Morrowind script extender как установить

Обновлено: 04.07.2024

This is a compilation mod of companion features:
1) Enemy pursuit through load doors
2) Guard entry from adjacent cells, on crime reporting
3) Teleport, travel and intervention restrictions in combat and pursuit
4) Thieves tools door locking mechanic and equip hot keys
5) Crime, Flee, Pursuit and related AI script

DLC requirements

Nexus requirements

Mod name Notes
MGE XE 0.10.1 or later
Morrowind Code Patch Mod specific:Service Refusal Filtering and all Bug fixes

Off-site requirements

Credits and distribution permission

  • Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
  • Upload permission You are not allowed to upload this file to other sites under any circumstances
  • Modification permission You must get permission from me before you are allowed to modify my files to improve it
  • Conversion permission You are not allowed to convert this file to work on other games under any circumstances
  • Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
  • Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
  • Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets

Author notes

This plugin is freely distributable and modifiable, as long as this readme
file accompanies it and credit is given to the original author. But please remember
that not everything here is my work. Refer to section 7.THANKS. By downloading
and running this plugin, you acknowledge the following :

- You have read and understood this readme file.
- You acknowledge that the author of this plugin accepts no responsibility for
damage to your game saves, operating system, computer, etc,
when using this plugin.

NOTE: Please do not upload this plugin for distribution without my permission.

File credits

Yacoby: For Pursuit Enhanced inspiration
Greatness7: For invisible service creature idea, mesh and animation files among countless other helps.
NullCascade and Greatness7: For extending MWSE, including xActivate, xGetKeyCode, xEquipmentList,
xGetClass, xLuaRunScript (for tes3.triggercrime) and many more
Merzasphor: For MWSE development and release up to alpha0.9.6 including Spell, Array functions, etc.
CDC and the SF MWSE Dev Team: For MWSE development and release up to 0.9.4
Hrnchamd: For MCP service refusal support among many other useful features and bug fixes
Hrnchamd: For MGE-XE key allow/disallow functions, among others.
Dave Humphries: For MWEdit

The Assimilation Lab: For continuously updated Morrowind Modding Wiki entries
GhanBuriGhan, Yacoby and melian: For Morrowind Scripting for Dummies
Abot: For Morrowind Scripting for Smarties
NullCascade and Greatness7: For MWSE2.0 documentation

Varlothen, EnclaveKiller and Jaiysaun for beta testing
Abot and Caeris for play testing bug reports and feedback

Darkelfguy: for Morrowind Modding Showcases, Podcasts, Marathons and Madnesses

Bethsoft: Of course, for the game engine of and CS

Everyone who has contributed and continues to contribute to Morrowind Modding

Donation Points system

This mod is not opted-in to receive Donation Points


A 2018 Summer of Content Modding Challenge entry, for Temple and Imperial Cult related content.

Background:
This started out as a re-implementation of Yacoby's Pursuit Enhanced to try to address some of the issues I experienced using it, as well as to extend and add a few features. In testing, I found a host of related game play mechanics that I wanted to modify for a more cohesive pursuit experience.

The major components may be pruned back independently by Data Files/MWSE/sve_pursuit.ini file editing. Doing so will in most cases completely shut down the related script(s).

The scripting is in MWscript, not Lua, but takes advantage of some of the enhanced functionality and efficiency of the MWSE 2.0 release and 2.1 WIP. Full thanks and credits can be found below.

Warning:
Due to the experimental nature of the scripting, game play stability and save game integrity can not be guaranteed. I don't know of any such issue, but it's possible I missed something in my play testing, so use at your own risk and take the appropriate precautions, such as making a copy of any important save games.

If you experience any gameplay issue, please kindly report by Nexus mod page bug tracker or PM. If the issue is repeatable, please use the MWSE2.1_Pursuit_Revisited_DEBUG.esp Nexus mod page download optional file to repeat he issue and share the resulting MWSElog.txt file.

Game play features:

1) Combatant pursuit through load doors (and return to their original positions):
NPCs and Creatures in combat with the player will follow through load doors
 With delay to follow based on their distance to the door, speed, GMSTs, etc.
 NPCs and Creatures won't follow if:
 Too low level (50% chance at -5 levels below the player, etc) guards excluded
 Dead, knocked out, paralyzed
 Health/max ratio lower than flee rating
 Animals or swimmers (such as rat, dreugh, etc)
 Constructs won't follow outside (such as dwemer spheres, etc)
Undead or vampires won't follow outside except at night
The door is locked beyond their skill or power to open
 Vanilla based skill check made every 1-4 seconds per pursuant
 Guards will erode the lock level

2) Guard pursuit from adjacent cells, on crime reporting:
On crime "reporting", NPCs will call guards from the cell the player entered from.
 With delay to follow calculated from their distance to the door, speed, GMSTs, etc.
 Such adjacent cell entry guard locations are remembered, if returning by recall, etc
NPCs pursuing after a crime will alert any guards in the cell they pursue the player into
NPCs will remember the scene of a crime if you return with any bounty on your head.
 Calling the guards in their cell and/or adjacent entry cell to arrest you.
In close combat with guards, hit the activate key (default space bar) to "Please for mercy"
 That will open the arrest dialog menu.

