This mod is intended for use with OpenMW 0.46+ It will not work properly on the vanilla engine, and I have no plans to make a vanilla engine version. As my OS is Linux, OpenMW is the way I play Morrowind. However, anyone that would like to convert this mod for MWSE or vanilla is welcome to do so.
03/19/21 Everything still seems to work fine for me with both OpenMW 0.46 and 0.47 nightlies.
So if we use the lua natural growth and decay mod.. What exactly do we need from here please? Both main esp files and then the omw addon ones? Or only the omw addon ones?
Hello! Some basic questions: do i need to run the main mod + the lua edit to make it to work (with skill bonuses as curses and the like) or do i need to run the lua edit by itself? Do i need to run NCGDMW from https://www.nexusmods.com/morrowind/mods/53136 to get the lua edit to work? As i understand it's intended to be compatible with that mod. I just want to get that fine and dandy 125 acrobatics with my jumpy cat, the NCGDMW "natural growth" mod is not my priority.
Death Ward doesn't work for me (using OpenMW 0.47 release). The condition in the script is if ( ( Player->GetHealthGetRatio ) < 0.1 ) which means if player has 0.1 health and is hit for big damage, he will be killed instantly before this script can repair the health. Setting the threshold to something like 0.5 may help but it still doesn't prevent instant death from critical hit. Maybe some other mechanics is required to achieve this effect, like temporarily increase health to high value or boost damage resistance. Another possibility is to check if health is less than 100% and add 10% every second for example, making it auto healing ability for the period. Apart from that, I like the changes, though I tweaked some bonuses, for example lowered strength bonus for Warrior 25 ->10 as it seemed to extreme, and also limited Thief night bonus to sneak, illusion and short blades just to make it simpler (maybe pickpocket bonus would be better in place of short blades). I also experimented with attaching Bosmer's marksmanship bonus to crouched/sneaking mode and it works surprisingly well for me, so no speed penalty needed and no spell toggling, just enable sneaking mode and if you have a bow equipped you have a bonus to marksmanship and chameleon, since you cannot run while sneaking anyway, so it works like a Hunter's Stance you can shoot accurately but you cannot shoot and move fast at the same time.
I was trying to accomplish this exact thing in the OpenMW construction set. I found the line of code and tried changing it, but after saving and redeploying mods, it just reverts it back to the 0.1. I am new to using the construction set so I'm not sure what I'm doing wrong though.
*EDIT* I found that the openmw mod loader was loading the sensiblebirthsigns esp and the sensiblebirthsigns omwaddonfile at the same time and seemed to default to the esp. I'm finding 0.30 is a good health ratio to actually be useful.
Trying to get the mod to work in TES3mp and everything functions except the toggle abilities. They cast but don't add any effects. Did a lot of searching and can't find any solutions. I am using the ncgdmw version with the server version of ncgdmw. Is there an easy answer I'm missing or just something we gotta go without? Is there a workaround I can do if so? It is only with TES3mp tho. My single player save the mod functions great. Thanks in advanced
the non-compat option applies togglable abilities as, well, an ability, which changes your base stats. as a result, you would gain levels when toggling hunter's stance, military training and shadow kin, and then lose them when toggled off, which is a bit messy. the compat version makes those abilities into a curse, which functions more or less the same as an ability except it applies a stat modifier instead of changing base stats, so ncgdmw ignores them in calculation of stats/level. this is the approach that's recommended in ncgdmw lua faq
tl;dr no level ups/downs when using togglable abilities
additionally toggle spells now cost 0 mana instead of 1 because why not
as for update safety - probably fine but make a backup save and disable all toggle abilities you have just in case
This feels like a bit of a silly question, but would I still need to have NCGDMW's "vanilla birthsigns patch" enabled, *alongside* the SRB compatibility patch? Or should I only be using the latter?
EDIT: Just for clarity's sake - when I use both at the same time, the Lover, Lady and Steed all show up in my stats as a proper Fortify effect - ie: the number is brighter than normal, so it's not being applied to base stats. But the other signs SRB changes (Mage's WIL boost, Warrior's STR boost, Khajiit's ACR boost, etc) are still being applied to base stats like they usually would. I dunno if that's just a side-effect or what, but I'm just not really sure what all to have enabled or not-enabled.
What I'm using right now, in order, is: ncgdmw-vanilla-birthsigns-patch.omwaddon (enabled) ncgdmw.omwscripts (enabled) ncgdmw.omwaddon (enabled) SensibleBirthsigns.omwaddon (enabled) SensibleRaces.omwaddon (enabled)
Meanwhile, SensibleBirthsigns.esp and SensibleRaces.esp are both disabled, as you mentioned in an earlier comment/reply.
