Great mod, I'm making an dark Souls combat pack on my own and sending it to my friends, but is this compatible with The Elders Scrolls 3 Gameplay Overhaul
I'm currently using MCO, with Rebirth, & it's races/skills addons, having MCO loaded last, but not merged.
I ran into an issue involving an immortal orc enemy. I'm a Spellsword, using imperial Long blade, and I was hitting this orc for 25 minutes, aswell as attacking with magic, but the Ord refused to die.. There was no indication the Orc was anywhere close to being harmed.
I then deactivated the MCO.esp and loaded the same save, and the Orc died immedieately, as if deactivating the .esp compeltely sapped it's lifeforce.
Is this because my character, with MCO, wasnt powerful enough to kill the Orc?, or a possible regen issue, where my damage isn't enough?
Hi. I want to ask if you can change the Long Blade skill. In my opinion Long Blade and Speed aren't a good couple, because Short Blade Skill is using Speed already and I think that is better to make Long Sword Skill a skill that levels up Agillity not Speed.
I got some exemples: The longsword needs some agility to make cuts and thrusts. Rapiers also needed agility to parry attacks and same for sabers. Two handed swords require more strength than agility but are weapons like estoc, two handed sword that makes thrusts to plate and chain armor being an weapon that need agility.
I will be glad to hear your opinion about that idea.
On the compatibility page it mentions this: Copatible with - "Mods that alter stats (value, weight, weapon speed etc) will conflict, but are not necessarily incompatible with MR. Adjust your loadorder if you want to use another balance mod (such as BTB's)." Sooo, does this enter this category?
Or does it enter here: " Mods that add new weapons/armor/creatures, but you need to use an external program like TESTool, Wyre Mash or TES3cmd to merge leveled lists."
It won't affect Morrowind Rebirth's manual edits to any lore-friendly vanilla-based item, stat, armour and/or racial stat/script edits, but only if you load this mod after Morrowind Rebirth. There shouldn't be any script issues at all whatsoever as I haven't changed the base stuff.
Thank you for sharing your work on this mod, Ganguro! I like the overhaul in practically every aspect, and I feel it might be an essential mod for everyone.
First of all I really like the idea with your mod. It is much more fun to play.
However I would have a minor issue with my character that I started recently. So I started a Redguard with skills focused on combat (favorite Attributes: Str and Endurance) plus I chose the warrior birthsign because of the permanent endurance and health bonus. I set the polearm skill (endurance based) to a major skill.
At the start I had 50 Str and 80 endurance points with 70 hp and polearm instantly at lvl 100. But the health bar was something strange because it showed the values as follows: 70/50.
Later as my health dropped down under 50 hp I could not reach 70 anymore because the upper limit stayed at 50.
I do not know what did I wrong or it is a bug with the health bar but I also have a feeling that my maximal hp should have been much higher at such a high endurance stat than 70. It bothers me that this plused stats (with white color) somehow completely ignored during the gameplay. The value could be over 100 but it would not have an effect at all.
Can you help me with this issue? I would need a quick answer.
Furthermore I would like to ask for your advice because of the higher base skills. The 65 for f.e. polearm is pretty high for a start. Does it make sense to leave those high skills as minor skills or even fully ignore them? I mean if I set it as a major skill it will be already on 100 and it will not affect my level progression anymore.
I have to reply to my own comment, since I experienced another bug.
I tried to fortify my health further with items and it just does not add plus health at all. It does not work. However for Fatigue does, which I think is very strange. I do not know if it is a mod related issue or the game itself.
Hello! Thanks for the feedback! I will have to fundamentally check the issue myself and get back to you when I have time. I'm currently working 55 hours a week. I believe it's a problem with the benefits of being a Redguard, which is having the "Adrenaline Rush" feature. I will have to update this to better mesh with the game's balance.
As for the polearms: all races will now initially start with one skill at 65. Yes. This is intentional, because it's a way for the mod to combat the issue with new players always missing every hit at the beginning of the game, and complaining about the combat system. This will, however, also grant enemies a higher initial accuracy, so watch out!
Hello! I reviewed the issue you described, and can't seem to find it. I tried making a character with similar stats to yours, with 'The Warrior' sign.
It appears something may have drained your Health, Endurance, or Strength somehow. It's probably a part of one of the many Bethedsa glitches. All looks in order from t his instant character creation.
I will make a change to the 'adrenaline rush' feature, and we'll see if that resolves it. Please download the patch.
Great mod idea. I always wanted to go to chitin, but there was no reason to do it. As soon as I finish the passage of my hardcore assembly, I will definitely go through the game with this mod again.
