Hi, I need to install the mod manually. Is it installed in the Morrowind folder where the launcher is or should it get extracted into the Data Files folder? I am using Steam GOTY version. EDIT: I have managed to download and install the "Morrowind Mod Manager", but I don't know how to load in your mod with this manager tool :(
Sometimes It appears on objects not under telekinesis in multiple stacks making it drop my fps to like 3. Like door in Tel Uvirith Legacy training area even though I didn't interact with it. It could perhaps be due to constant effect telekinesis?
I got the same thing. I quick saved, then used telekinesis on some pillows, but then got caught stealing so I loaded the quick save. After loading the quick save, all pillows, even the ones I'd never used telekinesis on or ones from a different area glow as if I'd cast telekinesis on them. All pillows return to normal after saving at some random place then loading that save game.
Installed this mod using WryeMash, and kept getting the error when starting a new game that telekinesis_pull.nif couldn't be loaded.
Did a preview of the file in the download section, and telekinesis_pull.nif is included in the Archive.
Looked inside the archive I download, and telekinesis_pull.nif is there too.
Noticed that when I checked the boxes for 00 - Core, and 01 - Cast VFX, telekinesis_pull.nif was missing from the list of files to be installed. I don't understand why, but the file telekinesis_pull.nif refuses to show up in Wrye Mash's BAIN Installer screen
It doesn't even show up under the General, Matched, Missing, Mismatched, Conflicts, Underridden, Dirty, or Skipped tabs either. For whatever reason, telekinesis_pull.nif is invisible to Wrye Mash
Not sure what could cause that. Try updating Wrye Mash if you haven't already, or using the Polemos fork of Wrye Mash. I haven't encountered this issue before.
That's what I'm using, the newest Polemos fork. I don't get it either why it just outright refused to see the file. It was an easy fix to just copy the file over, but as afar as WHY it can't see the file, I'm stumped.
Would it be possible to change shock spells to produce an extended lightning bolt that instantly reaches its target for both the player and NPCs/creatures, like the way Oblivion does it? Always found that to be a far superior design.
That would kind of defeat the purpose of using telekinesis (trap disarming aside), unless it depended on factors like item weight and your Agility, Luck, Sneak and Mysticism.
@SpaceDevo but it would be more realistic and that is what this mod here wants to be, as the vanilla Telekinesis is (open and disarming aside) Teleporting something into your inventory.
43 comments
Using MWSE v2.1.0-1723 (built Jul 24 2021) and MGE XE 0.13.4.0
EDIT: I have managed to download and install the "Morrowind Mod Manager", but I don't know how to load in your mod with this manager tool :(
Thank you :)
Did a preview of the file in the download section, and telekinesis_pull.nif is included in the Archive.
Looked inside the archive I download, and telekinesis_pull.nif is there too.
Noticed that when I checked the boxes for 00 - Core, and 01 - Cast VFX, telekinesis_pull.nif was missing from the list of files to be installed.
I don't understand why, but the file telekinesis_pull.nif refuses to show up in Wrye Mash's BAIN Installer screen
It doesn't even show up under the General, Matched, Missing, Mismatched, Conflicts, Underridden, Dirty, or Skipped tabs either.
For whatever reason, telekinesis_pull.nif is invisible to Wrye Mash
However, I was just trying to be helpful by reporting for whatever reason that WryeMash cannot see the file
I don't get it either why it just outright refused to see the file.
It was an easy fix to just copy the file over, but as afar as WHY it can't see the file, I'm stumped.
but it would be more realistic and that is what this mod here wants to be, as the vanilla Telekinesis is (open and disarming aside) Teleporting something into your inventory.