Morrowind
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Team Wool and Floof

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blueclock3000

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25 comments

  1. Cerejo123
    Cerejo123
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    Nova Valcinius' rumor says he has a gauntlet, but his corpse has an enchanted right pauldron and an unenchanted one. (Which is not equipped, because his enchanted pauldron is obviously better) it seems it was intended to be a gauntlet but for some reason it's a pauldron
  2. clamerson
    clamerson
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    Caused everyone to greet me with
    "greetings mortal you're either with house hlaluu or have stolen that scroll blah blah blah" 
  3. inpv
    inpv
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    Great mod, but Aryon's dialogue on the topic "Legion Form" is looped forever..
  4. Dynan
    Dynan
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    Deleted...erroneous error report. Sorry!

    Endorsed!
  5. 100bugs
    100bugs
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    Hey I got Fooled God's ring I'm not sure it's working right SPOILERS when I equip it the text says it instills strength and will but I don't see a change to my stats. And then when I requip it a few times that daedra appears
  6. Gortag
    Gortag
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    I am unable to uninstall this mod, if I don't include the esp I get a crash and error having to do with centurioncalm? Any ideas?
  7. ZarahNeander
    ZarahNeander
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    Mod added the spell 'BC3000_SelfSkeleton' to dozens of NPC's (e.g Summon Skellie). Not happy about it. I assumed, I installed a quest mod, not a race balancing/game overhaul mod. Interesting idea, but for now: no, thanks
    1. blueclock3000
      blueclock3000
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      You did install a quest/treasure hunt mod, it's pretty obvious there was a mistake. Specific information would help as my mod doesn't touch classes, races, and only affects 4 vanilla NPCs. The only thing I can guess is the reported bug where other containers held similar merchandise to one of my custom ones, but that would only give them an item, not a spell.
    2. calemcc
      calemcc
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      It is an issue with the mod. The issue happens because you've set your spells to Auto Calculate, which distributes the spells to all NPCS. You can see this when you open the Item Foundation ESP in the Construction Set. You can fix this by toggling the setting from Yes to No for each spell. If for some reason you want an NPC to cast that spell, you should add it to them another way.
    3. blueclock3000
      blueclock3000
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      Excellent, now that's interesting to hear. However I talked to other modders about it and I'm getting somewhat of a no on that. I'll have to verify it. Quite a few spells are set to Auto-Calculate from my mod and in Morrowind itself too, I'd imagine this issue would be a lot more prominent with more than just one spell. I'll test it either way though, thanks for the potential lead.
    4. calemcc
      calemcc
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      As an example, I attacked NPCs in the mages guild in Caldera and at least one cast the spell “Egg Ventgeance,” which is added by this mod.
    5. blueclock3000
      blueclock3000
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      Excellent, with that information I can check out specific sets of NPCs. The issue is indeed present but neither the Construction Set or TESAME declared any changes and there doesn't seem to be a rhyme or reason as to who it gets distributed to. So to be safe, I'll turn off the auto calculate on spells and see what that does. It seems to be the only thing that can be causing this.

      What a strange function auto-calculate is turning out to be. All these years and this is the first time I've ever heard about it too.
    6. blueclock3000
      blueclock3000
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      Alright, checked all Caldera Mages' Guild members after checking off auto calculate from the spells. The one that had them no longer has the spells so thanks for the info regarding this issue! Now I see auto calculate does a lot more than it says on the tin.
    7. ZarahNeander
      ZarahNeander
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      Excellent! I love the idea of a treasure hunt mod. But now, with 1.2 installed, I get an error at game start, when loading "treasure of magic.esp": Dialogue "" type "Journal" tried to become type "Topic". Continue running....
    8. blueclock3000
      blueclock3000
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      Fixed! 1.2 will still work but 1.2.1 now will not present the error, just tested it. I forgot how fickle the dialogue system can be, even after you've taken care of the Empty topic problem.
  8. grbazoid
    grbazoid
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    safe to update to 1.2 version?

    no need to clean save in mash or stuff like that?
  9. grbazoid
    grbazoid
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    very interesting

    also if youre making overpowered items, might aswell give them overpowered weakness's to balance them out

    or make it really hard to counter out the weakness's


    for example: mantle of woe from bloodmoon is OP AF yet the fire dmg burns you rly hard
    1. blueclock3000
      blueclock3000
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      Some of them actually have some nice weaknesses but the bonuses might still be a too much to counter properly without going overkill. I have one item that will restore and fortify a lot of magicka but stunts your magicka recovery process for a long long time. Makes it an emergency recovery item only. I really like the idea of items with counters like that, people who enchant their own stuff usually don't put counters so it's a nice way to force people's hands.
    2. mym
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      Indeed people don't add counters. It would be strategically interesting if counters would *reduce* cast cost instead of increasing it.
    3. grbazoid
      grbazoid
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      just an example as counter

      a little thing i do is have a soul trapped fortify HP 500 spell

      but that same spell also does 3x instances of dmg 1 hp and summons 3x golden saint which instantly aggro due to the dmg instances
  10. Enclavekiller1
    Enclavekiller1
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    Interesting mod and nice to see you guys are still around for the contest. You really should join the discord btw.
    1. blueclock3000
      blueclock3000
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      I'll probably pop over today if I'm not busy, thanks!