[relz] BTB's Game Improvements 4.0

Post » Tue Mar 15, 2011 4:18 am

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

Sweet m?ther of merciful crap, I d? n?t ever want t? d? that much work again in my life, ever. It certainly d?esn't help that every single [censored] time I have to upl?ad something t? the [censored]-ass servers on PES, I have t? try ab?ut nine th?usand [censored] times t? get it right. Damn thing makes me want t? pull my [censored]in' hair ?ut.

HUGE update. Maj?r ?verhauls t? the alchemy ingredients and enchanting systems, new edits t? the pre-made p?ti?ns and enchantments, and a wh?le hell ?f a l?t m?re. Way t?? much t? list here. Check ?ut the readme and version hist?ry f?r m?re.

S?, yeah... we'll see h?w l?ng it takes me t? have t? update it again >.>
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Lyndsey Bird
 
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Post » Mon Mar 14, 2011 11:02 pm

There are Evil GMSTs in "Extra Stuff/Better Clothes (BTB Edit).esp".
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Suzie Dalziel
 
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Post » Mon Mar 14, 2011 1:19 pm

There are Evil GMSTs in "Extra Stuff/Better Clothes (BTB Edit).esp".


Just noticed that and re-uploaded it.

Thought I had gotten in before anyone downloaded it >.>
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louise fortin
 
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Post » Mon Mar 14, 2011 7:22 pm

How does this one differ from the previous version?
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LuBiE LoU
 
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Post » Mon Mar 14, 2011 8:05 pm

How does this one differ from the previous version?


Well...

Version 4.0 (October 01, 2010)


GENERAL UPDATES:

? Set standard dates for all of my plugins for any potential compatibility reasons, and so that they all look nice and organized in the plugin list.

? Added compatibility plugin(s) for "Dark Brotherhood Armor Replacer: Expanded" mod and the "Equipment" plugin (previously available as a separate download) to the "extra stuff" folder. Refer to the readme included with the compatibility plugins and the "conflicts & compatibility" section of the BTB's Game Improvements main readme for more information.

? Added compatibility plugin for "Better Clothes" mod to the "extra stuff" folder. Refer to the readme included with the compatibility plugin and the "conflicts & compatibility" section of the BTB's Game Improvements main readme for more information.

? Removed CalSurGuardMod by Da Nang from the "extra stuff" folder, as it has now been merged with the "Settings" plugin.

? Split the version history information apart from the main readme as it had gotten large enough to warrant its own file and was making the readme too unweildly. Also revamped the way that the version history is written by breaking down the changes by plugin.

? Made other significant changes/updates to the main readme reflecting the changes made in this release.

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"CHARACTER" PLUGIN:

? Added Argonian Swimming ability (swift swim 20) to Argonian race.

? Changed magnitude of restore fatigue effect on Star-Curse power from 1-3 to 2.

? Fixed error where Eye of Valenwood power was incorrectly set to fortify acrobatics instead of marksman.

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"SPELLS" PLUGIN:

? Added enchanting privleges back for bound equipment, sanctuary, reflect, spell absorption, and most school of restoration effects, which had been revoked to prevent constant effect abuse (this is no longer an issue because the "Settings" plugin now disallows constant effect enchantments).

? Added enchanting privleges back for open effect, as the changes made to the enchant system by the "Settings" plugin allow this ability to be more balanced versus your other options.

? Removed spellmaking privleges for lock effect to prevent players from creating one-point magnitude lock spells in order to make raising their security skill even easier than with the pre-made spells. Also incrased magnitude of Lock spell from 1 to 20 and removed all edits to Fenrick's Doorjam spell (default magnitude is 10) except to the cost, which remains at 6 (twice that of the Lock spell).

? Removed spellmaking & enchanting privleges for damage attribute effect due to the same intelligence abuse issues as with drain attribute (left in edit to effect cost to balance NPC-only spells).

? Removed spellmaking & enchanting privleges for drain health effect because it was basically a cheaper version of damage health, and could be greatly abused if the effect cost was lowered so that it could function as intended. Also lowered effect cost from 6.00 to 0.40 to balance alchemy use, and all drain health spells have recieved various changes (see below).

? Removed spellmaking & enchanting privleges for weakness to fire, frost, shock, poison, and magicka effects because they could be put into custom spells or enchantments at a 1-second duration along with the appropriate damage effect to greatly inflate the magnitude at a fraction of the increase in spell cost (also removed edits to effect costs).

? Removed spellmaking & enchanting privleges for fortify fatigue effect to prevent players from abusing low-duration/high-magnitude spells for various imbalancing purposes. Also removed edit to effect cost, doubled cost of all fortify fatigue spells, and lowered magnitudes from 50/100/200 to 20/50/100.

