Coming back to this again, I was wondering if I could propose an alternative solution to Cast on Strike enchantments. Do you think it would be possible to make it so that instead of increasing the cost of the charge based on hit chance, the enchantment only goes off based on the true hit chance? So for instance, if you would have 50% accuracy the weapon has a 50% chance to cast on strike when you swing. This way you could conserve charge better over sustained use while still keeping things balanced.
Yeah, my original intent was to have enchantments trigger at the same rate as vanilla, unfortunately, there was nothing in the MWSE API that seemed to allow control over the triggering of enchantments, and I couldn't think of a good hacky workaround that wouldn't have some dodgy edge cases!
I'm not sure that's sufficient, I have the setting disabled and yet the dragging issue is still there. abot's Smart Map also doesn't seem to make a difference whether it's on or off, and I have both UI Expansion's tweak plus MCP's setting on :(
If it's just the map resetting position whenever you click on it, that's not actually related to this! I think MCP or MGE XE cause it, since I've had that issue consistently long before I wrote this.
If you're talking about with UI Expansion's map module, then yes. This doesn't work with that very well. But the vanilla map without UI Expansion has always been bugged and resets position whenever you click on it!
is there a way to make enemy spawn count random?? like 1x-3x per spawn. so its not a crazy amount, but enough to keep everything random. I think it would work really well with a mod like this. Also, just how hard would it be to make an omw script to run this wt .49? I want this and Noisemaker marksman overhauls. https://www.nexusmods.com/morrowind/mods/22933?tab=files And just wanted to say i really appreciate ur mods, VoV has completely transformed this game for me lol
God I wish this worked for OpenMW. This is basically everything I've wanted QOL wise, even going so far as to address the stun-locking from always-hit modifiers. Sigh. One can dream.
Just a heads up, that Health Regen needs to either be turned off or have it's NPC portion removed for this mod to work with Quickloot. And while it's been pointed out before, having Fast Travel turned on causes issues with UI Expansion's Map Extension feature.
Quickloot doesn't play well with enemies that have HP regen since it relies on checking for 0 HP to display quickloot on bodies. This is a known problem about Ogrims for instance since they have a chance to regen health mid death frame and prevent quickloot from working properly on them. All that's happening is that when this mod's HP regen feature is turned on that same issue becomes true for all actors and the difference can be seen in real time between an enemy killed while the feature was toggled on vs toggled off.
Hmm, that's interesting. I never encountered it myself, but it sort of makes sense. The script does check if the NPC is marked as in combat before running health regen, but I guess if they exit combat before they die, regen could still be applied. All I can think is to add some check to see if the npc is dead after doing the regen and setting it to 0 if they are. I'm not sure if that'd work though since currently it doesn't check if they're dead before performing regen, but I'm pretty sure it's not regenerating them to full health over time, so getting their references probably needs to be done differently to figure that one out!
For me personally, it was a minor enough thing that I just commented out the non-player HP regen entirely and use a mod like Dungeon Rest to manage enemy health recovery. Honestly the hardest part was just learning that this feature was the cause of the issue. When you're looking for a UI conflict mechanic mods were never my first suspect. I think just adding an option to disable non-player HP regen would be the most straight forward solution for anyone else that would want to use that feature alongside Quickloot.
The thing is, I use the health regen with quickloot already, the regen options are the only part of this mod I use, and while I've never had a bug like this show up, I'd certainly rather get them working together to avoid it in future than break them!
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But the vanilla map without UI Expansion has always been bugged and resets position whenever you click on it!
It is a shame because it would be nice to use the fast travel component. As it stands I have the fasttravel.lua deleted.
And just wanted to say i really appreciate ur mods, VoV has completely transformed this game for me lol
And while it's been pointed out before, having Fast Travel turned on causes issues with UI Expansion's Map Extension feature.
The script does check if the NPC is marked as in combat before running health regen, but I guess if they exit combat before they die, regen could still be applied.
All I can think is to add some check to see if the npc is dead after doing the regen and setting it to 0 if they are. I'm not sure if that'd work though since currently it doesn't check if they're dead before performing regen, but I'm pretty sure it's not regenerating them to full health over time, so getting their references probably needs to be done differently to figure that one out!
Honestly the hardest part was just learning that this feature was the cause of the issue. When you're looking for a UI conflict mechanic mods were never my first suspect.
I think just adding an option to disable non-player HP regen would be the most straight forward solution for anyone else that would want to use that feature alongside Quickloot.