Issue with blessings from shrines. Possible mod issue?

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tweb1984
Posts: 9
Joined: 31 May 2017, 23:20

Issue with blessings from shrines. Possible mod issue?

Post by tweb1984 » 07 Feb 2020, 05:20

Hey all, I'm experiencing an issue where shrines don't always give me the blessing I ask for. They light up every time but about 25-50% of the time I don't get the blessing. I've been saving before asking for blessings for this reason.
Current PC hasn't contracted diseases enough for me to check if works with the other options given by shrines.

Here's my data files and plugin loadout copy and pasted straight from my ini file.

data="C:/GOG Galaxy/Morrowind/Data Files"
data="C:/Modding/morrowind/Patch for Purists"
data="C:/Modding/morrowind/Better Expansion Implementations"
data="C:/Modding/morrowind/Descriptive NPC Classes"
data="C:/Modding/morrowind/Services Restored"
data="C:/Modding/morrowind/UMOPP 3.0.4"
data="C:/Modding/morrowind/UMOPP Merged and Compatibility Versions/UMOPP Compatibility Merged"
data="C:/Modding/morrowind/MorrowindOptimizationPatch/00 Core"
data="C:/Modding/morrowind/MorrowindOptimizationPatch/01 Clean Alpha Textures"
data="C:/Modding/morrowind/MorrowindOptimizationPatch/02 Lake Fjalding Anti-Suck"
data="C:/Modding/morrowind/Glow in the Dahrk/00 Core"
data="C:/Modding/morrowind/Glow in the Dahrk/01 Hi Res Window Texture Replacer"
data="C:/Modding/morrowind/Glow in the Dahrk/02 Interior Sunrays"
data="C:/Modding/morrowind/Glow in the Dahrk/03 Nord Glass Windows Interior Sunrays"
data="C:/Modding/morrowind/Glow in the Dahrk/05 Raven Rock Glass Windows Interior Sunrays"
data="C:/Modding/morrowind/Graphic Herbalism MWSE - OpenMW/00 Core + Vanilla Meshes"
data="C:/Modding/morrowind/Graphic Herbalism MWSE - OpenMW/01 Optional - Smoothed Meshes"
data="C:/Modding/morrowind/Project Atlas/00 Core"
data="C:/Modding/morrowind/Project Atlas/10 Glow in the Dahrk Patch - Interior Sunrays"
data="C:/Modding/morrowind/Project Atlas/20 BC Mushrooms - Smoothed"
data="C:/Modding/morrowind/Project Atlas/30 Redware - Smoothed"
data="C:/Modding/morrowind/Project Atlas/40 Urns - Smoothed"
data="C:/Modding/morrowind/Project Atlas/50 Wood Poles - Hi-Res Texture"
data="C:/Modding/morrowind/GH Patches and Replacers/12 Atlas - Smoothed BC Mushrooms"
data="C:/Modding/morrowind/Intelligent Textures/00 Core"
data="C:/Modding/morrowind/Intelligent Textures/01 Atlas Textures"
data="C:/Users/Pablo/AppData/Local/ModOrganizer/Morrowind/mods/Illuminated Palace of Vivec"
data="C:/Users/Pablo/AppData/Local/ModOrganizer/Morrowind/mods/Redoran Council Hall improvement"
data="C:/Modding/morrowind/Morrowind Public Library"
data="C:/Modding/morrowind/better bodies/Underwear/Data Files"
data="C:/Users/Pablo/AppData/Local/ModOrganizer/Morrowind/mods/Better Almalexia"
data="C:/Users/Pablo/AppData/Local/ModOrganizer/Morrowind/mods/Divine Vivec"
data="C:/Users/Pablo/AppData/Local/ModOrganizer/Morrowind/mods/Golden Saint Variety"
data="C:/Modding/morrowind/Divine Dagoths/Data Files"
data="C:/Modding/morrowind/Divine Dagoths/No Shine - Required for OpenMW"
data="C:/Users/Pablo/AppData/Local/ModOrganizer/Morrowind/mods/Vivec Voice Addon Tribunal Version"
data="C:/Modding/morrowind/RR - Better Silt Strider Armor/00 - Main Files"
