Search found 223 matches

by Jemolk
11 Feb 2019, 17:05
Forum: Feature Requests and Suggestions
Topic: Fix The Lady Lover and Steed Birthsigns
Replies: 70
Views: 17312

Re: Fix The Lady Lover and Steed Birthsigns

At the end of the day you can always just repeatedly go to jail over and over again so you can keep leveling up past your character's natural level cap. True enough. I thought this was a reasonable enough note to end on before, but the topic was resurrected, so I figured I'd pop in again and explai...
by Jemolk
11 Feb 2019, 15:51
Forum: Feature Requests and Suggestions
Topic: Fix The Lady Lover and Steed Birthsigns
Replies: 70
Views: 17312

Re: Fix The Lady Lover and Steed Birthsigns

The problem I see is that with vanilla behavior, Ability fortify effects do little more than cause you to hit the cap sooner. However, the ones that are applied later in the game, after the cap has been hit, boost the stats above it. This heavily encourages metagaming in a way that's annoyingly unf...
by Jemolk
24 Jan 2019, 05:40
Forum: Feature Requests and Suggestions
Topic: Undo the alleged MCP "fix" for Absorb spell reflection
Replies: 63
Views: 25091

Re: Undo the alleged MCP "fix" for Absorb spell reflection

The question was, what is the purpose of comparing this effect in Morrowind and Oblivion? The games are rather wildly distinct in terms of philosophy, so the decisions made in one don't necessarily reflect the intent in the other. In fact, the team that worked on Morrowind largely left afterwards, s...
by Jemolk
23 Jan 2019, 23:15
Forum: Feature Requests and Suggestions
Topic: Undo the alleged MCP "fix" for Absorb spell reflection
Replies: 63
Views: 25091

Re: Undo the alleged MCP "fix" for Absorb spell reflection

When someone presents evidence, the proper response is counter-evidence, not an opinion. That is the Fallacy of Division. We are comparing Oblivion's and Morrowind's magic (specifically Reflect Spell), not the games in their entirety. Comparing only magic, the two games are in fact very similar, wi...
by Jemolk
17 Jan 2019, 03:02
Forum: Feature Requests and Suggestions
Topic: feature request finding mod conflict (multiple mod changing same object ID)
Replies: 15
Views: 3268

Re: feature request finding mod conflict (multiple mod changing same object ID)

At present, to determine that, you have to load each and every file individually in an editor and see if it changes any of the small handful of relevant records. esmtool can list records from a given file with a given name. esmtool dump -n <record name> file_to_test.esp If you have a sane shell, it...
by Jemolk
17 Jan 2019, 02:53
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 43
Views: 16867

Re: Sotha Sil Expanded

The Watchmen are basically the guards of the Clockwork City, except they're supposed to incapacitate you very quickly and chuck you in prison rather than give you a few options including possibly fighting them, as I understand it.
by Jemolk
14 Jan 2019, 05:00
Forum: Feature Requests and Suggestions
Topic: feature request finding mod conflict (multiple mod changing same object ID)
Replies: 15
Views: 3268

Re: feature request finding mod conflict (multiple mod changing same object ID)

Because you would see the output (theoretically in the order that the mods are loaded in) to see which mods are making changes to what entries - both which ones made changes, and which one was the last modification and hence the (theoretically) active one. While this then may report a massive bunch...
by Jemolk
14 Jan 2019, 04:50
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 43
Views: 16867

Re: Sotha Sil Expanded

I've just fixed the problem with GetStandingPC locally, collision map wasn't updated immediately upon a positioncell call if the cell hadn't changed so GetStandingPC returned 1 even though the player has already been teleported to the hall and doesn't stand on the scripted pipe anymore. So only the...
by Jemolk
11 Jan 2019, 07:40
Forum: Mod Compatibility
Topic: Illuminated Order
Replies: 11
Views: 2554

Re: Illuminated Order

I guess that particular GHD bug could be solved by adding a script to every ash creature so it changes when you encounter them - compatibility be damned (I mean, that mod already has a lot of compatibility issues so eh). Not sure what illuminated order could do. Skip on making the clone look like y...
by Jemolk
10 Jan 2019, 21:47
Forum: Mod Compatibility
Topic: Illuminated Order
Replies: 11
Views: 2554

Re: Illuminated Order

So I guess the question would be should the original command affect the base, and a new command affect the reference? This seems the most compatible way to do it, but I guess it runs the risk of making the console commands more destructive if you don't realise that's what you're doing. No more so t...