"The weight isn't an issue unless you are not caring about your encumbrance."
The weight is objectively an issue when you care about your own encumbrance. That's the whole point about it being weightless, so that summoning extra protection doesn't get your stuck in place, ergo, punishing you for using any and all bound armors.
If that's how you feel then by all means create your own mod. The protection is the equivalent of Ebony Armor, with half the weight which* I remind you can be resisted through the power of Resist Magicka. Not to mention the cost efficiency of the spells, along with the fact that they are enchanted with artifact level enchants? If you have 300 lbs of carry capacity and you summon this gear and it takes less than 100 lbs ill take that as a win. But that's just me...Enjoy or not. This is the way I designed it. Have a good day.
Mhm, i see, the good old appeal to authority fallacious and insecure defense, that's an interesting response - and yeah, i could, used to back in 2015; but it's always fun to see what other people do - though sometimes you see questionable design decisions being taken and it's always interesting to look out why, speaking of, your explanation retroactively make the design philosophy even worse. Which i remind you, a open-ended CRPG like Morrowind has numerous systems that can be fantastically broken due to ermerging gameplay. That's just how it is; I saw an objectionable claim, and exposed the factual reason why bound armor being weightless actually matter.
Other than that, your mod does have interesting fun and enjoyable features, yes. Have a good one boyo.
>conjure armor type >select light armor >cast arms >cast legs >wait one hour so the spell expires >equipment crumbles to oblivion >cast it again >no pauldrons or greaves >armor has not a type anymore
Seems like the script breaks when the spell expires. Happens with weapons too. After it expires for the first time, you can't select type anymore. Seems like it's one time only deal. I tried looking through the CS but couldn't figure it out.
Hey thanks, for Commenting. Please watch this video and see if I followed your steps correctly. My script seems to be working as intended. Scripts also tend to break if there is a mod conflict. Please Ensure you test by disabling certain mods then trying my mod again. Then we can understand which mods break the script. https://youtu.be/mD6UaqMz3rI
You did. In my game, when i cast it after expiring, the pauldrons and greaves won't appear. This issue though just happens with the latest version of your mod. I'm running the 1.7 and i can summon the greaves and pauldrons, though choosing armor types leads to some buggy behavior like duplicate boots or now unspawning armor pieces.
Version 1.7 has those issues, however I can't seem to replicate your issue on my game. Using 1.9. If you can troubleshoot more, and test some more steps as to why the script is breaking for you. I will be glad to test them on my side. 👍
I tried version 1.9, 1.8 and 1.7 Everyone with same issue. First cast let's me choose the weapon type. Every subsequent cast summons the default weapon without the menu (e.g. club instead of staff etc). I'm on latest 0.49 dev build
Edit: I checked that the mod is working properly in OpenMW 0.48. Still, such a bummer I can't get it working on dev build
While downloading this through mo2 it asks me to define data files directory and I’m unable to do so with any of the options it gives me. Is it necessary to find it or will the mod work regardless.
I think I broke the script that asks you what bound item you want and idk how to fix it. I tried putting all the bound items on one spell, it like quickly skipped most of the options, let me choose the last one, and then when I recast the spell I could never choose what I wanted to summon again.
I saw you say it might be a mod order thing so I tried rearranging my morder but that didn't seem to fix it. I tried uninstalling and reinstalling the mod but that didn't seem to make a difference. Is there a way to fix the script?
I suppose due to the ability to choose what kind of item you want to summon, it makes it impossible to have a spell that summons the whole armor set. It's a shame cause I liked the the function of this mod that lets you choose what armor skill the bound armor uses.
I uploaded another patch to see if it stabilized your game, but there is another thing you can try. Open the console and type "StopScript NV_OffOn" and "StopScript NV_BoundItems" After that type "StartScript NV_OffOn" and "StartScript NV_BoundItems". If this does not fix it I can only say keep trying load order. :( It's primarily the thing that will stop you from fully enjoying the mod.
Unfortunately this does not fix the issue. Still can't choose weapons after the first cast. Ranged seems to have the same problem as well.
Also another problem: changing the armor class of the bound armor leads to you summoning the chosen armor and the regular one. And sometimes they won't despawn from your inventory.
I can proudly say I found those issues you were mentioning and have included a Video Showcasing it should now be working as intended. I thank you for reporting these problems. The Ranged Weapon issue was resolved as well as now you can safely make multiple effects on the same spell and it will prompt a menu, also I found the duplicate Armor, I did not delete the Original Gauntlets in the script when adding the other armored versions. As far as how it will function when the script was broken. I am unsure. Meaning it might be best to revert to a save from before you made any spells with multiple effects to allow the script to function properly again.
I went to Arrille's store and I don't see the Conjure - Select Armor Class in his spell list. What is the spell id so I can use the console to give myself it?
Unfortunately it does not. This uses MWscript. If you didn't know this, MwScript is barebones. It's the original scripting engine for the game. Some things like changing the on touch or on target for some spells is beyond this scripting engine. If I learned Lua or .Json or even mW script extender it would be a different story. Sorry.
