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Kotokyy

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  1. [WIP] Morrowind XP

    Thanks, Andalaybay. Little annoucement regarding future development: upcoming updates will all be minor ones and they will focus on gameplay balance, there are lots of things that need tweaking. I have already revamped my mod’s combat xp formula, results have been promising but I need to test it a little bit more before I release it.
  2. [WIP] Morrowind XP

    Major update to Morrowind XP was just released. It was a long hiatus but for now development will continue. Focus of the latest patch was bug fixes. I hate fixing bugs -it's monotonous, dull work and when there are over 60 scripts to be checked it takes a lot of time. Now it's finally done and the mod runs almost too well. I also finally added full support to Tribunal and Bloodmoon content (all quests will now reward xp, discovering Solstheim location will reward xp etc). It shouldn't be that hard thing to implement. MCP uncapper is popular tweak so i might as well release compatible version of my mod. I'll look into it.
  3. File Name: Figurine Collector -fine art of petrification File Submitter: Kotokyy File Submitted: 05 Mar 2016 File Category: Miscellaneous Figurine Collector -fine art of petrification Introduction This mod will give player a new spell which can petrify&shrink any npc. Petrified npcs should never dissappear from the game, so player can safely place them anywhere he likes. Ever wanted to turn NPCs into stone figurines, and decorate your house with them? Now you can! It truly amazed me that there didn’t exist mod like this already. It seemed such a simple mod. Well, it turned out that it was little more complicated than I thought, but I have never feared to face a little challange. Originally I intended this mod to be only for personal use, but soon my little project grew ever more ambitious, and I decided that I might as well do this thoroughly and release it as an actual mod. This is the end result, feel free to love or hate it. Requirements -Base game+SKSE Compatibility -No known incompatibilities. Wall of text -read it, seriously! -When player loads his game for a first time, two spell tomes will be added to his/her inventory: petrification spell called Merormo’s Petrifying Grip (which petrifies and shrinks the target) and reversal spell called Mandragora. Merormo’s Petrifying Grip works on any target, there are no limitations. It should be noted, however, that generic npc (nameless guards, bandits and creatures etc) usually need few casting attempts. Why? Generic npcs are part of leveled list -this means that they will eventually respawn, which is bad thing. The spell will try to create non-respawning copy of generic npc, which sometimes fails. That’s why the spell needs to be cast multiple times on generic npcs. -petrification spell has no casting requirements, no cost and it is casted almost instantly.The spell is only meant to give player cool new decorative element. It’s obviously too unbalanced to be used in actual combat. -Be careful when you choose petrification targets: using spell on important, quest-related npcs isn’t a good idea. I would avoid casting spell without good reason -if someone goes and petrifies every single bandit in bandit camp, their statues will stay there forever, causing unneseccary save game bloating. -Skyrim handles shader textures quite poorly: the game will only remember player’s shader, which means that NPCs will lose shader texture when player changes cell. Turning enemies into stone figurines would be pretty pointless, if the texture would dissappear after cell change. This mod adds a script that will monitor petrification texture, making sure that it doesn’t dissappear. The script will only run when player is inside a cell he owns, otherwise the script will only run only once every time player changes cell. Due to this petrification texture might not appear immetiadedly if player moves petrified target, but it will appear when player returns to location. -Petrification doesn’t kill its target, it only disables it’s movement. If spell is used on dead target, the spell will resurrect target temporarily -when player reverses petrification, target will die again. It should also be noted that if the target is dead when spell is cast, target’s inventory will reset. -Petrified NPCs won’t remember their poses -when player leaves the area, petrified npc will take infamous T pose. -petrified targets are stuck in that state until spell is reversed: generic npcs won’t respawn, and due to the fact that target is still technically alive, corpse cleanup isn’t problem. -Mod doesn’t include tool to transport petrified npcs. To move target between cells, use another mod. I recommend T-Mush-S’s CS Tag and Track NPCs mod or zjy6400’s corpse collector (you can also pick living npcs with it) mod for more immersive experience. -when decorating, using console to manipulate target can be bothersome. Use either Jaxonz Positioner, Grimy Utilities or similar mod to move npc faster. -When petrified npc is transported from one cell to another, it is good idea to leave cell and return before moving target in the cell. -Petrified, living creatures make a lot of noise. Right now only way to silence them is to kill petrified creature either with console or with weapons. This is fine, only problem is that coprses will dissappear eventually. Luckily there is one easy way to prevent corpse cleanup. Download T-Mush-S’s CS Tag and Track NPCs mod (Jaxonz Map Markers might also work) and cast tracking spell on a corpse. As long as player tracks the coprse, petrified corpse will be permanent. -It’s not good idea to position many alive beings too close each other. After you leave the cell, the game will try to force the meshes apart. When the player returns after such occurance, npc meshes will be all over the place. In addition to this, it can also break cell’s spawn coordinates -instead of appearing in front of the door, player will spawn into semi-random spot inside a cell. To prevent this kind of weird behavior, use corpses instead of living beings if you want to place Npcs near each other. -there exists alternative version of the spell that doesn’t shrink npcs. If you would like to use it, you can access it with console. Open console and type *help “Merormo’s Petrifying Grip II†4* to get the spell id. Changelog v1.0.1 -tweaked shade of petrification texture -improved script execution v1.0.1 -Player can no longer talk to petrified NPCs v1.0.0 -Intial release Credits Petrification texture was made by Nexus user AlanovichRomanov, I just modified it slightly. Kudos to him for letting me to use his texture. Nexus download link: http://www.nexusmods.com/skyrim/mods/73985/? Click here to download this file
  4. Version v1.1.0

