate	returnendifif ( dead )	returnendifif ( lastMenuMode == 0 )	if ( MenuMode )		if ( GetPCJumping )			set lastMenuMode to 1		elseif ( GetPCSneaking )			set lastMenuMode to 1		endif		return	endifelseif ( lastMenuMode == 2 )	if ( MenuMode )		return	else		set lastMenuMode to 0	endifelseif ( lastMenuMode == 1 )	if ( t1 < 0.35 )		set t1 to ( t1 + GetSecondsPassed )		if ( MenuMode )			return		else			if ( GetPCJumping )				if ( following == 2 )					StopCombat					AiFollow player 0 0 0 0					set following to 1				endif			elseif ( GetPCSneaking )				if ( following == 1 )					StopCombat					AiWander 0 0 0 60 20 20 20 0 0 0 0					set following to 2				endif			endif		endif	else		set t1 to 0		set lastMenuMode to 2	endifendifif ( MenuMode )	returnendifif ( GetHealthGetRatio > 0.2 )	; do nothingelseif ( GetHealthGetRatio < 0.03 )	set myx to GetHealth	if ( myx > 0 )		set myx to ( 10 + myx )		set myx to ( 0 - myx )		ModCurrentHealth myx  ; force death to fix possible engine glitch	endif	set dead to 1	if ( companion == 1 )		MessageBox "Your companion has fallen!"	endif	returnelseif ( companion == 1 )	; collapse instead of death, Oblivion-like	AIWander 0 0 0 0 0	ModCurrentHealth 10000	ModCurrentFatigue 10000	set myx to GetFatigue	set myx to ( myx + 70 )	set myx to ( 0 - myx )	ModCurrentFatigue myx	returnendifif ( CellChanged )	if ( GetHealthGetRatio < 1 )		cast "_MCA_restore_health" player	endif	SetAlarm 0	if ( GetWaterBreathing )	else		SetWaterBreathing 1	endif	if ( GetAcrobatics < 200 )		SetAcrobatics 200	endif	if ( GetWeaponDrawn )		set i1 to 1	elseif ( GetSpellReadied )		set i1 to 1	else		set i1 to 0	endif	if ( i1 )		; set sheathing to 1		StartCombat player		StopCombat		if ( GetFlying > 0 )		elseif ( GetEffect sEffectWaterWalking )		else			disable ; reset AI			enable		endif		if ( following == 1 )			AIFollow player 0 0 0 0		elseif ( following == 2 )			AiWander 256 5 0 60 20 20 20 0 0 0 0		endif		; set sheathing to 0		; if ( ScriptRunning "mca_weaponsheathsounds" )		; else		; StartScript "mca_weaponsheathsounds"		; endif	endifendifif ( following )else	returnendifif ( copyplayer == 1 )	if ( myMarksman == 0 )		set myMarksman to GetMarksman	endif	if ( "Player"->GetWeaponType <= 8 )		if ( GetMarksman > 0 )			SetMarksman 0		endif	elseif ( GetMarksman < 150 )		SetMarksman 150	endifelseif ( GetMarksman < myMarksman )	SetMarksman myMarksman	set myMarksman to 0endifif ( GetPCSneaking )elseif ( GetForceSneak )	ClearForceSneakendifif ( GetWeaponDrawn )	returnelseif ( GetSpellReadied )	returnendifif ( GetPCSneaking )	if ( GetForceSneak )	else		ForceSneak	endifendifif ( timer < 3.3 )	set timer to ( timer + GetSecondsPassed )	returnendifset timer to Random 10001set timer to ( timer * 0.00005 )if ( minimumprofit < 0 )	if ( GetDisposition < 50 )		if ( GetTarget "player" )		else			set following to 0			StartCombat "player"		endif	endifendifset i1 to 0if ( following == 1 )	if ( GetCurrentAIPackage != 3 )		AIFollow player 0 0 0 0	endif	set myz to ( GetDistance "Player" )	; note: max activation distance is iMaxInfoDist=192, normally NPCs try staying at 180 max distance when following	set myx to 800	; store warpdistance	if ( GetInterior )		if ( GetWaterLevel < -5000000 ) ; interior with no water thanks to MCP water level fix			set myx to 700		elseif ( GetWindSpeed < 0.01 )	; (usually) interior with no weather			set myx to 700		endif	endif	if ( myz > myx )		set i1 to 1	; warp	elseif ( myz < 70 )		set timer to 2.3		AIWander 300 0 0 0 0		; move away	endifendifif ( waterwalkcheck )	if ( "Player"->GetEffect sEffectWaterWalking )	elseif ( player->GetWaterWalking )	else		removespell "_MCA_companion_waterwalk"		set waterwalkcheck to 0	endifelse	if ( "Player"->GetEffect sEffectWaterWalking )		set waterwalkcheck to 1	elseif ( player->GetWaterWalking )		set waterwalkcheck to 1	endif	if  ( waterwalkcheck )		cast "_MCA_companion_waterwalk" player		addspell "_MCA_companion_waterwalk"	endifendifif ( flyCheck )	if ( "Player"->GetEffect sEffectLevitate == 0 )		removespell "_MCA_companion_levitate"		; SetFlying 0		set flyCheck to 0	endif	set myz to ( Player->GetPos Z )	set myz to ( myz + 16 )	SetPos z myz	returnelseif ( "Player"->GetEffect sEffectLevitate )	cast "_MCA_companion_levitate" player	addspell "_MCA_companion_levitate"	set flyCheck to 1endifif ( i1 )	; warpelse	returnendif; if ( myx < 800 )	; set i1 to 0	; interior, warp always; endifif ( i1 )	; warp unseen	set x1 to ( player->GetPos X )	set y1 to ( player->GetPos Y )	set myz to ( player->GetAngle Z )	set myx to GetPos X	set myy to GetPos Y	set myx to ( myx - x1 )	set myy to ( myy - y1 )	if ( myy >= 0 )		set z1 to myy	else		set z1 to ( 0 - myy )	endif	if ( z1 < 0.0001 )		return	endif	set z1 to ( myx / myy )	if ( myx > 0 )		if ( myy > 0 )			if ( z1 > 1 )				if ( myz < -45 )					set i1 to 0				endif			else				if ( myz < -90 )					set i1 to 0				endif				if ( myz > 135 )					set i1 to 0				endif			endif		else			if ( z1 < -1 )				if ( myz < 0 )					if ( myz > -135 )						set i1 to 0					endif				endif			else				if ( myz < 45 )					if ( myz > -90 )						set i1 to 0					endif				endif			endif		endif	else		if ( myy > 0 )			if ( z1 < -1 )				if ( myz > 45 )					set i1 to 0				endif			else				if ( myz > 90 )					set i1 to 0				endif				if ( myz < -135 )					set i1 to 0				endif			endif		else			if ( z1 > 1 )				if ( myz > 0 )					if ( myz < 135 )						set i1 to 0					endif				endif			else				if ( myz > -35 )					if ( myz < 90 )						set i1 to 0					endif				endif			endif		endif	endifendifif ( i1 )	; player is looking at me, skip warping	returnendifAIWander 0 0 0 0 0	; avoid warping in aifollow modeset myz to ( Player->GetPos X )set myx to GetPos Xset myy to GetPos Yset myx to ( ( myx * 0.125 ) + ( myz * 0.875 ) )set myz to ( Player->GetPos Y )set myy to ( ( myy * 0.125 ) + ( myz * 0.875 ) )set myz to ( Player->GetPos Z )set myz to ( myz + 16 )set timer to 3	; about 0.3 sec before next aifollowSetPos z myzSetPos x myxSetPos y myyend
[EDIT]added a setalarm 0
below the script to dispose of companion corpse when sneaking (tomb rock idea from vampire embrace). I also follow http://www.gamesas.com/topic/901765-rel-comes-by-road-healer-companion/page__view__findpost__p__13255075 and set corpses persist, so they are protected from 72 hours stats reset
begin ab01gCompCorpseScriptshort statefloat x1float y1float z1if ( state == 0 )	MessageBox "You kneel at your companion remains, gathering proper things before burying the corpse..."	if ( GetInterior )	else		set x1 to GetPos X		set y1 to GetPos Y		set z1 to GetPos Z		player->PlaceItem "ex_nord_rock_01" x1 y1 z1 0	endif	set state to 1endifif ( MenuMode ); wait for inventory to close	returnendifif ( GetDisabled )	set state to 0	stopscript ab01gCompCorpseScript	setdelete 1	returnendifdisableend
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Tyrel
 