? Removed spellmaking & enchanting privleges for levitate effect to prevent players from using it as an offensive effect. Also lowered effect cost from 6.00 to default value of 3.00 to balance alchemy use.

? Raised effect cost of bound spear from 5.00 to 10.00 and re-calculated Bound Spear spell.

? Lowered effect cost of bound mace effect from 10.00 to 5.00 and re-calculated Bound Mace spell.

? Lowered effect cost of drain magicka from 0.60 to 0.20 and raised magnitude of all drain magicka spells from 20-60/60-100/80-120 to 40-80/80-120/80-160. Magicka Leech spell (see below) has had its effects changed, and thus now has completely different settings.

? Lowered effect cost of drain fatigue from 2.00 to 0.10, raised magnitude of all drain fatigue spells from 6-10/10-18/10-30 to 120-200/200-360/200-600, and raised area of Sleep and Ordeal of St. Olms spells from 0 to 5.

? Lowered effect cost of fortify health from 0.60 to 0.30, lowered cost of Vitality spell from 15 to 6, and lowered magnitude from 25 to 20.

? Lowered effect cost of resist common disease from 0.40 to 0.20 and lowered cost of all resist common disease spells from 15/24/45/60 to 9/15/24/36.

? Lowered effect cost of resist blight disease from 0.60 to 0.40, lowered cost of all resist blight disease spells from 15/24/45/60 to 9/15/24/36, and lowered durations from 40 to 30.

? Lowered effect cost of restore attribute from 40.00 to 20.00, lowered cost of all restore attribute spells from 15 to 10, and raised magnitudes from 10 to 20.

? Lowered effect cost of slowfall from 10.00 to 6.00 and lowered cost of Slowfall spell from 5 to 3.

? Removed edit to telekinesis effect cost since the "Alchemy" plugin has been updated to remove the effect from ingredients, and thus the increased effect cost was no longer necessary.

? Added edit to Mephala's Skill spell (removed chameleon effect and lowered spell cost from 30 to 5).

? Added edits to Gripes and Blessed Word spells and added them to the list of spells available from Ferise Varo at Vos.

? Added cure blight disease effect back to Rilms' Gift spell.

? Added detect animal effect to Tevral's Hawkshaw spell and raised the duration(s) from 5 to 30.

? Added Rally Beast spell to the list of spells available from Arrille at Seyda Neen.

? Lowered duration of Soul Trap spell from 30 to 20 and added it to the list of spells available from Arrille at Seyda Neen.

? Lowered magnitude of Telekinesis spell from 5 to 2 and raised the duration from 5 to 30.

? Lowered magnitude of Open spell from 10-20 to 10-19.

? Lowered magnitude of Ondusi's Open Door spell from 20-40 to 20-39.

? Lowered magnitude of Strong Open spell from 40-60 to 40-59.

? Lowered magnitude of Great Open spell from 60-80 to 60-79.

? Lowered magnitude of Turn of the Wheel spell from 10-20 to 10.

? Lowered magnitude of Resist Paralysis spell from 50 to 25 and raised duration from 30 to 40.

? Lowered magnitude of Free Action spell from 75 to 50 and lowered duration from 60 to 40.

? Raised cost of Daedric Luck spell from 30 to 60.

? Raised duration of Tinur's Hoptoad spell from 10 to 20.

? Raised durations of Charm Mortal and Charming Touch spells from 10 to 30.

? Raised duration of Wound spell from 1 to 10, lowered (sort of) magnitude from 20 to 10-25, and raised cost from 3 to 5.

? Raised duration of Wounding Touch spell from 1 to 10, lowered magnitude from 40 to 20-30, and lowered cost from 6 to 5.

? Raised duration of Weeping Wound spell from 1 to 10, raised magnitude from 20-60 to 40-60, and raised cost from 9 to 15.

? Raised duration of Wild Weeping Wound spell from 1 to 10, raised magnitude from 20-100 to 80-120, and raised cost from 18 to 30.

? Raised duration of Sphere of Negation spell from 1 to 30, raised magnitude from 50-75 to 80-120, lowered area from 25 to 20, and raised cost from 30 to 45.

? Raised magnitude of Drain Blood spell from 100 to 120-180 and raised cost from 30 to 60.

? Raised magnitude of Wild Levitate spell from 60-100 to 70-100.

? Raised area of Weary, Cruel Weary, and Dire Weary spells from 0 to 10.

? Changed effect(s) of Zenithar's Gospel spell from fortify personality on self to cure poison/restore health on touch (spell cost, magnitude, and duration have all been adjusted accordingly).

? Changed effect of Magicka Leech spell from drain magicka on touch to damage magicka on target (spell cost and duration have been adjusted accordingly; magnitude is the same).

? Changed effects of Spell Drain (NPC-only) spell from damage magicka/silence to damage magicka/poison (magnitude and duration have been adjusted accoringly; spell cost is the same).

