Is there any way to make this compatible with Chargen Revamped? That mod lets you customize your starting attributes and skills which messes with ncgdmw, making it think you're higher level than you actually are.
I really really like the features of this mod so I'm trying really hard to work through a dealbreaker issue I'm having - I don't know why, but this mod is keeping me stuck at level 1 despite having 10 class skill level ups. I was definitely getting player levels correctly at some point, but after starting a few new characters, I'm now just stuck at level 1 no matter what I do and I can't seem to fix it.
There's posts about other people trying to describe this issue and they get a lot of really confusing and vague answers that seem to imply this behavior is intended and there's some kind of 'slow level gain' going on for more than just skill/attribute exp. This doesn't seem right to me since none of the mod documentation references this as a feature and there's no settings to configure the speed of player levelup. I've seen the skill percentage tick over from 90% to 0% with the player level remaining at 1.
Is it the intended behavior for the player level to increase with every 10 class skills no matter what? If not, what are the criteria for the actual level calculation? Is it something to do with the difficulty slider? That's the only thing I can think of having changed along with this change in behavior from the mod. I had the slider at an easier setting for the character that was leveling correctly.
I've checked my openmw logs and configs, and the scripts seem to be loading and running correctly without errors. Everything was installed and configured with the Expanded Vanilla modlist from modding-openmw.
Level ups should happen every 10 major/minor skill increases. If it doesn't, there is a problem, either with NCGDMW, or from a compatibility issue.
The slow growth options are either for slower skill or attribute increases, but the player level calculation is not impacted.
How is your player level progress percent in the stats menu? Did you install mods that are not in the MOMW list? You could try the reset procedure described in the doc. Otherwise, please open a bug here and attach a game save.
Tried to add this to my mod list but for some reason when i open the options menu, it causes the game to crash to desktop. I am running OpenMW 0.49.0 on Arch Linux
Part 2 - [13:59:54.025 I] Loading content file ncgdmw.omwscripts [13:59:54.025 I] Loading content file ncgdmw.omwaddon [13:59:54.072 V] Enchantment "test magic axe": dropping unexpected skill argument of sEffectFortifyMagickaMultiplier effect [13:59:54.668 I] Using 1 async physics threads [13:59:54.669 I] Using /home/MrOriganal/.local/share/openmw/navmesh.db to store navigation mesh cache [13:59:54.789 V] Disabling Multiview (disabled by config) [13:59:54.789 I] Using rendering with shaders by default, requested by: [13:59:54.789 I] - lighting method [13:59:54.789 I] - reverse-Z depth buffer [13:59:54.790 V] Using idle priority for thread=139819892070080 [13:59:54.790 I] Reserving texture unit for opaque depth texture: 31 [13:59:54.902 V] Language file "l10n/Interface/gmst.yaml" is enabled [13:59:54.902 V] Language file "l10n/Interface/en.yaml" is enabled [13:59:55.341 V] Language file "l10n/OMWEngine/gmst.yaml" is enabled [13:59:55.376 V] Language file "l10n/OMWEngine/en.yaml" is enabled [13:59:55.738 V] Language file "l10n/OMWShaders/en.yaml" is enabled [13:59:55.763 V] Lua scripts configuration (31 scripts): [13:59:55.763 V] #0 MENU PLAYER : scripts/omw/mwui/init.lua [13:59:55.763 V] #1 MENU : scripts/omw/settings/menu.lua [13:59:55.763 V] #2 PLAYER : scripts/omw/settings/player.lua [13:59:55.763 