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Archimag

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Archimag

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42 comments

  1. NihilisticPoet
    NihilisticPoet
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    Terrific mod!
    I was curious how you went about returning NPCs to their original position. Are they teleporting back upon the PC changing a cell or literally walk back and assume said position?
    1. Archimag
      Archimag
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      They teleport to their original position when the player changes cells and does not see it
    2. NihilisticPoet
      NihilisticPoet
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      Brilliant, thank you!
  2. IlanSmolders
    IlanSmolders
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    I just want to say I love the mod yet the issue remains that npcs will report you attacking a hostile npc if you retaliate
  3. opiter09
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    I really like this mod, the pursuit works great, but I have an issue with the (experimental) help-calling mode. Instead of just a few nearby enemies attacking, what seems to happen is that a chain reaction of calls occur, and suddenly the whole dungeon is on the attack. Worse yet, this means (near as I can tell) silence etc. wont help because you have only stopped the first caller. I suppose a simple edit of the call distance could help (a setting which probably should be in the MCM), but I wonder if this chaining behavior can be mitigated more directly somehow.
    1. Archimag
      Archimag
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      Use Silence, paralysis or another way to get the enemy out of battle so that he does not call for help.
      Everyone in the cave comes running to kill you because there is a chain reaction - he who hears the call also notifies everyone around
      Radius 3000. Change on this line

      if H[r] == nil and e.actor.reference ~= r and e.actor.reference.position:distance(r.position) < 3000
    2. opiter09
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      Alright, thanks.
    3. Gortag
      Gortag
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      Has the mod been changed since you wrote this reply? I can no longer find this line
    4. Archimag
      Archimag
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      mod's settings
  4. lolf
    lolf
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    Ran away from a den of vampires and unintentionally killed them when they followed me into the sunlight, 10/10 mod
    1. SpaceDevo
      SpaceDevo
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      Yeah, vampiric NPCs could use a filter for nighttime-only cell transition.
  5. Ricardoharrison45
    Ricardoharrison45
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    I have this mod installed with your combat mod and magic mod, I turned off the prohibit save when you're in combat but it still won't let me save. My companions jasmine and Julan triggered this bug when we enter a fight with any hostile enemy. it happened with each on separate occasions, the message says they are chasing me it shows there name but they are not attacking me, i tried the stopcombat command and also used their in-game
    dialogue command to try and stop it, I disabled them and tried saving but that didn't work either i also tried teleporting away from them like the mod suggests but that doesn't work, If i teleport to an indoor location and go outside it says they stopped chasing but the game crashes immediately after. what do you suggest i do? this happened after your previous update, before the npc wont get stuck in door ways update. I'm not sure if this bug comes with this Mod or the 4nm combat mod. I really enjoy these mods but not being able to save the game is a bit jarring
    1. Archimag
      Archimag
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      This mod has a separate non-disable prohibition on saving during the pursuit.
      What are the errors during the crash of the game in the MWSE.log?
    2. Archimag
      Archimag
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      for r, t in pairs(H) do if not r.cell.isInterior and not tes3.player.cell.isInterior and tes3.player.position:distance(r.position) > 15000 then

