Hi. Are there any unlimited rings and amulets mods that work with Morroblivion? I've tried all the mods that I could find on Nexus but they either don't work at all or crash the game when I load a save where I was wearing more than one.
Thanks for the Wrye Bash tip. I tried that but... Same problem. I can equip multiple rings and amulets, but any save where the character is wearing more than the standard number of rings or amulets (I think it's 2 rings and 1 amulet), causes a CTD as it's loading. Not sure why this is.
Also, I don't know if anyone else has seen this with Morroblivion and Wrye Bash, but as it's building the Bashed Patch, it reports an error (3 of them it looks like) in Morrowind_OB.esm. Not sure what that's about either.
The problem is caused by multi-component armor that uses ring and/or amulet slots. If you have an unlimited (or expanded) rings/amulets mod installed, and save a game while wearing an armor component that uses one of those slots, the game crashes when loading that save.
Running OBMM,TesLodGen,OBSE have run unlimited Rings,Unlimited Amulets in V053,V054,V055 have not caused any corrupt save on any 1 of the 3 Versions,,What else are you running that can cause corrupt saves..
You mention that you use unlimited ring/amulet mods with no issues, but do you also have armor mods that use the ring or amulet slots? That's definitey where the problem is coming from, as I can reproduce the crash at will, or avoid it, by manipulating combinations of rings/amulets and armor then saving and reloading.
I'm pretty much running the same mods I ran when I last played Oblivion maybe 2 or 3 years ago, with the exception of updating OBSE to the latest version (v20 I think). Same armor, same ring/amulet mods, no crashing in Oblivion, but it doesn't work in Morroblivion. The only thing I can think of is it might have something to do with the unique Morroblivion rings and amulets themselves... although I'm damned if I can see why.
You misunderstand. I'm not saying ΔV: Rings Of Saturn is a chore or grind. I found it hard because any time I boot it up, I can get lost for hours just playing it. Not trying to win, not following the story, not looking for (ugh) "progression". Just mining, exploring, idly drifting through the void. It is a game I don't want to exhaust because I'm enjoying it too much. I went back in "for a quick dive" twice during this intro.
It doesn't have Content. It's not one of those compulsive, manipulative forever games. You could barge efficiently through it, finding probably all its secrets and items as fast as possible. That wouldn't be wrong, exactly, but it's missing the point: this is a game to be savoured, not consumed.
That's partly because of its narrow focus. You're free to develop your own style, ethos, and methods, but Triangle Vee Colon Rings is very much about finding and mining ores in a detailed 2D physics sim. It sounds dry and dull, but just as an open world game can become sublime by making travel enjoyable, the part of space games I usually avoid entirely can become sublime by making the most mundane work challenging and satisfying.
You're a ring miner, captaining a chunky ship that's little more than a glorified bucket, built for one thing: plunging anywhere into the titular rings of Saturn. Deeper dives demand more time and fuel to get back, and are riskier, as friendly miners become rarer than outlaws with secrets and radical ideas, some of whom once called me "collaborator".
So, you'll stick to the shallows at first, any time you want an easy ride or to test a new configuration. There are fancier ships and heaps of equipment options, but many are sidegrades. The fundamentals are cracking open asteroids with a mass driver, then thrusting up and catching them in the cargo bay - and spilling them out again if you brake before it closes. Save up and you can microwave or laser (invisible until they intersect a resulting vapour cloud) spacerocks open instead. Retrieval drones and an endearingly wonky manipulator arm can be installed to pull the ores to you, but even these are only aids. This isn't levelling up, it's just another option, because they all operate imperfectly. Your tools work with you, not for you.
You might think that sticking mostly with the humble starter ship is me being my usual stubborn flint-axe wielding, never-seen-the-map-in-Skyrim self, but it's not. The ship that works for you is the best ship. The gear you like the feel of is the best gear. The way you like to mine, or eschew mining for its few side activities, is the best way to mine. Or, uh, eschew.