    68 downloads

    Figurine Collector -fine art of petrification Introduction This mod will give player a new spell which can petrify&shrink any npc. Petrified npcs should never dissappear from the game, so player can safely place them anywhere he likes. Ever wanted to turn NPCs into stone figurines, and decorate your house with them? Now you can! It truly amazed me that there didn’t exist mod like this already. It seemed such a simple mod. Well, it turned out that it was little more complicated than I thought, but I have never feared to face a little challange. Originally I intended this mod to be only for personal use, but soon my little project grew ever more ambitious, and I decided that I might as well do this thoroughly and release it as an actual mod. This is the end result, feel free to love or hate it. Requirements -Base game+SKSE Compatibility -No known incompatibilities. Wall of text -read it, seriously! -When player loads his game for a first time, two spell tomes will be added to his/her inventory: petrification spell called Merormo’s Petrifying Grip (which petrifies and shrinks the target) and reversal spell called Mandragora. Merormo’s Petrifying Grip works on any target, there are no limitations. It should be noted, however, that generic npc (nameless guards, bandits and creatures etc) usually need few casting attempts. Why? Generic npcs are part of leveled list -this means that they will eventually respawn, which is bad thing. The spell will try to create non-respawning copy of generic npc, which sometimes fails. That’s why the spell needs to be cast multiple times on generic npcs. -petrification spell has no casting requirements, no cost and it is casted almost instantly.The spell is only meant to give player cool new decorative element. It’s obviously too unbalanced to be used in actual combat. -Be careful when you choose petrification targets: using spell on important, quest-related npcs isn’t a good idea. I would avoid casting spell without good reason -if someone goes and petrifies every single bandit in bandit camp, their statues will stay there forever, causing unneseccary save game bloating. -Skyrim handles shader textures quite poorly: the game will only remember player’s shader, which means that NPCs will lose shader texture when player changes cell. Turning enemies into stone figurines would be pretty pointless, if the texture would dissappear after cell change. This mod adds a script that will monitor petrification texture, making sure that it doesn’t dissappear. The script will only run when player is inside a cell he owns, otherwise the script will only run only once every time player changes cell. Due to this petrification texture might not appear immetiadedly if player moves petrified target, but it will appear when player returns to location. -Petrification doesn’t kill its target, it only disables it’s movement. If spell is used on dead target, the spell will resurrect target temporarily -when player reverses petrification, target will die again. It should also be noted that if the target is dead when spell is cast, target’s inventory will reset. -Petrified NPCs won’t remember their poses -when player leaves the area, petrified npc will take infamous T pose. -petrified targets are stuck in that state until spell is reversed: generic npcs won’t respawn, and due to the fact that target is still technically alive, corpse cleanup isn’t problem. -Mod doesn’t include tool to transport petrified npcs. To move target between cells, use another mod. I recommend T-Mush-S’s CS Tag and Track NPCs mod or zjy6400’s corpse collector (you can also pick living npcs with it) mod for more immersive experience. -when decorating, using console to manipulate target can be bothersome. Use either Jaxonz Positioner, Grimy Utilities or similar mod to move npc faster. -When petrified npc is transported from one cell to another, it is good idea to leave cell and return before moving target in the cell. -Petrified, living creatures make a lot of noise. Right now only way to silence them is to kill petrified creature either with console or with weapons. This is fine, only problem is that coprses will dissappear eventually. Luckily there is one easy way to prevent corpse cleanup. Download T-Mush-S’s CS Tag and Track NPCs mod (Jaxonz Map Markers might also work) and cast tracking spell on a corpse. As long as player tracks the coprse, petrified corpse will be permanent. -It’s not good idea to position many alive beings too close each other. After you leave the cell, the game will try to force the meshes apart. When the player returns after such occurance, npc meshes will be all over the place. In addition to this, it can also break cell’s spawn coordinates -instead of appearing in front of the door, player will spawn into semi-random spot inside a cell. To prevent this kind of weird behavior, use corpses instead of living beings if you want to place Npcs near each other. -there exists alternative version of the spell that doesn’t shrink npcs. If you would like to use it, you can access it with console. Open console and type *help “Merormo’s Petrifying Grip II†4* to get the spell id. Changelog v1.0.1 -tweaked shade of petrification texture -improved script execution v1.0.1 -Player can no longer talk to petrified NPCs v1.0.0 -Intial release Credits Petrification texture was made by Nexus user AlanovichRomanov, I just modified it slightly. Kudos to him for letting me to use his texture. Nexus download link: http://www.nexusmods.com/skyrim/mods/73985/?
  5. [WIP] Morrowind XP

