Having an issue finding Casswyn. I dismissed him to a tavern at some point, then later tried to summon him with the telepathy ring. I heard the teleportation sound effect, but he never appeared anywhere near me, nor could I find him at the tavern I sent him to (Lucky Lockup) anymore.
That's odd. How long until you went to grab him again? Was it more than 3 in-game days? And did you update a save from a previous version? I know this was an issue when going from 1.3 to 1.4.
It has been a bit, so my memory might be off, but I seem to recall I tried finding Caswyn in the Lucky Lockup fairly soon after I asked him to go there. I hadn't updated to a new version.
Also, totally unrelated, but I love the way Caswyn and Kildozery's Disturbing Dreams together add a ton of immersion. Caswyn gave me his sleep potion right after one of those dreams, as you clearly intended, but now the whole thing feels so much more amplified, because they really *were* bad dreams.
Thanks for the quick response. I was also wondering how to progress his quest? I got to the point where he gives you his potion for sleep, nothing has happened since then
Ah, the sleep potion doesn't have anything to do with his personal quest--that's just a commentary/interaction/thingie for the Morrowind Main Quest.
Talk to him periodically when your journal tells you do (every few in-game days). His first quest happens 3 in-game days after joining up with you--he'll want to visit a rare book seller, and then go to Dagon Fel. After that, you wait 5 in-game days, and then go to Sadrith Mora. There's a comprehensive walkthrough in the readme if you get stuck and don't mind spoilers.
I've really been enjoying the latest version, and I love the crossmod content with Julan and the Strider's Nest! Just one thing I've noticed is that if you ask Caswyn about any of the Nest gang, even if they aren't actually present, they will still interject as if they are. Though, I don't know anything about modding, so I've no idea if it's possible to implement some sort of condition for triggering (or not) those reactions.
Just finished his questline. Had a ton of fun with it. I really liked the underwater Dwemer Ruin and Sharaniran as locations. Can't wait for more quest commentary from him in the future.
Just finished the mod and wanted to share my thoughts on it.
Overall, pretty solid. Can't say my head got blown off but in general it was a pleasant experience and i'm happy i played the mod. Thanks for making it!
The only real issue i had is with Caswyn as a combat companion. Specifically with his spells both directly and indirectly making my life harder.
The AOE shock spell. It hurts real bad even with 50% shock resist. Yeah, I admit, I played this time as a flimsy thief khajit. But even at level 17 with stat-based health pool of ~70-ish hp, one cast simply melted half of my health. Annoying, but ok, I can deal with it by using bows. Sure, whatever
The summon spell. And it's more of a Morrowind's fault rather than a companion. One hit on the summon is enough to aggro Caswyn until cell transition. Morrowind's hitboxes are clunky, enemies tend to maneuver while fighting and I'm trying to shoot them from a distance to not get my face melted
I tried to mitigate it by toggling godmode to pacify Caswyn for some time, but in the end opted to just leave him outside of every dungeon, essentially making him my luggage-carrier (specifically, my skooma and moon sugar man) and simply "a quest guy". Kinda immersion-breaking tbh
You know, I think this is one of the most well-written constructive critiques I've gotten on a mod. I appreciate you taking the time to calmly explain the issues that you ran into, the solution you tried and how that went, and your overall impression/thoughts. The amount of detail you provided is also very helpful, since I know exactly what/where the problems are.
As for your points -- you caught me at an excellent time, as I was just finishing up the 1.5 update.
1 -- I've incorporated your feedback, and I've nerfed his spells further. He now has his own nerfed versions of the spells (previously, he just used the vanilla ones that are also accessible to the player). I've cut the damage by at least 1/3rd, the durations by at least half, and the areas are now all 0-2 feet. Hopefully this helps mitigate the friendly fire issues. I typically play mages and liberally use Merlord's Kill Command mod, so I don't think I fully realized how much the friendly fire was. This will likely take further tweaking to get right, of course, but I think it's a step in the right direction.
2 -- I'm not sure what all to do about this one. I'll have to think about it further.