? Added fire and frost effects to Smite the Ungodly (NPC-only) spell, lowered magnitude of shock effect from 50-120 to 30-100, and set it to "on touch" instead of "on target".

? Removed damage health effect from Vivec's Wrath (NPC-only) spell, and raised the magnitude(s) from 15-45 (shock damage) and 25-40 (fire/frost damage) to 25-75 (shock damage) and 25-50 (fire/frost damage)

? Removed paralyze effect from Viper (NPC-only) spell and raised duration from 10 to 15.

? Removed absorb health effect from Tap Energy (NPC-only) spell, raised duration from 1 to 40, and lowered magnitude from 50-100 to 5.

? Lowered magnitude of Shard (NPC-only) spell from 25-40 to 15-30.

? Lowered magnitude of Sting (NPC-only) spell from 5-12 to 5-6.

? Lowered magnitude of NPC Absorb Fatigue 2 (NPC-only) spell from 10 to 5 and raised duration from 10 to 20.

? Lowered magnitude of NPC Absorb Fatigue 3 (NPC-only) spell from 10 to 5, raised duration from 10 to 30, and set it to "on touch" instead of "on target"

? Raised magnitude of NPC Absorb Magicka 3 (NPC-only) spell from 50 to 75 and set it to "on touch" instead of "on target".

? Changed magnitude of NPC Absorb Health 1 (NPC-only) spell from 20 to 10-30.

? Changed magnitude of NPC Absorb Health 2 (NPC-only) spell from 20 to 10-30.

? Changed magnitude of NPC Absorb Health 3 (NPC-only) spell from 40 to 30-90 and set it to "on touch" instead of "on target".

? Added edits to Ash Feast, Bone Guard, Dread Curse: Endurance, Dread Curse: Strength, Force Bolt, Frost Shield, Ghost Curse, and Life Force (NPC-only) spells.

? Added new NPC-only fire, ice, and lightning spells.

? Removed edits to Burning Hand power and Cure Common Disease on Other/Victim spells.

? Removed new NPC-only damage attribute, disintegrate armor/weapon, and dispel spells.

? Fixed error where new NPC-only silence spells had not been added as indicated in the changelog.

? Fixed error where Daedric Strength spell was not given the edits indicated in the changelog.

? Fixed error where Balyna's Antidote, Blood Sacrifice, Knuckle Luck, Rilm's Cure, Shockbite, Vivec's Tears, and some of the new NPC spells had their duration(s) incorrectly set to 0.

? Fixed error where Flame spell (which is used for a trap in the game) was causing in-game errors by setting it back to "on touch" instead of "on target".

? Fixed error where Arrille was incorrectly given "cheap" restore health and fatigue potions (as per the Morrowind Patch Project) instead of "bargain".

? Fixed some minor errors/typos in the changelog, including annotating all new spell effects and removal of auto-calculation from edited spells.

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"ALCHEMY" PLUGIN:

? Added edits to the pre-made potions and liquors to complement changes made to ignredients, as well as those made by the "Spells" plugin. In addition to magnitude, duration, and value edits, this included converting potions with negative or abuseable effects into potions with different effects (see below).

? Removed the following (lines of) pre-made potions: burden, paralyze, silence, light, chameleon, fortify luck, fortify intelligence, and cure paralyzation.

? Added the following (lines of) pre-made potions: slowfall, shield, water breathing, water walking, sanctuary, resist blight (disease), resist paralysis, and divine intervention. Also added "standard" quality feather and swift swim potions.

? Renamed all "spoiled" potions to "Spoiled Potion", changed all of their positive effects to restore magicka 30 points, and changed all negative effects to damage instead of drain the attribute in question (except drain magicka, which was changed to damage health, instead).

? Standardized the naming format of all non-standalone potions to "(Quality) + (Effect)", where "quality" is one of the following: Bargain, Cheap, Standard, Quality, or Exclusive.

? Completely overhauled the effects on (almost) every ingredient in the game for better balance and distribution of the postive effects, as well as so that the negative effects will show up more often and will be more appropriately matched against the desired positive effect(s).

? Removed the following ingredient effects: telekinesis, fortify fatigue, fortify luck, weakness to common disease (a new effect I'd previously added), drain magicka, and drain endurance.

? Added the following ingredient effects: sanctuary, shield, and jump.

? Added "Alchemy Effects.html" file to the "Extra Stuff" folder as a handy reference for all of my new alchemy ingredient effect settings.

? Added edits to values of Bonemeal, Corpus Weepings, Resin, and Scuttle.

? Raised value of Grahl Eyeball from 150 to 500.

? Raised value of Gravetar from 100 to 150.

? Raised value of Ghoul Heart from 75 to 100.

? Raised value of Heartwood from 150 to 500.

