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

Post » Sun Aug 08, 2010 12:33 pm

Current Version: 9.0

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

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

Version 10 is still under development at the moment... there's going to be a lot of tweaks and changes, so I'm taking my time and making sure I get it right. Nothing too major will be changed, but every plugin will get an update, a lot of previously-still-crappy spells will be getting an upgrade, and I've finally decided to get rid of the High Elf weakness to everything.
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Patrick Gordon
 
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Post » Sun Aug 08, 2010 7:41 pm

Do you think that the soul value on Ancestor Ghosts is a too high? It's at 100 and the creature is pretty easy to summon and kill for farming purposes.
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Charlotte Henderson
 
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Post » Sun Aug 08, 2010 4:22 pm

Do you think that the soul value on Ancestor Ghosts is a too high? It's at 100 and the creature is pretty easy to summon and kill for farming purposes.


Now that you mention it, I probably should lower the values of the souls of summoned creatures.

That's a job for my Morrowind Advanced edit, though.
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Channing
 
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Post » Sun Aug 08, 2010 10:24 am

I'd prefer it if you only messed with the Ancestor Ghost if you did that. :sadvaultboy:

Also, looking forward to the next version. :celebration:
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Jack Bryan
 
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Post » Sun Aug 08, 2010 5:57 pm

I'd prefer it if you only messed with the Ancestor Ghost if you did that. :sadvaultboy:


Well, I'd have to take a look at everything first.

Luckily, I know Hrnch's formula for calculating soul values, so I can edit them precisely.

Also, looking forward to the next version. :celebration:


Yeah, I can't believe I'm coming up on version 10... (or, as Pedobear would say, "too old").
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Laura Wilson
 
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Post » Sun Aug 08, 2010 1:29 pm

Well, I'd have to take a look at everything first.

Luckily, I know Hrnch's formula for calculating soul values, so I can edit them precisely.

Yeah, I can't believe I'm coming up on version 10... (or, as Pedobear would say, "too old").
If you could provide a summary of what you're changing, that would be nice.
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Bellismydesi
 
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Post » Sun Aug 08, 2010 1:10 pm

I think the Ancestor Ghost was right the last time 'round. Ashlander and kin, kept summoning them in hordes the last time I run across some! Was hairy as hell! :obliviongate:

But i must say that I'm against the Changes for the Altmer! Leave them the way they are.
There will be little left in variety left. :ninja:
I understand the need for more a more balanced approach to things, but the races should retain some of their original traits/powers/weaknesses. :wave:
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ZzZz
 
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Post » Sun Aug 08, 2010 8:07 am

I have another question about stats, but I'm not sure this is the right place to ask.

I'm wondering what stat totals are normal at certain level ranges. I'm asking because I use a leveling mod that eliminates the need to grind skill levels in order to maximize attribute gain, so I'm wondering what exactly is balanced.

Edit: As of level 26, my stats are: Str 48, Int 134, Wil 118, Agi 92, Spd 56, End 72, Per 49, Luc 46

That is with 20 point bonus to intelligence from birthsign, and intelligence and endurance as favored attributes. Attributes are uncapped obviously.
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Keeley Stevens
 
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Post » Sun Aug 08, 2010 2:29 pm

I think the Ancestor Ghost was right the last time 'round. Ashlander and kin, kept summoning them in hordes the last time I run across some! Was hairy as hell! :obliviongate:


Like I said before, if every Dunmer in your game is summoning an Ancestor Ghost, it's because you're using a fix from the MCP that I don't recommend using unless you hate yourself.

But i must say that I'm against the Changes for the Altmer! Leave them the way they are.
There will be little left in variety left. :ninja:
I understand the need for more a more balanced approach to things, but the races should retain some of their original traits/powers/weaknesses. :wave:


The problem with this is that Altmer are the only race *left* with weaknesses, and I'm not about to start loading the others up with them to keep things balanced. I'd like to think that I proved with my brithsign edits that I can keep variety healthy without introducing negative downsides to the few I feel to be overpowered, and the truth is that Altmers are pretty gimped in comparison to Bretons as is. Altmers being weak to everything actually introduces more balance problems than it solves, too, because it makes fire (the cheapest form of elemental damage) the choice method for killing them off. In reality, I think the most useful element for attacking humanoids is and should be poison, since it's by far the *least* useful element versus creatures.

So, I've been doing some reasearch, lore-wise, and I can't find anything that supports the idea that Altmers should be weak to everything. In fact, they didn't have any of these weaknesses prior to Morrowind (in Daggerfall and Arena, they apparently had a paralysis resistance instead). The only lore-friendly ability they *do* have is the disease resistance, which I remove in my mod because Wood Elves and Argonians already have it, and I'm trying to keep from saturating the races with disease resistance.

