BTB's Game Improvements - Revenge Of The Topic

Post » Fri May 13, 2011 3:19 pm

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]".



Yeah, you really have to max out your "earning" opportunities. Playing as an honorable gentleman would really make progress hard.

BTW, the link in your sig appears dead... although http://btb2.free.fr/morrowind.html seems to work.. DNS issue?
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Juan Cerda
 
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Post » Fri May 13, 2011 4:57 pm

Yeah, you really have to max out your "earning" opportunities. Playing as an honorable gentleman would really make progress hard.

BTW, the link in your sig appears dead... although http://btb2.free.fr/morrowind.html seems to work.. DNS issue?


Must've only been temporary. Works fine for me.
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jenny goodwin
 
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Post » Fri May 13, 2011 11:46 am

Slightly offtopic question:

On your website, where did all your stories like "A customer approach" go? Those were pretty funny, especially since my brother work in tech-support.
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Nims
 
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Post » Fri May 13, 2011 3:56 pm

Slightly offtopic question:

On your website, where did all your stories like "A customer approach" go? Those were pretty funny, especially since my brother work in tech-support.


I'm in the habit of constantly trying to rebuild my website from the ground up, and I accomplish less and less every time I try.
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Laura
 
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Post » Fri May 13, 2011 8:35 pm

Hit my first error in a while today while exploring up north


"Trap spell 'magicka leech' is invalid trap.Object 'Wizard_chest_01_evil' in cell 'Ibar-Dad'."


Is this possibly anything to do with any of your spell edits BTB?
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Adam
 
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Post » Sat May 14, 2011 1:13 am

Hit my first error in a while today while exploring up north


"Trap spell 'magicka leech' is invalid trap.Object 'Wizard_chest_01_evil' in cell 'Ibar-Dad'."


Is this possibly anything to do with any of your spell edits BTB?


Yep. I wasn't aware that magicka leech was being used in a trap - setting it to "on target" instead of "on touch" caused this problem.

I'll fix it tomorrow.
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Red Sauce
 
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Post » Fri May 13, 2011 8:57 pm

Every time I read your name, I always say "Bee to Bee". Is that how it's supposed to be read?
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Mandy Muir
 
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Post » Fri May 13, 2011 11:56 pm

Every time I read your name, I always say "Bee to Bee". Is that how it's supposed to be read?


It's Bee Tee Bee, actually.

The "T" stands for "The".
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Phillip Brunyee
 
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Post » Sat May 14, 2011 1:20 am

So, I'm actually playing the damn game now, and it's quite interesting how all of my changes have really changed the shape of the game.

For example, I've gained ten skill levels and am now ready to level up. Because of the "no misc skill growth" thing, the only ten levels I've gained are for my major/minor skills. I've gained two levels in axe (for a 2x strength multiplier) and the rest of my gains are in speed & agility skills (four levels each, for a 3x multiplier each). I'm now faced with the decision of leveling up and taking those gains, paying for training to bring my strength multiplier up, paying for training in *another* skill (which I intend to do, anyway), or putting off leveling up so that I can raise my multipliers some more.

Now, by comparison, had I left misc skill growth enabled, I would have already nailed a 5x multiplier in personality from mercantile gains (I've been quite the little homicidal maniac/thief - and I find it very amusing how people watch me enter their homes, walk upstairs, and then walk out the door a few moments later with everything they own shoved down my panties). In other words, my choices are now much more interesting - not to mention more appropriate to the character type I'm playing - than before.
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D LOpez
 
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Post » Sat May 14, 2011 12:37 am

It's funny how you find Morrowind's vanilla economy too exploitable, and made a mod to resolve this, and yet you're apparently this character that steals everything in sight. In my opinion that style of play is a real fun spoiler in the long run. The first time I played Morrowind I played it like that. 'Cuz I had only been playing first-person shooters before, in which you're supposed to pick up every damn object.

Anyway, by stealing that much, you'll probably get too rich too fast, just as in the original game. True?

Right now I'm not stealing at all. Except maybe when someone's been mean to me... But not because I want to be a saint. Stealing is just too easy, there are so many instances where you can totally loot somebody's place and yet they keep treating you like a buddy. That's just stupid.
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CHangohh BOyy
 
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Post » Fri May 13, 2011 12:56 pm

Well, I think this goes back to the type of video game that I was raised on. I come from a time when wandering into peoples' homes and taking all of their [censored] was a favored pastime of many a hero. These days, I just keep doing it because I'm a sociopath and I think it's funny (see also: randomly murdering people).

