BTB's Game Improvements & The Raiders of the Lost Topic

Post » Sun Aug 08, 2010 7:52 am

Well, to be fair I think the developers didn't have in mind someone like me who would be playing the game for the next decade when they made it. My first playthrough was fantastic and balance issues didn't really stand out that much to me but obviously everyone has a different experience. I guess I don't harbour any resentment toward the devs because they were employees of a business and a business has no obligation to do anything more than whatever it takes to make a dollar(and I guess not piss off too many people in the process.) It's an entirely different story with a project like Tamriel Rebuilt but I think, in theory, TR content takes longer to produce content since people actually aren't paid to put in hours so there are positives and negatives to both approaches. I think, as far as commercial games go, Morrowind was a good bargain for its day but I'm willing to accept that it wasn't the pinnacle of excellence and it's no surprise to me since, again, Bethesda only really needed to make a game that was good enough for a lot of people to buy it rather than a lot of people to buy it and continue to play it for years and years.
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Eric Hayes
 
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Post » Sun Aug 08, 2010 8:37 am

Meh, I'm just an angry person in general, so I'd rather take it out on Bethesda than the people around me.

Anyways, I'm closing in on the "Equipment" plugin update. Here's what I've got so far:

Spoiler



"EQUIPMENT" PLUGIN - WEAPON ENCHANTMENTS:

? Ancient Silver Dagger - restored default settings

? Black Hands Dagger - blind magnitude from 10-50 to 25-50

? Chrysamere - restore health magnitude from 25-50 to 2-3, duration from 1 to 30

? Cleaver of St. Felms - magnitude from 15 to 15-30 (both effects)

? Dagoth Dagger - magnitude from 10 to 10-20

? Daunting Mace - magnitude from 150-300 to 200-300, duration from 20 to 10

? Greed - magnitude from 10 to 10-25

? Grey Shaft of Unraveling - area from 20 to 25

? Hellfire Staff - fire damage area from 20 to 25

? Light of Day - fire damage magnitude from 4-20 to 10-20, drain magicka magnitude from 40-80 to 50-100

? Magebane - duration from 20 to 30, area from 10 to 50

? Mephala's Teacher - frost damage magnitude from 5-15 to 10-20, drain fatigue magnitude from 50-150 to 100-200, duration from 30 to 10

? Shimsil - added damage fatigue (50-100)

? Soul Drinker - absorb health magnitude from 10 to 10-25

? Steel Blade of Heaven - duration from 30 to 20, enchantment to same as Travel-Stained Pants

? Stendarr's Hammer - damage fatigue magnitude from 50-100 to 100-250

? Water Spear - duration from 20 to 40

? Wings of the Bat Queen - magnitude from 10 to 10-20

? Wizard's Staff - levitate magnitude from 20 to 10, changed fortify unarmored to fortify enchant

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

"EQUIPMENT" PLUGIN - ARMOR ENCHANTMENTS:

? Azura's Servant - magnitude from 15-30 to 30-60 (both effects)

? Boots of the Apostle - levitate magnitude from 60 to 10, duration from 20 to 60, added fortify unarmored (10 for 60), removed bound boots

? Dwemer Boots of Flying - added jump (20 for 10), added slowfall (1 for 10), removed levitate

? Eleidon's Ward - shield duration from 10 to 20

? Erur-Dan's Cuirass - restore fatigue magnitude from 50-100 to 50-150

? Feather Shield - magnitude from 100 to 50, duration from 40 to constant, set enchantment to the same as Redas Robe of Deeds

? Helm of Wounding - magnitude from 10-25 to 20-30, duration from 30 to 10

? Lord's Mail - absorb health area from 10 to 50

? Shield of Wounds - magnitude from 10-25 to 20-30, duration from 30 to 10

? Ten Pace Boots - jump duration from 60 to constant, removed slowfall & damage fatigue

? Wraithguard - removed resist blight disease

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

"EQUIPMENT" PLUGIN - ITEM ENCHANTMENTS:

? Amulet of Frost - magnitude from 15-20 to 15-30

? Amulet of Infectious Charm - poison magnitude from 2-4 to 2-5, removed drain fatigue

? Amulet of Levitation - duration from 30 to 20

? Amulet of Night-Eye - duration from 30 to 40

? Amulet of Shadows - duration from 40 to 20, added sanctuary (20 for 20)

? Amulet of Silence - from on touch to on target

? Belt of Northern Knuck-Knuck - damage fatigue magnitude from 50-100 to 50-150 and damage health magnitude from 5-10 to 5-15

? Blood Belt - fortify health magnitude from 10 to 25, removed drain & restore health

? Doze Charm - magnitude from 80 to 80-120

? Feather Belt - duration from 40 to 60

? Feather Ring - duration from 40 to 60

? Founder's Belt - changed fortify fatigue to fortify magicka

? Heart Ring - removed resist magicka

? Lifestone - fortify health magnitude from 20 to 50, removed drain & restore health

? Nuccius's Cursed Ring - fortify athletics magnitude from 10 to 20

? Redas Robe of Deeds - removed detect animal

? Ring of Equity - duration from 30 to 20 (both effects)

? Ring of Exhaustion - magnitude from 150-300 to 200-300, duration from 20 to 10

? Ring of Fleabite - magnitude from 40 to 40-60

? Ring of Hornhand - magnitude from 120 to 120-180

? Ring of Ironhand - magnitude from 160 to 160-240

? Ring of Khajiit - fortify speed magnitude from 20 to 25, fortify acrobatics magnitude from 20 to 25

? Ring of Knuckle Luck - damage fatigue magnitude from 50-100 to 50-150 and damage health magnitude from 5-10 to 5-15

? Ring of Sphere of Negation - duration from 30 to 20, area from 20 to 25

? Ring of Surroundings - added resist normal weapons (10 for 60), removed sanctuary

? Ring of Vampire's Kiss - magnitude from 10 to 10-20

? Ring of Wizard's Fire - added damage magicka (25-50 on target) and damage fatigue (50-100 on target), removed drain health

? Ring of Wounds - magnitude from 10-25 to 20-30, duration from 30 to 10

? Robe of Burdens- magnitude from 100-200 to 200, from target to touch

? Sacrifice Ring - added damage health (15-30 on touch) and damage magicka (15-30 on touch), removed drain health

? Shadowmask Ring - magnitude from 25 to 20

? Silence Charm - duration from 10 to 20

? Soulpinch Charm - magnitude from 20 to 50, duration from 3 to default setting (1)

? St. Sotha's Judgement - magnitude from 1-25 to 5-25

? Thunderfall - magnitude from 15-30 to 25-30

? Travel-Stained Pants - magnitude from 40 to 20, duration from 20 to 10

? Vampiric Ring - duration from 5 to 10 (both effects)

? Watcher's Belt - magnitude from 20 to 10

? Weeping Robe - duration from 20 to 10, from target to touch

? Whitewalker - duration from 60 to 30 (both effects)

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

"EQUIPMENT" PLUGIN - SCROLL ENCHANTMENTS:

? Ondusi's Unhinging - magnitude from 45 to 40

? Ekash's Lock Splitter - magnitude from 75 to 80



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GabiiE Liiziiouz
 
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Post » Sun Aug 08, 2010 1:29 pm

Anyways, I'm closing in on the "Equipment" plugin update. Here's what I've got so far:


Looks good! I'm unfamiliar with many enchanted items, so the sole magnitude information doesn't tell me what the enchantment is about, however I see some interesting creativity like for the Dwemer Boots of Flying (added jump (20 for 10), added slowfall (1 for 10), removed levitate).
Good job.
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Sarah Evason
 
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Post » Sun Aug 08, 2010 1:39 pm

Looks good! I'm unfamiliar with many enchanted items, so the sole magnitude information doesn't tell me what the enchantment is about, however I see some interesting creativity like for the Dwemer Boots of Flying (added jump (20 for 10), added slowfall (1 for 10), removed levitate).
Good job.


