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Greywander EvilEye johnnyhostile mym

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johnnyhostile

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250 comments

  1. dogidogi32
    dogidogi32
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    Sadly does not work with Gentler Racemenu , the mod just resets to level 1.
    1. mym
      mym
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      I did not think players would need to change those things. It would not be hard to restore the stats in NCGD though. Easier than make the mods compatible I think.
  2. Glad you updated. This is a must have for every playthrough of mine due to being a god gamer
  3. Jawsters
    Jawsters
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    [08:46:39.232 E] L@0x1[scripts/ncgdmw/player.lua] eventHandler[Died] failed. Lua error: [string "scripts/ncgdmw/player.lua"]:467: attempt to perform arithmetic on local 'count' (a nil value)
    [08:46:39.232 E] stack traceback:
    [08:46:39.232 E] [string "scripts/ncgdmw/player.lua"]:467: in function <[string "scripts/ncgdmw/player.lua"]:465>[08:46:39.232 E] [C]: in ?


    Is this error harmless. I'm on Android and the mod is working fine as it its supposed to be though , whenever I check openmw.log this appears but not always and it only shows one error after playing an hour.
    1. Jawsters
      Jawsters
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      I don't know if mym will see this. But just like what he/she instructed from its fair care mod to work on an openmw android version 0.49, 5 months ago, was to change the Api version on the definition.lua from 70 to 68 which worked significantly.

      Will this also apply with NCGDMW since it has its Api set to 70 
      isOpenMW049 = core.API_REVISION >= 70, 
  4. Isupposeimalright
    Isupposeimalright
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    Hi, just wanted to say that there's a bug with this and AlandroSul's excellent Alteration Movement mod. Characters who levitate cannot unlevitate through dispels or enable/disable levitation console commands. Player->setflying 0 turns it off and fixes it, but it happens every time you levitate, whether through spells, the mod, or potions. Unenabling the Alteration Movement mod doesn't help; the save seems to be permanently bugged.

    The strange thing is this bug only revealed itself about 15 hours into my playthrough. Just letting you know for any future updates!
    1. mym
      mym
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      I'll have to test that mod to see if we can make them with together. Thanks for the report.
  5. RainyGayming
    RainyGayming
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    is there a way to have just the "skill use type gains settings" enabled so i can increase how fast my skills level?
    1. mym
      mym
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      You cannot disable the automatic attribute growth, sorry. We could work so the core feature become optional, but it requires quite a refactoring.
  6. PlushBanshee
    PlushBanshee
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    Man i am confused i have updated the mod and the options have changed i remember when you could just pick skills factor at 1/4 option and now you have to input numbers i have no clue i downgrading to v4.1.0 it's just easier for me
    1. mym
      mym
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      Sorry, the new skill progression setting is supposed to be easier to configure.
      If you want "down to 1/4", set the 2nd value to 25%
  7. dagglezzz
    dagglezzz
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    *comment deleted* 
    issue not related to this mod 
  8. the3xyzaffair
    the3xyzaffair
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    Was noticing progressive script lag in my openmw playthroughs. Not sure if this mod is the culprit, but the openmw.log file suggests that this mod is printing an error message multiple times per second. Example:

    //

    [21:01:45.660 E] L@0x1[scripts/ncgdmw/player.lua] onFrame failed. Lua error: [string "scripts/ncgdmw/decay.lua"]:90: attempt to compare number with nil
    [21:01:45.660 E] stack traceback:
    [21:01:45.660 E]     [string "scripts/ncgdmw/decay.lua"]:90: in function 'updateDecay'
    [21:01:45.660 E]     [string "scripts/ncgdmw/decay.lua"]:132: in function 'onFrame'
    [21:01:45.660 E]     [string "scripts/ncgdmw/player.lua"]:300: in function <[string "scripts/ncgdmw/player.lua"]:293>
    [21:01:45.660 E]     [C]: in ?
    [21:01:47.665 E] L@0x1[scripts/ncgdmw/player.lua] onFrame failed. Lua error: [string "scripts/ncgdmw/decay.lua"]:90: attempt to compare number with nil
    [21:01:47.665 E] stack traceback:
    [21:01:47.665 E]     [string "scripts/ncgdmw/decay.lua"]:90: in function 'updateDecay'
    [21:01:47.665 E]     [string "scripts/ncgdmw/decay.lua"]:132: in function 'onFrame'
    [21:01:47.665 E]     [string "scripts/ncgdmw/player.lua"]:300: in function <[string "scripts/ncgdmw/player.lua"]:293>
    [21:01:47.665 E]     [C]: in ?

    //

    ...and this type of message is displayed in the logs constantly.
    1. mym
      mym
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      Sorry, there was a regression after a recent update, it should be fixed with v4.1.8.
  9. sohlk
    sohlk
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    For me this mod is perfect, thank you for this great mod!
  10. AAAZZZzzzaaa
    AAAZZZzzzaaa
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    How will the skill stats of the mod manager that are at the bottom effect mods that have already gone into construction set and tweaked the skill progression rates?

    Do you think we have the ability to disable this whole section?
    1. mym
      mym
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      You're talking about the skill use settings?
      You're asking what happens if other mods change those values?
      If so, you'll see the changed values in each setting description, and you can manually set the values to your preset values if you want 
    2. AAAZZZzzzaaa
      AAAZZZzzzaaa
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      Yeah I made my own mod for skill usage, but in the skill usage settings at the bottom they are still the vanilla settings and it seems to overwrite it.
    3. mym
      mym
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      Indeed it overrides the values. But I think I still shows your changes, and you can just restore your values manually
    4. AAAZZZzzzaaa
      AAAZZZzzzaaa
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      Thank you for clarifying :D really like the mod, I think it's the best one for for leveling at the moment.

      Have a nice day.