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morrowindsharp's Issues

setup guide for MGE Xe setup for the first time

You say to uncheck Uncheck Responsive menu caching if you have SLI or Crossfire, as they cause slowdown with this feature.

However that option is not located on that tab. I don't even see it anywhere else in the program

BTB Necro edit includes "controversial" skill gain edit, Alchemy edit

I'm about 10 hours into my Morrowind Improved 2.x playthrough and have come across two gameplay changes from the BTB that I personally don't believe are vanilla-friendly:

  1. From the BTB Necro Edit README:

Second, the Settings module slowed down the growth of major, minor and misc skills, with misc skill growth stopped entirely (or at least that was the intent). This change was very controversial, so the alternate version of the Settings module omitted the major/minor/misc skill growth rate changes.

Installing the BTB as-is from the Moddinghall sets a new player's Misc skills to level 30,000 times slower than normal, effectively making paying trainers the only way to raise them. No amount of swinging an Axe will raise your Axe skill if it's in your Misc skills list. Likewise no amount of successful Persuading or Bartering will teach you anything about Speechcraft or Mercantile if they're Misc skills. This is a significant gameplay change from Vanilla that I don't think follows the "Fidelity" core pillar.

  1. The BTB also introduces a change that makes all player-crafted alchemy potions worth zero gold. With Intelligence and Alchemy skill exploits, vanilla Alchemy crafting was a significant exploit for lots and lots of gold; so making them worth zero nipped that in the bud. However, with the other mods in this guide that limit these exploits (Controlled Consumption mainly), it's a lot more difficult to craft ridiculous potions that are worth ridiculous amounts of gold. I believe restoring iAlchemyMod to the original value of 2 would be appropriate.

Edit: It's worth noting that without an easy way to destroy items in TES3, any zero-gold item becomes a conundrum for a new(-ish) player.

Great Serice update

Great Service received an update on November 6, 2023, making the version included in the modlist outdated.

Updating it however is not necessarily an objective improvement, since the update does not incorporate spockthewok's fixes.

Broken link in main readme

Hi! Thanks for this great guide!

I noticed the link at the bottom of the main readme appears to be broken. It seems like it should be a txt file of the order for mods, maybe just check it in github instead?

image

Disabled sneak indicator (essential indicators)

Essential indicators has a setting that disables the vanilla sneak indicator, making it hard to level up the sneak skill. Disabling this setting should be included in the configuration section.

MGE XE Shader Pack Rev 2 Issue

This seems to no longer be available, navigating via the link shows that the file is in the users Trash on Google Drive

Question about tip

MWSEabotlib
Updated abot\lib.lua common file used by some of abot's mods.

If you've installed any of abot's Smart Journal, Smart Map, or Smart Ammo mods, you must install this file and allow it to overwrite the rest of them.

^How do I tell it to overwrite it because it doesn't pop up any option

Wouldn't it be better to rename the mod rather than merge it?

There are mods that are different versions of the main and optional mods.
And MO2 can be version checked and Morrowind mods are still updated.
For example, "AURA" was upgraded to version 5.3.2 today.
"Textures - MET" in "Project Atlas" is a patch for "Morrowind Enhanced Textures" and is not needed when not in use.
Wouldn't it be better to rename mods rather than merge them, like VivaNewVegas?

Morrowind Enhanced Textures: 5.2
MET Meshes: 1.2

Project Atlas: 7.1
Textures - MET: 7.1

Suggestion: remove Diseases Restored

Diseases Restored is a great mod, however the modlist also features LDM - Context Matters. It incorporates FMI - Disease Descriptions mod, which fixes disease inconsistencies in its own way, so having both would actually make diseases inconsistent.

Missing textures error

While generating distant lands the second time near the end of the guide, I got a message saying "missing texture: atl\atlas_velothi.dds
Screenshot 2023-09-19 174503
" I didn't know what to do so I just continued and finished generation. Then in the game when I finished the guide and tried to enter a new game, I got another error: image . I pressed yes to continue as I was only testing and the game continued, but I didn't test for long, I only walked around like 5 minutes max.

Change Log Archive?

Yo Sigourn!

I had to take a break a bit from Morrowind and now I am back and you have made tons of changes since I last played!!! HOWEVER!

Its been a couple of months and the change log is missing a lot of your changes :O
I want to catch up with the last time I followed the guide (which was in September!) :(

How can I see all the changes you made since the change log currently only goes until December 3rd?