data="C:/Modding/morrowind/RR - Better Telvanni Cephalopod Armor/00 - Main Files"
data="C:/Users/Pablo/AppData/Local/ModOrganizer/Morrowind/mods/Balmora Underworld"
data="C:/Modding/morrowind/RR - Better Crates and Barrels"
data="C:/Modding/morrowind/RR - Better Crystals"
data="C:/Modding/morrowind/RR - Better Meshes/00 - Main Files"
data="C:/Modding/morrowind/RR - Better Meshes/04 - Optional - Skooma Pipe 1"
data="C:/Modding/morrowind/RR - Better Skulls and Bones/00 - Main Files"
data="C:/Modding/morrowind/RR Holamayan/00 - Main Files"
data="C:/Modding/morrowind/RR Holamayan/03 - Main Files - Glow in the Dahrk Patch"
data="C:/Modding/morrowind/RR - Morrowind Statues Replacer/01 - Azura Marble"
data="C:/Modding/morrowind/RR - Morrowind Statues Replacer/02 - Vivec Statues"
data="C:/Modding/morrowind/RR - Morrowind Statues Replacer/03 - Optional - Vivec Statues Coda Fix English"
data="C:/Modding/morrowind/RR Ghostgate Fortress/00 - Main Files"
data="C:/Modding/morrowind/RR Ghostgate Fortress/03 - Main Files - Glow in the Dahrk Patch"
data="C:/Modding/morrowind/RR Better Ships n Boats/00 - Main Files"
data="C:/Modding/morrowind/RR Better Gnisis Arch/00 - Main Files"
data="C:/Modding/morrowind/RR Better Gnisis Arch/01 - Main ESP - English"
data="C:/Modding/morrowind/Nil-Ruhn House"
data="C:/Modding/morrowind/MQE_MainQuestEnhancers 1.03/Data Files"
data="C:/Modding/morrowind/BetterRegen"
data="C:/Modding/morrowind/NaturalCharacterGrowthandDecayMW"
data="C:/Modding/morrowind/Price Balance/Price Balance - Items only"
data="C:/Users/Pablo/AppData/Local/ModOrganizer/Morrowind/mods/Gedna No Longer Immortal"
data="C:/Modding/morrowind/TimeScaleChangeOpenMW"
data="C:/Users/Pablo/AppData/Local/ModOrganizer/Morrowind/mods/Speechcraft Rebalance"
data="C:/Modding/morrowind/Mines and Caverns"
data="C:/Users/Pablo/AppData/Local/ModOrganizer/Morrowind/mods/Caldera Mine Expanded"
content=Morrowind.esm
content=Tribunal.esm
content=Bloodmoon.esm
content=Patch for Purists.esm
content=Patch for Purists - Book Typos.ESP
content=Patch for Purists - Decimal Errors.ESP
content=Better Expansion Implementations.ESP
content=Descriptive NPC Classes.ESP
content=Services Restored.ESP
content=Unofficial Morrowind Official Plugins Patched.ESP
content=Redoran Council Hall improvement.esp
content=Illuminated Palace of Vivec.esp
content=DD_Caldera_Expansion.esp
content=SpeechcraftBalance.ESP
content=Better Bodies.esp
content=MW_Public_Library.esp
content=GednaNoLongerImmortal.ESP
content=Nil-ruhn - Mudcrab Version.ESP
content=Price Balance - Items.ESP
content=MQE_MainQuestEnhancers.esp
content=Clean_Mines & Caverns.esp
content=Lake Fjalding Anti-Suck.ESP
content=GITD_WL_RR_Interiors.esp
content=RR_Vivec_Statues_Eng.esp
content=RR_Better_Skulls_Eng.ESP
content=RR_Holamayan_Eng.ESP
content=RR_Ghost_Gate_Fortress_Eng.ESP
content=RR_Better_Ships_n_Boats_Eng.esp
content=RR_Gnisis_Arch_Eng.ESP
content=FLG - Balmora's Underworld V1.1.esp
content=RR_Melchior's_Silt_Strider_Armor_Eng.esp
content=RR_Danke's_Cephalopod_Armor_Eng.esp
content=Vivec_Voice_addon TRIBUNAL.esp
content=Golden Saint Variety.ESP
content=ncgdMW-3.2.omwaddon
content=TimescaleChange.omwaddon
content=BetterRegen.omwaddon
content=Bob's Diverse Dagoths.esp
content=Unique Dagoth Brandy & Amulet.ESP
content=OMWLLF Mod - 2020-02-06.omwaddon

