Changes: -Missed swings cost Fatigue (slightly less than connecting swings) -hand to hand costs fatigue -lite and ultralite are discontinued - let's shoot for one balance! -added an optional file to the archive that will balance the speed of hand-to-hand levelling (because it really needs it!)
Keep your eyes peeled for my upcoming "GMSTs and Skills Balanced" mod, which will include the hand-to-hand levelling rebalance and so much more!
Hey could you remove summon wolf and bear from the enemy spell lists? This stupidly ridiculous idea to give every npc you fight a summon is stupid as hell and it broke my save and I have to start over because every combat I run into screws me over
This is a consequence of enemys getting 8x magicka instead of the normal 2x in vanilla. This bug only happens if you are playing openmw, it does not in vanilla. If you are playing OMW you need to change the fnpcbasemagicka gmst back to its vanilla value.
This mod also requires cleaning with something like testool as it has gmst contamination (the classic 72). It also needs a slight edit to one of its scripts which can be done in the construction kit. To be honest it's almost not worth using due to all of the issues I just mentioned. It does have a nice mana regen script but I've switched to using less extreme fatigue mods. It's default values give an almost dark souls like stamina system, but I've found it makes fatigue regen effects pretty much pointless
Idk if this is the mods fault, or just a problem with the engine, but it seems like jumping using double or triple the normal stamina amount pretty frequently. Maybe half of my jumps uses the normal (though obviously higher cost) amount of stamina. Anyone else experience this? I'm using openmw btw
Good mod, it will be a permanent entry on my mod list. One warning though for other users: cmd reports evil GMSTs, so make sure to clean it. With author no longer active we can't expect an update.
Goes well w/ CM Partners v3.0 Roleplayer's Edition: http://mw.modhistory.com/download-37-5946 & The Doors of Oblivion: https://www.nexusmods.com/morrowind/mods/44398
For some reason this mod makes everyone summon bears and wolves in Openmw. It only does this with Openmw not vanilla. If anyone knows a fix or why this is happening please let me know.
Found the solution to this since it was adding Wizards Islands spells in too.
If fnpcbasemagickamult GMST is turned up high, then Morrowind will start adding any spells with auto-calculated costs onto random NPCs. It was adding endgame Wizards Islands spells to every Dunmer and Altmer, for instance. The solution is to turn that GMST down, or patch every single mod you have with auto-calculated spells to not do so.
I recommend the author removes that GMST, it seems to have very strange effects that I've never seen documented anywhere.
Bound weapons should probably be edited to be much heavier with this mod, they are incredibly strong compared to standard weapons because of their minimal stamina usage.
36 comments
Changes:
-Missed swings cost Fatigue (slightly less than connecting swings)
-hand to hand costs fatigue
-lite and ultralite are discontinued - let's shoot for one balance!
-added an optional file to the archive that will balance the speed of hand-to-hand levelling (because it really needs it!)
Keep your eyes peeled for my upcoming "GMSTs and Skills Balanced" mod, which will include the hand-to-hand levelling rebalance and so much more!
Enjoy!
This mod also requires cleaning with something like testool as it has gmst contamination (the classic 72). It also needs a slight edit to one of its scripts which can be done in the construction kit. To be honest it's almost not worth using due to all of the issues I just mentioned. It does have a nice mana regen script but I've switched to using less extreme fatigue mods. It's default values give an almost dark souls like stamina system, but I've found it makes fatigue regen effects pretty much pointless
Looks like you misspelled a ; with a : entry.
Fix in line;
float PcMagickaMult : The gameplay setting fPcBaseMagickaMult - 1.0000
replace by ":" with ";"!
Thanks for the mod!
& The Doors of Oblivion: https://www.nexusmods.com/morrowind/mods/44398
If fnpcbasemagickamult GMST is turned up high, then Morrowind will start adding any spells with auto-calculated costs onto random NPCs. It was adding endgame Wizards Islands spells to every Dunmer and Altmer, for instance. The solution is to turn that GMST down, or patch every single mod you have with auto-calculated spells to not do so.
I recommend the author removes that GMST, it seems to have very strange effects that I've never seen documented anywhere.
I love it XD