3) Teleport restrictions and intervention limitations:
Mark, recall and travel services are disabled during combat or pursuit
 Mark/recall mysticism based chance option and setting by .ini file
Interventions are allowed in combat (or otherwise) but limited in availability:
 The player must be a member of the Cult/Temple for Divine/Almsivi intervention
 The player earns intervention right/credit(s) for each rank attained in the Cult/Temple
 At rank=10 (Patriarch/Primate) unlimited interventions are granted
 A message will inform the player of his rights on rank increase or intervention use
 Optionally [by .ini file setting]
 The player may atone for additional interventions with gold
 or equivalent enchanted items donation
 Enchanted items of same gold value may be repurchased from the faction HQ
 See Sauleius Cullian in Ebonheart or Llandris Thirandus in Vivec, High Fane
Provisions have been taken for compatibility with Melian's and Multi Mark Teleport Mods

4) Thieves tools extension and conveniences:
Lock picks can be used to lock doors by holding down the ALT-key
 Chance of success uses the vanilla lock pick formula
 with security skill progress on success
 If a door is not locked/owned (most doors):
 The lock level will be set based on that cell's NPC/Creature security skills
 Some doors may not have any locking mechanism.
 Attempting to lock a door is considered a crime, with same bounty as lock picking.
 On lock success, there's some skill based chance to fortify the lock to a higher level.
Thieves tools can now be accessed with ALT + next/previous weapon hot keys
 (default [ and ]) + ALT key

5) Crime, flee and related AI tweaks:
The flee AI reaction settings are dynamically controlled through scripted GMST setting so actors will flee when their health ratio is lower than their flee setting (typically 20-30%) and will periodically alternate back to fighting (every 15-30sec), so as to be less like to get stuck in a crevice, etc.
Non-hostile (fight<=40) and not restricted class (guard/smuggler/etc) or vampire NPCs, with guards in their or adjacent cell, will get alarm bumped to 101 on first encounter to report crimes, while their fight instinct will be suppressed until their disposition drops sufficiently low. This enables most default friendly NPCs in towns to call the guards, as described above.
Crime NPC reactions have been re-worked (via scripting) in guarded areas to generally allow for a few minor infractions before NPCs will agro, accumulating scripted disposition decrease that increase the chance of going agro incrementally (that inexplicably is not how the vanilla system works). So the first few gp items stolen or lock/pick attempts may not necessarily set off a fight, but will eventually do so, if the called guards don't get there first.
Pursuants with sufficient distance to the player will alternate to jumping mode, enabling them in some cases to overcome obstacles or barriers the player can easily overcome by jumping. Boosts to fatigue and slowfall are made to avoid otherwise stupid AI carnage and exploit.

Добавляет свыше 80 новых функций, 2 новых типа переменных, и прочие прелести. Существенно расширяет арсенал скриптера. Требуется для многих плагинов.

Требования : The Elder Scrolls III: Morrowind

Основные файлы

MWSE0.9.4aSetup.exe

Moon And Star — Квестовой мод с новым поселением и русской озвучкой (Skyrim)

Tamriel Rebuilt — Октябрьский дневник разработки

Комментарии




Короч такая же проблема была, я попробывал всё (MWSE) закинуть в папку игры, вродь как проканало


Я запихала это в Дату,а MWSEЛайнчер в ту же папку где и лаунчер морровинд

Я правильно понял, что этот скрипт уже встроен в MGE XE ?

Я правильно понял, что этот скрипт уже встроен в MGE XE ?

Он как бы встроен, но игра крашится при его использовании. Так что для расширения скриптов желательно пользоваться этой программой.

Ну у меня все сразу работает, просто закинул в папку с игрой, а еще у меня лицензия, может это тоже влияет.


патамушта это -(MWSE) v0.9.4 , а надо MWSE v 2.1

- это срабатывает 100% . Только при настройке MGE XE 0.11.3 НЕ НАДО ставить галку на "отключение встроенного MWSE" и ставить ОТДЕЛНЫЙ MWSE - НЕ надо.

Ибо эта версия MGE XE полностью прекрасно работает с русским изданием Морры от 1С и его встроенный MWSE( который кстати свежайший) - то же самое.