? Raised value of Raw Ebony from 75 to 150.

? Raised value of Raw Stalhrim from 250 to 500.

? Raised value of Vampire Dust from 200 to 250.

? Raised value of Black Lichen and Red Lichen from 10 to 15.

? Lowered value of Green Lichen from 25 to 15.

? Lowered value of Daedra Skin from 100 to 50.

? Removed edit to weight of Small Kwama Egg.

? Removed edit to values of Daedra Heart, Raw Glass, Roobrush, and Scathecraw.

? Fixed error where Snow Wolf and Snow Bear Pelt values hadn't been edited as the changelog indicated.

? Fixed error where Scrib Cabbage weight and value hadn't been edited as the changelog indicated.

---------------------------------------------------------------------------------------------------------

"EQUIPMENT" PLUGIN:


? Added edits to the enchantments on most of the game's items and equipment to complement the changes made in the "Spells" plugin. Also edited the enchantments on some of the bound equipment.

? Added edits to values of most of the special/unique and generic magic items that I hadn't already edited, as they were almost all undervalued (even considering the lowered values of everything else).

? Added edits to values of Snow Wolf/Snow Bear armor, Mehrunes' Razor, and Vivec Ashmask (lowered them, as with the other value edits to expensive equipment).

? Added edits to health of Ebony and Daedric Tower Shields (raised them both, so that they would be more distinct from their non-tower versions).

? Added edits to the health of Ancient Steel armor (doubled to make it equal to regular steel armor).

? Added edits to weights of Stendarr's Hammer and Robe of the Lich (lowering them both, and rendering the former actually useable).

? Added edits to armor ratings of Dwemer, Ebony, Indoril, Snow Bear, Ancient Steel, and Nordic Mail armor, as well as several unique items and artifacts, to better balance the three armor classes.

? Added edits to armor rating and value of Dwemer Battle Shield (raised the armor rating from 20 to 40 to make it better than a normal dwemer shield and raised the value from 510 to 1,000 to match).

? Added edits to armor ratings of Spirit of Indoril and Succour of Indoril to match the rest of the Indoril armor (raised from 45 to 50).

? Raised armor ratings of Bear armor, Helmet of Bearkind, and Helm of Bear Scent from 20 to 30.

? Raised armor rating of Ice armor from 55 to 60.

? Removed edits to armor rating of Royal Guard armor (except for the greaves and boots, which are both set to 55 to match the rest of the set).

? Added edit to value of Ebony Arrow (raised from 10 to 50).

? Raised value of Glass Throwing Star from 15 to 25.

? Raised values of Ebony Dart and Ebony Throwing Star from 20 to 50.

? Raised value of Glass Arrow from 5 to 25.

? Raised value of Glass Throwing Star from 15 to 25.

? Raised values of Daedric Arrow and Daedric Dart from 25 to 100.

? Raised value of Dwarven Dart from 100 to 250.

? Raised value of Spring Dart from 150 to 500.

? Raised value of Fine Spring Dart from 160 to 500.

? Raised value of A Carved Ebony Dart from 200 to 250 and added enchantment (damage health 25).

? Raised value of Dart of Judgment from 100 to 500 (default) and added enchantment (damage health 50).

? Raised values of Devil Spear and Fiend Spear from 750 to 1,000.

? Raised value of Demon Longbow, Devil Longbow, and Fiend Longbow from 1,250 to 1,500.

? Raised value of Fiend Battle Axe from 1,500 to 2,000.

? Raised value of "Wild" Flameblade, Shardblade, Sparkblade, and Viperblade from 2,000 to 3,000.

? Raised values of Barenziah's Dagger (the unique Daedric Dagger carried by Queen Barenziah) and Blessed Spear from 1,000 to 2,000.

? Raised values of Elanande's War Axe and Soscean's Shortsword from 1,500 to 2,000.

? Raised values of Dagger of Symmachus and Mace of Slurring from 2,000 to 5,000.

? Raised values of Mantle of Woe, Robe of the Lich, and Stormfang from 2,500 to 5,000.

? Raised values of Hunter's Amulet of Speed and Hunter's Amulet of Strength from 3,000 to 5,000.

? Raised value of Boethiah's Walking Stick from 5,000 to 6,000.

? Lowered value of Demon Mace from 1,000 to 750 and changed "base" item from Ebony Mace to Steel Mace (all settings and artwork have been adjusted accordingly).

? Lowered value of Fiend Helm from 3,000 to 1,000.

? Lowered values of Ancestral Wisdom Staff, Crosier of St. Llothis, Fathasa's Ring, Hellfire Staff, Her Ebony Scimitar, Mentor's Ring, Ring of Azura, Ring of Regeneration, Ring of the Wind, and Staff of Carnal Chanelling from 2,500 to 2,000.

