[relz] BTB's Game Improvements 3.0

Post » Sat Jan 22, 2011 6:57 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7904

LOTS of changes in this update. Two new plugins, major changes to the existing ones, compatibility with the Morrowind Patch Project, and an overhaul to the documentation. There's far too much to list here, but a complete list of changes is in the version history of the main readme file.


I put a hell of a lot of work into it, so let me know what you think if you're so inclined. i don't see myself updating this thing anymore, but I will if somebody points out something that needs updating. After all, I said the same thing after my last three releases >.<
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Sat Jan 22, 2011 11:50 am

*Uploads version 3.1*

Well, that didn't take long.

Can anyone tell me why it is that if you delete a file from PES and then upload a new one with the same name, the old one sticks? I just had to re-upload 3.1 a few times because I forgot to include the updated plugin with the first upload, and it kept giving me the old one every time I tried to update it.
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Sat Jan 22, 2011 9:51 am

*Uploads version 3.1*

Well, that didn't take long.

Can anyone tell me why it is that if you delete a file from PES and then upload a new one with the same name, the old one sticks? I just had to re-upload 3.1 a few times because I forgot to include the updated plugin with the first upload, and it kept giving me the old one every time I tried to update it.

Seeing as how that's a PES issue, you'd be better served asking that question on the PES forums or PMing a PES moderator. -_-

FYI: http://www.gamesas.com/bgsforums/index.php?showtopic=1041190 is in beta currently and will eventually be released.
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Sat Jan 22, 2011 12:34 am

Thanks for the update. :thumbsup:
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Sat Jan 22, 2011 8:25 am

FYI: http://www.gamesas.com/bgsforums/index.php?showtopic=1041190 is in beta currently and will eventually be released.


*Squee*

I see that I'll have to update my mod when it comes out, too, because it fixes all of the museum scripts.
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Fri Jan 21, 2011 11:30 pm

By the way, I'm currently working on updating the mod list on my site.

It's long overdue.
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Fri Jan 21, 2011 10:21 pm

...and it's done.

Maybe now I can actually play the damn game.
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Sat Jan 22, 2011 4:30 am

Can anyone tell me why it is that if you delete a file from PES and then upload a new one with the same name, the old one sticks? I just had to re-upload 3.1 a few times because I forgot to include the updated plugin with the first upload, and it kept giving me the old one every time I tried to update it.


IIRC PES has an 'update' function. If you don't use it the system will assume that you want to add new files to your mod entry.
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Sat Jan 22, 2011 9:07 am

I can't get the update function to work properly. It just gives me an error saying that I'm uploading the same file.
User avatar
Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Sat Jan 22, 2011 11:35 am

I'm up to 99 downloads, and only 2 votes.

Not sure how I should feel about that... >.>
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Sat Jan 22, 2011 3:06 am

It's been less than two weeks. It takes time to evaluate the changes.
Plus, many of those who download may only be using some components of the mod, and thus don't want to vote on the mod as a whole, when they aren't using all of it.

Have patience...
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Fri Jan 21, 2011 11:48 pm

I'm up to 99 downloads, and only 2 votes.

Not sure how I should feel about that... >.>


Considering that my mod has almost 800 downloads and only 1 vote, uh...pretty darn good? ;)

(Not whining at all, just saying. The ratio of votes to downloads has always been skewed, in my experience. :shrug: I prefer to go by the download count and the fact that I haven't gotten any flame e-mails to feed my ego, rather than the number of votes.)
User avatar
Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Sat Jan 22, 2011 9:27 am

Considering that my mod has almost 800 downloads and only 1 vote, uh...pretty darn good? ;)

(Not whining at all, just saying. The ratio of votes to downloads has always been skewed, in my experience. :shrug: I prefer to go by the download count and the fact that I haven't gotten any flame e-mails to feed my ego, rather than the number of votes.)


Ah, ok. So long as this sort of thing isn't out of the ordinary, I won't worry about it too much, then :)
User avatar
Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Fri Jan 21, 2011 10:15 pm

Updated to 3.2.

Fixed a problem with The Mage birthsign in the "Character" plugin (you should be able to apply it to an existing character) and made a few other changes.

Also, I want to find and kill whoever designed the PES upload system.
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Sat Jan 22, 2011 7:20 am

I've noticed several comments on how I don't say a lot in the description.

Problem is, I can't say too much more than I already do without making it a total infodump. Rather, I'm just directing people tot he readme/changelogs, which I've made as detailed as possible.

Any suggestions?
User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Sat Jan 22, 2011 2:50 am

Bump
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Sat Jan 22, 2011 9:15 am

BTB you have a pm about your work.
User avatar
Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Sat Jan 22, 2011 9:22 am

I responded.
User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Sat Jan 22, 2011 11:02 am

I am using "BTB's Game Improvements".
Because I have been using it only for a little period, a clear evaluation cannot be done.
I think this Mod is good job.

Some thought.
You made Levitate easy to use.
I think Levitate is bit cheatish.
Because you can easily defeat very strong enemy with bow or something.
http://www24.atwiki.jp/morrowind/pub/No%20fair!.jpg

I think Levitate is more difficult magic.
Or NPCs can use Levitate and follow PC.

If NPC have Levitate Potion, they use it and follow you.
http://www24.atwiki.jp/morrowind/pub/levitate%20guard.jpg
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Sat Jan 22, 2011 1:42 pm

I am using "BTB's Game Improvements".
Because I have been using it only for a little period, a clear evaluation cannot be done.
I think this Mod is good job.

