Morrowind

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VitruvianGuar

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VitruvianGuar

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36 comments

  1. korootz
    korootz
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    • 14 kudos
    "Fixed text in dialogues being eaten sometimes" Thanks for fixing that, I've been racking my brain trying to figure out which mod breaks it, turned out it was this one, but luckily it was fixed.
  2. Tutenshtein
    Tutenshtein
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    Love this mod but I have one thing to ask - is it possible to enable numerical display for disposition? Or make option for this? It would be awesome.
    1. Udofire
      Udofire
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      If you edit the main.lua file, you can. change:
      disposition:findChild(tes3ui.registerID("PartFillbar_text_ptr")).text = "Disposition"
      to
      disposition:findChild(tes3ui.registerID("PartFillbar_text_ptr")).text = math.clamp(npcRef.object.disposition, 0, 100) .. " / 100"
    2. Nibenon76
      Nibenon76
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      @Udofire
      Thanks for the suggestion, I'd never figure it out by myself! Kudos to you!
  3. GeneralPepper
    GeneralPepper
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    • 3 kudos
    This and Buying Game are the best skill overhauls that exist for Morrowind! Adds depth and highly customizable. Wish there was something like this for every skill!
  4. jdenizio5
    jdenizio5
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    Error in event callback: Data Files\MWSE\mods\silverTongue\main.lua:238: attempt to index field 'victim' (a nil value)
    stack traceback:
        .\Data Files\MWSE\core\lib\event.lua:167: in function '__index'
        Data Files\MWSE\mods\silverTongue\main.lua:238: in function <Data Files\MWSE\mods\silverTongue\main.lua:236>
        [C]: in function 'xpcall'
        .\Data Files\MWSE\core\lib\event.lua:180: in function 'trigger'
        .\Data Files\MWSE\core\lib\event.lua:200: in function <.\Data Files\MWSE\core\lib\event.lua:170>

    is this error something to worry about ?
  5. Niinamuszura3477
    Niinamuszura3477
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    The MCM menu does not work correctly for the Russian localization of the game. Instead, abracadabra. Re-save the "translations" file with the desired encoding, then everything is shown normally.
    And why are all mod settings reset after exiting the game, is it supposed to be like that??
  6. jsak
    jsak
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    • 8 kudos
    I get some errors in the log file if I start a new game while in-game. Just happened to notice them while testing another mod, they shouldn't affect the game much.
  7. freakuac
    freakuac
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    • 52 kudos
    I got a little issue about the disposition column width change in my game: when activating npcs and opening the dialogue window, the mod generates the new Disposition/Fight/Alarm(width=192) bars as normal, but somehow the width change eats up some words in main dialogue a second later if the first greeting/section of text long enough to break into the next line. Any following conversation look fine though.

    https://imgur.com/Tb3hPG5
    https://imgur.com/Frmxl3R

    You can drag the dialog window border during conversation to resize a bit to update it(weird word-wrapping) back to normal, but it's kinda annoying every time. So I looked into the code and modified the widths from 192 to 166 for myself. Not sure if anyone has the same issue but that's my temporary solution.

    ---
    Anyway, a great addition into the game for talkers, and very customizable.
    1. VitruvianGuar
      VitruvianGuar
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      Should be fixed in 1.3
  8. Theoteus
    Theoteus
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    Is this possible to bribe a bandit attacking you? There should be some choice other than fight or flee every time.
  9. CmdCuddles
    CmdCuddles
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    • 1 kudos
    Im not sure the level 100 perk works as I talk to hostile characters while fully visible and it still say that they are in combat before and during attacking me.
  10. C3pa
    C3pa
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    It would be interesting if you implemented lowered disposition if you are talking to an NPC with your weapon out. A proof of concept:

    if tes3.mobilePlayer.weaponReady and tes3.mobilePlayer.actionData.target == mobileActor then
      disposition = disposition - 10
    end


    Great mod there!