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Clavernever

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Clavernever

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47 comments

  1. Clavernever
    Clavernever
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    Bug reports are greatly appreciated!

    I'll be honest, this mod turned out being a lot more noticed than I ever expected, and I'd really like to get it to a stable state as soon as possible.

    As more things get added to OpenMW's Lua API, breaking changes will happen every now and then, especially for something as hacky as forcing character stats through RaceMenu, but I'll do my best to keep it up to date :D
  2. Xenoxols
    Xenoxols
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    Hey, I changed my race to tamriel rebuilt khajhit but npc voices still call me a dunmer. Is there a way I can fix this?
  3. korootz
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    Should be stated at least in the description that it's for OpenMW... overwhelming majority still plays vanilla MW.
    1. varararak
      varararak
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      It's listed under "Requirements" - I think that's reasonable enough.
    2. sudokek
      sudokek
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      Is that true? Where is your source that the majority of people play vanilla whom have access to nexus and the internet? I feel OpenMW is so far superior that it's weird to think people would choose otherwise simply to have a couple random mods that could just get ported over with the community desiring it so.
    3. korootz
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      It doesn't matter if it's superior or not, that's beside the point, it's still not the default way to play it. Just take a look at any streaming platform. Or Morrowind modding discord. Porting MWSE mods to OpenMW is not as easy as you might think. It's often pretty much impossible.
    4. Clavernever
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      Whether it is or not the default way to play it, I'll stand in the hill that it should be.

      MWSE is there for those that value the vanilla engine (or well, the things made for it) and is superior in some respects, but OpenMW has been able to stand on it's own for a while already and nowadays vanilla OpenMW is hands down flat better than the vanilla-vanilla experience.

      As much as I understand that you might want this mod to be for the engine you happen to use, that's not something for me to provide you.. I always mod for OpenMW and you'll see OpenMW 0.49 requirements in every part of the mod page where Nexus let me put it  (´-﹏-`;)

      Still, if people really really wanna do it, all power to them to port this to MWSE (or mwscript? dagoth save us) all power to them!
      You can copy/reuse any mod/code I've uploaded, all I ask is you credit me for making the original, it's all open source and also up on GitHub
    5. korootz
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      Bruh, I don't care about all that. I'm just saying it should be more explicitly stated, in title or description, that it's for OpenMW, as 99% other OpenMW mods on Nexus do. This way one can notice it quicker. When I add MWSE mods I also label them accordingly so that OpenMW users can filter it out. It's better than adding the engine as a requirement.
    6. Clavernever
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      Alright now that you specify that, your suggestion is indeed sound --I'll make sure to add it to all my mods from now on :D
      For that very reason though, you might wanna consider telling a good 80% of MWSE mods to add it as well, as it's not listed in their descriptions nor in the title (even if it is in yours, my point is it's not standard MWSE practice).
      Now that I actually tried it, browsing the Nexus for OpenMW mods is quite impractical...

      Again, it is a nice thing to do, which is why more MWSE mods should do it too!
      Personally I don't bother browsing Morrowind mods on the Nexus, since accessing Nexus links via Modding-OpenMW.com is a better experience due to aforementioned inconvenience (and the reason I swapped to that other site years ago).
  4. CREBOSO102
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    This mod of yours is simply incredible, I would like to give you another idea. How about a mod that saves your character along with everything he has in one save, and you can then load that same character into another new save. This would save a lot of players from having to start new saves because of a big mod, it would be amazing. It would be even more incredible if it saved not only the character, items and spells but also the quests carried out and the guild/house ranks. I know it's a lot to ask, but I also know that at least the first order you can get 
    1. Clavernever
      Clavernever
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      Akshually this wouldn't be too hard to integrate for inventory items and magic effects/spells, provided you were willing to accept things going poof if your new modlist doesn't have them (say you removed an armor mod, all the items from that mod would obviously not restore)

      The tricky parts for character porting are
      - 1st you want to eliminate as many venues of human error as possible, screwing other people's characters because they missed a step is not desirable.
      - 2nd you have to guess what parts they want to keep and which ones they want to remove. The mod's job would be to be right 90-95% of the time and not crash, and then it's up to the player to console in/out any false positives among items and magic effects.
        Adding some sort of GUI window for easy access to cleanup edits (adding/removing items and spells) would be a huge upgrade, but by all things holy UI is not my forte
  5. sudokek
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    Bro I googled for a mod like this, spent some time trying to find one, found nothing. So I manually changed over my stats, even doing the math for my skills to lower a few and raise a couple based off of major/minor... then I open heckin nexus and see this.

