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Found 6 results

  1. Version 2.0.1

    169 downloads

    This mod is a lite version of OperatorJack's Enhanced Detection, based on version 1.2.2 of that mod, modified to remove various non-vanilla changes. There are two versions of this mod: Lite and Less Lite. Lite Version The Lite version cuts all non-visual changes from ED, such as new magic effects and spells, and spells added to NPCs. Basically, this version just adds the cool new visual effects to the vanilla Detect Animal/Enchantment/Key effects, without any other changes. It differs from the full ED in the following ways: 1. The full version requires Magicka Expanded to create its new magic effects. This version does not require ME (because it only modifies the VFX of the existing effects). 2. ED adds a number of new magic effects to the game, such as Detect Daedra, Detect Door and Detect Trap. These new effects are not present in this version. 3. ED adds several new spells with the new magic effects, and modifies a few vanilla spells to add additional magic effects. The Lite version omits those changes. 4. The full version adds spells to a number of NPCs. This version does not. Less Lite Version The Less Lite version is similar to the Lite version in that it removes many non-vanilla changes from ED, but it leaves mostly intact ED's Detect Trap and Detect Door effects. (Each effect can be disabled in the Mod Config Menu, if you don't care for one.) Detect Trap is included because it's particularly useful with Locks and Traps Detection, which makes whether or not you can detect a trap depend on your security skill, among other things. The Detect Trap effect gives magically-inclined characters another way to detect traps. Detect Door is included primarily for those using Map and Compass, which hides the local map, making the ability to know where the doors are in a dungeon more useful. 1. Unlike the Lite version, this version does require Magicka Expanded, because it creates new magic effects. 2. Detect Trap and Detect Door are added, while ED's other new effects are not. 3. The Detect Trap effect is added to the vanilla Detect Key spell, as well as the Beggar's Nose spell associated with the birthsign The Tower. 4. A new spell containing the Detect Door effect is added to a number of spell vendors. No other new spells are added or vanilla spells modified. (Detect Key is not added to additional spell merchants, unlike in the original ED.) 5. The Detect Key and Beggar's Nose spells have seen their radius, duration and magicka cost adjusted from ED to be basically the same as in vanilla Morrowind. 6. The new effects cannot be cast on touch/target, consistent with the vanilla detect effects. 7. There is now a Mod Config Menu with options to disable each new effect individually, so if you don't care for the Detect Trap or Detect Door effect, you can avoid adding it to your game. (If you don't want either, then just use the Lite version instead.) 8. There is also a "BTBGI Mode" option that adjusts the spell changes and the base cost of the new effects for consistency with BTB's Game Improvements. With BTBGI Mode, radius and duration of the affected spells are increased and magicka cost reduced, in line with BTBGI's changes. Also, Beggar's Nose is not modified, since BTBGI makes that spell into a permanent ability and removes Detect Key. And the base cost of the new effects is drastically lowered to match the vanilla detect effects. ----- Additionally, there's one more change compared to the full version of ED made in both the Lite and Less Lite versions. OperatorJack's original mod makes a few changes to the functionality of the vanilla detect effects. With the full version of ED, the Detect Animal effect only detects "normal" creatures (i.e. excluding Daedra, undead, and humanoid creatures). It doesn't detect "automatons" like Dwemer centurions, and it also doesn't detect NPCs, even if you're using the Morrowind Code Patch feature that normally makes it do so. This is because ED adds new effects to detect NPCs and those other types of creatures. Also, the full version changes the Detect Enchantment effect to also detect soulgems, which it doesn't do in vanilla. The Lite and Less Lite versions revert these changes. Detect Animal will detect all creatures, as in vanilla, and it will also detect NPCs if you're using the relevant MCP patch, while Detect Enchantment will not detect soulgems. Requirements As an MWSE mod, this mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. (As of October 2020, you need a relatively recent MWSE version for this mod to work properly.) This version of ED contains only the modified MWSE-lua files, not the other assets (meshes, textures, icons) for ED. As such, it requires the original Enhanced Detection. Install the full version first, so this version will overwrite it. The Lite version of the mod, unlike the full ED, does not require Magicka Expanded, so if you use that version there's no need to install ME. The Less Lite version, however, does require ME. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  2. Version 1.0.4

    155 downloads