    I posted my current loadorder here. Sorry no picture and I dunno why I couldn't take a picture. That's really weird ... When playing first time with old character, scripts will check player's surroundings and inventory, which will usually produce few messages. However, "Item Stolen" message should not appear unless you picked something up... did the game crash or did it let you continue playing? I think that the only thing that could mess up script that tracks stolen items is sudden feather/burden spell... Your Loadorder seemed fine to me, I didn't spot any mods that could cause conflict.
  6. [WIP] Morrowind XP

    No, I haven’t actually. I have studied base mechanics of Oblivion XP to some degree, but most of my understanding is based on some quite old data. I’m not sure if reading ini is possible. Quests can’t be used, due to the fact that Morrowind doesn’t have actual quests in the sense like Oblivion and Skyrim -basically everything is script-based, scripts (or dialogue) update journal when they detect changes in the game world. Instead, Morrowind has powerful global scripts -and I can definitely use a global script to set variables if needed. Morrowind can detect sneaking. Getcombat function could be useful to determine if hostile NPC/creature hasn’t spotted the player. There might be a better way, but that was the first idea that I got. Hmm, I really have to check that readme then. Download done. Getting a level of creature/NPC is possible, same goes to statistics. My current script actually checks enemy’s level and some attributes, but the end result is quite unbalanced due to Morrowind’s lack of real level scaling. Without limitations, level 1 player would get insane amounts of experience just by killing one guard. In the other hand, level 20 player would get pathetic amount of experience for most of enemies encountered. You see, only small percentage of Morrowind’s NPCs are over level 20 -if I remember correctly about 30% of NPCS fall to level range of 8-12. About 25% of them were level 6 or under. I meant other mods. There is also vanilla scripts that utilize ondeath to progress a quest. If I would use Ondeath, many vanilla quests wouldn’t progress correctly. I have to check that poison script. Interesting stuff... Investigation time! I’ll do some research and return here to report my findings.
  7. [WIP] Morrowind XP

