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

Post » Sun Aug 08, 2010 6:51 pm

Looks fine to me. I hope to see the update tonight. :wink_smile:
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Lucky Boy
 
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Post » Sun Aug 08, 2010 4:42 pm

Should be interesting to see spells properly balanced. Have you blocked very many spells from custom/enchant magic at this point?
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Siobhan Thompson
 
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Post » Sun Aug 08, 2010 2:00 pm

I was looking at a vanilla Bargain Lightning Shield potion which has 8s Lightning Shield with 5 magnitude and a cost of 5 gold. I think you said that the devs possibly had originally intended elemental shields to do 1:1 damage for magnitude so in that case 100 gold would net you enough potions to do 100pt Shock damage for 8s with 800 total damage. Have you rebalanced these potions appropriately? Judging by an earlier post, it looks like your Exclusive is 50m for 40s which would do 2000 damage if I am looking at things correctly. Maybe I'm just too tired to really know what the heck is going on. It's late.
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Julie Ann
 
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Post » Sun Aug 08, 2010 10:13 am

Looks fine to me. I hope to see the update tonight. :wink_smile:


Ugh, it's just been one of those weeks. IRL stuff keeps interrupting my creative flow.

I lost a game of chess to a football player last night. I think that means I have to go kill myself now >.<

I was looking at a vanilla Bargain Lightning Shield potion which has 8s Lightning Shield with 5 magnitude and a cost of 5 gold. I think you said that the devs possibly had originally intended elemental shields to do 1:1 damage for magnitude so in that case 100 gold would net you enough potions to do 100pt Shock damage for 8s with 800 total damage. Have you rebalanced these potions appropriately? Judging by an earlier post, it looks like your Exclusive is 50m for 40s which would do 2000 damage if I am looking at things correctly. Maybe I'm just too tired to really know what the heck is going on. It's late.


A couple of things.

First, the cost of an exclusive potion with my mod is 250, which is about a 50% increase from the vanilla value. A 2000-point shield would thus cost you 10,000 gold.

Secondly, damage from an elemental shield is not applied on a constant basis as I had once assumed, but rather applied once to each creature/enemy you come within range of. It could very well be that the devs were of the same assumption, hence the low setting (which would be hilarious in hindsight, given their total lack of attention to the ridiculous DPS potential of enchanted items)
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Tasha Clifford
 
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Post » Sun Aug 08, 2010 1:11 pm

Ugh, it's just been one of those weeks. IRL stuff keeps interrupting my creative flow.

I lost a game of chess to a football player last night. I think that means I have to go kill myself now >.<
You should feel bad for implying football players are intellectually challenged. :ermm:
Secondly, damage from an elemental shield is not applied on a constant basis as I had once assumed, but rather applied once to each creature/enemy you come within range of. It could very well be that the devs were of the same assumption, hence the low setting (which would be hilarious in hindsight, given their total lack of attention to the ridiculous DPS potential of enchanted items)
It isn't? I assumed elemental shield damage would be applied every second to any enemies within range.
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Mizz.Jayy
 
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Post » Sun Aug 08, 2010 10:21 pm

@BTB
That's kind of confusing. I should go play with it or something. The damage only being applied once is disappointing. It would be more interesting for the player if they had to remain within range for a period of time to do the full amount of damage though obviously you'd have to adjust the DPS. I'll be honest and admit that I've only used the elemental shields a couple of times which is normal considering vanilla settings.

You should feel bad for implying football players are intellectually challenged. :ermm:

Athletes are certainly doing their brain a favour as getting serious exercise is important for cognitive function but it's also important to balance things and have "intellectual"(hopefully this doesn't sound elitist) interests to hone your mind. Someone who is unbalanced in either direction will probably run into trouble. I suppose the general view is that most football players don't have a lot of intellectual pursuits and whether that is true or not is entirely beyond me.
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Hayley O'Gara
 
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Post » Sun Aug 08, 2010 12:14 pm

You know, when you said you might release it on Thursday, I didn't think you meant the Thursday a week later. :sadvaultboy:
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Caroline flitcroft
 
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Post » Sun Aug 08, 2010 3:37 pm

You know, when you said you might release it on Thursday, I didn't think you meant the Thursday a week later. :sadvaultboy:


It's been... particularly trying finding a good mix of candidates to be my new spell merchants. I've finally got my list, so now I just need to distribute the spells out.
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Marquis deVille
 
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Post » Sun Aug 08, 2010 10:16 pm

Take your time. It's worth waiting for.
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alyssa ALYSSA
 
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Post » Sun Aug 08, 2010 7:10 pm

All righty. New spell carriers are selected. Went through every spell in the game and made sure it was readily available enough, and also made sure that the distribution across both geography and factions was good.

