0 of 0

File information

Last updated

Original upload

Created by

Greatness7 and OperatorJack

Uploaded by

OperatorJack

Virus scan

Safe to use

59 comments

  1. 0x1011010
    0x1011010
    • member
    • 0 kudos
    I came here only to report that an Immortal Rat of Absolute Destruction with an Impenetrable Shock Cloak had just genocided all of Caldera after following me all the way from Ald-ruhn.
    10 immersion points out of 10, do recommend

    EDIT: yeah, that New Gnaar Mok mod - I don't have it. Kudos to the author!
    1. 0x1011010
      0x1011010
      • member
      • 0 kudos
      So after a short debug I have found out that said rat is indeed afflicted by the blight... which is bad enough, since it gives the owner said 10k shield, but it's only a half of the problem. All the rats deal at least 700 damage now, while I have only 55 HP. I am yet to find out what caused this, stay tuned.
    2. 0x1011010
      0x1011010
      • member
      • 0 kudos
      Sadly, I could neither find, nor recreate the bug and still have no idea how did that happen. It would seem that the only creatures affected are rats in the general area of Caldera - I blame MWSE scripting for that.
  2. EPIPHANESXLR
    EPIPHANESXLR
    • member
    • 6 kudos
    How do the NPC's cure themselves? or does the entire island eventually become infected 100%?
  3. SparkyTDog
    SparkyTDog
    • member
    • 0 kudos
    Can the scarves and masks from the gallery be worn by beast races?
  4. r3v4n21
    r3v4n21
    • member
    • 8 kudos
    Would it be possible to have the blight decals applied to blighted animals?
    1. Pherim
      Pherim
      • premium
      • 274 kudos
      This is actually quite easy to add: In mwse/mods/MWSE The Blight/modules/decal-mapping.lua, look for the line
      event.register("referenceActivated", function(e)
      Then, in this function, above
      if e.reference.object.organic and common.hasBlight(e.reference) thenadd the following:
      if e.reference.object.objectType == tes3.objectType.creature and e.reference.object.type == tes3.creatureType.normal and common.hasBlight(e.reference) then
      addBlightDecal(e.reference.sceneNode)
      end

      This will enable the blight decals for creatures. Note that because it checks for the "normal" creature type, ash and corprus creatures are excluded, because they are "humanoid". This makes sense because they are already affected by corprus and it also prevents the decals from showing up on their clothes.

      However, the decals will not show up on creatures with transparent textures, like some replacers have e. g. for cliffracers. This is because the script checks for a NiAlphaProperty in the mesh and if there is one, it doesn't apply the decal. However, I changed this and it appears to be working. To enable decals for creatures with transparent textures, look for
      local function addBlightDecal(sceneNode)in the same file. Then, look for
      if (alphaProperty == nil
      and texturingProperty ~= nil
      and texturingProperty.canAddDecal == true
      and hasBlightDecal(texturingProperty) == false)
      and change it to
      if (texturingProperty ~= nil
      and texturingProperty.canAddDecal == true
      and hasBlightDecal(texturingProperty) == false)
  5. AutumnBramble
    AutumnBramble
    • supporter
    • 20 kudos
    Is this mod supposed to give characters who contract the blight an uh... shock shield? Effect? They have a shock shield effect that keeps being recast on them I think?
    1. AutumnBramble
      AutumnBramble
      • supporter
      • 20 kudos
      Apparently it's a Blight disease called Soulshield whose only effect is lightning shield 10,000 points?? Anyone know what mod is adding this, because it isn't The Blight.
    2. Folcro
      Folcro
      • member
      • 1 kudos
      This is obviously super late, but I had this problem too. To anyone else who might have encountered this phenomenon, here's the answer:

      The "variant" of blight you're talking about comes from a mod called New Gnaar Mok. I have no idea why a small town overhaul would add a new disease; maybe for a quest that I haven't run through yet. Interestingly, that disease became part of OperatorJack's script for this mod, and the disease spread throughout the land.

      It's kind of fascinating, really, how a confluence of experiments in one town led to an accidental pandemic throughout Vvardenfell.

      Good thing that could never happen in real life! 
    3. Stiffkittin
      Stiffkittin
      • member
      • 9 kudos
      This is legitimately amazing! It's like that hilarious WOW blood disease that decimated the servers back in the day.
    4. Pherim
      Pherim
      • premium
      • 274 kudos
      Yes, it's from a quest and I can't think of any reason why it would have to be a Blight disease and not an ability, so changing that should prevent it from spreading (but it might remain on those that already have it).
  6. Lynzula
    Lynzula
    • supporter
    • 14 kudos
    Looks perfect. Out of curiosity, how compatible is this with weather mods, or Ashfall? 
  7. Fullapple1991
    Fullapple1991
    • member
    • 0 kudos
    sooo... funny thing (and please dont fix) dagoth ur himself isnt immune to blight diseases XD because as i as testing i got ash cancer and when i talked to him, the message of transmission appeared
  8. Gortag
    Gortag
    • member
    • 6 kudos
    Adds amazing depth to the game in an unintrusive and natural way
  9. niconosave
    niconosave
    • member
    • 0 kudos
    is this mode all lua? because I can only use openmw, if there are some cool changes in the ESP I'd like to use it even if I can't use the lua scripts.
  10. ryanmar
    ryanmar
    • premium
    • 83 kudos
    Does this mod replace the function of Protective Helmets? https://www.nexusmods.com/morrowind/mods/50280?