    File uploaded.
  8. [RELz] Morrowind XP

    Morrowind XP View File Morrowind XP Regarding mod stability: This is complex mod, and there are hundreds of little things that could cause conflicts when unlikely scenarios occur. Finding the cause of one little error isn't simple task, and I have made my best effort to keep everything up and running. I have already cleaned up worst scripting blunders although there is still plenty of work to be done. In any case, use MCP, backup your saves and remember to save often -one can never be too careful. Based on my limited testing mod should now be perfectly stable, it seems that version 1.4.0 is free of major bugs. No CTDs or save file corruptions encountered during 7 hours of playtesting, all mod features have also worked correctly. There is just one inconvenience: you need to save manually, don't quicksave. Introduction Inspired by SirFrederik’s wondrous Oblivion XP mod, I decided to create Morrowind’s XP mod. Due to the limitations of Morrowind’s scripting language, this wasn’t as easy task as I had suspected. In any case I started to plan things out, and before I had noticed my inner perfectionist forced me to implement many features, which required lots of work, but didn’t really serve as major improvement on their own. Now, after almost two years of work (I could have probably finished this in a week or two, but unfortunately my mind apparently isn’t capable of focusing to only one project extended periods of time) it is finally finished. Okay, at least almost finished. The most notable imperfection of this mod is the fact that it lacks any kind of balance. Amounts of XP aren’t really well-thought. Best way to fix this flaw is to let players tell their experiences -so feedback is important. Why I created this mod? When it comes to RPGs, Morrowind could be seen as a true masterpiece. However, it isn’t without it’s own flaws. For me personally, game’s leveling system is the worst offender. To put it bluntly, when it comes to raising your skills the game rewards player for quantity and ignores quality. This is due to the fact that skills will increase based on how many times spesific action has been performed, not how efficient action itself was. Hitting a bandit ten times with your sword yields ten times more skill adcvancement than OHKOing bandit with one powerfull swing. Game basically encourages players to play unefficiently! The problem is, it isn’t really fun to cast mediocre spells when playing as a mage or whack dozens of powerless swings as a warrior just to raise your skills. Combat can easily start to feel like a chore, tiresome grinding which you are forced to endure to strenghten your character (without exploiting various game mechanics, that is). Another problem all together is Morrowind’s way to punish players for leveling wrong skills at the wrong time -due to the fact that (specific) skills influence (specific) attribute growth rates, player is basically forced to carefully plan which skills to raise (this planning usually leads to grinding) before level up if he doesn’t want to seriously hinder his character. Goal of this mod is to remove this kind of hindering leveling mechanics, make character growth more natural part of gameplay without a need to powergame, and most importantly offer real satisfaction to player when his character is greeted with level up menu. To put it simply: Maximum player freedom combined with maximum enjoyment -that’s the goal. Requirements -Fully patched Morrowind with expansions -latest version of Morrowind Script Extender (MWSE v.0.9.4a + Merzasphor’s update) -MGE XE 0.10.0 b9 -use v.0.10.0 b16, check installation instructions below! Compatibility This mod is likely to conflict with any mod that edits skill growth rates or modifies level up system in general. Skill uncapper which is included in Morrowind Code Patch is compatible. Installation Nothing unusual here, just put contents to your data files. IMPORTANT! MGE XE 0.10.0 b9 isn't available anymore, use MGE XE 0.10.0 b16 instead. How to get it to work: 1.Install MGE XE 0.10.0 b16 normally. 2.create file called MGEfuncs.dll (just create empty txt file and change extension from txt to dll). 3.Place dll file to Morrowind/mge3 folder. 4.run MGEXEgui.exe once (it's inside Morrowind folder). That's it. Now just launch the game using MWSE launcher. Implemented features Following actions will grant XP to player character: -obtaining new books, scrolls and notes -finding artifacts ( Daedric artifacts and some other unique items) -pickpocketing NPCs. -stealing items (XP amount is based on stolen item’s value. XP will only be granted to player if player is sneaking when he steals an item) -lockpicking (XP amount is based on lock difficulty) -practising alchemy (i.e. creating potions) -practising enchanting (i.e. recharging and enchanting objects) -practising smithing (i.e. repairing equipment) -discovering new locations ( experience is rewarded based on player’s distance to nearest major city. You won’t believe how much it took me to make this work correctly) -gaining reputation -freeing slaves -completing quests/advancing to next rank in the guild -killing enemies. Maximum XP gained by this way is 5,0% (10% with sleep multiplier). I had to limit maximum XP because without it low-level player could reach high levels instantly by just killing few guards. Sleep multiplier has been implemented, and player will gain increased XP after he has rested some time (right now it doesn’t actually matter how long you sleep (althought if you only sleep short time, script doesn’t always have time to activate)). When sleep multiplier is activated, it will stay on until you have gained spesific percentage of XP which is needed to level up. Sleeping again will reset whole thing. (note.When sleep multiplier is active, corresponding icon will appear in the lower right corner of the screen) How new leveling system works In your inventory you will find find green item icon which will show your current xp amount (icon is named as [XP], you should never try drop these) You will have one new spell, named as [boost Skill] Leveling is based on experience points -your actions yield xp which will be added to universal experience pool. When you have gained enought experience you will meet good old level up screen and