User avatar
DestinedToDie
Posts: 1156
Joined: 29 Jun 2015, 09:08

Re: Issue with blessings from shrines. Possible mod issue?

Post by DestinedToDie » 07 Feb 2020, 09:44

Do you have absorb spell? Atronach star sign or the Necromancer's amulet might just suck the blessing away. Incidentally these things also do it 50% and 25% of the time respectively.

lambda
Posts: 53
Joined: 11 Sep 2016, 17:10

Re: Issue with blessings from shrines. Possible mod issue?

Post by lambda » 07 Feb 2020, 16:57

Incidentally, this is why the Atronach sign is probably the most powerful birthsign: spell absorption is not only one the best defenses, it means infinite free magicka recharges. Join the temple and get a few ranks to get the price of the blesses to 0. Every tomb has a shrine, so you see where this is going. Stunted magicka? Not much of a downside.

tweb1984
Posts: 9
Joined: 31 May 2017, 23:20

Re: Issue with blessings from shrines. Possible mod issue?

Post by tweb1984 » 08 Feb 2020, 06:25

You, know, i thought it might be the fact i chose the Atronach sign. When I thought it could be that, I thought, "nah, surely they would make it to where it doesn't affect blessings," but I guess my hunch was right. Thank you all so much.
Is this how it was in OG morrowind too or is this an openmw thing?

If it's always been like this I guess I never chose Atronach before or I was never paying that much attention.

silentthief
Posts: 410
Joined: 18 Apr 2013, 01:20
Location: Currently traversing the Ascadian Isles

Re: Issue with blessings from shrines. Possible mod issue?

Post by silentthief » 08 Feb 2020, 13:39

tweb1984 wrote:
08 Feb 2020, 06:25
Is this how it was in OG morrowind too or is this an openmw thing?

If it's always been like this I guess I never chose Atronach before or I was never paying that much attention.
Yes, the way the vanilla/original Morrowind worked was to do this. Specifically, any incoming spell as a chance to be absorbed. Afaik, this does not happen on spells you cast, or on scripted spells in the original and unlike later games (like oblivion) it does not discriminate versus beneficial/harmful spells. So, if a companion (or *I think* another player, tes3mp) tries to cast a healing spell it has a 1 in two chance of being absorbed and turning into your magica.

I have always played Morrowind as a spellcaster with Atronach sign. While it can be a nuisance in the early part of the game, it is easy enough to overcome the limitations of the sign once you get into playing.

ST the stunted
"You like to dance close to the fire, don't you?."

User avatar
Jemolk
Posts: 200
Joined: 20 Mar 2017, 02:12
Location: Sadrith Mora

Re: Issue with blessings from shrines. Possible mod issue?

Post by Jemolk » 10 Feb 2020, 00:34

Yeah, it was like this in the vanilla engine as well. I've actually concluded that magicka regen is easier with the Atronach sign than without it when you're roleplaying (and thus not sleeping for 36 hours or thereabouts whenever you run out of magicka) for exactly this reason. I really wouldn't mind seeing this fixed (optionally, of course) for exactly the opposite reason -- it completely breaks the game for shrines to all have "completely refill magicka at will" as an option, in my experience at least.

tweb1984
Posts: 9
Joined: 31 May 2017, 23:20

Re: Issue with blessings from shrines. Possible mod issue?

Post by tweb1984 » 19 Feb 2020, 03:20

They would be great options for openMW to add in the future

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