    Fortify MAX causes the Fortify Magicka and Fortify Fatigue magic effects to affect the maximum as well as the current value of the relevant stat. In other words, this mod does for Fortify Magicka and Fatigue what the "Fortify Maximum Health" feature of Morrowind Code Patch does for Fortify Health. Important Note: As of version 1.0.4, the mod Attribute Effect Tweaks is required. See the Requirements section for details. Description Why? In vanilla Morrowind, Fortify Magicka and Fortify Fatigue are broken for more than one reason, the most obvious of which is that they're just plain not very useful for their intended purpose. Fortify Magicka tacks on a certain amount of magicka to your current pool, which can cause your current magicka to exceed your max magicka, but this extra magicka is not added to the maximum. The extra magicka cannot be restored and is one-time use only. When the Fortify Magicka effect expires, you'll lose all that extra magicka, possibly bringing your current magicka total all the way down to 0. The same thing happens with Fortify Fatigue. The effect will give you a one-time use bonus of fatigue that will be gone after a minute of running down the road (or a few weapon swings), and when it expires you'll lose everything you gained, possibly causing you to collapse in exhaustion. Clearly, these effects are of very limited utility in vanilla Morrowind; these effects are far more useful in exploits than for their intended purpose. The most obvious of these exploits is to boost your fatigue ratio. In vanilla, Fortify Fatigue can increase your current fatigue far above the maximum, which will increase your fatigue ratio (current/max fatigue) above 1.0. Fatigue ratio affects a great number of things in Morrowind, among them things like spellcasting success chance, persuasion success chance, and the prices you can get from merchants. This makes Fortify Fatigue much more useful as a bartering or persuasion tool than for its intended use. In addition, other exploits are possible with these effects in vanilla Morrowind. Using a combination of Drain Intelligence and Fortify Magicka, it's possible to end up with an enormous pool of current magicka (thousands or even tens of thousands of points). It's trickier to pull this off with fatigue, since more attributes are used in calculating it, but if done correctly it's broken in the extreme. Clearly something must be done about this. What? The vanilla game has a similar problem with Fortify Health, which Morrowind Code Patch solves by making that effect increase maximum along with current health. This mod does the exact same thing for Fortify Magicka and Fatigue. When you're subject to a Fortify Magicka/Fatigue effect, both the current and max value of the stat will increase by the magnitude of the effect, and both will decrease when the effect wears off. When the game recalculates these stats (for example, when one of the attributes used to calculate them changes), any Fortify Magicka/Fatigue magnitude you're under will be taken into account, and the correct ratio will always be maintained. Note that, even with this mod, Fortify Magicka is still distinct from the Fortify Maximum Magicka effect, which modifies the "magicka multiplier" used along with intelligence to calculate max magicka. This mod affects only the player. It does not affect NPCs or creatures. How? Instead of patching the Morrowind executable like Morrowind Code Patch does, this mod uses MWSE-lua to achieve the same effect. All you need to do is be using an up-to-date MWSE, and install the mod like any other, and you can enjoy actually useful and non-broken Fortify Magicka/Fatigue effects. Configuration Each component of the mod (for magicka and fatigue) can be disabled separately in the Mod Config Menu, so if for some reason you only want the mod's effects for one of these stats, you can do that (you can also disable the mod entirely if you wish). Known Issues There are a few known issues with this mod, all of them minor and/or very rare. The first three of these issues are related to Fortify Magicka/Fatigue abilities (as opposed to regular spells/enchantments/potions). There are no Fortify Magicka/Fatigue abilities in vanilla Morrowind, but mods can implement them. You will not experience these first three issues if you're not using a mod that adds such abilities. 1. If you're using a mod that adds a Fortify Magicka/Fatigue ability to a race or birthsign, the ability will not be reflected in the "stat review" menu during chargen. It will not be reflected in your stats until after chargen is complete, i.e after you leave Sellus Gravius' office. (Note that without this mod, such abilities don't work at all.) 2. If you're using a mod that adds a Fortify Magicka/Fatigue ability to a race or birthsign, and then subsequently removes/re-adds that ability via script, the magnitude will be applied twice to the max stat. I'm not aware of any mods that do this, but if you're using one, the solution is to fix the other mod so that it doesn't do this anymore. Fortify Magicka/Fatigue abilities should either be added to a race or birthsign, or added/removed via script, but not both. 3. There's a potential problem if both of the following things happen during the exact same frame: (1) A Fortify Magicka/Fatigue ability is added or removed via script (2) An attribute that contributes to that stat changes If this happens, the result depends on the order those things happen in. If (1) happens first, everything is fine. If (2) happens