Harder Barter Unless your mercantile is high, you won't get rich quick (even if you know where to find that sweet daedric sword!)Įxtra tip: check out these great modlists by Lucevar: Įdit: abot's Deleveler - Converts all leveled lists to potentially spawn at Level 1. Creatures are not affected.ĭynamic Difficulty by NullCascade where the difficulty of the game goes up as you level up (configurable in-game). But only the vanilla NPC races are affected. These changes will affect any NPC you fight. NPC’s enhanced (from Danae’s list) -giving NPCs new items (level based potions and marksman weapons) and abilities (hearing, sneaking, weapon switching). Intended for use with my other rebalance mods No Combat Menu by Merlord - ‘no rest during menu’īeware the Sixth House (Sixth House Overhaul) Makes the Sixth House, properly, the most difficult content in the game. 85 uniquely-enchanted items spice up your opponents' options.ĭragondoor - Enemies are now chasing you through the doors 140+ NPC-only spells are added to increase spellcaster variety. MDMD - More Deadly Morrowind Denizens 230+ NPCs are modified. HardSave by Archimag - No saving in battle! If you are backpedalling (walking backwards while looking forwards), then movement speed will be decreased by 40%. Realistic Movement Speeds By: OperatorJack - If you are strafing (moving to the left or right while facing forward), then movement speed will be decreased by 20% in addition to the movement penalty that Vanilla MW has. Tribunal Rebalance This mod rebalances Tribunal as if it shipped with Morrowind.Ĭombat Enhanced v1 2 Aerelorn's Combat Enhanced(ACE) is the first of several plugins to use the Morrowind Enhanced(MWE) utility. Timely Escape Instead of reloading after you die, you are teleported away, with configurable penalties for dying.īloodmoon Rebalance This mod rebalances Bloodmoon as if it shipped with Morrowind. While it's not exactly what I'm looking for, this could be a solution if I can't force the player to rest with scripts - I could keep opening the rest menu until the player rests a desired length of time.Making game more difficult and harder (high level) On a side note, I found the "ShowRestMenu" command. This is very expensive and is incompatible with any mod added cells. I would have to add such a check for every cell in the game that could be flagged as 'sleep forbidden'.does the player's current cell have the "sleep forbidden" flag ticked?) I'm trying to figure out if the player is currently in any location where resting is illegal, not if they are simply in a particular location (i.e.And it would have the same problems as above. I would also have to add a similar wall of scripting for hostile NPCs.This is very expensive and is incompatible with any mod added creatures. I would have to add such a check for every creature in the game that could be hostile to the script.If I figure out that there is a Guar nearby, how do I tell if it is hostile? For example, there are both hostile and friendly Guar in the game. It is entirely possible to create creatures that are not hostile.If I'm reading things right, it will only work for the first Rat that Bethesda placed in the game world, not for other instances of Rats or Rats that were added through game logic (e.g. The documentation for GetDistance says that it gets the distance from the first instance of that object.I'm trying to find out if anything hostile is nearby. I am not trying to find out if a specific creature is nearby.I'm sorry but there are numerous problems with your suggested scripts. You can replace koal cave with another location, 1 means that player is in the location, otherwise 0 means that it is not
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