BTB's Game Improvements & The Sorority Vampire Cannibal

Post » Tue May 08, 2012 9:53 am

It all started when... /wobbly dream montage sequence

Dude, this is awesome. If you were going to pick another game besides Morrowind that had an amazing story and severe need of rebalancing, this would be the one. I'll try to keep up with your progress on this.
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SUck MYdIck
 
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Post » Tue May 08, 2012 4:44 am

Glad to hear it.

I'll be sure to mention here when we're calling for beta testers.
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Rich O'Brien
 
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Post » Mon May 07, 2012 10:11 pm

Okay, I've finally gone back and revisited summon spell costs.

? Summon Skeletal Minion - cost to 4.00 (spell cost re-calculated to 12)

? Summon Scamp - cost to 5.00 (spell cost re-calculated to 15)

? Summon Bonewalker - cost to 6.00 (spell cost re-calculated to 18)

? Summon Clannfear - cost to 8.00 (spell cost re-calculated to 24)

? Summon Bonelord/Flame Atronach - cost to 10.00 (spell costs re-calculated to 30)

? Summon Frost Atronach - cost to 12.00 (spell cost re-calculated to 36)

? Summon Hunger/Dremora - cost to 15.00 (spell cost re-calculated to 45)

? Summon Daedroth/Storm Atronach/Winged Twilight - cost to 20.00 (spell costs re-calculated to 60)

? Summon Golden Saint - cost to 24.00 (spell cost re-calculated to 72)

Version 13.0 will be released in 1 week.
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Makenna Nomad
 
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Post » Mon May 07, 2012 7:22 pm

BTB do your tweaks include a fix for the way that the game calculates Health based on endurance?

like HotFusion's State Based Hit Points
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Eibe Novy
 
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Post » Mon May 07, 2012 6:45 pm

BTB do your tweaks include a fix for the way that the game calculates Health based on endurance?

like HotFusion's State Based Hit Points

Why would I need to fix a problem myself that - as you yourself have pointed out - has been so perfectly fixed already in another mod?

BTW, Talrivian has created a new version of HotFusion's mod that fixes some of the problems it had.
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john palmer
 
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Post » Tue May 08, 2012 11:04 am

Why would I need to fix a problem myself that - as you yourself have pointed out - has been so perfectly fixed already in another mod?


Swedish Redheads ?

tanks for the heads up..
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FirDaus LOVe farhana
 
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Post » Tue May 08, 2012 12:18 am

Swedish Redheads ?

tanks for the heads up..
BTB, have you tried IMing the mod Falchya, shes swedish.
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Matt Bee
 
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Post » Tue May 08, 2012 2:10 am

BTB, have you tried IMing the mod Falchya, shes swedish.

I wonder if there's a non-creepy way I can start that PM off...
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James Baldwin
 
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Post » Tue May 08, 2012 3:23 am

BTB,

Just wanted to say thanks for all the work you've done here. In particular the edited versions of mods you have done.
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Astargoth Rockin' Design
 
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Post » Tue May 08, 2012 10:26 am

Version 13.0 is up now. It drastically lowers the cost of summon effects/spells in the "Spells" plugin and adapts a new naming schema for pre-made potions in the "Alchemy" plugin for better sorting. It's not a very major update, and the full version number is more significant that I am comfortable with the mod in its current state for the time being. Who knows, I might actually get around to playing the game one day >.>

Also, for anyone who's interested in keeping up with my Final Fantasy VI mod, the link I posted above is still getting updated. The project is currently in alpha testing. Although we're still smoothing things out as we progress through the game, the balance changes are more or less finished for the most part. The really big thing that needs to be done before we can proceed to beta testing is edit monster stats and battle scripts so that the game is actually possible to complete without getting ganked fifty times over.
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Vivien
 
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Post » Tue May 08, 2012 9:16 am

Sometime over the next week or so, I'm going to post another update that will increase the duration of lower-end potions so that they're not completely worthless.

I'm thinking that the new durations will probably go back to the vanilla versions for everything except bargain, so it'll be 10, 15, 30, 45, 60 for all potions that don't already have higher durations than that (i.e. resist disease, slowfall, etc.)