all three attributes which you choose (exept luck) are raised by 4 (level up screen will insist that it only raises skills by 1, but it will actually raise them by 4). However, if player chooses luck as one of the attributes other two attributes will increase by 5 points. After a standard level up, new window will open and you may allocate either 25 (if under lvl16) or 20 skill points depending on your level. There is also a way to only increase your skills without actually leveling up. Casting a spell titled as [boost Skill] can be used to ‘buy’ skill advancement (like with skill trainers). It has static price of 5000 gold and requires you to sacrifice some of your collected XP (which is obviously less than xp needed to level up). Using this option is for those who don’t care to raise their level and attributes and just want to increase their skills. So it’s high-level players who will benefit for this. If you meet requirements to buy skills, skill menu will pop up. if you don't meet requirements, message will appear and notify you about them. Notes -You should never raise enchanting, alchemy, sneak, security or smithing to 100. To compensate this, when you reach level 99 in said skills, you will get permanent fortify skill effect to boost skill to 100. Changelog v1.4.5 -fixed a bug that could cause duplication of books and artifacts in player’s inventory -stealing item from countainer can no longer create duplicate of said item. -mages guild xp reward script was bugged, now it calculates xp correctly v1.4.4 -balance changes: player will now only receive 25 skill points when levelinh up if he is under lvl 16, afte that the amount is loweredto 20. When leveling up attributed are increased by 4 points, unless player invests in luck in which case other two stats increase by 5. -...disturping visual anomaly that haunted those that played in third person fixed -one outdated script removed that was meant to be removed in the last version. v1.4.3 -Updated the formula that is used to calculate the amount of xp gained from defeated enemies. It should now scale less harshly at later levels. I also added new random factor to make killing weak enemies more rewarding: most of the time killing mudcrabs will still only give few experience points, but there is slight chance that player could get hefty xp bonus. It's still not perfect system but it's step in the right direction. v1.4.2 -Morrowind XP is now fully compatible with MCP’s skill uncapper. -skill changes caused by damage/drain/fortify effects can no longer mess up leveling system. -trainer services are now safe to use -rare skill reset bug when leveling fixed -Repairing weapons and armor will now reward less xp (the old rate was way too high). -level up menu can no longer pop up when in menu mode -artifact found -message typo fixed v1.4.1 -player's death can no longer trigger error message -rapidly travelling between outdoor cells will no longer give player extra xp. v1.4.0 -Bloodmoon and Tribunal content fully supported! -major stability improvements: all rogue scripts have been rewritten, many script conflicts have been adressed. -permanent corpses will no longer trigger xp reward script. -fixed rare bug that deleted all saved location variables (due to this already discovered location could be rediscovered) -few skill books weren't working properly, now they work. v1.3.0 -New feature added: freeing slaves gives experience now! -Fixed a bug that prevented experience from misc quests scaling to player’s level. -Removed test object that was erraneously left in the game world in the last update. v1.2.1 -quick hotfix to fix minor oversight in v1.2.0 v1.2.0 -added level up menu for skills. -bug that could prevent updating from previous version has been fixed. Check the readme if you have problems with updating. -Fixed a bug that deactivated location discovery XP script after some time had passed. v1.1.0 -added shiny new XP meter. -some minor performance fixes v1.0.0 -Intial release Known bugs: -if two actions which are handled by same script occur simulatenously, player doesn't receive full XP ( eg. if you buy two different books from merchant in one go, or do quest which rewards you with two different scrolls, xp will be awarded only once). Luckily, this kind of situations are quite rare, so fixing this doesn't seem necessary) -Script which grants experience points for discovering new locations has one known flaw: It can't tell apart locations which have extremely similar names (actually only one instance of this is known: locations Shara and Shal were mixed with each other -this has been fixed, but if someone encounters other false discovery messages, it should be reported to me so that I can fix it) -If player steals a soul gem that is already filled, XP awarded will be based on the value of empty version of said soul gem. -if player obtains enough experience to level up multiple times in one go, attributes won’t get increased as they should. This is mostly theoretical problem because there shouldn’t be a way to encounter this kind of situation during normal gameplay. -Small-scale microstuttering can be encountered, especially when inventory menu is open. Fixed? Things to do -update script that handles xp that is granted for stealing stuff to take into account player’s guild status (right now the script doesn’t check if player is part of the guild and taking guild supplies is considered stealing. Should be easy to fix, it just isn’t that notable flaw so I didn’t bother to fix it) -balance XP gain multipliers. -if needed, boost performance of the mod by making it handle its scripts more efficiently (there shouldn’t be any serious problems with FPS, but I haven’t done any testing with low-end machines) performance is a lot better now. *next update will be about combat xp reward mechanics. Credits -SirFrederik for original concept of Oblivion XP -GhanBuriGhan, Yacoby and melian for creation of ‘Morrowind Scripting for Dummies’ manual (without this beginner-friendly guide I probably would have never bothered to learn Morrowind’s scripting language) -Soralis for his math mod -Modding community at Great House Fliggerty forums (If I had a problem with some MWSE function, Google usually led me there) Submitter Kotokyy Submitted 11/18/2015 Category Gameplay Changes  
  9. Morrowind XP