First, there's the non-affiliated merchants. These are the ones that need to be carrying all of the low-level spells that I want the player to have access to regardless of anything:
Spoiler


? Arrille (Seyda Neen)

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


? J'Rasha (Vivec)

Water Breathing, Buoyancy, Burden Touch, Great Open, Lock


? Saras Orelu (Molag Mar)

Commanding Touch, Command Beast, Trolls Blood, Veloth's Gift, Great/Strong Heal Companion, Absorb Health


? Ferise Varo (Vos)

Levitate, Calm Beast, Blind, Noise, Brevusa's Averted Eyes, Gripes, Spirit Knife, Frostball



Next, the Imperial Legion merchants. I tried not to stick them with anything too important since, hey, not really a magic-user's faction.
Spoiler


? Fanildil (Ebonheart)

Great Levitate, Dire Earwig, Weariness, Exhaustion, Red Despair


? Solea Nuccusius (Fort Moonmoth)

Drain Skill, Weakness to Fire, Firefist, Burning Touch, Flamebolt, Firebloom



Now, the Imperial Cult. These guys *are* magic users, so I tried to give them appropriate spells to match.
Spoiler


? Aunius Autrus (Wolverine Hall)

Ranged Absorb Attribute/Health


? Syloria Siruliulus (Fort Buckmoth)

Wounding Touch, Wound, Weeping Wound, Wild Weeping Wound, Flay Spirit [Ranged]



Tribunal Temple merchants now. Pretty much the same as above.
Spoiler


? Elynu Saren (Suran)

Drain Attribute, Wearying Touch, Balyna's Soothing/Efficacious/Perfect Balm, Great Resist Shock


? Ulmiso Maloren (Ghostgate)

Daedric Fortify Attribute, Blightguard, Blessed Word



Mages Guild merchants. Since this is probably the most common faction I imagine a magic-user would join, this is where I put the stuff I wanted to be easily accessible, but not as much as from the merchants with no affiliation at all.
Spoiler


? Chanil-Lee (Ebonheart)

Self Dispel, Dispel Touch, Absorb Magicka, Absorb Magicka [Ranged], Gash Spirit [Ranged]


? Medila Indaren (Caldera)

Heartbite, Viperbite, Shockbite, Shockball, Greater Shockball, Weakness to Frost/Shock/Poison/Magicka



And now House Telvanni. This is where all of the big guns went, since it represents the biggest commitment of all the factions listed. The baddest of the bad, obviously, went to the guy with the highest rank (who was also an NPC that provides no unique information and is not tied to any quests).
Spoiler


? Diren Vendu (Tel Mora)

Life Force, Tap Energy, Frostfist, Freezing Touch, Frostbolt, Frostbloom


? Mertisi Andavel (Tel Branora)

Drain Attribute, Sphere of Negation, Five Fingers of Pain, Ranged Deadly/Potent Poison


? Nelso Salenim (Sadrith Mora)

Fierce Fire/Frost/Lightning Shield, Shocking Touch, Wild Shockbloom, God's Spark


? Salver Lleran (Vivec)

Invisibility, Ironhand, Daedric Bite, Wild Drain Attribute


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aisha jamil
 
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Post » Sun Aug 08, 2010 9:57 am

I have a suggestion relating to the character plugin that adds water breathing as a permanent ability, since it breaks a particular temple quest. People who have never played the game would have no way of knowing what to do, Would i be possible to have a message come up when you are below water as to give the option to hold your breath to the point of suffocation underwater or something
Also, I know there is a Red Warrior Dragon in between Bal isra and Mar Gaan on the road in Morrowind advanced, would you be able to include a fix to remove that in your edited plugin of Morrowind advanced
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Mari martnez Martinez
 
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Post » Sun Aug 08, 2010 12:09 pm

Looking good. There should be a timer feature in the CS to record precisely how many hours have gone into a mod.

