And another bug : if you use a magic item to boost a magical skill by say 5 points and then level the skill up while it's boosted, you get a progression of 6 points instead of 1 (that is the 5 points from the magic item + the 1 normal point !). Apparently to fix it comment out this group of lines : player->setAlteration 1000 set skillFort to player->getAlteration set skillFort to skillFort - 1000 set skill to skill - skillFort player->setAlteration skill here for alteration, there is the same group of lines for each skill. I am not sure why the author did that in the 1st place, probably a limitation of the original morrowind engine. From my 1st tests commenting this works fine.
Also the fix for the messagebox mentioned in the other message is %.0f to replace %.0g and not %.2f.
Thank you for this. This seems to work at least for the time being. I thought at first the problem might've been NCGD because when I had Mantle of Woe on (50 increase to Conjuration) it had boosted me 5 levels when I leveled up Conjuration, but I noticed other skill boosts didn't have this effect, Marara's Ring and Acrobatics, for example.
With the above bug, it seems like the mod set my new normal to being 50 points higher in Conjuration than what it was and when I took Mantle of Woe off, it turned into a damaged skill (only fix is to reload). But I just tried again after fixing the above and it works. Let's hope something else wasn't broken in the process.
Hi, great mod but it seems Im having a bug: Ive created a custom spell that is composed of 1. Weakness to Magicka 2. Absorb Health. The custom spell is correctly labelled as a Mysticism spell, and its hit chance is associated to Mysticism, but when i cast it my Destruction experience increases! Any help would be apreciated!
Just a small issue to report : when leveling a magical skill I get message like "Restoration skill increased to 2e+1" in the message box at the bottom of the screen. The value is correct in the character stats, it's just the message box which is wrong so it's a very small issue. And for those who wonder, it works perfectly with ncgdmw lua version".
attention please, for future readers - THIS MOD DOES NOT WORK!
None of the "patches" intended to make it compatible will resolve the problem. Specifically, with this mod installed or with any patches even remotely related to it, your magic skills will not increase - ever. There are too many other bugs and problems related to it to even be bothering, but suffice to say that the entire mod simply is dead on arrival.
?And you need; 1. OpenMW!? 2. Better Sounds, by JEKA and TJ (do NOT include the plugin from this, use the patch) 3. Better Sounds 1.1 Patch 2, by Darklocq 4. Natural Character Growth and Decay OpenMW, by Greywander (Either regular or alt_start w the start potion) 5. Magicka Based Skill Progression - ncgdMW Compatility Version from this page 6. You need this MBSP-BS-NCGD-Class_Spec-Fixed Again from: https://www.nexusmods.com/morrowind/mods/48955?tab=files
Ok recommended changes (apparently the mod is not maintained anymore, so you can do this by using openmw-cs, just run openmw-cs <complete path of your mod> and it will load everything, then menu mechanics / Scripts, click on Modified column to display the added ones 1st,)
hf_magickaskill : comment line 89 (just add a ; at the beginning of the line). The line which reads set fDiff to ( fDiff - refund ) the script gives you a refund in magicka each time you cast a spell based on your current skill, which is fine. But then this line ruins most of it by taking into account the refund when computing how much experience you get from the spell you just cast. So comment out the line, you should get experience from the real cost of the spell. Now you won't get an extraordinary improvement on the speed at which you gain experience. What made me do that is a spell which had a base cost of 80, so a big one. I had 49 in conjuration, and when I cast it I gained only 6 experience points from the book you get in your inventory for conjuration ! Commenting the line raises the amount to 10, which is not extraordinary, but more reasonable. If you want to make some global adjustments for the amount of experience, it's here to do that. fDiff was multiplied before by 1.25 for secondary skills, and 1.33 for primary skills. I didn't test it yet a lot with this line commented, but the skill progression still feels slow compared to other skills, especially fighting skills which accelerate a lot when you start to hit often. I am going to try 1.25 for a while I think...
If you want to fix the faulty number reported in the message box which appears for a very short time when you gain a level, you have to edit hf_magickaConjuration, hf_MagickaDestruction and so on for each school of magicka and change the %.0g in the messagebox line at the end of the script by %.2f, that's a C error actually.
openmw-cs is very well done for editing script, you don't need to compile anything, it's done in real time while you type, so just do a save in the end and that's all.
Even though I'm loading this mod after NCGD (as recommended to avoid this kind of issue), I've started running into a weird issue where Destruction is being leveled up in both the normal way and the way defined by this mod. No other magic skill seems to be leveling up twice in this way that I've noticed, only Destruction. I also don't think this has been happening the whole way through my game, it only happened after playing for ~10 hours, and I didn't add any new mods around when it started happening (or at all since I started playing this character). Once I noticed this I've started working around it by just resetting my Destruction in the console to the correct value when the duplicate level up happens, but any ideas what could be causing this? Has anyone seen anything similar?
I am really enjoying this mod and am glad it doesn't require the use of any sound mods as they tend to break my combat sounds and I don't understand why. I made a tweak and am going to see how I like it. I don't know much about script writing or modding in general, but here's what I did:
In short I replaced 15 with 5+(skill*skill/333.3333333). There is a little bit more to it than that, basically creating my own variable for "skill" because I didn't want to break the rest of the script by tinkering with things that I don't know what they do.