? Removed edits to values of Royal Signet Ring and Glass Throwing Knife.

? Fixed error where Sixth House Bell Hammer value was not edited as the changelog indicated.

? Fixed error where Indoril Boots and Shield armor ratings were not edited as the changelog indicated.

? Fixed error where the museum still paid you based on the old equipment values by editing the dialogue entries to reflect the new equipment values.

? Renamed the unique Daedric Cuirass, Daedric Dagger, Daedric Greaves, Daedric Wakizashi, Dreugh Cuirass, Ebony Spear, Goblin Buckler, Nordic Silver Battleaxe, Nordic Silver Longsword, and Silver Spear to avoid any confusion.

? Separated generic, magic, and special item values in the changelog for better organization (and because the list had gotten ridiculously long).

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"SETTINGS" PLUGIN:


? Added edit to every cell in the game in which it was legal to camp and made those cells illegal to camp in, making it impossible to rest without a bed (this should not cause any conflict issues - see the readme for more details). Also removed edits to fSleepRandMod and fSleepRestMod GMSTs that made it impossible to sleep in the wilderness without being immediately attacked, as they were no longer needed.

? Added edit to sRestIllegal GMST to change the "camping here is illegal..." message to simply ask how long you want to wait, since camping has been completely disabled by the above edit.

? Raised iMaxActivateDist and iMaxInfoDist GMSTs from 150 to 160, increasing the object activation range and the object "help" range from approximately 7 feet to a little over 7 feet.

? Lowered fBarterGoldResetDelay GMST from 240.0 to 1.0, lowering the amount of time it takes for a merchant's available gold to reset to its default value from 10 days to 1 hour.

? Removed edit to iBarterFailDisposition GMST that increased the dispotion penalty for failed bargains because the Morrowind Code Patch now makes these penalties permanent.

? Removed edit to iMagicItemChargeUse GMST because it didn't do what I was wanting it to do.

? Added edit to fEnchantmentChanceMult GMST, which disallows players from creating self-enchanted items by making it impossibly difficult to do so. Also removed edit to experience gain to Enchant skill for item creation, as it was no longer necessary.

? Added edit to fEnchantmentValueMult GMST, which lowers the cost of paying for enchantments to one quarter of the original amount.

? Added edit to iSoulAmountForConstantEffect GMST, which makes it impossible to create constant effect enchantments by making the soul requirement higher than any soul in the game.

? Lowered fMagicItemRechargePerSecond GMST from 0.025 to 0.000, causing enchanted items to no longer recharge over time (you will need to use soul gems for this purpose).

? Lowered fSoulGemMult GMST from 30.0 to 2.0, changing the holding capacity of soul gems to twice the value of the gem (instead of thirty times the value). Also edited the values of soul gems (see below).

? Raised value of Petty Soul Gem from 1 to 5 (lowers capacity from 30 to 10 due to GMST edit).

? Raised value of Lesser Soul Gem from 2 to 15 (lowers capacity from 60 to 30 due to GMST edit).

? Raised value of Common Soul Gem from 4 to 50 (lowers capacity from 120 to 100 due to GMST edit).

? Raised value of Greater Soul Gem from 6 to 100 (raises capacity from 180 to 200 due to GMST edit).

? Raised value of Grand Soul Gem from 10 to 300 (raises capacity from 300 to default value of 600 due to GMST edit).

? Raised value of Azura's Star from 50 to 1,000 (raises capacity from 1,500 to 2,000 due to GMST edit, not that it actually matters since the highest soul in the game is 1,500).

? Raised experience gain to enchant skill per "cast on strikes" use from 0.10 to 0.20.

? Raised experience gain to enchant skill per enchanted item use from 0.20 to 0.50.

? Raised experience gain to mercantile skill per bargain from 0.10 to 0.50.

? Added edits to experience gain to athletics skill for running (lowered from 0.02/sec to 0.01/sec) and swimming (raised from 0.03/sec to 0.05/sec).

? Added edits to enchant value of paper and rolled paper, raising them to 900 and 1800, respectively.

? Added a restocking supply of various soul gems to several merchants. These are the same NPCs that the "Spells" plugin edits with new spells to sell, so those changes have also been added to this plugin for compatibility reasons (refer to the readme for more information).

? Added guards to the Mage's Guild Tower in Caldera, Ralds Oril's shop in Suran, and Nalcarya's shop in Balmora (note: the first two of these additions are formerly the CalSurGuardMod by Da Nang, which has been merged with this plugin).
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cheryl wright
 
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Post » Mon Mar 14, 2011 6:52 pm

Would you be able to add the ability for magicka to regenerate the way it does in Oblivion? ya know, without having to rest or drink lots of restore magicka potions? Surely that must be doable.
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Izzy Coleman
 
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Post » Tue Mar 15, 2011 3:46 am

Would you be able to add the ability for magicka to regenerate the way it does in Oblivion? ya know, without having to rest or drink lots of restore magicka potions? Surely that must be doable.


