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by timian
Fri Jun 02, 2006 2:33 am
Forum: The Elder Scrolls III: Morrowind
Topic: Morrowind Oddities (possible spoilers)
Replies: 20
Views: 1576

[QUOTE=Rookierookie]I've always wondered how my character disposed of corpses so efficiently.
[/QUOTE]

There's a mod that adresses this, by changing the text "Dispose of corpse" to "Eat corpse" :D
by timian
Sun May 28, 2006 6:26 pm
Forum: The Elder Scrolls III: Morrowind
Topic: Creating a teleport ring in TESCS
Replies: 8
Views: 1008

Sorry about that. I'm learning myself, and as I showed in the container thread I can give horrible advice, so offending anyone is the last thing I want to do. Unfortunately I sometimes express myself very poorly.

I'm glad to know it worked :)
by timian
Sun May 28, 2006 5:10 pm
Forum: The Elder Scrolls III: Morrowind
Topic: Creating a teleport ring in TESCS
Replies: 8
Views: 1008

I should have guessed :D

Try to do this: Open the script window. In the menus go to Script -> New. Replace the line I gave, and the script's name (kw_retreat_TeleportRing) on the first and last line. Exit the script window and let it save the script.

Now create a new ring, (doubleclick and give a ...
by timian
Sun May 28, 2006 4:50 pm
Forum: The Elder Scrolls III: Morrowind
Topic: Creating a teleport ring in TESCS
Replies: 8
Views: 1008

I recenty installed this house, so I can try to help.

Try replacing with this line:

Player->PositionCell, 128 -1120 -96 0 "Zelda Estate"

These are the coordinates of the floor just inside the entrance door, so hopefully that's where it will place you. The last number is the rotation, and I've no ...
by timian
Sat May 27, 2006 11:53 am
Forum: The Elder Scrolls III: Morrowind
Topic: Quick question about using Construction Set to add creatures.
Replies: 4
Views: 440

I've never done this, so I'm just guessing here. But to create your unique golden saint, I think you can double click the existing golden saint in the creature tab and give it a new ID, save and let it create a new object. This way you shouldn't have to worry about nifs, etc.

Also from what I've ...
by timian
Sat May 27, 2006 11:42 am
Forum: The Elder Scrolls III: Morrowind
Topic: Mods (for mod defs and links ONLY)
Replies: 88
Views: 114731

[url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2737"]At Home Alchemy[/url] by Syclonix is a small mod that has become indispensable for any of my alchemy using characters.

From the Readme:


At Home Alchemists rejoice! Never again will you have to re-adjust
your perfectly ...
by timian
Fri May 26, 2006 8:32 am
Forum: The Elder Scrolls III: Morrowind
Topic: Modding question: relabeling containers
Replies: 18
Views: 1198

Agreed, I only use the cheaper equipment myself until I think my character deserves something better.

I really recommend At home alchemy. The only "downside" with it I've found is that you can use anyone's alchemy equipment with no consequence, since clicking it only activates it unless you're ...
by timian
Fri May 26, 2006 8:12 am
Forum: The Elder Scrolls III: Morrowind
Topic: Modding question: relabeling containers
Replies: 18
Views: 1198

That's strange. It sounds exactly like the problem I had. I suppose your character won't be too unhappy with a master calcinator :)
by timian
Fri May 26, 2006 7:25 am
Forum: The Elder Scrolls III: Morrowind
Topic: Modding question: relabeling containers
Replies: 18
Views: 1198

"At home alchemy" adds a script to all alchemy equipment, including the ones that come with house mods. You certainly don't use this mod? If you load only Zelda Estate in the CS, and double click the alchemy equipment, you should see if it has a script or not. If the script box is empty, your ...
by timian
Thu May 25, 2006 5:53 pm
Forum: The Elder Scrolls III: Morrowind
Topic: The size of your Mod Collection
Replies: 14
Views: 1323

114 MB :angel:

I did the weeding and burning to disc some weeks ago as I needed to free up some hard drive space. It was 8 or 9 GB before I started, all compressed to various formats. It was hard work sorting through all the duplicates and awful mods I'll never use :speech:

My "problem" is that I ...
by timian
Tue May 23, 2006 8:32 pm
Forum: The Elder Scrolls III: Morrowind
Topic: best armors (spoiler)
Replies: 85
Views: 9218

Moral and ethical both look like poor choises of words. At least the way I understant these words, if someone describes mods as immoral and unethical they also indirectly describe the users of the mods, and I doubt that's what you meant. It's perfectly ok to not like mods of course, but you should ...
by timian
Mon May 22, 2006 8:53 pm
Forum: The Elder Scrolls III: Morrowind
Topic: Modding question: relabeling containers
Replies: 18
Views: 1198

I didn't think of that... The old values are stored in the save game, which is loaded after the mod and overrides the new values.

