Morrowind For Mac Os

2021年2月9日
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*Morrowind For Mac Os 10.13
*Morrowind For Mac Os 10.13
*Morrowind For Mac Os High Sierra
*Play Morrowind On Mac
*Morrowind is the third installment in the Elder Scrolls series. The game takes place on the island of Vvardenfell, a district in the Dunmeri province of Morrowind. It is smaller in scope than the previous games in the main series, Daggerfall and Arena, yet much more detailed.
*The Elder Scrolls Online is a massively multiplayer online role-playing game (MMORPG) developed by ZeniMax Online Studios and published by Bethesda Softworks. It was released for Microsoft Windows and OS X in April 2014, with versions for PlayStation 5 and Xbox Series X/S planned.
*Download call of duty mw for mac for free. Games downloads - Call of Duty: Modern Warfare 3 by Infinity Ward, Sledgehammer Games, Aspyr (Mac) and many more programs are available for instant and free download.The UESPWiki – Your source for The Elder Scrolls since 1995
Shop The Elder Scrolls Online: Morrowind Standard Edition Mac, Windows at Best Buy. Find low everyday prices and buy online for delivery or in-store pick-up. Price Match Guarantee. The Elder Scrolls III: Morrowind is an epic, open-ended single-player game where you create and play any kind of character you can imagine. Be the noble hero embarking on an epic quest, or an insidious thief rising to leadership of his guild.Jump to: navigation, search
The console is accessed by pressing the key to the left of the ’1’ key: on standard American English language keyboards this is the tilde (~) key. On British English keyboards, this is the backtick (`) key. If it doesn’t work, check Engine Bugs § Tilde and other keys not working and discussion archives.
When you enter a valid command in the console, nothing should be returned and the typed command will turn blue compared to the normal brown. If you receive an error message, you did something wrong. An example command is:
which will add 12345 gold to player, or
which turns the collision (clipping) in the game on/off.Whitespace, Punctuation, and Capitalization[edit]
There should be no whitespace between the target name (if any), the -> (used only with a target name), and the first command. Numeric entries should never have commas or spaces in them (it’s 12345, not ’12,345’ or ’12 345’). Most numeric entries are integers not floating-point (i.e., are whole numbers without decimal places).
Commands and values (if any) must be separated by a space, a comma, or both. These are all equivalent:
These are invalid:
Double, straight quotation marks must surround any ID or value that contains a space, as do most NPC and many item IDs. They are optional around those without spaces, but it is best to habitually include them to avoid errors. These are equivalent:Morrowind For Mac Os 10.13
These are invalid:
Underscores and spaces cannot be swapped for each other. Some commands themselves (e.g., Set GameHour To) contain spaces, are not quoted, and must retain the spaces.
The entire commandline is case-insensitive. These are equivalent:Common Commands[edit]
The following is a selection from the complete list.Key:[Square brackets] = an optional entry. The brackets are not part of the command.Variables are marked up as such (and appear as italic monospaced in most browsers).Quotation marks shown are part of the command (but sometimes optional).CommandAbbrDescriptionAddTopic, ’TopicID’Adds the specified topic to the current NPC dialogue. Example: AddTopic ’join house Hlaalu’.CenterOnCell, CellIDCOCPlaces the player, at ground level, in the specified interior or exterior cell ID. The center is the center of the game defined cell and may not visually be in what looks like the center, e.g. of a settlement or room. If this is above water, the player will fall into the water immediately after this forced teleportation (absent a Levitate or Water Walking effect).CenterOnExterior, xPosition, yPositionCOEPlaces the player, at ground level, in the center of the exterior cell that contains the world coordinates xPosition and yPosition (specified in that order).StartScript ScriptNameRuns in-game scripts. Example: StartScript ’vampire_cure_pc’, which cures vampirism.CreateMaps, ’GameFilename’Creates map image file depending on the Create Maps Enable value in the Morrowind.INI file, for the game file (.esp or .esm) specified (relative to the game’s Data Files directory). Example: CreateMaps, ’Morrowind.esm’, for the main game. If the value in Morrowind.INI is 1 (Xbox), the file GAMEFILENAME.MAP (e.g., MORROWIND.ESM.MAP for the main game) is created in the DataFiles path with the map data. This file output uses an unknown format. If the value in Morrowind.INI is 2 (Exterior Cell Maps), and