Morrowind
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NullCascade

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9 comments

  1. EnsignEpic
    EnsignEpic
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    Hi there, which of the 4 files from MCP Skunk Works does this, and your other mods listing that as a dependency, require to function? Thanks!
    1. Brujoloco
      Brujoloco
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      It says there: "Requires v0.10.0b24" Meaning the latest MGE XE at the time the mod was released :)

      Bear in mind latest MGE XE is 0.11.6 so install that one, but that requirement alone tells you its MGE XE
  2. Brujoloco
    Brujoloco
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    Fascinated by this mod!

    Thank you for this! :D
  3. schomiak
    schomiak
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    I can't seem to get this mod to work. I'm using Mod Organizer 2, if that matters. Here's the MWSE log file:

    Morrowind Script Extender v2.1.0 (built Nov 21 2018) hooked.
    Found MGE XE. Version: 0.10.1.0
    MWSE Lua interface initialized.
    [LuaManager] ERROR: Failed to run mod initialization script:
    sol: runtime error: Data Files\MWSE\mods\GlowInTheDahrk\main.lua:38: attempt to call field 'loadConfig' (a nil value)
    stack traceback:
    Data Files\MWSE\mods\GlowInTheDahrk\main.lua:38: in main chunk
    [LuaManager] ERROR: Failed to run mod initialization script:
    sol: runtime error: Data Files\MWSE\mods\Diligent Defenders\main.lua:33: attempt to call field 'loadConfig' (a nil value)
    stack traceback:
    Data Files\MWSE\mods\Diligent Defenders\main.lua:33: in main chunk
    [Demon of Knowledge: INFO] Initialized Hermaeus Mora
    [nc-exit] Mod initialized with configuration:
    {
    "showMenuOnExit":true
    }
    Error in event callback: Data Files\MWSE\lua\mwse\modConfig\mod_init.lua:235: mwse.registerModConfig: A mod with the name Expeditious Exit has already been registered!
    stack traceback:
    ./Data Files/MWSE/core/event.lua:109: in function 'trigger'
    Data Files\MWSE\lua\mwse\modConfig\mod_init.lua:247: in function <Data Files\MWSE\lua\mwse\modConfig\mod_init.lua:244>
    [C]: in function 'pcall'
    ./Data Files/MWSE/core/event.lua:107: in function <./Data Files/MWSE/core/event.lua:97>
    WARNING: Use of deprecated function tes3.getGMST. Use tes3.findGMST instead.
    WARNING: Use of deprecated function tes3.getGMST. Use tes3.findGMST instead.
    [nc-exit] Saving mod configuration:
    {
    "showMenuOnExit":true
    }
    WARNING: Use of deprecated function tes3.getGMST. Use tes3.findGMST instead.
    WARNING: Use of deprecated function tes3.getGMST. Use tes3.findGMST instead.
    WARNING: Use of deprecated function tes3.getGMST. Use tes3.findGMST instead.
    [nc-exit] Forcing exit after confirmation!

    Edit: I fixed it by running MWSE-Update, and then putting those files in MO.
  4. WSChase
    WSChase
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    MCP already has Game mechanics/Followers defend immediately. There is also Protective Guards and MCA has 52 companions.
    1. NullCascade
      NullCascade
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      None of those options are perfectly reliable. This one is more aggressive. Even with MCP your summons sometimes don't answer the call to fight.
  5. KindiEquiNox
    KindiEquiNox
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    cool interface. This would be a great addition to OpenMW when the time comes.
  6. SpaceDevo
    SpaceDevo
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    Is there any way you can make a similar mod that works with NPCs who are neither companions nor guards? So they react to nearby enemies in a realistic fashion -- sort of like Fliggerty's Fleeing Fetchers, but with the following differences: the player doesn't need to fight back for a reaction to occur, and only weaker NPCs run away while stronger ones will stay and fight (unless it's against another NPC instead of a creature) until they get too low on health. Not sure how doable this is with the new MWSE, but it would be amazing.
  7. Greatness7
    Greatness7
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    Works perfectly. A new permanent addition to my install.