You could try to clean the save with Wrye Mash. It's [url="http://wrye.ufrealms.net/"]here[/url] if you don't know about it already. It can be a bit complicated at first ...
by timian
Mon May 22, 2006 2:49 pm
Forum: The Elder Scrolls III: Morrowind
Topic: Ultimate Textures complete and FPS.
Replies: 29
Views: 3175

[QUOTE=dragon wench]Regarding complete texture packs,
[url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3853"]Vibrant Morrowind[/url] is also one to consider, and it is all individual work.
[/QUOTE]

I use a combination of Vibrant Morrowind and Better Looking Morrowind as my ...
by timian
Mon May 22, 2006 2:18 pm
Forum: The Elder Scrolls III: Morrowind
Topic: Modding question: relabeling containers
Replies: 18
Views: 1198

[QUOTE=fable]Zelda Estate Renovation.
[/QUOTE]

I've just seen the screenshots on PES. It looks really nice, so I'm tempted to try it. If I spent less time downloading and organizing my mods, I might manage to play a character past level 5 someday :rolleyes:


[QUOTE=fable]
How do I get to view a ...
by timian
Sun May 21, 2006 10:45 pm
Forum: The Elder Scrolls III: Morrowind
Topic: Modding question: relabeling containers
Replies: 18
Views: 1198

[QUOTE=ch85us2001]
Basically, go into where the containers are, double click on them, read what contents are in there, and rename it in the name box as you please. No new id's needed.
[/QUOTE]

1 container id = 1 name, so if you use that method all 39 instances of the renamed container will still ...
by timian
Sat May 20, 2006 9:10 pm
Forum: The Elder Scrolls III: Morrowind
Topic: Modding question: relabeling containers
Replies: 18
Views: 1198

You have to create a new container for each of your "labels" and then replace each of them with the new ones.

Double click the container in the container tab, and enter a new ID and the name you want it to have. Click save, and then "Yes" when it asks if you want to create a new object.

Now you ...
by timian
Thu May 18, 2006 4:38 pm
Forum: The Elder Scrolls III: Morrowind
Topic: Finding Shallit (Spoiler)
Replies: 2
Views: 995

See http://www.uesp.net/morrow/map/mw_map.shtml

It's just north of the Drethan tomb, on the same island. It's barely above the water, so it can be quite hard to see the door.
by timian
Mon May 15, 2006 5:31 pm
Forum: The Elder Scrolls III: Morrowind
Topic: Kaushtababi Camp and some other things.
Replies: 2
Views: 1726

Try http://www.uesp.net/morrow/map/mw_map.shtml

I'm pretty sure I've seen a better map online, but can't remember where :(

Or you could download this map: http://morrowind.wiwimods.com/article.p ... rticle=275
by timian
Mon May 15, 2006 12:36 pm
Forum: The Elder Scrolls III: Morrowind
Topic: Ultimate Textures complete and FPS.
Replies: 29
Views: 3175

[QUOTE=fable]
Pretty much what I'll do, too. I suspect I'll go back to Qarl's Landscape Remix along with Carmajo's city textures, or mix in some of Korana's with the latter.
[/QUOTE]

Carnajo's city replacers were the first texture replacers I tried, and I remember being amazed at how beautiful ...
by timian
Mon May 15, 2006 8:02 am
Forum: The Elder Scrolls III: Morrowind
Topic: Ultimate Textures complete and FPS.
Replies: 29
Views: 3175

I've read that thread before. I agree, it's very rude to not only use other people's textures, but not even crediting them. The readme on the "creator's" site lists some original creators, but most likely not even half of them :rolleyes:

I doubt this would stop me from using it if I liked the mod ...