    Version v1.4.6

    183 downloads

    Morrowind XP Regarding mod stability: With latest version (v.1.4.6) when I completed 100% playthrough, no major bugs were encountered. During that playthrough game crashed three times. When using this mod there is one inconvenience: you need to save manually, don't quicksave. Introduction Inspired by SirFrederik’s wondrous Oblivion XP mod, I decided to create Morrowind’s XP mod. Due to the limitations of Morrowind’s scripting language, this wasn’t as easy task as I had suspected. In any case I started to plan things out, and before I had noticed my inner perfectionist forced me to implement many features, which required lots of work, but didn’t really serve as major improvement on their own. Now, after almost two years of work (I could have probably finished this in a week or two, but unfortunately my mind apparently isn’t capable of focusing to only one project extended periods of time) it is finally finished. Okay, at least almost finished. The most notable imperfection of this mod is the fact that it lacks any kind of balance. Amounts of XP aren’t really well-thought. Best way to fix this flaw is to let players tell their experiences -so feedback is important. Why I created this mod? When it comes to RPGs, Morrowind could be seen as a true masterpiece. However, it isn’t without it’s own flaws. For me personally, game’s leveling system is the worst offender. To put it bluntly, when it comes to raising your skills the game rewards player for quantity and ignores quality. This is due to the fact that skills will increase based on how many times spesific action has been performed, not how efficient action itself was. Hitting a bandit ten times with your sword yields ten times more skill adcvancement than OHKOing bandit with one powerfull swing. Game basically encourages players to play unefficiently! The problem is, it isn’t really fun to cast mediocre spells when playing as a mage or whack dozens of powerless swings as a warrior just to raise your skills. Combat can easily start to feel like a chore, tiresome grinding which you are forced to endure to strenghten your character (without exploiting various game mechanics, that is). Another problem all together is Morrowind’s way to punish players for leveling wrong skills at the wrong time -due to the fact that (specific) skills influence (specific) attribute growth rates, player is basically forced to carefully plan which skills to raise (this planning usually leads to grinding) before level up if he doesn’t want to seriously hinder his character. Goal of this mod is to remove this kind of hindering leveling mechanics, make character growth more natural part of gameplay without a need to powergame, and most importantly offer real satisfaction to player when his character is greeted with level up menu. To put it simply: Maximum player freedom combined with maximum enjoyment -that’s the goal. Requirements -Fully patched Morrowind with expansions -latest version of Morrowind Script Extender (MWSE v.0.9.4a + Merzasphor’s update) -MGE XE 0.10.0 b9 -use v.0.10.0 b16, check installation instructions below! Compatibility This mod is likely to conflict with any mod that edits skill growth rates or modifies level up system in general. Skill uncapper which is included in Morrowind Code Patch is compatible. Installation Nothing unusual here, just put contents to your data files. IMPORTANT! MGE XE 0.10.0 b9 isn't available anymore, use MGE XE 0.10.0 b16 instead. How to get it to work: 1.Install MGE XE 0.10.0 b16 normally. 2.create file called MGEfuncs.dll (just create empty txt file and change extension from txt to dll). 3.Place dll file to Morrowind/mge3 folder. 4.run MGEXEgui.exe once (it's inside Morrowind folder). That's it. Now just launch the game using MWSE launcher. Implemented features Following actions will grant XP to player character: -obtaining new books, scrolls and notes -finding artifacts ( Daedric artifacts and some other unique items) -pickpocketing NPCs. -stealing items (XP amount is based on stolen item’s value. XP will only be granted to player if player is sneaking when he steals an item) -lockpicking (XP amount is based on lock difficulty) -practising alchemy (i.e. creating potions) -practising enchanting (i.e. recharging and enchanting objects) -practising smithing (i.e. repairing equipment) -discovering new locations ( experience is rewarded based on player’s distance to nearest major city. You won’t believe how much it took me to make this work correctly) -gaining reputation -freeing slaves -completing quests/advancing to next rank in the guild -killing enemies. Maximum XP gained by this way is 5,0% (10% with sleep multiplier). I had to limit maximum XP because without it low-level player could reach high levels instantly by just killing few guards. Sleep multiplier has been implemented, and player will gain increased XP after he has rested some time (right now it doesn’t actually matter how long you sleep (althought if you only sleep short time, script doesn’t always have time to activate)). When sleep multiplier is activated, it will stay on until you have gained spesific percentage of XP which is needed to level up. Sleeping again will reset whole thing. (note.When sleep multiplier is active, corresponding icon will appear in the lower right corner of the screen) How new leveling system works In your inventory you will find find green item icon which will show your current xp amount (icon is named as [XP], you should never try drop these) You will have one new spell, named as [boost Skill] Leveling is based on experience points -your actions yield xp which will be added to universal experience pool. When you have gained enought experience you will meet good old level up screen and all three attributes which you choose (exept luck) are raised by 4 (level up screen will insist that it only raises skills by 1, but it will actually raise them by 4). However, if player chooses luck as one of the attributes other two attributes will increase by 5 points. After a standard level up, new window will open and you may allocate either 25 (if under lvl16) or 20 skill points depending on your level. There is also a way to only increase your skills without actually leveling up. Casting a spell titled as [boost Skill] can be used to ‘buy’ skill advancement (like with skill trainers). It has static price of 5000 gold and requires you to sacrifice some of your collected XP (which is obviously less than xp