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When I ran SWEndor.exe, I got the Error initializing Game: The specified module could not be found. (Exception from HRESULT: 0x8007007E)
Am I missing a component or is this due to it being pre-alpha? I am running Windows 10 Fall Creators.
Is there any possibility of making this mod compatible with Tamriel Rebuilt in the future? This mod is great regardless!
I recently just ran this mod with Plutonia 2 on Normal Max, however in the first map there is a minor bug where the hell knights don't teleport in at all. They are supposed to when I press the switch to lower the blue key. I tested without this mod and they teleport in just fine. Is this an issue with this mod and can it be fixed?
I noticed at least in the latest version, that there is no music for map 07. If I warp there through console, it gives the message that there is no music for that level. I am loading all the files, including the music file, correctly. Has anyone else experienced this and is there a way to fix this?
1. Ok thanks for the clarification, I had a feeling that the original game design was partially responsible.
2. I was actually referring to major heroes, mainly Luke, Corran, and Kyle. I noticed that neither of them could take on a single battalion of stormtroopers on their own. On a side note, Luke appears to have the most amount of health out of all the Jedi heroes.
There were a couple of minor issues I noticed in this mod:
1. The AI, no matter how hard you set the difficulty, doesn't seem to use some of its heroes effectively. For example, the Imperial Remnant never uses Palpatine in space to take advantage of his powerful Eclipse ship. In fact, he never seems to leave the ground of Byss at all. The same goes for Jerec for the Pentastar Alignment. On that note, I have also noticed that the AI likes to send Thrawn from the Imperial Remnant on his own for whatever reason.
2. The Jedi and Dark Jedi in this mod, if you were to take away their powers, seem almost useless in this mod. I seem to recall in the original EAW and FOC they all could naturally deflect blaster bolts. In this mod, however, they don't seem to reflect any laser bolts and act more like sponges. Especially if you pit them against a group of normal infantry wielding blasters, they get infinitely staggered trying to swing their lightsabers until something else takes care of the infantry. Was this intentional to balance out the Jedi or is that an issue that needs work?
Otherwise, this is an awesome mod; keep up the great work!
I actually just realized that I cannot use any force powers other than push, pull, saber throw, sense, and speed. This is in both sp and mp even in the latter case when I add points to dark side powers. Additionally, when I select a mission in single player, I cannot put force points into any powers. Am I doing something wrong or is this related to the mod itself?
Can someone tell me what the red sphere does when you pick it up? All I can tell is that I believe it is called a rage sphere and I can "feel my fingers trembling with energy" or something like that
There seems to be a bug with the Cyber Hell Knight. Whenever I am up close to him, I can hear him swiping at me but he never hurts me. In fact, he hardly appears to be moving when he is trying to hit me. Also, they are also impossible for me to hurt even when I shoot them at point blank range. Does anyone know what the fix for this is?
ok thanks very much, just one last question I just thought of, will you be making respawning hostile NPCs (bandits and hostile Ashlanders) like the ones in Morrowind Comes Alive?
ok that's alright, but in that case, can you give me recommendations on sneak mods or any hints on playing a stealthy character in Morrowind? Other than using Invisibility and Chameleon of course.
Hey there, good job with the mod. However, I'd like to ask, will you be making any stealth enhancements or improve the sneak skill in any way? Also is this mod compatible with the BTB Game Improvements mod and the Necessities of Morrowind mod?
Will you be making improvements to the sneak mechanics through this mod?
Hey man, I really love your mod. I am just wondering though, have you or will you be implementing stealth enhancements such as changing the way sneaking works in this game based on lighting? And is this mod compatible with BTB's Game Improvements mod?
Are these tracks copyrighted in any way?
Does anyone know the names of the individual creators of each of the tracks in this compilation?
When playing this mod, for some reason no matter what difficulty I am on the enemy AI, whether Rebels or Empire, will not advance in tech level past the minimum level I set at beginning when playing Galactic Conquest. Is there something wrong with the game itself or is there something I can do to fix it?
When playing this mod, for some reason on the medium setting (haven't tried hard mode yet) the enemy AI, whether Rebels or Empire, will not advance in tech level past the minimum level I set at beginning when playing Galactic Conquest. Is there something wrong with the game itself or is there something I can do to fix it?
When playing this mod, no matter what difficulty I am playing on, for some reason the enemy AI, whether Rebels or Empire, will not advance in tech level past the minimum level I set at beginning when playing Galactic Conquest. Is there something wrong with the game itself or is there something I can do to fix it?
This may have already been answered, but is this mod compatible with Morrowind Comes Alive mod? Also, do you recommend trying to play this with the Morrowind Graphics and Sound Overhaul mod using the directions you posted?
actually it also includes ordinators and buoyant armigers. I remember one time being able to taunt an ordinator and imperial guard into attacking me and then getting away with killing them. Now i cant do it without getting a bounty. Is this because I am the master of all factions?
ok and how bout how much certain crimes cost in bounty and how much it costs to remove bounty by using "price on your head" option with thieves guild? And i also noticed that unlike the base game now even when i taunt Larrius Varo to do one of the Grandmaster Writs I still will get charged for assault and murder even though he makes the first attack. As a matter of fact I noticed that whenever i taunt any imperial legion guard or any other type of guard like redoran or hlaalu and excluding ordinators into attacking me first i still end up with an assault charge. Did you change something about that?
ok and what if i wanted to change the costs of training skills to higher levels? What do i do exactly?
ok nvm i was able to figure it out myself, but one last thing: I am inside the Bthumynal dwemer ruin and i followed the guide on nexus forums however the room with the Bthumynal armor remains closed after i find all three power cylinders. Is there something im missing or is it bugged? Also whenever i have to reload a save in the ruin, I end up teleporting back to wherever the ring takes me
Ok thanks, so do you know the best possible way to run both of them other than what was provided in the faq and readme?
Is there a way to run this with the morrowind rebirth mod with minimal issues?
Also is it suggested that i run this mod with or without the Morrowind graphics and sound overhaul?
Am i supposed to overwrite all the files when installing this patch? Or do i have to say no just like when i installed the original rebirth 2.7 mod?
Am i supposed to overwrite all the files when installing this patch?
So how do you make these awesome mods? Do you think you could provide some modding tutorials for Doom?