first, the Fortify Magicka/Fatigue magnitude will end up being applied twice to the max stat. This is most likely to happen when the effects are part of the same ability. For example, if a mod adds via script an ability with Fortify Intelligence and Fortify Magicka, in that order, the Fortify Magicka magnitude will be applied twice to max magicka. To avoid this problem, other mods can ensure that, in any script-added abilities that contain both Fortify Magicka/Fatigue and an effect that changes a related attribute, the Fortify Magicka/Fatigue effect comes first. Note that it's possible for this to happen in other circumstances, even when the attribute-changing effect is not part of the same ability. For example, a mod might add a Fortify Fatigue ability via script, and, in the exact same frame in which the ability is added, a Fortify Agility potion you were affected by expires. This kind of thing is very unlikely. 4. There's another potential problem if all three of the following things happen during the exact same frame: (1) The Fortify Magicka/Fatigue magnitude you're affected by changes (2) An attribute that contributes to that stat changes (3) The current value of the relevant stat changes due to some other cause If all of these happen during the same frame, the change to the current stat due to the other cause will be basically reverted. For example, let's say you cast a spell, and, in the exact same frame in which you lose magicka due to the spellcast, your intelligence and Fortify Magicka magnitude both also change. In this case, you'll basically get the spell for free, with no magicka cost. It would require extremely precise timing to intentionally exploit this - fortunately, the loss of magicka from casting a spell and the effects of that spell don't happen on the same frame - and it's very unlikely to happen by chance. Interop Fortify MAX includes an interop file, so MWSE-lua mod authors can detect the presence of this mod and/or trigger this mod's calculations. For example, to detect whether or not the magicka component of this mod is enabled, use something like the following: local fortifyMAX = include("FortifyMAX.interop") if fortifyMAX and fortifyMAX.magicka then -- do stuff end You can check for the fatigue feature being enabled with fortifyMAX.fatigue. The interop variables are set on initialized, so don't check for them before then (and if you check on initialized, you might need to assign a negative priority to your initialized event so this mod's interop variables will be set first). It's also possible to instruct Fortify MAX to do its magicka or fatigue calculations. These calculations add any Fortify Magicka/Fatigue magnitude to the max stat, and adjust the current stat as needed to maintain the correct ratio. This mod's calculations are normally done immediately after the game does its own vanilla calculations (usually when one of the relevant attributes changes). If your mod changes the player's max magicka/fatigue under circumstances in which the game would normally not redo the vanilla calculations, you can instruct this mod to do its own calculations with (replace magicka with fatigue as appropriate): fortifyMAX.recalc.magicka = true FortifyMAX will then do its thing, compensating for any Fortify Magicka/Fatigue magnitude the player is under. (Remember that this mod affects only the player.) This mod's loaded and enterFrame events are assigned a priority of -10, to ensure that other mods go first. If your mod changes magicka/fatigue calculations on loaded or enterFrame, don't set an event priority <= -10. See Class-Conscious Character Progression for an example of interop use. Requirements This mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. In particular, this mod requires a recent MWSE build, as it uses a couple of newly-added MWSE features. The build date must be at least 2021-05-18. Just update to the latest version and you're good to go. Fortify MAX also requires the mod Attribute Effect Tweaks. That mod is needed to prevent max magicka and fatigue from being reset to vanilla (ignoring any fortify magnitude) under certain circumstances. Recommendations For consistency (and in general, since Fortify Health sucks much worse without it), I recommend using Morrowind Code Patch's "Fortify Maximum Health" feature. Compatibility As an MWSE-lua mod, Fortify MAX is compatible with most other mods. It is likely to have compatibility issues with any mod that changes how magicka or fatigue is calculated, unless the other mod takes this mod into account (see the interop section). CCCP, as of version 2.0.2, is compatible. If you're using another mod that changes magicka/fatigue calculations and conflicts with this one, you can disable the corresponding component of this mod. Mods that add Fortify Magicka/Fatigue abilities might not play nice with this mod under certain unusual circumstances. See the Known Issues section for details. Contact Feel free to contact me on Moddinghall or the Nexus with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  3. View File Fortify MAX Fortify MAX Summary Fortify MAX causes the Fortify Magicka and Fortify Fatigue magic effects to affect the maximum as well as the current value of the relevant stat. In other words, this mod does for Fortify Magicka and Fatigue what the "Fortify Maximum Health" feature of