needed to level up). Using this option is for those who don’t care to raise their level and attributes and just want to increase their skills. So it’s high-level players who will benefit for this. If you meet requirements to buy skills, skill menu will pop up. if you don't meet requirements, message will appear and notify you about them. Notes -You should never raise enchanting, alchemy, sneak, security or smithing to 100. To compensate this, when you reach level 99 in said skills, you will get permanent fortify skill effect to boost skill to 100. Changelog v1.4.6 -xp from Ahnassi questline is now calculated correctly. -improved Solstheim distance calculation algorithm, discovering locations should now give reasonable amount of xp. -There was a cell near Raven Rock that could cause game to freeze when entering. (command that told distance calculation script to stop processing itself when entering there got bugged and due to that script kept looping eternally) v1.4.5 -fixed a bug that could cause duplication of books and artifacts in player’s inventory -stealing item from countainer can no longer create duplicate of said item. -mages guild xp reward script was bugged, now it calculates xp correctly v1.4.4 -balance changes: player will now only receive 25 skill points when levelinh up if he is under lvl 16, afte that the amount is loweredto 20. When leveling up attributed are increased by 4 points, unless player invests in luck in which case other two stats increase by 5. -...disturping visual anomaly that haunted those that played in third person fixed -one outdated script removed that was meant to be removed in the last version. v1.4.3 -Updated the formula that is used to calculate the amount of xp gained from defeated enemies. It should now scale less harshly at later levels. I also added new random factor to make killing weak enemies more rewarding: most of the time killing mudcrabs will still only give few experience points, but there is slight chance that player could get hefty xp bonus. It's still not perfect system but it's step in the right direction. v1.4.2 -Morrowind XP is now fully compatible with MCP’s skill uncapper. -skill changes caused by damage/drain/fortify effects can no longer mess up leveling system. -trainer services are now safe to use -rare skill reset bug when leveling fixed -Repairing weapons and armor will now reward less xp (the old rate was way too high). -level up menu can no longer pop up when in menu mode -artifact found -message typo fixed v1.4.1 -player's death can no longer trigger error message -rapidly travelling between outdoor cells will no longer give player extra xp. v1.4.0 -Bloodmoon and Tribunal content fully supported! -major stability improvements: all rogue scripts have been rewritten, many script conflicts have been adressed. -permanent corpses will no longer trigger xp reward script. -fixed rare bug that deleted all saved location variables (due to this already discovered location could be rediscovered) -few skill books weren't working properly, now they work. v1.3.0 -New feature added: freeing slaves gives experience now! -Fixed a bug that prevented experience from misc quests scaling to player’s level. -Removed test object that was erraneously left in the game world in the last update. v1.2.1 -quick hotfix to fix minor oversight in v1.2.0 v1.2.0 -added level up menu for skills. -bug that could prevent updating from previous version has been fixed. Check the readme if you have problems with updating. -Fixed a bug that deactivated location discovery XP script after some time had passed. v1.1.0 -added shiny new XP meter. -some minor performance fixes v1.0.0 -Intial release Known bugs: -if two actions which are handled by same script occur simulatenously, player doesn't receive full XP ( eg. if you buy two different books from merchant in one go, or do quest which rewards you with two different scrolls, xp will be awarded only once). Luckily, this kind of situations are quite rare, so fixing this doesn't seem necessary) -Script which grants experience points for discovering new locations has one known flaw: It can't tell apart locations which have extremely similar names (actually only one instance of this is known: locations Shara and Shal were mixed with each other -this has been fixed, but if someone encounters other false discovery messages, it should be reported to me so that I can fix it) -If player steals a soul gem that is already filled, XP awarded will be based on the value of empty version of said soul gem. -if player obtains enough experience to level up multiple times in one go, attributes won’t get increased as they should. This is mostly theoretical problem because there shouldn’t be a way to encounter this kind of situation during normal gameplay. -Small-scale microstuttering can be encountered, especially when inventory menu is open. Fixed? Things to do -update script that handles xp that is granted for stealing stuff to take into account player’s guild status (right now the script doesn’t check if player is part of the guild and taking guild supplies is considered stealing. Should be easy to fix, it just isn’t that notable flaw so I didn’t bother to fix it) -balance XP gain multipliers. -if needed, boost performance of the mod by making it handle its scripts more efficiently (there shouldn’t be any serious problems with FPS, but I haven’t done any testing with low-end machines) performance is a lot better now. *next update will be about combat xp reward mechanics. Credits -SirFrederik for original concept of Oblivion XP -GhanBuriGhan, Yacoby and melian for creation of ‘Morrowind Scripting for Dummies’ manual (without this beginner-friendly guide I probably would have never bothered to learn Morrowind’s scripting language) -Soralis for his math mod -Modding community at Great House Fliggerty forums (If I had a problem with some MWSE function, Google usually led me there)
  10. Site's download section or Nexus page has general information of my mod. I will post here more complicated stuff, info regarding how my mod works etc. Aside from updating here current status of the project, I might also post some info here regarding what exactly I’m currently working on. Discussion, feedback and all kinds of suggestions can be posted into this thread. Formulas Scripts that need updating What I’m currently working on That's it for now. I might add more details later, but this is a good start.
  11. [REQ] Morrowind XP - The sequel of Oblivion XP

