Forged in Valhalla by the hammer of Thor
Hi and thank you for your kind words! Yeah that's kind of an oversight by me and will be fixed in 4.0! Thanks for reminding me, and let me know if there's anything else :)
That counts! ^^
Get it here: Moddb.com
Don't forget to leave feedback.
Yeah I'm aware of the issues, and the feature will be scrapped in 4.0 until I can find a proper solution for that and other issues.
Also thanks for letting me know about the other issue. I actually forgot that you could make custom armor in mournhold. Guess that's what one get for not actually playing the game anymore lol.
I see ^^
Thanks for the suggestion, but I've already fixed those issues.
What do you mean by that?
Yeah. Anywhere below 60 and you can pretty much rip them off :d
That's up to the user, but I'd say it's pretty lore friendly.
Sorry for the late reply guys.
Drain and fortify were removed due to the fact that these spells can be exploited to actually break the game - even at a low magnitude. Instead there will now be premade spells which you can buy from selected mages.
Suggestions for the birtsigns are interesting indeed and I will probably implement these ideas. I may have to undo nerfs to vampires somewhat too.
Merchants have as of 3.6 a mercantile skill of 60 or 75.
Np! Have fun, and let me know if there's anything else I can help you with.
Gems are plentiful, and it's easy to earn a fortune looting kegs in dwemer ruins.
Fortify attribute, in any form (spell/potion etc), is easily the most exploitable thing in the game. Lowering the magnitude of fortify potions makes it more difficult to stack effects, and making the potions more expensive will make it harder to stock potions without a hefty cost.
Base cost for resist/weakness to magica was increased due to the fact that they are way more useful (resists more effects) than for example resist fire/weakness to fire (which in turn needs to be cheaper than resist magica)
Base cost for detect spells were increased mainly because I felt it was too easy to create super-powerful detect spells for a low cost.
Here's the news-post: Moddb.com I'd be happy to hear your feedback.
Please note that this is not the "final" changelog. A lot more will be included in 4.0.
Gotta admit it's something I've been thinking about, but probably not gonna happen anytime soon due to a MASSIVE backlog of stuff I'd like to do first. Thanks for reminding me though.
Yes it is required, so is the tribunal expansion.
Looking forward giving this a spin!
Nope, but I'm sure you can find older versions using google advanced search.
Yeah the helmet looks a bit off, but players need to somehow be able to identify that it's a db assassin.
Feel no worry! Updates come every 2-3 months, and are generally safe to use, but I recommend to repair your save-game switching to a new version. You can find additional information on how to repair your save-game here: Moddb.com
Have fun :)
I'll look into it.
Compatibility shouldn't be an issue, but there's no easy replacement for mgso as of yet.
Thanks guys. Keep it up!
Happy new year mate. I'll post an article soon with more info about what"s coming up
Thanks for letting me know!
This is the tomb where you find the 'Mentor's Ring'. I can assure you won't be able to obtain this ring from level 1.. :)
Yeah but without the tweak it's not a very useful birthsign.
Most likely a conflict between WSU and Morrowind Rebirth.