BTB's Game Improvements & The Sorority Vampire Cannibal

Post » Tue May 08, 2012 6:23 am

Doublechecked with wingrep, there is no other mod that changes the ring or its enchantment. Plus your mod is loaded almost last.
What happened here, it is beyond me.
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Catherine N
 
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Post » Tue May 08, 2012 8:33 am

Doublechecked with wingrep, there is no other mod that changes the ring or its enchantment. Plus your mod is loaded almost last.
What happened here, it is beyond me.

Try looking at my mod in the CS and see if what you see matches what I saw.
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Steven Nicholson
 
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Post » Tue May 08, 2012 12:06 am

I. Wrong record count:

BTB - Character.esp
BTB - Spells.esp
BTB - Settings.esp

tes3lint.log:
1) BTB - Character.esp
"[NUMRECS]: number of records in TES3.HEDR (137) != Actual count (65)"
-> http://www.gamesas.com/index.php?/topic/1226089-unknown-sscr-id-in-constructobject/page__view__findpost__p__18478778

2) BTB - Spells.esp
"[NUMRECS]: number of records in TES3.HEDR (700) != Actual count (628)"

3) BTB - Settings.esp
"[NUMRECS]: number of records in TES3.HEDR (1630) != Actual count (1556)"

Remedy: Open the X.esp in the Enchanted Editor and save.

-------------------------------------------------------------------------------
II. Require expansions:

According to the BTB Readme:
BTB - Alchemy.esp (M+T+B)
BTB - Equipment.esp (M+T+B)

In addition - tes3lint.log:
1) BTB - Character.esp
"[EXP-DEP] Expansion Dependency: Startup Script: _birthsign_level"

2) BTB - Spells.esp
"[OVR-REC] Overridden Records:
From Master Type Name
bloodmoon.esm MGEF 64"

MGEF 64 - Detect Animal (Bloodmoon changes the description of Detect Animal).

3) BTB - Settings.esp
"[EXP-DEP] Expansion Dependency: Startup Script: _restocking_filled_soulgems"
"[OVR-REC] Overridden Records:
From Master Type Name
bloodmoon.esm BOOK sc_paper plain
bloodmoon.esm REPA hammer_repair
bloodmoon.esm REPA repair_journeyman_01
bloodmoon.esm REPA repair_master_01
bloodmoon.esm REPA repair_prongs
tribunal.esm MISC misc_soulgem_greater"

Tes3lint - wiki (http://code.google.com/p/mlox/wiki/Tes3lint#Usage):
"EXP-DEP: The plugin requires either Tribunal or Bloodmoon because it uses
engine features not present in the original Morrowind such as
startup scripts or Tribunal functions, but the plugin has not
listed any expansions in its list of Masters. This is not
necessarily a problem, but it may contradict the Readme for the
mod sometimes."

"OVR-REC: The plugin contains record(s) that override the record with the
same ID in one of its masters."

-------------------------------------------------------------------------------
Other:

"BTB - Equipment.esp: DUP-REC MENUMOD MISSVER MOD-INF OVR-REC
[MENUMOD] Scripts not checking menumode:
SCPT(blueScript)
SCPT(blueScript2)"

Tes3lint - wiki (http://code.google.com/p/mlox/wiki/Tes3lint#Usage):
"MENUMOD: The plugin contains scripts that do not check menumode. Each script
will be printed in the details section. This may or may not be
intentional, so the flag is optional and only included in the -a
switch."

"BTB - Settings.esp: DUP-REC EXP-DEP JUNKCEL MISSVER NUMRECS OVR-REC
[JUNKCEL] Junk Cells: Flags
Azura's Coast Region (12, 14) 0x06
Molag Mar Region (12, -7) 0x06"

Tes3lint - wiki (http://code.google.com/p/mlox/wiki/Tes3lint#Usage):
"JUNKCEL: These are bogus external CELL records that crop up in many
plugins, possibly due to a Construction Set bug. They contain
only NAME, DATA and sometimes RGNN subrecords, and the flags in
the DATA subrecord are unchanged from the flags in the Master."
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Olga Xx
 
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Post » Tue May 08, 2012 8:10 am

Try looking at my mod in the CS and see if what you see matches what I saw.
My mistake, sorry, it is Sheogorath's Signet Ring that has the same effects as Mentor's Ring. Fortify Int 10, Fortify Will 10.
But I still have not performed your last minor update yet.

EDIT: Since Sheogorath is the Daedric Prince of ... let's call it ... ambivalence, the ring had a drain effect next to the fortification. You probably may take that into account if you like.
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Vincent Joe
 
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Post » Tue May 08, 2012 2:37 am

My mistake, sorry, it is Sheogorath's Signet Ring that has the same effects as Mentor's Ring. Fortify Int 10, Fortify Will 10.
But I still have not performed your last minor update yet.

M'kay, you're right.

I'll switch it to fortify strength/intelligence
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Dustin Brown
 
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Post » Mon May 07, 2012 9:53 pm

How about drain strength/fortify int? :

EDIT: Since Sheogorath is the Daedric Prince of ... let's call it ... ambivalence, the ring had a drain effect next to the fortification. You probably may take that into account if you like.