Morrowind Code Patch does for Fortify Health. Description Why? In vanilla Morrowind, Fortify Magicka and Fortify Fatigue are broken for more than one reason, the most obvious of which is that they're just plain not very useful for their intended purpose. Fortify Magicka tacks on a certain amount of magicka to your current pool, which can cause your current magicka to exceed your max magicka, but this extra magicka is not added to the maximum. The extra magicka cannot be restored and is one-time use only. When the Fortify Magicka effect expires, you'll lose all that extra magicka, possibly bringing your current magicka total all the way down to 0. The same thing happens with Fortify Fatigue. The effect will give you a one-time use bonus of fatigue that will be gone after a minute of running down the road (or a few weapon swings), and when it expires you'll lose everything you gained, possibly causing you to collapse in exhaustion. Clearly, these effects are of very limited utility in vanilla Morrowind; these effects are far more useful in exploits than for their intended purpose. The most obvious of these exploits is to boost your fatigue ratio. In vanilla, Fortify Fatigue can increase your current fatigue far above the maximum, which will increase your fatigue ratio (current/max fatigue) above 1.0. Fatigue ratio affects a great number of things in Morrowind, among them things like spellcasting success chance, persuasion success chance, and the prices you can get from merchants. This makes Fortify Fatigue much more useful as a bartering or persuasion tool than for its intended use. In addition, other exploits are possible with these effects in vanilla Morrowind. Using a combination of Drain Intelligence and Fortify Magicka, it's possible to end up with an enormous pool of current magicka (thousands or even tens of thousands of points). It's trickier to pull this off with fatigue, since more attributes are used in calculating it, but if done correctly it's broken in the extreme. Clearly something must be done about this. What? The vanilla game has a similar problem with Fortify Health, which Morrowind Code Patch solves by making that effect increase maximum along with current health. This mod does the exact same thing for Fortify Magicka and Fatigue. When you're subject to a Fortify Magicka/Fatigue effect, both the current and max value of the stat will increase by the magnitude of the effect, and both will decrease when the effect wears off. When the game recalculates these stats (for example, when one of the attributes used to calculate them changes), any Fortify Magicka/Fatigue magnitude you're under will be taken into account, and the correct ratio will always be maintained. Note that, even with this mod, Fortify Magicka is still distinct from the Fortify Maximum Magicka effect, which modifies the "magicka multiplier" used along with intelligence to calculate max magicka. This mod affects only the player. It does not affect NPCs or creatures. How? Instead of patching the Morrowind executable like Morrowind Code Patch does, this mod uses MWSE-lua to achieve the same effect. All you need to do is be using an up-to-date MWSE, and install the mod like any other, and you can enjoy actually useful and non-broken Fortify Magicka/Fatigue effects. Configuration Each component of the mod (for magicka and fatigue) can be disabled separately in the Mod Config Menu, so if for some reason you only want the mod's effects for one of these stats, you can do that (you can also disable the mod entirely if you wish). One MCM setting that requires some additional explanation is the "attribute-modifying effect tweaks" setting. For technical reasons, it's necessary to make a couple minor tweaks to how Restore and Damage Attribute effects work, in order for the mod to work as intended. Otherwise, max magicka or fatigue might get reset to vanilla under certain unusual circumstances. The tweaks made are listed below: 1. When an attribute is restored to full, any restore effect for that particular attribute will end early, rather than continue trying to restore the attribute. 2. When an attribute is damaged to 0, any damage effect for that particular attribute will end early, rather than continue trying to damage the attribute. 3. When an attribute is being drained (and only then), it is no longer possible to restore that attribute all the way up to full, only up to 1 less than full. (It will be further restored to full when the drain effect ends). See the comments in the code to learn exactly why these changes are needed. These tweaks are very minor, and shouldn't bother anybody, but, just in case, they can be disabled in the MCM - just keep in mind that if you do so, max magicka and fatigue might get reset to vanilla under certain circumstances when you use these effects while under a Fortify Magicka/Fatigue effect. Known Issues There are a few known issues with this mod, all of them minor and/or very rare. The first three of these issues are related to Fortify Magicka/Fatigue abilities (as opposed to regular spells/enchantments/potions). There are no Fortify Magicka/Fatigue abilities in vanilla Morrowind, but mods can implement them. You will not experience these first three issues if you're not using a mod that adds such abilities. 