Morrowind
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grasscid

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grasscid

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13 comments

  1. Garroar
    Garroar
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    I was really interested in this mod as it seemed to be a good method of travel, but even though I've downloaded it, it doesn't appear in my load order in either NMM or the Morrowind Data files. Is there a step that I'm missing?
    1. Lord1
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      It uses BAIN structure. This means that just installing it with NMM doesn't work, because the ESP files are put in folders in data files, instead of in data files directly.
    2. OffworldDevil
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      Each of the subfolders acts its own Data Files folder. However, it's unnecessary to do this with plugin-only mods, since those can easily be given unique names and put in the same Data Files folder.
  2. 12thBattleBard
    12thBattleBard
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    If someone wanted to add locations from a mod, say a new lands mod like Tamriel Rebuilt, how might one go about adding some choice locations to the mod/through a patch?
    1. grasscid
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      real basic guide.
      1. read over the Mazed Band script in this mod until you understand exactly how it works. Some barebones scripting knowledge may be necessary, though I tried to keep my script as simple as possible.
      2. in-game, go to the exact spot of the location you want to add.
      3. go into third person, open the command console, and click on your character (make sure it says "Player" at the top of the console)
      4. type "getpos x", "getpos y", and "getpos z" into the command console as three separate commands.
      5. write down those values, in that order.
      6. Go into the script, to add your location you might want to add a new main category like "Mainland" or whatever.
      7. Add a subcategory to the script in the same style as the others (I recommend copypasting and changing values as necessary)
      8. under that subcategory, add an option for the location you want and then give it the X, Y, Z co-ordinates you saved.
      9. Test it out in-game. If it works, you can add other locations just like that. Don't go over 9 options in one menu though; if you're reaching the limit, you'll have to add a "Next" button or something to that effect as I had to do with the villages menu.
      Let me know how it goes. If it works, feel free to release your own version of the mod, just leave a link back to this one in the description.
  3. Morthrug
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    Hey!
    Just wanted to ask which texture you're using for your magic item swirl? Looks gorgeous.
    1. grasscid
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      I don't know I just followed the STEP guide without installing the icon pack

      I don't recall it being a separate download so it probably came with this HUD https://www.nexusmods.com/morrowind/mods/42139/?
  4. 19skyrimcarl
    19skyrimcarl
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    Nice mod! One tip for anyone using this with openmw -- (Check edits, I was wrong)

    The script is missing an endif at the very end of the script, should go right above the End line. For normal Morrowind, this is no problemo, but openmw is a stickler for endif and it doesn't run the script because it registers it as an error.

    Super easy fix, just go into the openmw cs, click on mechanics then scripts the right click on _2_mazed......... and hit edit record. Scroll to the bottom and add that pesky endif right between the End line and the other endif. You can tab it if you like your code to be neat ;) You should be good to go then!

    Edit: Shoot, now the menu don't work :/ I'll think of something and get back

    Edit 2: Aha! the endif doesn't go at the end it goes at line 34. This works, but I am pretty confused because the original script works in normal Morrowind and I can't for the life of me find the if statement I'm ending, but this is the only way I can get it to work.

    Edit 3: I think the problem is on line 26 you have "else if" Instead of "elseif" changing that also worked for me
    1. Aendruu
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      Thanks for the tip! :)
  5. OffworldDevil
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    Could you make a version that has only three teleport options -- Solstheim, Vvardenfell, and the Mainland (Mournhold/Sotha Sil) -- but each one completely randomizes where in that region it will drop you? That way there's still some use for public transport and Intervention spells, and it would better portray how such a powerful, dangerous artifact would work in the hands of an inexperienced mortal. Even better if there's a small chance of it dropping you under the ocean, or high in the sky.

    Also, minor menu correction: Mazed Band is two words.
    1. grasscid
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      I don't think there would be any simple way to script that so probably not. In any case it's not something I'd be too interested in doing anyway, but you are of course free to use my version as a base if you want to take a crack at it yourself.

      I am aware of the typo, however "Mazedband" is how it is spelled in the original unmodded version of the teleportation menu so I've left it the same way
    2. OffworldDevil
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      I'm not too good with scripting, but I may take a look at the scripts for Miscast Mod, which can cause failed Mysticism spellcasts to teleport you to a random location.
    3. Morthrug
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      I'm pretty sure Miscast randomly selects one of several preset locations. It is a whole lot different from proper location randomizing.