Thus, I'm figuring about compromising by removing the Altmer weaknesses and replacing it with paralysis resistance, as in Daggerfall/Arena. Bretons are still viable choices due to their magicka resistance and the fact that Dragon Skin is going to get even nastier when I bump up the damage from elemental shields in this next update. Thoughts?

I have another question about stats, but I'm not sure this is the right place to ask.

I'm wondering what stat totals are normal at certain level ranges. I'm asking because I use a leveling mod that eliminates the need to grind skill levels in order to maximize attribute gain, so I'm wondering what exactly is balanced.

Edit: As of level 26, my stats are: Str 48, Int 134, Wil 118, Agi 92, Spd 56, End 72, Per 49, Luc 46

That is with 20 point bonus to intelligence from birthsign, and intelligence and endurance as favored attributes. Attributes are uncapped obviously.


I'm a bad person to ask, seeing as I've never played mroe than hour into the game.
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Anthony Rand
 
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Post » Sun Aug 08, 2010 10:03 pm

I'm a bad person to ask, seeing as I've never played mroe than hour into the game.

I can't fathom how you could invest so much time and effort into this yet barely have played the game. :huh:
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Darlene Delk
 
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Post » Sun Aug 08, 2010 5:47 pm

:shifty: Needs more Swedish redhead.

As a continuation of Inverness Moon's question, what kind of multipliers are you expecting players to get at level-up? I'm kind of under the impression that I have to be getting close to three x5 multipliers each time I level, or the enemies will start roflstomping me as higher-level creatures and NPCs are introduced by Morrowind Advanced. Is that just a faulty assumption?
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rolanda h
 
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Post » Sun Aug 08, 2010 9:58 pm

I can't fathom how you could invest so much time and effort into this yet barely have played the game. :huh:


It's because every time I sit down and start to play, something comes up that looks like it could use some fixing, and I start modding again. I've always wanted Morrowind to be that one perfect thing that I will be able to just completely lose myself in to the point of completely ignoring the world around me, and the ironic thing is that it sort of ended up being just that before I even started playing it >.>

As a continuation of Inverness Moon's question, what kind of multipliers are you expecting players to get at level-up? I'm kind of under the impression that I have to be getting close to three x5 multipliers each time I level, or the enemies will start roflstomping me as higher-level creatures and NPCs are introduced by Morrowind Advanced. Is that just a faulty assumption?


I figure that, with the main "Settings" plugin, most players will be getting 3's and 4's for their multipliers, with the occasional 2 or 5.
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Marina Leigh
 
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Post » Sun Aug 08, 2010 6:51 pm

:shifty: Needs more Swedish redhead.

As a continuation of Inverness Moon's question, what kind of multipliers are you expecting players to get at level-up? I'm kind of under the impression that I have to be getting close to three x5 multipliers each time I level, or the enemies will start roflstomping me as higher-level creatures and NPCs are introduced by Morrowind Advanced. Is that just a faulty assumption?
5x seems too extreme to be necessary. That would mean lots of grinding unless something is modded. Though I'll say I don't know anything about Morrowind Advanced.

The mod I use for leveling specifies a minimum +4 attribute bonus on level up. That is the medium version, the hard version is +3, and the easy version +5.

It's because every time I sit down and start to play, something comes up that looks like it could use some fixing, and I start modding again. I've always wanted Morrowind to be that one perfect thing that I will be able to just completely lose myself in to the point of completely ignoring the world around me, and the ironic thing is that it sort of ended up being just that before I even started playing it >.>

Oh well, you'll reach the end eventually. Godspeed.
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Harry Leon
 
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Post » Sun Aug 08, 2010 4:12 pm

Oh well, you'll reach the end eventually. Godspeed.


At this end... will there be Swedish redheads?

Anyways, got a question that maybe someone can help me answer since I'm not at home and can't verify the answer for myself. If you use two different powers that both give you a reflection effect, does the stronger of the two take precedence, do they stack, or do they exist concurrently?

I'm thinking of reeling in Woad by lowering the shield effect, but compensating by adding a reflection effect. Problem is, it has the potential to get *really* nasty if combined with The Ritual birthsign (I've thus far managed to avoid any overlapping racial/birthsign effects, but I kinda ran into a wall on this one). So... help?
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Motionsharp
 
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Post » Sun Aug 08, 2010 1:32 pm

At this end... will there be Swedish redheads?

