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EndinessDragoon

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EndinessDragoon

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8 comments

  1. Walkihr
    Walkihr
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    (Edit: I figured it out, I just made it load close to the end of the list, please disregard the comment. I can confirm it works - great sign by the way.)
    For some reason, the Thief sign abilities don't deactivate when I ready a weapon (by the way, the agility bonus is perhaps a bit too large). I am sure it used to work, so it might be some issue with the newest OpenMW version, but I thought I'd post about it just in case.
    1. EndinessDragoon
      EndinessDragoon
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      Awesome glad to hear it. Hope you enjoy the mod.
  2. StormFang69
    StormFang69
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    The health regen on The Lord Masser isn't working. Can you please fix it?
    1. EndinessDragoon
      EndinessDragoon
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      It's working for me. Can you describe what's going on? do you have other mods installed, that might conflict? The health Regen script checks if the player has the "Trollkin ability". If the player does not, then the script stops itself. It also only works after the character character generation. Hope this helps.
    2. StormFang69
      StormFang69
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      My modlist is very light considering it's OpenMW. It says Trollkin (0 Points) or something similar to that. It's just not giving me the health regen but is doing the rest of the effects such as fire weakness, medium and heavy armor buffs. I'll watch my health but it won't regenerate as it should. I have no other mods affecting gameplay in this manner. As far as I can see all of the other buffs from your mod are working but not this particular bit
    3. EndinessDragoon
      EndinessDragoon
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      Gotchya. Hmm, I have already confirmed it works, but I have one more possibility. By chance did you start a new character? Or did you use an existing save? I have a theory in maybe? that is the issue. Do me a favor and create a new character with the masser, and take a screenshot if the Trollkin is still at (0) points. Vanilla Morrowind had 100% weakness to fire, but I changed it to 75%. Let me know what you find. :)
    4. Cl3v3rP0tat0
      Cl3v3rP0tat0
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      My modlist is very light considering it's OpenMW.

      What do you mean by that? Please don't be offended - I just find it a curious statement - I play using the OpenMW engine and have over 300 mods in my mod list.

      As for the regen - I know Sensible Race and Birth-signs handled it this way:
       Instead of the spell, you now get constant health regeneration, just like a troll. It doesn't take any attributes into account, but instead operates on percentage, and will always take about 6 in-game hours to fill your health from totally empty to totally full. You can also wait to recharge health, if you like.

      Maybe something similar is going on with this mod?
  3. solpeul06
    solpeul06
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    I think a better change would be to put detect enchantments instead of light in the mage signs