Search found 119 matches

by Greywander
24 May 2017, 22:48
Forum: Content Development
Topic: How to make Intelligence appealing to non-mages?
Replies: 10
Views: 6955

How to make Intelligence appealing to non-mages?

In my recently released mod, Natural Character Growth and Decay , I gave a small incentive for non-mages to stack up some Willpower in the form of a small Health boost (also the fatigue boost that was already present). I've been trying to think of a way to make Intelligence more appealing, though. O...
by Greywander
24 May 2017, 22:34
Forum: Content Development
Topic: Natural Character Growth and Decay - An OpenMW Leveling Mod
Replies: 49
Views: 66901

Re: Natural Character Growth and Decay - An OpenMW Leveling

Alright, it's done, version 1.1 is live. I'm still not totally happy with the skill-attribute relations, but I have to work with the skills and attributes the game gives me. It might be interesting to look into "re-purposing" a skill via scripts, adding some entirely new mechanic to the ga...
by Greywander
24 May 2017, 21:20
Forum: Content Development
Topic: Natural Character Growth and Decay - An OpenMW Leveling Mod
Replies: 49
Views: 66901

Re: Natural Character Growth and Decay - An OpenMW Leveling

I don't know why I didn't do this before, but last night before bed I looked up the Oblivion skill list, and some of the connections between attributes and skills make more sense than the ones I used. For example, I wouldn't have thought to make Acrobatics have Speed as a primary attribute (I believ...
by Greywander
24 May 2017, 07:36
Forum: Content Development
Topic: Natural Character Growth and Decay - An OpenMW Leveling Mod
Replies: 49
Views: 66901

Natural Character Growth and Decay - An OpenMW Leveling Mod

Whew, finally finished it. It only took me a week. Here's the Natural Grow leveling mod we've always wanted. (Maybe.) I know a lot of people loved Galsiah's Character Development, and so did I. Since GCD didn't work quite the way it was supposed to, I set about to create my own similar mod. And here...
by Greywander
18 May 2017, 09:15
Forum: Content Development
Topic: Is there a way to add an ability more than once?
Replies: 2
Views: 2874

Is there a way to add an ability more than once?

So I'm making great progress with my leveling mod, I have it all scripted so that attributes are influenced by skills and can go over 100. Now I'm working on making skills go over 100. At the moment, the best I've been able to come up with is to check when a skill's base value is greater than or equ...
by Greywander
17 May 2017, 08:06
Forum: Feature Requests and Suggestions
Topic: Bringing back drain-intelligence glitch
Replies: 7
Views: 8967

Re: Bringing back drain-intelligence glitch

Try this instead: Buy Frost Salts from Nalcarya (in the Balmora alchemy shop, just West of the Temple), and Comberries from Ajira (Balmora Mages' Guild). These two vendors restock these ingredients, so they will never run out. Mix them together to make a Restore Magicka potion. Frost Salts are a bit...
by Greywander
16 May 2017, 01:52
Forum: Content Development
Topic: Get/Mod/SetStat, Fortify/Drain Stat, and Leveling Mods
Replies: 7
Views: 7004

Get/Mod/SetStat, Fortify/Drain Stat, and Leveling Mods

TL;DR at the end. I just did a round of testing, and the deeper I went the more interesting things got. This may also speak to why GCD doesn't seem to allow your attributes to grow beyond 95, as Galsiah may have been exploiting bugs that have been fixed in OpenMW. I started my investigation with For...
by Greywander
11 May 2017, 21:05
Forum: Organisation and Planning
Topic: OpenMW 0.42.0
Replies: 306
Views: 171541

Re: OpenMW 0.42.0

I didn't say it was a good idea. Of course, I didn't think it would be quite that bad.

In that case, my vote is on waiting for the videos. I'll be looking forward to them.
by Greywander
11 May 2017, 21:00
Forum: Support
Topic: Data File paths and Capitalization
Replies: 5
Views: 3498

Re: Data File paths and Capitalization

Yeah, it's actually turned out to be quite a bit easier than I expected. Lots of copy and paste, though. Removing a mod is as simple as commenting out that line in the openmw.cfg file, and reinstalling a mod you didn't set up properly also much easier (I currently have bright purple kwama foragers a...