Typo in change log

Under August 12th

Stealth Fix (Overhauls): added editing instructions to fix a bug that prevents the NPC Sneak Bonus slider from working.

Should be Stealth Improved.

Are addendum.md and btb.md compatible and other questions.

I like your guide. I couldn't find the information in the documents, so thought of asking here. Not sure if issues are meant to be used for these kinds of questions:

  1. Are addendum.md and btb.md compatible?
  2. In general, I don't use many graphic mods so your guide addresses graphic improvements I like but I was wondering is there a good reason not to use some body replacer mod? If I decide to use one, are any particular mods in the guide I should try to find patches. for?

Sorry for the n00b questions. I only played and modded Oblivion and Skyrim before, so I am not sure of the difficulties of modding Morrowind and for usual compatibility issues.

Wrye Mash 2021 - x64 - beta6

"Wrye Mash 2021 - x64 - beta6" is an independent package that does not require "Wrye Mash 2019 - x64".
If installed according to the guidelines, it will overwrite all files in "Wrye Mash 2019 - x64".
It would be less work to install only "Wrye Mash 2021 - x64 - beta6".

GOG Wishlist

I seen your Wishlist however the only way to gift games to you is by putting in the email you used for GoG. Care to share it :)

Screenshot_7

Kart Facelift

Kart Facelift fixes file is (as of July) at kart_facelift_update_0-10-3. As this also includes the fix for vampire, the additional hotfix is no longer required.

Question

Are you going to mark in the change log when you remove a mod due to incompatibility? Because I seen you removed a lot of mods and a couple looked interesting to me and I would like to use them still.

Problem with grass

Hi, i cannot get trough the grass in the game (testing grass around Seyda Neen). The grass is impenetrable object and it's easy to stuck in it without option to move or jump.

this type of grass

Is this a feature or bug?

not sure if it's connected but I get this error when I run the game

the error

Minor typos and potentially missing instructions

I found the following minor typos and potentially missing instructions in the guide and I report them here for you to check if they need to be addressed:

  1. There is a typo in Watch the Skies: The directory is textures\tew; not textures\tw. (found both in the main.md and the addendum.md)
  2. There is a missing instruction in Watch the Skies: The authors of Weather Adjuster and Watch the Skies instruct to turn off cloud handling in Weather Adjuster when using Watch the Skies. (found both in the main.md and the addendum.md)
  3. There is a missing instruction in Weapon Sheathing: The Data Files directory must be selected in the installation. (both in the main.md and the addendum.md)
  4. The shader mods found in main.md are absent from the Shaders section in the addendum.md.
  5. There is a typo in the Shaders configuration: The shader's name is deband_fogawarev3; not deband_fogawarev2. (found in the addendum.md)

Thank you for taking the time to make this guide. If I find anything else I'll add it in this Issue page.

Small Typo and two Questions

-On the Setup page your refer twice to New Vegas
-When starting Whyre Mash there are lots of inactive mods, is that intended?
-In Whyre Mesh theres only one mod that needs it's master to be updated, ist that correct?

Broken link

The additional MCP configurations available, mentioned throughout the main document, seems to point in the wrong direction.

https://github.com/Sigourn/morrowindsharp/blob/master/main2.md#additional-mcp-patches

It should be main.md and not main2.md, I believe, but I'm not certain.

https://github.com/Sigourn/morrowindsharp/blob/master/main.md#additional-mcp-patches

Hope this is the right way to bring this to your attention. This is literally my first day on github and my first-ever comment on anything, so I don't know if I'm doing this according to the normal community guidelines for submitting issues.

Distraction

Can you add how to change the options to toggle the voice lines lol

Higher Faction Requirements is too much

First of all, thanks so much for this guide! I've been playing Morrowind since a year or so after it was released. I've uninstalled and reinstalled it almost a dozen times and have to remod it each time. This guide was really helpful in getting a great Morrowind experience up and running with minimal fuss! Even if it does take a few hours to complete ;)

After running through the guide and getting my modded game up and running, the first JARRING roadblock I came across was with the Higher Faction Requirements mod. The issue with this mod is twofold:

a) Until you actually join a faction, there is NO indicator as to what skills or attributes in which you are falling short. You just get the message "you don't meet our requirements."

b) I believe the spirit of this guide is to introduce new players to what a great game Morrowind is by modding the graphics so it looks amazing, and modding the problems so it feels RIGHT; but this mod does NOT help in either of those regards. In all respects, Higher Faction Requirements is nothing but a "hardcore mode" mod for veteran players.

