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I got the one visual C++ warning too on both computers. When I ran the game, everything was invisible, the hero, units, buildings
I sadly lost my lvl 60 hero from 0.8.7 because i had the data in recycle bin, and i used CCleaner since I deleted it to the bin. But was thinking of my level 5 create item spell. Did you remove it in 0.8.8 or consider removing it, replace it with a new spell? I had 70 int, 300+ mana and was just abusing that spell to get a thousand set items, using it over and over til i got some pretty amazing items. I had dimensional ripper and the 2 summon demon books so I just ran around hitting mines and summoning huge armies of demons
Before I go back to 0.8.7 just wanted to make sure: is there any way to run it on windows XP? the game executable is not a 32bit application, so I can't run the game.
It guess it would work of if I could run the exe, but it says it's not a valid Win32 application. So I'll go back to 0.8.7 then
0.8.8 is for XP too right? I think I encountered "not a win32 app" with 0.8.7 too, but that was too long ago to remember how I got it to work
If we are on that topic, yeah in my ongoing save the new "cheap clothier" entrance is missing, the door acts as a normal one and moves when pressed, but going nowhere. That's no problem at all. It does work if I start a new game. Same with the ebonheart boat cabin door to west gash, still there so I guess some minor changes cant be fixed with wrye.
Yes definitely even rats or scribs, and foragers behave odd. You know how if you have high acrobatics and you jump out of their reach, they will start pathing somewhere far away, they must reach that spot, before finding their way back to you, well that now happens without me jumping, I just move around to take swings at them, and they start to run away from me, unable to find an angle to hit me from. Funny thing: vendors buy my Pilgrim's Lantern for 11 million gold coins. Suggestions: since all is alphabetical, like aaa will probably list before aab, could look nice to rename barrier first, second, third etc to barrier 1st, 2nd, 3rd, 4th, 5th, 6th. That way hopefully, they should list in the correct order in the spells list(and also your eye discerns numbers faster), and not list as fifth, first, fourth, second, third, sixth. Same with great, strong and wild version of spells. The order based on strength is strong, great and wild, but alphabetically it's great, strong, wild, with strong being weaker than great version, but listing in the middle; so could just swap the names, tho not worth it unless you really love fiddling with the game's files, or if it's not that much a tedious thing to do.
well, there's barrier: 1,2,3,4,5,6, and now there's shield:strong, great, etc. The 10 point elemental shields are also called barrier:, I liked the 15point ones having shield: as prefix, now they got fire, frost and shock as first word. Never had problems with armor and tools, don't midn prefixing that, but I just think the spells of all things need further love. Maybe, for example.. would make sense and be easy if we had: Intervention: divine, intervention: almsivi, intervention: mark, intervention:recall? so all teleportation spells start with I :). As for the creatures having issues reaching me, they certainly didnt have any problem hitting me in 4.2. Now i can take free swings at racers and betty netch with them doing nothing or doing the bugged fast attacking without actually rolling the dice. So when racers descend down upon me, they stop at a distance where they cant reach me, wasn't the case before. If this doesnt happen in your game, then maybe it's a side effect of updating to 4.42 instead of whole reinstall
Did you modify the attack range for creatures? most of the time cliff racers can't attack me unless I am really close or jump up to hug them. Fishies sometimes got trouble reaching me too
Yes, there is more :). Some quick 4.42 feedback/suggestions for spell names. But first of all, is there any mod that lets you unlearn spells? I have been very careful to only learn spells with an established prefix. I want a mod like that badly, because in 4.42 you changed "shield: frost/fire/shock(15 pts)" from 4.2 into "frost/fire/shock shield" and now they aren't listed together alphabetically any more. So that's the suggestion, add more prefixes, maybe for all spells, makes them easy to find on your spell list, do the same as you did with feather/levitate: great,dire,wild, whatever, for all. I did notice NPCs were selling both "shield: frost" and "frost shield" in v4.2 and they both did the same thing, I just assumed either a bug, or that "shield:frost" was an almsivi version and "frost shield" was divine version of same spell, or some such. Just like how Cure Blight is divine, and Vivec's Tears is almsivi. Both spells do the same thing. So for example, I noticed Silence was modified to 10sec and ranged spell now, Far silence is 15sec and ranged, would be better if both had "silence:" as prefix should you ever want to use a weaker version and make spells easier to find ;). If all spells had a prefix, then I'd have a reason to wanna catch em all! Oh and ofc, kudos for the mod. I played the game with only MO few years ago, but wasn't enough to keep me going. MO + Rebirth however, made me give it another, thoroughly determined go.
Edit: Did the steps for 4.2 into 4.42 for Rebirth esp, Rebirth racial diversity, Rebirth Balmora Underground, but couldn't do it for Rebirth MP because Rebirth 4.2 Mpatch doesn't show up on the Wrye load order in the saves tab. Dunno if I have to do the steps for that plugin too, but anyway, world map is back to how it was and my containers are back with the items I stored in them, except that the grand soul gem with the lich priest K** soul is gone, as I already had done the Phem dungeon, and had some rock crab and whatnot cloning messages when loading the save; but aside that, everything seems fine now. Ill continue playing as 4.42 for now, if anything will be messed up its ok, got backups for 4.2. Ty <3
Ok, got a standalone Wrye Mash. I think I did the steps right, did it to Rebirth 4.42 ESP. So I have to do the same step for each Rebirth plugin? same thing for all: rebirth version. esp, rebirth races, baldmora underground, rebirth MP patch, etc?
