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The first mod that combined your basic essentials in one package, and then was heavily changed by player input like feature suggestions and bug reports.
All in all, you will now have to sleep, eat and drink - or suffer penalties to stats, stamina drain and eventual death. How long you can survive without such things depends on your constitution. Vampires don't have to eat, sleep and drink... water. The do have to drink blood.
You main eating tool is a messkit, located in the Seyda Neen - upon one of the new wells that are distributed across the land - you can drink and fill bottles/water skins from them.
Check readme for full feature list/version history.
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What it does, in two words: fixes plants
and adds herbalism skill. Now verbose... Prelude: Well, have you been boggled by the way Morrowind handles plants? "Opening" them is already became part of folklore ("You played too much Morrowind if: - You try to "open" flowers instead of picking them up"). Well, I was :). Now, you don't have to open each flower, see if you haven't "opened" it before, take what's inside, and close it... to open it again some time later, when you forgot which one is which - all you have to do is hit activate key, and all reagents inside the plant will be moved to your inventory at once, and the plant itself will disappear... to respawn in a month. Your ability to pick up herbs depend on: Your herbalism skill - it start off like any misc skill - at 5 points, and goes up pretty fast every time you collect a herb, and your alchemy skill/2. Version 1.3 have much better framerates then original version, due to some bug in MW script engine that was introduced in one of the patches.Future plans include even better framerate optimizations and aligning what you collect from the plant with what you see on the model. Check readme for version history. |
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Very hard to describe in a few sentences,
One Power mod changes Morrowind magick system into a system of channeling One Power.
Use birthsign to make yourself a channeler.
You have to eat (my Primary Needs mod is included), drink and rest. Mess kit is located on a well in Seyda Neen. (It's essential,
since channeling One Power is tiring, especially for men, and Healing makes you hungry)
Everything else is pretty much explained inside game itself, if you don't understand something - it means you should read the
Books by Robert Jordan - the ultimate manual for my mod :). But here is BRIEF description, or starting guide, so to speak: (I'm using male example, for females it's Embrace instead of Grasp, and they start off a bit weaker, but grow tired slower - hence, can weave more.) By default, you start off as a rather powerful channeler (30 str in OP) and the magicka mult bonus of bretons and elves is converted into + 5 and + 15 OP strength, respectively. (It's OP, not WoT mod, after all). Mana is calculated by OPstrength * OPskill/100 * AngrealMult * Grasp. (There are 3 levels of grasp - from 'shallow' to nearly burning-out). Which means that when you are didn't grasp Saidin, you have 0 mana. W/o angreals (which add a certain percentile bonus to your OP strength), at 100 skillevel, with 30 str and max grasp, you'll have 90 OP at your disposal. You'll burn yourself out if you'll weave a lot this way, tho. You autograsp and autoassume Void, with 3 and 2 seconds to retry failed attempt, respectively, when you rise hands (or weapon, for Void). Releasing is manual. If you release, you have to put hands down and rise them again to regrasp. Assuming Void is automatic too. If you push it away manually, you'll only reasume it with 'Assume Void' or when attempting to grasp. Grasping make you weary, so does weaving (but faster). As addition to stamina loss, you get permanently (untill you sleep for some time, I mean) weary, with penalties to stats, and general decrease in weaving and fighting ablitiy as it progresses. Buy portable bedroll to rest in the wilderness effectively (and, as a side effect, in towns... if you want to behave like a bum :)).. Also, a kit in Balmora (Khajit trader, the one with 'Daedric' weapons, forgot his hame) is available - it can be used to prepare hot food, which can restore a little HP and fatigue. When you lose OP from weariness, you get a chance of burnout, the deeper you grasp, the more likely you are to get burned out. If you grasp deeper they 'default' on with low OPskill, and weave OP-demanding weaves, you'll get chance of burnout too, and even higher chance of losing OP. Weaving at 3rd grasp level for a novice channeler is a sure road to burnout. Angreals buffer you from burning out - if you'll still can be hurled unconscious by OP surge if you'll weave at too high level. You'll get new weaves at OP skill 60 and 90. Also, at OP level of 100 you'll get Skimming and Traveling - ultimate way to travel :) |
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| ©2005 design&programming by RuMor Team | |||
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