[relz] BTB's Game Improvements 4.0

Post » Mon Mar 14, 2011 4:46 pm

(Continued from previous post)

Firstly, I love you.


Are you a Swedish redhead, by any chance?

You seem to have hit upon something quite brilliant here. Secondly, given that that the impetus of your changes seems to be the desire to remove the incentive to grind misc skills for attribute gain, have you considered / is it possible to remove the bonus to the attribute modifier at level up received when that misc. skill has been raised, even when done so by paying a trainer to increase that skill?

This would, I feel, fully cement misc. skills into the background of your character, as it would remove the desire to time misc. skill purchases with the 'real' increases you have made with your major attribute gains in order to max out the level up bonuses. It would completely remove them from consideration in the levelling process altogether.

Alternatively, wouldn't doing this alone (making misc. skills not affect attribute growth bonuses at level up) achieve much the same thing as your're attempting to do here, but without removing the 'natural' misc. skill increase through usage a number of people are used to and expect (although, personally, I'm a great fan of restricting it to trainers, as as you pointed out it greatly increases the importance of the choices made selecting major/minor skills at the start of the game, makes levelling and your characters personal narrative far more focused, while adding far greater depth and meaning to the trainer mechanics for those players who (optionally) wish to engage in it. As they might as a viable new and useful cash sink. Of course, a balance between these could be found).

I'm not sure if this is a possible/ completely crap/ broken and utterly useless suggestion, but I thought I'd just throw it out there, for what it's worth.

Edit: Although, now that I think about it, this might be too restrictive, as paying for these misc. skills might be one of the few opportunities certain characters have to increase an attribute that their major/minor set does not naturally cater for well. Ach well.


As you went back and pointed out yourself, it is somewhat necessary to keep misc skills tied to attribute multipliers (which is good, because to answer your other question, it's not possible to stop them from contributing to multipliers in the CS).

It should be noted that stopping the natural experience gain for misc skills does make raising your attributes more difficult, because any attribute multipliers beyond the 10 you get from major/minor skill gains you will have to pay for. Secondly, any attribute that doesn't govern any of your major or minor skills cannot be raised through any *other* means than paying for it, which hopefully should do a lot to help a character's attributes be more reflective of their character type as their misc skill levels are.
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Jade MacSpade
 
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Post » Tue Mar 15, 2011 5:05 am

Thx BTB for your answers. Please understand I do not say you do half the things you should do. You provide us with a great source of information and patches. Of course, the more of quality stuff you give to players, the more they will ask ;-)

And if you think you have it bad, I've owned this game for over 5 years now and have yet to play more than an hour into it :P

I'm sure you're kidding ?? are you? :-)
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Lynette Wilson
 
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Post » Mon Mar 14, 2011 6:12 pm

Great mods, and thanks especially for extensive documentation and including what each update changes/fixes, although I agree with your overall ethos, I have already made a number of personal changes, so being able to look through what the update changed and update my own files is very useful, so thanks once again.

Small bug report that I don’t think been mentioned, in the alchemy esp, the potion “p_chameleon_c” retains its chameleon effect, rather than the intended change to resist blight like the readme suggests.
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tiffany Royal
 
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Post » Mon Mar 14, 2011 9:04 pm

Thx BTB for your answers. Please understand I do not say you do half the things you should do. You provide us with a great source of information and patches. Of course, the more of quality stuff you give to players, the more they will ask ;-)


Oh, I understand. And I'm quite glad I have people like you who take the time to let me know what they think... helps keep me honest.


I'm sure you're kidding ?? are you? :-)


Not in the least. Every time I actually start playing, it doesn't take me long to start noticing things that need to be fixed. And then the modding starts. I have never played more than a few hours into the game, and don't think I've ever done more than about 5 quests or so. And the only one I've done more than once is that damn dead taxman.

Of course, once I DO start playing, it's going to be awesome.

Great mods, and thanks especially for extensive documentation and including what each update changes/fixes, although I agree with your overall ethos, I have already made a number of personal changes, so being able to look through what the update changed and update my own files is very useful, so thanks once again.