Already been done. Look for a mod called "Fair Magicka Regen" on PES.

I used to host it on my mod list and then removed it once I decided that regenerating magicka was too cheap. I come from the old days of video games, where they were made to kick your ass and make you like it.
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My blood
 
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Post » Mon Mar 14, 2011 5:06 pm

Thanks!

Guess I'll get to work on adding all the spell stuff to NEDE/Spectacular Sorcery. :P

And to make the characters plugin compatible with GCD I only have to remove the birthsign script right?
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jesse villaneda
 
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Post » Mon Mar 14, 2011 3:31 pm

And to make the characters plugin compatible with GCD I only have to remove the birthsign script right?


I'm not sure, actually. I really wish I knew, because people ask about GCD a lot.

In fact, if you wanted to post what you know about GCD here, maybe I could give you a hand figuring it out (I have no personal experience with GCD, aside from trying it years ago and not caring for it - I'm more a proponent of hard limits rather than GCD's "soft" limits).
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Kristina Campbell
 
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Post » Tue Mar 15, 2011 2:40 am

-grab the alchemy plugin-

Thank you for the major update! Greatly appreciated.
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Sammygirl
 
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Post » Tue Mar 15, 2011 5:11 am

Glad to oblige
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Brandon Wilson
 
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Post » Tue Mar 15, 2011 2:44 am

Just got done updating the long-lost "sixth plugin" for BTB's Game Improvements, which is basically an edited version of the "required" plugin for Morrowind Advanced 1.82 (the .esm version) that adds new diseases, edits the new ingredients added by Morrowind Advanced, and adds a handful of Morrowind Patch Project fixes that were made after the last version of MA was released.

http://btb2.free.fr/site/downloads/morrowind_advanced.zip

Good stuff.
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Shaylee Shaw
 
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Post » Mon Mar 14, 2011 2:36 pm

Already been done. Look for a mod called "Fair Magicka Regen" on PES.

I used to host it on my mod list and then removed it once I decided that regenerating magicka was too cheap. I come from the old days of video games, where they were made to kick your ass and make you like it.



If I were to use this mod, would i need to set it to load after your 5 modules?

Thanks for this release the way, have been holding off starting a new game until it was out.
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Ezekiel Macallister
 
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Post » Mon Mar 14, 2011 1:07 pm

First of all, thank you very much for your Game Improvements mod and your Morrowind Mod List page.
Even if a lot of your changes may be quite disturbing at first, I understand and love the overall balance and coherence of them, you really did an amazing work :)

I would like to know if you could ease the use of your mod in conjunction with the great mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2030 (GCD).
You certainly are aware of this mod, which removes level caps and allows the player to concentrate on his adventures instead of on being forced to use specific skills at specific times.

The concerned parts of your mod I think about are:
- The Level-Up Birthsign Remover, as GCD already removes the cap for attributes (and skills), so it may conflict with your scripts. Would it be possible to have it as a separate plugin?
- The new attribute and skill values (races and birthsigns of the Character Mod), as GCD expect a certain range of values for both attributes and skills. It may work as GCD partially takes into account potential modifications in its calculations, but I think attributes starting at 20 may be really hard to increase. Also the Lady birthsign gives too high skill bonuses (even after you cut them down) compared to other birthsigns: a total of 40 while others have a max of 20.
- The change of the governor attribute for acrobatics and hand-to-hand, as GCD has set its coefficients based on original Morrowind settings (eg. increasing acrobatics will mainly increase your strength).
- The iLevelUp0*Mult settings do not make sense anymore as there is no more level up in GCD, but they may conflict with GCD's scripts (not sure at all).

Other remark, on the better Clothes patched plugin: the Darknut's plugin, the one available on planeteldescroll, doesn't use a plugin file, so there is no need for such a patch, except for those who may have downloaded the old version done by psychodogstudios.
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Janette Segura
 
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Post » Mon Mar 14, 2011 5:35 pm

Other remark, on the better Clothes patched plugin: the Darknut's plugin, the one available on planeteldescroll, doesn't use a plugin file, so there is no need for such a patch, except for those who may have downloaded the old version done by psychodogstudios.

Darknut's version is only a texture replacer for Better Clothes, it does not include the mesh changes from the original mod.
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Brooke Turner
 
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Post » Mon Mar 14, 2011 3:00 pm

Darknut's version is only a texture replacer for Better Clothes, it does not include the mesh changes from the original mod.