V] #3 GLOBAL : scripts/omw/settings/global.lua [13:59:55.763 V] #4 GLOBAL : scripts/omw/activationhandlers.lua [13:59:55.763 V] #5 GLOBAL : scripts/omw/cellhandlers.lua [13:59:55.763 V] #6 GLOBAL : scripts/omw/usehandlers.lua [13:59:55.763 V] #7 GLOBAL : scripts/omw/worldeventhandlers.lua [13:59:55.763 V] #8 GLOBAL : scripts/omw/crimes.lua [13:59:55.763 V] #9 PLAYER CREATURE NPC : scripts/omw/mechanics/animationcontroller.lua [13:59:55.763 V] #10 PLAYER : scripts/omw/skillhandlers.lua [13:59:55.763 V] #11 PLAYER : scripts/omw/mechanics/playercontroller.lua [13:59:55.763 V] #12 MENU : scripts/omw/camera/settings.lua [13:59:55.763 V] #13 MENU : scripts/omw/input/settings.lua [13:59:55.763 V] #14 PLAYER : scripts/omw/input/playercontrols.lua [13:59:55.763 V] #15 PLAYER : scripts/omw/camera/camera.lua [13:59:55.763 V] #16 PLAYER : scripts/omw/input/actionbindings.lua [13:59:55.763 V] #17 PLAYER : scripts/omw/input/smoothmovement.lua [13:59:55.763 V] #18 PLAYER : scripts/omw/input/gamepadcontrols.lua [13:59:55.763 V] #19 NPC CREATURE : scripts/omw/ai.lua [13:59:55.763 V] #20 PLAYER : scripts/omw/ui.lua [13:59:55.763 V] #21 MENU : scripts/omw/console/menu.lua [13:59:55.763 V] #22 PLAYER : scripts/omw/console/player.lua [13:59:55.763 V] #23 GLOBAL : scripts/omw/console/global.lua [13:59:55.763 V] #24 CUSTOM : scripts/omw/console/local.lua [13:59:55.763 V] #25 PLAYER : scripts/omw/music/music.lua [13:59:55.763 V] #26 MENU : scripts/omw/music/settings.lua [13:59:55.763 V] #27 NPC CREATURE : scripts/omw/music/actor.lua [13:59:55.763 V] #28 GLOBAL : scripts/ncgdmw/global.lua [13:59:55.763 V] #29 PLAYER : scripts/ncgdmw/player.lua [13:59:55.763 V] #30 MENU : scripts/ncgdmw/renderers.lua [13:59:55.857 V] Language file "l10n/OMWCamera/en.yaml" is enabled [13:59:55.883 V] Language file "l10n/OMWControls/en.yaml" is enabled [13:59:55.884 V] Language file "l10n/interface/gmst.yaml" is enabled [13:59:55.884 V] Language file "l10n/interface/en.yaml" is enabled [13:59:55.933 V] Language file "l10n/Calendar/gmst.yaml" is enabled [13:59:55.934 V] Language file "l10n/Calendar/en.yaml" is enabled [13:59:55.934 V] Language file "l10n/OMWMusic/en.yaml" is enabled [13:59:55.976 V] Language file "l10n/NCGDMW/en.yaml" is enabled [13:59:55.998 I] Starting a new game [13:59:56.465 I] Changing to interior [13:59:56.465 I] Loading cell Seyda Neen, Census and Excise Warehouse [13:59:58.996 V] Added meshes/i/in_common_tower_thatch.nif fd9a41986789cd32068f1aecf3c128b6 collision shape to navmeshdb with id 12634 [13:59:59.330 V] Added meshes/x/ex_nord_win_01.nif 4d296ccde93a7f8e5f98afe61548ca4b collision shape to navmeshdb with id 12635 [13:59:59.645 V] Added meshes/i/in_c_stone_corner.nif b451255a7cb4679dcbf07a15db89619a collision shape to navmeshdb with id 12636 [13:59:59.879 V] Added meshes/l/light_com_lamp_02.nif 1bb108f16b1802d575e347b6a116ff8e collision shape to navmeshdb with id 12637 [14:00:00.175 V] Added meshes/i/in_c_stone_hall_small.nif d8e2d389587a0b9a9cfadc08009db0d3 collision shape to navmeshdb with id 12638 [14:00:00.407 V] Added meshes/f/furn_com_planter.nif abc02d557a1a5fa27c5d85e707366125 collision shape to navmeshdb with id 12639 [14:00:00.488 I] Playing "music/explore/mx_explore_5.mp3" [14:00:00.837 V] Controller R2_Claw02 present more than once in meshes/r/xsiltstrider.kf, ignoring later version
Hello, I'm having a blast with Total overhaul and this mod but I can't understand how I'm supposed to progress with Mercantile. Bribing doesn't even give me any progress in this attribute. Thanks for your answer :)
The old MBSP had multiple drawbacks (easy exploits, unfair with non-mage profiles, arbitrary values), that's why it has been removed. What's wrong with the new approach?
