[RELz] hollaajith's Tweaks and Fixes

Post » Mon Jun 23, 2014 5:08 pm

These are my mods I released so far. Thought it is better to have them in one thread rather than individual threads.

Canton Bridge

My first mod. Adds bridge connecting foreign quarter and redoran cantons in Vivec.

http://download.fliggerty.com/download-15-685
http://morrowind.nexusmods.com/mods/42233

Dagoth Ur Fix

In Vanilla Morrowind, killing Ash Vampires does not weaken Dagoth Ur. This mods attempts to correct that. Now killing Ashvampire weakens him as Bethesda originally intended.

http://download.fliggerty.com/download-13-688
http://www.morrowind.nexusmods.com/mods/42239/

Wolf Pack

Adds alpha wolf to each of the Wolf Packs and makes the pack behave as a pack.

http://download.fliggerty.com/download-26-699
http://morrowind.nexusmods.com/mods/42252

Mighty Umbra

Makes Umbra a worthy opponent by beefing him and giving him a bow for tackling ranged attacks.

http://download.fliggerty.com/download-64-700
http://morrowind.nexusmods.com/mods/42253

Encumbrance Fix

A small mod to help currect Encumbrance Bug

http://download.fliggerty.com/download--824

http://morrowind.nexusmods.com/mods/42488/?

Daedric Tweaks

Tweaks the stats of Daedra to make them tougher.

http://download.fliggerty.com/download--857

http://morrowind.nexusmods.com/mods/42565/?

Less Bulky Pauldrons

Makes pauldrons less bulky. http://static-1.nexusmods.com/15/mods/100/images/42566-1-1393917268.jpg

http://download.fliggerty.com/download--858

http://morrowind.nexusmods.com/mods/42566/?

Ash Creatures Tweak

Small tweak to the the leveled list which concerns with all 6th house minions which makes Red Mountain daedra free. Also makes so that Ash Ghouls and Ascended Sleepers appering at lower levels (around level 14 & 18 respectively) and more frequently.
http://download.fliggerty.com/download-53-859

http://morrowind.nexusmods.com/mods/42577/

Weapons Overhaul

Totally overhauls every aspect of the weapons, from weight, value, enchant, health, damage and even speed and reach. Utilizes MCP 2.1's new feature enabling weapon reach below 1. Alternate version which makes even enchanted weapons of iron/stee/chitin etc, ineffective against enemies with Resist Normal Weapons. Requires MCP 2.1 to work correctly

Each stat of weapon is based on http://static-3.nexusmods.com/15/mods/100/images/42609-1-1396605900.png and http://static-3.nexusmods.com/15/mods/100/images/42609-2-1375244086.png. Daedric, Ebony and Glass weapons are no longer worth a fortune, but they are still expensive.

http://download.fliggerty.com/download-55-878

http://morrowind.nexusmods.com/mods/42609/?

Assassin Ambush

Tweaks the Dark Brotherhood Attacks to occur based on guild standings, reputation and level and adds chance for Morag Tong Assassins attack during sleep. Also adds safe places where the Assassins do not attack like inside Ghostfence, Hircine's maze, Sotha Sil's Clockwork City etc. The Morag Tong Assassins wear the complete Morag Tong Armor by Alaisiagae.

Safe places include

Spoiler
--Inside red mountain, as it is nearly inhospitable
--Morag tong guild halls, for obvious reasons
--Hircine's maze, since this place is only accessible for champions chosen by Hircine
--Vampire Headquarters
--Kogoruhn
--Magas Volar
--The Clock Work City
--Ministry of Truth
--Vivec's Palace
--Cavern of Incarnate
--Almalexia's Chapel
--Corprusarium
--Castle Karstaag Interior

-- Tombs of Skaalara

http://download.fliggerty.com/download--879

http://morrowind.nexusmods.com/mods/42619/?

DBAttack Tweaked

Completely overhauls DBAssassin attacks which now depends on Guild standings, reputation and level. Also includes safe places where the assassins can' or won't attack like inside ghostfence, cavern of incarnate, inside clockwork city etc.

Use my other mod 'Assassin Ambush' for expnssion of this concept to Morag Tong Assassins.

http://download.fliggerty.com/download-90-738
http://morrowind.nexusmods.com/mods/42299

Bitter Booze

Want to be permanently drunk? Just drink booze in Clavicus Vile's wonderful Bitter Cup and be tipsy forever and ever more.

http://download.fliggerty.com/download-53-886
http://morrowind.nexusmods.com/mods/42660/

Hortator Nerevarine Fix

Annoyed that after completeing house/guild quests and leveling high and getting ready to be named Hortator and Nerevarine, only to realise it is completely skipped thanks to your level and reputation being high ? Then, this is the mod for you. This stops those 'concerned people' forcing you to meet the archanon and letting you complete the trials in peace.

http://download.fliggerty.com/download-30-1026

http://www.nexusmods.com/morrowind/mods/43097/?