Thanks for the info! It is sad the original mod is not on PES, and has to be downloaded on a site which is tagged as not safe by http://www.google.ca/interstitial?url=http://www.psychodogstudios.com/betterclothes/ and my http://www.psychodogstudios.com/betterclothes/.
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Naazhe Perezz
 
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Post » Mon Mar 14, 2011 5:20 pm

Yeah lots of sites seem to have this issue now (or fixed the issue and are now stuck with a malware warning screen until it's removed), like Nexus. Hopefully it'll all get solved soon.


BTW I guess that now player made potions are worth less you wanted to compensate a bit, but IMO cliff racer plumes and bonemeal are a bit too expensive, consider how very common they are.
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Elena Alina
 
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Post » Tue Mar 15, 2011 4:13 am

If I were to use this mod, would i need to set it to load after your 5 modules?


Doesn't matter. Fair Magicka Regen makes no changes which would conflict with mine.

Thanks for this release the way, have been holding off starting a new game until it was out.


Yeah, so have I :P


I would like to know if you could ease the use of your mod in conjunction with the great mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2030 (GCD).
You certainly are aware of this mod, which removes level caps and allows the player to concentrate on his adventures instead of on being forced to use specific skills at specific times.


As I've mentioned before, I'm aware of GCD and *potential* for problem between it and my mod, but I don't know enough about GCD to say if there even is one at all.

Like I said, if someone can sort of post what GCD does, maybe I can help figure it out. But I'm truthfully more interested in finding a way to institute "Hard" level caps (40 for misc skills, 70 for minor skills, and 100 for major skills) than I am in the "soft" ones provided by GCD, which is why I honestly haven't put more effort into investigating the issue.

Other remark, on the better Clothes patched plugin: the Darknut's plugin, the one available on planeteldescroll, doesn't use a plugin file, so there is no need for such a patch, except for those who may have downloaded the old version done by psychodogstudios.


Darknut's clothes are a straight-up texture replacer. You'll still need the Better clothes plugin to change the references on the items themselves.

Thanks for the info! It is sad the original mod is not on PES, and has to be downloaded on a site which is tagged as not safe by http://www.google.ca/interstitial?url=http://www.psychodogstudios.com/betterclothes/ and my http://www.psychodogstudios.com/betterclothes/.


For the time being, I've uploaded it here:

http://www.megaupload.com/?d=707S97YT

What I think I will do is, when I update my mod list, make a download consisting of the Better Clothes plugin and all the files that are not overwritten by Darknut's mod. That should let me keep the file size low.

Yeah lots of sites seem to have this issue now (or fixed the issue and are now stuck with a malware warning screen until it's removed), like Nexus. Hopefully it'll all get solved soon.


Yeah, hopefully.

BTW I guess that now player made potions are worth less you wanted to compensate a bit, but IMO cliff racer plumes and bonemeal are a bit too expensive, consider how very common they are.


I thought that too, particularly about Cliff Racers, but then I remembered how annoying most people find them.

Also, remember that I use HotFusion's economy Adjuster mod, and thus am used to dealing with far more skilled merchants than in the unmodded game. I made a comment somewhere in the readme that a lot of values I set may still seem too high if you're not using a mod which does the same thing
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James Wilson
 
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Post » Tue Mar 15, 2011 2:18 am

But I'm truthfully more interested in finding a way to institute "Hard" level caps (40 for misc skills, 70 for minor skills, and 100 for major skills) than I am in the "soft" ones provided by GCD, which is why I honestly haven't put more effort into investigating the issue.

Thx for your answer. I'm not sure what you mean by "Hard" level caps, but considering your work, I'm confident it certainly is a good idea.
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Heather Stewart
 
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Post » Mon Mar 14, 2011 3:15 pm

Thx for your answer. I'm not sure what you mean by "Hard" level caps, but considering your work, I'm confident it certainly is a good idea.


GCD removes the level caps entirely and relies on the fact that raising your skill simply takes much, much longer to do over time to keep the player from raising their stats to godly levels. This is a "soft" limit in the sense that the only true limitation is your patience, and your skills can still be raised up to insane levels if you put the time and/or effort into it.

By "hard" level caps, I mean that I want to set specific limitations for the maximum skill level allowed for skills: 100 for major ones, 70 for minor ones, and 40 for miscellaneous ones. I've made a very long, rambling post in another thread describing why I think this is a good idea and why I want to do it. I'll repost it here if discussion warrants.
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u gone see
 
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Post » Mon Mar 14, 2011 11:42 pm

By "hard" level caps, I mean that I want to set specific limitations for the maximum skill level allowed for skills: 100 for major ones, 70 for minor ones, and 40 for miscellaneous ones. I've made a very long, rambling post in another thread describing why I think this is a good idea and why I want to do it. I'll repost it here if discussion warrants.

Could you post the link to the corresponding thread?

