Am I correct in saying that with this mod, the Enchant skill is now more like Use Magic Device, and completely unrelated to actually enchanting things?
If so, that's probably the thing that's making me the most hesitant about installing the mod. I don't care if I have to pay a bunch of gold for nebulous "materials", but I want my mage to be able to enchant her own items and get slightly better/cheaper results than paying someone else to do it...
Is it possible for me to re-enable self enchanting, but have it also cost money?
Edit the mod and change the fEnchantmentChanceMult game setting (the self-enchant chances): Necro Edit is 30000. Original BTB is 30. Vanilla is 3. Personaly, i prefer 30: it's much harder than the original game, but it's still possible (at least for little things).
Thanks. Is there a way to make self-enchanting cost money? I agree with BTB's comments that creating your own enchantments (for free) is highly overpowered.
any possible fix for even a weakest telekinesis spell being usable to bypassing any trap ? if anything needs to balance than its this
also what was thinking behind : Armorer: fRepairMult 0.5 (instead of 1.0) fRepairAmountMult 1.5 (instead of 3.0) - Halves the cost of paying for equipment repairs - Halves the amount of health restored for each successful repair
together with tanked repair item values - doesnt it nerf Armorer skill heavily in favor of just going to smith for repair ?
as in vanilla armorer was already quit hard skill for level and quite anoying to use, I always rather went to smith to to repair all in one click shouldnt armored rather be buffed ? as quite underused skill
here is fix for some merchants selling items like iron boots with 450 / 100 condition from OpenMW discord :
BTB mod lowers some items max condition like iron boots from 450 to 100, but they still have "health left" in CS in original values, which results in things like iron boots having 450 / 100 condition
You can open console, write luag, then select an actor or a container and past that :For i, weapon in pairs(selected type.inventory(selected):getAll(types.Weapon) dotypes.Item.itemData(weapon).condition=types.Weapon.record(weapon).health end That should restore condition for all weapons in his inventory. (upraveno)
[14:37]Or luag, select a weapon and types.Item.itemData(selected).condition=types.Weapon.record(selected).health
I... huh. I have no idea lol. I'll see if I can figure anything out, but I don't use OpenMW or delta plugin.
Actually, I'm planning on updating the mod eventually (although it'll probably be a while), and when I do my current plan is to just merge the PFP patch in with the main plugin and require PFP in the main plugin (and an upcoming fix to PFP will hopefully fix the issue of those glass bracers in Mournhold being duplicated).
Okay I'm still not sure what the problem is. But IRDT is a subrecord of ingredient records. It contains data including weight, value, and all four ingredient effects (including the effect ID, plus attribute and skill IDs for effects like fortify attribute). I vaguely remember doing something with this? But I'm not sure what.
Maybe try opening the plugin in the CS and resaving it? I'm really just grasping at straws here lol.
Edit: Actually according to tes3cmd the plugin is identical after doing so, so that probably won't help.
Thanks for looking into this! I think this might be something on the side of openmw or deltaplugin. There has been a previous issue reported in the tracker that was pretty similar. I'll report it there.
@magicaldave, I think I reported it there at the time and it was some heuristic that stacked all the moded effects on alchemical ingredients that made them have more than the hardcoded maximum, but this is just off my memory, might've been something else. I think I managed to make it run correctly after a new patch was released.
Hi Necrolesian, how can I get rid of "naked people bug" on OpenMW ? I used to use nimble armor mod for it, but that was back when I was on vanilla engine, now I am on OpenMW so its not option anymore. What exactly should I edit/delete ?
Edit: I found out alvazirs patch from https://www.nexusmods.com/morrowind/mods/48955 fixes this, but when using also your Balanced Passive Races and birthsights mod, that issue still persist even with his patch for some nords and orcs, becouse you buffed unarmored skill of those races in that mod.
How can I reverse the change regarding self-enchanting? Since in openmw its not possible to differntiate enchanting Costs, scroll enchanting is unreasonably expensive. I would like to use self-enchanting scrolls.
@trumfnator: Edit the mod and change the fEnchantmentChanceMult game setting (the self-enchant chances): Necro Edit is 30000. Original BTB is 30. Vanilla is 3. Personaly, i prefer 30: it's much harder than the original game, but it's still possible.
I quite enjoy the mod however I have one question. What is the name of GMST setting for the misc skills experience gain? By default it seems they do not provide anything when using the relevant skill and it's the only thing that I find somewhat weird.
