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MWSE Team

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NullCascade

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113 comments

  1. crystallize1
    crystallize1
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    Does this work on WinXP? Where should log file appear?
  2. AetherSeraph9
    AetherSeraph9
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    After updating to the newest nightly build as of the date of this post, some things aren't working properly. So far, I've noticed that the in-game Mod Config is broken; the menu will open, but clicking on the mods does nothing. I'm also using the UI Expansion, and noticed that all of its dialogue-related features no longer work. I'll edit this if I find any others. Are these issues specific to me (probably) or are others experiencing this?

    EDIT: UI Expansion's search function for containers/inventory has also stopped working.
    1. NullCascade
      NullCascade
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      There have been some under the hood changes recently and I broke UI related events. This should be fixed in the latest build, go ahead and run MWSE-Updater and let me know if it's resolved for you. We've flooded several changes from the post-MMM backlog (releases were stalled to ensure that the competition judges didn't run into any issues), which have had issues. I've fixed all the ones that have come up so far, hopefully this is the last one.
    2. AetherSeraph9
      AetherSeraph9
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      Sure enough, everything's working fine now. I was worried something went wrong when I updated. Thank you for all your hard work!
  3. SuperPCGamer
    SuperPCGamer
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    [deleted]
  4. SpaceDevo
    SpaceDevo
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    Can this be used to give Creeper and the Mudcrab Merchant full NPC stats so they no longer buy and sell at base value?
    1. NullCascade
      NullCascade
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      There's a calcBarterPrice event (https://mwse.readthedocs.io/en/latest/lua/event/calcBarterPrice.html) that you can use to provide custom logic for creature merchants.

      Specific implementation questions are better asked in the #mwse channel in the Morrowind Modding Community Discord (https://discord.me/page/mwmods).
    2. SpaceDevo
      SpaceDevo
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      Yeah, I was just wondering; hoping someone sees the post and implements it themselves one day.

      What about making ghosts pass through (animated) doors so they can't be locked out of rooms, preventing area-effect spells from passing through solid walls, or making corpse disposal require burial or cremation items? Just a few ideas I always wanted to see.
  5. yuyujiki
    yuyujiki
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    Help! I love the idea of this mod but it makes my game stutter like crazy. It stutters every second and it's completely unplayable :(

    Edit: I posted this comment on the wrong mod, sorry! Any way to delete this post?
  6. Elbaf
    Elbaf
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    ive got a runtime error after updating. Please, help me to fix it
    1. NullCascade
      NullCascade
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      Anything in your log? Check MGE XE log and MWSE log.
  7. Ayisyen
    Ayisyen
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    after upgrading to 2.1 my morrowind flat-out closes on new game start/loading, any help??
    1. NullCascade
      NullCascade
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      Anything in your log? Check MGE XE log and MWSE log.
  8. Valascon
    Valascon
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    I've a question about when MWSE mods load and kick in relative to mods that use esp/esm files. I'm using Wrye Mash to install/uninstall and sequence load install order (Installers tab) and load order (Mods tab). When I install a MWSE mod, will the script changes it makes get overwritten by a mod (esp/esm type) that affects the same behavior as the MWSE mod? Should I use WM installer tab to install the MWSE mods last? Or Is it a case of last mod loaded wins (per the Mod tab [mod load order]?

    I ask because I'm using Happy Harvesting. As I wander around, harvesting plants, some open the plant container but others behave as the mod description says. But it's not just that one mod. I have several MWSE mods and non-MWSE mods that mod aspects of the same thing in the game, maybe just not the exact same thing such as willpower.

    John
  9. Valascon
    Valascon
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    I'm curious about MWSE's current capability re: NPCs.  I've used the Starfire NPC lite mod by Jac.  In it, NPCs appear and disappear during the day and night.  I'm not a programmer, but it does seem very script intensive and on an older pc like mine the game becomes sluggish in towns such as Balmora.  That's where I notice it most.
     
    Has MWSE reached the point that a mod like Starfire NPC can be re-made using MWSE?  If so, is anyone working on a mod similar to Starfire's?
     
    Thanks,
     
    John
    1. NullCascade
      NullCascade
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      I imagine most of the issues is the count of NPCs. A lot of NPCs in a complex walkmesh can get wonky, and there's not much for MWSE to do that's in the scope of that. Would require someone to write a MWSE plugin that optimizes pathing or NPC AI.

      But the scripts could likely be consolidated and optimized using MWSE, yes. I'm not aware of anyone actively working on such.
  10. GoddOward
    GoddOward
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    What mods need MWSE?
    1. NullCascade
      NullCascade
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      https://lucevar.github.io/lists/mwse/
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