Fixed several bugs reported here in the comments along with those I found myself.
- Fixed Ranis Athrys not mentioning Ajira when you ask for duties. (she will stop sending you to her once you finish "Stolen reports" quest) - Fixed missing space in "faction rank" topic (You are not a member of the ThievesGuild) - Fixed OP faction spells that were made targeted by mistake and should be casted on-self instead, according to Danae. - Fixed: "I gave Jim Stacey Nads Theran's key and now he will not give me the next job - says I need to be a Ringleader. I'm a Mastermind." - Fixed: "I'm doing the thieves guild and After obtaining the Vintage Brandy and recieving the quest reward Habasi does not update the topic "jobs" and keeps talking about the Manor quest, making it not possible to advance with her."
I decided not to fix the issue with lootbags and leave this one up to Danae. As far as I can tell, they work fine in OpenMW, but I'd need to test further.
@ffann1998 Hey thank you for the fix...I actually only recognized the Ranis Athrys and Ajira referral one in a previous playthrough - the dialog choices were a bit confusing especially the first time around.
Are the MG Spells supposed to be self-targeted? The various -mancer books you get for reaching Magician are kind of useless then, because I have no real reason to cast a self-targeted 50 point weakness/50 point damage spell, especially if I'm playing an Altmer.
The ones you get early on, yes. When you ascend to either...Conjurer or Evoker (or Magician, I don't have MW open to check), you get your choice of tome that teaches a specific elemental damage spell, which does 50 points of weakness/50 points of damage to a target. Unless you've been levelling endurance, casting these as [self] spells is liable to be very fatal, especially for Altmer.
There is even less reason to cast such spells on enemies, as they are way too overpowered. I prefer to leave my changes as is. The altmers are ridiculously weak in vanilla and I'd suggest installing a mod changing that or look for resistant gear. Or you can alter the spells yourself, which is quite an easy thing to do, Just follow these steps: - Open Construction Set - Use CS to open the Imperial Factions plugin (don't forget to set as active) - Under spellmaking section, look for the spell you want to change, open it with double-click - You will see a window with 8 rows for spell effects - Alter the effects however you like. Save your changes. - Save the plugin - Done
Thanks for the mod! I would like to say that the second spells that are added in Mages Guild are a bit broken. You can kill everyone with those 50% weakness and 50 pts damage for 3 sec relatively easily because the spell cost is 1/3 of the self-made spell as well as the success chance at destruction 70 is 100 instead of 28. Sure I guess this is relatively minor complaint as breaking Morrowind is even easier but thought I would point it out.
That's honestly an odd choice. It's even suicidal if you're playing a vanilla Altmer. I can understand nerfing the spells, but this just makes casting them suicidal.
If you don't mind my asking, why the elemental suicide spells rather than weaker, less efficient offense touch spells? Was the intention more of a "gain access to these effects for spellmaking" or something? Is there an intended interaction with a spell reflection effect?
I'm having the same problem as in the bug section, possibly because TR_Factions? Habasi stopped giving quests after Vintage Brandy, and Aengoth after the Mage Guild Tanto. They just repeat saying they have those quests available.
Not that big of a deal, because it works after you've proper rank. It's just confusing because they don't tell you that.
Same, I'm stuck with this problem too. Gave him Nads Theran's key, killed the Hlaalu assassin, and Gentleman Jim Stacey will not give me the next job even when I'm Ringleader.
This happens because topic for the captain rank is positioned above the ringleader's topic. This is a common mistake with the dialogue mods, but is easily fixed. If I happen to fix that along with the other bugs I will provide a link. UPD: Done
Hello! I'm really enjoying your mod... it adds a lot of character to these factions. Thanks for making this!
Quick question: I've got a purple glow around the loot bag... is that intended? If it is that's cool, but would it be much trouble to remove it if I wanted to? Thanks in advance, and thanks for making this awesome mod!
Is there a way to delete the spells added from reward books? I want to use the practice spells for a little bit but if I try to delete them they get added right back. I removed the book from inventory and tried deleting again and same thing.
Edit: I was able to fix it myself by editing the scripts that add spells in openmw-cs . I just set the doOnce back to 0 after the spells get added, that's it. Now if I want to get the spells back I just re-read the book. I tested it with all the books and had no issues like maybe duplicate spells or powers like I thought might have happened but yeah, perfect.
Any chance of that next version coming out at some point?
