Morrowind
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Archimag

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Archimag

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41 comments

  1. AstralJam8
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    can the "Magic Concentration" function be mapped to another button?  my Mouse1 is used for "walk forward", so I can't really use it effectively.
    1. Archimag
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      hardly. I wonder which mouse button you use for "walk back"? right? lol
    2. AstralJam8
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      the "Magic Concentration" function needs a rebind button like the other functions, my mouse is occupied with:
      mouse1 : walk forward
      mouse2 : walk back
    3. Archimag
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      afraid to imagine how you move left and right
    4. AstralJam8
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      here's the rest of my control scheme:
      w : strafe left
      e : strafe right
      f : attack
      a : jump
      v : use
      space : sneak
      it's basically the original Doom/Heretic keyboard hand position transposed to be more comfortable than WASD and make use of the mouse in same way as the arrow keys.
    5. AstralJam8
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      great mod, SUPER annoying I can't walk forward while a spell is equipped  :'(  
  2. Seads
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    I'd really like to get just the resistance changes portion of this mod. Is there any way for me to only install that?
  3. Ekatta
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    "One of the files that "4NM_MAGIC.ESP" is dependent on has changed since the last save.This may result in errors. Saving again will clear this messagebut not necessarily fix any errors.One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information."

    It keeps telling me this, what does it mean? I already have MWSE, MCP, and MGE XE installed, does it need something else?
  4. Rain671
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    Really good mod as always :)

    Just a heads up, i think this mod conflicts with other MWSE mod named "Frostwind", when i load a saved with both those mods a texture load error appears that can't be dismissed by choosing "yes" or "no" or "yes to all", i had to use the task manager of windows to close the game.

    This doesn't happen when you start a new game, but if you have a lot of time playing that save game eventually that error will happen when you load that save game.

    Edit: I am stupid, Frostwind has nothing to do with this error, i fixed it already, later i will post what i did.
    1. Archimag
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      What textures does this error happen to?
    2. Rain671
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      Hello, first of all, i want to apologize, i spreaded misinformation in your mod page thanks to my ignorance.


      Now, back to the issue i was talking about, this issue has nothing to do with FrostWind, and i say this because one of my saves without FrostWind got this same error X.X.

      In summary, if you buy a spell that is from the vanilla game or that isn't from this mod, the error will show up the next time you open the game and load that save game.

      The texture load error said that the texture "b_tx_s_divine_intervt.dds" (or .TGA? i couldn't remember if i ended with .dds or .tga) couldn't be loaded because of an error, curiously enough, the texture spell of this texture is "Divine intervention" (the first and last spell i bought that wasn't from this mod!).

      I fixed this bug by extracting all the icons from morrowind.bsa, tribunal.bsa, bloodmoon.bsa into Data Files/icons/s
    3. Zetman20
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      Firstly thank you Archimag for making this mod, it is amazing.
      And second thank you Rain671 for posting how to fix this issue because I've just started testing out this mod and have had the same issue you did. Without your explanation how to solve it I would have never have guessed. No idea why this happens, is this a common issue I wonder?
  5. Spartacus2211
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    Thank you for your cool mods Archimag!

    What would I have to add to / which lines would I have to edit in your main.lua, to set the spell cast chance to 100% if the PC / NPC has enough mana (while still preserving powers from being affected by this, since powers should be limited to being usable every 24h only).
    I've read some stuff about the spellcast chance for a while now, and I can't find a simple way to edit this, without disturbing other functionalities of the game too much. So I thought it would be the easiest way to add a line to a main.lua file of a mod like 4NM_MAGIC and ask the author about help.
    1. Archimag
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      Add this line to the end of the file:

      local function onSpellCast(e) e.castChance = 100 endevent.register("spellCast", onSpellCast)
    2. Spartacus2211
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      Thank you very much Archimag! You saved with this comment probably many gamers' morrowind dreams.
      I will report, when I have tried it out. Don't know, when this will be.
    3. Spartacus2211
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      It works.
      Would this be possible with any main.lua script from any other mod? Is LUA even necessary for this line to work, or would a simple (non-LUA) MWSE script do the same with this line?
    4. Archimag
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      Will work with any main.lua. MWSE-lua must be installed.
    5. Spartacus2211
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      Thank you for the information Archimag!
  6. Kortins
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    Is this mod compatible with Morrowind Rebirth?
    1. Archimag
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      yes
  7. Spartacus2211
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    How will this mod affect game performance? Has anyone experienced a lowered stability or FPS-drops with this mod?
    I believe this (heavily scripted?) mod to have a great impact on the old engine of Morrowind and I don't want to get more CTDs and broken saves with this old game (even if WryeMash can fix everything).
    1. Morthrug
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      This being a MWSE-lua mod, one can safely assert the FPS hit would be extremely lite due to powerful and lightweight scripting.
    2. Luj1
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      I dont think this mod is lua, its too large
    3. tewlwolow
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      It is a lua mod, but it also has an .esp and graphics for the new spells. Check the archive - it has a main.lua file in it, which is what you need for MWSE to hook lua scripts. But it's not ONLY lua, you're right. Still, I haven't noticed any FPS loss because the graphics and the .esp do very little in-game, and the scripts themselves (heaviest part usually) are handled by lua, which provides extreme performance in most cases, and this one is no exception at all.
  8. adamoffthepack
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    hey i really love your mods thank you so much. Merry Christmas
  9. Livegood
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    This looks like a really great mod. I just had a few questions about how it functions:

    - Can you provide any more detail on how resistance levels are set for players/npcs/creatures that have pre-existing resistances? For example, Breton normally starts with 50% Magicka Resist - do they start with more with this mod? Also, will the resistance scaling work with creatures from mods?
    - Would you be able to provide any of the formulas for how skills increase spell damage?
    - Can you explain how summon creatures scale with Conjuration? e.g. stats, damage, health, armour etc ...
    - Is this mod likely to have any compatibility issues with Galsiah's Character Development?
    - Do you think you could ever change reflect so that it reflects a proportionate amount of damage all the time e.g. 20% rather than having a chance to reflect ALL damage only some of the time? It might make reflect much less annoying!
    1. Archimag
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      50% of the Breton magic resistance will remain themselves. But the real resistance will not be 50%, it depends on a bunch of parameters.
      This affects all creatures from any mods.

      Total resistance = normal resistance + target bonus - caster bonus - focus bonus + caster fatigue + armor bonus (for elemental damage only) +/- additional coefficients
      target bonus = Different for different damage. for elements, for example: Endurance * 0.25 + Will * 0.25 + Resist magic * 0.25
      caster bonus = (Will * 0.2) + (Effect Skill * 0.3)
      bonus focus depends on current mana and intelligence
      caster fatigue = penalty from 0 to 50%
      Armor Bonus = Target Armor Rating * 0.3
      Turn on receiving messages in the game to see the exact calculation.

      There is a special formula for called creatures. Each parameter is multiplied by a factor equal to
      100% + (additional power of Sorcery / 2)
      That is, the scamp called up by a strong magician (180% of power) will have not 50 strength, but
      50 * (100% + (80/2)) = 50 * 140% = 70 strength

      I did not see this mod. It's probably too old and not written in lua, so there shouldn't be compatibility issues

      Reflection damage is now greatly reduced by Willpower, so this will not be annoying. Although it would be more correct to disable plugins that add anyone a huge chance of reflection.
    2. Livegood
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      That's really helpful - thanks very much! Looking forward to playing your mod.
  10. redmirror
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    As stated previously, I'm a huge fan of this mod and I love the new spell effects. However, I am experiencing issues with the latest version (4.3).

    First, Marayn Dren doesn't seem to get all the spells. Instead, he gets a random selection of the spells which differs with each new saved game. For example, with one new character he may only have "Ray poison;" if I make a new character he gets "Ray magic" and "Ray frost." Same for all the other groups of effects (Aura, AoE, etc).

    Additionally, he occasionally gets spells that don't look as though they are meant to be playable. For instance, 4s_rune3, which doesn't seem to do anything when I purchase it.

    Also, "Teleport" always breaks after several uses. The particles hit the target and nothing happens (just like shooting an ordinary spell at a wall). And it stays broken even after saving and reloading.

    For now I am sticking with version 4.2 which works consistently.
    1. Archimag
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      Teleport consumes mana at the time of teleportation and will not happen if there is not enough mana.
      Bugs with Marain Dren have not yet been able to reproduce.