BTB's "Big Three" edited plugins update notification

Post » Tue May 07, 2013 9:50 pm

As I'm sure anyone who's read http://btb2.free.fr/morrowind.html is aware, I maintain several personally-edited versions of other mods on my site that address certain issues - usually game balance or compatibility - that I had with the otherwise-outstanding originals. Of them, there are three that I tend to update enough that it's starting to become a real pain in the ass keeping up with them myself, not to mention letting everyone else know about it. So, that's what this thread is for.

I've thus updated all of my "big three" edited plugins to contain the current edited version name in the plugin description (in the "data files" menu under the Morrowind launcher), and I'll list all of the current versions here for easy reference.

http://btb2.free.fr/morrowind.html#xiran

Current version: Dweezil Updated: (07/11/11)

http://btb2.free.fr/morrowind.html#advanced

Current version: Tuna Updated: (07/21/11)

http://btb2.free.fr/morrowind.html#service

Current version: Pants Updated: (07/07/11)

Of course, I'd like to send out an extra-special thanks to the original authors of these mods, whose work I am honored to contribute to.
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kat no x
 
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Post » Wed May 08, 2013 6:08 am

It's not really an "update", but I just had to change the "ingredient effects" cheat sheet I include with Morrowind Advanced to accommodate an edit I just made to BTBGI.

For that matter, I updated it along with version 11.0 of BTBGI because I re-did the alchemy effects a bit (which is what prompted me to start this thread, as I'd also recently updated the other two), so anyone using it may want to update it if they haven't already.

EDIT: in other words, all three "initial" versions are very recent updates.
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kirsty williams
 
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Post » Tue May 07, 2013 5:25 pm

BTB, what is the recommended load order for these mods alongside BTBGI? I have none of them and want to integrate them into my setup.
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Lily Something
 
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Post » Wed May 08, 2013 3:36 am

Default load order is fine.
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Svenja Hedrich
 
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Post » Tue May 07, 2013 9:51 pm

Well, that didn't take long. Less than an hour of playing, and I found a problem with the BMS edit. A typo in the overworld music script was causing one of the tracks to end prematurely... which I'm actually quite surprised I've never noticed up until now.

Anyways, it's fixed.
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Vahpie
 
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Post » Tue May 07, 2013 9:25 pm

As you renamed the plugins you edited and as their load order constraints should not be altered by your edits, it would be nice to update mlox rules by adding your new names along with the original ones for each rule involved.
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Sheila Reyes
 
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Post » Wed May 08, 2013 4:16 am

I suppose I could, since I can't very well count on someone else to update MLOX for me (well, I could *try*).

I think I've got the syntax of the rules file down, but I'm still not 100%. Also, I'm lazy.
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Liii BLATES
 
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Post » Tue May 07, 2013 4:56 pm

Cool BTB. I will use these now.
Also for future versions of your MW Advanced edit I would be pleased to see a swedish redheaded seducer fiend.
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emma sweeney
 
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Post » Wed May 08, 2013 1:33 am

I'm going to update BTB's Game Improvements on the 21st. At that time, I'm also going to update my Morrowind Advanced edit with some new ingredient effect settings (which you can see at: http://btb2.free.fr/temp/alchemy.html)
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Umpyre Records
 
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Post » Wed May 08, 2013 7:43 am

Morrowind Advanced has been updated.
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Dark Mogul
 
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Post » Tue May 07, 2013 7:46 pm

Keeping this thread alive.
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Hairul Hafis
 
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Post » Wed May 08, 2013 5:09 am

Keep-alive.
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steve brewin
 
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Post » Wed May 08, 2013 5:55 am

Where are the Swedish redheads?
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JD FROM HELL
 
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Post » Wed May 08, 2013 9:19 am


Sweden rofl
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Steve Bates
 
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Post » Tue May 07, 2013 8:15 pm


That's what I'd like to know.
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Markie Mark
 
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Post » Wed May 08, 2013 3:16 am

So what about the rumored update for the MPP? ;o)
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Pete Schmitzer
 
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Post » Wed May 08, 2013 6:40 am