Yeah, the history there is really more for my benefit (makes it easier to update the plugin) than it is for the end user. Honestly, though, the "Equipment" plugin is the one that still feels like a Goddamned mess no matter how much I try and clean it up. Every other plugin actually feels "finished" when I'm done with it... but not the "Equipment" plugin.

Anyways, it's all done now (above post has been edited). I'm off to look over the spell merchants.

FUN FACT: did you know that the "Spells"plugin adds or edits *exactly* 500 spells? That's a hell of a lot of variety when you think about it, especially considering that I've gone to great pains to ensure that all of those spells are actually worthwhile.
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kirsty williams
 
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Post » Sun Aug 08, 2010 8:34 am

Sounds like a lot of man hours.

I think you're making good strides towards having a much more balanced array of gear.
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josie treuberg
 
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Post » Sun Aug 08, 2010 10:10 pm

Aw, thanks. It makes me all warm in what used to be my heart.

All righty, then, moving on. Looking at the "Spells" plugin and the new merchants, I'm carefully going over the availability of all spells (and not just making sure that at least *someone* sold everything like before). One thing I seriously did not consider before was that a lot of merchants tend to refuse service to non-members (particularly when combined with the Service Requirements), meaning that a lot of spells may not be available unless you advance through a faction that often may not favor the related spell skill in the first place.

I'm also paying special attention to low-level spells and making sure they have good, easy, early access. I'm not going whole-hog on this, as I do like the idea of having to travel around looking for them, but there are certain spells that are going to svck if you can't get them very early on.

So, yeah, this may take awhile. And I will likely be busy with real life stuff today.
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Felix Walde
 
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Post » Sun Aug 08, 2010 10:16 pm

So, yeah, this may take awhile. And I will likely be busy with real life stuff today.

*Takes away the Redhead with eyepatch that he had in the cellar* :flamethrower:
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[ becca ]
 
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Post » Sun Aug 08, 2010 3:01 pm

I didn't see any mention of Necromnacer's Amulet or the Sheogorath Signet Ring. Do you remember what I told you about a constant effect Fortify Magicka and the like?

Nice work though, I'm eager to test out those lovely damage health spells. :wink_smile:
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Katie Louise Ingram
 
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Post » Sun Aug 08, 2010 5:06 pm

I didn't see any mention of Necromnacer's Amulet or the Sheogorath Signet Ring. Do you remember what I told you about a constant effect Fortify Magicka and the like?


Meh. I decided against making the changes, but now I'm trying to come up with a good reason as to why and I can't think of anything other than "I was lazy". I tend to get that way when working with the "Equipment" plugin... especially when it's the first change up for me to consider.

I suppose I can edit the Necromancer's Amulet at the very least. Aesliip's Ring might be a tougher call, since editing it might make it too similar to the Mentor's Ring. Toughest would be editing the Robe of the Horator in a way that keeps it consistent with the other Horator items, not to mention that another robe already has a fortify intelligence enchantment.

On the subject of spell merchants, I'm still going over them. Looks like there's going to be a bigger shake-up than I thought, again due to the stuff I had mentioned before. I'm comparing my plugin-in to the Service Requirements plugin and making sure that I'm not sticking spells onto merchants who you will probably never end up buying them from. Aldaril and Ervona Barys will both likely end up being removed from the plugin entirely.
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Abel Vazquez
 
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Post » Sun Aug 08, 2010 7:40 pm

Meh. I decided against making the changes, but now I'm trying to come up with a good reason as to why and I can't think of anything other than "I was lazy". I tend to get that way when working with the "Equipment" plugin... especially when it's the first change up for me to consider.

:flamethrower:
Well if you don't do it, then I'll simply do it myself if I acquire such items. :whistling:
I suppose I can edit the Necromancer's Amulet at the very least. Aesliip's Ring might be a tougher call, since editing it might make it too similar to the Mentor's Ring. Toughest would be editing the Robe of the Horator in a way that keeps it consistent with the other Horator items, not to mention that another robe already has a fortify intelligence enchantment.

I still recommend 15pt Fortify Intelligence for that amulet.