Well, thanks. I put a lot of effort into my documentation not only for everyone else, but also to help me keep track of my own changes.

Small bug report that I don’t think been mentioned, in the alchemy esp, the potion “p_chameleon_c” retains its chameleon effect, rather than the intended change to resist blight like the readme suggests.


Blarg. I'll release a quick 5.1 update in a day or so.
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Lexy Dick
 
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Post » Mon Mar 14, 2011 4:22 pm

I'd really appreciate it if someone who's played a version of the mod through to the late game shared their thoughts on some of the changes, particularly in comparison to WGI.
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Charlotte Buckley
 
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Post » Tue Mar 15, 2011 12:23 am

I'd really appreciate it if someone who's played a version of the mod through to the late game shared their thoughts on some of the changes, particularly in comparison to WGI.


So would I, actually.

I've still yet to play more than an hour into the game >.>
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saharen beauty
 
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Post » Mon Mar 14, 2011 11:47 pm

Ok, 5.1 up.

All it does is fix the chameleon potion problem mentioned earlier.
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Mel E
 
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Post » Mon Mar 14, 2011 6:12 pm

Hey BTB, I am halfway through with 3.0 installed and have no real problems and dont want to risk changing or upgrading any mods right now. This post is a recommendation for anyone and not just new players to install BTBs recommended mods as well from his website - I am at level 15 and still dont have much money and have to continually make choices which makes my first time game experience with Morrowind excellent - for example I cannot outfit my character with full glass armor yet as it is way too expensive to purchase (of course I could steal it but thats not in sync with my character).

I cant find the mod list for new players thread anymore or the link to your website either so I am posting here. This post is a suggestion only. My gameplay experience with the main quest line has been greatly enhanced with the companion mod Julan Ashlander by Katrina. I would highly recommend to you to play a new game with JA installed and just go through the main quest line with the companion JA. Just outstanding and adds hugely to the storyline and very very funny at times - actually so funny its "BTB funny" - but to get the most out of it you have to play as a female dark elf (with red hair for Sweden???)...

Maybe just as an option as I know some may not like companion mods but as a first time player, it is just that good as I have played other companion mods in Oblivion and JA rules. Just a suggestion, take it or leave it.
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Mrs. Patton
 
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Post » Mon Mar 14, 2011 7:22 pm

So how again is this different from MCP or MPP?
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Heather beauchamp
 
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Post » Mon Mar 14, 2011 3:00 pm

So how again is this different from MCP or MPP?

Simple. MPP is a bugfix plugin, MCP is a bugfix that works by making changes to the Morrowind executable (as far as I know) and BTB's mod is more like a balancing mod.
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Sista Sila
 
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Post » Mon Mar 14, 2011 4:21 pm

Hey BTB, I am halfway through with 3.0 installed and have no real problems and dont want to risk changing or upgrading any mods right now. This post is a recommendation for anyone and not just new players to install BTBs recommended mods as well from his website - I am at level 15 and still dont have much money and have to continually make choices which makes my first time game experience with Morrowind excellent - for example I cannot outfit my character with full glass armor yet as it is way too expensive to purchase (of course I could steal it but thats not in sync with my character).


That's good to hear, actually. I'd been curious as to how well the economy would hold up into the late game, and it's good to see that the desired effect is still in place.

So how again is this different from MCP or MPP?


Um... a shorter list might be the ways in which they are alike.

Yes, I've worked to make sure my changes don't overwrite or contradict any of the bugfixes from the MCP and the MPP, but the similarities stop there.
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Lily
 
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Post » Tue Mar 15, 2011 3:19 am

Also, unless anyone finds any problems, I believe that I'm finally actually done with this mod.

*Thinks back to version 1.0*

Yeah...