EDIT: No, that suits mages too much. Maybe drain personality/fortify willpower or something; just ambivalent.
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Mariana
 
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Post » Mon May 07, 2012 9:55 pm

How about drain strength/fortify int? :

Drain effects do not go on constant effect items. There's no point.
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Chase McAbee
 
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Post » Tue May 08, 2012 9:33 am

Well, in this case I will have to take a look into some more items as well. Pls do not get me wrong about this. In my world I just want to keep the lore whether there is a point in that or not: http://www.uesp.net/wiki/Lore:Sheogorath#Artifacts
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Mandi Norton
 
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Post » Mon May 07, 2012 10:46 pm

Well, in this case I will have to take a look into some more items as well. Pls do not get me wrong about this. In my world I just want to keep the lore whether there is a point in that or not: http://www.uesp.net/wiki/Lore:Sheogorath#Artifacts

If you want to look at it from a lore standpoint, one could easily say that with great strength and great intelligence comes great madness >.>
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Dj Matty P
 
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Post » Tue May 08, 2012 7:22 am

Actually, I've decided to go with strength and willpower.

Interestingly, the current settings of Sheogorath's Signet Ring seems to be an error. It was supposed to be fortify willpower and luck.
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tannis
 
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Post » Mon May 07, 2012 10:31 pm

12.3 is up. PES is being [censored] as usual, so the link to my site is the only place to get it at the moment.

I did some buffing to the "fortify (skill)" stuff in this update... and I think it makes the various stuff you get from certain quests a lot more desirable. Mephala's Skill in particular is now *quite* nice.

On an entirely separate note... the rating system at PES really pisses me off sometimes. You can maintain a perfect 10.0 average even with a handful of low votes until one random one knocks it down to... 9.99? Math is clearly not PES's strong suit.
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cosmo valerga
 
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Post » Tue May 08, 2012 10:04 am

Thanks for the update!

Interestingly, the current settings of Sheogorath's Signet Ring seems to be an error. It was supposed to be fortify willpower and luck.
I wonder how you have managed to set them to the same effect IDs but different attribute IDs... :ooo:

EDIT: Never mind, I just had a blackout.
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Sophh
 
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Post » Mon May 07, 2012 7:19 pm

Not sure I'm following you, there.
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Taylrea Teodor
 
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Post » Tue May 08, 2012 9:30 am

So, BTB, how is your game of Morrowind coming along?

Is it giving you a new perspective?
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Daniel Brown
 
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Post » Tue May 08, 2012 7:05 am

I've been distracted from Morrowind by other things as of late.

My little sister headed off to college and my friends are going to move soon, so I really need to start finding ways to get my own ass out more. I hooked up with a group that plays MTG and have been doing that a lot. Also been playing a lot of Might & Magic. That game is just as bad as Morrowind when it gets its hooks in me.
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W E I R D
 
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Post » Tue May 08, 2012 7:08 am

Hey, the people that use gcd and have problems might be because of talrivian state based hp. Oh, and btb, why don't you try at home alchemy.
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neen
 
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Post » Tue May 08, 2012 4:18 am

Incorrect sounds fx for the magic effects (overwritten MPP fixes):

- Absorb Skill
- Bound Cuirass (already fixed in 12.3)
- Calm Creature
- Calm Humanoid
- Demoralize Creature
- Demoralize Humanoid
- Rally Creature
- Rally Humanoid

See statement (PNG - 4,04 MB): http://www.mediafire.com/?3t8uyzxd209c673

I'm so sorry I did not write sooner, but I was very busy.


P.S.
Summon Bonewolf - Alteration? Bloodmoon bug? Maybe this should be corrected in the BTB Spells (requires Bloodmoon)?
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Valerie Marie
 
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Post » Mon May 07, 2012 7:30 pm

"Spells" doesn't require Bloodmoon - I'll fix the others when I do another update.
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Elle H
 
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Post » Tue May 08, 2012 6:47 am

Incorrect sounds fx for the magic effects (overwritten MPP fixes):

- Absorb Skill
- Bound Cuirass (already fixed in 12.3)
- Calm Creature
- Calm Humanoid
- Demoralize Creature
- Demoralize Humanoid
- Rally Creature
- Rally Humanoid

See statement (PNG - 4,04 MB): http://www.mediafire.com/?3t8uyzxd209c673

I'm so sorry I did not write sooner, but I was very busy.


P.S.
Summon Bonewolf - Alteration? Bloodmoon bug? Maybe this should be corrected in the BTB Spells (requires Bloodmoon)?

I also fixed the bonewolf bug in rebirth, I forgot to mention it here though. :P
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Eileen Collinson
 
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Post » Mon May 07, 2012 8:37 pm

I.
"Spells" doesn't require Bloodmoon...
1. Yes, but the patch (Summon Bonewolf: alteration -> conjuration) will cause the BTB Spells will require Spells Bloodmoon.
2. BTB Spells modified Detect Animal spell (base cost to 0.10), but Bloodmoon modifies description of this spell - so Spells BTB overwrites the modification made ??by Bloodmoon.