    Thanks for making it! Easy download. 

    Protip, this mod can also fix easily if you say, swap better heads mod for another similar mod.
    1. Clavernever
      Clavernever
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      Glad to hear you tried it! (did it work as intended? I always feel like something will fail when using it but somehow it keeps working)

      I'll look into other uses for it, and into making some improvements, as soon as my time permits it.. which might take some months, but oh well what's that if not an appropriately Morrowindey timeline, right?
  6. CuL8Rgator
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    I just wanted to change my characters face and hair (after adding a mod for that). Your mod worked great, and I like how you implemented it. Super easy. You have another endorsement! Cheers!!
  7. hjalmir
    hjalmir
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    That's a pity, that it doesn't work for me. I'm on Android with 0.48 version. I don't recognize any 0.49 version for Android...

    By the way, you seem to be very talented in OMW scripting. Do you have any idea for a mod, that won't change  player appearance after transformation to a vampire?
    1. Clavernever
      Clavernever
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      There's a good chance you'll have to wait for 0.49 to be released in a stable version
      I'm personally not very familiar with android builds, but GRM won't require any features that are outside 0.49 so it's going to graduate from requiring an unstable version as soon as 0.49 stable becomes a thing
      If you're in doubt, maybe check around in the OpenMW Discord, I know some people have been working on Android versions over there
    2. Seichyn
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      There are a couple forks/implementations of v0.49 out there, for quite some time actually.
      I personally recommend v0.35 from Cavebros, but it's up to u, which you pick. https://gitlab.com/cavebros/openmw-android/-/releases

      I disliked newer versions from Cavebros, due to a "bloat features" + I noticed some performance issues.
      And keep in mind save-files might not be (fully) compatible with a non-official releases.
    3. hjalmir
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      Thank you. I'll try it. But I hate to makes my mod list order and controls again after installation every new version. 

      Edit: Well, I just tried it and doesn't work still. I have the newest stable version for Android. Skill remained the same, but attributes, level and spells not.
  8. CREBOSO102
    CREBOSO102
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    There are 2 big problems I noticed with this mod. It still resets your life when you change anything in the class, my life was at 560 and went to 40, and it also counts as if your endurance was at the minimum of the class, I manually put my life at 560 again with the console command, it was level 52 and I went to 53, my health only went up 10 points, it's as if my endurance was at 40 whereas it was maximized with 100 points. Another problem is that all the items you had equipped are unequipped and equipped again automatically, I had the boot that leaves you blind, but without blindness, so when I changed the class I became blind again, but that's not the worst, I I was wearing a suit+armor fully enchanted with fortify agility, and I set it to fortify from 1 point to the maximum that the equipment could handle, for example: 1-47 amulet. So I had to do the whole procedure again to get the most out of each piece of the costume, because it reset everything. Please fix this. Thanks
    1. Clavernever
      Clavernever
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      I'm looking into the 1st issue, I've updated the default behaviour to keep your health in line with vanilla (that is, restore it to it's original value and account for changes in starting health from STR and END)
      Note there is an option to just keep your health as-is in the Settings menu, which you could use for the time being.

      As for the 2nd issue, it's behavior I worried about but didn't manage to test properly. So far as I was told it shouldn't have done that, but alas it evidently does.
      Patch coming in a few hours, hopefully. Sadly it's not a fixable issue.
      To be specific, changing races will re-equip your enchanted items.
      Gentler Racemenu is not the cause of it, but I have no way to stop it either, so it'll remain as a known limitation.
    2. CREBOSO102
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      Thanks, keep updating bro, this mod is very very very nice
  9. TheShadowGoy
    TheShadowGoy
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    GOAT'd mod man!
    1. Clavernever
      Clavernever
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      :D
  10. zsouza13
    zsouza13
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    Ty for the update
  11. CREBOSO102
    CREBOSO102
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    Please, I need this mod now, release it as soon as possible please, I trust you