0 of 0

File information

Last updated

Original upload

Created by

Sigourn

Uploaded by

Lucas9

Virus scan

Safe to use

Tags for this mod

12 comments

  1. yyatsuta
    yyatsuta
    • member
    • 0 kudos
    since this is the version of controlled consumption most widely used (myself included), i decided to post this here

    there is a small incompatibility between controlled consumption and alchemical knowledge (which is a part of sharp modlist). when you try to eat an ingredient, alchemical knowledge will make you learn its first effect, even if eating it actually fails if the cooldown is still active. to fix it, in controlled consumption in all files in "module" directory except "disabled.lua" (if this fix is not incorporated and you are editing the mod for personal use you can only edit the module you are actually using) the line

    event.register("equip", this.onEquip)

    need to be modified:

    event.register("equip", this.onEquip, { priority = 10 })

    so that cc's equip callback gets called first and prevents alchemical knowledge's callback from executing if cooldown is still active

    10 is an arbitrary number btw, any priority >= 1 will work, i picked 10 to give space for other mods to put their events between cc's and ak's if need be

    P.S. i actually posted a similar fix before in ak's comments, but upon reflection i think it should actually be cc's responsibility to block all other equip potion/ingredient events from occurring if cc's cooldown is active, hence this post
  2. rkatt
    rkatt
    • member
    • 9 kudos
    Regarding the Morrowind Sharp guide, specifically when running MGE XE...In the Statics tab, should we check "Use lists of statics overriding parameters set above" and add "00_main.ovr" found in the Morrowind\mge3 folder before creating statics?
  3. senz777
    senz777
    • premium
    • 2 kudos
    The load order doesn't seem to account for Magicka Expanded, it just gets thrown under everything and doesn't appear in the .txt file.  Not sure if this is intended?
  4. hdr11
    hdr11
    • member
    • 0 kudos
    The guide links to an outdated version of the load order.
    1. Lucas9
      Lucas9
      • premium
      • 93 kudos
      Thank you, just fixed it.
  5. ch0s3n472b
    ch0s3n472b
    • premium
    • 0 kudos
    Anyone know how to get MGE XE to successfully run through MO2? When I try to run it myself nothing happens.
  6. LordWushin
    LordWushin
    • premium
    • 47 kudos
    I understand MET is being used to upgrade all textures; but, is there anything texture wise that need to be specific - like the Atlas project requires its own textures? 

    If I wanted to use vurts new armor and clothing texture mods would it work properly with better fitted mods and such?
    1. Lucas9
      Lucas9
      • premium
      • 93 kudos
      Only Project Atlas needs specific textures that work with it; MET already includes a Project Atlas patch that the guide recommends.

      As for the rest, nearly everything (I want to be careful here) works out of the box. For your question: you will have no problem using Vurt's texture mods with the armor and clothing mods listed in the guide, as those are simple mesh replacers that rely on vanilla texture files (meaning anything that overwrites them will also work).
    2. LordWushin
      LordWushin
      • premium
      • 47 kudos
      That is great! Thanks for this mod and the guide. It is well thought out and useful!
  7. Pherim
    Pherim
    • premium
    • 262 kudos
    Where can I get this Morrowind logo without the text?
    1. Lucas9
      Lucas9
      • premium
      • 93 kudos
    2. Pherim
      Pherim
      • premium
      • 262 kudos
      Cool, thanks!