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Morrowind Hand To Hand Trainer

Morrowind Hand To Hand Trainer

Elder Scrolls 3: Morrowind Walkthrough and FAQ V1.1 By Stevmill Contents. Go through the door into the 'Cells of Hollow Hand'. Exit the Training Hall. Go to tela fry and go and get his armor by fiting him.Get armor eater first and good hand to hand.Then nock him down and pick pocket him antill u have all of his armor.U will not get a bonty for doing this.

. Patch program update. Should reduce problems with 'Access denied' errors when applying patches.- Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit.- Ownership tooltip. Tooltip now shows an object is 'Permitted' when rented or granted access instead of showing 'Owned'.- Multiple attribute fortify potions.

Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion.- Larger service/chargen menus. Improves the text layout of the alchemy menu.- Un-restrict menu size. Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space.- Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. Version 2.3. New patcher GUI.

New layout with DPI scaling compatibility. All patcher text is now in json format for translation.- 4GB patch. Integrated into the install process.- Enchanted item rebalance. This option has been split into two options; 'Enchanted item cooldown' for the casting cooldown and 'Enchanted item rebalance' for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items.- Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant.- Slowfall overhaul.

Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells.- Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled.- Arrow de-nocker.

Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key.- Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement.- Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item.

This can be repeated multiple times in the menu until you are done.- Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher.- Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied.- Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model.- First person swim animations. Allows mods to add swim animations that will play in first person view.

This has no effect without a suitable animation mod.- Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu.- Persuasion improvement.

The persuasion menu stays open after you select an option.- Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat.- See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set.- Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the + or - buttons.

Hold the button down to add or remove large values quickly; this works reliably due to another fix.- Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants- AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily.

See patch description for important details.- Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods.- AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods.- Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge.

This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party.- Ownership tooltip.

Faction owned items now show the rank requirement that allows you to take the item.- Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect.

The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects.- Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting.- GetSpellEffects tweak.

Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling.- Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move.

The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved.- Larger service/chargen menus. Increases the size of the birthsign menu to fit larger birthsign names. Increases the width of the stat review menu to allow larger race, class and birthsign names. The repair and recharge menu text alignment has been adjusted.- Show transparent clothes in the inventory. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image.- Book and scroll scaling fix. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio.- Better typography.

Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture.- Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed.- Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering.- Script expression parser fix.

Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256.

Fixes the 34th local variable being unusable in an expression.- Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game.- Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached.- GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect.- Spell effect tooltip fix.

Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently.- MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction.- Creature armor rating fix. Updated to improve calculation precision against highly resisted damage.- Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow.- Shield hit location fix.

If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead.- Incorrect inventory sounds fix.

Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts.- Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible.- Sneaking boots penalty fix.

Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking.

This option corrects the weight measurement to check armor as well.- GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection.

Now GetWeaponType returns -2 for lockpicks and -3 for probes.- Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe.- PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object.

The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe.- RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity. object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly.- Bow sound glitch fix.

Solves weapon sounds triggering multiple times when firing bows and crossbows.- Creature voiceover modding. Added ability for creatures to play Attack voiceovers.- CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door.- NPC minor behaviour fixes. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed.

NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging.- Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location.- Allow multiple fortify potions. This will no longer generate multiple fortifies or drains of a single attribute when three or more ingredients with that effect are combined.- Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu + and - buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down.- Menu mode world interaction fix.

While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus.- Russian fixes. Fixes the width of the level up window to avoid cutting off the personality attribute value.- NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. Version 2.2.

Version 2.2:- Repair item fixes. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items.- Mercantile fix.

Repairs on minorly damaged items that appear to cost 1 gold, now correctly deduct that 1 gold.- Disintegrate weapon fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects.- Bound items expiry fix. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces.

This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires.- Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound.- Inventory sounds for axes.

Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon.- Strength-based hand to hand damage. No longer multiplies werewolves' damage.- Water environment sound fix.

Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound; the game now uses morrowind.ini settings NearWaterOutdoorID for nearby water in exteriors, and NearWaterIndoorID for interior water.- 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC.- Confiscated item fix.

Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen.- Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip.- Russian fixes.

Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider.- Compatibility. Allows patching of the Cenega TES Anthology version of Morrowind, Polish and English versions.- Fix enchant options on ranged.

