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Morrowind patch project changes
Morrowind patch project changes










  1. Morrowind patch project changes how to#
  2. Morrowind patch project changes mod#
  3. Morrowind patch project changes Patch#

I'm not seeing any inconsistencies with the point costs in terms of enchantment points besides Resist Paralysis (With or without the patch). My friend who pointed it out to me had the 1.6.4 BTB edit installed, and had the same effect that I was having, though I have not tested it myself. I removed it and it started working again. I had 1.6.5 installed and it would not work - the spell cost or whatever was just too high for any enchantment to hold a constant effect fortify attribute. I only use merchants to make constant effect items. I've made enchantments, just not of the constant effect variety. Honestly, I've payed to have all of my constant effect enchantment items done, so I can't really say either way if it's effected constant effect item making without an enchantment merchant. Oh, I thought you were talking about enchantment point costs. Sheila Reyes Posts: 3386 Joined: Thu 7:40 am I suppose it would be best to test this to make sure. However, my last game save is dated from after 1.6.4 came out and I know I had constant enchant items that I made in that game. I admit it has been a while since I last played so mabe I got it after I had already enchanted stuff. Wait a moment, 1.6.4 effects constant enchant items? I am not so sure of that. She used 1.6.4, so the problem is in 1.6.4 as well as 1.6.5, though she has not been able to remove the problem due to other technical difficulties on her end.

Morrowind patch project changes Patch#

This was brought to my attention by a player on the Morrowind facebook group who asks me for help from time to time, and having just recently installed any patch projects, I hadn't tried to enchant yet - so I'm glad she brought it to my attention so that we could both remove the patches. Someone making the patch felt that making constant effect magic items should be disallowed. Fortify attribute 1 pt constant effect on exquisite amulet with golden saint soul - probably the best you'll get if at all. Then it gets even more irritating when I'm reading something on the UESP and it doesn't match up with my game, so I turn off the patch project and whooola, that was the problem. I personally wanted to re-experience Morrowind vanilla style like I did many years ago (My first TES game) and when the patch project throws something off it really irritates me because I'm trying to experience the vanilla game, not someone elses idea of balance and obscure gameplay changes. The reason I got the patch project to begin with was to fix bugs, not alter the vanilla gameplay.

Morrowind patch project changes mod#

They're playing balance developers and I'm personally not interested in getting a mod like that. Furthermore, even if they think it's out of whack, it's not evidently a bug and they're overstepping their boundaries when trying to package a mod of fixes. Something like Resist Magicka protects you against all sorts of spells. Resist Paralysis just protects you against paralysis, that's it. The other resist spells cost more because they do more and are more useful. In any case, if that's the real justification then I think it's a load of bullocks. I fear that If I do something I might break it.

Morrowind patch project changes how to#

I was trying to edit the esm but I'm not sure how to do it since it's an esm file and not an esp. (This guy designed a ton of cool enchantments on GameFaqs years ago.) The reason it bothers me so much is I like to make a lot of the enchantments designed by SR71. It's arguable that paralysis is rather rare and should be cheaper than the other effects. IIRC the justification for it was that the other Resist spells cost 2.0, so Resist Paralysis should too. The 10x base cost for Resist Paralysis also bothered me.












Morrowind patch project changes