BTB's Game Improvements - Revenge Of The Topic

Post » Fri May 13, 2011 12:01 pm

Um... Windows should not do that. The "created" date will be different, but the "modified" date should remain the same.


It appears to be the other way around in my case, the "created" dates are all 2009 (which I presume you set), the modified dates are 2011 and seem to correspond to the extraction time. Which one does Morrowind look at when deciding load order?
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Wayne Cole
 
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Post » Fri May 13, 2011 10:48 pm

When i extract the esp's from the zip, it appears to overwrite your timestamp and load them in the extraction order rather than your order. Is there anything I can do about that? No probs if not, I can just redate them in WM

If I'm correct about this you can change the settings in WinRAR, not sure about 7zip though, to preserve the timestamp regarding the files in an archive. :)
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james kite
 
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Post » Fri May 13, 2011 2:47 pm

Happy birthday, BTB!

No Swedes here, rhedd-headed or otherwise, unfortunately.

Rochndil, who has 8.5 installed, and DOES read...
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Steve Fallon
 
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Post » Fri May 13, 2011 12:28 pm

If I'm correct about this you can change the settings in WinRAR, not sure about 7zip though, to preserve the timestamp regarding the files in an archive. :)


Yeah, that sounds about right.


Happy birthday, BTB!

No Swedes here, rhedd-headed or otherwise, unfortunately.


I feel old >.<

But thanks, regardless.
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Leonie Connor
 
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Post » Fri May 13, 2011 3:20 pm

Hmm... someone has pointed out to me that I should probably edit the values of Indoril Armor.

I will.

Later.

Right now, I am le tired.

So, if anyone has any *other* ideas, post them here in the next 12 hours or so.
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Tanya Parra
 
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Post » Fri May 13, 2011 2:31 pm

Hmm... I should also revisit the Orc Beserk power to make it more useful as a battle mechanic than as a way to screw with game mechanics that check for above-average fatigue (bartering comes to mind).

Then again, if I was doing business with a pissed-off Orc, I'd probably be a lot more generous, too.
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meg knight
 
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Post » Sat May 14, 2011 2:10 am

Version 8.6 is up. Indoril armor values heavily edited (since the stuff isn't exactly hard to come by once you start killing Ordinators) and I also edited the Orc Beserk power to be a bit more true to the intended functionality (assuming the use of a retroactive health mod, anyways).

Also made a few updates to my mod list, as well. Notice that screenshots are slowly but surely starting to appear. Now that I'm 1) off shift at work and 2) actually *done* with my other mod-related responsibilities, this trend should hopefully continue.
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Josee Leach
 
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Post » Sat May 14, 2011 12:46 am

Currently updating my loadlist, so I have a few questions.

The Alchemy plugin of version 8.6 contains a bunch of cell edits. What are those?
I read that you changed the spriggan lootlist, but what did you change on the creature itself?
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rae.x
 
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Post » Sat May 14, 2011 2:28 am

The Alchemy plugin of version 8.6 contains a bunch of cell edits. What are those?


Those are errors. They're like the cell edit equivalent of "dirty" GMSTs, and I'm not 100% what triggers them. Didn't even know they were in my Alchemy plugin until you pointed them out.

I read that you changed the spriggan lootlist, but what did you change on the creature itself?


Nothing. I don't think, anyways. That edit shouldn't be there, either.

I can't remember whether or not i merged my Alchemy plugin with Midgetalien's Heartwood plugin or if I just manually made the change. If the former, it might explain the dirty references I missed.
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Louise Andrew
 
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Post » Fri May 13, 2011 10:23 pm

Then I'll be able to delete those.

Thanks for the quick response. ^^
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Sxc-Mary
 
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Post » Fri May 13, 2011 12:02 pm

Np.

I'll delete the dirty refs in an update, which I will make shortly because somebody pointed out that I *still* haven't fixed the museum scripts on all of the vanilla Morrowind equipment.

[censored] MWEdit. [censored] [censored] [censored] [censored] it to [censored] hell.
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leni
 
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Post » Fri May 13, 2011 7:53 pm

Ok, 8.7 is up now.

My apologies once again for MWedit's [censored]ups.
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Cartoon
 
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Post » Fri May 13, 2011 12:04 pm

An item called "Iron Viperblade" is having the 0/0 charge problem. It has a weak poison enchantment. It seems to me there are still some items left you have to beef up to compensate for lowered spell cost.
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keri seymour
 
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Post » Fri May 13, 2011 1:04 pm

An item called "Iron Viperblade" is having the 0/0 charge problem. It has a weak poison enchantment. It seems to me there are still some items left you have to beef up to compensate for lowered spell cost.


Well, the Iron Viperblade has the "viper_enu" enchantment on it, which is one of the few enchantments I actually don't edit. It's actually a rather powerful enchantment, to boot: poison 5-9 for 5 seconds. This is more than enough strength to avoid the 0 charge problem, which is caused by the enchantment in question requiring less than half a point of magicka.

