As in the spell does not appear, there's a spell but it doesn't work, or something else? Anything in your warning.txt? I'll need more information to help you troubleshoot. :)
When i cast Summon Wolf Companion, the wolf doesn't appear, but you can collide with the summon (but it doesn't interact, not even you or an enemy) I know this because if you use/have any Detect Creature effect, you can "see" the wolf in the map.
But if i use Summon Scamp Companion for sorcerer, scamp appears upon summoning, like any other summon.
It looks like you have a mod that's not clean and contains the "evil" GMSTs. Clean your mods and let me know if that solves your issues. (testool will clean your mods for example, just don't use dialogue cleaning feature)
I know this mod is no longer being updated but just want to say this is such a great mod for those wanting to add a few additional starting spells and abilities to the vanilla classes.
Agreed. I'll prolly tweak this. To be honest, we have a couple of lua mods such as Merlord's Starting Equipment (https://www.nexusmods.com/morrowind/mods/47283) and Chracter backgrounds (https://www.nexusmods.com/morrowind/mods/46795) , Vituvian Guar's Class Starting Spell (https://www.nexusmods.com/morrowind/mods/49010) that are better than Class Abilities in some respects, so I am not sure that updating this older mod is really worth it.
First I want to say, thank you for updating and cleaning up this mod.
Second, is there a guide on how I can make my own edits/patches? For example, the Monk's 'Leap' ability has 'Slowfall 1pt' to protect them from fall damage. I use the 'Slowfall Overhaul' from the code patch so 1pt isn't going to do much. I've tried to use the Creation Kit and the Enchanted Editor to try and mod and increase 'Slowfall 1pt' to "Slowfall 20pts'. Couldn't figure it out. :(
The CS is the easiest way, find the enchantment, double-click to open its window, edit the values, hit OK on the enchantment window, then save the mod. Clean the mod again. Hope this helps!
Is there any Morrowind CS guides I can read? I can not figure out how to find spell effects/enchantments. Only thing I was able to find are item enchantments and even then it looks like it only shows vanilla ones. Google is being very unhelpful and is only bringing up Skyrim CK guides even when I specify Morrowind.
Well, I actually found it. It was under 'Enchanting'. Edited the entry _Class_Monk_3 (Don't remember the exact name) to have feather 1pt changed to feather 50pts. Saved the plugin and cleaned it with TES3cmd through Wyre Mash. Unfortunately I am unable to test if it works because since I've last used this mod I've switched from doing manual and Wrye Mash Installations to using MO2. Currently it seems like a bunch of mods are not loading in a new game. Currently looking into that.
Would still like any and all TES3CS guides if there some out there.
EDIT: Mod Organizer is a little hard to adopt to. But once you figure it out it is amazing. I recommend anyone reading that that's planning on doing a reinstall to do it based off MO2. Once you learn it you'll never want to go back.. Don't know what I'm doing wrong but any edits I make using the CS breaks the plugin. Going to just hold off for now until I can get myself familiar with some CS guides.
A lot of these perks are quite powerful. Do you find that they are balanced with vanilla, or are there balance mods that you would recommend these with?
Agreed, I did nerf two of them that were glaringly OP. With a vanilla game, they are all OP: raiding the Census Office of it silver and limeware alone lands you a nice bundle of septims that lets you afford pretty much anything you want from Arrile's. However, if you don't make a fortune 2 minutes after you land (don't use exploit, use a strict economy mod) getting those items simply means you can start playing the game with moderately decent gear/powers, rather than spend the first 40 minutes empting crates to fund your initial shopping or gear and spells.
Thanks - I play with Teralitha's hardcore overhaul and sometimes BTB's overhaul. I'm wondering whether the extra powers this mod gives the player would really jive with the spirit of those balance overhauls. My hunch is no, so I'll probably forgo this one as I start up Morrowind again and go through the catalog of some of my favorite mod authors - including yours :).
Great mod! Using it for a Bladesinger right now and it's perfect. Often I feel like these types of mods either do so much that they nerf difficulty, or do so little that they're not worth a slot. I haven't had a chance to test with other options yet, but this adds some fun and variety without breaking the game. Thanks!
Hi there. This mod looks really cool but unfortunately whenever I have it enabled Sellus Gravius has no speech options. The only way I've been able to get around it is to disable this mod. Any idea what is going on?
A couple minor text nitpicks: Powers Once Per Day --> Daily Powers (to fit the other two-word, adjective-prefixed categories) Skill bonuses --> Bonus Skills (capped as a title with similar adjective prefix)
Awesome! I would also remove the "(Please choose a general/specific class.)" text, since that's already apparent with the list of choices. And for the ninth choice, I think "Yeah, I'm no fighter." would sound a bit more natural.
25 comments
- change guard line DONE version 3.2b
- nerf version
- new professions
I'll need more information to help you troubleshoot. :)
I know this because if you use/have any Detect Creature effect, you can "see" the wolf in the map.
But if i use Summon Scamp Companion for sorcerer, scamp appears upon summoning, like any other summon.
Clean your mods and let me know if that solves your issues. (testool will clean your mods for example, just don't use dialogue cleaning feature)
A great classic, really :)
To be honest, we have a couple of lua mods such as Merlord's Starting Equipment (https://www.nexusmods.com/morrowind/mods/47283) and Chracter backgrounds (https://www.nexusmods.com/morrowind/mods/46795) , Vituvian Guar's Class Starting Spell (https://www.nexusmods.com/morrowind/mods/49010) that are better than Class Abilities in some respects, so I am not sure that updating this older mod is really worth it.
Second, is there a guide on how I can make my own edits/patches? For example, the Monk's 'Leap' ability has 'Slowfall 1pt' to protect them from fall damage. I use the 'Slowfall Overhaul' from the code patch so 1pt isn't going to do much. I've tried to use the Creation Kit and the Enchanted Editor to try and mod and increase 'Slowfall 1pt' to "Slowfall 20pts'. Couldn't figure it out. :(
Hope this helps!
Would still like any and all TES3CS guides if there some out there.
EDIT: Mod Organizer is a little hard to adopt to. But once you figure it out it is amazing. I recommend anyone reading that that's planning on doing a reinstall to do it based off MO2. Once you learn it you'll never want to go back..
Don't know what I'm doing wrong but any edits I make using the CS breaks the plugin. Going to just hold off for now until I can get myself familiar with some CS guides.
A lot of these perks are quite powerful. Do you find that they are balanced with vanilla, or are there balance mods that you would recommend these with?
However, if you don't make a fortune 2 minutes after you land (don't use exploit, use a strict economy mod) getting those items simply means you can start playing the game with moderately decent gear/powers, rather than spend the first 40 minutes empting crates to fund your initial shopping or gear and spells.
Powers Once Per Day --> Daily Powers (to fit the other two-word, adjective-prefixed categories)
Skill bonuses --> Bonus Skills (capped as a title with similar adjective prefix)