Is there a way to reset the mod or something similar? I don't understand why, but the ability for following Veloth where you get 200+ Magicka has suddenly stopped working on my character. It still appears in the bottom corner in my active effects, but my Magicka is base and missing the bonus 200
I am pretty sure you are running into a vanilla engine limitation (if you aren't playing openmw). Fortify Health/Magicka/Fatigue effects don't work correctly and add a simple flat amount rather than adding to the max and that flat amount.
MCP has a fix for health, and there is Fortify Max for the other two if you are running MWSE https://www.nexusmods.com/morrowind/mods/49825
I'm REALLY enjoying this mod, especially since I picked Nerevar for my 'true Nerevarine' playthrough and all the powers fit in perfectly. However... the numbers seem a bit big on some of these powers/abilities, don't they? +50 to a stat? Daily powers that last 2 IRL hours? It almost feels a little unfair, especially since you basically get all this for 'free'. Sure, I can't join the Imperial Cult - but this character wasn't going to anyway. It won't stop me from using this mod, but I wouldn't mind a 'nerfed' edition for us n'wahs.
I'll try to make a nerfed version. I have, so far, kept the values/spells from Apoapse's mod. Changing values means I'll need a lot more time to playtest. Are you using the role-play plugin? Certain patron gods will simply prevent you from joining certain factions so you miss out on some quest/rewards.
+1 for the mega nerfed version This has all the roleplay options Im looking for, a great improvement to the religion system but gives massive bonuses at low levels.
Love the mod! Some issues I see in my gameplay: went with Sithis, the summon bonelord spells randomly keeps disappearing from my spell list for some reason - I honestly would prefer if this spell was a free summon with a duration so he doesnt make weird noises all day and look out of place in the cities. Secondly, not sure how the menu should trigger - sometimes would open after I read the book in my backpack, sometimes when I open another instance of the book in the wild. It also seems like if I switch to let's say Mehrunes Dagon after I already got the Sithis spells I just become super overpowered because the Sithis spells don't go away on their own and I just get both sets of abilities at once. Lastly, I played around with giving my followers a deity, but they instantly summon the bonelord and I end up just removing the spell manually to avoid having 10000 copies of bonelords constantly following me around.
The script to pick a divinity should fire only once. I'll check that picking Sithis does stop the script from firing again. I'll look at the bonelord spell, and see what's a good blend of doable and balanced :) Did you simply give the spells to your companions?
Yes, I just checked their ID's and gave them according to my taste (skipping the bonelord one, although I suspect it might also disappear from their lists as it happens to my character). I will test with Boethiah (summon Hunger) in my new character, but I suspect all of those "permanent" follower powers might suffer from the same bug of the spell disappaearing. I guess I could possibly just change them into normal summon spells myself given they stop disappearing at random.
I've started a new game and read the book Varieties of Faith but nothing seems to happen. When is the mod supposed to kick in? Only when you level-up? I'm playing on OpenMW by the way.
The script fires as you read the book. It's MWscript so OenMW should be fine. Mod conflict is a possible cause, though merging objects should solve most conflicts. Please load the game with this mod only (or move it way down your merged lists/objects, after merged objects, read the book and let me know if the script worked. We can take it from there.
Yes, this was an oversight on my part. I used mlox to sort my load order which placed Divine Providence before a book cover replacer I use. That mod overrode the script of your mod so it didn't work. Simply placing your mod farther down my load order fixed everything, so thank you for bringing it to my attention!
I must say I really like the idea of this mod and the buffs provided aren't too far removed from vanilla, although I feel that the Brutish perk from Molag Bal shouldn't give so much permanent health. 80pts is way too much right at the beginning.
Hi, I really like the idea of this mod and think it's super cool! However, I chose Zenithar and shopkeepers aren't letting me trade with them. They say something like they won't do business with someone who currently has an oath wtih Zenithar. Any ideas what is happening? It this a strange conflict with another mod?
It's a neat idea, especially with mods that let you join the 6th house. I'm doing a simple update/fix today but I'm writing down the idea for a larger update at an undetermined time :)
I downloaded Divine Providence, I read the book, it didn't open any dialogue box, allowing me to select a patron. It's unfortunate. I don't have MMEN Gameplayer Overhaul, is that a problem or does it requires it?
57 comments
MCP has a fix for health, and there is Fortify Max for the other two if you are running MWSE
https://www.nexusmods.com/morrowind/mods/49825
It won't stop me from using this mod, but I wouldn't mind a 'nerfed' edition for us n'wahs.
I have, so far, kept the values/spells from Apoapse's mod. Changing values means I'll need a lot more time to playtest.
Are you using the role-play plugin? Certain patron gods will simply prevent you from joining certain factions so you miss out on some quest/rewards.
This has all the roleplay options Im looking for, a great improvement to the religion system but gives massive bonuses at low levels.
Some issues I see in my gameplay: went with Sithis, the summon bonelord spells randomly keeps disappearing from my spell list for some reason - I honestly would prefer if this spell was a free summon with a duration so he doesnt make weird noises all day and look out of place in the cities.
Secondly, not sure how the menu should trigger - sometimes would open after I read the book in my backpack, sometimes when I open another instance of the book in the wild. It also seems like if I switch to let's say Mehrunes Dagon after I already got the Sithis spells I just become super overpowered because the Sithis spells don't go away on their own and I just get both sets of abilities at once.
Lastly, I played around with giving my followers a deity, but they instantly summon the bonelord and I end up just removing the spell manually to avoid having 10000 copies of bonelords constantly following me around.
I'll look at the bonelord spell, and see what's a good blend of doable and balanced :)
Did you simply give the spells to your companions?
It's MWscript so OenMW should be fine.
Mod conflict is a possible cause, though merging objects should solve most conflicts.
Please load the game with this mod only (or move it way down your merged lists/objects, after merged objects, read the book and let me know if the script worked.
We can take it from there.
I must say I really like the idea of this mod and the buffs provided aren't too far removed from vanilla, although I feel that the Brutish perk from Molag Bal shouldn't give so much permanent health. 80pts is way too much right at the beginning.
I don't have MMEN Gameplayer Overhaul, is that a problem or does it requires it?
Oh, did you try to drop the book on your character?