Maybe I'm misunderstanding it, but in the description it says "100% chance -> 100% gain" which I understand as, if I have a 100% chance to cast the spell, I get 100% xp, as in the same xp as I get when casting a spell in vanilla. I only make spells that I have a 100% chance to cast since I hate failing to cast, doesn't this just make me gain xp the same way I would in vanilla?
NCGD uses the real underlying cast chances which can go above 100%, so you may earn less XP when OpenMW tells you 100% cast chances when it's actually above. If your issue is not enough XP for spell casting in general, then you can increase the base gain for spell casting in the settings, section "SKILL USES GAINS SETTINGS".
I get that but like, if I have a 100% chance to cast a spell that cost 100 magicka, in MBSP I'd get 4x the xp of a spellcast in vanilla morrowind, but in the new mode I get the regular amount of xp. In MBSP, casting good spells made you level faster than spamming training spells in vanilla, but in the new approach I gain vanilla xp from my regular spells and no xp from training spells, making me level slower than spamming training spells in vanilla.
You're talking about "good spells", but that's very subjective to your skills. The new approach consider a spell as good if it's not too easy to cast for you, at the current time. Casting good spells will make you progress faster, until they are not good enough (too easy to cast), and you'll have to try more powerful spells, if you want to keep your evolving pace.
The old approach is similar but static: Only spells above a specific cost are considered as good. While the new approach will consider a 20 magicka cost spell as good if your skill is low.
Yes I get that, but I'm not planning to cast spells I can't guarantee to cast since casting spells with a 50% chance is just frustrating, personally I don't enjoy failing to cast my spell 5 times in a row in combat and dying, or casting it successfully 5 times in a row and steamrolling my enemies. With the current system I just make new training spells every now and then that have a 99% cast chance and spam cast them, just like in vanilla, which is the opposite of the goal. The new system makes sense, but not for my personal playstyle, I just don't enjoy having to cast spells with lower than 100% cast chance. That's why I was wondering if I could somehow re-integrate MBSP
> Maybe I'll re-add MBSP as an option when I'll find time.
>The idea of the new approach is not to force you to use low cast chance spells. >It's rather about using spells that match you current skills.
Adding MBSP back in would be amazing. I feel like a major downside to the new approach is that it feels as though players are being shafted for using stuff like Recall/Divine/Almsivi chains, which can easily be relevant and immersive at all stages of the game, and as you get into the later game, having the skill xp for these skills reduced to 0% just feels...shitty.
Hello, I am also having this issue. I've played for about 4hrs and just noticed the level progress is still 0/10. I thought it was fishy that I'd played so long and was still level 1. I see the settings page, and there's no errors that I can see on the log. How can I check to make sure NCGDMW.omwscripts is properly loaded in openmw.cfg? Thanks for any help on this.
That seems normal to me. The 0/10 progress is normal with NCGDMW as the mod handles the progress itself. If you show the stats menu, is there any progress in the player level?
I'm not at my computer at the moment, but I seem to recall a progress indicator of 19%.. so I guess progress is VERY slow with this mod at default settings... I'll reply again if I'm not able to level up after a few more hours of game play. Thanks for the help!
Comments seem more active than bugs, so leaving in both spots. Please feel free to delete my filed "bug" if not using that feature.
OpenWM 0.49 and NGCDMW v4.3.1
Not sure what's going on here, but when entering training in which a Minor skill should be limited by a Major Skill, upon exiting the training window after the "skill limited" dialogue appears the skill is boosted to the level of the greatest Major Skill.
Ex.
Athletics -- Major Skill -- 55 Short Blade -- Major Skill -- 36 Speechcraft -- Minor Skill -- 36
Upon entering training window with a Speechcraft trainer I see the "Speechcraft training limited by major skills" dialogue. Makes sense.
Upon leaving training window, Speechcraft is now 55. No indications that the skill has been raised in dialogue.
Disabling the secondary training cap gets rid of the issue.
I was skeptical when I tried running this originally, but it's grown on me. The amount of configuration is commendable. Would recommend, I feel anyone can get this mod setup how they want it.
344 comments
There's posts about other people trying to describe this issue and they get a lot of really confusing and vague answers that seem to imply this behavior is intended and there's some kind of 'slow level gain' going on for more than just skill/attribute exp. This doesn't seem right to me since none of the mod documentation references this as a feature and there's no settings to configure the speed of player levelup. I've seen the skill percentage tick over from 90% to 0% with the player level remaining at 1.