Loving the mod, just got a question how do i make the the weapon choice pop up appear again when using bound long blades? I used the spell once and chose long sword the first time but now every time i use it i just get a long sword and it doesnt give me a choice anymore.
I would try to look at your load order. We have troubleshooted that if you have this mod in the incorrect spot, it will lead to the script breaking. I suggest putting as high priority as you can.
Great Mod. Does everything to make bound item more intresting and fleshed out. Just two critique points:
1. please add more documentation to your mod description i. e. Bound Wakizashi: Burden 7 Points, Fortify Shortblade 10 Points, Fortify Agility 5 Points. I really had no idea from the description that you added different enchantments for different playstyles. 2. After the effect runs out it doesn't re-equip the original weapon.
To anyone considering this mod, just try it out. It does everything and much more! You will be satisfied if you are looking to use bound weapons in your OpenMW playthrough.
Thanks I am glad you enjoyed the mod. 😃 Unfortunately I can't make the game remember the weapon you were using last, it still works with the original weapons i.e bound dagger but, without the Morrowind script extender or a .Lua script I can't. I wish I could though. Maybe one day ill look into making a .Lua mod that can do this. Also I will look into possibly taking the time to record the enchantments for each weapon type.
Was playing around with this mod the other day. Here are the effects. Didn't jump into the weights of these items nor changes made for the original bound spells.
71 comments
The weight is objectively an issue when you care about your own encumbrance. That's the whole point about it being weightless, so that summoning extra protection doesn't get your stuck in place, ergo, punishing you for using any and all bound armors.
Other than that, your mod does have interesting fun and enjoyable features, yes. Have a good one boyo.
>conjure armor type
>select light armor
>cast arms
>cast legs
>wait one hour so the spell expires
>equipment crumbles to oblivion
>cast it again
>no pauldrons or greaves
>armor has not a type anymore
Seems like the script breaks when the spell expires. Happens with weapons too. After it expires for the first time, you can't select type anymore. Seems like it's one time only deal. I tried looking through the CS but couldn't figure it out.
Edit: I checked that the mod is working properly in OpenMW 0.48. Still, such a bummer I can't get it working on dev build
I tried putting all the bound items on one spell, it like quickly skipped most of the options, let me choose the last one, and then when I recast the spell I could never choose what I wanted to summon again.
I saw you say it might be a mod order thing so I tried rearranging my morder but that didn't seem to fix it. I tried uninstalling and reinstalling the mod but that didn't seem to make a difference. Is there a way to fix the script?
I suppose due to the ability to choose what kind of item you want to summon, it makes it impossible to have a spell that summons the whole armor set. It's a shame cause I liked the the function of this mod that lets you choose what armor skill the bound armor uses.
Also another problem: changing the armor class of the bound armor leads to you summoning the chosen armor and the regular one. And sometimes they won't despawn from your inventory.
Is this compatible with it? Or does your mod add on touch or on target to spellmaking for bound armor?
I would try to look at your load order. We have troubleshooted that if you have this mod in the incorrect spot, it will lead to the script breaking. I suggest putting as high priority as you can.
Thanks,
1. please add more documentation to your mod description i. e. Bound Wakizashi: Burden 7 Points, Fortify Shortblade 10 Points, Fortify Agility 5 Points.
I really had no idea from the description that you added different enchantments for different playstyles.
2. After the effect runs out it doesn't re-equip the original weapon.
To anyone considering this mod, just try it out.
It does everything and much more! You will be satisfied if you are looking to use bound weapons in your OpenMW playthrough.
NV_BoundArrowEN Absorb Speed [5] 30sec
NV_BoundDartEN Absorb Health [5-10] 2sec
NV_BoundTantoEN Burden +3 ShortBlade +5 Chameleon +10
NV_BoundShortswordEN Burden +6 ShortBlade +5 Fatigue +25
NV_BoundWakizashiEN Burden +7 ShortBlade +7 Agility +5
NV_BoundKatanaEN Burden +13 LongBlade +10 Shield +10
NV_BoundDaiKatanaEN Burden +15 LongBlade +10 Shield +5
NV_BoundClaymore Burden +20 LongBlade +5 Fatigue +50
NV_BoundStaffEN Burden +6 BluntWeapon +10 Light +10 Magicka +10
NV_BoundMaceEn Burden +11 BluntWeapon +10 ResistNormalWeapons +10
NV_BoundWarhammerEN Burden +24 BluntWeapon +10 ResistNormalWeapons +10
NV_BoundWarAxeEN Burden +18 Axe +10 Strength +5
NV_BoundHelm1 Burden +2 Personality +5 WaterBreathing +1
NV_BoundHelm2 Burden +2 Luck +5 Health +25
NV_BoundPauldronLeft Burden +5 Magicka +30 ResistParalysis +10
NV_BoundPauldronRight Burden +5 Fatigue +30 ResistMagicka +10
NV_BoundGreavesEn Burden +12 Athletics +5 SwiftSwim +10
NV_BoundTowerEN Burden +7 Block +5 StuntedMagicka +15 SpellAbsorbtion +10