I built a new character with a custom class, chose "Combat" focus and still couldn't join the Fighter's guild without any specific explanation as to how I fell short. This is especially frustrating for vanilla and first-time players and it shouldn't be. I stress this because I recently pitched the game to a Morrowind-virgin friend who's going to blind-stream it using this Morrowind Improved mod list, and I know this mod is going to be a problem for him. I will certainly be recommending he disable this particular mod before doing the stream.

The first few quests for the Fighters Guild and most other factions are IDEAL for level 1 characters, and they shouldn't be locked out because a player chose an incompatible race or skill set. It might be a different argument if the Higher Faction Requirements mod kept level 1-3 rank requirements as they were and incrementally raised the rest, because by rank 4 or so you've probably joined at least two or three factions and have plenty of quests. But putting the hurdle even before rank 0 is too much of a change and IMHO doesn't fit the spirit of this modding guide.

Bug-Corrected and Enhanced Mods

I wrote two mods that may replace the MWSE Clock Block and the MWSE part of the Speed and Movement Rebalanced:
Clocks
Sprinting

Clocks

I didn't like that the MWSE Clock Block was lacking a hotkey to change between the two types of clocks and I also noticed that there is some inconsistency between that two clocks in 12-hour time regarding when the day period changes. Reading through its code I also noticed that it uses the enterFrame event a lot and the code it's kinda outdated.

Features

  1. It shows a game clock, real-time clock, or both above (or below) the compass.
  2. You can cycle between the options using a customizable key (defaults to 'n').
  3. You can choose between a 12-hour or 24-hour format in the MCM (I chose to represent noon by 'Noon', and midnight by 'MN' in the 12-hour format, but that can be easily changed.)

Code Improvements

  1. The game clock is updated only during simulation time at the rate of one a game second.
  2. The real-time clock is updated continuously at a rate of a real-time minute.
  3. All setting changes take effect the moment you exit the main menu (during the first second of the simulation).
  4. The code works with in-game and real-time timestamps. This means it can be extended to show dates or anything else that is supported by the os.date function. The only reason I wrote some extra code for the 12-hour format was to make some small adjustments to the default format.

Sprinting

The code of the Speed and Movement Rebalanced is not working properly. Specifically, the setZoom function is not called properly and it attempts to access tes3.mobilePlayer even in the main menu resulting in an error. I decided to fix these and enhanced the functionality greatly.

Features

  1. You can sprint when pressing a customizable key (defaults to 'LEFT ALT').
  2. While sprinting you accelerate up to a maximum speed that is multiple of your current speed.
  3. While sprinting your fatigue is decreasing fast. The fatigue drawback is reduced by your athletics down to a minimum value.
  4. While sprinting the screen smoothly zooms in and it smoothly zooms out again when you stop.
  5. If your fatigue reaches zero while sprinting you are safer a penalty. That is, you cannot sprint again for a short duration and/or until your fatigue reaches a required percentage. The penalty persists through save/load. Optionally you can also collapse from lack of fatigue (disabled by default).
  6. You can choose to disable sprinting for any direction except the forward direction.

Code Improvements

  1. Sprinting is only enabled while running by registering the function to the calcRunSpeed event.
  2. The zooming functionality is controlled separately during the simulate event. Specifically, visualization can be registered to be performed and the system respects assigned priorities. This allows for more visualizations, e.g. shaking the screen when fatigue reaches zero, without too much effort.
  3. The movements bindings are updated when leaving the menu.

I hope they are helpful. I tested them for a while but they are still in alpha versions. I'll be happy to fix any problems.

Setting up the destination folder

For "MGE XE" and "TES3Merge", you can use the "Create files in mod..." option to specify the destination mod for each profile, so that you don't have to re-export when you switch profiles.
I output to an empty mod called "Morrowind Sharp Output".

I am playing Morrowind on Steam Deck(1280x800) in conjunction with the Japanese mod.
Thank you.

Maximalist mod order missing entries

GMST Menu Preset by Sigourn

GH Patches and Replacers 1.02

Aura 3.0 - Replacer

Bitter Coast Scum Replacer is way lower in the load order than in your guide (almost like it was option then changed to a definite?)