Atmospheric Plaza

Converts the Vivec Plazas as 'Interiors behaving as Exteriors'. So now the Plaza experiences the weather like rain, sunshine etc.

http://download.fliggerty.com/download-53-1046 ( Pending Approval )

http://www.nexusmods.com/morrowind/mods/43146/?

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Matthew Warren
 
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Post » Mon Jun 23, 2014 12:53 pm

Daedric Tweaks and Less Bulky Pauldrons have been approved on GHFDL so they should be available to all now.

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Ria dell
 
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Post » Mon Jun 23, 2014 6:27 pm

There's some brilliant mods here!

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Michelle Smith
 
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Post » Mon Jun 23, 2014 10:42 pm

Updated DBAttack Tweaked to v1.3

1.3 -- Added a few more safeplaces and fixed a bug which caused every place as "Safe Place" after defeating Dagoth Ur.

Now Safe places include

Spoiler
--Inside red mountain, as it is nearly inhospitable
--Morag tong guild halls, for obvious reasons
--Hircine's maze, since this place is only accessible for champions chosen by Hircine
--Vampire Headquarters
--Kogoruhn
--Magas Volar
--The Clock Work City
--Ministry of Truth
--Vivec's Palace
--Cavern of Incarnate
--Almalexia's Chapel
--Corprusarium
--Castle Karstaag Interior

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Kelvin
 
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Post » Mon Jun 23, 2014 7:58 pm

Thanks for the update.

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D IV
 
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Post » Mon Jun 23, 2014 8:06 pm

Ash Creatures Tweak

Small tweak to the the leveled list which concerns with all 6th house minions which makes Red Mountain daedra free. Also makes so that Ash Ghouls and Ascended Sleepers appering at lower levels (around level 14 & 18 respectively) and more frequently.

http://download.fliggerty.com/download-53-859

http://morrowind.nexusmods.com/mods/42577/

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Carlos Vazquez
 
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Post » Mon Jun 23, 2014 6:51 pm

Approved! :D Thanks for that little note as I do not get PMs for GHFDL mods.

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Emily Shackleton
 
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Post » Mon Jun 23, 2014 11:25 pm

Oh, thanks. :D

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Steve Smith
 
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Post » Tue Jun 24, 2014 1:54 am

Updated DBAttack Tweaked to v1.4

1.4 -- DB Assassins sent to kill you teleport away if their health gets low.

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tiffany Royal
 
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Post » Mon Jun 23, 2014 11:55 pm

I'm not a fan of this, it raises to many questions: if they use magic to escape, why not use it to attack? Their assassins, why don't they slink away? Why do no other NPCs do this, particularly mages?

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Kayla Bee
 
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Post » Mon Jun 23, 2014 10:08 am

I like the teleport escape feature, mainly because the DB armor sells for way too much when not using another mod to lower its value. Anyway, I'd just assume they are using an intervention/mark scroll to escape. But perhaps the teleporting should be made into a percentage chance to simulate that not all of the assassins are prepared to that level?

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IsAiah AkA figgy
 
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Post » Mon Jun 23, 2014 11:24 am

I'm planning to implement better enchanted items for the assassins. As for other NPCs, I'd like to see such a mod too. But to accomplish it, MWSE needs to be used.

I like the chance based idea. I'll make it so that only higher level assassins teleport. Makes Sense.

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Stephanie Kemp
 
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Post » Mon Jun 23, 2014 5:12 pm

Just a different take, but given that at least two alchemists (one in Balmora and one in Sadrith Mora) sell both potions of marking and potions of recall, that means that in theory the assassins could use potions for an immediate effect and don't need to fumble around with a spell, scroll or amulet thereby reducing the time needed for an emergency exit.

I can also see an arguemnet made that, given its orgins outlined in the book about the Dark Brotherhood and the Morag Tong, the Dark Brotherhood would treat any failed attempt in which its assassins returned without fulfilling the mission as warranting a death sentence for the failed assassin. It doesn't do their reputation any good to have clients know that an assassin will bug out just because the target was better than the assassin(s) given the task. That policy by the Dark Brotherhood would provide a strong incentive for its assassins to finish the mission or return on their shield (to paraphrase the Redoran lore).

If the issue is just trying to reduce the payout from looting the dead assassin's gear, perhaps make the gear enchanted such that only Dark Brotherhood assassins can wear it.

