How do you disable that "sound" status effect that activates from equipping certain weapons or armors please. I think it also activated when I stepped in a daedric shrine
How does the Fatigue Matters add-on (fatigue_changes.omwaddon) from this mod measure up against another fatigue changing mod known as Rebalanced Fatigue Cost? That other mod goes into more detail on how it changes the system, and I'm curious about how this one compares.
hope that Saving options are coming soon ( no combat saving would be great and only bed or only town saving will propably completely change the usual playstyle for Morrowind and push difficulty to another level )
this mod sounds amazing, will be great addition to BTBGI, i am suprised i didnt found it sooner, especially that no resting without beds option - i thougt there is no mod yet for openMW which does that. and real time menus is amazing too, reminds me Gothic games does things like shield debuff and others work for npcs too or only player ?
EDIT: ah saddly resting features are broken, clicking T crashes or freezes the game
EDIT: with latest OpenMW dev build everything works fine, seems they repaired the resting mechanics
Thank you for this mod and your ideas have a great balance between them.
The one niggling thought I have is about enchantment. I have played with the No Enchanted Item Recharge option and I enjoy how it enhances the challenge but I find that making new constant enchantment items allows for being overpowered. My suggestion is an option to remove the creation of constant enchantment items. This would have the impact of instead having to rely on the constant effect items you can find along with consumable fixed duration items. In a world building sense this would make constant effect items more like rare artefacts rather than something can easily commission if you have enough gold.
ps: I know I can self impose this in a narrative sense but thematically I prefer to remove an in game temptation.
I like alot of these ideas, provided they're all togglable. The idea of buffing medium armor and reducing heavy armor synthesizes well, and maybe the "no skill grinding" could be replaced with "very slow skill grinding", like 10-20% the vanilla rate, to incentivize trainers?
A couple ideas, could you include optional features inspired by various pickpocket, speech, and other base GMST mods that float around to make the features work as intended? That would make it easier to keep your whole mod as a drop-in replacement.
Another feature that would be more distinct is any interaction with gravity, if possible. I've always that vanilla gravity is too low, I'd love to have a mod that forces you to plan your route around not jumping everywhere. It would make acrobatics less of a superpower and more of a practical feature that effects a playthrough. And if you could make gravity have more effect based on weight or underwater somehow, that would fit this design scope as well, though I have no idea if that's even possible.
I have a crash whenever I press T or waiting in exteriors. It works fine, but when you walk for a little bit like in Seyda Neen, it will crash. Here's the logs:
87 comments
Good mod otherwise.
This means that opening the WAIT menu will actually open the REST menu.
However, I will try to fix this more.
That other mod goes into more detail on how it changes the system, and I'm curious about how this one compares.
hope that Saving options are coming soon ( no combat saving would be great and only bed or only town saving will propably completely change the usual playstyle for Morrowind and push difficulty to another level )
does things like shield debuff and others work for npcs too or only player ?
EDIT: ah saddly resting features are broken, clicking T crashes or freezes the game
EDIT: with latest OpenMW dev build everything works fine, seems they repaired the resting mechanics
The one niggling thought I have is about enchantment. I have played with the No Enchanted Item Recharge option and I enjoy how it enhances the challenge but I find that making new constant enchantment items allows for being overpowered. My suggestion is an option to remove the creation of constant enchantment items. This would have the impact of instead having to rely on the constant effect items you can find along with consumable fixed duration items. In a world building sense this would make constant effect items more like rare artefacts rather than something can easily commission if you have enough gold.
ps: I know I can self impose this in a narrative sense but thematically I prefer to remove an in game temptation.
A couple ideas, could you include optional features inspired by various pickpocket, speech, and other base GMST mods that float around to make the features work as intended? That would make it easier to keep your whole mod as a drop-in replacement.
Another feature that would be more distinct is any interaction with gravity, if possible. I've always that vanilla gravity is too low, I'd love to have a mod that forces you to plan your route around not jumping everywhere. It would make acrobatics less of a superpower and more of a practical feature that effects a playthrough. And if you could make gravity have more effect based on weight or underwater somehow, that would fit this design scope as well, though I have no idea if that's even possible.
https://pastebin.com/Rwmb0CHV