Morrowind

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abot

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abot

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210 comments

  1. skipchazzard
    skipchazzard
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    For anyone that uses Archimag's Impact Sounds, keep in mind that you will have to interact with the fish corpse to loot. Seems the sound script interferes with the spear string, unfortunately. Still, everything else works great! Thanks for the mod!
    1. abot
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      MWSE-Lua sound replacer mods like that one that generally block vanilla sounds are going to conflict with vanilla mods using sound detection. I will see if I am able to make some fix.
      [EDIT] fix is here, give it a try
    2. skipchazzard
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      Oh, I gotcha! Also, the fix you provided works great! Works just a well as I remembered! Appreciate the quick solution abot!
  2. Brujoloco
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    Ohhh Im tempted to try this skill, are the creatures and fishes compatible with Ashfall?

    I was thinking of a playthrough of a hard survivalist madman that refuses to trade with civilized folks haha ...

    Wondering if the creatures can be skinned and their meat cooked?

    Looks an amazing mod.

    Thank you fro creating such wonderful mods Abot! :D
  3. Edeldios
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    Had something weird happen when I found a seahorse. My character tried to ride it like it was a mount when I clicked on it and it locked up the entire game.
    1. abot
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      You could try associating the activate action with a key (e.g. E key) instead of using the left mouse click, usually a key means less activate spamming than a mouse button.

      To investigate the error, you could try something like this after loading a previous save
      from the in game console, type
      togglescripts

      and try activating the seahorse, if it still freezes it could be some problem with the seahorse mesh/animation, maybe try reinstalling the mod ensuring all mod meshes/textures are correctly installed

      if it still freezes it could be some problem/conflict with the scripts, if you are using MWSE-Lua you could try temporarily renaming the Data Files\MWSE\mods\ folder to e.g.Data Files\MWSE\modsdisabled\ and see if it still freezes without MWSE-Lua mods running

      No other ideas at the moment
    2. Edeldios
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      Not using MWSE for this build, could be an OpenMW issue. I don't usually click on random little critters so it was just weird when it happened.
  4. Folcro
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    I suddenly found that my character had an effect called "airbubbles" giving seemingly permanent waterbreathing. The representative icon is non existent, showing up on my list of effects as an empty space among the others. I don't think I did anything to acquire this effect. How did I get it? And can some artwork be added so it does not show up as a gap in my effects?
    1. abot
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      If it is coming from Water Life, it is a timed curse giving waterbreathing effect. Exact name displayed should be "Air Bubbles Breathing"
      You can check if you have it with this console command:
      player->GetSpellEffects "ab01bubblesBreathing"

      If for some reason the scripts removing it did not work and you have it, you can try removing it from the in game console with this command:
      player->RemoveSpell ab01bubblesBreathing
  5. SomeCallMeTim2020
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    What is the console command to change the Fishing skill level? 
    1. abot
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      set fishskill to number
    2. SomeCallMeTim2020
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      Seems you can increase it, but not decrease it. Would that be this mod or Merlords Skill Module? 
    3. abot
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      Yeah, I don't think the lua module can work with negative progress so it is disabled.
      You can try changing the Data Files\MWSE\mods\abot\WLFSV\main.lua code like this (changing non negative tests to not zero tests) but I doubt the Lua module will works with negative progress.
      The Lua module does not allow to directly set a skill value, just progress and levelup