I'm glad that you enjoyed the mod overall, and I appreciate you taking the time to write this comment.
also, the mental image of Caswyn being a Khajiit thief's skooma/moon sugar luggage guy is hilarious to me, so thanks for that too.
it's a welcome change, since IMO Caswyn was a powerhouse, compared to me. On one hand it makes sense story-wise, but on the other, trivializes some encounters. I might even suggest powering him gradually alongside his questline, since, you know, you can recruit him right at the start of the playthrough (might be completely wrong, but you get the idea). And on the third hand I really appreciated his AOE capabilities, since my character didn't have any of them. If possible, I'd also suggest a dialogue option to switch between less AOE and more AOE spells (if it also fits the balancing criteria)
tough point indeed. If only Caswyn wasn't so stubborn and started summonning atronachs with ranged attacks!
The reason I'm not using Merlord's Kill Command, since there's no alternative for it for OpenMW. Sound like a great mod to have in the arsenal
Also not sure if it was adressed in the 1.5 release but I also had an issue of Caswyn not equipping his hood after I gave him some other helmet and took it back. I remember someone already reporting it, but I'm not 100% sure
Caswyn followed me to the nightmares, even though dialog suggested, that he has other nightmares to deal with. Is it intended behavior? OpenMW 0.49
Also, this is probably subjective, but I didn't have fun fighting the final boss at all. The OP clones zooming around, hard to find the real thing, and Caswyn the AI doesn't concentrate on the real one at all (maybe, because they're not technically summons?).
You're probably using Attend Me mod and Caswyn doesnt unfollow you after that dialogue. Thus he transports there with you
For dealing with final boss i can suggest any way of stopping her from casting absorb spells. Glass jinkblades with paralysis really carried me through last phase. At the end of the day clones die in 2 hits (as i understand it) and are respawned with a conciderable delay, giving you plenty of time to spam the boss with rnadom bullshit you gathered along the way. Also enchanted robes located in the arena might come in handy
Hoping for this weekend sometime! Got distracted by "Pacts and Patrons" for a bit there. I want to get Amelie's stuff done and Mortal Mode working at the very least.
in Project Tamriel Ayleids are pretty much alive (in reservations), so if you want to be consistent with that, you might wanna alter the dialog at some point;
I dismissed Caswyn after the quest while still being in the shack, upon going out I was met and then attacked by that dude (forgot his name already, but you should know who he is, I reckon), had to fight him alone (w/o Caswyn, that is), and he was underleveled (lvl 10, while I'm lvl 30+); after that stage I started having problems with summoning Caswyn, but that might be just a coincidence;
Yeah, I'm not complaining about summoning problems, it's more about being attacked when alone. Maybe, it would help to disallow dismissing him while in the shack, or change that guy's script?
No worries, I know you meant no offence, and we already had a conversation about upgrading. Thanks again for the cool mod, I hope I will be able to go through with it, lol (if not, then some other run in the future).
Hi there! Firstly, I just want to say that I've just started a playthrough with this mod so I haven't seen too much of the content, but I'm excited to see what Caswyn has in store. I do however want to parrot a suggestion someone else had, in order to give a bit more visibility to that desire. I'd love an optional file that gives him a normal level of health. I'm trying to balance difficulty and fun with running a few companions, and having to keep an eye on their health gives me the extra incentive. I don't know if it's possible through OpenMW to have it so, instead of dying, they teleport somewhere that you have to go pick them up again, but that could be a solution. Or if there's a knockout setting (I think I read about Arvesa having that, but I'm not sure). I also have a small 'issue' about him not wanting to re-equip his hood if I accidentally give him something that would take its place. Again, thanks for your work on this mod!
Thanks for letting me know that you'd also like a normal HP level version. I'll move it up the priority ladder and will try to have the option out for the 1.5 update.
Caswyn *does* have a knockout setting, but it's a bit fickle about firing correctly, but I'll mess with it more and see what I can come up with. Or just let him die permanently if I can't get that working consistently and correctly.
The hood thing is probably an issue with it *technically* having to count as armor; let me also take a look at his light armor stat and see if I can buff that enough (but not too much)
95 comments
Also, totally unrelated, but I love the way Caswyn and Kildozery's Disturbing Dreams together add a ton of immersion. Caswyn gave me his sleep potion right after one of those dreams, as you clearly intended, but now the whole thing feels so much more amplified, because they really *were* bad dreams.
