BTB's Game Improvements & The Sorority Vampire Cannibal

Post » Mon May 07, 2012 10:44 pm

Yes, the whole entry gets overwritten.

So my current project right now would be to merge all non-conflicting mods in my HD, then one by one merge conflicting mods. That hurts.
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QuinDINGDONGcey
 
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Post » Tue May 08, 2012 6:56 am

A lot of object conflicts like the ones you're talking about can be solved by using TESTool's Merged Objects function. The esp that generates won't solve all conflicts, but it will solve ones like the one between unique jewellery & accessories and BTB's equipment plugin - so you get the mesh and textures from UJA and the value changes from BTBs. (I downloaded TESTool for pretty much this very purpose - I noticed the conflict and wanted balanced pretty-shinies and not just pretty-shinies.

However, it doesn't solve conflicts in which the exact same thing is changed - in that case, it's still a case of whichever mod loads last wins. Sometimes you either have to pick the changes you prefer or manually tweak to your liking.

Anyway, it'll help, and it saves you doing the job manually - although I recommend not including Merged_objects.esp in your TESPCD checks. It adds a lot more to scroll through!

PS: be very careful merging gameplay mods, and as a general rule don't merge dialogue-heavy mods. Some take it better than others. And don't use merged objects on Creatures X if you use that mod - apparently it breaks if you do? :shrug:

@BTB, I think I've said it before, but what the hell, it's worth saying twice: thanks for all your work with this list. I don't use half the mods on it and the ones I do tend to end up heavily tweaked (hey, I figure the reclusive ranger type ought to be able to sleep under the stars if he wants to), but it's a great read and always makes me want to go away and play Morrowind, and I'm beginning to think I couldn't play without your spells plugin. It makes my favourite schools of magic so much more useful :) I do have one question though - the daedric weapons are worth so much less than glass weapons/armour, despite the glass ones being presumably much more abundant. What were the thought processes behind that change?
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Marine x
 
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Post » Tue May 08, 2012 5:40 am

I have a question regarding the Cell changes in the balance mods. I believe it was in the Settings where you have it that the cells have been set so you can't sleep outside?

I wanted to know if I wished to remove that limitation regarding sleeping outside, as Lucevar mentioned. The limitation is sorta pointless in my own games, as I play a mage and never really sleep to regain health/fatigue/magic, so in fact sleeping in the wilderness would actually expose my character to somewhat more challenge in the form of being attacked in the middle of the night in the few times I do decide to camp in the wild.

Is removing that limitation, is it as something as simple as using TESAME to remove all the edited cells from the Setting.esp? I didn't know if those changes to all those cells were solely setting them to non-sleep or if there were other changes to those cells that I'd want to keep?
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Sarah Edmunds
 
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Post » Mon May 07, 2012 7:46 pm

I think all the other cell changes were done in the other plugins, so you should be safe to just get rid of the cell edits - although I recommend getting rid of the three GMST values related to that particular change as well (sRestIllegal, sNotifyMessage1 & sNotifyMessage2 I believe). Plus possibly fSleepRandMod & fSleepRestMod as well if you don't want more critters disturbing your rest.

So unless BTB comes along to say I've done something stupid & completely messed the mod up, you should be fine getting rid of those changes. I deleted all the cell entries in Enchanted Editor and haven't noticed any features not working as intended or anything else. :]
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Dagan Wilkin
 
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Post » Tue May 08, 2012 7:07 am

@BTB, I think I've said it before, but what the hell, it's worth saying twice: thanks for all your work with this list. I don't use half the mods on it and the ones I do tend to end up heavily tweaked (hey, I figure the reclusive ranger type ought to be able to sleep under the stars if he wants to), but it's a great read and always makes me want to go away and play Morrowind, and I'm beginning to think I couldn't play without your spells plugin. It makes my favourite schools of magic so much more useful :) I do have one question though - the daedric weapons are worth so much less than glass weapons/armour, despite the glass ones being presumably much more abundant. What were the thought processes behind that change?

Originally, Daedric was on the same price level as Glass. I ended up toning it down because I was aware that Daedric could be found as random drops from certain creatures, and I hadn't yet devised a way to stop it (I eventually did in my personal edit of Morrowind Advanced by giving them bound equipment abilities). Glass was a special case and a bit hard to handle since it's technically the best armor in the game if you're a light armor user (which is overall probably still the best type) in addition tot he fact that it can be found for sale. Thus, I had to make it expensive enough that you can't easily buy it.

On the *other* hand, I hadn't really considered at the time (nor have I really much now) how available it is anywhere *else*. Given the fact that the next best light armor is infinitely less valuable, I think perhaps a small value reduction for glass equipment might be in order in a future update.

I have a question regarding the Cell changes in the balance mods. I believe it was in the Settings where you have it that the cells have been set so you can't sleep outside?

Yup.

Is removing that limitation, is it as something as simple as using TESAME to remove all the edited cells from the Setting.esp? I didn't know if those changes to all those cells were solely setting them to non-sleep or if there were other changes to those cells that I'd want to keep?