Is it the intended behavior for the player level to increase with every 10 class skills no matter what? If not, what are the criteria for the actual level calculation? Is it something to do with the difficulty slider? That's the only thing I can think of having changed along with this change in behavior from the mod. I had the slider at an easier setting for the character that was leveling correctly.
I've checked my openmw logs and configs, and the scripts seem to be loading and running correctly without errors. Everything was installed and configured with the Expanded Vanilla modlist from modding-openmw.
The slow growth options are either for slower skill or attribute increases, but the player level calculation is not impacted.
How is your player level progress percent in the stats menu?
Did you install mods that are not in the MOMW list?
You could try the reset procedure described in the doc.
Otherwise, please open a bug here and attach a game save.
[13:59:52.976 *] Crash handler installed
[13:59:53.159 *] Loading config file: /etc/openmw/openmw.cfg
[13:59:53.160 *] Loading config file: /home/MrOriganal/.config/openmw/openmw.cfg
[13:59:53.162 *] Logs dir: /home/MrOriganal/.config/openmw/
[13:59:53.162 *] User data dir: /home/MrOriganal/.local/share/openmw/
[13:59:53.162 *] Screenshots dir: /home/MrOriganal/.local/share/openmw/screenshots
[13:59:53.162 I] OpenMW version 0.49.0
[13:59:53.163 I] Loading settings file: /etc/openmw/defaults.bin
[13:59:53.165 I] Using default (English) font encoding.
[13:59:53.165 I] OSG version: 3.6.5
[13:59:53.165 I] SDL version: 2.32.56
[13:59:53.165 I] Loading shader settings file: /home/MrOriganal/.config/openmw/shaders.yaml
[13:59:53.383 I] OpenGL Vendor: Intel
[13:59:53.383 I] OpenGL Renderer: Mesa Intel(R) HD Graphics 4600 (HSW GT2)
[13:59:53.383 I] OpenGL Version: 4.6 (Compatibility Profile) Mesa 25.1.5-arch1.1
[13:59:53.383 I] Using reverse-z depth buffer
[13:59:53.384 I] Adding BSA archive /home/MrOriganal/.local/share/Steam/steamapps/common/Morrowind/Data Files/Morrowind.bsa
[13:59:53.403 I] Adding BSA archive /home/MrOriganal/.local/share/Steam/steamapps/common/Morrowind/Data Files/Morrowind - Invalidation.bsa
[13:59:53.403 I] Adding BSA archive /home/MrOriganal/.local/share/Steam/steamapps/common/Morrowind/Data Files/Tribunal.bsa
[13:59:53.404 I] Adding BSA archive /home/MrOriganal/.local/share/Steam/steamapps/common/Morrowind/Data Files/Bloodmoon.bsa
[13:59:53.404 I] Adding data directory /usr/share/games/openmw/resources/vfs
[13:59:53.405 I] Adding data directory /usr/share/games/openmw/resources/vfs-mw
[13:59:53.405 I] Adding data directory /home/MrOriganal/.local/share/Steam/steamapps/common/Morrowind/Data Files
[13:59:53.422 I] Adding data directory /home/MrOriganal/mods/openmw-mods/custom modlist/leveling/NCGDMW Lua Edition-53136-4-3-3-1751887731/00 Core
[13:59:53.422 I] Adding data directory /home/MrOriganal/mods/openmw-mods/custom modlist/leveling/NCGDMW Lua Edition-53136-4-3-3-1751887731/01 NCGD - Normal
[13:59:53.422 I] Adding data directory /home/MrOriganal/.local/share/openmw/data
[13:59:53.430 I] Preferred locales: gmst en
[13:59:53.430 I] Initializing LuaUtil::LuaState with profiler
[13:59:53.430 I] Lua version: Lua 5.1.4 (LuaJIT 2.1.1748459687)
[13:59:53.431 I] Loading font file magic_cards_regular.fnt
[13:59:53.434 I] Loading font file daedric_font.fnt
[13:59:53.437 I] Loading font file DejaVuLGCSansMono.omwfont
[13:59:53.455 I] Initializing OpenAL...