There are secrets out there. Derelict ships, escape pods, pirates to be a space cop at (who can be paid off, some even explain their motives). Your crew analyse ores, repair, and track ever-shifting points of interest, and occasionally turn up a micro-story you can follow in place of a single main plot. There are tensions with the unexplained anarchists, but it's not sidequests waiting in a list, not lore waiting to be put into your wiki. Rings of Saturn is, overwhelmingly, about the vibe.
Most equipment can be tweaked, partly to take advantage of its physics simulation and cool technical systems, but also to experiment - to customise, not optimise. There are multiple installable HUDs on top of the starter one that boots up on launch like an 80s computer, but is too busy for me. The OCP-209's parts rotate into position instead, but its circular cargo display and translucent sensor readouts are style over function - gimme that opacity, damn it. Another reflects objects, and wobbles when you spin too hard. The fancy flashy ones are, well, they're someone's thing.
One autopilot model I value solely because its display translates LIDAR readings into a circle that helps me differentiate rocks from abandoned ships without taking my eyes off the steering. The cheaper models don't have that, and the expensive ones loaded with features I don't need. It's not about the "tier" bullshit that's poisoned so much game design these last few years. This mid-grade autopilot helps me locate drifting treasures, which show up not as icons but vague directions, which is why so much comes of learning to read the initially overwhelming readouts. The fantastic music shifts and screen edges glow blue when something good is nearby, but "nearby" is a wide net in space, and you still need to follow what I imagine is a crewman's hunch about a weird sensor reading to actually find it. The edges also glow red when there's danger... or when you're flying backwards at 105 m/s through a dense asteroid field and rock music starts playing and you take your hand off the controls to revel in it, you maniac.
NPC ships don't make a sound unless they hit you with something. Crew will exchange vague, private messages with ships you hail (repeating some lines way too often, sadly). One pilot smuggled a cat on board. I salvaged one ship with a set of RA-K44 thrusters and double microwave beams, which proved so powerful it was impossible to mine with because I couldn't hold the damn thing steady. Despite its realistic physics and the intimidating numbers, so much of Rings is in the feel of a ship. You don't calculate; you steer. You don't automate away the basics, you choose the assists you enjoy
As a result, it doesn't hit me with grinder's remorse like a Minecraft. I'm not piling up money for its own sake, I'm trying out different ships and gear configurations, searching for derelicts, hailing strangers in the hope they'll reveal something interesting, and enjoying the dives for their own sake, then stopping when I've had enough. A dive could mean a mini adventure or a scary encounter, but more likely it will be a casual forty minutes of manually drifting and leisurely ore scooping punctuated by a couple of panicky near misses when my careless habits bear rockfruit much as they did in Hardspace Colon Shipbreaker, its friendly cousin. There are other things to do, but the heart of it is visiting the spectacular, desolate depths of space and revelling in sci-fi machines doing this incredibly mundane thing. It won't be for everyone for exactly that reason. But like its realistic lasers, it is expertly calibrated to hit those of us in its niche directly in the heart.
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An inventory is typically what is defined as the collection of items and/or equipment in the vast RPG genre. It is where you go to look for your potions, equipment, and everything else. There isn't one set way of handling an inventory, so everyone handles it differently.
In a good number of MMORPGs, the inventory is more loosely organized. Utilizing a drag and drop system, the user can organize the items however they want. Below is a screenshot from the game Grand Fantasia, which uses a drag and drop system.
On the user end, there would be the item list, and an equipment list for each equipment type. When equipping to a specific player slot, it will pull up all inventory items of the type you are equipping. For example if you were wanting to equip an accessory, it would pull up all accessories from the inventory list. In this example you are equipping something to your Head, so it pulls up all items of the Head type.
This way each new equipment type would still all have the same base qualities, so you can use the same functions to process each equipped item. (There are extensions under this class to return which type of equipment a specific item is: Empty, Sword, Head, Body, Accessory; but it isn't really important here since that's just to simplify code for myself later on.)
Whenever I have all equipment items planned out, I will add them with their own ID number to be plugged into this function. The Equip function isn't really anything interesting, so I won't show any of it, other than one note.
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