It appears there are still references to tomahawks in the Area of Effect Arrows (might be the case with projectiles too) patch, in the leveled list "random_loot_special_marksman". It is throwing up errors for me, saying that those items can't be found in that leveled list.
"Completely optional file that addresses stat inconsistencies across all weapons in the game, in an effort to make weapons more predictable in terms of damage, weight, reach, speed, and enchant capacities."
I really love this implementations, i found that if you try to execute the writ towards Feruren Oran in the first quest of the Morag Tong, Hlaryn Sathil, the dunmer who sells the Sathil Mercenary set in the Elven Nations Club in Hlaalu Plaza, turns hostile towards you. Might be a bug, idk.
It seems that Hlaryn Sathil does not have the "ignore morag tong" scripts on him so when you go killing the target of the first morag tong mission (Feruren Oran) there he is the only one defending the target.
It was not a problem when he was in its previous location but now that he is in the Elven Club it has this big problem.
Don't worry. It should be, yes. But I thought renaming the mod's version to reflect that of the OAAB_Data version it is based on would be more helpful.
I thought STOTSP deserved a much more thorough integration than simply swapping a couple of weapons around. It was such a small plugin that I simply couldn't justify it.
Hello Lucas, is there a compatibility patch for OAAB Weapons Integrated and Beautiful Cities of Morrowind? There are some placement issues due to BCOM altering the interiors.
I went through all of OAAB weapons used in Weapon Integrated in CS, and these are the problematic placements (I was wrong about Vivec, didn't see the hook there): AB_w_GlassRapier - Ghostgate, Tower of Dusk Lower Level - moved into the void AB_w_IronRapier - Gnisis - moved into the Void AB_w_IronRapierSpa - Sadrith Mora, Wolverine Hall: Mage's Guild - floating in the cell AB_w_SilverRapierCruFla - Sadrith Mora, Wolverine Hall: Mage's Guild - floating in the cell AB_w_SilverRapierCruVip - Caldera, Verick Gemain: Trader - floating in the cell (with the hook)
Oh for sure I would love to do that. But I feel it would be very complicated because of how many armor pieces where added and how confusing their IDs are.
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One of the vendors at Moonmoth Legion Fort was selling some
Model Load Error: Meshes\oaab\w\w_tomahawk_steel.nif cannot load file
in Meshes\oaab\w\w_tomahawk_steel.nif.
Object "AB_w_SteelTomahawk" (BTBGI OAAB Weapons Integrated Patch.esp)
"Completely optional file that addresses stat inconsistencies across all weapons in the game, in an effort to make weapons more predictable in terms of damage, weight, reach, speed, and enchant capacities."
Unless I'm mistaken, that's just how the quest works (if you try to kill them in plain sight, everyone will turn hostile) but I may be wrong.
It was not a problem when he was in its previous location but now that he is in the Elven Club it has this big problem.
It should be, yes. But I thought renaming the mod's version to reflect that of the OAAB_Data version it is based on would be more helpful.
https://i.imgur.com/7AmszMY.jpg
I can put together a more thorough list later on.
AB_w_GlassRapier - Ghostgate, Tower of Dusk Lower Level - moved into the void
AB_w_IronRapier - Gnisis - moved into the Void
AB_w_IronRapierSpa - Sadrith Mora, Wolverine Hall: Mage's Guild - floating in the cell
AB_w_SilverRapierCruFla - Sadrith Mora, Wolverine Hall: Mage's Guild - floating in the cell
AB_w_SilverRapierCruVip - Caldera, Verick Gemain: Trader - floating in the cell (with the hook)
The rest is fine :)
So there's no need for me to integrate it into the game. The mod works fine as it is.