1. If you're using a mod that adds a Fortify Magicka/Fatigue ability to a race or birthsign, the ability will not be reflected in the "stat review" menu during chargen. It will not be reflected in your stats until after chargen is complete, i.e after you leave Sellus Gravius' office. (Note that without this mod, such abilities don't work at all.) 2. If you're using a mod that adds a Fortify Magicka/Fatigue ability to a race or birthsign, and then subsequently removes/re-adds that ability via script, the magnitude will be applied twice to the max stat. I'm not aware of any mods that do this, but if you're using one, the solution is to fix the other mod so that it doesn't do this anymore. Fortify Magicka/Fatigue abilities should either be added to a race or birthsign, or added/removed via script, but not both. 3. There's a potential problem if both of the following things happen during the exact same frame: (1) A Fortify Magicka/Fatigue ability is added or removed via script (2) An attribute that contributes to that stat changes If this happens, the result depends on the order those things happen in. If (1) happens first, everything is fine. If (2) happens first, the Fortify Magicka/Fatigue magnitude will end up being applied twice to the max stat. This is most likely to happen when the effects are part of the same ability. For example, if a mod adds via script an ability with Fortify Intelligence and Fortify Magicka, in that order, the Fortify Magicka magnitude will be applied twice to max magicka. To avoid this problem, other mods can ensure that, in any script-added abilities that contain both Fortify Magicka/Fatigue and an effect that changes a related attribute, the Fortify Magicka/Fatigue effect comes first. Note that it's possible for this to happen in other circumstances, even when the attribute-changing effect is not part of the same ability. For example, a mod might add a Fortify Fatigue ability via script, and, in the exact same frame in which the ability is added, a Fortify Agility potion you were affected by expires. This kind of thing is very unlikely. 4. There's another potential problem if all three of the following things happen during the exact same frame: (1) The Fortify Magicka/Fatigue magnitude you're affected by changes (2) An attribute that contributes to that stat changes (3) The current value of the relevant stat changes due to some other cause If all of these happen during the same frame, the change to the current stat due to the other cause will be basically reverted. For example, let's say you cast a spell, and, in the exact same frame in which you lose magicka due to the spellcast, your intelligence and Fortify Magicka magnitude both also change. In this case, you'll basically get the spell for free, with no magicka cost. It would require extremely precise timing to intentionally exploit this - fortunately, the loss of magicka from casting a spell and the effects of that spell don't happen on the same frame - and it's very unlikely to happen by chance. Interop Fortify MAX includes an interop file, so MWSE-lua mod authors can detect the presence of this mod and/or trigger this mod's calculations. For example, to detect whether or not the magicka component of this mod is enabled, use something like the following: local fortifyMAX = include("FortifyMAX.interop") if fortifyMAX and fortifyMAX.magicka then -- do stuff end You can check for the fatigue or "attribute-modifying effect tweaks" features being enabled with fortifyMAX.fatigue and fortifyMAX.spellTick, respectively. The interop variables are set on initialized, so don't check for them before then (and if you check on initialized, you might need to assign a negative priority to your initialized event so this mod's interop variables will be set first). It's also possible to instruct Fortify MAX to do its magicka or fatigue calculations. These calculations add any Fortify Magicka/Fatigue magnitude to the max stat, and adjust the current stat as needed to maintain the correct ratio. This mod's calculations are normally done immediately after the game does its own vanilla calculations (usually when one of the relevant attributes changes). If your mod changes the player's max magicka/fatigue under circumstances in which the game would normally not redo the vanilla calculations, you can instruct this mod to do its own calculations with (replace magicka with fatigue as appropriate): fortifyMAX.recalc.magicka = true FortifyMAX will then do its thing, compensating for any Fortify Magicka/Fatigue magnitude the player is under. (Remember that this mod affects only the player.) This mod's loaded and enterFrame events are assigned a priority of -10, to ensure that other mods go first. If your mod changes magicka/fatigue calculations on loaded or enterFrame, don't set an event priority <= -10. See Class-Conscious Character Progression for an example of interop use. Requirements This mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. In particular, this mod requires a recent MWSE build, as it uses a couple of newly-added MWSE features. The build date must be at least 2021-05-18. Just update to the latest version and you're good to go. Recommendations Morrowind Code Patch is a soft requirement for this mod. Parts of this mod assume that you're using MCP's bugfix patches regarding Fortify/Drain/Restore Attribute. If you're not, the "attribute-modifying effect tweaks" won't work as intended. For consistency (and in general, since Fortify Health sucks much worse without it), I also recommend using MCP's "Fortify Maximum Health" feature. Compatibility As an MWSE-lua mod, Fortify MAX is compatible with most other mods. It is likely to have compatibility issues with any mod that changes how magicka or fatigue is calculated, unless the other mod takes this mod into account (see the interop section). CCCP, as of version 2.0.2, is compatible. If you're using another mod that changes magicka/fatigue calculations and conflicts with this one, you can disable the corresponding component of this mod. Mods that add Fortify Magicka/Fatigue abilities might not play nice with this mod under certain unusual circumstances. See the Known Issues section for details. Version History Version 1.0.3 - 2021-07-14 - Fixed more weirdness when magicka/fatigue would have been exactly 0 if not for a fortify effect, and was then recalculated. Version 1.0.2 - 2021-07-10 - Fixed a bug where weird things could happen if magicka/fatigue was damaged to less than your Fortify Magicka/Fatigue magnitude and was then recalculated. Version 1.0.1 - 2021-07-07 - (Mostly) fixed a bug where Fortify Magicka/Fatigue abilities added via script counted twice towards the max stat (see Known Issues section for caveats). - Fortify Magicka/Fatigue abilities on a race or birthsign will now be effective immediately after chargen is complete, instead of having to save/load or change a related attribute as in 1.0 (in vanilla, such abilities did not work at all). - Made the code that runs while the player is under a Restore Attribute effect more efficient. - Minor coding improvements. Version 1.0 - 2021-05-21 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692. Submitter Necrolesian Submitted 11/05/2021 Category Miscellaneous  
  4. View File Enhanced Detection Lite Enhanced Detection Lite Description This mod is a lite version of OperatorJack's Enhanced Detection, based on version 1.2.2 of that mod, modified to remove various non-vanilla changes. There are two versions of this mod: Lite and Less Lite. Lite Version The Lite version cuts all non-visual changes from ED, such as new magic effects and spells, and spells added to NPCs. Basically, this version just adds the cool new visual effects to the vanilla Detect Animal/Enchantment/Key effects, without any other changes. It differs from the full ED in the following ways: 1. The full version requires Magicka Expanded to create its new magic effects. This version does not require ME (because it only modifies the VFX of the existing effects). 2. ED adds a number of new magic effects to the game, such as Detect Daedra, Detect Door and Detect Trap. These new effects are not present in this version. 3. ED adds several new spells with the new magic effects, and modifies a few vanilla spells to add additional magic effects. The Lite version omits those changes. 4. The full version adds spells to a number of NPCs. This version does not. Less Lite Version The Less Lite version is similar to the Lite version in that it removes many non-vanilla changes from ED, but it leaves mostly intact ED's Detect Trap and Detect Door effects. (Each effect can be disabled in the Mod Config Menu, if you don't care for one.) Detect Trap is included because it's particularly useful with Locks and Traps Detection, which makes whether or not you can detect a trap depend on your security skill, among other things. The Detect Trap effect gives magically-inclined characters another way to detect traps. Detect Door is included primarily for those using Map and Compass, which hides the local map, making the ability to know where the doors are in a dungeon more useful. 1. Unlike the Lite version, this version does require Magicka Expanded, because it creates new magic effects. 2. Detect Trap and Detect Door are added, while ED's other new effects are not. 3. The Detect Trap effect is added to the vanilla Detect Key spell, as well as the Beggar's Nose spell associated with the birthsign The Tower. 4. A new spell containing the Detect Door effect is added to a number of spell vendors. No other new spells are added or vanilla spells modified. (Detect Key is not added to additional spell merchants, unlike in the original ED.) 5. The Detect Key and Beggar's Nose spells have seen their radius, duration and magicka cost adjusted from ED to be basically the same as in vanilla Morrowind. 6. The new effects cannot be cast on touch/target, consistent with the vanilla detect effects. 7. There is now a Mod Config Menu with options to disable each new effect individually, so if you don't care for the Detect Trap or Detect Door effect, you can avoid adding it to your game. (If you don't want either, then just use the Lite version instead.) 