Fix the missing icon for the inert matrix by simply copying a_trap_0.tga and renaming it "a_gem.tga", I'm not going to risk removing trap_0 incase it's referenced somewhere and messing something but just making a copy and renaming it to the missing TGA file fixed it perfectly for me. No issues at all
"a_gem.tga" icon doesn't exist for the Inert Alchemical Matrix. It shows up with a missing icon image ingame. I assume the icon path is supposed to point to "a_trap_0.tga"?
This is such a cool mod! If I ever get around to no longer using openmw, I'll have to try it out! That is of course unless, you have any plans to make it work with the lua scripting of openmw!
Very cool! Can't try the mod on my mac since I'm using OpenMW. It probably makes sense in game but I thought I would let you know that, given the prices of Apprentice matrix = 100 and Grandmaster matrix = 2500, you are essentially paying 2500-600 for 15 weight points. So it seems to me I would keep buying Apprentice matrices. Anyway looking forward to where this project goes, and your spell mod sounds very exciting as well!
This mod actually makes pieces of Corprus Meat valuable for something other than practicing Alchemy and selling useless potions to merchants. Simultaneous Drain Health, Magicka, and Fatigue on enemies.
Well, thank you! I'm currently working on another version that should make those ingredients even more useful; it'll have poison-able arrows, throw-able poisons, and better traps.
Would it be possible for you to create an alternative for those crystal-like things? Say like a lore friendly machine? I'm just not fond of the current matrix devices. Overall I love the concept of this mod! Definitely deserves more endorsements.
I was actually looking for a bear trap mesh for quite a while, but couldn't find one. If someone sends me meshes of proper traps (ideally not Dwemer, because those are "contraband"), I will happily release a version with those.
Very lucky you asked for that, I'm not sure it's to your liking but Antares has 3 separate trap specific mods in his Little Mods section on his website here: http://arcimaestroantares.webs.com/antareslittlemods.htm It's actually the main reason why I've taken a liking to your concept since I'm a big fan of Antares' work :) Maybe check if you can work with those meshes?? The mods in question are Oil Flasks, Traps & Venefic Vials
So how does this work with OpenMW multiplayer? Custom data for potions enchants etc. is not implemented there - is it safe to assume this is non functional for multiplayer then?
For some reason, you have your trap spells set as PC starting spells, resulting in a spell menu with 14 spells named "Poison". Is this a necessary mechanic, or can I safely turn them off in the CS?
28 comments
I assume the icon path is supposed to point to "a_trap_0.tga"?
Noticed the inert matrix doesn't have an icon though.
It's actually the main reason why I've taken a liking to your concept since I'm a big fan of Antares' work :)
Maybe check if you can work with those meshes?? The mods in question are Oil Flasks, Traps & Venefic Vials