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addict
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Joined: May 2004
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Thanks! I'd appreciate the links to the total conversion mod, and the leveled list tool. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
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veteran
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veteran
Joined: Mar 2003
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It wont allow me to provide a direct link but its on the morrowind summit mod page (There is a link to it I provided before).
The mod name is: "Morrowind Leveled List Merger". The author is "Horatio" (You can search the site by clicking the search button and then using either name to do a search. Try it, youl figure it out)
There is a readme with the mod that you must read but basically the idea is that after you add each mod you run this proggy and it will sort out all the lists, resolve any conflicts, and then store the whole thing in a file of your choice that you MUST include in the data files area. This way everything will work fine no matter how many mods you use (In theory)
The total convertion: Is called "Sword of the Perithia" by "A. Sergoyan". Once again you can search on either Mod name or Author. Did I mention read the readme's? <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
If you get stuck post me here but its not too hard to figure out <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
<img src="/ubbthreads/images/graemlins/kitty.gif" alt="" />
I will call you "Squishy", and you will be my squishy! OW! BAD SQUISHY!
- Dory, Finding Nemo
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addict
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Joined: May 2004
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Downloaded 'em all: thanks. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
I noticed that Pumanman's Wilderness mod looked interesting, but it added a whole raft of new alchemical ingredients. Have you tried this mod out, by any chance? Just wondered what you thought of it.
...And whether his Giants mod is limited in area, or will the new creatures strike young adventurers?
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veteran
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veteran
Joined: Mar 2003
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The wilderness mod is good if your graphics card supports properly reflective water. Otherwise the fish look like they are floating in the air <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> This is what happened on my old comp. On the new comp it is cool <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
Giants are all over the place but normally there are in hard enough to reach places that you have to be fairly strong to get there anyway. There are exceptions but on the upside they ARE very large so you can see them a mile off and run if you are too week <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
So what do you think of the graphic mods? The game looks much better huh? I gave it a new lease of life for me as two years on the graphics were starting to look a little dater <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
<img src="/ubbthreads/images/graemlins/kitty.gif" alt="" />
I will call you "Squishy", and you will be my squishy! OW! BAD SQUISHY!
- Dory, Finding Nemo
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enthusiast
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enthusiast
Joined: May 2004
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Ok, in February I finally built my new computer. This month I've begun rebuilding my mod collection. I've searched all of the big databases (euro-morrowind, morrowind summit, etc.) but I can't find it. The mod added 26 runestone alchemy items to the levelled lists, each rune bearing one of the daedric letters. Summit used to have it, but I've noticed a lot of mods, even good ones, have disappeared from their database.
Does anyone know ANYTHING about this mod?
TIA, Neo987
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veteran
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veteran
Joined: Mar 2003
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Do you remember the name of the mod at all, or who the author was? Its possible that some of the mods you are looking for are now obsolete because the author has written a totally new mod containing more features. I had this problem, if you know the author you can do a search on them at most mod sites and see what new stuff the have on offer <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
<img src="/ubbthreads/images/graemlins/kitty.gif" alt="" />
I will call you "Squishy", and you will be my squishy! OW! BAD SQUISHY!
- Dory, Finding Nemo
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enthusiast
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enthusiast
Joined: May 2004
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That's the problem. All I remember is what the mod added. The name I remember was somewhere along the lines of "MW_Runes" when it was still hosted on the Summit, but I can't remember the author's name. I'm not even sure if that was the correct name, that's just what popped into a random photo-memory flash.
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addict
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Joined: May 2004
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The only alchemy ingredients adding mods I'm aware of (and I've been searching the big modding sites since Mandrake rekindled my interest) are Wilderness and Sri's Alchemy. Neither sounds like the one you wanted, however. <img src="/ubbthreads/images/graemlins/disagree.gif" alt="" />
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veteran
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veteran
Joined: Mar 2003
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I cant find it either sorry Neo.
@ Fable, Im glad I kindled your interest again. Its been a couple your years since I played this game and with my new computer and the new mods it is such a different experience. With a HD 5 times as big I think I can safely keep it installed this time and come back to it again and again as new classes when I get through with deeper RPG <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
<img src="/ubbthreads/images/graemlins/kitty.gif" alt="" />
I will call you "Squishy", and you will be my squishy! OW! BAD SQUISHY!
- Dory, Finding Nemo
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addict
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Joined: May 2004
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It really is amazing how many mods have been added since Morrowind first appeared. Have you found any mods, though, that are significantly "unfriendly?" Mods that won't work well, or won't work at all with Tribunal and/or Bloodmoon? I know that we're fairly safe with very small mods (like a new merchant, say, in one city) or a mod that affects a part of the system which otherwise hasn't been changed (like general textures), or one that re-does a small island which nobody else touches. But are there others you would suggest people consider with caution?
