If updating from an old version, make sure to remove the "Invisibility" shader from your MGE XE Active Shaders! Otherwise, you may see shader flickering in-game.
Just FYI, there's a bug both in this mod and in Enhanced Invisibility that causes massive script lag and log spam (31MB MWSE.log on exit) in current MWSE versions. The culprit is the referenceControllers table, which is initially declared as nil rather than an empty table, causing MWSE to throw a tantrum. Replacing nil with empty table fixes the issue.
Thanks for the report - this table should never be null, so it sounds like some other issue is happening to prevent it from being correctly initialized. Feel free to reach out to me on the Morrowind Modding Discord community and I can help you debug it.
It's a lot harder to deal with an issue in mod comments than on another service like Discord, and given they pointed you to the Morrowind Modding Community Discord server, it's still a public space, on a safe, commonly used non-malware site. There's nothing wrong with wanting to help fix something efficiently, especially when (from the sounds of it), the issue is probably on your end, not the mod alone.
For some reason, using this mod makes it impossible to start a new game - loading an existing save seems to be fine, but when I try to start a new game, the screen just goes black after the opening cutscene.
Is there a chance for additional detect efeect revealing gold? I remeber getting it on modhistory way back and it was a blessing for every pickocket playthrough.
Not exactly a request, but is there any way for a mod like this to be made that's workable for OpenMW? Or is MWSE/Lua scripting a requirement for visual detect?
Hi, this is a great mod. However, I have two questions. One is whether detect key works for keys in NPC inventories. The other one is whether it can be tweaked, so that the magic symbols are a bit more visible when they are close.
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EDIT1: Is the edit made in 'controller.lua' file found in MWSE\mods\OperatorJack\EnhancedDetection?
-- Declare Controllers --
local timerController = nil
local stateControllers = nil
local referenceControllers = {}
EDIT2: Hmmm, the above edit I made seems to sometimes cause loading a savegame to crash the game to desktop.
There's nothing wrong with wanting to help fix something efficiently, especially when (from the sounds of it), the issue is probably on your end, not the mod alone.
Or is MWSE/Lua scripting a requirement for visual detect?