Also, to Jettzer or anyone else that would know, when editing the scripts to set doOnce to 0, is it correct to do the following? This does appear to work for anyone else wanting to edit this mod so they can delete those spells. if ( doOnce == 1 ) if ( player->GetSpell, "aa_fac_MG_train01" == 0 ) player->AddSpell "aa_fac_MG_train01" endif if ( player->GetSpell, "aa_fac_MG_train03" == 0 ) player->AddSpell "aa_fac_MG_train03" endif if ( player->GetSpell, "aa_fac_MG_train02" == 0 ) player->AddSpell "aa_fac_MG_train02" endif if ( player->GetSpell, "aa_fac_MG_train04" == 0 ) player->AddSpell "aa_fac_MG_train04" endif set doOnce to 0 endif (added set doOnce to 0 within the outer if and after all spell adds)
Also I assume when using openmw-cs I should just use the produced omwaddon or should I have both the esp and omwaddon enabled? Nevermind, you can just rename the omwaddon to esp and use that instead of the original.
64 comments
- Fixed Ranis Athrys not mentioning Ajira when you ask for duties. (she will stop sending you to her once you finish "Stolen reports" quest)
- Fixed missing space in "faction rank" topic (You are not a member of the ThievesGuild)
- Fixed OP faction spells that were made targeted by mistake and should be casted on-self instead, according to Danae.
- Fixed: "I gave Jim Stacey Nads Theran's key and now he will not give me the next job - says I need to be a Ringleader. I'm a Mastermind."
- Fixed: "I'm doing the thieves guild and After obtaining the Vintage Brandy and recieving the quest reward Habasi does not update the topic "jobs" and keeps talking about the Manor quest, making it not possible to advance with her."
I decided not to fix the issue with lootbags and leave this one up to Danae. As far as I can tell, they work fine in OpenMW, but I'd need to test further.
Report any other bugs you'll find.
Download: https://www.mediafire.com/file/byccoq3lfz3tvg6/Imperial_Factions.ESP/file
Much appreciated!
Hey thank you for the fix...I actually only recognized the Ranis Athrys and Ajira referral one in a previous playthrough - the dialog choices were a bit confusing especially the first time around.
The altmers are ridiculously weak in vanilla and I'd suggest installing a mod changing that or look for resistant gear. Or you can alter the spells yourself, which is quite an easy thing to do,
Just follow these steps:
- Open Construction Set
- Use CS to open the Imperial Factions plugin (don't forget to set as active)
- Under spellmaking section, look for the spell you want to change, open it with double-click
- You will see a window with 8 rows for spell effects
- Alter the effects however you like. Save your changes.
- Save the plugin
- Done
Thank you to Danae for all the fantastic mods and ffann for the patch!
This is the mod order you recommend:
-Imperial Legion Expansion
-Morag Tong Polished
-More Exclusive Factions
-Religions Elaborated
-Imperial Factions"
Where should I place "Privileges and Services" ??
Not that big of a deal, because it works after you've proper rank. It's just confusing because they don't tell you that.
Gave him Nads Theran's key, killed the Hlaalu assassin, and Gentleman Jim Stacey will not give me the next job even when I'm Ringleader.
UPD: Done
Quick question: I've got a purple glow around the loot bag... is that intended? If it is that's cool, but would it be much trouble to remove it if I wanted to? Thanks in advance, and thanks for making this awesome mod!
Edit: I was able to fix it myself by editing the scripts that add spells in openmw-cs . I just set the doOnce back to 0 after the spells get added, that's it. Now if I want to get the spells back I just re-read the book. I tested it with all the books and had no issues like maybe duplicate spells or powers like I thought might have happened but yeah, perfect.
Thanks :)
Also, to Jettzer or anyone else that would know, when editing the scripts to set doOnce to 0, is it correct to do the following?
This does appear to work for anyone else wanting to edit this mod so they can delete those spells.if ( doOnce == 1 )
(added set doOnce to 0 within the outer if and after all spell adds)if ( player->GetSpell, "aa_fac_MG_train01" == 0 )
player->AddSpell "aa_fac_MG_train01"
endif
if ( player->GetSpell, "aa_fac_MG_train03" == 0 )
player->AddSpell "aa_fac_MG_train03"
endif
if ( player->GetSpell, "aa_fac_MG_train02" == 0 )
player->AddSpell "aa_fac_MG_train02"
endif
if ( player->GetSpell, "aa_fac_MG_train04" == 0 )
player->AddSpell "aa_fac_MG_train04"
endif
set doOnce to 0
endif
Also I assume when using openmw-cs I should just use the produced omwaddon or should I have both the esp and omwaddon enabled?
Nevermind, you can just rename the omwaddon to esp and use that instead of the original.