Talk to him periodically when your journal tells you do (every few in-game days). His first quest happens 3 in-game days after joining up with you--he'll want to visit a rare book seller, and then go to Dagon Fel. After that, you wait 5 in-game days, and then go to Sadrith Mora. There's a comprehensive walkthrough in the readme if you get stuck and don't mind spoilers.
Overall, pretty solid. Can't say my head got blown off but in general it was a pleasant experience and i'm happy i played the mod. Thanks for making it!
The only real issue i had is with Caswyn as a combat companion. Specifically with his spells both directly and indirectly making my life harder.
- The AOE shock spell. It hurts real bad even with 50% shock resist. Yeah, I admit, I played this time as a flimsy thief khajit. But even at level 17 with stat-based health pool of ~70-ish hp, one cast simply melted half of my health. Annoying, but ok, I can deal with it by using bows. Sure, whatever
- The summon spell. And it's more of a Morrowind's fault rather than a companion. One hit on the summon is enough to aggro Caswyn until cell transition. Morrowind's hitboxes are clunky, enemies tend to maneuver while fighting and I'm trying to shoot them from a distance to not get my face melted
I tried to mitigate it by toggling godmode to pacify Caswyn for some time, but in the end opted to just leave him outside of every dungeon, essentially making him my luggage-carrier (specifically, my skooma and moon sugar man) and simply "a quest guy". Kinda immersion-breaking tbhAs for your points -- you caught me at an excellent time, as I was just finishing up the 1.5 update.
1 -- I've incorporated your feedback, and I've nerfed his spells further. He now has his own nerfed versions of the spells (previously, he just used the vanilla ones that are also accessible to the player). I've cut the damage by at least 1/3rd, the durations by at least half, and the areas are now all 0-2 feet. Hopefully this helps mitigate the friendly fire issues. I typically play mages and liberally use Merlord's Kill Command mod, so I don't think I fully realized how much the friendly fire was. This will likely take further tweaking to get right, of course, but I think it's a step in the right direction.
2 -- I'm not sure what all to do about this one. I'll have to think about it further.
I'm glad that you enjoyed the mod overall, and I appreciate you taking the time to write this comment.
also, the mental image of Caswyn being a Khajiit thief's skooma/moon sugar luggage guy is hilarious to me, so thanks for that too.
- it's a welcome change, since IMO Caswyn was a powerhouse, compared to me. On one hand it makes sense story-wise, but on the other, trivializes some encounters. I might even suggest powering him gradually alongside his questline, since, you know, you can recruit him right at the start of the playthrough (might be completely wrong, but you get the idea). And on the third hand I really appreciated his AOE capabilities, since my character didn't have any of them. If possible, I'd also suggest a dialogue option to switch between less AOE and more AOE spells (if it also fits the balancing criteria)
- tough point indeed. If only Caswyn wasn't so stubborn and started summonning atronachs with ranged attacks!
The reason I'm not using Merlord's Kill Command, since there's no alternative for it for OpenMW. Sound like a great mod to have in the arsenalAlso not sure if it was adressed in the 1.5 release but I also had an issue of Caswyn not equipping his hood after I gave him some other helmet and took it back. I remember someone already reporting it, but I'm not 100% sure
Also, this is probably subjective, but I didn't have fun fighting the final boss at all. The OP clones zooming around, hard to find the real thing, and Caswyn the AI doesn't concentrate on the real one at all (maybe, because they're not technically summons?).
For dealing with final boss i can suggest any way of stopping her from casting absorb spells. Glass jinkblades with paralysis really carried me through last phase. At the end of the day clones die in 2 hits (as i understand it) and are respawned with a conciderable delay, giving you plenty of time to spam the boss with rnadom bullshit you gathered along the way. Also enchanted robes located in the arena might come in handy
him while in the shack, or change that guy's script?
Preventing Caswyn from being dismissed while in the shack should be easy enough to do; I'll add it to the list.
Caswyn *does* have a knockout setting, but it's a bit fickle about firing correctly, but I'll mess with it more and see what I can come up with. Or just let him die permanently if I can't get that working consistently and correctly.
The hood thing is probably an issue with it *technically* having to count as armor; let me also take a look at his light armor stat and see if I can buff that enough (but not too much)