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Sarah Edmunds
 
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Post » Mon Jun 23, 2014 3:45 pm

To me, it does make perfect sense.

It's viable, seeing as access to magic of that kind is relatively plentiful: training in a single school like Mysticism would be pretty useful for an assassin and not pull away their focus from their other skills. Or they could just employ istant use magic items (or potions, even better).

As for tactics, it still make sense. They are assassins, not honorable warriors: why die when you see that you can't best your target?

In my opinion, it makes sense that they attack when they have the advantage; when the surprise is lost and the ambush isn't going how they expected, they cowardly make a run for it, to regroup and plan the next attack in a better way. The first few attacks could even be just expendable lower rank assassins sent as a way to gather information on how the target fights back; you are supposed to be the prospective Nerevarine, after all...

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Amiee Kent
 
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Post » Mon Jun 23, 2014 9:49 pm

Yeah, I see your point. I'll make an optional file making DBAssassins not flee.

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Elizabeth Lysons
 
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Post » Mon Jun 23, 2014 6:42 pm

Updated DBAttack Tweaked to v1.4a

http://download.fliggerty.com/download-90-738
http://morrowind.nexusmods.com/mods/42299

v1.4a -- Added Enchanted Darts to the assassins appearing at higher levels and also added Tombs of Skaalara as a safe place

You can now disable assassin teleportation by console command. If you don't like the assassins to teleport, just open the console and type without quotes

"Set UAH_DBFlee to 0"

and press Enter.


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Betsy Humpledink
 
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Post » Mon Jun 23, 2014 10:12 am

Awesome. Also, do you think there would be any way of making it so that the DB attack you during the night, but not always when you're sleeping? Like, your traveling at night and one of them could jump out at you? Or you could walk into a empty building and one would be hiding behind a door? Sounds like it might be quite a bit of work, but the end result would be fantastic. I never understood why assassins had to wait for you to be sleeping (the Morag Tong don't.) and why they always made a "loud noise" instantly waking the player up.

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anna ley
 
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Post » Mon Jun 23, 2014 10:08 pm

It seems to me you could have a global script with a random chance of spawning an assassin (perhaps by checking cellchanged, but I seem to vaguely recall there being some issue with too many things checking that function together, perhaps as a random check every hour?).

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Nina Mccormick
 
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Post » Mon Jun 23, 2014 12:26 pm

Cellchanged function won't work properly while entering and leaving interiors, so may be placing assassins by hand works wonderfully, but it is A LOT of work and not practical.

This is a good idea and has been suggested, along with many other suggestions http://www.gamesas.com/topic/1467839-are-there-any-dark-brotherhood-improvement-mods/. Collaborators idea by oudeis is something I'm interested in, and I could also make assassins attack you during night, but needs a good way to implement it, like attacking in middle of town looks stupid.

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Jessica White
 
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Post » Mon Jun 23, 2014 12:13 pm

Not sure about this, but I think there's some variable that tells if the PC is being detected by an NPC. If so, this could be used to make assassins jump at you only when there's no one around. It would avoid things like attacks in crowded places...

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Pumpkin
 
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Post » Mon Jun 23, 2014 10:00 am

yeah, i always hated the loud noise remark. worst assassins ever.

the teleport away is neat.

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Christina Trayler
 
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Post » Mon Jun 23, 2014 11:11 am

Weapons Overhaul

Totally overhauls every aspect of the weapons, from weight, value, enchant, health, damage and even speed and reach. Utilizes MCP 2.1's new feature enabling weapon reach below 1. Alternate version which makes even enchanted weapons of iron/stee/chitin etc, ineffective against enemies with Resist Normal Weapons. Requires MCP 2.1 to work correctly

http://download.fliggerty.com/download-55-878

http://morrowind.nexusmods.com/mods/42609/?

Each stat of weapon is based on http://morrowind.nexusmods.com/mods/images/42609-1-1375244085.png and http://morrowind.nexusmods.com/mods/images/42609-2-1375244086.pnghttp://download.fliggerty.com/content/screenshots/880c7cf27cc8ccaa.png Daedric, Ebony and Glass weapons are no longer worth a fortune, but they are still expensive.

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carley moss
 
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Post » Mon Jun 23, 2014 12:59 pm

Approved! :D

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Yung Prince
 
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Post » Mon Jun 23, 2014 1:16 pm

I'm posting in here way to much... Thanks for this! Another great mod.

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Vicki Gunn
 
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Post » Mon Jun 23, 2014 9:14 pm

Assassin Ambushv1.5

Makes DB Assassins attack randomly out of town while going on quests to remote locations.

http://download.fliggerty.com/download--879

http://morrowind.nexusmods.com/mods/42619/?

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Solène We
 
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