Oh, well I could paste 4.4 over 4.2 in my data files?, then use Wrye Mash and if things don't work out, I can remove everything and put 4.2 back in again and use old saves. Ahem, I mean ill back up the whole Data Files, then paste 4.4 over, shouldn't be any issue going back to 4.2
Voted! Damn didn't realise it gets frequent updates. I modded my game in september I think, so I guess I am on either 4.2 or 4.3 version of it. I'm using morrowind overhaul + rebirth as seen installed on youtube guides, so they work together. Also thrown in a few new quest mods, like the hermit's request, love in the time of daedra, road to mournhold, merchant fendus, the haunted tavern (overhaul), caldera mine expanded (altho it does cause major issues to the terrain around caldera, but it's a really cool mod regardless with House quests fighting over the mine), and andrano tomb remastered, which is a nice and long 4 levels tomb now, and the quest is slightly expanded: needing to get the key/high level lockpick to get inside, coz the family sealed the door on grave robbers, and andrano descendants vs shar-gra muzgob whatever her name is who gives you the quest; gives you a few choices on how to deal with the it, and that's really cool + siding with the andrano descendants or the shar-gra. I see in the article for 4.4 that you want to change the tombs, was just wondering if you thought of including caldera mine expanded or this andrano tomb remake, but I suppose you will want to make your own changes. I wonder how I would go about installing the newest version since I got MO and anyway, already level 50 ongoing game /shrug
Voted! Had a ton of fun with the 2013 beta. If you are taking any feedback on the new creature changes, well, I think I will be missing ghouls, don't quite like the M&M dark night or whatever it's name is, I know I've seen it in MM6( I do like the H3 mounted black/dread). Idk if I like bees, frogs and grasshoppers as creatures, but I like having wyverns as last creature. I'll also miss the sand town ghosts, but all in all everything else I like. The owlbears were cool too. The only thing I didn't like was inferno, even if it isn't finished. I might be wrong but is it H5 inspired? can't say I like those devils. I wish the lineup was like this: Youtube.com at 2:20 where there were efreeti. Without breeders tho :D
I remember seeing that somebody from the team was feeling down about the mod's popularity. I never posted anything on it's page, but I did play about 10 of the fan missions, and this is one of the few mods across all the games I played that blew me away, in regards to the saying "if AAA won't do it, fans will", or some such, where modern sequels are nothing like the originals. God bless the fans, much love <3
Oh wow is this the same spot I wanted to take a pic of and report? Right next to the car, south-east of the crosshair, see that small white dot on the road border? you can see under the map there, on both sides of the road
Awesome. vanilla weapons are crap in COP, i like shoc more tbh. some from cop some from shoc
Played 1.4002 up until Darkscape, here is some feedback:
-The AI in general is still blind sometimes. The stalkers around the "Old Entrance" in Dark Valley proceeded to attack the bandit base, and more than half the bandits patrolling around just ignored them and got killed without fighting back
-Mole's "bring me the artifact" no artifact mentioned, how do you do the quest? I guess this is unfinished
-Soon after showing me the entrance to the underground, Mole and his group start a fight with the Beril wearing army guys that show up in the courtyard. I guess they somehow can see through walls and buildings and go to attack them. The bad part is that Mole can die on people who might want to do his side quests. Maybe after showing you the underground, Mole and his group should go around the complex and into the tunnel where the technician is, like Ratcatcher does after you deal with him (but Ratcatcher's AI ignored a pseudodog and got killed later, right in front of the tunnel :D)
-Nimble patrols between the tunnel under the bridge and the rookie camp on a loop, possibly (happened to me) getting killed by a pack of dogs if I don't help.
-I actually like Sidorovich and traders not resuppling on their item stocks. I hate how I end up with thousands of rubles and ammo in SHOC and COP, any enjoyment from the survival aspect is gone. That is mainly a problem from enemies dropping a full magazine each time and you end up swimming in ammo, but the traders having a limited stock in a dangerous environment like the zone makes sense to me. It makes me happy when I know I might have to be conservative sometimes
-I think the Army Outpost stealth mission is overly scripted. It's easily failed because you are somehow supposed to know exactly where Sidorovich wants you to step, that being immersion breaking along with Sid's handholding through messages. Sid sees my flashlight turned on, suuure :p. So I actually failed it because Sid was not happy I side stepped from his golden path, even though the military guards didn't actually notice me
-Mercenaries that show up after you kill the bandit leader at the Mine in the Forest tend to become invisible while under and around the door frame to the mine shaft tower
-Paulie The Stew - there is no option to give him a medkit if he gets hurt and falls down. He got hurt by the boar pack near the Duty checkpoint, so I had to reload
-Weird zombie-like NPC appeared in the Garbage hangar asking me to help somebody in the mine? got no clue what he's talking about but I suppose this is one of the unfinished side quests
Was just wondering.. Played the game for an hour without mods on master and the difficulty seemed similar to SHOC. I could take a few hits in the rookie jacket before going down. Unsure about how the AI accuracy was as I didn't play enough. Then started a new game, played @20-30hours, this time with the weapon rebalance addon, on master. Never ever tried anything but master, so that may be my fault too :). But I noticed how now the game was Clear Sky levels of cheese. Been up against enemies with sawn-offs, hunting rifles, ak74us, mp5s etc. Every shot I take is at least 80% of my health bar, and I have 40-50% bulletproof, so seems like you can get one shot or two shot from any weapon, so it kinda defeats the purpose of armor? Also idk if the mod does this, but AI seems to have a pretty great aimbot. Haven't played much unmoded LA recently so can't really compare; if any1 is using this addon, how do you feel about it?