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Post » Sun May 06, 2012 12:48 am

Thanks, abot. I added those two scripts to my game but couldn't get it to work. Started getting error messages about objects called @@@@@@@@@@@@@@@@ and about manatees and such. I removed them but now my Morrowind is crashing just trying to load it. I should obviously stay away from trying to do scripting, lol.

But, I'd love to see that released as a mod to MCA!
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Stefanny Cardona
 
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Post » Sat May 05, 2012 4:43 pm

Thanks, abot. I added those two scripts to my game but couldn't get it to work. Started getting error messages about objects called @@@@@@@@@@@@@@@@ and about manatees and such. I removed them but now my Morrowind is crashing just trying to load it. I should obviously stay away from trying to do scripting, lol.

But, I'd love to see that released as a mod to MCA!

I couldn't get the other script to work, either. No error messages, it just didn't do anything. No problem, though. Thank you abot.
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lolli
 
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Post » Sat May 05, 2012 1:43 pm

Thanks, abot. I added those two scripts to my game but couldn't get it to work. Started getting error messages about objects called @@@@@@@@@@@@@@@@ and about manatees and such. I removed them but now my Morrowind is crashing just trying to load it. I should obviously stay away from trying to do scripting, lol.

But, I'd love to see that released as a mod to MCA!
I have no additional .esp at the moment, just direct changed http://www.mediafire.com/?f4e1f4xxh41w83i for my personal use. Try it from a fresh new game. If it works it may be worth extracting changes only.
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Rebekah Rebekah Nicole
 
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Post » Sat May 05, 2012 12:54 pm

I'd like quests that allow me to reach higher ranks in the Ashlanders and Blades than the vanilla MQ allows. To my knowledge no such mods exist.
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Jordyn Youngman
 
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Post » Sat May 05, 2012 11:44 am

Better Armor -As in Better Clothes style. For all expansions.. The game has been around for 8 years now.. It's time already. Staying true to original but getting rid of jointedness.

Better clothing for Bloodmoon -In 8 years no one could fix those four pairs of pants and shirts? -rme-

-edit-
Npc's that level with me. No more one hit kills when at high levels.
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jessica robson
 
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Post » Sun May 06, 2012 12:42 am

You said what I was thinking when I saw this topic. Speaking as a person who gets deeply involved in the role-playing aspect of the game, I really wish my character and her companions did not always stand at rigid attention. Recently I was play-testing a Neverwinter Nights module I've been working on and it's possible for the player-character and henchmen to actually sit down on the furniture or sit on the ground around the campfire in the evening.

I have wished so many times that my Morrowind character and her friends could do the same thing.

That is really the only thing about Morrowind I would change. I have horses (Pegas Horse Ranch), beautiful homes, pretty clothes and armor, and lovely faces and hair for my cast of characters. I just wish they were not always standing at "attention".

Yes.
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Trish
 
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Post » Sat May 05, 2012 11:51 pm

Better Armor -As in Better Clothes style. For all expansions.. The game has been around for 8 years now.. It's time already. Staying true to original but getting rid of jointedness.

Better clothing for Bloodmoon -In 8 years no one could fix those four pairs of pants and shirts? -rme-

Honestly, I'm surprised nobody's attempted either one. We have Better Clothes, More Better Clothes, Better Clothes for Tribunal, a patch to correct the shoe slots (which actually messes them up in-game), Darknut's texture replacers, Domina mesh replacers, Plangkye's partly done female cuirass mesh replacer, and whatever other replacers are out there, but we've never had a true Better Bodies armor replacer or anything for Bloodmoon.

