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  1. Danae123
    Danae123
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    BIG UPDATE... that adds nothing!
    But fixes a bunch of things


    MERGE with tes3merge (Delta plugin is probably ok, I'm not on OpenMW myself, so I don't know)
    SORT with Mlox (No, Loot won't do, it doesn't know any of the recent mods)


    <something> is broken?
    -> check your load order and requirements
    -> tell me what version and what addons you are using
    -> tell me the ID of the NPC and OBJECT involved (so I know where they come from)
    -> post in the BUGS section of this page so I can keep track
  2. Refolde
    Refolde
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    Not necessarily a bug I don't think, but more of an issue of mod interaction regarding the Outlaw script.

    I'm using Balanced Passive Races and Birthsigns https://www.nexusmods.com/morrowind/mods/47782 which gives a permanent Chameleon effect to Argonians and the Shadow birthsign.

    I took a look inside the scripts for this mod and it looks like the Outlaw script is set to Return if the player has the Chameleon (or the invisibility) effect. This basically means if playing with either an Argonian character or the Shadow birthsign with the aforementioned mod, the Outlaw script will never run.

    Would it be possible to have the Outlaw script be cancelled out only if the player is actively sneaking with the Chameleon effect, or otherwise if the NPC in question does not detect the player?
  3. PopkaAlk
    PopkaAlk
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    Unable to locate object 'aa_gear_exp_access' in Leveled Item 'aa_loot_BATTLMAG' (Friends_and_Foes_base.esm)'.
    Unable to locate object 'aa_gear_exp_access' in Leveled Item 'aa_loot_WHUNTR' (Friends_and_Foes_base.esm)'.
    Unable to locate object 'aa_gear_CAPE' in Leveled Item 'aa_loot_SORC' (Friends_and_Foes_base.esm)'.
    Unable to locate object 'aa_gear_exp_access' in Leveled Item 'aa_loot_SORC' (Friends_and_Foes_base.esm)'.

    and guess there are a lot more
    1. NilasPL
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      I have the same issue
    2. Danae123
      Danae123
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      You are probably running an older version of FF with the newer Wares and did not enable the legacy plugin.
      Either way, FF was updated since then, the working are gone.
    3. thebrokenillusion
      thebrokenillusion
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      I have this problem too, and I downloaded both mods today.
  4. ThomasKells
    ThomasKells
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    iv been waiting for this, thank you very much.
  5. Rib000
    Rib000
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    why do none of them wear pants ?....
    1. Danae123
      Danae123
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      Most likely because you did not merge your levelled lists.
  6. TazAlonzo
    TazAlonzo
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    In the description it says "- Most town npcs removed". Is it talking about NPCs previously added by the mod, or vanilla NPCs?
    1. Danae123
      Danae123
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      added by the mod, vanilla NPCs are left alone
    2. TazAlonzo
      TazAlonzo
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      Thanks for letting me know! Just wasn't that clear from what the description said
  7. borok
    borok
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    Tested new version a bit. I noticed significantly fewer NPCs in cities even through I always played with "scarce" plugin. Is it supposed to be like this? Also one trader with guar just disappeared on sight when I approached him.
    1. AreaFive
      AreaFive
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      I'm doing a bit of testing now and I've yet to see anyone in town. I am seeing quite a few people on the road (roughly six on the path from Pelagiad to Balmora, for example) although not a single one was hostile, oddly enough. They were a mix of traders and pilgrims, etc. 
    2. RennWorks
      RennWorks
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      I believe it is supposed to be like this as its called the "less is more update"

      If I had to guess it was done for 2 reasons:

      1) the npcs were causing WAY too much lag in cities
      2) now the mod is more compatible with repopulated morrowind without tanking fps due to overpopulation

      i really like it
    3. zsouza13
      zsouza13
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      I agree. This update increased performance. It's nice. 
    4. AreaFive
      AreaFive
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      I can see how that would be welcome for those struggling with performance or who are using Repopulated Morrowind but for me, it's swung a bit too far in both directions. My towns are now almost completely sparse and there a bit too many encounters on the roads. I'd love to see something of a happy medium.
    5. Danae123
      Danae123
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      Mostly, I get a lot of "can you add" and "can you remove" requests and I try to find a good balance to please everyone - impossible I know :D
      spawns on towns are always very low (3% chance). I've only kept npcs that are proper travellers (pilgrims and merchants mostly + a few teleport mages because I love them + a few shaddy npcs at night).

      Spawn in the wilderness are unchanged though.

      Editing spawn chances is simple enough, you need to locate a creature levelled list and change the 'chance none' number. Town spawns are at the top, wilderness spawns are called aa_party and aa_solo
  8. Seichyn
    Seichyn
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    Hey, I've got a few questions, mostly regarding potential compatibility issues with other mods.


    - Any idea how well this mod works with the ones affecting balance or AI behavior, such as: Vanilla friendly creatures and undeads expansion ?

    - Are any of added NPCs offering any kind of services? If yes - do they use Vanilla Classes, or a custom ones?

    - Can hostile NPCs attack other NPCs? If yes - do they spawn near important / quest-related NPCs & creatures?

    - Does this mod directly edits any interiors, objects or NPCs (and their locations) in any way?

    - Are there any NPCs spawning in random locations (without roads), such as Ashlands?


    If you don't mind, I would also like to give a suggestion, to add an option / plugins removing spawns in a certain regions (which would help solve compatibility issues with roads/areas edited by other mods).
    Eventually, some "general" adjustions could be made to spawn points, while having in mind most popular mods, like Caldera Mine Expanded.
    1. Danae123
      Danae123
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      - works Vanilla Creartes but works best with Creatures and Critters (I made FF, CC and Wares communicate)
      - npcs do not have services apart from healers that offer healing via dialogue
      - Hostile npcs only care about the player. Also they mostly spawn in the wilderness.
      - vanilla npcs and locations are not edited (not counting adding the FF npcs)
      - most npcs spawn on roads, bridges and crossroads.

      Happy to tweak spawns for best effects, let me know what mod conflicts/areas concern you.
  9. zelurker
    zelurker
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    A change of the base name of the plugin ?!! Which makes updating in the middle of a playthrough impossible, unless you want to try the fancy functions from some mod managers to make this kind of transition. I was still using 1.6.9, but after reading the comments, and since 1.8b is not in the archives, I'll take 1.7 then ! :)
    1. Danae123
      Danae123
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      all the versions are there, some under file archive.
  10. catsareawesome
    catsareawesome
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    Hi I've seen a couple comments about using "addtopic outlaws" when adding the mod mod save but that command is not working for me
    1. Danae123
      Danae123
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      only guards have the dialogue, if you start a game you don't need to add the topic though.
  11. ReachHeavenByViolence
    ReachHeavenByViolence
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    I used version 1.8b for my last playthrough, and I strongly prefer it after trying 2.1. Would you be fine with unarchiving it so I can download it again? I've lost my copy of it after updating, so it'd be very nice to have again.
    1. FIMzzZzz
      FIMzzZzz
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      i still have it, if danae doesn't unarchive it let me know.
    2. ReachHeavenByViolence
      ReachHeavenByViolence
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      Sorry for the later reply, but I'd still love to have it!

      Just send me a DM with it when you've got the time :)
    3. HadToRegister
      HadToRegister
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      Just click the "FILE ARCHIVE" button at the bottom of the file list, the 18b version is there, as long as you take the time to look through the list.
    4. Danae123
      Danae123
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      All previous versions are there lower on the download page.