This change makes it so that the magicka required to gain 1 EXP goes up exponentially based on how high your skill is. At the lowest, you'll need to cast 5 magicka worth of spells to get 1 EXP, at 50 skill you'll need to cast 12.5 magicka, and at 100 skill you'll need to cast 35 magicka.
This grows over time and I'm not sure how much I'll like it late game yet, since Morrowind already has a kind of diminishing returns for what 1 EXP gets you. But I can't imagine it being that bad since higher magicka cost spells become ridiculously easy to cast later on. What I like already is that the early game feels less slow for sure where 15 is a decently hefty cost for 1 EXP on some characters. If you start at 15 skill, typical for a minor skill, you only need 5.675 magicka cost, but there will also likely be difficulty with just getting the cast off so it kind of balances itself out.
Will edit/reply to this post later with if I hate this or love it, but I thought I'd just put this out there that it's totally possible and probably worth considering making a varying magicka requirement for exp based on skill progression.
32 comments
Apparently to fix it comment out this group of lines :
player->setAlteration 1000
set skillFort to player->getAlteration
set skillFort to skillFort - 1000
set skill to skill - skillFort
player->setAlteration skill
here for alteration, there is the same group of lines for each skill. I am not sure why the author did that in the 1st place, probably a limitation of the original morrowind engine. From my 1st tests commenting this works fine.
Also the fix for the messagebox mentioned in the other message is %.0f to replace %.0g and not %.2f.
With the above bug, it seems like the mod set my new normal to being 50 points higher in Conjuration than what it was and when I took Mantle of Woe off, it turned into a damaged skill (only fix is to reload). But I just tried again after fixing the above and it works. Let's hope something else wasn't broken in the process.
The custom spell is correctly labelled as a Mysticism spell, and its hit chance is associated to Mysticism, but when i cast it my Destruction experience increases! Any help would be apreciated!
And for those who wonder, it works perfectly with ncgdmw lua version".
Cheers!
None of the "patches" intended to make it compatible will resolve the problem. Specifically, with this mod installed or with any patches even remotely related to it, your magic skills will not increase - ever. There are too many other bugs and problems related to it to even be bothering, but suffice to say that the entire mod simply is dead on arrival.
?And you need;
1. OpenMW!?
2. Better Sounds, by JEKA and TJ (do NOT include the plugin from this, use the patch)
3. Better Sounds 1.1 Patch 2, by Darklocq
4. Natural Character Growth and Decay OpenMW, by Greywander (Either regular or alt_start w the start potion)
5. Magicka Based Skill Progression - ncgdMW Compatility Version from this page
6. You need this MBSP-BS-NCGD-Class_Spec-Fixed Again from:
https://www.nexusmods.com/morrowind/mods/48955?tab=files
I think this would be also the load order.
hf_magickaskill : comment line 89 (just add a ; at the beginning of the line). The line which reads
set fDiff to ( fDiff - refund )
the script gives you a refund in magicka each time you cast a spell based on your current skill, which is fine. But then this line ruins most of it by taking into account the refund when computing how much experience you get from the spell you just cast. So comment out the line, you should get experience from the real cost of the spell. Now you won't get an extraordinary improvement on the speed at which you gain experience.
What made me do that is a spell which had a base cost of 80, so a big one. I had 49 in conjuration, and when I cast it I gained only 6 experience points from the book you get in your inventory for conjuration !
Commenting the line raises the amount to 10, which is not extraordinary, but more reasonable.
If you want to make some global adjustments for the amount of experience, it's here to do that.
fDiff was multiplied before by 1.25 for secondary skills, and 1.33 for primary skills. I didn't test it yet a lot with this line commented, but the skill progression still feels slow compared to other skills, especially fighting skills which accelerate a lot when you start to hit often. I am going to try 1.25 for a while I think...
If you want to fix the faulty number reported in the message box which appears for a very short time when you gain a level, you have to edit
hf_magickaConjuration, hf_MagickaDestruction and so on for each school of magicka and change the %.0g in the messagebox line at the end of the script by %.2f, that's a C error actually.
openmw-cs is very well done for editing script, you don't need to compile anything, it's done in real time while you type, so just do a save in the end and that's all.
In short I replaced 15 with 5+(skill*skill/333.3333333). There is a little bit more to it than that, basically creating my own variable for "skill" because I didn't want to break the rest of the script by tinkering with things that I don't know what they do.
This change makes it so that the magicka required to gain 1 EXP goes up exponentially based on how high your skill is. At the lowest, you'll need to cast 5 magicka worth of spells to get 1 EXP, at 50 skill you'll need to cast 12.5 magicka, and at 100 skill you'll need to cast 35 magicka.
This grows over time and I'm not sure how much I'll like it late game yet, since Morrowind already has a kind of diminishing returns for what 1 EXP gets you. But I can't imagine it being that bad since higher magicka cost spells become ridiculously easy to cast later on. What I like already is that the early game feels less slow for sure where 15 is a decently hefty cost for 1 EXP on some characters. If you start at 15 skill, typical for a minor skill, you only need 5.675 magicka cost, but there will also likely be difficulty with just getting the cast off so it kind of balances itself out.
Will edit/reply to this post later with if I hate this or love it, but I thought I'd just put this out there that it's totally possible and probably worth considering making a varying magicka requirement for exp based on skill progression.