BTB's Game Improvements & The Attack Of The 50-Foot Topi

Post » Sat Sep 18, 2010 11:37 am

Current Version: 10.0

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7904 <-- Download Here!

http://btb2.free.fr/files/morrowind_btb.zip <-- Or Download Here!

Well, I've finally managed to post the release that I've been working on for the last three weeks and promising to have released "tomorrow" for the last two, so I figured I'd go ahead and start up a new topic since it looks like the old one is about to hit its post limit anyway. I'm not really sure what else to say, except that I was making last-minute changes clear up through to the end... 10.0 ended up being probably my biggest release since version 4.0, which is more or less when this whole thing got off the ground to begin with. I want to thank everyone who's supported me throughout all of this and let you know that you really have made things a lot easier, and I hope you enjoy the mod for the five or six days we have left before the world apparently ends.
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Britta Gronkowski
 
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Post » Sat Sep 18, 2010 10:38 am

Congrats on the release! See you on the other side.
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Betsy Humpledink
 
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Post » Sun Sep 19, 2010 12:52 am

FYI, as always, the Fileplanet servers are slower than my [censored] of an ex wife when it comes to updating new content, so you'll probably have to download the new version from my site for the time being.
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Kat Ives
 
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Post » Sat Sep 18, 2010 10:33 pm

Congrats.

I love you and hate you at the same time for the ongoing evolution of this mod. Mostly wuv for now but that might turn to hate when I update my game with this. We shall see. (Mostly because this mod has a huge effect on my merged objects file.)

One thing I'll say while I'm here is that after playing for around month with a pure nord fighter character (around level 10 now with GCD hard settings) having vanilla enchanted items being actually useful (before, they were either overpowering or useless with not much in between, if I remember correctly) is pretty damned nice. I actually carry a bunch of these trinkets around now and they get me out of some nasty situations in a diversity of ways.

I had been accumulating a variety of specific feedback but will reassess now with the new version.
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sam westover
 
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Post » Sat Sep 18, 2010 1:32 pm

One thing I'll say while I'm here is that after playing for around month with a pure nord fighter character (around level 10 now with GCD hard settings) having vanilla enchanted items being actually useful (before, they were either overpowering or useless with not much in between, if I remember correctly) is pretty damned nice. I actually carry a bunch of these trinkets around now and they get me out of some nasty situations in a diversity of ways.


Well, that was one of the many things I was shooting for, so that's good to hear.

I had been accumulating a variety of specific feedback but will reassess now with the new version.


Feel free to leave any manner of comments, feedback, questions, insults, death threats, or marriage proposals.
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yessenia hermosillo
 
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Post » Sat Sep 18, 2010 4:16 pm

Congrats and thx for this new release. I really appreciate the huge balancing effort you put into your mod.
While don't plan to play the game in a near future and while I'm mostly lurking here, I follow your work with deep interest and I'm sure I'll try it one day.
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Life long Observer
 
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Post » Sat Sep 18, 2010 11:39 pm

I'll join in and say congratulations and thanks for what might be the last "last release". :P
I only wish I had found your mod sooner...oh well, at least I didn't have to balance the mess that alchemy was. >.>
Your colossal work is worthy of praises and Swedish redheads.

Maybe now you'll be able to enjoy playing the game yourself for a little while. (just maybe)
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kennedy
 
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Post » Sat Sep 18, 2010 8:47 pm

I only wish I had found your mod sooner...oh well, at least I didn't have to balance the mess that alchemy was. >.>


Honestly, balancing the alchemy ingredients was probably the *funnest* part of this whole mess. It was like putting together a really big puzzle, except every two pieces I put together made three more break loose somewhere else.
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Shaylee Shaw
 
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Post » Sat Sep 18, 2010 5:29 pm

Eh, that's exactly why I prefer balancing weapons.
Finding something unique for each grade of weapons within a certain family/type is a lot less frustrating to me.
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Cartoon
 
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Post » Sat Sep 18, 2010 3:20 pm

You know I was hoping to play with the changes before The Witcher 2 was released. But that didn't happen. Oh well, it's going to be awhile before I play Morrowing again.
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Tiffany Holmes
 
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Post » Sun Sep 19, 2010 12:06 am

Hey, this looks like an interesting concept for balance if implemented well, so you wouldn't have to nerf all the artifacts as much:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5666
For people looking for a good weapon balance mod, I found this:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2301
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Benjamin Holz
 
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Post » Sat Sep 18, 2010 12:07 pm

Eh, that's exactly why I prefer balancing weapons.
Finding something unique for each grade of weapons within a certain family/type is a lot less frustrating to me.


I see what you mean. Weapons have a lot more variables to work with than everything else: speed, reach, weight, durability, damage, enchant capacity, value, rarity, and type.
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Penny Flame
 
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Post » Sat Sep 18, 2010 10:39 pm

Hey btb, do you think the combat experience- depth perception would go along with your mod, I'm not good at balancing and I don't know how your mod would react with this.
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Hussnein Amin
 
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Post » Sat Sep 18, 2010 11:53 pm

Ah, just got back around to playing Morrowind and noticed that those items with constant effect Fortify Health/Magicka/Fatigue still have them. Did you forget to fix them?
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Phoenix Draven
 
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