EDIT: Updated to 5.2 >.<
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evelina c
 
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Post » Tue Mar 15, 2011 2:31 am

a quick word on skill slowdown vs forced training -

why scale it to each skill? why not calculate the total number of skill points earned, and then slow it down once this number passes a series of thresholds? the effect being if i had, say, 700 total points across all of my skills, it takes twice as much work (or training) to reach the next level. then at 1000 it slows down by half again. this way, you can "focus" on misc skills if you like, but at the cost of slowing down level progression later. i think i might whip up a quick and dirty global script to do just that and play around with it next time i start a new game. might be a little while though, working on other stuff.
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Emma Copeland
 
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Post » Mon Mar 14, 2011 5:36 pm

Also, unless anyone finds any problems, I believe that I'm finally actually done with this mod.

So, did you already have another mod project in mind or will you be playing for a while?
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Miguel
 
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Post » Tue Mar 15, 2011 5:14 am

Just when you thought you had finished it - along come I with a problem!

I joined the temple and came to the Vivec Puzzle Canol quest. However, with your settings option in use, I wasn't able to complete it, when my health dropped to zero, so did my fatigue and I died. To get round it I tried disabling the settings option in Wrye Mash and then, when I did the quest without your settings option, I got the proper response, my health regenerated and I was able to complete the task. I re-enabled to settings options after the task was completed (with no ill effects so far, I think). Not sure if it's relevant, but I'm playing a Breton standard Mage class.
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Brooke Turner
 
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Post » Mon Mar 14, 2011 3:04 pm

Also, unless anyone finds any problems, I believe that I'm finally actually done with this mod.

I've heard that one before... :shifty:
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Laura Shipley
 
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Post » Mon Mar 14, 2011 8:23 pm

I joined the temple and came to the Vivec Puzzle Canol quest. However, with your settings option in use, I wasn't able to complete it, when my health dropped to zero, so did my fatigue and I died. To get round it I tried disabling the settings option in Wrye Mash and then, when I did the quest without your settings option, I got the proper response, my health regenerated and I was able to complete the task.

I have the same bug since a few weeks (happened in the las ~4 games I did), but I wasn't sure which mod did that and I didn't suspect BTB's mod. It seems I was wrong. I passed the quest using a good timing getting out of the watter.
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sam westover
 
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Post » Mon Mar 14, 2011 3:31 pm

a quick word on skill slowdown vs forced training -

why scale it to each skill? why not calculate the total number of skill points earned, and then slow it down once this number passes a series of thresholds? the effect being if i had, say, 700 total points across all of my skills, it takes twice as much work (or training) to reach the next level. then at 1000 it slows down by half again. this way, you can "focus" on misc skills if you like, but at the cost of slowing down level progression later. i think i might whip up a quick and dirty global script to do just that and play around with it next time i start a new game. might be a little while though, working on other stuff.


I read that a few times, and I can't say I understand what you're suggesting. Please clarify?

One positive thing I can say about my method, though, is that it doesn't involve scripting, the primary reason being that I'm horrible at it (I can edit existing scripts just fine, but I know squat about making my own). This is good in the sense that it's just one less thing that can potentially go wrong. There's no scripts or slowdowns... just a simple GMST edit to nip the problem in the bud entirely.

So, did you already have another mod project in mind or will you be playing for a while?


Well, I WAS going to actually play through this game I started up the other night, and even post my thoughts on how my mod works in practice as I did, but declaring my mod "finished" seems to just be a damn curse for people to start finding problems with it again >.<

Just when you thought you had finished it - along come I with a problem!

I joined the temple and came to the Vivec Puzzle Canol quest. However, with your settings option in use, I wasn't able to complete it, when my health dropped to zero, so did my fatigue and I died. To get round it I tried disabling the settings option in Wrye Mash and then, when I did the quest without your settings option, I got the proper response, my health regenerated and I was able to complete the task. I re-enabled to settings options after the task was completed (with no ill effects so far, I think). Not sure if it's relevant, but I'm playing a Breton standard Mage class.


Like I said in my email, I don't know enough about that quest to tell you what in my mod could possibly be causing that problem.