[13:59:53.462 I] Opened "Xbox Controller Stereo"
[13:59:53.462 I] ALC Version: 1.1
[13:59:53.462 I] ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_debug ALC_EXT_DEDICATED ALC_EXT_direct_context ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFT_device_clock ALC_SOFT_HRTF ALC_SOFT_loopback ALC_SOFT_loopback_bformat ALC_SOFT_output_limiter ALC_SOFT_output_mode ALC_SOFT_pause_device ALC_SOFT_reopen_device ALC_SOFT_system_events
[13:59:53.475 I] Vendor: OpenAL Community
[13:59:53.475 I] Renderer: OpenAL Soft
[13:59:53.475 I] Version: 1.1 ALSOFT 1.24.3
[13:59:53.475 I] Extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_debug AL_EXT_direct_context AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STATIC_BUFFER AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFT_bformat_hoa AL_SOFT_block_alignment AL_SOFT_buffer_length_query AL_SOFT_callback_buffer AL_SOFTX_convolution_effect AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFTX_source_panning AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFT_source_start_delay AL_SOFT_UHJ AL_SOFT_UHJ_ex
[13:59:53.475 I] HRTF disabled
[13:59:53.475 V] Using idle priority for thread=139820261152448
[13:59:53.475 I] Allocated 256 sound sources
[13:59:53.475 I] Low-pass filter supported
[13:59:53.475 I] EAX Reverb supported
[13:59:53.475 I] Enumerated output devices:
[13:59:53.475 I] Xbox Controller Stereo Built-in Audio Analog Stereo Built-in Audio Digital Stereo (HDMI)
[13:59:53.476 I] Enumerated HRTF names:
[13:59:53.476 I] Default HRTF Built-In HRTF
[13:59:53.476 I] Loading content file builtin.omwscripts
[13:59:53.476 I] Loading content file Morrowind.esm
[13:59:53.947 I] Loading content file Tribunal.esm
[13:59:53.982 I] Loading content file Bloodmoon.esm
[13:59:54.025 I] Loading content file ncgdmw.omwscripts
[13:59:54.025 I] Loading content file ncgdmw.omwaddon
[13:59:54.072 V] Enchantment "test magic axe": dropping unexpected skill argument of sEffectFortifyMagickaMultiplier effect
[13:59:54.668 I] Using 1 async physics threads
[13:59:54.669 I] Using /home/MrOriganal/.local/share/openmw/navmesh.db to store navigation mesh cache
[13:59:54.789 V] Disabling Multiview (disabled by config)
[13:59:54.789 I] Using rendering with shaders by default, requested by:
[13:59:54.789 I] - lighting method
[13:59:54.789 I] - reverse-Z depth buffer
[13:59:54.790 V] Using idle priority for thread=139819892070080
[13:59:54.790 I] Reserving texture unit for opaque depth texture: 31
[13:59:54.902 V] Language file "l10n/Interface/gmst.yaml" is enabled
[13:59:54.902 V] Language file "l10n/Interface/en.yaml" is enabled
[13:59:55.341 V] Language file "l10n/OMWEngine/gmst.yaml" is enabled
[13:59:55.376 V] Language file "l10n/OMWEngine/en.yaml" is enabled
[13:59:55.738 V] Language file "l10n/OMWShaders/en.yaml" is enabled
[13:59:55.763 V] Lua scripts configuration (31 scripts):
[13:59:55.763 V] #0 MENU PLAYER : scripts/omw/mwui/init.lua
[13:59:55.763 V] #1 MENU : scripts/omw/settings/menu.lua
[13:59:55.763 V] #2 PLAYER : scripts/omw/settings/player.lua
[13:59:55.763 V] #3 GLOBAL : scripts/omw/settings/global.lua
[13:59:55.763 V] #4 GLOBAL : scripts/omw/activationhandlers.lua
[13:59:55.763 V] #5 GLOBAL : scripts/omw/cellhandlers.lua
[13:59:55.763 V] #6 GLOBAL : scripts/omw/usehandlers.lua