Anyways, got a question that maybe someone can help me answer since I'm not at home and can't verify the answer for myself. If you use two different powers that both give you a reflection effect, does the stronger of the two take precedence, do they stack, or do they exist concurrently?

I'm thinking of reeling in Woad by lowering the shield effect, but compensating by adding a reflection effect. Problem is, it has the potential to get *really* nasty if combined with The Ritual birthsign (I've thus far managed to avoid any overlapping racial/birthsign effects, but I kinda ran into a wall on this one). So... help?

According to the UESP Wiki: "Reflect works as a percentage chance based on the total on a given target. Unlike Spell Absorption, separate instances of reflect are additive. As such, 100% reflect can be created through using multiple items at the same time. Also, this means that more than 100% reflect does not have any extra value."
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Calum Campbell
 
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Post » Sun Aug 08, 2010 6:39 pm

According to the UESP Wiki: "Reflect works as a percentage chance based on the total on a given target. Unlike Spell Absorption, separate instances of reflect are additive. As such, 100% reflect can be created through using multiple items at the same time. Also, this means that more than 100% reflect does not have any extra value."


That's... unfortunate.

I need to add something to Woad to keep it around... just a shield effect isn't going to do it. But nothing else really seems to fit the theme.

EDIT: Resist normal weapons it is, then.

So, the only thing I've left to do for the "Character" plugin is decide what I'm going to do with High Elves with regard to potential resistance to disease or immu to paralysis. This will involve loking at both Argonians (whom I'm considering removing disease resistance from) and Wood Elves (who may need one of the two removed to keep them from being too similar to High Elves).
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Ana
 
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Post » Sun Aug 08, 2010 2:21 pm

This will involve loking at both Argonians (whom I'm considering removing disease resistance from)
From the wiki: "They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region."

I think a disease resistance is appropriate for them by lore.

As for High Elves, resistance to paralysis is one of those things increased by willpower, so it would make sense as far as magic specialization goes.
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Emmi Coolahan
 
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Post » Sun Aug 08, 2010 8:27 am

From the wiki: "They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region."

I think a disease resistance is appropriate for them by lore.


Fair enough. It stays, then.

As for High Elves, resistance to paralysis is one of those things increased by willpower, so it would make sense as far as magic specialization goes.


Well, if you want to talk lore, the only thing that fits is disease resistance, since they apparently like to brag about their disease-resistant bodies and long lifespan.

On the other hand, they *are* known braggarts.

Anyway, I think I'm going to give them their disease resistance back and remove disease resistance from Wood Elves.
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Marion Geneste
 
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Post » Sun Aug 08, 2010 5:07 pm

As for High Elves, resistance to paralysis is one of those things increased by willpower, so it would make sense as far as magic specialization goes.


Also, High Elves are yellow.
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Chris Guerin
 
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Post » Sun Aug 08, 2010 2:48 pm

Also, High Elves are yellow.


Why, yes. Yes, they are.

You're apparently deriving some connection from this that I'm not.
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Lynne Hinton
 
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Post » Sun Aug 08, 2010 5:39 pm

Why, yes. Yes, they are.

You're apparently deriving some connection from this that I'm not.

Not really, I just wanted to feel like I was contributing.
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Marnesia Steele
 
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Post » Sun Aug 08, 2010 4:51 pm

Also, High Elves are yellow.

I don't know how to respond to this so I'm just going to give you a peculiar stare.
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Sophie Morrell
 
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Post » Sun Aug 08, 2010 11:50 am

Edit: As of level 26, my stats are: Str 48, Int 134, Wil 118, Agi 92, Spd 56, End 72, Per 49, Luc 46

Those stats look ahead of the curve to me. I had stats only a little better, at level 49. IMO, +3 is plenty, no matter what mods you're using.

Regarding Altmer resistance, I think resist paralysis is a great idea. It's not overpowering, and won't be needed often, but it's nice to have on those few occasions.
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Leanne Molloy
 
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Post » Sun Aug 08, 2010 10:25 am

Not really, I just wanted to feel like I was contributing.


If you want to contribute, feel free to contribute some Swedish redheads >.>


Regarding Altmer resistance, I think resist paralysis is a great idea. It's not overpowering, and won't be needed often, but it's nice to have on those few occasions.


Yeah, but remember I've already given paralysis immunity to Wood Elves, and I think it fits a little better with them.
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ImmaTakeYour
 
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Post » Sun Aug 08, 2010 12:07 pm

Yeah, but remember I've already given paralysis immunity to Wood Elves, and I think it fits a little better with them.

Not that it matters particularly, but I'd be interested in hearing your reasoning on this.
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Ells
 
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