[Sleeping With Sirens With Ears To See And Eyes To Hear [2010].rar

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Amancio Mccrae

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Jun 12, 2024, 5:20:36 AM6/12/24
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This is a page for extended notes about testing various mods with OpenMW, so the main Mod Status pages can be kept more concise. Specific mods' entries here can be set up with link anchors. The info on this page is the result of "live" playtesting with various mods, and is not the one-mod-at-a-time formalized testing used, per the Mod Testing Guidelines, for the Mod Status page. Unless otherwise noted, all mods referred to here are found at either or both of NexusMods or Morrowind Modding History, part of Great House Fliggerty, which also hosts some directly that are not in the MMH archive. Note that MMH has two search features; only the one at the top of the pages works. The main GHF pages have the same issue but worse, in that the top search feature doesn't always work at all (trying searching for "Better", for example); GHF is best browsed by category.

Some mods are listed in multiple sections of the list below, if more than one kind of mod. Better-developed entries are reviewing for playability, lore-friendliness, usefulness, glitch workarounds, etc., not just compatibility; knowing a mod doesn't crash OpenMW isn't enough to know whether it's worth installing it. Mods are English-only unless otherwise noted; some very simple mods will work regardless of language, but most have at least some language-specific material in them, and will emit the wrong language or just not work at all, if used in the wrong version.

Sleeping With Sirens With Ears To See And Eyes To Hear [2010].rar


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Style notes: Mod titles have been normalized (unless ambiguity would result) to put authors' names after the mod name (as "by ..." credits), and to drop any redundant "Mod" from the end of the title. Mods with more than one known title, and authors with multiple aliases, are shown with all the names as AKAs. Unrelated mods with the same name by different authors are disambiguated by author. "Vanilla" in this material refers to the game without third-party mods. When we're discussing the game without even official add-ons, this will be made explicit. When discussing the original game engine, we refer to "the Bethesda engine". This page is written in the following style: Capitalize what the game capitalizes (names of spells, items, creatures, etc.) to avoid ambiguity. Also gives mod titles (and abbreviations thereof, and Morrowind itself as a game rather than an in-game place) in italics, as published creative works and to help distinguish these titles from other things. Executables (OpenMW, Morrowind Script Extender, Bethesda engine, etc.), projects/collaborations (Morrowind Patch Project, The Dremora Team, etc.), and file names do not get that style. Directory (folder) paths and file names are given in /path/filename.ext style, and console commands in CommandName,parameter style. "PC" means "player character", not "personal computer" or "Windows personal computer"; operating systems are identified more specifically (e.g. "MS Windows").

Work-in-progress notes: Need to add more version numbers, authors, links. Add more TB and BM codes to indicate Tribunal and/or Bloodmoon dependencies of certain mods. Some of this material is written with first-person perspective ("I tested ..."), which is being edited out as time permits. Need to remove more editorializing. Also, wrap more potential spoilers in Spoiler

Since the the Tribunal expansion's introduction of Pack Rats and the special NPC Calvus Horatius, a Mournhold mercenary whom you can hire and share inventory with, companion mods have been among the most popular mod types, getting better all the time. Companions generally all require Tribunal (or the Game of the Year edition of Morrowind, which includes it). Vanilla Morrowind followers (e.g. the Hlaalu hireling Fjorgeir, the Tevanni Shock Centurion, and various "please rescue me" NPCs) cannot do anything but follow and fight; you cannot give them new gear or repair their existing stuff, other than with the Console.

Companion mods in general have proven challenging to work into OpenMW, other than rudimentary pack animals and very basic "shut up, carry, and fight" followers. A large number of NPC companions appear to be based on Grumpy's Companion Project v3.1 (let's call these "generation 1"), or often an older version ("generation 0.5", the early experimental phase). This code has been improved by Emma and others, and some later companions have integrated these improvements and sometimes inherited their new bugs ("generation 2"). Later still, with much more complexity, numerous others (and Emma, in some later work like Witchgirl Adventure), have produced extremely complex companion-and-quest mods, all working in different and inconsistent ways ("generation 3").