In short - you should not be having this problem. Are you, by any chance, using another mod that edits the enchantment on the Iron Viperblade?
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Naomi Lastname
 
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Post » Fri May 13, 2011 10:23 pm

I remember it having a Poison 1-4p on strike enchantment. Does that require more than half a point magicka? I guess it does.

The only mods I use which are not from your modlist, are purely aesthetic ones, texture replacers and the like, so I'm clueless on this one.

I'll let you know if I find out anything.
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Victor Oropeza
 
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Post » Fri May 13, 2011 2:28 pm

I remember it having a Poison 1-4p on strike enchantment. Does that require more than half a point magicka? I guess it does.


Under my mod, that would indeed be too low to register. However, the specific enchantment you referred to was more than just poison 1-4. I'm fairly certain that my mod upgrades most enchantments that weak to be of more use, but I'll go double check.
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Anthony Rand
 
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Post » Fri May 13, 2011 10:09 pm

Well, this is odd. In the CS it has the enchantment that you mention. In the game however, it has the weaker enchantment that I mentioned (1-4p), which combined with your Spells plugin has a spell cost of 0.25, so at least something adds up.

Two One things of notice:
1) The "viper_enu" enchantment is set to auto-calculated in the CS. Is this correct? (I've never really understood what exactly auto-calculation is.)
2) The weapon is partly damaged.

TESPCD returns no conflicts among my active plugins.
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Shelby Huffman
 
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Post » Fri May 13, 2011 7:54 pm

Well, this is odd. In the CS it has the enchantment that you mention. In the game however, it has the weaker enchantment that I mentioned (1-4p), which combined with your Spells plugin has a spell cost of 0.25, so at least something adds up.

...

TESPCD returns no conflicts among my active plugins.


This sounds like a job for Wrye Mash.

Two One things of notice:
1) The "viper_enu" enchantment is set to auto-calculated in the CS. Is this correct? (I've never really understood what exactly auto-calculation is.)


Autocalculation takes the base cost of the enchantment itself and then calculates the enchant capacity so that you will always get the same number of uses out of them (default is five). The problem shows up when the casting cost of the enchantment is zero: five times zero is still zero.

Pretty much everything in the game by default is auto-calculated except for the stuff that was way too powerful, so the devs compensated by only giving you, like, two uses (the Vampiric Ring, for example). In my mod, everything is auto-calced.
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Tamara Dost
 
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Post » Fri May 13, 2011 11:52 pm

Just ran Wrye Mash - it found no problems. I used 'Repair All' on my savegame.

So something is overwriting the enchantment of your Equipment plugin. But it slips under TESPCD's radar. How is that possible? Anyone?

...

Aha! When I load all my master and plugin files in the CS, the Iron Viperblade uses the "viper_en" instead of the "viper_enu" enchantment. Part of the mystery solved.

Considering TESPCD only checks for plugins, does this mean some master file is taking precedence... ???

...

Yezzir. Loading plugins only, the correct enchantment is applied. My master files are, in the specified order:
- Morrowind
- Tribunal
- Morrowind Patch 1.6.5 Beta (BTB Edit)
- Bloodmoon
- Bloodmoon Landscape Overhaul 1.0
- Better Heads Tribunal addon
- Better Heads Bloodmoon addon
- Better Heads
- Texture Fix - Bloodmoon 1.1
- Texture Fix 1.8

I'm stumped. Please help me out.
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Maeva
 
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Post » Sat May 14, 2011 1:12 am

Hmmm...

The culprit is the MPP. It sets all of the basic "Viper" weapons over to the proper enchantment, which is "Viper_en", Of course, I don't edit Viper_en, because I wasn't aware that it was actually used. No conflicts exist because my mod doesn't edit the weapons directly, and I missed it because I skipped over any enchantments that weren't being used (not realizing that the MPP was using them).

So, yeah, I guess I'll edit it, then.
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Tom Flanagan
 
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Post » Fri May 13, 2011 11:23 pm

Just found out the same.

Not a glitch anyone's to blame for, I guess.
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Sarah MacLeod
 
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Post » Sat May 14, 2011 2:12 am

Aye, no blame to be had on this day. An update will be posted shortly, and then Swedish redheads for all.
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Sammygirl
 
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Post » Fri May 13, 2011 4:30 pm

M'kay, 8.8 is up now. Cue the Jeff Gerstmann jokes.

Also, thanks for your help on this one, Smash.
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Clea Jamerson
 
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Post » Fri May 13, 2011 6:45 pm

Thanks BTB for continuing to support your excellent mod. Thoroughly enjoying my playthrough so far. Just hit level 8 and felt like I really had to earn it.
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sara OMAR
 
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Post » Fri May 13, 2011 3:45 pm

Thanks BTB for continuing to support your excellent mod. Thoroughly enjoying my playthrough so far. Just hit level 8 and felt like I really had to earn it.


Yeah, tell me about it. I'm actually *starting* to play for the first time in... well, ever.

And I'm beginning to think that a better name for my character would have been "Chief Takes-All-Your-[censored]".
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Shiarra Curtis
 
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