      local diff = globValue - totValue
      if diff == 0 then
      return
      end
      diff = math.round(diff, 2)
      local int, frac = math.modf(diff)
      if not (int == 0) then
      if dbug then
      mwse.log("%s fishingSkillRef:levelUpSkill(%s)", modPrefix, int)
      end
      fishingSkillRef:levelUpSkill(int)
      end
      if not (frac == 0) then
      frac = frac * 100
      if dbug then
      mwse.log("%s fishingSkillRef:progressSkill(%s)", modPrefix, frac)
      end
      fishingSkillRef:progressSkill(frac)
      end
      globValue = fishingSkillRef.value + (fishingSkillRef.progress / 100)
      globValue = math.round(globValue, 2)
      if dbug then
      mwse.log("%s fishingGlobalVarRef.value = %s", modPrefix, globValue)
      end
    4. SomeCallMeTim2020
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      abot, Yes, that new code worked. I was able to increase and decrease now. However, if I get to skill level 100, then it no longer allows me to decrease. Is something telling everything to stop as soon as it hits that variable? 
    5. abot
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      It is capped at 100 in the .esm scripting too, there would be  several scripts to change
  6. Edeldios
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    I'm getting a massive land shear at coordinates 4, 27 while using the Tamriel Rebuilt Ghost Islands preview territories. Every time I try to use ori to identify the cause by selecting an underwater arch, it tells me Content File: -1 [None], meaning the cause of the land shear is scripted. I am also experiencing a high number of spawns in this grid as well which seem to be the Water Life from this mod. Would like to get a confirmation as to whether this mod is the cause.
    1. abot
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      abotWaterLife.esm should not change any landscape.
      It should not touch CELL 4, 27 at all, and even in cells changed by the mod it should only add some fish-like spawning activator.

      underwater arches are scripted activators, not part of the landscape.

      Land seams cannot be caused from vanilla scripting.

      Scripted spawns from Water Life (e.g. creatures, kelps, rocks...) may dynamically appear in any detected exterior water zone 

      If you have huge landscape seams covered by some water it is possible something is spawned there from the mod

      to find the mods changing that cell landscape you could e.g. use tes3cmd like this:

      tes3cmd.exe dump --list --type land --match "\(4, 27\)" "*.es[mp]" > out.txt

      it should print to out.txt file the list of mods changing that cell landscape

      e.g. with my setup its output is
      Plugin: Tusar_v122.esp
       LAND: (4, 27)
  7. gurman8r
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    I ... cannot for the life of me wrap my head around how fishing with rods is supposed to work ... maybe I'm doing something wrong ?
    1. abot
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      It needs practice and patience, especially with low fishing skill, but it is doable
    2. gurman8r
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      I got it, thanks! <3
  8. FriendAtArms
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    I've run into an error message that says "Actor animation problem with 'ab01gondolier00000000'." After displaying the error, the game freezes.
    1. abot
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      try checking if you have/reinstalling the mod resources, the gondoliers meshes/animations should be in the "Data Files\Meshes\abot\aa\" folder
  9. daireth
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    An awesome mod and actually, seems to work fairly well with OpenMW. I think the spawn pool is limited (i've yet to see any dolphins, sharks, whales or other bigger, creatures) but it still makes water feel more "lived in" by adding various small fishes and stars, sand dollars. Just don't forget to add "content=abotWaterLife.esm" into your openmw.cfg file.
    1. abot
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      You are not telling if you tried swimming/exploring deep enough salt water areas (more than 700 game units depth, player height is about 128 units), usually bigger things spawn mostly there so it could be not a OpenMW compatibility problem but just that.
    2. Oblib
      Oblib
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      Just don't forget to add "cjavascript-event-strippedabotWaterLife.esm" into your openmw.cfg file.
      What do you mean by that ? Where and how exactly would I do that ? 

      For me everything seems to work fine, I only have one downside :
      Several entity regularly become followers, so if I TP or enter somewhere during that, they follow.
      I end up with flying dolphins in my room ! lol What a blast to finally have some life underwater tho ! 
      Hope to see OpenMW working for the birds one day, so sad to see that it breaks the mod… Thanks much Abot.
  10. Batkan1234
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    Looks great but immersion breaking book and rings ported to player inventory at start is big no for me. I am copying lot mods to a friend who never played MW and dont want to give him such huge intrusive, non lore friendlly and immersion breaking stuff at start. Thanks for upload anyway. 
    1. abot
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