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enthusiast
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enthusiast
Joined: May 2004
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It really is amazing how many mods have been added since Morrowind first appeared. Have you found any mods, though, that are significantly "unfriendly?" Mods that won't work well, or won't work at all with Tribunal and/or Bloodmoon? I know that we're fairly safe with very small mods (like a new merchant, say, in one city) or a mod that affects a part of the system which otherwise hasn't been changed (like general textures), or one that re-does a small island which nobody else touches. But are there others you would suggest people consider with caution? Well, I can list off the ones I use personally and can confirm cause no problems other than maybe a couple messages when loading. None of these mods conflict with each other, though a couple of them cause massive problems if removed and the old save is played (Herbalism Lite for example). Some of these also have Bloodmoon versions, but I still don't have Bloodmoon. Hopefully I'll be able to dig out my old PC and hope the mod archive still exists on it <img src="/ubbthreads/images/graemlins/puppyeyes.gif" alt="" /> Mods I use while running Tribunal: Book Rotate v5 Dragon Recognition Archmage Fix Dark Mansion Creeper Mover Morag Tong Fix Writ Bug Fix Bi-Ahnassi Abandoned Watchtower Azuria Eydis Fix Entertainers (official) Bitter Coast Sounds (official) Master Index (official) Moon's Spawn v1.3.3 False Incarnate Fix Enchant Multiplier Fix Quarra Quest Fix Ahnassi Fix Caldera Manor v3 Alchemical Warfare Private Tower Balmora v3 Sri's Alchemy Ring Texture Fix Dynamic Magicka Regeneration Improved Thief Experience (all pieces but spell changes) The Cave of Woe Private Mobile Base v3.1 Cutthroat Mods Assassin reduction Three Shades of Darkness Vampcure Vampfix Area Effect Arrows (official in Marksman Mod package) Balmora Mage Guild Upgrade Guild Guide quest Alastor Juniper's Twin Lamps Master Trainer Fix Tome of Ancient Knowledge Dwemer Clock Indarys Unleashed Vampire Embrace Magical Trinkets of Tamriel II [Jintao] anti-loud shock protection Dwemer Cyborgs Leveled Magicka Marksman Mod Floating Hovel Zoop's Big Book of Artifacts REVISED (official revision be me <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />) Eden Pillow Quest Fix Rethan Expansion Herbalism Lite Gladiator Tel Fyr Dock Archmage Tower Two Seyda Neen Docks v6 MoonnStar v1.1 Mournhold Sewer Fix Tribunal Quest Fix Lilacor v4.1 Dwemer BioMonitor Complete Morrowind 1: Cooking Month bugfix More Treasures Multiple Mark Teleporting
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veteran
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veteran
Joined: Mar 2003
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I also reccomend Mephisto's cloak collection (They really look cool, theres even a few magic cloaks), the Indybank mod (There are five banks throughout the land, you can put money in one and withdraw it at any other. Your money also earns interest) and the Vivec expansion (Makes Vivec a lot more intersting)
<img src="/ubbthreads/images/graemlins/kitty.gif" alt="" />
I will call you "Squishy", and you will be my squishy! OW! BAD SQUISHY!
- Dory, Finding Nemo
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enthusiast
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enthusiast
Joined: May 2004
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*Classic Final Fantasy trumpet fanfare*
Found it! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> My personal mod archive still existed (I was afraid it got dumped when I wiped the primary partition on my old PC) and I found more mods that I had forgotten about. The rune mod is called W3 Rune Mod by MasterW3 (no wonder I couldn't find it).
Other mods now returning to my list: Adamantium Armor (official) Amaya Lodge Amulets and Rings v2.1a Key Replacer v1.3 BastDawn Fine Clothing Otto's Beastiary (may have minor conflict with Seyda Neen Docks) Bloated Morrowind Glass Extension NPC Move W3_Rune_Mod Sleepers Robe Weapon Wielding Mannequins Robes R Us
If anyone wants discriptions of any specific mods or e-mail delivery of some of the rarer ones, tell me. Again, other than the possible conflict with the beastiary and Seyda Neen Docks v6, all of these work together, but, of course, are best used with the Leveled List Merger. Some of them, Key Replacer and Rings & Amulets, are there just to get rid of some of the artistic redundency in the game, but are nice nonetheless.
Last edited by Neo987; 15/05/04 09:28 AM.
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enthusiast
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enthusiast
Joined: May 2004
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I also reccomend Mephisto's cloak collection (They really look cool, theres even a few magic cloaks), the Indybank mod (There are five banks throughout the land, you can put money in one and withdraw it at any other. Your money also earns interest) and the Vivec expansion (Makes Vivec a lot more intersting)
<img src="/ubbthreads/images/graemlins/kitty.gif" alt="" /> I've had script problems with the bank whenever I load up. Also, if you use Private Tower Balmora, the Balmora branch of the bank sits right on the stairs up to the tower, or I'd be using the merge of Walled City Balmora and Indy Bank.
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veteran
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veteran
Joined: Mar 2003
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What sort of errors did you get? I havent atually used the bank yet this time around. Ive only just reinstalled the game recently and was just getting all the old mods I used to enjoy.
<img src="/ubbthreads/images/graemlins/kitty.gif" alt="" />
I will call you "Squishy", and you will be my squishy! OW! BAD SQUISHY!
- Dory, Finding Nemo
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enthusiast
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enthusiast
Joined: May 2004
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When loading I'd get an interest script error and my bank interest would reset every time.
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addict
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addict
Joined: May 2004
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There are so many mods set in Balmora, that it's not surprising a few conflicts in physical locale would arise.
The W3 Rune Mod is showing up for download, anywhere. Even Euro-RPG, which lists a group of mods by him, doesn't include it. I wonder whether there were numerous bug reports? Or possibly it isn't compatible with Tribunal or Bloodmoon. Too bad. I was looking forward to trying it out.
I've got a group of mods I'll probably be using. This is the list:
Super Adventurers Black Queen Chronicles The Armour of Mara and Jeremy Adul's Arcane Armature Abu's Retreat Morrowind Additions Revamped (possibly) Knights of Tamriel Area Effect Arrows Atmospheric Sound Effects, or Wilderness Sounds (not sure which) Assassin's Armory Balmora and Ascadian Isles NPCs Bank, v 23 Better Bodies Better Heads Beyond YsGramor Schaster MagicCrafting Potions Cult of the Clouds Partners Custom Armors Daedric Bio-Monitor Dracandros' Voice Dread Knights Easter Egg Hunt House D'Orthay Enchantment Color Enhancement Fair magicka regeneration Fastrun Female cuirasses Siege at Firemoth (heard there might be some conflicts with this one) Guildmaster Bonus Haldenshore Havish Herbalism lite A House under the Hill The Illuminated Order Inscription Juniper's Twin Lamps Khalazza Visual Update Pack Less Generic NPC Project, Seyda Neen Less Annoying Bonewalkers Lights 300 Adul's Magical Candles Mournhold's Mage Guild Magical Trinkets of Tamriel Muck Shovel of Vivec List Merger MysterD's Lockpicks at the Forge Myth and Murder No Reflect Odai Plateau Travel Paper Tweak Particle Weapons Merchant Pocket Pals Potions and Scrolls Icons/Sort Real Sign Posts Robes R Us Rogues Seekers' Faction Serene Tower Shakti's Book of Secrets (an oldie but goodie) Zoop's Big Book of Artifacts (good work!) Sword of the Perithia (new quest mod, looks good) Sorefoot Enterprises Sri's Alchemy Summoner's Menagerie (not too sure about this one) Suran Underworld Swampthing's Merchants more gold mod Witchgirl Adventure Tarmar Tenaka's Colored Armor Wilderness Mod (same guy who does Giants, must be a sadist) Thief Experience Overhaul for Tribunal Tir Thalor Quest/faction TLM: The Lighting Mod Tome of Ancient Knowledge Traveling Merchants Island of Tusar Velendosval Weather Effects Vivec Expansion
Mandrake, you recommended Atmospheric Sound Effects. But the same guy who did Giants, also did Wilderness Sounds. I was wondering if you've tried both, and had any preference.
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enthusiast
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enthusiast
Joined: May 2004
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Even with my list above, I really have to recommend the following mods: Marksman Mod Alchemical Warfare W3_Rune_Mod More Treasure (you'll need to change gold_001 weight in the editor, though) *All Fix mods in my list* Key Replacer Rings and Amulets Complete Morrowind 1: Cooking Eden Leveled Magicka Glass Extension NPC Move Cloak and Dagger
As for your mod list, watch for the following bugs: Firemoth/Black Queen Chronicles: Overlapping boat at the beginning of the game. Pocket Pals: NPC duplication and possible CTD with a slaughterfish. Travelling Merchants: One of your listed mods may already add the merchants. I have them but not the actual mod. Dwemer BioMonitor: After quite a few levels (20+) the scripts may go haywire and cause constantly repeating messages. This can be fixed by turning auto-heal off. Herbalism Lite: Like the readme says, NEVER turn the mod off once it's turned on. Any saves that used it will not be able to collect materials from plants again. Haldenshore: If you ever use Seyda Neen Docks, Haldenshore may sink a couple feet, allowing the NPCs to be eaten by slaughterfish <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
Now it's time for me to sniff through your list and find some new mods that interest me <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
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addict
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addict
Joined: May 2004
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Thanks for the suggestions, Neo. I've added Amulets & Rings, and Glass Extension, per your suggestion. Unfortunately, the W3 Rune Mod doesn't seem to be available anywhere. I mentioned that above, but it was easy to miss with the huge list I included. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> Do you know where I can find it? I would like to run it.
Let me add another pair to your conflicts: Arneille's Expansion and Adul's Arcane Armature don't get along. The former is well-balanced but extends the shop's abilities, while the latter adds a "preview" of items to Arneille's for items in his Balmora (I think?) shop.
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enthusiast
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enthusiast
Joined: May 2004
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I can e-mail it to you. It's really small. PM me if you're interested.
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