И Морровинд Код Патч (MCP2.4) после сверху нахлабучить не забудь ,а то будет те вместо игры табличка по середине экрана - "инкоррект морровинд .exe))

Если же всё вышенаписанное сложно , то качайте ФулрестРепак 3.0 торрентом - там этот мод есть и работает ( но не советую , ибо лучше самому собрать свою сборку чем раздражаться чужой))

Что это за программа такая? Может MWSE или MGE?


Неправильно написал я. MWSE, у меня игра не запускается, а если запускается то вылетает.

Куда кидаешь программу?

Не через MWSE запускается, может проблема в самом Морровинде? MGE стоит?

Не через MWSE запускается, может проблема в самом Морровинде? MGE стоит?


MGE нету, ибо я не могу найти нормальные Трибунал и Блудмун.

Ты кидаешь файлы в папку с игрой с заменой или нет?

MGE нету, ибо я не могу найти нормальные Трибунал и Блудмун.

Не судьба без Блудмуна.

The Morrowind Script Extender is a program designed to increase the features available to Morrowind scripters. When run with the game, it adds extra script functions, allowing the creation of plugins that are impossible or at least very difficult while running the game alone.

This is a release of my second set of enhancements to FreshFish's 0.10 beta version and only supports Morrowind 1.6.1820 (Bloodmoon and GOTY versions).

Please PM cdcooley on the official forums with comments and problems rather than FreshFish since any problems in this version are probably caused by me.

A complete rewrite of Morrowind Script Extender, featuring new functionality and increased performance.

DLC requirements

Nexus requirements

Mod name Notes
MCP Skunk Works MGE-XE 0.10.0 is required to load the MWSE.dll file. Older versions will not work.
Morrowind Code Patch The Code Patch fixes scripting issues, allowing more scripting mods to function.

Mods requiring this file

Mod name Notes
Adjustable Landscape Texture Scale
Alchemy Helper Menu - MWSE Lua
Almighty Artifacts
Animate Weapon Spell
Apoapse's Alchemy Version 2.0 is required for this mod.
Argonian Anatomy
Bound Leggings for Beasts
Cast on Strike Bows
Configurable Barter Gold Requires the nightly version
Consistent Enchanting
Controlled Weapon Enchants
Death and Resurrection
Dimensional Containers
Diminishing Skill Returns
Extended Mark and Recall Definitely works with v2 might work with 0.9.1
FollowMePlus Necesario para FollowMePlus v2.0 o superior
Friends Don't Pickpocket Followers
Frostfire Morrowind Overhaul Stealth and Marksman modules
Glancing Blows and Crits - MWSE
I Lava Good Mesh Replacer Without MWSE, the
Invasion of Stormwatch Attempting to play this mod without mwse will lead to a nasty completely broken experience, don't do it.
Jay's Place Swap and One Time Move needed.
Keg Drip Required for MWSE version
Limited Leaping Requires mwse-lua support from v2.1 or later.
Loading Doors Lock Tune
Magicka Expanded V2.1+ Nightly
Magnificent Soul Gems Requires MWSE 2.1+
Master Training Manuals (MWSE required)
Morrowind Mouse Control v2.1
mtrLineage Run MWSE-Update.exe often
MWSE 2.0 Cinematic Casting And Combat 2.0 (or later)
mwse Alchemy Filter MWSE
MWSE Alchemy Takes Time
Nimrod's Bound Armour Complete
Opponent Fatigue Indicator - MWSE LUA Edition
Predator Beast Races - Argonians and Khajiit Overhaul Nightly-build required. Be sure to run MWSE-Update before using PBR!
Provincial Music
Skyrim UI Menu Color Fix This is usually installed as part of MGE XE.
Spell Tomes Remember to update your MWSE
Summon Creeper (MWSE) (nightly version, v2.1+)
Take Notes
Teleportation Menu This will not work without MWSE
The Aethereal Chest 2.1 version
The Sanguine Rose Optional MWSE Magicka Expanded Patch
The Tragedy of Dahrk Mezalf the Wise

Author's instructions

MWSE v2.0 is released under the GPL v2 license.

File credits

The following individuals have contributed to the Morrowind Script Extender.
- Anthony Garcia
- Charles Cooley (cdcooley)
- Cody Erekson (Fliggerty)
- FreshFish
- Grant McDorman
- Greatness7
- Merzasphor
- Michael Wallar (NullCascade)
- Tim Peters
- Timeslip

Donation Points system

This mod is not opted-in to receive Donation Points

Version 2.0.0

The Morrowind Script Extender adds new functionality to the scripting language of Morrowind, allowing for new features to be implemented into the game. This release marks a complete rewrite of how MWSE accomplished this, while still retaining (and adding to) the functionality of the extension. The result is a cleaner, faster, and fixed project.

This new version has been tested by volunteers at the Morrowind Modding Community Discord. Please report bugs to NullCascade on Discord, or at GitHub.

Читайте также: