u/LetterfromSilentHell

Emulating First Game, Can't Get Past the Damn First Crane

So full disclosure, this is my first time playing it. I use PCSX2. In general, the game is running like a dream. The problem? I cannot for the life of me use the damn crane. If I get to the crane, it softlocks, unless someone is alive, except, I can't get to the crane otherwise. I've looked for the alleged patch that makes it work, but the instructions are written in what amounts to hieroglyphics. If someone is alive when I get to the crane, then I get shot to death in seconds, which gets worse when the hunters show up in earnest. I still can't pick up the damn fridge in any event, and I know there is a second crane from the info I have dug up. Further, I've tried the side/front entrance and the same issue happens. I immediately have my ass handed to me because I am paralyzed by the softlock.

I beg, please, I am hooked on the game and I just want to progress. Plus, I get a smug satisfaction out of killing the hate-filled fuckers... And greatly enjoy how stereotyped the skinheads are, because I have genuinely met people like the ones in-game (though not violent), so it just gets even funnier.

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u/LetterfromSilentHell — 12 days ago

Some Info We Can Piece Together About The Canon Nerevarine

DISCLAIMER: This isn't meant to be 100% determinative of YOUR Nerevarine choices. In fact, In my playthroughs, I have ignored most of these rules at least once. The player determines who their Nerevarine will become, not the nebulous "canon" Nerevarine, and this may, or may not, be fully accurate. I've revised several portions of this in light of community corrections.

So I've wanted to write this for a bit. It isn't fully ironclad, but this is what we know, suspect, or are decently certain of about the Nerevarine.

Disclaimer: As a loyal councilor of House Telvanni, I am biased in their favor. Further, this assumes that the events happened in accordance with the descriptions on UESP in the event of ambiguities, such as the Museum questline. I have marked each level with the level of knowledge I believe is fair for each.

Beware spoilers ahead after #8. All information sourced from the in-game prophesies, dialogue, notes, quest lines, and, in rare cases, supplemental lore from other games. Discounted are comments by Michael Kirkbride to the extent that they conflict with that information.

  1. The Nerevarine was born on a certain day to uncertain parents. That is, he was an orphan (Most likely interpretation).
  2. The Nerevarine was born "from seventh sign of eleventh generation." Eleven generations is entirely plausible for elves in lore over the period of 3,500 years (approx.), so he presumably had 11 generations between incarnations (Reasonable inference).
  3. The seventh sign aligns with the Apprentice (Possible, but not certain).
  4. The "curse of fire and ash" aligns with the Dunmer appearance. He was plausibly a Dunmer, and this is the default player model (Reasonably likely).
  5. The Nerevarine was likely a male (he is called a "he" by the Archcanon, and by Neloth) (More likely than not).
  6. He as an outlander (Certain), born out of Morrowind.
  7. He became Hortator and Nerevarine (Certain).
  8. The main quest was completed, so we know the broad strokes of his time in Morrowind (Certain).
  9. The Mournhold Museum contains items from the Temple questline, the Cult questline, and items associated with quests only completable for Sheogorath, Malacath, Molag Bal, and Boethiah. It also includes an item that involves killing Crazy Batou, an item that can only be obtained from being a vampire, two items that the Nerevarine is led to by the Mage's Guild, an item led to by a Telvanni quest, an item encountered in the thieves guild questline, an item held by Sadri, and an item from a specific matchmaker quest. From this we can conclude [NOTE: These were formally classed as certain, I have revised them to make it reflect a correction made]:

a) That the Nerevarine was part of the Temple, Imperial Cult, Imperial Legion, Thieves Guild, and Mages' Guild, and became the head of all relevant guilds listed
b) That the Nerevarine did the relevant Daedric quests and did NOT get Eltonbrand
c) The Nerevarine was a vampire at one point
d) The Nerevarine was a Telvanni, and became Archmagister
e) The Nerevarine killed Batou, Sadri, Umbra, and the holders of Auriel's Bow and Shield
f) The Nerevarine played matchmaker
g) The Nerevarine killed Gaedna Revil
h) The Nerevarine otherwise obtained all relevant artifacts (COLLECTIVELY, possible but uncertain)

  1. The Nerevarine did not kill Helseth (Probable, he survived two more years after the Nerevarine's presence)

  2. The Nerevarine did not kill all the Telvanni councilors for Trebonius (feeds into 9(d)), based on the survival of Neloth (Probable, Neloth could be a clone)

  3. The Nerevarine was also at some point grandmaster of the Morag Tong, head of the Fighter's Guild, Factor of the EEC, and held honorary positions as an Ashlander and Skaal (Certain)

  4. As Grandmaster, he executed everyone in the Morag Tong questline, returned all Sanguine items, and wiped out the Dark Brotherhood in Vvardenfell. (Certain)

  5. The Nerevarine was the head of the Blades in Vvardenfell (Certain)

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u/LetterfromSilentHell — 13 days ago

Way to use MCP and not "Fix" the "No Two Wraithguards" "Bug?"