Hello Ganguro, I've really enjoyed this mod a lot so far, but there's a thing that i don't know if it's because of your mod or if it's a problem with vanilla Morrowind. When I play as an Orc and use the bersekr power, if I receive certain amount of damage, once the power has worn off, I instantly die. is it intended or it's a bug?
22 comments
I'm currently using MCO, with Rebirth, & it's races/skills addons, having MCO loaded last, but not merged.
I ran into an issue involving an immortal orc enemy. I'm a Spellsword, using imperial Long blade, and I was hitting this orc for 25 minutes, aswell as attacking with magic, but the Ord refused to die..
There was no indication the Orc was anywhere close to being harmed.
I then deactivated the MCO.esp and loaded the same save, and the Orc died immedieately, as if deactivating the .esp compeltely sapped it's lifeforce.
Is this because my character, with MCO, wasnt powerful enough to kill the Orc?, or a possible regen issue, where my damage isn't enough?
Sincerely,
Gareth
I got some exemples: The longsword needs some agility to make cuts and thrusts. Rapiers also needed agility to parry attacks and same for sabers. Two handed swords require more strength than agility but are weapons like estoc, two handed sword that makes thrusts to plate and chain armor being an weapon that need agility.
I will be glad to hear your opinion about that idea.
On the compatibility page it mentions this:
Copatible with - "Mods that alter stats (value, weight, weapon speed etc) will conflict, but are not necessarily incompatible with MR. Adjust your loadorder if you want to use another balance mod (such as BTB's)."
Sooo, does this enter this category?
Or does it enter here:
" Mods that add new weapons/armor/creatures, but you need to use an external program like TESTool, Wyre Mash or TES3cmd to merge leveled
lists."
There shouldn't be any script issues at all whatsoever as I haven't changed the base stuff.
(That said, I have been enjoying this mod)
I hide lore-friendly easter eggs with each update only.
Edit: Nevermind my question.
First of all I really like the idea with your mod. It is much more fun to play.
However I would have a minor issue with my character that I started recently.
So I started a Redguard with skills focused on combat (favorite Attributes: Str and Endurance) plus I chose the warrior birthsign because of the permanent endurance and health bonus. I set the polearm skill (endurance based) to a major skill.
At the start I had 50 Str and 80 endurance points with 70 hp and polearm instantly at lvl 100.
But the health bar was something strange because it showed the values as follows: 70/50.
Later as my health dropped down under 50 hp I could not reach 70 anymore because the upper limit stayed at 50.
I do not know what did I wrong or it is a bug with the health bar but I also have a feeling that my maximal hp should have been much higher at such a high endurance stat than 70. It bothers me that this plused stats (with white color) somehow completely ignored during the gameplay. The value could be over 100 but it would not have an effect at all.
Can you help me with this issue? I would need a quick answer.
Furthermore I would like to ask for your advice because of the higher base skills. The 65 for f.e. polearm is pretty high for a start.
Does it make sense to leave those high skills as minor skills or even fully ignore them?
I mean if I set it as a major skill it will be already on 100 and it will not affect my level progression anymore.
Thank you for your answer in advance!
I tried to fortify my health further with items and it just does not add plus health at all. It does not work. However for Fatigue does, which I think is very strange.
I do not know if it is a mod related issue or the game itself.
Any ideas?
Thanks for the feedback!
I will have to fundamentally check the issue myself and get back to you when I have time.
I'm currently working 55 hours a week.
I believe it's a problem with the benefits of being a Redguard, which is having the "Adrenaline Rush" feature.
I will have to update this to better mesh with the game's balance.
As for the polearms: all races will now initially start with one skill at 65. Yes. This is intentional, because it's a way for the mod to combat the issue with new players always missing every hit at the beginning of the game, and complaining about the combat system. This will, however, also grant enemies a higher initial accuracy, so watch out!
Thanks!
I reviewed the issue you described, and can't seem to find it. I tried making a character with similar stats to yours, with 'The Warrior' sign.
It appears something may have drained your Health, Endurance, or Strength somehow. It's probably a part of one of the many Bethedsa glitches.
All looks in order from t his instant character creation.
I will make a change to the 'adrenaline rush' feature, and we'll see if that resolves it.
Please download the patch.
If your health is less than 500 + (Whatever you had before the power usage) you die.
Yes, this is how fortify health works in vanilla Morrowind too.
Isn't Bethesda great?
(I'm going to release a patch that fixes this eventually, no worries!)
Bethesda is soo greath!! Good luck in fixing that small detail!
I'm afraid it will only work with a new savefile however.