Prevents the 'Cast on Strike' enchanting use option from appearing for bows and crossbows.- PlaceAtPC / Drop fix. Fixes the script command 'Drop' to drop items at the owning actor's feet instead of near the player or where the player is looking.- Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers.- Createmaps/fillmaps fix. Fixes the fillmaps command to display locations from all mods instead of just Morrowind.- Level-up stats bug fix. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups.- Lock level scripting.

Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock.- Weapon reach issues. Fixes fHandToHandReach to work for the player too, not just for NPCs.- Shortcut key improvements. When examining a container, you may take all items by pressing the 'Ready Weapon' key.- Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant with spare soul gems.- Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter.- Dropping from inventory fix.

Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost.- Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. Previously the item would be placed, but the game would not save the new item unless the player has visited the target cell.

Affects the PlaceItem and PlaceItemCell commands.- Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue.- Enchanted item rebalance. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds.

Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready.- Summoned creature crash fix. Updated to correct a problem with the fix which crashed when a summon killed its own summoner with a spell.- Knocked out NPCs. Updated so it only affects stealing, and no longer allows dialogue or other interaction with hostile NPCs.- Improved animation support. The player can now display idle animations through the use of playgroup/loopgroup scripting.- Loud interface / gameplay sounds fix. Fixes many more occurrences of maximum volume sounds.- Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell.

Fixes some quests involving Arena duels.- Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have.- Travel price fix. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger.- Trainer price/stat fix.

Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.- Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators.- Map-texture conflict fix. Allows 'landdefault.dds' to be replace with a texture of a different size, without breaking the world map.- NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping.- Followers that are knocked down will no longer be forced to follow you in a glitchy knockdown state.

They will stay down until their fatigue becomes positive.- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very short distance and stopping all actions. Only relevant with modded AI settings.- At night, NPCs will no longer try to use light sources which are not marked as equippable.- NPC AI casts zero cost powers. Moved to 'Mod related features' section, only recommended for use with a mod.- Ammo damage tooltip. Item tooltips will now show the damage range on ammunition.- Alchemy naming/stacking fix.

All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion.- Larger service/chargen menus. Now increases the size of merchants' spells service and repair service menus.- Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio.- Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added.

Morrowind Hand To Hand Trainer

This reduces the confusion of remembering which skills to raise for your next level.- Inventory bugs fix. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers.- Convenient defaults.

On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. Version 2.1. Version 2.1:- Hang on loading fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the 'Initializing Data' phase, when loading savegames. It should also speed up this phase of loading.- Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu.- Spell select by name.

Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. You can reverse cycle by holding down the Ctrl key. It will only select spells, not powers or magic items. The spell selection only operates after the inventory is open.

Any menu which takes key input will turn off the feature until the inventory is next opened.- Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen.- Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. Scrolls have their text area increased to fill the available space as much as possible.

Realigned for default book texture. Journal bookmark menu has a new layout. Texture replacers need to be adjusted to fit.- Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems.

Misc group: All misc items except enchanted scrolls and soul gems.- Repair item fatigue fix. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it.- Vanity camera lock.

Morrowind Hand To Hand Trainer

Should now be fixed relative to the player, previously it didn't account for mouse sensitivity options.- Hit fader fix. Prevents red damage border from getting stuck on cell change.- Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button.

The items will disappear with the body.- Attribute uncap. Allows levelling of the eight main attributes past 100.- Skill uncap. Allows levelling of skills past 100, including mod.skill script commands, skill books, and prison stays.- Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting.

Works best in interiors.- Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities.- Slow movement anim fix.

Allows very slow creature animations to load without causing an error.- Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal.- Fix enchant options on bows. Prevents the 'Cast on Strike' enchanting use option from appearing for bows.- Prevent empty messages.

Stops all empty message notifications from appearing.- Hidden traps. Probes will always use a charge when testing an object, even if there is no trap present.- Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking.- Weapon resistance change. Enchanted weapons no longer bypass the 'normal weapon resistance' effect that many daedra possess (e.g. Ghosts, dremora), only the weapon setting 'ignore normal weapon resistance' matters. This requires mod support to work.- Persuasion improvement.

The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen.- Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers.- Voiceover script functions fix. Fixes the StopSound command to avoid always muting actor voices and torch noise. StopSound properly match the sound ID to be removed, if it is specified, instead of muting all actor sound.

Fixes SayDone triggering on animation SoundGens and StopSound.- PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it.- StreamMusic fades out. Scripted music fades like regular music.- Allow short weapon reach. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0.- Mercantile fix.

Zero value items are no longer buyable or sellable for 1 gold. Version 2.0.

Morrowind Hand To Hand Trainer