Here's a list of changes brought in version 2.2.0:
New Mods: - Morrowind Code Patch and Morrowind Graphics Extender (XE) were included as optional components. - Quorn's Argonian Armor Sets and Kieve's Aundae Sentinel Armor were included in the Armor module. - Stuporstar's Books of Vvardenfell was included in the Books module. - Regan's X-Jiit, MacKom's Maormer, and Kieve's White Senches were included in the Better Bodies New Races module. - Logitech's MEN Combat Tweaks was included (completely unaltered). - Melchior's creatures from his Atronach Expansion were included in a new module. - ManaUser's Graphic Herbalism was included (completely unaltered). - The Less Generic NPC plugins were all included. - Antares' Tribunal Main Quest was included. - The Mad God's Great House Dagoth was included in a completely unaltered fashion (in accordance to his readme). - Nevena's Twin Lamps and Slave Hunters was included.
Module Updates: - A Seyda Neen character creation option is now available. - The armor and weapon distribution was redone in a more immersive and realistic fashion. - Twelve new birthsigns were added (a la EB4P). - The random alternate start was made slightly safer and more compatible with Rebirth. - Race abilities were modified slightly (for both vanilla and new races). - The official plugins were updated to match PikachunoTM's new UMOPP version. - The Environment and Cities plugins were removed to better cohere with the rest of MNEM. They also didn't work with Rebirth or MGSO.
These changes were all done for 2.3.0: - Remove tricksy skill book edits that I have forgotten to take out previously - Change "Bound Spear" back to a spear (instead of a shortspear) - Speed up major and minor skill gain and reduce the number of skills required to level to 12 - Separate skill modules and offer various levels of difficulty - Introduce class based abilities (a la Balathustrius) - Complete the MNEM uninstaller such that it undoes all INI edits - Fix the "Skirt for Therana" quest - Fix MEN's handling of Resist Normal Weapons, Sanctuary, and Fortify Attack - Attempt to incorporate more dungeon mods
You can thank Pikatsou for most of these changes, both planned and completed; he has been very diligent in reporting errors and suggesting improvements, so props to him!
I've looked and scoured but can't find it - where is the ability drain for sneak/armor located? I get the idea behind it (and were I playing a thief would LOVE the immersion of it), but hearing the constant wrrrrr or ability drain is starting to grate on my warrior's nerves...which plugin is this embedded in so I can disable it or remove it?
You are a boss - thank you for pointing that out! Loving the collection overall - just reinstalled after a couple years away and totally engrossed with nostalgia :-D
I'm going to be getting back into the thick of things in a few weeks. Major changes to be made are as follows:
- Fix projectile spawning. Right now they are too abundant. - Fix potential issue with attacks HEALING the enemy in Apoapse's Attack. This is not a feature. - Reintroduce the options for alternate start. Randomness was fun in theory, but clearly didn't pan out. - Potentially beef up the combat options. I have some new permissions that I am looking to take advantage of.
If there are any changes you all would like me to make, please speak up!
This is the only place all the Google searches for Nudity Greeting Expansions point me to - and sifting through the whole file, I still can't find it. Where is it?
Extract the BSA and ESP files to your "Data Files" folder, how they don't exist in your download and I can't get pass the installer stage because it reads I'm getting "This is not your Morrowind install directory, try again".
MNEM Gameplay Overhaul (Excutable) saying, "This is not your Morrowind directory. Try again." regardless if I set it in Bethesda Softwork folder or the Morrowind folder in steam apps.
358 comments
New Mods:
- Morrowind Code Patch and Morrowind Graphics Extender (XE) were included as optional components.
- Quorn's Argonian Armor Sets and Kieve's Aundae Sentinel Armor were included in the Armor module.
- Stuporstar's Books of Vvardenfell was included in the Books module.
- Regan's X-Jiit, MacKom's Maormer, and Kieve's White Senches were included in the Better Bodies New Races module.
- Logitech's MEN Combat Tweaks was included (completely unaltered).
- Melchior's creatures from his Atronach Expansion were included in a new module.
- ManaUser's Graphic Herbalism was included (completely unaltered).
- The Less Generic NPC plugins were all included.
- Antares' Tribunal Main Quest was included.
- The Mad God's Great House Dagoth was included in a completely unaltered fashion (in accordance to his readme).
- Nevena's Twin Lamps and Slave Hunters was included.
Module Updates:
- A Seyda Neen character creation option is now available.
- The armor and weapon distribution was redone in a more immersive and realistic fashion.
- Twelve new birthsigns were added (a la EB4P).
- The random alternate start was made slightly safer and more compatible with Rebirth.
- Race abilities were modified slightly (for both vanilla and new races).
- The official plugins were updated to match PikachunoTM's new UMOPP version.
- The Environment and Cities plugins were removed to better cohere with the rest of MNEM. They also didn't work with Rebirth or MGSO.
These changes were all done for 2.3.0:
- Remove tricksy skill book edits that I have forgotten to take out previously
- Change "Bound Spear" back to a spear (instead of a shortspear)
- Speed up major and minor skill gain and reduce the number of skills required to level to 12
- Separate skill modules and offer various levels of difficulty
- Introduce class based abilities (a la Balathustrius)
- Complete the MNEM uninstaller such that it undoes all INI edits
- Fix the "Skirt for Therana" quest
- Fix MEN's handling of Resist Normal Weapons, Sanctuary, and Fortify Attack
- Attempt to incorporate more dungeon mods
You can thank Pikatsou for most of these changes, both planned and completed; he has been very diligent in reporting errors and suggesting improvements, so props to him!
- Fix projectile spawning. Right now they are too abundant.
- Fix potential issue with attacks HEALING the enemy in Apoapse's Attack. This is not a feature.
- Reintroduce the options for alternate start. Randomness was fun in theory, but clearly didn't pan out.
- Potentially beef up the combat options. I have some new permissions that I am looking to take advantage of.
If there are any changes you all would like me to make, please speak up!
(I'm trying to install it on the steam version)