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Hog Butcher posted:Unless you have the Morrowind Code Patch, they're not up to scratch in any situation ever. Even then, I don't know what's going on with it. OpenMW has a novel worth of text over what the real pickpocket formula is Apparently the vanilla formula is insane so it'll probably be insane at openmw launch, then quickly fixed into something usable.
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# ? Jul 9, 2014 16:50 |
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# ? Mar 28, 2024 19:07 |
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Speaking of OpenMW, it looks like they're really close to a proper release. They seem to have all basic stuff working and are just doing bugfixes and optimizations. Really looking forward to this one.
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# ? Jul 9, 2014 18:38 |
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Mortimer posted:OpenMW has a novel worth of text over what the real pickpocket formula is jesus seeing things in inventory: code:
code:
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# ? Jul 9, 2014 18:49 |
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Oggumogoggum posted:I'd actually recommend against Service Requirements. I think I'll be removing it in further builds. Ok. To remove a mod in Wrye Mash, you just go into the Mod tab and uncheck the appropriate box, correct? Maybe create a new merged list?
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# ? Jul 9, 2014 22:24 |
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Canemacar posted:Ok. To remove a mod in Wrye Mash, you just go into the Mod tab and uncheck the appropriate box, correct? Maybe create a new merged list? Yeah, that sounds right to me, though I don't have it installed right now and can't verify.
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# ? Jul 10, 2014 01:31 |
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axolotl farmer posted:Speaking of OpenMW, it looks like they're really close to a proper release. They seem to have all basic stuff working and are just doing bugfixes and optimizations. Really looking forward to this one. Well poo poo, if they're done before I update, I might have to make Uvirith's Legacy 4 twice over.
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# ? Jul 10, 2014 21:36 |
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Stuporstar posted:Well poo poo, if they're done before I update, I might have to make Uvirith's Legacy 4 twice over. It should be compatible with all current mods, what would you add that you can't currently do?
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# ? Jul 10, 2014 21:51 |
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Mortimer posted:It should be compatible with all current mods, what would you add that you can't currently do? If it includes things like string variables and write-to-file capabilities like MWSE, I'd probably re-do a lot of the scripting and merge the MWSE functionality into the main mod for the OpenMW version. I often had to compromise or come up with completely round-the-bend bodgy solutions to do what I wanted in the base script compiler. I wouldn't so much add things, but I'd make things work smoother wherever I could. Then there's the Tea Mod, which scripts might not even work on a non-buggy game engine. I'd have to rewrite them all so they make logical sense rather than the pure voodoo they currently are. Stuporstar fucked around with this message at 22:58 on Jul 10, 2014 |
# ? Jul 10, 2014 22:09 |
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If I understand correctly, OpenMW 1.0 is planned to be current Morrowind minus obvious bugs but without compatibility with third-party binary modifications, so anything relying on MWSE won't work even though it won't have built-in functionality to replace MWSE. Here's the OpenMW MWSE page
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# ? Jul 10, 2014 23:39 |
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I know they talk about how much their development has sped up since it started, and it might just be me but OpenMW seems like one of the fastest developing open-source projects I've ever seen at the moment.
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# ? Jul 10, 2014 23:46 |
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GrumpyDoctor posted:If I understand correctly, OpenMW 1.0 is planned to be current Morrowind minus obvious bugs but without compatibility with third-party binary modifications, so anything relying on MWSE won't work even though it won't have built-in functionality to replace MWSE. Good thing I kept the MWSE stuff in a separate add-on then. I really hope they add MWSE functions to OpenMW soon after the initial release (with Yacoby on their team, there is hope for that), because drat are they useful. I mean hell, allowing string variables opens up huge scripting possibilities alone. Basically, OpenMW will eventually allow me to improve everything in my mods under the hood, even though everything on the surface may remain the same. Also, there's a couple mods I've wanted to make for years that are currently impossible to implement, even with MWSE. Stuporstar fucked around with this message at 00:06 on Jul 11, 2014 |
# ? Jul 11, 2014 00:04 |
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Quick troubleshooting question. I'm getting a couple of errors on launch. I'm not sure if they're serious, or able to disregard. They seem to concern the 6 Abodes mod in the op, a smokable pipe mod, and an Indoril Armor mod. It's the same error for all. "One of the files that "Your Gnisis Residence.esp" is dependent on has changed since the last save. This may result in errors. Saving again will clear this message but not necessarily fix any errors." In the launcher, under Data Files I get the following message for the Abodes+ Armor: "Morrowind.esm is required for this file to be loaded, and it has changed since this file was last saved. You might experience problems with the game." And one specifying Tribunal.esm. Only thing I can think of that may have changed the esm files is the BTB edited Patch Project.