Also for the Hortator items, why not have each one fortify that house's favored attributes by 1-3 points?

I also don't know about those rings, but I wouldn't go out of my way to make them unique.

Edit: By the way, you said you made edits to make it impossible to camp without being immediately attacked. How does that work?
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ShOrty
 
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Post » Sun Aug 08, 2010 10:12 pm

Sorry, I've been IRLing for the last two days. Now that I've been once again reminded why it is that I hate going out to bars and drinking (just the first one, actually), I'm ready to sit down and finish this damn thing.

:flamethrower:
Well if you don't do it, then I'll simply do it myself if I acquire such items. :whistling:

I still recommend 15pt Fortify Intelligence for that amulet.


I was thinking more along the lines of 10.

Also for the Hortator items, why not have each one fortify that house's favored attributes by 1-3 points?


I suppose I could do that. Good thinking outside the box.

I also don't know about those rings, but I wouldn't go out of my way to make them unique.


The Mentor's Ring is pretty damn important, I'd say, given that it's probably the first acquisition of most players.

Edit: By the way, you said you made edits to make it impossible to camp without being immediately attacked. How does that work?


There are GMSTs that govern how long you can "safely" rest at a time before the probability of being attacked in your sleep occurs, and how likely you are to be attacked when that threshold is reached. Obviously, this is a really [censored] [censored] way to set it up, since you can just rest for an hour at a time under the default rules and never risk being attacked.

Anyways, I've set the threshold to one hour and the likelihood of attack to 100%
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Kyra
 
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Post » Sun Aug 08, 2010 3:51 pm

I was thinking more along the lines of 10.

:sadvaultboy:
There are GMSTs that govern how long you can "safely" rest at a time before the probability of being attacked in your sleep occurs, and how likely you are to be attacked when that threshold is reached. Obviously, this is a really [censored] [censored] way to set it up, since you can just rest for an hour at a time under the default rules and never risk being attacked.

Anyways, I've set the threshold to one hour and the likelihood of attack to 100%

Can you still be attacked if there is nothing in the cell to attack you?
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Arrogant SId
 
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Post » Sun Aug 08, 2010 4:46 pm

Can you still be attacked if there is nothing in the cell to attack you?


Yep.
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FoReVeR_Me_N
 
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Post » Sun Aug 08, 2010 4:04 pm

Yep.

If I clear an interior of all enemies, I think I should be able to rest there before moving on.
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Hella Beast
 
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Post » Sun Aug 08, 2010 1:16 pm

If I clear an interior of all enemies, I think I should be able to rest there before moving on.

You get attacked in interiors?
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Nathan Hunter
 
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Post » Sun Aug 08, 2010 4:10 pm

You get attacked in interiors?
I haven't yet. Can your rest not be interrupted while in an interior?
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carly mcdonough
 
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Post » Sun Aug 08, 2010 10:18 pm

I haven't yet. Can your rest not be interrupted while in an interior?

I don't believe so.
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K J S
 
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Post » Sun Aug 08, 2010 11:58 am

I'm pretty sure I've been attacked in an interior before, but now you people are making me second-guess myself.

Still working on the update... didn't get anything done yesterday since I ended up going out with my sister. I'm to the point where I've been working on this update for so long that it's drilled its way into my subconscious. I keep having dreams about going to strip clubs and balancing lap dances by lowering the cost and duration and raising the magnitude.
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Kevin Jay
 
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Post » Sun Aug 08, 2010 12:09 pm

Definitely make that your next project.
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Nancy RIP
 
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Post » Sun Aug 08, 2010 3:58 pm

I'm pretty sure I've been attacked in an interior before, but now you people are making me second-guess myself.

Still working on the update... didn't get anything done yesterday since I ended up going out with my sister. I'm to the point where I've been working on this update for so long that it's drilled its way into my subconscious. I keep having dreams about going to strip clubs and balancing lap dances by lowering the cost and duration and raising the magnitude.
I can't remember the last time I remembered a dream. That is so unusual that I would remember the event even if I didn't remember the dream.

