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Post by ghastley on May 22, 2017 19:53:40 GMT
Packaging is usually my first problem, especially when I have multiple mods mixed in the same folders. TES IV had the wonderful TES4Files utility to go gather it all for you, and there's a script for Wrye Smash that does the same for TES V. I haven't found one for TES III yet, so I'll have to get some discipline in naming things.
I have no little idea what the war_femme_noglow texture is. I wasn't aware I was using it! The name suggests it's from Westley's heads and probably came along with a head or hair I was hacking. However, I can't think of a head or hair that does glow!
It's probably time for a refresh anyway, as I fixed a few problems with scripts, and the position of the shipwreck door, and can't recall if those changes were included.
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Post by loriel on May 22, 2017 20:48:13 GMT
I didn't spot any problems with scripts, or with the shipwreck doors.
Angeline seemed to be a bit weak - she died too easily.
Diablita's combat animation looked wrong - she seemed to be slashing with the pitchfork instead of thrusting.
I would strongly recommend adding some recall/meeting mechanisms - Constance's system seems good, whereas Beryl's ring seems to be unreliable. Too many times one of the gaggle of companions in the party disappears - sometimes just stuck the wrong s door, other times nowhere to be seen...
These two appear to use the rather aggressive "guard" package, and tend to go off chasing after enemies, and don't always return.
The "auto-move" system worked well - these two plus Constance had it, Morganna didn't, and that broke up most of the doorway traffic jams.
Loriel
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Post by jgf on May 22, 2017 21:47:24 GMT
Packaging is usually my first problem, especially when I have multiple mods mixed in the same folders. TES IV had the wonderful TES4Files utility to go gather it all for you, and there's a script for Wrye Smash that does the same for TES V. I haven't found one for TES III yet, so I'll have to get some discipline in naming things. ... This may be what you seek - TESFiles V3.06 "A tool for packaging all files in a Morrowind Mod, or uninstalling a Morrowind Mod. To automate the tedius work of tracking what files belong to a mod. Now you can add files to your working Morrowind area with abandon, and know that when it's time to package your work, only those files actually required by the mod will be included in the released archive."
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Post by jgf on May 22, 2017 21:54:55 GMT
... Angeline seemed to be a bit weak - she died too easily. I would strongly recommend adding some recall/meeting mechanisms - Constance's system seems good, ... Don't know if Emma ever uploaded this, but she sent me a small esp for Constance that would make her run home (warped there of course) if she took a certain amount of damage. This was a nice option, and more realistic than Oblivion's "make essential" approach.
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Post by ghastley on May 23, 2017 14:23:12 GMT
This may be what you seek - TESFiles V3.06 "A tool for packaging all files in a Morrowind Mod, or uninstalling a Morrowind Mod. To automate the tedius work of tracking what files belong to a mod. Now you can add files to your working Morrowind area with abandon, and know that when it's time to package your work, only those files actually required by the mod will be included in the released archive." That's exactly what I'm looking for, but the only link on this site is broken, and I haven't found it anywhere else.
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Post by jgf on May 23, 2017 19:14:59 GMT
That's exactly what I'm looking for, but the only link on this site is broken, and I haven't found it anywhere else. I haven't a source, copied that text from the readme in my Morrowind install. But could send it to you if you like, it's only a 2meg exe (unzipped).
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Post by ghastley on May 24, 2017 16:53:49 GMT
I didn't spot any problems with scripts, or with the shipwreck doors. Angeline seemed to be a bit weak - she died too easily. Diablita's combat animation looked wrong - she seemed to be slashing with the pitchfork instead of thrusting. I would strongly recommend adding some recall/meeting mechanisms - Constance's system seems good, whereas Beryl's ring seems to be unreliable. Too many times one of the gaggle of companions in the party disappears - sometimes just stuck the wrong s door, other times nowhere to be seen... These two appear to use the rather aggressive "guard" package, and tend to go off chasing after enemies, and don't always return. The "auto-move" system worked well - these two plus Constance had it, Morganna didn't, and that broke up most of the doorway traffic jams. Loriel Angeline in my test games is usually an archer, so she stays out of the way. That's probably why I don't notice any weakness. Her stats should be the same as Diablita's, but she doesn't have the special weapon, so maybe she needs something extra. I'm not aware of any way to constrain spear animations for an NPC the way "use best attack" does for the player. If there is one, maybe someone will let me know. So she uses all the regular spear ones, which I don't think make sense for any spear other than the halberds. Switching them from guard to another AI basis is relatively easy, but I don't want to go the other extreme and have them passive. I run the "Improved teleport" mod in my game, which handles multiple marks, companion recall etc. and I'd probably just recommend that rather than duplicate it. Having too many methods in one game doesn't make for stability. The other benefit of an external system is that it can cover more than just these two - e.g. you can travel with Falura Llervu to the Zainab camp using one method for the whole party.
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Post by ghastley on May 24, 2017 16:57:33 GMT
That's exactly what I'm looking for, but the only link on this site is broken, and I haven't found it anywhere else. I haven't a source, copied that text from the readme in my Morrowind install. But could send it to you if you like, it's only a 2meg exe (unzipped). I'd be reluctant to use it if Mental Elf has essentially withdrawn it, but I may have no choice. The other potential utility has also disappeared from download sites. In this case, a bit of folder re-organisation is probably all I need, and would be beneficial anyway!
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Post by loriel on May 24, 2017 17:10:39 GMT
Switching them from guard to another AI basis is relatively easy, but I don't want to go the other extreme and have them passive. Agreed - but having a command to switch them in/out of guard mode could be very useful. Unfortunately either CD Cooley's or Melian's teleport mod would require MWSE, so they don't work with OpenMW. No doubt eventually an OpenMW-specific teleport mod will be written. Loriel
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Post by ghastley on May 24, 2017 19:10:13 GMT
... having a command to switch them in/out of guard mode could be very useful. I'll have to think about that one. A good companion shouldn't need to be managed beyond the "wait here"/"resume following" stuff, but something to set group combat rules is appropriate. It probably belongs with the weapon preference, but the limitations of the game engine may dictate otherwise.
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Post by ghastley on Jun 19, 2017 17:42:20 GMT
I'm in progress with moving all the content of this to a separate folder, so I can more easily extract only the D&D files. That means re-making the nif's that have texture references with folder names in them, as well as all the references in the esp. so it's slow going.
The worst part is getting distracted into playing the game when I'm supposed to be just testing something. And I'm working on a few Skyrim mods at the same time, so those have the same problem of game-playing. Anyone want HDT hair for a Skyrim Orc?
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