That being said, I'm not really profiting too much from it. Sure, I've earned several hundred septims from selling mountains of empty bottles and wicker baskets to strangely nonjudgmental pawnbrokers, but with all of the other changes made by my mod, that's not really a whole lot of money - just one significant expense will send my happy ass straight back into the poorhouse.

Anyways, version 8.9 is posted. Thanks once again to everyone for reporting problems back to me.
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jasminε
 
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Post » Fri May 13, 2011 11:05 pm

So, I'm actually playing the damn game now, and it's quite interesting how all of my changes have really changed the shape of the game.

For example, I've gained ten skill levels and am now ready to level up. Because of the "no misc skill growth" thing, the only ten levels I've gained are for my major/minor skills. I've gained two levels in axe (for a 2x strength multiplier) and the rest of my gains are in speed & agility skills (four levels each, for a 3x multiplier each). I'm now faced with the decision of leveling up and taking those gains, paying for training to bring my strength multiplier up, paying for training in *another* skill (which I intend to do, anyway), or putting off leveling up so that I can raise my multipliers some more.

Now, by comparison, had I left misc skill growth enabled, I would have already nailed a 5x multiplier in personality from mercantile gains (I've been quite the little homicidal maniac/thief - and I find it very amusing how people watch me enter their homes, walk upstairs, and then walk out the door a few moments later with everything they own shoved down my panties). In other words, my choices are now much more interesting - not to mention more appropriate to the character type I'm playing - than before.
So your mod is kind of disheartening to power gamers, yes? Because I'm definitely not a power gamer.... not anymore any ways. I used to be when I was playing Daggerfall and first playing MW for the first time in 2009. But after that, I set my character to have 18 STR, 32 END, 31 LUCK, 29 AGI, etc... She's a very weak girl who is gifted in magic but doesn't really know how to fight with weapons that well. So your mod won't drastically change that experience by giving me tons of xp points to add on each level up, right?

It won't bee too much longer beefore BeeTeeBee releases version 10.0. Have you considered working with the team for MCP and MPP? Or vice versa, letting some of them help you with this? Collective ideas and brainstorming is always a plus. :)

(What do the B's stand for?)
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Chrissie Pillinger
 
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Post » Fri May 13, 2011 12:54 pm

So your mod is kind of disheartening to power gamers, yes? Because I'm definitely not a power gamer.... not anymore any ways. I used to be when I was playing Daggerfall and first playing MW for the first time in 2009. But after that, I set my character to have 18 STR, 32 END, 31 LUCK, 29 AGI, etc... She's a very weak girl who is gifted in magic but doesn't really know how to fight with weapons that well. So your mod won't drastically change that experience by giving me tons of xp points to add on each level up, right?


Right. I mean, you *can* earn 5x multipliers, but it will take a hell of a lot more work than before. I also make it easier to grab 3x and 4x multipliers so you don't just go straight for the 5x every time.

It won't bee too much longer beefore BeeTeeBee releases version 10.0.


Well, I may address weapon reach issues in 9.0. I'm not sure, though. Just something I was idly considering earlier.

Have you considered working with the team for MCP and MPP? Or vice versa, letting some of them help you with this? Collective ideas and brainstorming is always a plus. :)


Well, I've often been known to turn to Hrnch and the MCP for issues I can't handle myself, the biggest collaborative project between the two of us being taking down the horribly broken enchant system. I have also contributed to the MPP, including my edited version of the beta and going to great lengths in my own mod to keep all of the MPP fixes intact.

(What do the B's stand for?)


BTB = Billy The Bum
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Ross
 
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Post » Fri May 13, 2011 3:10 pm

You're probably aware of the fact that some enchantments are only partly charged when you find or buy them. I guess this is a result of your spell cost edits, right? Or is it just that you edited the enchantment itself? Anyway, I don't remember this from vanilla Morrowind. But it's no big deal, I think it makes some sense, actually.

But just a sec ago I came across an enchanted projectile that had an -1/200 enchantment! I don't know if the enchantment is still functioning when charged into positive numbers. I guess it is?

Also, a lot of weapons with half-empty enchantments are also partly damaged. This makes no sense at all to me, but I've run into these cases remarkably often by now.

Any thoughts on this, BTB?
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GLOW...
 