Somewhat related, I'll also be lowering the costs/raising the effectiveness of reflect/spell absorption spells.
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Sophie Miller
 
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Post » Tue May 08, 2012 4:01 am

All righty, here's the changelog for version 14.0 (will be released on the 12th):

"SPELLS" PLUGIN - SPELLS:

? Reflect/Spelldrinker - duration to 30, cost to 6 (Spelldrinker renamed from "Weak")

? Strong Reflect/Spelldrinker - duration to 30, cost to 18, magnitude to 25

? Wild Reflect/Spelldrinker - duration to 30, cost to 36, magnitude to 50

? Sotha's Mirror/Spell Absorption - cost to 5

? Shalidor's Mirror/Vivec's Feast - cost to 15

? Llivam's Reversal/Tranasa's Spelltrap - cost to 30

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

"ALCHEMY" PLUGIN - POTIONS:

? Bargain Potions - magnitude/duration to 10 (for all that were previously set to 5)

? Cheap Potions - magnitude/duration to 15 (for all that were previously set to 10)

? Normal Potions - magnitude/duration to 20 (for all that were previously set to 15)
duration to 30 (for all that were previously set to 20)

? Quality Potions - magnitude/duration to 25 (for all that were previously set to 20)
duration to 45 (for all that were previously set to 40)

? Special Levitate, Fire/Frost/Lightning Shield - duration to 60 (previously incorrectly set to 50)

? Special Shield - effect to Shield (previously incorrectly left as Fortify Intelligence)

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

"EQUIPMENT" PLUGIN - SCROLLS:

? Tranasa's Spellmire/Spelltrap/Spelltwist - duration to 60

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

D.B.A.R.E. COMPATIBILITY PLUGIN:

? Fixed the script in the "Delayed DB Attacks" version so that it will actually allow DB attacks
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Madeleine Rose Walsh
 
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Post » Tue May 08, 2012 7:44 am

Version 14.0 is up
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Erich Lendermon
 
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Post » Tue May 08, 2012 1:13 am

Version 14.0 is up

Thanks!!
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Monika Krzyzak
 
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Post » Mon May 07, 2012 8:15 pm

De nada.

I'm actually a little bit surprised that nobody up until this point noticed the problem with the D.B.A.R.E. DDBA plugin. I've emailed the author of D.B.A.R.E. to let him know about it so that he can fix the problem in the original mod.
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jessica sonny
 
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Post » Tue May 08, 2012 10:10 am

BTB, thx to your effort and excelence for a better Morrowind gameplay.

off topic: do you have any recomendation for combat mods? Nowadays i′m using Combat Moves from GhanBuriGhan, but sometimes i have to disable it because some imcompatiblities arises with quests in some especific topics or script situations with npcs touched by LGNPC mods.

Combat Enhanced needs MWE and I don′t need another program behind my MGE install wasting my scarce resources.

I′m out ideas about combat mods.
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Emily Rose
 
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Post » Tue May 08, 2012 5:43 am

Sadly, as you can investigate further in my signature, there is no "ultimate" combat mod for Morrowind. There is not the be-all end-all combat mod., only incomplete or limited ones.
This is unfortunate, 'cause it's the aspect which stinks the most in Morrowind.
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laila hassan
 
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Post » Tue May 08, 2012 12:12 am

I get a lot of mixed feedback on the economy. some people still think it's broken, and some end up poor throughout the entire game. From what I've been able to piece together, paid training and my "no misc skill growth" setting seem to be at the heart of it.Which version of my "Settings" plugin were you using, may I ask?
This wasn't directed at me, but I will say my character was in a similar situation last game. Esentially it is because for it to be worth spending money on trainers, you need to really train in incriments of 5. That means in the current BTB environment spending ~500 gold (for me more because my speechcraft and mercantile svck). With an economy that is far tighter (and imo overall the better for it), training is just never a viable option because I always have ~500-1500. That's between 33%-100+% of my income. Yes there are a few stat-raising books out there, but one can't really count on those. Thus training is never an option because while I'm never poor, I'm always having to manage my money so I don't have to start plundering all those untagged items in places like the guild halls that you can start doing when you're an associate (and even if I did, it wouldn't net me as much cash anymore).It would be preferable if training costs were based on the current level of the skill you wanted to train. And the 500 is on the low end for training something from 5->10. Since I can't train speechcraft, it's nigh impossible to lower costs from disposition except through quests and those aren't for every trainer.
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Monika Fiolek
 
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Post » Tue May 08, 2012 9:44 am

I accidentally the wrong D.B.A.R.E. plugin in the last update... version 14.1 is up now.