GMST fMiscSkillBonus It's 1.25 in vanilla and BTB skyrocket it (lower number means faster leveling), so that misc skill are not improving other than by trainers. Somewhat weird for sure, but somewhere in the original readme you can find he's explanation.
I can understand making misc skills to be not self-trainable of sorts for some skills (like alchemy, magic schools, maybe sneaking or security) but skills like athletics or acrobatics or just plain combat skills should be improveable in my opinion even if by a small amount. Not even for just vanilla but there are plenty of great mods that I think are not used to their fullest with such setting.
One of the ingredient effect tweaks is questionable. The removal of Frost Damage effect from Bristleback Leather and Holly Berries makes it impossible to brew Frost Damage potion.
Honestly I haven't really analyzed the ingredient effect changes in detail. I basically just trusted BTB on this, except to allow negative first effects again.
119 comments
If so, that's probably the thing that's making me the most hesitant about installing the mod. I don't care if I have to pay a bunch of gold for nebulous "materials", but I want my mage to be able to enchant her own items and get slightly better/cheaper results than paying someone else to do it...
Is it possible for me to re-enable self enchanting, but have it also cost money?
Necro Edit is 30000.
Original BTB is 30.
Vanilla is 3.
Personaly, i prefer 30: it's much harder than the original game, but it's still possible (at least for little things).
also what was thinking behind : Armorer:
fRepairMult 0.5 (instead of 1.0)
fRepairAmountMult 1.5 (instead of 3.0)
- Halves the cost of paying for equipment repairs
- Halves the amount of health restored for each successful repair
together with tanked repair item values - doesnt it nerf Armorer skill heavily in favor of just going to smith for repair ?
as in vanilla armorer was already quit hard skill for level and quite anoying to use, I always rather went to smith to to repair all in one click
shouldnt armored rather be buffed ? as quite underused skill
BTB mod lowers some items max condition like iron boots from 450 to 100, but they still have "health left" in CS in original values, which results in things like iron boots having 450 / 100 condition
- You can open console, write luag, then select an actor or a container and past that :
- [14:37]Or luag, select a weapon and
before CtrlV.cz | Nejrychlejší ScreenShot a PrintScreen onlineFor i, weapon in pairs(selected type.inventory(selected):getAll(types.Weapon) dotypes.Item.itemData(weapon).condition=types.Weapon.record(weapon).health
end
That should restore condition for all weapons in his inventory. (upraveno)
types.Item.itemData(selected).condition=types.Weapon.record(selected).health
screen : after CtrlV.cz | Nejrychlejší ScreenShot a PrintScreen online
I get the following:
delta-merged.omwaddon getHT(): subrecod size mismatch (requested 56, got 68)
Record: INRG
Subrecord: IRDT
Offset: 0xefa03
I was trying to fix this myself on the OpenMW CS, but I can't decypher what this might mean. Anything that stands out to you?
Actually, I'm planning on updating the mod eventually (although it'll probably be a while), and when I do my current plan is to just merge the PFP patch in with the main plugin and require PFP in the main plugin (and an upcoming fix to PFP will hopefully fix the issue of those glass bracers in Mournhold being duplicated).
Maybe try opening the plugin in the CS and resaving it? I'm really just grasping at straws here lol.
Edit: Actually according to tes3cmd the plugin is identical after doing so, so that probably won't help.
Edit: I found out alvazirs patch from https://www.nexusmods.com/morrowind/mods/48955 fixes this, but when using also your Balanced Passive Races and birthsights mod, that issue still persist even with his patch for some nords and orcs, becouse you buffed unarmored skill of those races in that mod.
Necro Edit is 30000.
Original BTB is 30.
Vanilla is 3.
Personaly, i prefer 30: it's much harder than the original game, but it's still possible.
It's 1.25 in vanilla and BTB skyrocket it (lower number means faster leveling), so that misc skill are not improving other than by trainers.
Somewhat weird for sure, but somewhere in the original readme you can find he's explanation.
I can understand making misc skills to be not self-trainable of sorts for some skills (like alchemy, magic schools, maybe sneaking or security) but skills like athletics or acrobatics or just plain combat skills should be improveable in my opinion even if by a small amount. Not even for just vanilla but there are plenty of great mods that I think are not used to their fullest with such setting.
Cheers!