Also, how's it going?
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yermom
 
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Post » Sun Aug 08, 2010 10:18 pm

The code indicates that random enemies only spawn in exteriors and interiors acting as exteriors. However quest-related enemies can appear through scripts, and that happens anywhere.
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Monika Fiolek
 
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Post » Sun Aug 08, 2010 10:03 pm

I can't remember the last time I remembered a dream. That is so unusual that I would remember the event even if I didn't remember the dream.


I dream a lot. Then again, I sleep a lot.

Also, how's it going?


It's going. Not really much else to say beside that. I lead a very boring and uneventful life.

The code indicates that random enemies only spawn in exteriors and interiors acting as exteriors. However quest-related enemies can appear through scripts, and that happens anywhere.


Well, I'm kinda out of ideas at this point.
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adam holden
 
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Post » Sun Aug 08, 2010 6:51 pm

By the way... still working. It doesn't help that I've been really distracted and I'm trying to work with more variables at the moment than I can handle in my brain without writing it all down. Here is everything I'm having to consider:

*The new spell/soul gem vendors should have an even balance of distribution across the map

*The new spell/soul gem vendors should have a good mix of various factions, as well as at least several non-affiliated ones (especially close to the starting point of the game)

*Each new spell vendor should have at least a handful of good new spells that would make you want to seek them out and at least one new unique spell (excepting Arrille)

*The spells I add to each new vendor must be at least somewhat appropriate for the vendor in question, yet also avoid too much overlap since too many similar spells on a given vendor is usually a bad thing

*Certain low-level spells (Spirit Knife, Absorb Health, Resist Common Disease) need much easier access earlier in the game, and so must be given to Arrille or another non-affiliated vendor

*Certain high-level spells, including ones that aren't new, need to be given to spell vendors belonging to factions for which they will be available to characters who can use them (House Telvanni and/or the Mages Guild, mostly)

*Faction ranking of each new spell vendor must be taken into account, with the higher-end spells going to the higher-ranking merchants

*To minimize conflict potential, each new spell/soul gem vendor must not be attached to any quests or provide any unique information. Furthermore, I can't edit NPCs from any city that has an LGNPC module (which is why I'm sticking to the east/southeast)
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Sweet Blighty
 
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Post » Sun Aug 08, 2010 3:14 pm

So is distributing spells among vendors your last task before release?

I would divide the spells up by school and level. Distribute low level spells among people in the beginning areas that sell that type. Distribute high level stuff among high level Telvanni and Mages Guild people. And finally remaining mid-level stuff all around the map.
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Marquis T
 
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Post » Sun Aug 08, 2010 12:38 pm

So is distributing spells among vendors your last task before release?


Yep.

Well, unless you count actually making the edits to the plugins, which is sort of my victory lap.

I would divide the spells up by school and level. Distribute low level spells among people in the beginning areas that sell that type. Distribute high level stuff among high level Telvanni and Mages Guild people. And finally remaining mid-level stuff all around the map.


I'm starting with the non-affiliated vendors and working up from there. These are the ones that need to be given new low-level spells and existing low-level spells that need to be made more readily available. Here's what I have so far:

Spoiler



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

? Arrille (Seyda Neen)

Feather, Jump, Open, Bound Boots, Turn Undead, Rally Beast, NightEye, Detect Life, Soul Trap, Cure Poison

Petty/Lesser, Petty (Mudcrab)

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

? Ferise Varo (Vos)

Levitate, Command Beast, Calm Beast, Blind, Noise, Brevusa's Averted Eyes

Common/Greater, Common (Bull Netch)

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

? J'Rasha (Vivec)

Water Breathing, Buoyancy, Great Open, Lock

Petty/Lesser, Petty (Rat)

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

? Leles Birian (Ascadian Isles)

Burden Touch, Gripes, Spirit Knife, Frostball

Petty/Lesser/Common, Lesser (Cliff Racer)

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

? Saras Orelu (Molag Mar)

Absorb Health, Troll's Blood, Veloth's Gift, Strong/Great Heal Companion

Lesser/Common/Greater, Lesser (Skeleton)

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



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Etta Hargrave
 
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