Every edited cell except for the two shops in Balmora and Caldera and the Caldera Mage's Tower.

I think all the other cell changes were done in the other plugins, so you should be safe to just get rid of the cell edits - although I recommend getting rid of the three GMST values related to that particular change as well (sRestIllegal, sNotifyMessage1 & sNotifyMessage2 I believe). Plus possibly fSleepRandMod & fSleepRestMod as well if you don't want more critters disturbing your rest.

Those last two are actually the only ones he'd *need* to remove. They're the ones that make it impossible tor est for more than an hour without being attacked (the others are merely cosmetic edits). I added them as a failsafe since it became quickly apparent that my Settings plugin edits couldn't possibly deal with every cell in the game, not to mention the fact that they have a nasty tendency of being overridden by other mods for some reason.
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jeremey wisor
 
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Post » Tue May 08, 2012 10:23 am

BTB, i edited the spells plugin so that it could be compatible with enhanced magic sounds... I couldn't make a separate plugin as they edit the same entry, so i had to integrate enhanced magic sounds to your spells plugin.. Is it ok for me to post it in PES and TESNEXUS? I could send the file to you if you want.
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Louise Lowe
 
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Post » Tue May 08, 2012 11:15 am

BTB, i edited the spells plugin so that it could be compatible with enhanced magic sounds... I couldn't make a separate plugin as they edit the same entry, so i had to integrate enhanced magic sounds to your spells plugin.. Is it ok for me to post it in PES and TESNEXUS? I could send the file to you if you want.

Go ahead, I don't mind.

Just beware that you're posting a direct edit of one of my plugins, which I tend to update a lot.
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Nany Smith
 
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Post » Tue May 08, 2012 4:44 am

Go ahead, I don't mind.

Just beware that you're posting a direct edit of one of my plugins, which I tend to update a lot.

Thanks!

I hope you spend more time in-game for now so I don't have to edit them manually again anytime soon. LOL

EDIT:
Tesnexus download: http://www.tesnexus.com/downloads/file.php?id=39774
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Guy Pearce
 
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Post » Mon May 07, 2012 9:29 pm

to fix the mage's weaknesses, two minor changes would suffice in my opinion: first, setting
the fPCbaseMagickaMult GMST to 2 instead of 1, and second, to introduce natural magicka
regeneration. much like oblivion actually; yes, i know... but not everything's bad there. i never
played it though. regeneration would also lower the usefulness of the atronach sign in your
preferred manner: adding a bonus to all the other signs instead of adding a malus to the
atronach (or more precisely: making the drawback of that sign into an actual drawback, as
intended).

as i'm sure you considered both of these changes, i'm anxious to hear your thoughts about
it and your arguments against it ;)
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Blackdrak
 
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Post » Mon May 07, 2012 9:00 pm

to fix the mage's weaknesses, two minor changes would suffice in my opinion....
Why not just run GCD? This is exactly what you get with a pure mage with Mage sign in BTB without any other changes.
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Marcin Tomkow
 
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Post » Tue May 08, 2012 9:37 am

because BTB's mod list doesn't assume you are using GCD and because not everyone likes GCD.
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Pat RiMsey
 
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Post » Tue May 08, 2012 2:20 am

because BTB's mod list doesn't assume you are using GCD


But he does acknowledge that it's a valid combination.

and because not everyone likes GCD.

Fair enough.
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Amy Masters
 
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Post » Tue May 08, 2012 4:09 am

But he does acknowledge that it's a valid combination.
still, a comprehensive balance mod should at least do something on its own to fix such a glaring
imbalance. or assume/recommend the use of another balance mod.
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FABIAN RUIZ
 
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Post » Mon May 07, 2012 9:38 pm

i dont use any levelling mod. I level up vanilla way...or at least BTB-edited vanilla way. :)
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Solina971
 
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Post » Mon May 07, 2012 7:41 pm

to fix the mage's weaknesses, two minor changes would suffice in my opinion: first, setting
the fPCbaseMagickaMult GMST to 2 instead of 1, and second, to introduce natural magicka
regeneration. much like oblivion actually; yes, i know... but not everything's bad there. i never
played it though. regeneration would also lower the usefulness of the atronach sign in your
preferred manner: adding a bonus to all the other signs instead of adding a malus to the
atronach (or more precisely: making the drawback of that sign into an actual drawback, as
intended).

as i'm sure you considered both of these changes, i'm anxious to hear your thoughts about
it and your arguments against it ;)

This is one of those things where my old-school gaming origins are going to be really apparent. The original Final Fantasy, for anyone who's played it, is a perfect example here.

