BTB's Game Improvements & The Sorority Vampire Cannibal

Post » Tue May 08, 2012 8:17 am

Just a possible conflict report: BTB - Settings.esp is overriding possible cell name changes by other mods (e.g. TR_map2.esm Marog cell), I think you'd better change it to a BTB - Settings.esm to be loaded right after Bloodmoon.esm so it will not override potential cell name changes by landmass mods
[EDIT]typo
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Elena Alina
 
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Post » Mon May 07, 2012 8:22 pm

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.

In my (admittedly very little) experience, I haven't found the cost of paid training to be much in the way of excessive. I may go back and address it later if further testing/more feedback indicates that it's still a bit high.

Just a possible conflict report: BTB - Settings.esp is overriding possible cell name changes by other mods (e.g. TR_map2.esm Marog cell), I think you'd better change it to a BTB - Settings.esm to be loaded right after Bloodmoon.esm so it will not override potential cell name changes by landmass mods
[EDIT]typo

I do address this in the readme. As far as I'm aware, any conflict can be easily solved through load order adjustment.
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Eliza Potter
 
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Post » Mon May 07, 2012 9:05 pm

In my (admittedly very little) experience, I haven't found the cost of paid training to be much in the way of excessive. I may go back and address it later if further testing/more feedback indicates that it's still a bit high.
IMO its just the lower end that needs tweaking. I find the costs for training my main skills (which I don't, but am using as a comparison) relatively decent for what level they are at (30-45).
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Steve Bates
 
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Post » Tue May 08, 2012 1:36 am

IMO its just the lower end that needs tweaking. I find the costs for training my main skills (which I don't, but am using as a comparison) relatively decent for what level they are at (30-45).

It doesn't work that way, I'm afraid. Training costs are determined by a single GMST.
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Siidney
 
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Post » Mon May 07, 2012 8:27 pm

It doesn't work that way, I'm afraid. Training costs are determined by a single GMST.
That does make things harder to balance I guess. Possibly then a lesser decrease than I was envisioning, but the low-end is still prohibitively too high.


I suppose MCP isn't going to make it so they could use mathematical formulas as modifiers for trainer prices (the only area imo that probably could use it).
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Tyler F
 
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Post » Tue May 08, 2012 11:16 am

Well, bear in mind that training costs are also affected by other factors that influence pricing - mercantile skill, disposition, etc.

I suppose that in order to get truly helpful data I'd also have to inquire about what other economy mods y'all are using (i.e. HotFusion's Economy Adjuster).
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Chrissie Pillinger
 
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Post » Tue May 08, 2012 11:15 am

I'm using your modded version of hotfusion's economy adjuster and speechcraft/mercantile are misc skills for me and are both at 15.
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Maya Maya
 
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Post » Tue May 08, 2012 6:27 am

Yeah, 15 is the point where I'd imagine they'd start getting pricey. My point of reference was building up skills from level 5.
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JESSE
 
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Post » Tue May 08, 2012 12:23 am

I do address this in the readme. As far as I'm aware, any conflict can be easily solved through load order adjustment.
Hmmm. I have no problem changing the GetPCCell test in my mod, I'll do anyway to ease things for people, but potential conflict with GetPCCell/dialog cell filters is definitely not my idea of compatibility.
Is trying to remove player health/magicka/fatigue restoring possibility during camping the whole reason of these changes, or I am missing some other point?
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claire ley
 
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Post » Tue May 08, 2012 10:24 am

200+ posts, so it's closed.
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Dawn Farrell
 
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