      You can experiment with this line and decrease the value from 15000 to for example 10000 or 8000.
      This is the distance you need to move away from the pursuers in order to be able to save the game
    3. Archimag
      Archimag
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      Okay, I made a new version with automatic return when running a long distance.
    4. Ricardoharrison45
      Ricardoharrison45
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      The errors in the mswe.log
      Morrowind Script Extender v2.1.0 (built Dec 26 2018) hooked.
      Found MGE XE. Version: 0.10.1.0
      MWSE Lua interface initialized.
      [LuaManager] ERROR: Failed to run mod initialization script:
      Data Files\MWSE\mods\MMM2018\sx2\main.lua:13: module 'OtherSkills.skillModule' not found:
      no field package.preload['OtherSkills.skillModule']
      no file './Data Files/MWSE/core/OtherSkills\skillModule.lua'
      no file './Data Files/MWSE/core/OtherSkills\skillModule/init.lua'
      no file './Data Files/MWSE/lib/OtherSkills\skillModule.lua'
      no file './Data Files/MWSE/lib/OtherSkills\skillModule/init.lua'
      no file './Data Files/MWSE/mods/OtherSkills\skillModule.lua'
      no file './Data Files/MWSE/mods/OtherSkills\skillModule/init.lua'
      no file './Data Files/MWSE/lua/OtherSkills\skillModule.lua'
      no file './Data Files/MWSE/lua/OtherSkills\skillModule/init.lua'
      no file 'OtherSkills\skillModule.dll'
      no file './Data Files/MWSE/core/OtherSkills\skillModule.dll'
      no file './Data Files/MWSE/lib/OtherSkills\skillModule.dll'
      no file './Data Files/MWSE/mods/OtherSkills\skillModule.dll'
      no file './Data Files/MWSE/lua/OtherSkills\skillModule.dll'
      no file 'OtherSkills.dll'
      no file './Data Files/MWSE/core/OtherSkills.dll'
      no file './Data Files/MWSE/lib/OtherSkills.dll'
      no file './Data Files/MWSE/mods/OtherSkills.dll'
      no file './Data Files/MWSE/lua/OtherSkills.dll'
      stack traceback:
      [C]: in function 'require'
      Data Files\MWSE\mods\MMM2018\sx2\main.lua:13: in main chunk
      [Weapon Sheathing] Initialized Version 1.4
      WARNING: Use of deprecated function tes3.getGMST. Use tes3.findGMST instead.
      stack traceback:
      [C]: in function 'getGMST'
      ./Data Files/MWSE/mods/GlowInTheDahrk\mcm.lua:62: in function 'createBooleanConfigPackage'
      ./Data Files/MWSE/mods/GlowInTheDahrk\mcm.lua:126: in function <./Data Files/MWSE/mods/GlowInTheDahrk\mcm.lua:91>
      [C]: in function 'pcall'
      Data Files\MWSE\core\modConfig\main.lua:39: in function <Data Files\MWSE\core\modConfig\main.lua:22>
    5. Ricardoharrison45
      Ricardoharrison45
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      ok
    6. Archimag
      Archimag
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      I have already uploaded the new version with the fix
    7. abot
      abot
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      it is still blocking saves for me. really, you should avoid such a game-ruining thing, just reset your things on reload
  6. IlanSmolders
    IlanSmolders
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    Okay, so what does NM mean in your other mods??
    1. Archimag
      Archimag
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      This is a russian local meme)
      4NM read like CHIM (ЧИМ)
    2. IlanSmolders
      IlanSmolders
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      Thank the Tribunal, I finally know what is going on.
    3. Branwen
      Branwen
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      Oh.. that's interesting.
    4. PapaEmeritusXI
      PapaEmeritusXI
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      Haha these mods are truly chim worthy
  7. Necrolesian
    Necrolesian
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    I don't know if it's because of a problem on my end, but 2.1 doesn't work for me at all. Nobody pursues me through loading doors. It also looks like it's supposed to create an MCM but there's no MCM and no config file. It's like the mod isn't installed at all. This is with up to date MWSE. Version 1.1 works fine.

    Based on my experience with 1.1 though this is great. Don't piss people off if you can't deal with them!
    1. Archimag
      Archimag
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      version 2.0 was with a bug, yesterday I replaced it with version 2.1
    2. abot
      abot
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      I see not difference between 2.0 and 2.1
      anyway, I think you have a typo in function onLoaded
      TIM == nil
      should probably be
      TIM = nil
    3. Archimag
      Archimag
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      Some kind of nexus bug. I definitely uploaded the new version, but the old one is downloading.
    4. Necrolesian
      Necrolesian
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      2.2 is working for me, thanks!
  8. 110951667
    110951667
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    Hodor? HODOR!
  9. RandomPal
    RandomPal
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    Seems to suffer from a bug that also was also present in the other MWSE pursuit mod. If you lure an hostile npc outside of a cave and there are other npcs around, killing the hostile npc gets reported as a crime
    1. aurum42
      aurum42
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      Was it MWSE 2.1 Pursuit Revisited that you also experienced this with, or Pursuit Enhanced?
  10. aurum42
    aurum42
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    Sounds like a nice lightweight alternative to Pursuit Revisited! That mod has a condition I like that prevents vampires from following outside during the day, does this have anything similar? An option to disable them following outside altogether might be good, to simulate them being smart enough to not risk being caught out at sunrise.