Hello, I'm new to Morrowind Modding (coming from the Skyrim community :P), and was wondering if you could tell me how to change the starting common shirt and common pants the player starts with? I would like to change the ID of them to one of the other variants of the shirts/pants/boots available (so youre not greeted with the same yellow shirt/pant/shoe combo each time you play the game)
I like your mod. I'm hoping to modify it for personal use so that the tomes from Extended Mark and Recall mod are added to new custom classes or all classes. Could you point me to where in the lua files I should edit to achieve that?
I like how all the gear is autoequipped, but could you add a check for beast races to make sure they don't equip any invalid gear like boots? after manually unequipping the boots, then it works as usual, being unable to reequip them.
Found some minor bug with shields for custom classes: right now there's inverted check for it, so player with light armor skill gets heavy shield, and player with heavy armor skill will get netch leather shield :)
Also some minor idea - maybe alchemy sets for those with alchemy skill in custom class should depend on alchemy skill instead of randomness? But that's just an idea because there's not randomness anywhere else :)
17 comments
Would you know how to do this? if not, sorry.
item IDs:
0nmMRM_clRingMRMass
0nmMRM_clRingMRPerson
I like how all the gear is autoequipped, but could you add a check for beast races to make sure they don't equip any invalid gear like boots? after manually unequipping the boots, then it works as usual, being unable to reequip them.
That is amazing mate, thanks. Will it generate starting gear even with alternative chargen mods?
Found some minor bug with shields for custom classes: right now there's inverted check for it, so player with light armor skill gets heavy shield, and player with heavy armor skill will get netch leather shield :)
Also some minor idea - maybe alchemy sets for those with alchemy skill in custom class should depend on alchemy skill instead of randomness? But that's just an idea because there's not randomness anywhere else :)
Thank you for great mod :)
Thanks for the heads up!
["Paladin"] = function()
local gearList = {
{ item = "steel longsword" },
{ item = "netch_leather_shield" },
{ item = "iron boots" },
{ item = "iron_cuirass" },
{ item = "potion_t_bug_musk_01" },
{ item = "apparatus_a_mortar_01" },
{ item = "Misc_SoulGem_Petty", count= 2},
{ item = "repair_prongs", count= 2},
{ item = "bk_formygodsandemperor" }
}
return gearList
end,
I think there is a comma missing after the book.
Also, is this compatible with OpenMW?
As with all of my MWSE mods, the answer is no! Try R-Zero's Personal Effects mod for an OpenMW compatible starting gear mod :D