So, full disclosure, I know, using the vanilla engine and the code patch together is not the most sane thing to do, but I dislike some of the "bug" fixes in general. One is the Wraithguard fix. This is not a toggleable prevention in the engine, and not listed on the wiki as one of the fixes. Unbeknownst to me, the code patch handles this little fix in the back end. This means that you can lose functionality of one Wraithguard by getting another, which is... not ideal if you want the prize for killing Vivec. Or if you save at the wrong time after having Yagrum make you a new Wraithguard... While holding Sunder.

Thankfully, I avoided any major problems and managed to make a save a few seconds before interacting with Yagrum (couldn't remember if he took the plan books or not and I wanted them for my Dwemer Museum). That said, I do want to take Wraithguard and have it jury-rigged, but keep it on my desk. Downside is, I really like using Sunder and Keening. A lot. Sunder is how I solve about 90% of my problems after getting it. Keening is another 5%.

If it isn't possible, I can just leave the original Wraithguard active and not do another one, but I'd prefer if I had the jury rigged one as a desk decoration if I can.

Thanks! Even if there isn't anything that can be done, getting confirmation from y'all would help appease my need to find a solution.

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u/LetterfromSilentHell — 14 days ago

Lost my Racial Bonus? HELP

u/AdjustedChaos actually solved this (show them some love below!)!

The solution is pasted from their message. All credit to them.

  • Hard save.
  • Open the console and use the command "EnableRaceMenu" (without quotes). This will open the race select menu. Switch to a different race, doesn't matter which. Make sure you are in first person when you do this.
  • Hard save again. Do not overwrite the previous save.
  • Close Morrowind, reopen it, and load the second save.
  • Repeat step 2 to switch back to Dunmer. You will have to redo your character's appearance.
  • Hard save again. Do not overwrite the first save, but overwriting the second one should be fine.

[OP here. It does reset you to Level 1, and your spellbook is wiped clean, but it keeps everything else intact, so a level change doesn't matter, and the wikis have all the built in spell IDs anyway].

_______

So I was in Berandas, for that STUPID RING. This was not a problem. Except, I rested at the exact wrong moment and was in a death loop. So I did what any sane player would do. I was not going to lose my one autosave. I used a "sethealth" thing to restore me to 200 health, which, more or less, is where I was supposed to be.

I admit I did this to myself. This was at least 75% my fault.

I have the code patch installed, and the Cutting Room Floor mod.

And SOMEHOW, resurrecting my dumbass Dunmer managed to make his racial ability, his Resist Fire 75%, go up in smoke. I don't really NEED this ability, but I would rather like to have it BACK. I checked the construction set and everything. I did the command that they say to do (player->addspell "resist fire_75"), and... nothing. It didn't come back. Everything else is fine. But the icon is gone, the ability is gone, and I go FWOOMF instantly in lava. I even tried casting a spell to help me resist fire. It wears off as usual and goes away.

So I have tried everything except for actually remaking my character and putting in his stats by hand. I really would prefer to just get my racial ability back and do nothing else. I am BEGGING, is there any solution? I've seen people post about it here before, and apparently the solution just... doesn't work for me?

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u/LetterfromSilentHell — 1 month ago

Mod Recommendations for a Lore-Accurate Mod Set? (MW only, not OMW or the like)

I want to get back into MW, and want to play in the native engine. I've done some CS stuff myself (fixing enchantments, making things fit properly, etc.), but I want some mods that make things better for QoL (more quests, restoring cut content, "Cutting Room Floor" is on my list). I want to steer away from OpenMW and TR, not out of malice but because I dislike some of the OpenMW changes and think my laptop might revolt over TR and the like.

Since I'm limited mechanically, since most mods are geared towards OMW or the like, I have to stick to those ones that are already available. So, I figured I'd check here. What are your recommendations, MW community?

Wealth beyond measure, outlanders, and three blessings, Sera.

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u/LetterfromSilentHell — 2 months ago