This wasn't directed at me, but I will say my character was in a similar situation last game. Esentially it is because for it to be worth spending money on trainers, you need to really train in incriments of 5. That means in the current BTB environment spending ~500 gold (for me more because my speechcraft and mercantile svck). With an economy that is far tighter (and imo overall the better for it), training is just never a viable option because I always have ~500-1500. That's between 33%-100+% of my income. Yes there are a few stat-raising books out there, but one can't really count on those. Thus training is never an option because while I'm never poor, I'm always having to manage my money so I don't have to start plundering all those untagged items in places like the guild halls that you can start doing when you're an associate (and even if I did, it wouldn't net me as much cash anymore).It would be preferable if training costs were based on the current level of the skill you wanted to train. And the 500 is on the low end for training something from 5->10. Since I can't train speechcraft, it's nigh impossible to lower costs from disposition except through quests and those aren't for every trainer.

Training costs are based on current skill levels, actually. It's simply much cheaper to train up ones that you svck at (i.e. initial misc skills) than ones you've taken as major/minors. In fact, I'm flat-out assuming that nobody would want to train a major/minor skill while using my mod.
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Madeleine Rose Walsh
 
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Post » Tue May 08, 2012 2:54 am

Hello, BTB. Instant download.
Just reporting a minor issue: the plugins Better Clothes Complete (BTB Edit).esp and DM_DB Armor Replacer-ExpDDBA (BTB Edit).esp have the exact date stamp. Since they aren′t made to replace each other make me think this is a litle overlook.

I use Wrye Mash to manage my mods and see this 2 plugins with red stripes. I just redate one to a second later and all ok, now. Don′t be angry with me. :cool:
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Dezzeh
 
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Post » Tue May 08, 2012 3:22 am

Hello, BTB. Instant download.
Just reporting a minor issue: the plugins Better Clothes Complete (BTB Edit).esp and DM_DB Armor Replacer-ExpDDBA (BTB Edit).esp have the exact date stamp. Since they aren′t made to replace each other make me think this is a litle overlook.

I use Wrye Mash to manage my mods and see this 2 plugins with red stripes. I just redate one to a second later and all ok, now. Don′t be angry with me. :cool:

I think that the D.B.A.R.E. plugins were meant to be set to PM, which I must have undid when I updated them.
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The Time Car
 
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Post » Tue May 08, 2012 7:53 am

I read through your entire readme. All of it.

Pretty interesting actually, made me realize a lot more how much accidental powergaming I did without your mod.
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Lucky Girl
 
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Post » Tue May 08, 2012 6:11 am

I read through your entire readme. All of it.

You should do War & Peace next. It's a bit of a shorter read, but still worth it.
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Alex Vincent
 
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Post » Tue May 08, 2012 11:06 am

I read through your entire readme. All of it.

Pretty interesting actually, made me realize a lot more how much accidental powergaming I did without your mod.
haha, ditto
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Charlie Sarson
 
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Post » Mon May 07, 2012 11:54 pm

I accidentally the wrong D.B.A.R.E. plugin in the last update... version 14.1 is up now.



Training costs are based on current skill levels, actually. It's simply much cheaper to train up ones that you svck at (i.e. initial misc skills) than ones you've taken as major/minors. In fact, I'm flat-out assuming that nobody would want to train a major/minor skill while using my mod.

I'm not disagreeing with anything said there. I'm saying that the cost for training at low levels is far too high. We're talking about ~100 (in a BTB economy which is much more restictive than a general morrowind economy) to go from 5 -> 6. That's quite expensive and the oppurtunity costs for spending that 100 even during the later period in the game is not worth it because money is so tight unless you need tho level that ability for its attribute because you don't have a major/minor with a primary attribute attached to it. Even then, its not worth it except to do so in ways that abuse the system by training the cheapest ones because you're not caring then about leveling the ability, but rather the attribute since the oppurtunity costs for leveling the attribute, as opposed to getting some way to fortify or bypass it, will never otherwise be worth the effort.
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sophie
 
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