Search found 139 matches

by heilkitty
06 Jun 2012, 17:49
Forum: Feature Requests and Suggestions
Topic: Shield Like Oblivion?
Replies: 36
Views: 9354

Re: Shield Like Oblivion?

Don't MCP fix that?
by heilkitty
06 Jun 2012, 17:38
Forum: Off Topic
Topic: Tamriel Rebuilt's Sacred East
Replies: 22
Views: 8660

Re: Tamriel Rebuilt's Sacred East

Right in the middle of exams.Yay!
by heilkitty
31 May 2012, 05:21
Forum: General Development
Topic: Reversing Morrowind's formulas
Replies: 125
Views: 46842

Re: Reversing Morrowind's formulas

I reckon, some of the numbers should be GMSTs and not hardcoded. I don't have access to Morrowind right now, so I can't help with that, but you could use some mod that changes trading significantly (e.g. BTB GI Settings) for reference.
by heilkitty
30 May 2012, 07:27
Forum: Support
Topic: How to start a normal game?
Replies: 6
Views: 3008

Re: How to start a normal game?

The standard Bethesda version which runs perfectly well with Wine. I suggest Wine 1.5.2. The only very little annoying thing is a little framerate drop when the music ambient changes (ie from exploration to combat, or the inverse). But, everything works perfect, including mods. Plus, it is very use...
by heilkitty
30 May 2012, 07:26
Forum: Off Topic
Topic: Hand-to-hand Formula
Replies: 9
Views: 2849

Re: Hand-to-hand Formula

Dalunatic wrote:It's the same as all the other weapons, except the damage is dealt to stamina instead of health.
When stamina decreases to 0 (or something), it damages health.
by heilkitty
18 May 2012, 17:13
Forum: General Development
Topic: Spell Duration
Replies: 7
Views: 1796

Re: Spell Duration

sirherrbatka wrote:Not mana cost (there is a mod for that).
Does this mod use scripts or alters some GMSTs?
by heilkitty
06 May 2012, 08:55
Forum: Off Topic
Topic: The Elder Scrolls Online
Replies: 55
Views: 17191

Re: The Elder Scrolls Online

A realistic representation of future TESOnline (or, rather, Project Aedra when it's finished).
by heilkitty
15 Apr 2012, 11:37
Forum: General Development
Topic: [post-1.0] Scripting enhancemnts
Replies: 88
Views: 28868

Re: [post-1.0] Scripting enhancemnts

Nevermind, I reckon, signals would depend on function-script feature, so, if implemented, they would be post-2.0 feature or something, so it's too early to talk about this now.
by heilkitty
15 Apr 2012, 11:33
Forum: Off Topic
Topic: MW mods in 2012 - Start fixing stuff.
Replies: 4
Views: 1627

Re: MW mods in 2012 - Start fixing stuff.

Star-Demon wrote:and won't shut up
She's a woman after all.
Srsly, what stage of the quest are you at?
by heilkitty
14 Apr 2012, 05:57
Forum: General Development
Topic: [post-1.0] Scripting enhancemnts
Replies: 88
Views: 28868

Re: [post-1.0] Scripting enhancemnts

To be fair, there is some kind of signals (EDIT: I meant events) in Morrowind, it's just underdeveloped, inefficient and encourages to write big messy code.