https://www.nexusmods.com/morrowind/mods/52221
For v1.19 - Just finished adding sound effects to 7-8 of the component mods, and removing nearly all message popups (by default). If you try it, let me know your thoughts! The sound effects only work in OMW 0.49+.
-- Recent work:
- Minor rebalances to various component mods' timing and fatigue interactions... and the shaders? Are they better?
- Sound effects, and removal of message popup spam. Are they good?
-- Short term future work:
- Better perfect swing sound; don't set agility below 1.
- Replace Jump Air Dash with a Double Long Jump, which will feel less physics breaky.
- Charge jump to charge up over time?
- Integrate more thorough stats tie ins with speed boosts, such as scaling your long jump or swim boost off of your various speedy stats, and scaling the fatigue cost off of your various endurancy stats.
- Test a pulsating missing magicka shader, among other things.
- Here's the big one: Unlock each component mod after hitting certain skill / whatever level milestones, and when you get there bring up a single tutorial popup explaining the new mechanic that was just introduced.
- In Charge Attack Parry, make it so charging an attack with a shield on improves your defense value in some way.
- Never reduce agility to zero?
- Improve timed dir sfx.
-- Long term future work:
- Migrate the stat changes to the spell API, so that instead of buffing every weapon skill I can just apply an attack spell effect or whatever.
- Potentially include spell batting a la Storm Atronach's "Take That".
- Add more UI elements if needed, such as icons that pop up based on which type of directional attack you trigger and how well you timed it, so that sneak step drain's bar isn't so lonely.
. I think that it would be more immersive to restrict the spawns to wilderness areas (= areas where resting is legal). Also, I had the creatures spawn underwater as well. Don't think it should happen.