Morrowind
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inpv

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32 comments

  1. ARavenOfManyHats
    ARavenOfManyHats
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    Any word on the next update? This mod is amazing and could only get better!
    1. inpv
      inpv
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      The new update is here.
    2. ARavenOfManyHats
      ARavenOfManyHats
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      !!!!

      I never tried it myself, but I heard there were issues using this with Quick Loot. Is that resolved or never true in the first place or still the case?
    3. inpv
      inpv
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      Well, in fact, it wasn't even designed to be compatible with QuickLoot to begin with. I don't think it's needed to make such a patch at all, the looting system is fine as it is.
    4. inpv
      inpv
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      UPD: it is indeed compatible with QuickLoot, as DEG mentioned here.
  2. CoffeeBeard0
    CoffeeBeard0
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    If you open a urn once and summon an undead, will it happen again upon repeated opening of the same urn?
    1. inpv
      inpv
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      Each trap can be triggered only once per save - if it wasn't triggered the first time you open the chest/urn/vein, it won't be triggered ever
      again.
      No, it won't.
  3. OffworldDevil
    OffworldDevil
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    Secondly, the revenants are not leveled, thus you have a chance of meeting a bonelord or a skeleton champion at level 1.
    Level-scaling is an abomination, so I greatly approve of this (along with the lack of liches). For consistency, I recommend adding this as a recommended mod.
    1. inpv
      inpv
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      Thanks, but I don't think I'll be adding it to the list, since a deleveler touches a lot of stuff, not just tombs, being its own thing. To me they are separate and in case of vanilla undead don't really require each other.
    2. OffworldDevil
      OffworldDevil
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      This doesn't affect Solstheim barrows, correct? Would you consider making an addon for Solstheim with skeletons, bonewolves and draugr? Unless there's some lore reason against it. I know DtD included werewolf spirits, which struck me as odd.

      Btw, "Sepulchral" is misspelled in the title.
    3. inpv
      inpv
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      Yes, it doesn't, and there's a lore reason for that - because the undead on Solstheim in Bloodmoon are presented as cursed hauntings, not ancestral protective revenants: https://en.uesp.net/wiki/Bloodmoon:Undead. Only in Skyrim did Bethesda change them to be such - the draugr in particular, but I guess since bonewolves are "foul beasts created by black magic", they aren't fit for barrow protection as well, especially considering how superstitious the locals are. I don't know about skeletons though, but because there's no lore reference to the Nords using them as guardians in Bloodmoon, I'll also leave them be.
      However, we do know that Stalhrim protects the corpses like a sarcophagus (https://en.uesp.net/wiki/Lore:Stalhrim), so I may add an MCM option to spawn Frost Atronachs upon touching the ice in barrows, if it's really necessary.

      Thanks for pointing out the typo, I'll fix it when a new update is due.
    4. OffworldDevil
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      Ah, that's fair. The Frost Atronach idea sounds interesting, but don't Nords generally dislike Daedra of any kind? I suppose an exception could be made for atronachs, since they aren't really aligned with any Daedric Prince.
    5. inpv
      inpv
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      but don't Nords generally dislike Daedra of any kind?

      Indeed they don't, however, I think Frost Atronachs can be viewed as elementals which can appear in sacred places, like a manifestation of a destructive aspect of Solstheim's nature.
    6. inpv
      inpv
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      Added Frost Atronach encounters on Solstheim in the new version.
    7. OffworldDevil
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      Awesome, thanks!
    8. ReverendFelix
      ReverendFelix
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      Actually, I believe atronachs are creations of Mehrunes Dagon.
  4. calazzo
    calazzo
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    OpenMW version, please?
    1. inpv
      inpv
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      Honestly, I think it's possible in the near future - I would even like to port it. But the OpenMW API isn't there yet.
  5. mulletman1271
    mulletman1271
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    Any chance to make this compatible with Quick Loot?
  6. praisejebus732
    praisejebus732
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    This is really good! If you're taking suggestions, I'd like to see the taunt and environmental text as toggleable MCM options--I love the flavour text, but I also like the idea of an optional purist-friendly integration (i.e. only the conjuration sounds, like with vanilla cursed items).

    Small typo:   "[As you open the chest, you notice the fires inside the barrow has gone dim]" -> "...have gone dim"
    1. praisejebus732
      praisejebus732
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      Another request: would you be interested in adding quickloot support, ex., changing the event trigger to TakeItem? Edit: after testing more, it looks like this works as intended with Quickloot!
    2. inpv
      inpv
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      Thanks for pointing out, I'll try to fix/implement these soon.
    3. SAJNM
      SAJNM
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      Getting this in before the possible next release;

      Please consider adding a slider to the MCM to adjust the chance of safely opening a chest/urn/vein

      The formula for safely opening a chest/urn/vein is:
      safeOpenChance = basicChance(70-75, randomly generated) + (Luck / 10) + (Agility / 10)

      At present I have "hard coded" basicChance to 40-45
      Would be nice to adjust this "on-the-fly" even if it meant having to reload after making adjustment.
    4. inpv
      inpv
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      Well, I made the basic chance this large to motivate the player to advance their stats - at basic chance of 40-45 the undeads will pop out anyway, so why even bother? Could just as well omit the randomization altogether, setting every grave to trapped. I could integrate the slider easily, but I'm quite unsure about this, as it could break the balance.
    5. SAJNM
      SAJNM
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      I get your point. I think you misunderstand me. I indeed want the proposed change in order to advance stats but want it to "scale" as I become stronger/ better skilled.
      I've gone and changed it to 40-45 for safety because once I have started hitting higher skills, (my luck is 90 and agility is 120 on a level 50+ character) there is ~14% less likelihood of an undead spawning. So I'm aiming for better balance.

      Anyway it's not difficult for me to create a slider, add a configurable variable for "basicChance" and be done with it. It's simple coding. Just a hassle with any future updates to add my code.

      Cheers
  7. akh
    akh
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    Looks like something which would go nicely with Loot Well Urned
  8. qwertyquit
    qwertyquit
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    You know, it scares me that the censorship mod scored over 10 likes per day, and your wonderful work remains so underestimated...
    1. inpv
      inpv
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      Thank you. I'm going to release an update soon, by the way.
    2. inpv
      inpv
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      Update is out now.
  9. MelchiorDahrk
    MelchiorDahrk
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    I always liked using Disturb the Dead. It's awesome to see a versatile MWSE update!
  10. fragonard
    fragonard
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    Great idea. Will it work with tomb mods? Like RR-Bitter Coast and Remiros's Tombs?
    1. inpv
      inpv
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      It works in any interior that has "Tomb" in its name, so with Remiros' Tombs it will definitely. I did a quick skim through RR-Bitter Coast's esp and it doesn't appear to give fancy names to the new tombs, so I'd say most likely it will as well.