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# ? Jul 11, 2014 01:15 |
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It's been a while since I've been actively working on it, but I started improving Morrowind: Gold Edition again. For those who didn't see my previous posts a few months ago, M:GE is basically a modern mod-pack and bugfix-pack - I've been developing it with the intent of it being THE one mod to have installed while playing a new playthrough of Morrowind in 2014, for old or new players alike. There is lots of content which was cut from the final product that I have managed to restore to the game. I've been fixing up little bugs here and there and I may put out a stable release soon for those of you who want to test it. Keep in mind there is still a lot of work to be done and there is not a whole lot of new content to sink your teeth into yet - it is still a very early version. However, here are the latest patch notes for those of you who are interested. code:
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# ? Jul 14, 2014 03:12 |
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bonzibuddy64 posted:It's been a while since I've been actively working on it, but I started improving Morrowind: Gold Edition again. For those who didn't see my previous posts a few months ago, M:GE is basically a modern mod-pack and bugfix-pack - I've been developing it with the intent of it being THE one mod to have installed while playing a new playthrough of Morrowind in 2014, for old or new players alike. There is lots of content which was cut from the final product that I have managed to restore to the game. I will test the poo poo out of this. PM me.
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# ? Jul 14, 2014 06:52 |
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Awwwwwww yeee, guess who has a decent computer now.
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# ? Jul 15, 2014 03:09 |
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Oggumogoggum posted:Awwwwwww yeee, guess who has a decent computer now. Ooo! Ooo! I know! I know! Pick me! Pick me dammit! Ooo! Ooo!
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# ? Jul 15, 2014 06:10 |
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Could anyone please help me with Melian's Teleportation Mod? I have the problem where the "Teleportation magic doesn't work here" message pops up when I (successfully) teleport. I had this exact same problem couple months ago and got rid of it by redating the mod in Wrye Mash. Everything worked perfect for months, until it happened again today. Unfortunately the redating trick doesn't work anymore. I made a new character couple of days ago, but haven't really changed anything else. Only suggestion left is this from the readme: "If this mod is modified, merged or just resaved in a high-level editor (such as the Construction Set, or MWEdit), the teleport-disabled message will reappear. To fix this, you need to make sure the string value is present and set to something (can be anything, just a single character is fine, this is just to stop the subrecord disappearing altogether). Once you're finished editing, load up the mod in Enchanted Editor and remove the GMST string: find the bit that says "Teleportation magic does not work here" or whatever you set it to, then click the button labelled "edit using multi-line editor" and delete all the text. If the multi-line editor doesn't work (sometimes it doesn't), you'll have to use the "Analyse/Edit Raw Subrecord Data" button and set all values to 0. Resave from EE and it should be ready to use." I installed Enchanted Editor, but I have absolutely no clue how it works or what that instruction above means. I found the manual for the Editor, but I don't understand it either. If someone has done this before, could they explain like to the idiot that I am how this should be done? The message box is really annoying, but this is the only companion teleport mod I've got to work.
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# ? Jul 15, 2014 22:57 |
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Tamriel Rebuilt announced more changes today.
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# ? Jul 19, 2014 04:23 |
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Necroskowitz posted:Tamriel Rebuilt announced more changes today. The previous change in direction I am wary of. This one is something they probably should have done long long ago.
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# ? Jul 19, 2014 05:16 |
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Necroskowitz posted:Tamriel Rebuilt announced more changes today. Oh wow finally. Now you'll get almalexia exteriors that have been done for like 2 years
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# ? Jul 19, 2014 07:50 |
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Bought this on Steam and it's crashing before I can get out to the main city. Hardware = Windows 8.1, Intel Atom Z3745 quad-core 1.33 GHz processor, onboard graphics, 2 GB of RAM Only mod I added was DB_Attack_Mod and I don't think it's an overheating thing since my tablet is barely getting warm.
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# ? Jul 22, 2014 04:58 |
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It starts up fine but then crashes or doesn't start?
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# ? Jul 22, 2014 06:19 |
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Call Me Charlie posted:my tablet is barely getting warm. found the problem
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# ? Jul 22, 2014 08:31 |
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Mortimer posted:found the problem yeah. And gonna mention the obvious "game probably doesn't detect a keyboard" reason for morrowind crashing to tablet-top.