8. There is also a "BTBGI Mode" option that adjusts the spell changes and the base cost of the new effects for consistency with BTB's Game Improvements. With BTBGI Mode, radius and duration of the affected spells are increased and magicka cost reduced, in line with BTBGI's changes. Also, Beggar's Nose is not modified, since BTBGI makes that spell into a permanent ability and removes Detect Key. And the base cost of the new effects is drastically lowered to match the vanilla detect effects. ----- Additionally, there's one more change compared to the full version of ED made in both the Lite and Less Lite versions. OperatorJack's original mod makes a few changes to the functionality of the vanilla detect effects. With the full version of ED, the Detect Animal effect only detects "normal" creatures (i.e. excluding Daedra, undead, and humanoid creatures). It doesn't detect "automatons" like Dwemer centurions, and it also doesn't detect NPCs, even if you're using the Morrowind Code Patch feature that normally makes it do so. This is because ED adds new effects to detect NPCs and those other types of creatures. Also, the full version changes the Detect Enchantment effect to also detect soulgems, which it doesn't do in vanilla. The Lite and Less Lite versions revert these changes. Detect Animal will detect all creatures, as in vanilla, and it will also detect NPCs if you're using the relevant MCP patch, while Detect Enchantment will not detect soulgems. Requirements As an MWSE mod, this mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. (As of October 2020, you need a relatively recent MWSE version for this mod to work properly.) This version of ED contains only the modified MWSE-lua files, not the other assets (meshes, textures, icons) for ED. As such, it requires the original Enhanced Detection. Install the full version first, so this version will overwrite it. The Lite version of the mod, unlike the full ED, does not require Magicka Expanded, so if you use that version there's no need to install ME. The Less Lite version, however, does require ME. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692. Submitter Necrolesian Submitted 11/05/2021 Category Miscellaneous  
  5. Version 1.0

    95 downloads

    Limited Recall Summary This configurable MWSE mod allows you to limit the casting of Recall in various ways. This mod was inspired in part by Virnetch's MWSE Multi Mark and Harder Recall, which includes a limited Recall feature, among many other things. This mod is intended for those who just want to limit the use of Recall without all those other features. It's also intended to compliment Limited Intervention. Description The basic functionality of this mod is to implement a limit to the number of times you can cast Recall per day. This limit is configurable in the Mod Config Menu. There are a few additional options in the MCM that can be used to tweak or add to this functionality. First, you can choose whether to apply the limitation to all sources of the Recall effect. By default, the Recalls-per-day limit only applies to regular spells. If you choose, you can have the limit also apply to enchanted items, scrolls and potions with the Recall effect. Second, by default the Recalls-per-day limit applies per in-game day. You can choose to apply it per real-life day instead. Third, you can also enable a lifetime limit to the number of Recalls a character can ever use, in addition to the daily limit. By default this feature is disabled, meaning the lifetime limit is not enforced. If you fail to cast a Recall spell due to the limit, the amount of magicka you expended to cast the spell will be restored. However, if the failed Recall comes from a scroll or potion, the item will still be used up (or the required charge from an enchanted item still expended). Requirements This mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. Version History Version 1.0 - 2020-06-22 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  6. View File Limited Recall Limited Recall Summary This configurable MWSE mod allows you to limit the casting of Recall in various ways. This mod was inspired in part by Virnetch's MWSE Multi Mark and Harder Recall, which includes a limited Recall feature, among many other things. This mod is intended for those who just want to limit the use of Recall without all those other features. It's also intended to compliment Limited Intervention. Description The basic functionality of this mod is to implement a limit to the number of times you can cast Recall per day. This limit is configurable in the Mod Config Menu. There are a few additional options in the MCM that can be used to tweak or add to this functionality. First, you can choose whether to apply the limitation to all sources of the Recall effect. By default, the Recalls-per-day limit only applies to regular spells. If you choose, you can have the limit also apply to enchanted items, scrolls and potions with the Recall effect. Second, by default the Recalls-per-day limit applies per in-game day. You can choose to apply it per real-life day instead. Third, you can also enable a lifetime limit to the number of Recalls a character can ever use, in addition to the daily limit. By default this feature is disabled, meaning the lifetime limit is not enforced. If you fail to cast a Recall spell due to the limit, the amount of magicka you expended to cast the spell will be restored. However, if the failed Recall comes from a scroll or potion, the item will still be used up (or the required charge from an enchanted item still expended). Requirements This mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. Version History Version 1.0 - 2020-06-22 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692. Submitter Necrolesian Submitted 11/05/2021 Category Miscellaneous  
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