Would you put your mod links in your signature so that we can find them easier? I have you in my friends list but your topic thread URLs change every 200 posts. A link to your PES stuff would be great. Thanks BTB.
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Dorian Cozens
 
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Post » Tue May 07, 2013 6:18 pm

Saving this thread from the purge monster.
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Prue
 
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Post » Tue May 07, 2013 4:47 pm

Dweezil? Should have named it Moon Unit!
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i grind hard
 
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Post » Wed May 08, 2013 1:13 am


That's going to be the next update.
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Ysabelle
 
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Post » Tue May 07, 2013 11:23 pm

Ok, so at some point in the near future, I'm going to update two of these: Morrowind Advanced and BMS. Both of the are sort of for the same reason, which is to get rid of situations where there is constant changing between battle/explore music.

In the field, BMS is already set to not play battle music for "weak" enemies. However, due to changes made by Morrowind Advanced, enemies that are supposed to qualify no longer due, particularly Cliff Racers. I'll have to look at all of the monsters edited by MA and coordinate the changes between both plugins accordingly.

Dungeons, on the other hand, are constant back-and-forths simply by the nature of their layouts. I'm still not sure what I'm going to do about them, but my current idea is to simply extend the length of time that the script stops checking for things that want to kill you before switching back to the dungeon BGM. And by "extending", I mean simply waiting until the current track ends... which *shouldn't* be much of a problem since most battle tracks are fairly short, but I fear it might make dungeons just constantly play battle music instead.

Also due to be updated in the near future is BTBGI (details in the BTBGI thread) and my edited version of Vality's Ascadian Isles plugin. I've recently updated to using MGE XE, which has introduced me to the wonderful new world of shaders. It also means that my framerate gets murdered whenever I go to Pelagiad, Dren Plantation, or Ebonheart, so I've cleared out some of the foliage in those cells to keep your FPS at least within the 15-20 range (and honestly, playing through, you'd never notice anything was missing).

Of course, this isn't the only game I'm currently working on modding at the moment, so my attention is very much split, and thus my updates won't be as timely as you're all probably used to from me.
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gary lee
 
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Post » Tue May 07, 2013 6:21 pm

You could remove some enemies from Morrowind Advanced or put them on a separate esp, especially those giant dwemer constructs that are in front of some ruins (Goliath and the Giant Dwemer Spider comes to mind).. there are some quests that near the beginning of the game can be impossible finish, the only way to pass is by making them get stuck on the architeture which not just happens when you don't want but when you do actually want to fight them.. and its also quite immersion breaking..

Theres a quest that Azura gives you.. one that you need to kill some daedra on an island, one of them, the Staada still drops some daedric loot.. you could edit the loot so that she drops the ring from the quests and just that.. making the daedric drop also bound like the other daedra

Your edited version of Merchant Skills, the one that forces a new dialog after you talk to a trader, can be a little troublesome if you're doing the quest http://www.uesp.net/morrow/quest/mw_imperiallegion.shtml#missionaryrescue the ashlanders from Erabenimsun despite outlanders and if you talk to then twice they all turn aggresive on you.. i haven't tried other camps yet..
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Marilú
 
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Post » Tue May 07, 2013 9:51 pm


That one also wreaks havoc on mods with NPCs that have topics in their initial greetings (but not in any of their other greetings) that are required to access the mod content, like the Pearl Palace mod.

Also, is there any way to merge the landscape edit/foliage removals from your Vality edits with the Vurt-friendly edits made to http://www.somethingfornobody.com/2011/morrowind-modding-guide/?
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George PUluse
 
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Post » Tue May 07, 2013 6:46 pm

After reading a few comments I'm starting to worry about using Morrowind Advanced in my second time with the game, some of the new enemies sound a bit lore/game breaky, I suppose I could just load the plugin when I reach higher levels but it seems a shame to have to do this.
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R.I.p MOmmy
 
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Post » Tue May 07, 2013 5:41 pm

Is there an alternate place to get the soundtrack for your version of BMS? Megaupload doesn't seem to exist anymore.
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Honey Suckle
 
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