On the subject of timers, I came across the listed duration of Shine effects recently and noticed that they all last usually 48 minutes which is a lot longer than I'd have thought. Have you modified any of these? I'm not sure if the special shrines that require a special donation can be prayed at multiple times, but if so then that could become a way to give the player an incentive to avoid resting frequently(which is something that I think about often) so long as the shrine was out of the way enough to make getting to a pain-in-the-[censored]. The Fields of Kummu Shrine gives Feather 100pt for 48m in exchange for 1 Muck which would definitely be useful for most players provided it is easily accessible to them. The Ghostgate Shrine offers Fortify Magicka 50pt and Shield 25pt for 48m in exchange for an (empty?)Soulgem which seems a bit unbalanced though it would certainly give some players a strong incentive to not rest. Really, resting is overrated since Restore Health potions are cheap and easy to make though I'm not sure what your recent changes to Restore Magicka potions have been.
Here's the page on UESP if you haven't looked at it:
http://www.uesp.net/wiki/Morrowind:Shrines
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anna ley
 
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Post » Sun Aug 08, 2010 4:56 pm

I have a suggestion relating to the character plugin that adds water breathing as a permanent ability, since it breaks a particular temple quest. People who have never played the game would have no way of knowing what to do, Would i be possible to have a message come up when you are below water as to give the option to hold your breath to the point of suffocation underwater or something


Probably. It's a bit outside my realm, though. Also, I hate message boxes with an unholy passion. I discuss the issue in my readme and beyond that hope that ignoring it will suffice.

Looking good. There should be a timer feature in the CS to record precisely how many hours have gone into a mod.


The CS doesn't get opened unless I'm checking on something or making the final edits. Pretty much all of my work right now is being done with Notepad++ and uesp.net.

On the subject of timers, I came across the listed duration of Shine effects recently and noticed that they all last usually 48 minutes which is a lot longer than I'd have thought. Have you modified any of these? I'm not sure if the special shrines that require a special donation can be prayed at multiple times, but if so then that could become a way to give the player an incentive to avoid resting frequently(which is something that I think about often) so long as the shrine was out of the way enough to make getting to a pain-in-the-[censored]. The Fields of Kummu Shrine gives Feather 100pt for 48m in exchange for 1 Muck which would definitely be useful for most players provided it is easily accessible to them. The Ghostgate Shrine offers Fortify Magicka 50pt and Shield 25pt for 48m in exchange for an (empty?)Soulgem which seems a bit unbalanced though it would certainly give some players a strong incentive to not rest. Really, resting is overrated since Restore Health potions are cheap and easy to make though I'm not sure what your recent changes to Restore Magicka potions have been.
Here's the page on UESP if you haven't looked at it:
http://www.uesp.net/wiki/Morrowind:Shrines


None of the shrine effects seem strong enough for me to bother with the... well, insane durations.

EDIT: oh, I missed the ones on the bottom.
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Alyna
 
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Post » Sun Aug 08, 2010 10:06 pm

Well, if you can only pray at them once then it's all moot I think but I'm not sure whether that's the case or not. I should have time to check later if no one knows this already.
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loste juliana
 
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Post » Sun Aug 08, 2010 10:08 pm

Well, if you can only pray at them once then it's all moot I think but I'm not sure whether that's the case or not. I should have time to check later if no one knows this already.


No, the descriptions make it pretty clear that the shrines are re-usable.

Still... I really don't feel like bothering with them.
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Zach Hunter
 
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Post » Sun Aug 08, 2010 4:31 pm

One more thing, I know there is a Red Warrior Dragon in between Bal isra and Mar Gaan on the road in Morrowind advanced, would you be able to include a fix to remove that in your edited plugin of Morrowind advanced
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Rebecca Clare Smith
 
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Post » Sun Aug 08, 2010 9:42 am

Ah, progress! Do you still have more to do before release?
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Cat
 
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Post » Sun Aug 08, 2010 7:32 pm

Ah, progress! Do you still have more to do before release?