[13:59:55.763 V] #7 GLOBAL : scripts/omw/worldeventhandlers.lua
[13:59:55.763 V] #8 GLOBAL : scripts/omw/crimes.lua
[13:59:55.763 V] #9 PLAYER CREATURE NPC : scripts/omw/mechanics/animationcontroller.lua
[13:59:55.763 V] #10 PLAYER : scripts/omw/skillhandlers.lua
[13:59:55.763 V] #11 PLAYER : scripts/omw/mechanics/playercontroller.lua
[13:59:55.763 V] #12 MENU : scripts/omw/camera/settings.lua
[13:59:55.763 V] #13 MENU : scripts/omw/input/settings.lua
[13:59:55.763 V] #14 PLAYER : scripts/omw/input/playercontrols.lua
[13:59:55.763 V] #15 PLAYER : scripts/omw/camera/camera.lua
[13:59:55.763 V] #16 PLAYER : scripts/omw/input/actionbindings.lua
[13:59:55.763 V] #17 PLAYER : scripts/omw/input/smoothmovement.lua
[13:59:55.763 V] #18 PLAYER : scripts/omw/input/gamepadcontrols.lua
[13:59:55.763 V] #19 NPC CREATURE : scripts/omw/ai.lua
[13:59:55.763 V] #20 PLAYER : scripts/omw/ui.lua
[13:59:55.763 V] #21 MENU : scripts/omw/console/menu.lua
[13:59:55.763 V] #22 PLAYER : scripts/omw/console/player.lua
[13:59:55.763 V] #23 GLOBAL : scripts/omw/console/global.lua
[13:59:55.763 V] #24 CUSTOM : scripts/omw/console/local.lua
[13:59:55.763 V] #25 PLAYER : scripts/omw/music/music.lua
[13:59:55.763 V] #26 MENU : scripts/omw/music/settings.lua
[13:59:55.763 V] #27 NPC CREATURE : scripts/omw/music/actor.lua
[13:59:55.763 V] #28 GLOBAL : scripts/ncgdmw/global.lua
[13:59:55.763 V] #29 PLAYER : scripts/ncgdmw/player.lua
[13:59:55.763 V] #30 MENU : scripts/ncgdmw/renderers.lua
[13:59:55.857 V] Language file "l10n/OMWCamera/en.yaml" is enabled
[13:59:55.883 V] Language file "l10n/OMWControls/en.yaml" is enabled
[13:59:55.884 V] Language file "l10n/interface/gmst.yaml" is enabled
[13:59:55.884 V] Language file "l10n/interface/en.yaml" is enabled
[13:59:55.933 V] Language file "l10n/Calendar/gmst.yaml" is enabled
[13:59:55.934 V] Language file "l10n/Calendar/en.yaml" is enabled
[13:59:55.934 V] Language file "l10n/OMWMusic/en.yaml" is enabled
[13:59:55.976 V] Language file "l10n/NCGDMW/en.yaml" is enabled
[13:59:55.998 I] Starting a new game
[13:59:56.465 I] Changing to interior
[13:59:56.465 I] Loading cell Seyda Neen, Census and Excise Warehouse
[13:59:58.996 V] Added meshes/i/in_common_tower_thatch.nif fd9a41986789cd32068f1aecf3c128b6 collision shape to navmeshdb with id 12634
[13:59:59.330 V] Added meshes/x/ex_nord_win_01.nif 4d296ccde93a7f8e5f98afe61548ca4b collision shape to navmeshdb with id 12635
[13:59:59.645 V] Added meshes/i/in_c_stone_corner.nif b451255a7cb4679dcbf07a15db89619a collision shape to navmeshdb with id 12636
[13:59:59.879 V] Added meshes/l/light_com_lamp_02.nif 1bb108f16b1802d575e347b6a116ff8e collision shape to navmeshdb with id 12637
[14:00:00.175 V] Added meshes/i/in_c_stone_hall_small.nif d8e2d389587a0b9a9cfadc08009db0d3 collision shape to navmeshdb with id 12638
[14:00:00.407 V] Added meshes/f/furn_com_planter.nif abc02d557a1a5fa27c5d85e707366125 collision shape to navmeshdb with id 12639
[14:00:00.488 I] Playing "music/explore/mx_explore_5.mp3"
[14:00:00.837 V] Controller R2_Claw02 present more than once in meshes/r/xsiltstrider.kf, ignoring later version
start=Seyda Neen, Census and Excise Warehouse
skip-menu=1
no-sound=0
fallback-archive=Morrowind.bsa
fallback-archive=Morrowind - Invalidation.bsa
fallback-archive=Tribunal.bsa
fallback-archive=Bloodmoon.bsa
...