you have created a directory Maps in the main Morrowind game directory, this command will create a 256 × 256 high-color bitmap of each exterior cell in the game. This command takes a long while even on fast computers, as each cell in the game must be loaded.EnableLevelUpMenuEnables the level-up menu (where one chooses which attributes to increase). With a game-save beforehand, this can be used to check progress toward bonuses for specific attributes if one has lost track.EnableStatReviewMenuBrings up the character modification screen, which can be used to change your race, class, birthsign, and other stats. Note that there are two problems, as you will lose all your spells, and your immunity to all diseases (if you have progressed far enough in the Main Quest to have that).EnableNameMenuOpens name menu, where you can change your character’s name.EnableRaceMenuOpens race menu, where you can change your race and/or head, once per game session. If you change race, this will also change any abilities and handicaps that go along with it. The warning above about EnableStatReviewMenu also applies to EnableRaceMenu, if you attempt to use it without restarting the game program entirely (not just reloading a save game) after previously using the command or after doing initial character generation. If you do not restart, the command is treated as EnableStatReviewMenu, and will go through changing class, etc., not just race and head, and with thus trigger spell and immunity erasure. Additionally, using this command while in third person will cause the game to crash.EnableClassMenuOpens class menu, where you can change your character class.EnableBirthMenuOpens birthsign menu, where you can change your character’s birthsign, which will also change any abilities and handicaps that go along with it.FillJournalAdds all entries to the journal (i.e, mark all quests as finished). This command takes a long time to complete.FillMapShows all the towns on the full map.FixMeMoves player 128 units away from current location. (The collision detection sometimes goes wrong in tight places and pins you down to one spot. But this will usually get you out if you are stuck somewhere.)GetFactionReaction, ’FactionID1’, ’FactionID2’Shows the numeric reaction code between two specified factions. The faction ID numbers are required; this wiki’s article on each faction provides its ID. [This is not true yet.] See Factions § Reaction Table for how to interpret the results.HelpShows shorthand for most commands.Journal, ’QuestID’, QuestStageAdds an entry to your Journal for a particular integer stage (given by QuestStage), of a particular quest (given by QuestID). Quests’ IDs are given on the quest walkthrough articles of this wiki, along with their quest stages, which can also be found using the Construction Set dialogue window. This command is useful for skipping certain parts of a quest, and especially for fixing quests that have broken due to a bug or player error.Lock levelLocks the currently selected lock (door or container) at whatever integer lock level you input (normally between 1 and 100). This even works on containers that should not logically be lockable, such as baskets and urns. To select an object, open the Console, with the object visible below it, and click the object to select it (you’ll see its name in the console title bar). Due to a bug, a lock level of 1 is sufficient in all cases to prevent NPCs opening doors, since none of them pick locks even if they have high Security skill, and even if they are in active pursuit of you. A practical use for this command (or the less cheaty Lock spell) is to use a personal code (e.g. 1 for done, 2 for haven’t-done-yet) to tag doors and even containers in large areas you intend to return to later. Note: You can set a value greater than 100, making a door unopenable by you without resorting to magic that boosts your Security skill over 100 and higher than the lock level, and even then a Luck boost may also be required.PlaceAtPC, ’ObjectID’, count, distance, directionPlaces the given object into the world near the player. For example, PlaceAtPC,’Sharn gra-Muzgob’,1,20,1 will place that NPC 20 units in front of the player. See the editor for more object IDs. Making those values 1,0,0 will place the object/person exactly where you are standing. You can usually just step out of them, but in some instances you can get stuck. Note: This command will duplicate NPCs/items, not teleport them; for the latter, use PositionCell, which has a different syntax.ModFactionReaction, ’FactionID1’, ’FactionID2’, valueChanges the Reaction values between two factions, specifically the first faction ID towards members of the second faction ID. This wiki’s article on each faction provides its ID. See Factions § Reaction Table for numeric faction reaction levels. As far as the player is concerned, this changes Dispositions in conversation, and can also affect the likelihood of being attacked my members of a hostile faction. For instance, one can make factions that normally hate one another, like House Telvanni and the Mage’s Guild, feel amicable instead. Doing this more than temporarily may have undesirable effects on gameplay (mostly making too many interactions super-easy, though one can also worsen a faction reaction on purpose). Note that only first faction’s reaction is changed, so in order to change the attitude in both directions, simply repeat the command, swapping the two faction’s IDs.ResetActorsRAResets the location of every NPC in the current cell to where he or she originally was. This can be used for recalling NPCs that get stuck in hills/walls/etc. after using ToggleCollision, and for moving NPCs that have slowly wandered on top of an item. However, it will also reset the locations of any NPCs one has carefully relocated with Command Humanoid (or equivalent console tricks) if they are in the same cell, so should be used with caution. Alternatives include PositionCell and MoveResurrectWhen used on a corpse, resurrects it. An NPC who is dead from the beginning of the game (or whose their scripted appearance is only as a corpse in an ongoing one) will not be resurrected. When an NPC is resurrected, they get all their original items back, lose any new items they had, and are otherwise reset to their initial state (Disposition, etc.), as with use of PlaceAtPC to clone the NPC. Can be used on non-NPC creatures. Technically, this includes the player if the player-> prefix is used. However, resurrecting the player is known to cause issues, including resetting the spellbook.SetPCCrimeLevel valueSets your Bounty to the given integer value. For example, SetPCCrimeLevel 0 will clear you of any bounty for your crimes and stop pursuit by arrest-minded guards.Set GameHour TovalueExample: Set GameHour To 5 would set the time of day to 5 a.m. The game uses a 24 hour clock, so 5 p.m. would be 17. Note: While Show GameHour returns floating point values (like 3.8646), Set GameHour To in the Console only accepts integers (whole hours), e.g., 3 or 4 – you cannot specify something like 6.5 or 6:30 for 6:30 a.m.Set Timescale TovalueChanges the speed of the day/night cycle. A value of 1 makes the day go at real-time speed; an in-game day would last 24 hours in real life. A value of 10 will make it ten times as fast as real-time (i.e., one in-game day lasts 2.4 hours), etc. The default timescale is 30 (1 in-game day = 48 real minutes).ShowGroupSGShow selected actor’s group membersShow VariableNameShows the value of a single in-game variable. Example: Show PCVampire will return 0, 1, or -1, depending on the player’s vampire state.ShowSceneGraphSSGCreate a new window (in the operating system, outside the gameplay window) with all the game renderer’s information. This command does not work in OpenMW, which does not use Bethesda’s rendering engine, and which uses the F10 key to overlay such information over the game.ShowTargetsSTShow selected actor’s target group members.ShowVarsSVConsole command that lists all the global and local variables presently in effect.StopCellTestSCTStops a cell test previously started by the TestCells Console command.StreamMusic [’filename’]Plays the specified file, in a directory path relative to the game’s Data Files/Music subdirectory; for example: ’ExploreMy Song.mp3’. An absolute path can also be specified (e.g., ’C:UsernameMy MusicMy Song.mp3’). Filenames are case-sensitive (in the original game in Windows and in OpenMW on some operating systems), so be sure to get the case correct. If the pathfilename contains a space character, the quotation marks are mandatory around the path; otherwise they are optional. The format can be MP3, WAV, or MIDI (.mid). Used without a filename, StreamMusic just plays random music from the files available under Data FilesMusic and its subdirectories. In OpenMW on Linux or Mac OS, the path will use forward slashes not back-slashes.TestCellsTCTestInteriorCellsTICTestModelsT3DToggleAITAIToggle the NPC/creature AIToggleBordersTBToggles the display of exterior cell bordersToggleCombatStatsTCSTurn combat stats on/off. Stats are displayed in the console window.ToggleCollisionTCLTurns clipping on and off for the player and all NPCs in range. This allows you to fly around through walls and objects (don’t go through doors that lead to another area). Use with care as often NPCs and creatures will become stuck when you use this command (to reset, turn collision on and type RA into the console). To do them again just turn collision back on.ToggleCollisionBoxesTCBToggleCollisionGridTCGDisplays