Mostly double-checking my documentation and making sure I actually include all of the fixes. This is the part that's usually the most prone to screwups, so I'm still taking my time.

EDIT: oh, yeah, I still need to re-distribute the restocking soul gems. Forgot about that part. See what I meant about forgetting stuff?
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Curveballs On Phoenix
 
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Post » Sun Aug 08, 2010 8:29 pm

I'm not sure if the special shrines that require a special donation can be prayed at multiple times

Yes they can. However (and fortunately) the effects don't stack in time nor magnitude.

but if so then that could become a way to give the player an incentive to avoid resting frequently

True, it works for me.

The Ghostgate Shrine offers Fortify Magicka 50pt and Shield 25pt for 48m in exchange for an (empty?)Soulgem which seems a bit unbalanced

Considering you have to go at one and only one specific place in Vvardenfell, I don't think it is unbalanced.
Such special shrines are all far from fast travel systems, so the time (and the item) required justifies the benefit, and prevents abuses, I think.
Of course, if you use a multiple teleport mods (eg. Melian's Teleport Mod) to mark the best shrines, then it might be unbalanced.

Really, resting is overrated since Restore Health potions are cheap and easy to make though I'm not sure what your recent changes to Restore Magicka potions have been.

I agree. Some mods (like NoM) deal with that by giving the PC penalties for long periods without rest.
However I don't know if they penalize you if you rest too frequently.
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Robert DeLarosa
 
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Post » Sun Aug 08, 2010 12:01 pm

Hey BTB + co.

I've been using your mod for ~10 levels now, on my first playthough for a few years and i've got a question.

It seems that all enemy NPCs attack in the exact same manner- they summon an ancestor ghost (which hits you with an endurance reduction and fatigue drop spell) and then shoot paralzye spells at you until they hit and then finally pull out their weapons to take you down. This has occured for 99% of the enemy's I have encountered! Is this the work of your mod? I should mention that I do have a very large modlist, but I can't think of any apart from DN - Greater Dwemer Ruins that should effect the way NPC's attack...

I've read through your readme and it states you've added more NPC spells, yet apart from the paralze spell I have seen none used. I believe I'm running version 9.0

Thanks for your help, otherwise love the mod
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Eduardo Rosas
 
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Post » Sun Aug 08, 2010 6:37 pm

Hey BTB + co.

I've been using your mod for ~10 levels now, on my first playthough for a few years and i've got a question.

It seems that all enemy NPCs attack in the exact same manner- they summon an ancestor ghost (which hits you with an endurance reduction and fatigue drop spell) and then shoot paralzye spells at you until they hit and then finally pull out their weapons to take you down. This has occured for 99% of the enemy's I have encountered! Is this the work of your mod? I should mention that I do have a very large modlist, but I can't think of any apart from DN - Greater Dwemer Ruins that should effect the way NPC's attack...

I've read through your readme and it states you've added more NPC spells, yet apart from the paralze spell I have seen none used. I believe I'm running version 9.0

Thanks for your help, otherwise love the mod

Did you allow NPCs to use their racial powers with Morrowind Code Patch?
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Jason Rice
 
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Post » Sun Aug 08, 2010 10:16 pm

Did you allow NPCs to use their racial powers with Morrowind Code Patch?


I'm not sure which one you're talking about, but I have checked the 'NPC AI cast zero cost powers'

thanks for the quick response!
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Nicole Mark
 
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Post » Sun Aug 08, 2010 4:38 pm

I'm not sure which one you're talking about, but I have checked the 'NPC AI cast zero cost powers'

thanks for the quick response!

Did you read the description for it? That is probably your culprit and something you should uncheck.
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Ana Torrecilla Cabeza
 
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Post » Sun Aug 08, 2010 3:19 pm

BTB (often) suggests not using "NPC AI cast zero cost powers" and his website details why.
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Harinder Ghag
 
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Post » Sun Aug 08, 2010 10:20 am

thanks, I unchecked the 'culprit' and loaded my game and started a new one. It didn't change anything in either of them. Have I done something wrong with the uninstallation?
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REVLUTIN
 
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