fallback=Weather_Blizzard_Sun_Day_Color,163,169,183
fallback=Weather_Blizzard_Sun_Sunset_Color,106,114,136
fallback=Weather_Blizzard_Sun_Night_Color,057,066,074
fallback=Weather_Blizzard_Sun_Disc_Sunset_Color,128,128,128
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2025-07-12T13:47:49/fallback-archive=Morrowind - Invalidation.bsa
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2025-07-12T13:47:49/data=/home/MrOriganal/mods/openmw-mods/custom modlist/leveling/NCGDMW Lua Edition-53136-4-3-3-1751887731/00 Core
2025-07-12T13:47:49/data=/home/MrOriganal/mods/openmw-mods/custom modlist/leveling/NCGDMW Lua Edition-53136-4-3-3-1751887731/01 NCGD - Normal
2025-07-12T13:47:49/content=Morrowind.esm
2025-07-12T13:47:49/content=Tribunal.esm
2025-07-12T13:47:49/content=Bloodmoon.esm
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2025-07-12T13:47:49/content=ncgdmw.omwaddon
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Bribing doesn't even give me any progress in this attribute.
Thanks for your answer :)
Also, while I am leveling up the tracker that shows how many points I need to get to level up seems to be stuck at 0.
The vanilla 0/10 counter will always stay at 0, NCGDMW does a hack to handle itself the levels up. Use NCGDMW's stats menu to see your progression.
What's wrong with the new approach?
If your issue is not enough XP for spell casting in general, then you can increase the base gain for spell casting in the settings, section "SKILL USES GAINS SETTINGS".
The new approach consider a spell as good if it's not too easy to cast for you, at the current time.
Casting good spells will make you progress faster, until they are not good enough (too easy to cast), and you'll have to try more powerful spells, if you want to keep your evolving pace.
The old approach is similar but static: Only spells above a specific cost are considered as good.
While the new approach will consider a 20 magicka cost spell as good if your skill is low.
The idea of the new approach is not to force you to use low cast chance spells.
It's rather about using spells that match you current skills.
>The idea of the new approach is not to force you to use low cast chance spells.
>It's rather about using spells that match you current skills.
Adding MBSP back in would be amazing. I feel like a major downside to the new approach is that it feels as though players are being shafted for using stuff like Recall/Divine/Almsivi chains, which can easily be relevant and immersive at all stages of the game, and as you get into the later game, having the skill xp for these skills reduced to 0% just feels...shitty.
Do you have any error in the log viewer? (F10)
Can you see NCGDMW's setting page?
[19:49:46.802 I] Loading content file ncgdmw.omwaddon
[19:49:46.803 I] Loading content file ncgdmw.omwscripts
[19:49:49.237 V] #87 GLOBAL : scripts/ncgdmw/global.lua
[19:49:49.237 V] #88 PLAYER : scripts/ncgdmw/player.lua
[19:49:49.237 V] #89 MENU : scripts/ncgdmw/renderers.lua
[19:49:49.376 V] Language file "l10n/NCGDMW/en.yaml" is enabled
[19:49:44.913 I] Adding data directory
C:\user\momw-tools-pack-windows\OpenMWMods\just-beautiful-morrowind\Leveling\NCGDMWLuaEdition\00
Core
[19:49:44.913 I] Adding data directory C:\user\momw-tools-pack-windows\OpenMWMods\just-beautiful-morrowind\Leveling\NCGDMWLuaEdition\01
NCGD - Normal
The 0/10 progress is normal with NCGDMW as the mod handles the progress itself.
If you show the stats menu, is there any progress in the player level?
OpenWM 0.49 and NGCDMW v4.3.1
Not sure what's going on here, but when entering training in which a Minor skill should be limited by a Major Skill, upon exiting the training window after the "skill limited" dialogue appears the skill is boosted to the level of the greatest Major Skill.
Ex.
Athletics -- Major Skill -- 55
Short Blade -- Major Skill -- 36
Speechcraft -- Minor Skill -- 36
Upon entering training window with a Speechcraft trainer I see the "Speechcraft training limited by major skills" dialogue. Makes sense.
Upon leaving training window, Speechcraft is now 55. No indications that the skill has been raised in dialogue.
Disabling the secondary training cap gets rid of the issue.
It's a recent compatibility issue with Better Merchants Skills 2.0.
It should be fixed in 4.3.2
The amount of configuration is commendable. Would recommend, I feel anyone can get this mod setup how they want it.