Simply put, I come from a time where magic was something you had to conserve, because your reserves were *extremely* limited. In a game like Morrowind, obviously, taking such a hard-nosed approach would be a lot less desirable because of the increased number of functions served by magic (instead of it just being a way to deal a little extra damage or heal thyself). I agree that it should at least be easier than it is in vanilla Morrowind to come up with restore magicka potions, but I disagree completely with the notion of magicka regenerating over time for the same reason that I disagree with it for health. Even in very small amounts, it completely cheapens the idea of conserving magicka at all by pretty much destroying the whole mechanic. I loathe how so many modern games make a strategy out of ducking for cover and waiting for your health to magically refill itself, and I'd be just as sickened to see the same thing done with what is essentially your ammo.

This, of course, leads to the ultimate problem that it's very, very hard to make it as a pure mage because your maximum amount is so low compared to the cost of spells. Accepting this means accepting the following:

*If you're going to play as a character who relies on magicka as a form of offense, you're going to need to play as a magicka-oriented character and/or take a magicka-oriented birthsign.

*Even taking the above into consideration, starting out as a pure mage is going to be considerably harder than starting out as a warrior

Both of these hold true for pretty much any other RPG I play, again citing the original Final Fantasy as a prime example.

Another thing to consider is the re-balancing of spells I do in the "Spells" plugin. I made many of my edits taking the generally-limited amount of magicka available to many players into consideration, and thus made it a point to make lots of cheap, useful spells for each magicka school. The ones that are more expensive are the ones I consider to be much more powerful, and thus don't really have a problem with them wrecking your magicka reserves by being cast. The emphasis - particularly early on - will go into learning how to wisely use the cheaper spells, which is also good in the sense that it allows those spells to remain useful even long after you've acquired better ones.
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Nims
 
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Post » Mon May 07, 2012 10:12 pm

so basically you're saying instead of balancing the gameplay for mage classes in line
with the rest of your mod, you deliberately gimp them because of nostalgic reasons (FF)
and/or other games that also do so?
magicka regeneration won't help in a fight if the ratio is low enough, if that's the only issue.


two unrelated things:

suggestion: scale down gedna relvel.
she's just too tough. too much health (main problem), too much damage, too well defended.

question: gold
is there a reason you prefer oblivion septims to http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6655 in your modlist? just curious :)
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Lisa Robb
 
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Post » Tue May 08, 2012 7:15 am

so basically you're saying instead of balancing the gameplay for mage classes in line
with the rest of your mod, you deliberately gimp them because of nostalgic reasons (FF)
and/or other games that also do so?
I probably shouldn't speak for BTB, but yeah, pretty much. Although sometimes I wonder just how closely he abides by the philosophy, the man has said on multiple occasions that this mod is first-and-foremost for him. The changes he makes are the changes he'd like to see in the game. He simply happens to be nice enough to share those changes with us. He takes in other people's considerations from time to time, but only if they make sense to him. If you don't like his changes, make your own. That's the beauty of modding :)

Especially on a mod like this, I don't understand why people suggest that BTB change something, and then post the exact values and bits of code that they'd change. If you're competent enough with the CS to figure out how to make those changes, then make them! If you think other people will like the changes too, share them with us! But to bicker with BTB because he won't voluntarily make the game less fun for himself just so that others don't have to muck around in the CS is a bit silly.
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maya papps
 
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Post » Tue May 08, 2012 1:18 am

my bickering is not bickering at all, but just curiousity. asking and exchanging opinions is almost
never a bad thing, is it?

ofcourse i have my own settings/equipment/etc. plugin in my game. that's exactly why i suggested
a value for the GMST above: i tested it and found it reasonable. this was by no means a demand
but rather a playtest report.

as i have said many times before, i'm grateful for BTB's work and probably will always be :)
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Karine laverre
 
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Post » Mon May 07, 2012 7:16 pm

my bickering is not bickering at all, but just curiousity. asking and exchanging opinions is almost
never a bad thing, is it?
And now I'm peeved at myself. People often mistake my curiosity for hostility, so I have to phrase things very carefully and throw out lots of disclaimers. Thanks for reminding me what it looks like from the other side :P And no, asking questions and exchanging opinion is never a bad thing. :)
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lucile
 
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Post » Tue May 08, 2012 8:17 am

I have no problem at all with any of this "bickering", and actively encourage it. It forces me to think through my ideas to the point of producing logical arguments for them. If I can't, then it forces me to rethink the idea.
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Danger Mouse
 
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Post » Tue May 08, 2012 6:16 am

...why is the first Google image result for "swedish redhead with eyepatch" a picture of me? >.>
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Amy Smith
 
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Post » Tue May 08, 2012 7:13 am

...why is the first Google image result for "swedish redhead with eyepatch" a picture of me? >.>

Anything you wanna tell us, BTB...?
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Bird
 
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Post » Tue May 08, 2012 5:08 am

This is probably a dumb question but is this the same as the Morrowind Patch Project?
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Anne marie
 
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Post » Mon May 07, 2012 9:51 pm

This is probably a dumb question but is this the same as the Morrowind Patch Project?

Not really >.>
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Ymani Hood
 
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Post » Tue May 08, 2012 9:05 am

Then what happened to the Morrowind Patch Project thread? Because I can't even find it on here when I google it.
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Trent Theriot
 
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