Morrowind
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EJ12 Petethegoat

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Petetehgoat

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45 comments

  1. CryoStrider
    CryoStrider
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    Does this mod work well alongside Jammings Off?
  2. ixqohell
    ixqohell
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    Definitely essential. No more spending 15 seconds stuck on a rope just because I dared to jump beside it. Feels good
  3. laddr
    laddr
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    This mod is such a blessing, especially in Under-Skar. Finally, no more being blocked by Redoran guards on the walkways!
    It's just such a good QOL improvement - so much that I doubt I would be able to go back to playing without it!

    Thank you for this essential mod!

    PS: tested in OpenMW 0.47 / 0.48 - everything works perfectly
  4. Bryertuck
    Bryertuck
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    Not sure why, But I'm getting the yellow exclamation mark on and NPC in Ald-Ruhn.

    I'm playing openMW and checked the console with ORI and it was meshes/xbase_anim.nif is the mesh that's missing.
    1. Petetehgoat
      Petetehgoat
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      This mod isn't going to cause a mesh to be missing, so something else must be having issues. ORI should tell you what esp is responsible for the object as well, so that's a good place to start.
    2. Bryertuck
      Bryertuck
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      Ori doesn't point out any .esp..

      RefID: aa_ashlander_chitin_m
      Model: meshes/xbase_anim.nif
      (DIR: E:/games/OpenMw/Mods/Fixes/RopeFenceFix)

      Any idea why it's looking at your mod for a mesh?
    3. eddie5
      eddie5
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      It's not.  That's a Friends & Foes NPC.  So either his body, his head, or some item of his gear has a bad mesh.  You should save & kill him and find the actual problem.  This mod gives all actors a smaller hitbox which why it shows up like that, but if it was this mod ALL NPCs would be that way.
    4. Bryertuck
      Bryertuck
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      Ok. Thanks for your help. I'll start looking and friend and foes.
    5. Oblib
      Oblib
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      Edited : I only understood now ^^ Yes of course ori points to this…
  5. OffworldDevil
    OffworldDevil
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    Any plans on smaller collision boxes for beast races?
    1. Petetehgoat
      Petetehgoat
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      Hi! I thought I did that a while ago, must have forgotten. Should be able to get that out in a few days if I don't forget. :)
    2. xenoforge78
      xenoforge78
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      He forgot. :(
    3. OffworldDevil
      OffworldDevil
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      ;_;
    4. Petetehgoat
      Petetehgoat
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      Sorry it took so long, but 1.4 finally adds this.
    5. OffworldDevil
      OffworldDevil
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      Thanks!
    6. Locolijo
      Locolijo
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      You're a good guy Pete
    7. Oblib
      Oblib
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      He’s teh goat
  6. lelimule
    lelimule
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    There is a pb with this mod and the "Actor collision shape type = Cylinder" setting (OpenMW). When i choose this "Cylinder" setting (in place of "Axis-aligned bounding box) the guard in the boat (at the very begining of the game) doesn't come to me: he doesn't move.
    This is due to the xbase_anim.nif file in the mod. If i don't use this file, it's ok. I think the same solution must be applied to the 2 other xbase_anim* files in the mod.
    (If we want to keep the "Actor collision shape type = Cylinder" setting, of course)
    Days ago i met 1 or 2 rats, in interior cells, who didn't move. I suspect that was the same pb... (edit: no, it's another thing)
    1. Petetehgoat
      Petetehgoat
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      OpenMW has very different collision detection in general. I would ignore the xbase_anim files entirely for OpenMW, and only use the fence meshes.
    2. eddie5
      eddie5
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      Works great for me on openmw - without cylindrical actor collisions.  When I use the stock base_anim I have trouble getting past certain NPCs that I can bypass using the included one from here.  :shrug:
  7. ulysses
    ulysses
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    This mod is the essence of essentialness. Without this mod I would play Skyrim today.
  8. OlgaKrawolga
    OlgaKrawolga
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    Just finished my first play of Morrowind and Bloodmoon (skipped Tribunal after a few hours because I couldn't stand those labyrinths).
    Half of the game I played without "Fix those bastard rope fences", the 2nd half with it.

    Conclusion:
    This mod is a blessing.
    There are so many other places and not only the "rope fences" where your character gets stalled or entwingled and those are (not all but many) also fixed... obviously, since not only the rope fences but also the player box was changed.
    Thanks a lot for this mod!
    And immsersion is also much better (nothing worse than trying to entwingle your character out of laocoonical meshes).
  9. Pherim
    Pherim
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    Won't the smaller bounding boxes change combat as well because NPCs (and the player) are more difficult to hit? No idea how much this would affect gameplay, but I think this should be taken into consideration. The question is whether it makes the game harder because enemies are more difficult to hit, or easier because the player can't get surrounded by as many enemies as before (except NPCs and other bipedal creatures).
    1. deleted78850628
      deleted78850628
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      Can't say anything about combat, but I can definitely confirm it makes sneaking easier. With this mod, you can hide in places where you previously couldn't. Try crouching around under the stairs inside Seyda Neen lighthouse, and you'll see what I mean.
  10. Allnamestakenlol
    Allnamestakenlol
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    Essential mod, IMO. Thanks, Pete!