Morrowind: "The caster of this effect can detect any entity animated by a spirit; they appear on the map as symbols. This effect includes all characters and all classes of monsters (creatures, humanoids, elementals, Daedra, undead, artifacts, plants, vampires). The effect's magnitude is the range in feet from the caster that animals are detected."

Bloodmoon: "The caster of this effect can detect any entity animated by a spirit; they appear on the map as symbols. This effect includes all classes of monsters. The effect's magnitude is the range in feet from the caster that animals are detected."

BTB Spells: "The caster of this effect can detect any entity animated by a spirit; they appear on the map as symbols. This effect includes all characters and all classes of monsters (creatures, humanoids, elementals, Daedra, undead, artifacts, plants, vampires). The effect's magnitude is the range in feet from the caster that animals are detected."


II.
Is my http://www.gamesas.com/index.php?/topic/1212558-btbs-game-improvements-the-sorority-vampire-cannibal-vixen-topic/page__view__findpost__p__18481693 (record count, expansion dependency, not checking menumode, JUNKCEL) fell into oblivion? It's just information (not malice).

"if ( MenuMode == 1 ); safe - don't run in menu mode, make sure it doesn't count during inventory and dialogue
Return
endif"

A similar script is in Service Requirements (BTB Edit).esp, but not in the BTB - Equipment.esp.
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Jynx Anthropic
 
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Post » Mon May 07, 2012 7:39 pm

One thing I noticed while tweaking this, is that the best medium armor rating is 45 from adamantium, and the the best light armor is 40, shouldn't medium have a substantially higher armor rating than light
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Jynx Anthropic
 
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Post » Mon May 07, 2012 10:34 pm

1. Yes, but the patch (Summon Bonewolf: alteration -> conjuration) will cause the BTB Spells will require Spells Bloodmoon.

...?

Not so sure I understand what you're saying, here.

2. BTB Spells modified Detect Animal spell (base cost to 0.10), but Bloodmoon modifies description of this spell - so Spells BTB overwrites the modification made ??by Bloodmoon.

Morrowind: "The caster of this effect can detect any entity animated by a spirit; they appear on the map as symbols. This effect includes all characters and all classes of monsters (creatures, humanoids, elementals, Daedra, undead, artifacts, plants, vampires). The effect's magnitude is the range in feet from the caster that animals are detected."

Bloodmoon: "The caster of this effect can detect any entity animated by a spirit; they appear on the map as symbols. This effect includes all classes of monsters. The effect's magnitude is the range in feet from the caster that animals are detected."

BTB Spells: "The caster of this effect can detect any entity animated by a spirit; they appear on the map as symbols. This effect includes all characters and all classes of monsters (creatures, humanoids, elementals, Daedra, undead, artifacts, plants, vampires). The effect's magnitude is the range in feet from the caster that animals are detected."

Actually, the MCP renders the vanilla description correct.

"if ( MenuMode == 1 ); safe - don't run in menu mode, make sure it doesn't count during inventory and dialogue
Return
endif"

A similar script is in Service Requirements (BTB Edit).esp, but not in the BTB - Equipment.esp.

What script are you referring to? The only scripts in the "Equipment" plugin are direct copy/pastes from the MCP.

One thing I noticed while tweaking this, is that the best medium armor rating is 45 from adamantium, and the the best light armor is 40, shouldn't medium have a substantially higher armor rating than light

Royal Guard Armor = 55 AC
Ice Armor = 60 AC

Both are medium
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Richard
 
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Post » Tue May 08, 2012 4:26 am

...?

Not so sure I understand what you're saying, here.
I apologise, if I'm writing incomprehensibly.

Currently "BTB - Settings.esp" doesn't require Bloodmoon: "BTB - Settings.esp" requires only Morrowind (and "BTB - Settings.esp" doesn't modify Summon Bonewolf spell).

When "BTB - Settings.esp" fixed Summon Bonewolf spell (alteration -> conjuration), that "BTB - Settings.esp" will require Bloodmoon.

EDIT: My mistake. I meant "BTB - Spells.esp" not "BTB - Settings.esp"...


Actually, the MCP renders the vanilla description correct.

What script are you referring to? The only scripts in the "Equipment" plugin are direct copy/pastes from the MCP.
"...?

Not so sure I understand"

Probably you meant MPP.

What script are you referring to? The only scripts in the "Equipment" plugin are direct copy/pastes from the MCP.

You're right. Scripts (blueScript and blueScript2) not checking menumode, but they are ok.
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Kat Stewart
 
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Post » Mon May 07, 2012 10:01 pm

The "Settings" plugin doesn't alter the Bonewolf spell effect, though (nor does the "Spells" plugin.).
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Anna Beattie
 
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Post » Tue May 08, 2012 7:09 am

Junk cells in "BTB - Settings.esp"?

"Find dirty junk cells that are apparently injected by some CS bug: can be fixed by tes3cmd, TESTool." - http://abot-morrowind.tk/index.php?option=content&Itemid=10&task=viewpost&id=53&-Morrowind-modding-for-smarties-part-3-tes3lint-tes3cmd-and-TESTool
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Lily Something
 
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