I'd like quests that allow me to reach higher ranks in the Ashlanders and Blades than the vanilla MQ allows. To my knowledge no such mods exist.

I haven't seen any for the Ashlanders, but I have seen one for the Blades: http://tes.nexusmods.com/downloads/file.php?id=36891. Haven't tried it, so I don't know how it is.
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Matthew Aaron Evans
 
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Post » Sat May 05, 2012 5:44 pm

a patch to correct the shoe slots (which actually messes them up in-game),


To remove the error that happens in your ini you need to go into the cs and load up Better Clothes (or any other mod that adds shoes or boots)
then go to the clothing in question and select the other foot part as a blank part without selecting the actual mesh.

This should fix it. Save your esp and make sure it loads -after- the esp you are fixing..

I don't have Morrowind installed so cannot provide pics.. Sorry.
That mod actually messed up the shoes in my game so I got rid of it. Feet were clipping through the shoes.

-edit- do NOT make the mod you are fixing an active mod. This will save it and not create a new esp.

Don't forget to clean with tesame afterwards.. I think Enchanted editor also cleans mods.
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Danial Zachery
 
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Post » Sat May 05, 2012 7:52 pm

Saw some posts for conversion of Robert`s Bodies and after looking at those meshes in Nifskope it seems to me it can be converted for Morrowind though there are some problems like neck portion is contained in head for oblivion but in can be solved.So i will add it in my to-do list after i return back to modding a few months later.

But i will require a skeleton of oblivion that can be used for animation of NPC bodies,so if anyone can point me to a download link for that??

I noticed a skeleton for use with multiple mods in Oblivion, maybe this might work? Can even possibly have new features for animations with this skeleton? ^^
http://tes.nexusmods.com/downloads/file.php?id=40482

It even has better bouncing breadloafs skeleton support! imagine that! lmao...
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Stephanie Nieves
 
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Post » Sat May 05, 2012 6:04 pm

My Morrowind Wishlist

1)Community agreed best textures meshes for landscape merged file
2)Community agreed best gameplay effects merged file
3)Community agreed best textures mesh improvements for all items in game merged file
4) then a merged file for the 3 above ^^
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Baby K(:
 
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Post » Sun May 06, 2012 12:51 am

My Morrowind Wishlist

1)Community agreed best textures meshes for landscape merged file
2)Community agreed best gameplay effects merged file
3)Community agreed best textures mesh improvements for all items in game merged file
4) then a merged file for the 3 above ^^
i feel like that's been done, twice.
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Saul C
 
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Post » Sat May 05, 2012 3:18 pm

As of right now, it's called Dwemereth, and there's a pretty good reason for that. What I will tell you is to imagine most of Vvardenfell belonging to Dagoth Ur. Imagine his Ash minions being the accepted law enforcement in the land. Imagine cities like Ald'ruhn, Balmora, Gnisis, and Vivec falling into ruin while House Dagoth bases grow in scope and power. Imagine that next to nothing stands in Ur's way. Imagine that the past is not as you've known it to be.

You better finish that project. Sounds... Mindblowing. :P
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Kirsty Wood
 
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Post » Sat May 05, 2012 8:12 pm

To remove the error that happens in your ini you need to go into the cs and load up Better Clothes (or any other mod that adds shoes or boots)
then go to the clothing in question and select the other foot part as a blank part without selecting the actual mesh.

This should fix it. Save your esp and make sure it loads -after- the esp you are fixing..

I don't have Morrowind installed so cannot provide pics.. Sorry.
That mod actually messed up the shoes in my game so I got rid of it. Feet were clipping through the shoes.

-edit- do NOT make the mod you are fixing an active mod. This will save it and not create a new esp.

Don't forget to clean with tesame afterwards.. I think Enchanted editor also cleans mods.

It's a harmless error anyway, so I just don't bother with it.
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maya papps
 
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