The most usable for the longest time are the simplest ones that are based on Companion Project 3.1, such as Dawn Companion, and Gatanas, Dremora (Markynaz) Companion (though that does have one harmless dialogue bug). These usually have little original dialogue, no quests or a few simple ones, and lack complicated features like trainability. Unlike gen 3 companions, they usually also have little if any effect on cells (i.e., do not add or radically change any game locations). They're also less immersive and involving, basically being humanoid pack animals who fight and whom you can dress up. Various actual animals, like Wolf Companion and Dog Companions, are also highly functional gen 1 companions. Gen 1 are the least likely to disappear for no apparent reason.

Generation 0.5 companions, based on older versions of Companion Project, often have glitched combat in OpenMW, and will not stop fighting once they start, will start fighting the air for no reason, or will attack you, unless forced to stop with Console tricks. Some examples are Emma's Hurd and Beryl. Grumpy's own Cally and Gabran are, ironically, in this category. His .ZIP files and installation instructions are faulty (though fixable), and these two "model" companions were included in some archives of CP 3.1 but were not based on its code but 3.0 or earlier; they just do not work properly, if they appear at all.

Many gen 2 mods fail to perform as expected (or at all, beyond stationary NPCs that can hold stuff and chit-chat). This is also true of some mannequin mods (which are just paralyzed NPCs, basically, other than those that are upright corpses). Some mods in this category are usable, with issues. The hireling addons A Lord's Men and Staff Agency (one is a fork of the other, though both can be used simultaneously) are in this group. Both of them provide various mercenaries and domestic/utility staff that are fully functional, some that are mostly functional, and some that are just broken (though they do not appear to do anything bad to your game). One that is not really usable in OpenMW (yet) is the complex Constance, Thief Companion, which borders on a gen 3 mod; she exhibits the same combat problems as gen 0.5 companions. Same goes for the fighter companion and domestic staffers provided in Domehome. It just goes to show that companion mods have been built along similar principles but without programmatic sharing of code, such that companions that post-date fixes for various problems often do not integrate those fixes. Gen 2 companions also often have a tendency to inexplicably vanish (mostly after changes to the list of loaded mods, or when left alone for 72+ game hours), though they can be Console-restored. This issue also affects those provided by Friends and Rivals (and presumably any other variant of CM Partners). Staff Agency companions appear to somehow be immune to this problem; studying how their code differs is likely a good idea for anyone intent on creating a "generation 4" of companion mods. [Tester note: In a room full of about a dozen idle, wait-mode companions from numerous mods of differing generations and multiple authors, a mod load change that triggers the "vanishing companions" problem typically results in all of them disappearing except those that are from Staff Agency. However, A Lord's Men was not running during these tests, so it's not clear yet if it also has this "immunity".]

The second problem, of inapplicable dialogue options appearing, happens for unknown exact reasons, but is obviously a general matter of a coding error not limiting an added dialogue option to particular NPCs correctly. This issue is annoying but harmless in most cases (in the case of abot's Guars it is not harmless, and wrecks the functionality of affected companions).

Use GetStatName commands in the Console to examine your companion's attributes and skills, and SetStatName commands to change one of them. These Console commands drop spaces and hyphens in things like "Long Blade" and "Hand-to-Hand", thus GetLongBlade, SetHandToHand. Some important tips to make any companion practical for the long haul are listed below. For more general (not OpenMW-specific) tips, see also "Companion FAQ" by Emma.

Customize your companions as you like with similar Console adjustment to those described above. Most companions seem to come with either a) high Short Blade and/or Long Blade skill and poor skills with any other weapon type; or b) implausibly excessive skill with all weapon types; or c) no real skills, if they are some kind of trivial hireling like a farmer or maid. If you have a big stockpile of high-end maces and staves you don't use as a player character, and have a Long Blade skill of 75 yourself, try SetBluntWeapon,70 to have a mace/staff/club-wielding companion who can nearly keep up with your combat ability, and set their other weapon skills very low so they avoid equipping other weapon types you might have them temporarily carrying. Better yet, set that skill to more like 50-something and the others to 5, so you are the leader and do most of the serious fighting.

You can also use OpenMW-CS to modify the companion's starting stats, if they are of the sort that grow in power with you. Just be aware that some of their stat-changing scripts can be complicated, and some are not affected at all by the initial starting values (which may be set only so they have some stats as an NPC if you attack them upon first meeting).

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