Some thought.
You made Levitate easy to use.
I think Levitate is bit cheatish.
Because you can easily defeat very strong enemy with bow or something.
http://www24.atwiki.jp/morrowind/pub/No%20fair!.jpg

I think Levitate is more difficult magic.
Or NPCs can use Levitate and follow PC.

If NPC have Levitate Potion, they use it and follow you.
http://www24.atwiki.jp/morrowind/pub/levitate%20guard.jpg


I agree that Levitate is a bit cheatish, which is why I disabled enchanting for the effect and made custom spells more expensive.

I did make the pre-made spells at least somewhat useful, though, so that they would be worth buying. They're no more cheap than any of the other new pre-made spells, IMO.

And I wasn't aware that NPCs would use Levitate potions...
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Sat Jan 22, 2011 8:31 am

Very interesting. I've only skimmed through the readme files so far, but you definitely have attention to detail and some good ideas. The part I like least is probably the changes to the races, although one might try them for the sake of novelty.

Alchemy should probably be nerfed a little bit more in order to fit in with the rest:
Fortify Luck is almost as bad as Fortify Intelligence, since higher Luck increases the quality of potions made.
Drain Intelligence is available in, e.g., Mazte and Sujamma. It's a small annoyance, but it's silly that getting drunk enough fully recharges your spell points. Damage Magicka instead, perhaps?

Chameleon could use some extra nerfing, perhaps; in my personal WGI version, I replaced it with Invisibilty (or reduced the magntude) in potions and enchantments (*cough* Amulet of Shadows *cough*). As I said before, I haven't had a look at the mod in the CS yet.

Linear stacking (in the sense of drinking a ton of potions, as opposed to the exponential potion strength increases from making and drinking fortification potions) is harder to counter; Oblivion has a limit on the number of active potions. Removing infinite potion/ingredient stocks (as in Piratelord's Trade Enhancements) helps, but it's conflict-prone.
User avatar
Gavin Roberts
 
Posts: 3335
Joined: Fri Jun 08, 2007 8:14 pm

Post » Sat Jan 22, 2011 11:39 am

Updated to version 3.3... at least I think. It's time for my routine 30-minute bull****fest with Planet Elder Scrolls' servers to get the ****ing thing uploaded correctly.

Very interesting. I've only skimmed through the readme files so far, but you definitely have attention to detail and some good ideas. The part I like least is probably the changes to the races, although one might try them for the sake of novelty.


Really? Interesting.

Thanks, though.

Alchemy should probably be nerfed a little bit more in order to fit in with the rest:
Fortify Luck is almost as bad as Fortify Intelligence, since higher Luck increases the quality of potions made.
Drain Intelligence is available in, e.g., Mazte and Sujamma. It's a small annoyance, but it's silly that getting drunk enough fully recharges your spell points. Damage Magicka instead, perhaps?


I wasn't aware that fortify luck increased the power of potions. As far as I know, only intellect does that.

As for Mazte and Sujamma, I'm fine with them the way they are. If anything, my mod actually gives you a reason to seek them out and drink them.

Chameleon could use some extra nerfing, perhaps; in my personal WGI version, I replaced it with Invisibilty (or reduced the magntude) in potions and enchantments (*cough* Amulet of Shadows *cough*). As I said before, I haven't had a look at the mod in the CS yet.


Chameleon is just a pain in the ass to deal with period. Short of removing it from the game altogether, there's only so much that you can do to reel it in. The path I took was shortening the duration of all of the pre-made spells.

I didn't edit any of the stuff you find in the game, mostly because I wasn't aware of any that were bad offenders.

Linear stacking (in the sense of drinking a ton of potions, as opposed to the exponential potion strength increases from making and drinking fortification potions) is harder to counter; Oblivion has a limit on the number of active potions. Removing infinite potion/ingredient stocks (as in Piratelord's Trade Enhancements) helps, but it's conflict-prone.


Yeah, linear stacking is still there... which is why I got rid of fortify intellect. As I said above... I don't know about fortify luck.
User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Sat Jan 22, 2011 2:13 pm

Script "_birthsign_level"

It is necessary to reset variable "timer".
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Fri Jan 21, 2011 11:02 pm

As an aside, it's considered a bad idea to start the name of anything(Script. item, npc, spell, etc.) in the TES:CS with an underscore. Doing so can introduce instability and create errors because it confuses the game engine.

If you have anything in your mod suite that has that attribute, you should really change it.


...

That being said, I like your mod. I've played with it a bit and it's pretty good.

I would extend the activation range a little bit more in your settings.esp though, I had problems activating a few things and ended up having to alter it more towards default to ameliorate the problem.

Also, the feather power of the charioteer is something I would instead set to be a no-cost/no fail high magnitude & duration spell, instead of an ability. Permanent feather effects which aren't attached to items tend to mess up your encumbrance after awhile.

Some of the birthsign changes also don't play well with GCD. I'm not sure why, as GCD is supposed to be compatible with birthsign changing mods. I suspect it's related to the birthsign level script again, but I'm not sure. The ones that alter your statistics don't seem to "stick" through GCD character processing and have to be removed. then you have to reprocess the character and re-apply the birthsign spells to get it to take.

Tiz
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Sat Jan 22, 2011 7:17 am

Updated to 3.4.

Just a minor update to avoid conflicts with LGNPC. No big.
User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Next

Return to III - Morrowind