Does that mean persistent stats, such as the h2h buff from the serpent, still increase your level?
Edit for anyone still struggling with ncgdmw-lua compatibility:
Use and click through the enableracemenu console command after collecting your papers in the census & excise office. This should set your character to level 1 but retain all the stats you get from persistent effects.
Is there any extra console commands I need to run to make it update the race and birthsign bonus on an existing save?
I'm trying to load this mod into my stack mid-playthrough and load a save, but it doesn't seem to be updating my stats or powers (I'm playing a khajit). I tried starting a new playthrough and confirmed the mod is working.
Is there a way to not count race and birthsigns bonus toward the limit of 100? It would be amazing to be able to reach 125 acrobatics as Kajiit, for instance.
Downloaded and installed mid-save on the .49 build. It worked like a charm. my Khajit sea captain will sing your praises from the rooftops that he can now jump on top of.
Thats vanilla Morrowind behaviour, Atronachs regain their magicka when using almsivi restoration or the imperal temple restore attributes. Unless you actually gain "free skill points" directly, whatever that exactly means. That would be a bug.
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It will not work properly on the vanilla engine, and I have no plans to make a vanilla engine version. As my OS is Linux, OpenMW is the way I play Morrowind. However, anyone that would like to convert this mod for MWSE or vanilla is welcome to do so.
03/19/21 Everything still seems to work fine for me with both OpenMW 0.46 and 0.47 nightlies.
Edit: oh wait, not using openMW here is the problem
if ( ( Player->GetHealthGetRatio ) < 0.1 )
which means if player has 0.1 health and is hit for big damage, he will be killed instantly before this script can repair the health.
Setting the threshold to something like 0.5 may help but it still doesn't prevent instant death from critical hit.
Maybe some other mechanics is required to achieve this effect, like temporarily increase health to high value or boost damage resistance.
Another possibility is to check if health is less than 100% and add 10% every second for example, making it auto healing ability for the period.
Apart from that, I like the changes, though I tweaked some bonuses, for example lowered strength bonus for Warrior 25 ->10 as it seemed to extreme, and also limited Thief night bonus to sneak, illusion and short blades just to make it simpler (maybe pickpocket bonus would be better in place of short blades).
I also experimented with attaching Bosmer's marksmanship bonus to crouched/sneaking mode and it works surprisingly well for me, so no speed penalty needed and no spell toggling, just enable sneaking mode and if you have a bow equipped you have a bonus to marksmanship and chameleon, since you cannot run while sneaking anyway, so it works like a Hunter's Stance you can shoot accurately but you cannot shoot and move fast at the same time.
*EDIT* I found that the openmw mod loader was loading the sensiblebirthsigns esp and the sensiblebirthsigns omwaddonfile at the same time and seemed to default to the esp. I'm finding 0.30 is a good health ratio to actually be useful.
tl;dr no level ups/downs when using togglable abilities
additionally toggle spells now cost 0 mana instead of 1 because why not
as for update safety - probably fine but make a backup save and disable all toggle abilities you have just in case
EDIT: Just for clarity's sake - when I use both at the same time, the Lover, Lady and Steed all show up in my stats as a proper Fortify effect - ie: the number is brighter than normal, so it's not being applied to base stats. But the other signs SRB changes (Mage's WIL boost, Warrior's STR boost, Khajiit's ACR boost, etc) are still being applied to base stats like they usually would. I dunno if that's just a side-effect or what, but I'm just not really sure what all to have enabled or not-enabled.
What I'm using right now, in order, is:
ncgdmw-vanilla-birthsigns-patch.omwaddon (enabled)
ncgdmw.omwscripts (enabled)
ncgdmw.omwaddon (enabled)
SensibleBirthsigns.omwaddon (enabled)
SensibleRaces.omwaddon (enabled)
Meanwhile, SensibleBirthsigns.esp and SensibleRaces.esp are both disabled, as you mentioned in an earlier comment/reply.
Edit for anyone still struggling with ncgdmw-lua compatibility:
Use and click through the enableracemenu console command after collecting your papers in the census & excise office. This should set your character to level 1 but retain all the stats you get from persistent effects.
I'm trying to load this mod into my stack mid-playthrough and load a save, but it doesn't seem to be updating my stats or powers (I'm playing a khajit). I tried starting a new playthrough and confirmed the mod is working.