BTW, I'm playing your mod and like it very much.
I finally have fun looking for new spells and enchanted items, and the game doesn't come easy too quickly (I also use MWA, EcoAdj...).
Remarks:
- I just got the Boots of Blinding Speed but the effect only lasts one sec instead of 60 as you wrote in the doc.
- Galbedir sells me a Grand Soul Gem with a soul of a Winged Twilight for 90,000 gold, is it done by your settings? Isn't too much?
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Javier Borjas
 
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Post » Mon Mar 14, 2011 9:57 pm

Could you post the link to the corresponding thread?


http://www.gamesas.com/index.php?/topic/1110449-i-want-to-know-if-this-is-possible/

And this is the specific post:

http://www.gamesas.com/index.php?/topic/1110449-i-want-to-know-if-this-is-possible/page__view__findpost__p__16411974

- I just got the Boots of Blinding Speed but the effect only lasts one sec instead of 60 as you wrote in the doc.


Ah, crap.

Yeah, that's a mistake. I'll fix it and upload a new version in the next day or so. You can fix it on your own, if you want (and know where to look).

- Galbedir sends me a Grand Soul Gem with a soul of a Winged Twilight for 90,000 gold, is it done by your settings? Isn't too much?


That's actually a function of the Morrowind Code Patch, not my mod.
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Lewis Morel
 
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Post » Mon Mar 14, 2011 10:00 pm

Quick update to version 4.1 to fix the problem mentioned here and a few other minor things.

Also, I just got done with my edit of the Service Requirements mod, in case anybody is interested:

http://btb2.free.fr/site/downloads/morrowind_service.zip

It's basically like the "Factions" module from Wakim's Game Improvements, but it meshes a bit better with my mod (which was built to replace Wakim's, after all).
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mishionary
 
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Post » Tue Mar 15, 2011 3:29 am

BTB, I love so many changes you've done on so many aspects of the game, great work and big thx!

Here are a few things that bother me though (in btb 4.1 and Service Requirements):
- Fatigue loss from attacking: I find the new value to be too high. Any fight with a single opponent is now most of the times sufficient remove all your fatigue, leaving your character unable to correctly hit any next target, and forcing him to constantly use potions/enchantments/... to refill his stamina.
- Mercantile progression rate: With the new increased value, it is too easy to boost your skill in a very short time. The first purchases I've done in Seyda Neen resulted in one level up for mercantile for each item! I find the original value was already high.
- Traveling: Morrowind is a *big* game where the player moves *really* slowly. Now you've made quite useless the Boots of Blinding Speed and with the new skill prerequisites for the mage guild teleportation (done by the Service Requirements), any character being not a mage will spend an IRL lifetime running slowly on the lands of Vvardenfell to achieve his quests and to find the expensive and slow silt striders/boats.
- Enchantment: If I understand well, the only way to use enchanted items now is to have a good skill in enchantment and use soul gems to refill your items, as they will *not* automatically refill over time. Am I right? If so, how could anyone enjoy the huge quantity of wonderful enchanted items?
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Angela Woods
 
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Post » Mon Mar 14, 2011 5:03 pm

BTB, I love so many changes you've done on so many aspects of the game, great work and big thx!


You're quite welcome.

- Fatigue loss from attacking: I find the new value to be too high. Any fight with a single opponent is now most of the times sufficient remove all your fatigue, leaving your character unable to correctly hit any next target, and forcing him to constantly use potions/enchantments/... to refill his stamina.


Well, the idea is that even a single fight would be pretty draining if you got into one while you were travelling, but this way your faitgue will still recharge when you're done even if you keep running.

If you get into multiple chains of fights at a time... yeah, that's what restore fatigue potions/spells/enchantments are for. I did my best to make the effect cheap and easy to come by.

- Mercantile progression rate: With the new increased value, it is too easy to boost your skill in a very short time. The first purchases I've done in Seyda Neen resulted in one level up for mercantile for each item! I find the original value was already high.


It does that at lower levels. It slwos down a lot over time, though.

Still... you may have a point. I might go back and lower them a bit, anyway.

- Traveling: Morrowind is a *big* game where the player moves *really* slowly. Now you've made quite useless the Boots of Blinding Speed and with the new skill prerequisites for the mage guild teleportation (done by the Service Requirements), any character being not a mage will spend an IRL lifetime running slowly on the lands of Vvardenfell to achieve his quests and to find the expensive and slow silt striders/boats.


Yes. You are correct, sir >.>

- Enchantment: If I understand well, the only way to use enchanted items now is to have a good skill in enchantment and use soul gems to refill your items, as they will *not* automatically refill over time. Am I right? If so, how could anyone enjoy the huge quantity of wonderful enchanted items?


That's the big reason I made soul gems easier to come by. Enchanting is a very overpowered skill, and I felt that having to use soul gems to refill them was a good way to balance it.
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Anthony Santillan
 
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