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Post » Fri May 13, 2011 9:04 pm

i was wondering if BTB - Alchemy.esp is set in Mlox or anything to load after NOM if used with being that Nom does change a few ingredient effects?
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adam holden
 
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Post » Fri May 13, 2011 1:22 pm

You're probably aware of the fact that some enchantments are only partly charged when you find or buy them. I guess this is a result of your spell cost edits, right? Or is it just that you edited the enchantment itself? Anyway, I don't remember this from vanilla Morrowind. But it's no big deal, I think it makes some sense, actually.

But just a sec ago I came across an enchanted projectile that had an -1/200 enchantment! I don't know if the enchantment is still functioning when charged into positive numbers. I guess it is?

Also, a lot of weapons with half-empty enchantments are also partly damaged. This makes no sense at all to me, but I've run into these cases remarkably often by now.

Any thoughts on this, BTB?


Well, a lot of weapons are partially damaged when you encounter them. My edits have nothing to do with this. I'm honestly not sure about the enchantment charge percentage, though... I'd have to be given a specific example to look up in the CS.

The -1/200 bugs me, though. What projectile was this?

i was wondering if BTB - Alchemy.esp is set in Mlox or anything to load after NOM if used with being that Nom does change a few ingredient effects?


As far as I know, no rules exist yet in Mlox for my mod. I also know nothing of NOM. All i can say is that if the "modified" date on NOM is prior to 10/03/09, then it will load before the "Alchemy" plugin.
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Trista Jim
 
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Post » Fri May 13, 2011 4:36 pm

I think it was the "Dart of Judgment", found in the Llethri guard quarters in Ald'ruhn, lying on a bed. But when I look up this item on UESP.net, it shows no enchantment on this item. Did you put it in place? I think I remember something from your change files about this. Otherwise I'll have to revisit that location to see what's really going on. I'm absolutely certain about the -1/200 charge, though.

The weapon damage must be a coincidence then. I thought damaged weapons were very rare, but I guess I just never noticed them before.

edit: Yeah, just found it in your change readme. Dart of Judgment is the one, Damage Health 50p, new enchantment.

edit: Also, partly charged weapons are commonplace. Just visit an enchanter or smith and see for yourself. Cannot think of a specific item now.
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Gavin boyce
 
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Post » Fri May 13, 2011 1:32 pm

I think it was the "Dart of Judgment", found in the Llethri guard quarters in Ald'ruhn, lying on a bed. But when I look up this item on UESP.net, it shows no enchantment on this item. Did you put it in place? I think I remember something from your change files about this. Otherwise I'll have to revisit that location to see what's really going on. I'm absolutely certain about the -1/200 charge, though.

The weapon damage must be a coincidence then. I thought damaged weapons were very rare, but I guess I just never noticed them before.

edit: Yeah, just found it in your change readme. Dart of Judgment is the one, Damage Health 50p, new enchantment.

edit: Also, partly charged weapons are commonplace. Just visit an enchanter or smith and see for yourself. Cannot think of a specific item now.



Hmm... well, given that it's a "cast on strikes" enchantment on a projectile, I'm curious whether or not the charges are affected?
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Veronica Flores
 
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Post » Fri May 13, 2011 12:00 pm

Sorry, I'm not following you.
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lilmissparty
 
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Post » Fri May 13, 2011 11:29 am

Er... yeah, bad wording.

Short version: does the -1 charge prevent the enchantment from taking effect when the arrow strikes?

Because arrows function more as "cast once" enchantments than as "cast on strikes" enchantments, I'm not sure if their behavior is consistent.
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Dj Matty P
 
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Post » Fri May 13, 2011 7:47 pm

I've only seen the projectile lying around, haven't used it.

Since I'm still not on your payroll as beta tester ;) you might see for yourself.
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Glu Glu
 
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Post » Fri May 13, 2011 7:43 pm

Hey, I just finished reading all of your ReadMes; took quite a long time but was entertaining as hell (in a good way)...

One quick question:
If I'm using mods like better clothes, am I supposed to use your mods in the "Extra Stuff"-Folder in addition or instead of those mods...?
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Lori Joe
 
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Post » Fri May 13, 2011 7:05 pm

The Better Clothes esp provided makes both, the initial BC esp and the addition by Plangkye, obsolete, and shall be used instead.
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i grind hard
 
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Post » Fri May 13, 2011 5:24 pm

I've only seen the projectile lying around, haven't used it.

Since I'm still not on your payroll as beta tester ;) you might see for yourself.


Yeah, I'll have a look into it once I get off shift for the week.
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Emma Louise Adams
 
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Post » Fri May 13, 2011 10:26 pm

You're working on an oil rig or what?
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Nicole Elocin
 
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