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Hashmi1
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[OUTDATED] Dwarven Spectre with ESP

Ok here is the converted version of the dwemer spectre. An ESP is included to work with v15 of Morrowind_ob.esm project by David Budrek ... it replaces the old one (which had a generic wraith as a placeholder). I've also made a few more minor changes that depart from the old setings in morrowind_ob.esm ... mainly added in a few more spells and removed the spectre's place in "0factmorrowind" faction {that made it friendly to everyone but me :( } Download Link

Edited by: Daggers on 10/28/2022 - 18:35
Dave B
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Should be Friendly
Most creatures should be friendly to everyone but you--unless you want all your monsters fighting each other. To me, that's no fun at all; I want them to fight ME, not each other! When I entered Ilunibi the first time, the Dremora were fighting the skeletons, and the Winged Twilight was fighting the Ash Ghouls. Outside Kogoruhn the ghosts were fighting the Dreamers. In Vemynal the Dremora was fighting the Ascended Sleepers. Getting Morrowind creatures to play nice with each other has been a challenge to say the least. Most of the factions that have been added to Morrowind Creatures aside from the Creature Faction have been done for a reason. Please be careful and thoroughly test any changes you make to factions.
Hashmi1
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By friendly ... I mean
By friendly ... I mean friendly to all NPCs. The general public is not supposed to be friendly with ghosts :p All the other creatures are not part of factmorrowind ... this one seems to be an error. I think there is another faction called creature-something ... all creatures are part of that faction and I think that should keep them from fighting together.
Dave B
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Not an Error
This was done to keep the Spectres from attacking any NPC's in the same cell, and was specifically because they did appear in the same cell as some NPC's. Again, to keep everybody from fighting each other. Did everybody fight everybody else in Morrowind? From what I understood, all the action in Morrowind was with the player, not with each other. That is an Oblivion add-on.
Hashmi1
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Hmmm ... morrowind was
Hmmm ... morrowind was rather dull in this manner. Even guards didn't help you against bandits etc. Anyways I am done. You can change it with the CS if you like before merging it with the project {there is however a script on the spectres which you should not remove ... it makes them disappear on death.}
Dave B
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Thank You Hashmi
Well, thank you. I have been looking forward to these since you first released them. I am very happy that you got them working. I will try this as soon as I can. I was hoping to have finished House Redoran Yesterday, but at this rate I'll be lucky if I finish it today. There is a LOT of missing dialog, some Morrowind Quests are buggy (and complicated), and it is taking Much longer than I had anticipated. I will release this as soon as I can.
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@hashmi1: did you manage to
@hashmi1: did you manage to get the spectre to disappear when it was killed? If so, can i send you my ancestral ghost conversion for you to fix? I have the same problem you had.
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@eloth: I am using a script
@eloth: I am using a script to disable the creature on deah. So yes, in essense it disappears when killed. There are however two drawbacks; 1) Everything disappears. So there are no remains left to loot. No ectoplasm. 2) Since the creature gets disabled it can not respawn {i think} ... unless it is part of a levelled list. {I've tested it with levelled lists .. and it does re-spawn when part of a levelled list ... so this can be a work-around.} If you still want to use this method then here is the script: -------------------------------- scn FadingNPCscript short FadeFlag short onDeathFlag short Fader begin onLoad set Fader to 1 ; initialize our variable here end begin onDeath set FadeFlag to 1 ; activate gameMode loop ; turn off shaders which may conflict with saa end begin gameMode if FadeFlag == 1 ; only passes after death saa 1 ; set actor alpha to 100% - "just in case" if Fader > 0 ; because we set it to 1 in onLoad, this will pass set Fader to (Fader - 0.05) ; Decrement our var by 0.05 saa Fader ; and use that var for our actor alpha elseif Fader <= 0 ; When invisible, let's clean up set FadeFlag to 0 disable ; disable the dead/invisible NPC endif endif end --------------------------- Copy/Paste it into the CS and apply it to your ghost. This will make it disappear when death anim plays. Here are detailed instructions: - Open CS with oblivion and morroblivion loaded. - Goto Gameplay->Edit Scripts - In the new dialogue box click Scripts->New - Copy\Paste the above text into it and click the non-red disk icon to save it. - Open your creature's properties ... the third drop-down menu item is for scripts. - Find the Script name FadingNPCscript and click ok. - Save and test :)