Ok. Well now I got 1 skill point, maybe it's from saving Nimble quest. I guess I saw wrong on that LA 1.4 stream, yeah he didn't get a point when he used the module, thought he did. Ty for clarifying, good to know I haven't missed anything.
WAIT NVM. It was the particle distance slider that was making stuff invisible lol. I maxed it and walking on the road at midnight above the tunnel, i see something of a sparkler anomaly coming through the ground. I throw a bolt, nothing. I step over it, nothing. I head down there and it's 4 normal poltergeists :O
Btw, the canned corn still sells at the base value of 320 to all NPCs. A real money maker right there :). And I didn't use the skill module when I got it, after Proverb's boar hunting. Used it about an hour later near Fox quest and it didn't give me a skill point. Also noticed grammar issues, Sid after rescuing fox " .. C ome here". And one of the items in my bag in the description has double "of", sorry don't remember which.
Started the game, in Cordon. Im on 32bit, so using FDL DX9. I have the trader fixes, weapon rebalance and sound overhaul + the merge patch from the "addons" section here. I also copied OL Remake's alife.ltx just so I can change the time_factor because I hate when the game time flies so fast. What I am experiencing are invisible anomalies and an invisible fire geist around the crashed death truck; but everything else seems ok. I guess that isn't normal? Could any of these be the culprit :P
schedule_min = 1 ; milliseconds
schedule_max = 999;1 ; milliseconds
process_time = 900 ; microseconds update_m
time_factor = 5 ;10 ;1 ; ñêîðîñòü äëÿ äåìîíñòðàöèè ñìåíû äíÿ è íî÷è
normal_time_factor = 10 ; æèâîòíûå â îôôëàéíå ïåðåìåùàþòñÿ ñî ñêîðîñòüþ, äåë¸ííîé íà ýòîò ôàêòîð (÷òîáû íå áåãàëè î÷åíü áûñòðî) max_combat_iterati ;7 ;5 ;10 ; maximum combat iteration count
switch_distance = 170;150;
switch_factor = 0.1; íå óâåëè÷èâàòü, à òî íïñè èñ÷åçàþò
start_time = 07:11:00 ;20:00:00
start_date = 01.05.2012
autosave_interval = 18:00:00
delay_autosave_interval = 00:00:30
objects_per_update = 10
start_game_callback = _G.start_game_callback ; on starting new game or loading saved one
class = ON_OFF_G ; Class identifier
time_factor+ = +
time_factor+ = -
Nvm, guess ill try reinstalling tomorrow
When going into options:
Expression : fatal error
Function : CScriptEngine::lua_error
File : script_engine.cpp
Line : 75
Description : <no expression>
Arguments : LUA error: ... - lost alpha\gamedata\scripts\ui_mm_opt_main.script:110: attempt to call global 'xrRender_test_r2_hw' (a nil value)
When starting new game:
Expression : fatal error
Function : CInifile::r_string
File : Xr_ini.cpp
Line : 525
Description : <no expression>
Arguments : Can't find variable tracer_shader in [bullet_manager]
Is it because the big patch put another LA directory inside the LA directory? didn't notice that when installing so I just cut out from the new directory and pasted outside, where the game is
Hello hello! And happy Easter! Don't know if you remember me but I was fiddling around with guns in swartz 1.2 back in 2012 in my own installation like I always do, and tried to help you reduce some cringe with some of the running animations on weapons :) . I've never gotten to play much of swartz 1.3 but I am 2/3 into finishing it right now. Was the best excuse to get back to COP, it's been quite a while. I see not all changes went through, and you replaced some models which required new animations. I see foggy weather still bugs out the flashlight in DX9, and I avoid the bad animated weapons so I'm all good. Great to be back into the game! I hope you are well, and doing well in what appears to be swartz 2.0 :D ?
Ok. I only played Hero then in 0.86 (the original sundered isle start campaign as vanilla no?) but quit it after some time when at ragnar's pass I couldn't finish the mission because dialogue didn't pop up (talk to the dragon in the cave or so iirc).
Which one is "conquest" which one is "hero of etheria" campaign? 0.86 had the original one modified + the new protectors one. I see 0.87 has 2 new
NVM about hand of lorbriss, its 3+1 per level.