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FinalLegendZero
FinalLegendZero - - 13 comments @ Morrowind Rebirth 6.61

Quick question, are the Main Quest Overhaul and Ashlander Companion options compatible with each other?

Good karma+1 vote
FinalLegendZero
FinalLegendZero - - 13 comments @ Morrowind Rebirth 6.61

I didn't have any specific ones in mind - I didn't even find out that stronghold overhaul mods existed until after I picked up Rebirth, and Rebirth is so good that I can't bring myself to go back to vanilla solely to test out one of them. So if you don't know of any good ones yourself, it'd probably be too much of a bother to go hunting one down just for this purpose. It's just that I never play Telvanni, so it's a bit disappointing to me that they're the only ones with a compatible stronghold overhaul.

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FinalLegendZero
FinalLegendZero - - 13 comments @ Morrowind Rebirth 6.61

Just wondering, are there any plans for compatability patches for mods improving the Hlaalu and Redoran strongholds?

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FinalLegendZero
FinalLegendZero - - 13 comments @ Morrowind Rebirth 6.61

Aside from graphics mods, most of them are either official MR addons or versions of mods that were patched to work with MR. The only ones not in that category are a magicka regen mod, a mod that adds an item that lets you work for the Imperial Legion without a uniform, a mod that recalculates your max HP each time you level so that your Endurance is retroactively applied, the official Bethesda plugins for Adamantium armor being available outside of Mournhold and the Master Index, and a couple of dialogue changers.

I did some experimenting of my own regarding the other mods, and I found the problem. I took a look at the script the error mentioned, and it seems that its sole purpose is to check whether you have any Dwemer items in your possession. That made me think it might be part of the Illegal Dwemer Trading MR addon, so I tried starting the game with that disabled, and the game worked fine. Another look at the script confirmed that the entry to check for the Face of Kagrenac was still in it. A quick change to that plugin deleting that entry should solve everything.

Good karma+1 vote
FinalLegendZero
FinalLegendZero - - 13 comments @ Morrowind Rebirth 6.61

Whenever I try to start a new game with the patched version of 4.7, I get an error message reading "Expression Error Unable to find object "MR_Dwemer_Face_Of_Kagrenac" in script DwemerCount", followed by the game crashing.

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FinalLegendZero
FinalLegendZero - - 13 comments @ Morrowind Rebirth 6.61

The Morrowind Patch Project's been updated to version 1.6.6. Will Rebirth be getting a compatible version?

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FinalLegendZero
FinalLegendZero - - 13 comments @ [RELEASE] Morrowind Rebirth 4.2

Is the rate at which the level multipliers attained still the same, or has it been adjusted to require 10 points in relevant skills to get a 4x multiplier?

Good karma+1 vote
FinalLegendZero
FinalLegendZero - - 13 comments @ Morrowind Rebirth 6.61

A problem with Red Mountain: the gate to Dagoth Ur's citadel doesn't lead where it's supposed to. Instead, it dumps you in the foyada that runs between Balmora and Ghostgate, right next to the Daedric ruin about halfway between the two.

Good karma+2 votes
FinalLegendZero
FinalLegendZero - - 13 comments @ Morrowind Rebirth 6.61

A quick question, and one potential oversight.

Let's get the potential oversight out of the way first. Despite the change in how armor value is calculated based on relevant skill, Unarmored is still calculated exactly as it is in Vanilla. Is this intentional?

Now for the question. Have you changed the footwear-based penalty to Sneak at all? If so, what's the new amount?

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FinalLegendZero
FinalLegendZero - - 13 comments @ Morrowind Rebirth 6.61

Some of the armors have had changed ratings, but those are typically improvements. The reason for the low numbers is because the way your skills affect armor ratings has been altered. Now, you only get 100% of an armor's defensive value if the relevant skill is 50 (as opposed to 30 in vanilla), and a skill of 100 will only give you double the armor's value (as opposed to multiplying it by 3.3 in vanilla). The other skill levels have been scaled accordingly.

Good karma+2 votes
FinalLegendZero
FinalLegendZero - - 13 comments @ Morrowind Rebirth 6.61

A suggestion: maybe the Thieves' Guild Tail Armor should be made a Foot slot item instead of a Head slot item. After all, the Thieves Guild Helmet is open-faced, so beast races can already wear it.

Good karma+1 vote
FinalLegendZero
FinalLegendZero - - 13 comments @ Morrowind Rebirth 6.61

A couple of minor issues:

-The unique shield "Emperor's Defence" doesn't appear on the character model when equipped. It still contributes to AC and can still be used to block and for its enchantment, it just doesn't appear.

-Daedra Seducers never make melee attacks. If they run out of magicka, they're completely harmless.

Good karma+1 vote
FinalLegendZero
FinalLegendZero - - 13 comments @ Morrowind Rebirth 6.61

Some, but not all. Dragonscale and Dreugh are still just cuirass, shield, and helm, but Indoril now has greaves, Imperial Chain now has everything but a shield, and shields were introduced to Adamantium and Royal Guard.

Good karma+1 vote