I've heard that one before... :shifty:


Oh, hush >.>
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Devin Sluis
 
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Post » Tue Mar 15, 2011 5:06 am

gah, i wrote out the whole stinking script, then i look and see game settings must be changed in the CS, scripts cannot do it. so you cant do my suggestion.

for clarity, my suggestion was to add all skills together, and when this total passes a certain point, lowering fspecial/major/minor/miscSkillbonus.

cant do it that way, so it's moot.
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Riky Carrasco
 
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Post » Mon Mar 14, 2011 2:48 pm

Hi. Are you aware that there is in fact Service Requirements v 1.4.3, and not just 1.3.0, on top which your new edits have been made? At least the site Elric Melnibone has that version, it contains some edits after the version you have, have you taken a look at it?

Here is the link: http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4524
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Spencey!
 
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Post » Mon Mar 14, 2011 5:54 pm

Like I said in my email, I don't know enough about that quest to tell you what in my mod could possibly be causing that problem.


I believe the problem lies in the puzzlecanol script:

begin puzzlecanol;placed on puzzle stairs object;this script runs the center map of the puzzle canol; you must drown yourself in this room for the bridges to appearfloat timershort stateif ( menumode == 1 )	returnendifif ( state == 0 )	"puzzle canol bridge A"->disable	"puzzle canol bridge B"->disable	set state to 10elseif ( state == 10 )		;check for player dieing in here, screen fades in and out, and you get health back	if ( Player->GetHealth <= 10 )				FadeOut 1.0				set state to 20	endifelseif ( state == 20 )		set timer to ( timer + GetSecondsPassed )		if ( timer >= 1.0 )				PlaySound Thunder1				Player->ModCurrentHealth 1000				"puzzle canol bridge A"->enable				"puzzle canol bridge B"->enable				"puzzle canol glow"->disable				"Puzzle Canol Force Field"->disable				set timer to 0				set state to 100				FadeIn 1.0 				disable	;the stairs, which this script is placed on		endifelseif ( state == 100 )	;done	;but keep ressurecting the stupid player at least until they leave the area...	if ( Player->GetHealth <= 10 )		Player->ModCurrentHealth 1000	endif		return		endifend puzzlecanol


As you can see the script waits for the health to drop below 10 to start fadeout and restore your health. Since the health loss for suffocating in your mod is tripled it probably doesn't execute fast enough to save your sorry ass ;) . You should probably raise the threshold to 20hp (or 30 to be on a safe side) to avoid this.
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Rob
 
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Post » Tue Mar 15, 2011 1:24 am

A lot of us may not know you're on version 5.2. Will you be making a new topic for the latest release?
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Jhenna lee Lizama
 
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Post » Mon Mar 14, 2011 3:57 pm

As you can see the script waits for the health to drop below 10 to start fadeout and restore your health. Since the health loss for suffocating in your mod is tripled it probably doesn't execute fast enough to save your sorry ass ;) . You should probably raise the threshold to 20hp (or 30 to be on a safe side) to avoid this.


Interesting... thank ye very much. I'll make the fix and release an update shortly.

A lot of us may not know you're on version 5.2. Will you be making a new topic for the latest release?


I'm trying my best not to flood this board with new threads every time I release a new version, and 4.0 was still my latest "big" release. The only reason version 5.0 was given a major release version number is because of the misc skill growth embargo (which, I imagine, quite a few people still disagree with).
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Jeff Tingler
 
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Post » Tue Mar 15, 2011 2:30 am

Hi. Are you aware that there is in fact Service Requirements v 1.4.3, and not just 1.3.0, on top which your new edits have been made? At least the site Elric Melnibone has that version, it contains some edits after the version you have, have you taken a look at it?

Here is the link: http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4524


Hmm...

Very well, I'll update my version to match.
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lisa nuttall
 
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Post » Mon Mar 14, 2011 7:04 pm

M'kay, updated to 1.5.3

Working on the Service Requirements plugin now.

EDIT: service requirements plugin has been updated and posted to my site.

http://btb2.free.fr/files/morrowind_service.zip

The download is still giving me the old cached version, so it may take a few minutes to update >.>
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alyssa ALYSSA
 
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