BTB's Game Improvements & The Sorority Vampire Cannibal

Post » Mon May 07, 2012 8:37 pm

I check my mods using TESPCD... no junk edits alter that setting.
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claire ley
 
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Post » Mon May 07, 2012 8:10 pm

TESTool.log: find 3 junk cells

"File: BTB - Settings.esp==============================CELL  12  14, Azura's Coast Region(...)    deleted CELL  12  14, Azura's Coast Region            ; empty cell(...)CELL  12  -7, Molag Mar Region    deleted CELL  12  -7, Molag Mar Region                ; empty cell(...)CELL  -3  -2, Balmora    deleted CELL  -3  -2, Balmora                         ; empty cell	(...)CELL Balmora, Nalcarya of White Haven: Fine Alchemist    deleted AMBICELL Caldera, Guild of Mages    deleted AMBICELL Suran, Ralds Oril: Trader    deleted AMBI==============================Saved: Clean BTB - Settings.esp"
-------------------------------------------------------------------------------
tes3lint.log: find 2 junk cells

"BTB - Settings.esp: DUP-REC EXP-DEP JUNKCEL MISSVER NUMRECS OVR-REC    [NUMRECS]: number of records in TES3.HEDR (1630) != Actual count (1556)    [EXP-DEP] Expansion Dependency: Startup Script: _restocking_filled_soulgems    [JUNKCEL] Junk Cells:                    Flags	Azura's Coast Region (12, 14)            0x06	Molag Mar Region (12, -7)                0x06		(...)"
-------------------------------------------------------------------------------
tes3cmd: find 3 junk cells

"--BTB - Settings.esp--CLEANING: "BTB - Settings.esp" ...Loaded cached Master: /morrowind.esmCleaned junk-CELL: azura's coast region (12, 14)Cleaned junk-CELL: molag mar region (12, -7)Cleaned junk-CELL: balmora (-3, -2)Cleaned redundant AMBI,WHGT from CELL: balmora, nalcarya of white haven: fine alchemistCleaned redundant AMBI,WHGT from CELL: caldera, guild of magesCleaned redundant AMBI,WHGT from CELL: suran, ralds oril: traderOutput saved in: "BTB - Settings.esp"Original backed up to: "/tes3cmd/backups/BTB - Settings.esp"Cleaning Stats for "BTB - Settings.esp":junk-CELL:     3redundant CELL.AMBI:     3redundant CELL.WHGT:     3"

See also: http://www.gamesas.com/index.php?showtopic=1184424&view=findpost&p=17584824:

"I use several of your mods, BTB, and find them to be great edits; however, it does appear that TES3CMD finds some additional things to clean. Not sure if this breaks any of your edits, though."
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teeny
 
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Post » Mon May 07, 2012 11:00 pm

Okay, I recognize those. And you're right: TESTool recognizes them where TESPCD doesn't give a damn. Generally, these settings don't cause any problems... though they *do* explain why it is that certain mods seem to be overwriting the cell edits from the "Settings" plugin.

I don't see the Bonewolf effect on that list, though.
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Elina
 
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Post » Tue May 08, 2012 6:00 am

Summon Bonewolf spell...

It is some misunderstanding. We didn't understand ourselves.
I think that Bloodmoon has a bug on the Summon Bonewolf spell.
See: http://www.mediafire.com/?1k81hd30bjf3ae6


Currently: "BTB - Spells.esp" (or any other file of BTBGI) doesn't changing it.
I think that BTB - Spells.esp could mend it (change from the school of Alteration, to Conjuration - like the other summon spells).
But this means that, BTB - Spells.esp will require Bloodmoon. If "BTB - Spells.esp" will fix it, it will require Bloodmoon.

That's all.

---------------------------------------------------------------
Separate issues:

les3lint.log

I. Overridden Records ???

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

"BTB - Settings.esp: DUP-REC EXP-DEP JUNKCEL MISSVER NUMRECS OVR-REC
(...)
[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"


II. Wrong record count:

BTB - Character.esp -> "[NUMRECS]: number of records in TES3.HEDR (137) != Actual count (65)"
BTB - Spells.esp -> "[NUMRECS]: number of records in TES3.HEDR (700) != Actual count (628)"
BTB - Settings.esp -> "[NUMRECS]: number of records in TES3.HEDR (1630) != Actual count (1556)"


III. Expansion Dependency ???

BTB - Character.esp -> "[EXP-DEP] Expansion Dependency: Startup Script: _birthsign_level"
BTB - Settings.esp -> "[EXP-DEP] Expansion Dependency: Startup Script: _restocking_filled_soulgems"
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Angela Woods
 
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Post » Tue May 08, 2012 9:59 am

Hey btb, how do you think hyrid characters will be affected by your mod add service requirements, the attribute requirements for are what makes it tedious to play for them (at the beginning, no one attribute is very high), and leads to alot of skill multiplier maximizing, which is exceptionally boring as the requirements raise by five points each time. This wouldn't be a problem if the guilds had a lot more quests, but as it is, its pretty bad. Have you considered using, or including a levelling mod tailored for compatibility with btbgi?

Btw, a cause for the quirkyness with gcd and btbgi might be talrivians state based hitpoints, as both alter the health equations based off atributes.
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claire ley
 
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Post » Mon May 07, 2012 9:18 pm

How effective are elemental shields at doing damage now that the damage per point has been raised?

I mean, would I high magnitude elemental shield be useful in a situation where there are a lot of enemies around?
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Nathan Hunter
 
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Post » Mon May 07, 2012 8:19 pm

Hey btb, how do you think hyrid characters will be affected by your mod add service requirements

I think it's a pain in the ass *not* to play as a hybrid character.

How effective are elemental shields at doing damage now that the damage per point has been raised?

I mean, would I high magnitude elemental shield be useful in a situation where there are a lot of enemies around?

Number-wise, the elemental shields now do very good damage - comparable to a similar destruction spell. The catch is that one assumes that the damage would eb dealt constantly over time, which my testing shows not to be true. Rather, the damage is dealt once to each creature and that seems to be it. Thus, it's a good way to deal *initial* damage, but won't finish your opponent off unless it one-shots them.
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I’m my own
 
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Post » Tue May 08, 2012 4:18 am

I mean half your skills are for magic and the other half for combat. Starting like this your attributes on both of these styles is pretty low compared to usual, which leads into my above post.

edit: Btw, could you tell me what controls how much bounty you need to have to achieve a death warrant. Because I thought originally that is was the Icrime threshold gmst, but it does't have that affect in game.
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Angel Torres
 
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Post » Tue May 08, 2012 10:01 am

Number-wise, the elemental shields now do very good damage - comparable to a similar destruction spell. The catch is that one assumes that the damage would eb dealt constantly over time, which my testing shows not to be true. Rather, the damage is dealt once to each creature and that seems to be it. Thus, it's a good way to deal *initial* damage, but won't finish your opponent off unless it one-shots them.

So if creature A hits you for the first time it receives some damage but not if it hits you a second time?
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Eliza Potter
 
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Post » Tue May 08, 2012 10:17 am

that's not true i'm afraid.
enemies can and will die the more they hit a elem.shielded creature. if you get into trouble facing
multiple enemies, just drink some exclusive shield potions and watch them cripple themselves.
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Marina Leigh
 
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Post » Mon May 07, 2012 8:25 pm

that's not true i'm afraid.
enemies can and will die the more they hit a elem.shielded creature. if you get into trouble facing
multiple enemies, just drink some exclusive shield potions and watch them cripple themselves.
So then it only takes affect when they hit you, rather than simply by them being close to you?
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Brooke Turner
 
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Post » Tue May 08, 2012 4:58 am

So then it only takes affect when they hit you, rather than simply by them being close to you?

Yes, definitely. Only when they hit is their health damaged.

So how did you think it worked, BTB? I always thought that the GMST for the shield effect was a bit high in your mod.
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Lynne Hinton
 
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Post » Tue May 08, 2012 5:51 am

Hmm... that would explain a lot. Though I could swear I let a pair of Slaughterfish nibble at my feet for quite a bit during my testing without my shield offing them.

Then again, even if that *is* the way it works, I'm still fairly satisfied with the current settings of my mod. It sorta reminds me of the Immolation spell from Might & Magic if it didn't svck horribly.
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JLG
 
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Post » Mon May 07, 2012 9:18 pm

With your mod, mages are not very balanced compared to some of the other classes, but a magick regeneration mod could help, with a slow regen rate as to not help you in combat, but you can go through a dungeon withought restore magicka potion chugging. I believe this because of the following reasons:

- Potions can be expensive for some players, they cannot afford to buy heaps of potions

- Playing a warrior class is much preferable to a mage class in many instances:

- The "equivalent" of magicka for a warrior is fatigue. That said, if a warrior runs out of fatigue, they can still continue to fight (they just hit less often), if a mage runs out of magicka, they are offense/defenseless without reverting to a skill they are not (as) proficient with. Throw in that that mages are governed by fatigue as well.

- So magicka is essential for a mage, fatigue is not essential for a warrior, given that, fatigue still regenerates on its own. Mages have no way to recharge magicka outside of potion chugging. They cannot even depend on camping to regenerate it, since your mod disables that too.

- The total expense for a warrior is much less than that of a mage. Consider both-

Warrior: Equipment (Armors and Weapons), Maintainence (Repair Hammers.)

Mage: Equipment/Enchanted items, spells, maintainence (soul gems/repair hammers, sometimes both), restore intelligence potions/beds (not always available.)

A magicka regen mod such as http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=888 could help allieviate some of these issues.

I believe you used to use said mod, but later reverted to encouraging potion use. Of course, Im not trying to boss you around, I just want to hear what you think.
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pinar
 
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Post » Tue May 08, 2012 12:06 am

A magicka regen mod such as http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=888 could help allieviate some of these issues.
Interesting mod, thanks for the link. The comments also say there is an improved version that uses less CPU time at http://www.freewebs.com/glassboy/adjustments.htm

It offers different ESPs that allow you to regen your magicka completely, at 50 willpower, in 200 (default), 400, 800, or 2000 seconds.

I do find it annoying that I often end up using my wakizashi rather than my stronger spells because they chug magicka.

Edit: Apparently a compatibility patch is necessary for custom races and/or birthsigns since it uses that for calculation due to no effective way to retrieve the base magicka.
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Kim Bradley
 
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Post » Tue May 08, 2012 10:17 am

You could also use GCD. Works well without any changes and gives a reasonable regen rate. Boosts magicka too although at the expense of health and non-specialty skill development.
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Mandi Norton
 
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Post » Mon May 07, 2012 10:23 pm

Gcd is awesome and stuff, but I just personally think it makes beginning players too powerful. Btw thanks inv. moon for the link, though I think Ill have to find a way for it to properly stunt magicka for atronachs, I don't think the mods cover that birthsign. Shouldn't be too hard though.
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Melis Hristina
 
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Post » Mon May 07, 2012 8:28 pm

Gcd is awesome and stuff, but I just personally think it makes beginning players too powerful. Btw thanks inv. moon for the link, though I think Ill have to find a way for it to properly stunt magicka for atronachs, I don't think the mods cover that birthsign. Shouldn't be too hard though.

I recommend http://www.tesnexus.com/downloads/file.php?id=39350. It is based on the script you mentioned and improves on it by adjusting for races and birthsigns (including stunted Atronach). To my mind, this is the best magicka regeneration mod out there.
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Tyler F
 
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Post » Tue May 08, 2012 5:12 am

Cool thats exacly what I was looking for, thank you.
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lauren cleaves
 
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Post » Tue May 08, 2012 6:04 am

I recommend http://www.tesnexus.com/downloads/file.php?id=39350. It is based on the script you mentioned and improves on it by adjusting for races and birthsigns (including stunted Atronach). To my mind, this is the best magicka regeneration mod out there.
That's very nice. I'm getting about 4 magicka points restored per second with about 360 total and 146 willpower. Does it account for willpower over 100?

Either way, I like this. Perhaps I can stop relying on my sword so much now. Of course I could by enough exclusive restore magicka potions to never have to worry about this, but that would be annoying. I think regeneration is certainly needed now that resting is no longer an option.
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Nick Jase Mason
 
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Post » Mon May 07, 2012 6:51 pm

Does it account for willpower over 100?

Yes, it does.
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Maria Garcia
 
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Post » Tue May 08, 2012 12:39 am

I'm questioning the balance of the summoning spells at the moment. It seems like they cost so much magicka to summon compared to the strength of the creature summoned. At one point, when I had such a low chance to summon a golden saint, I was already strong enough to wipe the floor with one so it felt sort of useless.
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Courtney Foren
 
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Post » Mon May 07, 2012 11:48 pm

Sadly BTB I actually pay more attention to your website than your mods rofl - update it man!!!!
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Amy Melissa
 
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Post » Tue May 08, 2012 9:48 am

I'm waiting for the The Vampire Vixen mod
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Rob Smith
 
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Post » Tue May 08, 2012 9:25 am

tl;dr The Code Book Fighter's Guild quest seems pretty broken, who should handle this?

I'm not sure who's purview this actually falls under, but it is an "imbalance" of sorts, so bear with me.

I'd like to report a confict / imbalance between HotFusion's "Crime" Economy Adjuster plugin, and http://www.uesp.net/wiki/Morrowind:The_Code_Book quest in the Fighter's Guild questline. (Though really, this problem is still there even without the Economy Adjuster plugin, the plugin just adds insult to injury. See below.)

If the following conditions are met...
  • You have already joined the Thieves Guild prior to starting this quest
  • You are a combat-oriented character with no pickpocket / sneak skills

...you will be forced to kill Scottilde to obtain the Code Book. Since you can't taunt her into attacking you, you must attack her unprovoked. You can limit the conflict somewhat and avoid drawing anyone else into the fight by (attempting and failing to) pickpocketing her first, as only she will attack you.

Once I finished killing her and took the book, I inquired with a guard and discovered that my bounty had gone from 0 to over 48,000. In short, if you're a Fighter-type character and you've already joined the Thieves Guild, and you are using the Crime plugin of the Economy Adjuster, there is no way to complete this quest without paying an extreme sum or spending a year and a half in jail, all for only a 50 septim reward.

As far as I can tell, this is the only Guild quest that requires you to kill a civilian in a crowded location, which seems like an oversight to me since even if you weren't using the Economy Adjuster, you'd still be looking at a 1400+ septim bounty, a huge net loss. It makes even less sense given the context that this is a Fighter's Guild quest, which assumes that smashing something will probably be your first course of conflict resolution.

This could be resolved by editing her quest such that she will hand over the Code Book at 70 disposition no matter if you are in or out of the Thieves Guild, or allow you to taunt her into a fight (or, preferably, both).

Should this be a BTBGI concern, or a Morrowind Code Patch issue?
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Cassie Boyle
 
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