I don't understand, I'm installing everything correctly, I downloaded it manually, unzipped it, put it into my Data Folder, enabled it in the starting menu yet I get no menu, why? I'm having the same issue with Merlord's Character Background, it makes no sense. I have all the Mod Requirements for both of them as well.
It shows me the Install Location and the Install Version before immediately closing. I opened the game after doing so and started a new game but nothing.
Is your game installed in Program Files directory? If so, does reinstalling it outside Program Files fix the problem?
Do you have the newest versions of Morrowind Code Patch, MCP Skunk Works, MGE XE? These are requirements for MWSE, so by extension requirements for every Script Extender mod even if they aren't listed on the mod page.
Have you ever used any other Script Extender mod without problems?
So how exactly do you add a custom belief into this mod? Do I need some kind of script editing program to do that? Or just open the interop file in a text editor program and follow the tutorial on the mod's main page? I'm confused.
You just need a text editor, even Notepad will do, but something like Notepad++ with code highlighting would be preferable. And you don't edit interop file, you create your own file and save it with .lua extension instead of usual .txt.
Let's say you make main.lua file and put it in Morrowind\Data Files\MWSE\mods\neekerisanni123CustomBeliefs and type this in:
local function getData() local data = tes3.player.data.mtrBeliefs or {} return data end
local function onInit(e) local interop = require("mtrByTheDivines.interop")
local saiDoOnce local sai = { id = "sai", name = "Sai", description = ( "Sai is the god of luck mentioned in TES II: Daggerfall. \n\n Bonus to Luck (+10) is bestowed upon followers of Sai." ), doOnce = function() mwscript.addSpell{ reference = tes3.player, spell = "SaiAbility" } end, } interop.addBelief(sai)
end
event.register("initialized", onInit)
This will add Sai to the list of available beliefs at the start of the game, and, if chosen, will give player SaiAbility spell which would need to be created in Construction Set.
Does this mod add an constant looping sound to picking Sheogorath as a god. Noted it kicked in after I did. I'm not going to lie its not fun to have that non stop in the background. Had to mute it after a bit. Any chance of removing it?
It adds a constant magical effect of Sound, yes. It's there to simulate insanity, however if you want to get rid of the effect, you can open console by pressing ~ key and typing player->removespell MTR_ByTheDivines_Sheogorath on the downside it will also remove Fortify Maximum Magicka effect and leave only initial attributes shuffle as an effect.
Hi, am I right that some bonuses (for attributes and skills) doesn't incluge real buff and it just stacks up with previous value? If it isn't bug in my game would you change it in future?
It's not a bug and it's intended. If you wish to raise your attributes/skills past 100 you should use Attribute/Skill Uncap option from Morrowind Code Patch.
41 comments
Do you have the newest versions of Morrowind Code Patch, MCP Skunk Works, MGE XE? These are requirements for MWSE, so by extension requirements for every Script Extender mod even if they aren't listed on the mod page.
Have you ever used any other Script Extender mod without problems?
And you don't edit interop file, you create your own file and save it with .lua extension instead of usual .txt.
Let's say you make main.lua file and put it in Morrowind\Data Files\MWSE\mods\neekerisanni123CustomBeliefs and type this in:
local function getData()
local data = tes3.player.data.mtrBeliefs or {}
return data
end
local function onInit(e)
local interop = require("mtrByTheDivines.interop")
local saiDoOnce
local sai = {
id = "sai",
name = "Sai",
description = (
"Sai is the god of luck mentioned in TES II: Daggerfall. \n\n Bonus to Luck (+10) is bestowed upon followers of Sai."
),
doOnce = function()
mwscript.addSpell{
reference = tes3.player,
spell = "SaiAbility"
}
end,
}
interop.addBelief(sai)
end
event.register("initialized", onInit)
This will add Sai to the list of available beliefs at the start of the game, and, if chosen, will give player SaiAbility spell which would need to be created in Construction Set.
For more examples you can check cultures mod which has an optional file with additional cultures and this more character backgrounds mod which adds new choices to the original Merlord's Character Backgrounds mod.
I'm not going to lie its not fun to have that non stop in the background. Had to mute it after a bit.
Any chance of removing it?
Quick bug report: if I pick Anu and Padomay, my Belief displays as None in my character menu.
Chad MTR: updates mod as an excuse to increase the length of the title into infinity
You can also click nowhere else but "OK" button when the window appears and it will be "None" (why use the mod then though).