    Yeah, I guess that I shouldn't downplay my mod, I'm just too accustomed to cautious approach. People can be quite sceptical when it comes to mods that make radical changes to core mechanics -if they try my mod and find it lacking, they may not bother to give it another chance later, which would be pity. Well, I've decided that I will start a thread dedicated to my mod, I'll try to find some spare time at the beginning of next week to write short project analysis, right now my spare time is quite limited due to three unfinished anthropology essays.
  12. [REQ] Morrowind XP - The sequel of Oblivion XP

    Very few people know about my mod, I have purposedly tried to keep low profile. The reason? I think that I don’t have right to actively promote my mod when there is still so much to improve. Some minor features are poorly implemented at the moment and leveling process is too unevenly paced right now due to unbalanced xp gains. I would truly appreciate feedback, feedback is good. It’s just hard for me to try improve this mod when there is no one who bothers to leave any kind of feedback. I intend to release update that will tweak the way how combat xp is calculated. The current system… it just doesn’t work. The new system that I have been developing is much more promising. If combat xp is important element to you, I think that it would be good idea to wait week or two before trying my mod. Well done! If you need help with the equations, just start a thread here and I can help you. I've taken over Oblivion XP and will eventually do a Skyrim XP. I’m not that good at working with algorithms, guidance of someone who has experience with them could be beneficial. It’s good to know that help isn’t far. You have done excellent job with Oblivion XP, keeping it alive through these years. And you are intending to release Skyrim XP? Well, there already exists multiple mods that try to emulate Oblivion XP, but they don’t really match the quality of Oblivion XP, so it’s good to hear that you are developing your own mod. Now when I know that you are working with Skyrim XP, I realized that it was arrogant to use the same naming scheme as Oblivion XP -if the same person has developed Oblivion XP and Skyrim XP, people will easily make assumption that the mod titled Morrowind XP would have some kind of connection to those two mods. I just chose simplistic name possible, without thinking the confusion that could emerge…
  13. [REQ] Morrowind XP - The sequel of Oblivion XP

    Interesting idea. My own mod -Morrowind XP -was based on the concept of Oblivion XP. The funny thing is that I’ve actually been thinking that I would incorporate achievement system to my mod -i.e. one-time xp rewards for completing spesific tasks -in the future. It wouldn’t take much work to add CnE elements to my mod, but unfortunately I’m not very eager to do that -I try to make my mod to reflect my own vision. This principle rules out some potential features. Nevertheless, it is highly likely that some features of CnE will be implemented eventually due to some congruent design goals. For example I have already written a script that tracks how many creatures of specific type player has killed. I haven’t decided yet if I will even use that script, but I hope that I will find it some use later.
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