Weather Adjuster Preset by Sigourn

3d vines vanilla muschroom trees and ashmire replacer seem higher in the list than in the guide. Like they were later moved to optional in the guide but not the list?

Here Comes the Sun... Glare incorrect link

The link to Here Comes the Sun... Glare under the Visuals section leads to a different mod called Better Sun. This creates some confusion on which is the correct mod that needs to be downloaded. I also thought it would be worthwhile to note that inside modlist.txt from Morrowind Sharp MO2 Profile Files has Here Comes the Sun... Glare listed instead of Better Sun, just incase if Better Sun is the correct mod.

Separators

Never used mod organizer before but can I put in separators so they match your guides sections or would that mess it up?

Cave Drips installs clean

The redirection of the data directory in "modding" is not required, this mod installs without issue via MO2

World-based item tooltips (on mouse hover) not showing while using menu / inventory mode

Hello! Firstly thank you for this guide, I'm very new to modding so it's been a great help getting started and my game looks great! :)

Unfortunately, I've run into an issue that I haven't been able to fix myself. Forgive the long post, I'm hoping that I'm explaining it with enough useful information to try to help isolate the problem!

While I'm actively walking in the world, I can move my mouse over items and see their pop-up tooltip (e.g. to show what kind of potion it is that I've put on the table). But that tooltip disappears once I open my inventory and try to hover over world items. I can still pick world items up and move them around to drop them elsewhere in the world and/or in my inventory, but I can't see their tooltips until I put them into my inventory.

I've tried searching Google/Reddit/etc but I haven't yet found anyone talking about this particular experience. My main theory so far is that maybe something got mixed up and is turning those tooltips off completely when in menu mode instead of (for example) during crafting mode (one of the bug fixes mentioned in MCP).

I can't figure out which part of the modding process has done this, though. It also seems like some files got permanently altered somehow, because even when I swap to using a vanilla modding profile, and revert then reapply MCP, the tooltips still aren't working. But I'm not savvy enough to find out where that's happening.

I've tried deselecting some of the mods (especially the UI or tooltip-related ones), changing options in Morrowind Code Patch, making different MO2 mod profiles with different mods unticked, and I've also done a completely new/fresh installation and started this guide completely from scratch after deleting everything (including MO2) and starting all over again going right through to the end, but I still can't figure it out.

Other than that, it's been going great so far! But I would love those tooltips back lol I hope you can help me? Thank you :)

Couple of Questions

First off I just have to say that I love your guide format. Its very detailed and makes it easy to follow along without any worry of messing anything up. Ive followed 3 guides out there and no matter what I do it always screws up the game >_<

  1. Do you mind if I use the issues section to ask questions? lol

  2. Don't think it matters much but the Morrowind Graphics Extender Graphics & In-game tab picture is of an older version. Don't really think it makes a difference besides maybe something was renamed but just thought I would let you know just in case.

  3. For my Distant Land Generation my "Use Distant Statics" values for Min Size will not go lower than 150. Any idea why?

  4. What made you decide to use GitHub for this guide when there are a lot of different options out there?

  5. Is this guide something that you used for yourself and are just typing up what/how you did it or is this something you started fresh and are looking at all the mods out there and figuring out what works best?

  6. I know this guide is to try and keep the game as vanilla as possible but I was wondering... Would you ever consider making a guide to make the game look as amazing as possible? Or a guide that makes the game just as fun but completely changes everything about it (new locations, extra quests, etc etc)?

  7. Do you have a Patreon so people can donate?

  8. Are the optional mods ones that are under the click to expand drop downs?

  9. Loading Doors Lock Tune says it requires Morrowind Script Extender but that is not listed on the guide. Will that cause any issues?

Helping with the change log.

Do you think when you make changes/additions you could add a colored dot emoji in the guide so its easier to find which step its at.

Like a yellow dot could mean changes since the last update and a red dot could be the changes before that.

I was going to suggest changing text color but apparently that's not possible in GitHub lol

Redundant entries in the Mod order

I noticed that in the mod order at the end of main.md that intelligent textures appears twice, I used the first position which seemed to work so I guess the second entry just needs removing?

Also the Magicka regeneration mod is still in the mod order list, though I can see you removed it in the changelog from the recommended mods.

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