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# ? Jul 22, 2014 12:42 |
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WanderingMinstrel I posted:It starts up fine but then crashes or doesn't start? Starts up fine. Furthest I've made it before it crashes is to the area where you get a dagger, shortest is before I could get off the boat. Same type of crash every time. It plays fine before it randomly decides to crash. tuluk posted:yeah. It's more like a netbook with a detachable magnetic keyboard (Acer Aspire Switch 10). I was also using a bluetooth mouse.
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# ? Jul 22, 2014 12:55 |
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Mortimer posted:found the problem Call Me Charlie, the Atom processor wasn't really designed for Video Games in mind, and I'd be surprised if it even met the Morrowind minimum specs.
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# ? Jul 22, 2014 14:51 |
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Gyshall posted:Call Me Charlie, the Atom processor wasn't really designed for Video Games in mind, and I'd be surprised if it even met the Morrowind minimum specs. This is the new generation of Atom. They aren't nearly as garbage as they use to be. There's video of people playing way more complicated games than Morrowind with them. quote:Performance
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# ? Jul 22, 2014 15:29 |
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Did you install the various patches mentioned in the OP? NOVELTY/DESPERATION OPTION: play the game using openmw. It is surprisingly stable and close to being feature complete, but you will probably (definitely) run into some crazy bugs. Buck Turgidson fucked around with this message at 15:49 on Jul 22, 2014 |
# ? Jul 22, 2014 15:47 |
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Could be a memory issue, 2GB doesn't seem like a lot for Windows 8. At the very least I would try it with no mods except the MCP. Then maybe with one of the MGEs at default settings.
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# ? Jul 23, 2014 05:47 |
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Can anyone explain to me how is leveling supposed to work in Chocolate pack? I just started the game, managed to get a few points in some skills, but the level progress is stuck at 0/3200 (?), is it supposed to be like that?
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# ? Jul 24, 2014 16:07 |
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grate deceiver posted:Can anyone explain to me how is leveling supposed to work in Chocolate pack? I just started the game, managed to get a few points in some skills, but the level progress is stuck at 0/3200 (?), is it supposed to be like that? Yes, that's GCD. It'll autolevel you eventually.
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# ? Jul 24, 2014 16:09 |
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GCD automates progression by increasing your attributes gradually as the skills associated with them increase. You won't see the progress bar move, but your numerical level will go up on its own once you've gained enough attribute points.
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# ? Jul 24, 2014 16:16 |
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Ok, that makes sense. So I take it also eliminates the level up screen when you're resting?
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# ? Jul 24, 2014 16:21 |
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grate deceiver posted:Ok, that makes sense. So I take it also eliminates the level up screen when you're resting? Yes, that's gone entirely. Which is very good, because manually allotting points is kind of dumb.
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# ? Jul 24, 2014 16:54 |
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Chocopack question: is there any possibility of a purely graphical release in the future? I feel any texture packs and the like are something most people aren't picky about, but I know myself (and a friend who is reinstalling) were turned off to it by the gameplay re-balance aspects (i hate GCD to be honest, and that's what reminded me of this). Does something like this exist? If not, I may consider throwing together a pure graphics modpack.
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# ? Jul 24, 2014 17:13 |
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smokyprogg posted:Chocopack question: is there any possibility of a purely graphical release in the future? I feel any texture packs and the like are something most people aren't picky about, but I know myself (and a friend who is reinstalling) were turned off to it by the gameplay re-balance aspects (i hate GCD to be honest, and that's what reminded me of this). I could definitely do that. Since getting a new PC in May I have been slowly getting back to making changes and improvements to Chocolate Pack. It wouldn't be too hard to create a separate archive with just the graphic mods (and, I guess, one with just the gameplay mods). However, Chocolate Pack doesn't install anything by itself -- it's just a bunch of mods packaged together. You can download it and just not install the gameplay stuff if you like.
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# ? Jul 24, 2014 17:49 |
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Is there a mod that reduces the volume of PC hit sounds and screams? Like an archive with sound file replacements, so I won't need to replace them individually?
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# ? Jul 29, 2014 11:42 |
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Oggumogoggum posted:Yes, that's gone entirely. Which is very good, because manually allotting points is kind of dumb. How do you level up luck?
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# ? Jul 29, 2014 12:11 |
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Buck Turgidson posted:How do you level up luck? I have no idea which skills train it, but I definitely saw myself gaining a few points in it.
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# ? Jul 29, 2014 12:36 |
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# ? Mar 28, 2024 19:07 |
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Buck Turgidson posted:How do you level up luck? I forget the exact ratio but GCD just throws you a point of luck every x increases in other attributes.
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# ? Jul 29, 2014 13:10 |