the grid which controls how objects collide with things.ToggleDebugTextTDTDisplays various debug texts on the screen, such as position and video framerate.ToggleDialogueStatsTDSToggleFogOfWarTFOWTurns the ’fog of war’ effect in the automap display off or back on. Turning it off is useful for taking screenshots of complete maps with no blacked-out areas in them.ToggleFullHelpTFHShows you ownership and script of objects you hover the pointer over. Useful for knowing who to avoid selling stolen items to, and which items (including containers and beds) are owned at all.ToggleGodModeTGMMakes the player mostly invulnerable. You can actually still die, when using spells on characters or creatures with Reflect.ToggleGridTGDisplays a grid showing the status of the active (exterior or interior) cells.ToggleKillStatsTKSDisplays statistics in the Console on how many creatures you’ve killed each time you kill another.ToggleLoadFadeToggleMagicStatsTMSToggleMenusTMCloses all open menus, dialogue, barter, enchanting, etc.ToggleScriptsUnknown - Possibly toggles the scripts on or off.ToggleStatsTSTToggles display of the various debug statistics.ToggleSkyTSToggles the sky on or off.ToggleTextureStringTTSShows texture strings for targeted objects?ToggleWorldTWTurns off the world. NPCs will still display until you move your camera, at which point they will disappear. Does not actually turn off collision, only hides rendering.ToggleWireframeTWFToggles the display of wireframe 3D objects.UnlockUnlocks the currently selected lock (door or container). To select an object, open the Console with the object visible below it, and click the object to select it (you’ll see its name in the Console title bar).TogglePathGridTPGToggle path grid display. Displays the grid that helps define where NPCs normally walk.Targeted Commands[edit]
Targeted commands are used with a player-> prefix to affect the player character. But any ’actor’ (NPC or creature) or object can be targeted that way by using an ’ID’-> prefix, giving the person or object’s in-game ID, though many commands have no function with non-lifeforms and/or non-containers. Another way to target an object (especially a non-unique one, which cannot precisely be addressed by prefix) is to click on it while in the console. The title of the console window will change to the object selected, and any targeted command without prefix will now apply to it. Some commands that should work with a prefix on unique NPCs will not, and require the Console-click technique. A complete listing of targeted commands can be found at the function list.Morrowind For Mac Os 10.13Key:[Square brackets] = an optional entry. The brackets are not part of the command.{Curly braces} = a mandatory choice between multiple possible entries. The choices are literal characters, not variables. The braces are not part of the command.Variables are marked up as such (and appear as italic monospaced in most browsers).Quotation marks shown are part of the command (but sometimes optional).Morrowind For Mac Os High SierraCommandDescriptionAddItem ’Gold_001’ valueAdds value amount of gold (septims).AddItem ’ItemID’ numberAdds number amount of a specific item to the inventory. Items’ IDs can be found in the items articles on this wiki, or in the Construction Set.AddSoulGem ’CreatureID’ ’misc_soulgem_type’[1]Adds to the inventory a soul gem filled with the soul of whatever creature’s ID is specified in place of CreatureID (the ID can be looked up in the Construction Set, or at the article about the creature at this wiki). The type is replaced by the type of soul gem you wish to use (e.g. grand, greater, lesser, etc.). Depending on game build, this command may or may not require a number to be specified at the end. The soul gem type must have sufficient capacity for the soul of the creature chosen.AddSpell ’SpellID’Adds the specified spell to those currently known by the player (or other specified target). This command can only be used to add stock spells – the ones you buy from spell-selling NPCs, not the custom ones from Spellmakers – by their spell IDs (which usually coincide with their names, including the spaces). Aside from the obvious cheat potential, an ’anti-cheat’ is to give key enemies more (and more powerful) spells, as well as more Magicka (see SetMagicka, below) if you’ve become so over-powered that the game seems too easy even at maximum difficulty.GetPos{x, y, or z}Gives the coordinates of the player/object on the map. Takes the literal one-letter name for a single axis – x, y, or z – per command, and returns a floating-point value. The command can help when you’re attempting to find something that’s listed by its coordinates. Also used to

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