BTB's Game Improvements & The Sorority Vampire Cannibal

Post » Mon May 07, 2012 10:35 pm

I believe this is what you're looking for: http://www.gamesas.com/index.php?/topic/1118992-morrowind-patch-project-bug-report-thread/page__st__120
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Tamara Dost
 
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Post » Tue May 08, 2012 1:30 am

Hmm? Does GCD go well with BTB's game improvements?
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lilmissparty
 
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Post » Tue May 08, 2012 10:37 am

Lots of people use them together, so I'm gonna say "yes".
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Far'ed K.G.h.m
 
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Post » Tue May 08, 2012 3:08 am

btb, i want to ask if there is a connection with sneak skill and weight. this might be a possible workaround for your sneak attack probs (honestly i believe that since sneaking is harder with your game i'd rather want to give bonus to those that could sneak properly). Since sneak + strong axe/longsword/hammer is insta kill, maybe if there was a connection to weapon weight and sneaking, settings might be changed so that sneak attacks is higher for lighter weapons (or technically, lighter people).

edit:
also, i'm not against the changes in skill level progression, but i'm a little doubtful with the misc skill progression. i think there should be a compromise. I believe that when one practices, one learns, but if one isn't really fit for that skill, one couldn't reach a very high level at it. so maybe you could at least give misc skills a little consideration (make them level naturally with use, but very, very, very hard).
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Benjamin Holz
 
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Post » Tue May 08, 2012 7:49 am

Is there a reason for "Mephala's Skill" gimp? This spell is supposed to be awarded for finding all (26) sanguine items and all you get is a fortify [10] attack.
which is even more ridicules if you play as an Orc.
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Louise
 
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Post » Mon May 07, 2012 11:10 pm

Concerning personal editing of btbgi, Does btb have any qualms about people releasing edited versions of his mod, I assume that it is perfectly fine from a legal standpoint, but it would be more polite to ask him personally, so I now put the question to you btb.
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Big mike
 
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Post » Mon May 07, 2012 9:58 pm

btb, i want to ask if there is a connection with sneak skill and weight. this might be a possible workaround for your sneak attack probs (honestly i believe that since sneaking is harder with your game i'd rather want to give bonus to those that could sneak properly). Since sneak + strong axe/longsword/hammer is insta kill, maybe if there was a connection to weapon weight and sneaking, settings might be changed so that sneak attacks is higher for lighter weapons (or technically, lighter people).

There's not. I wish there was, as I mention in the readme, so that I could make sneak damage greater for short blades. But I can't.

also, i'm not against the changes in skill level progression, but i'm a little doubtful with the misc skill progression. i think there should be a compromise. I believe that when one practices, one learns, but if one isn't really fit for that skill, one couldn't reach a very high level at it. so maybe you could at least give misc skills a little consideration (make them level naturally with use, but very, very, very hard).

Well, technically, that's what I've done. All I did was make the misc skills level up really, really, really, really, really, really, really slowly... all we're really discussing now is how many "really"s should apply.

Is there a reason for "Mephala's Skill" gimp?

If I had my way, I would have gotten rid of the chameleon effect altogether. It's a pain in the ass skill to work with, and it's broken as all hell.

If Mephala's Skill is is underpowered as a result, I suppose that I could go back and add some attribute and/or skill buffs to it.

Concerning personal editing of btbgi, Does btb have any qualms about people releasing edited versions of his mod, I assume that it is perfectly fine from a legal standpoint, but it would be more polite to ask him personally, so I now put the question to you btb.

Yeah, I don't mind/care.

Sorry I've been a bit AWOL lately... I've been at work and I recently had my wisdom teeth taken out, so I haven't been doing much except bleeding from the mouth and cursing evolution.
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Flutterby
 
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Post » Mon May 07, 2012 11:51 pm

Well, technically, that's what I've done. All I did was make the misc skills level up really, really, really, really, really, really, really slowly... all we're really discussing now is how many "really"s should apply.

I guess the difference is that I used three very's and you used 7 really's. lol.
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Destinyscharm
 
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Post » Mon May 07, 2012 11:10 pm

If I had my way, I would have gotten rid of the chameleon effect altogether. It's a pain in the ass skill to work with, and it's broken as all hell.

If Mephala's Skill is is underpowered as a result, I suppose that I could go back and add some attribute and/or skill buffs to it.

I agree with Chameloen being broken (especially if you have very high sneak skill). My 'problem' was that it made Mephala's Skill useless.

Another unrelated 'issue' is the increased weight of the alchemical appartures, you scale the weight lineary with the quality.
However the exact relation of the quality of the appartures to the quality of generated potion might not be linear at all... (though i couldn't find the exact formula anywhere)
So is it really linear?
Also in my opinion the weights for the GM appartures are kind of an overkill! I suppose the reason for the increased weight is to discourage haveing a 'portable alchemy set' bet still 250 MWU (morrowind weight units] is too much.

*disclaimer: English is not my native language so I may have a lot of grammer/spelling mistakes in the above.
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Sunny Under
 
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Post » Mon May 07, 2012 9:02 pm

Methinks Ghost Curse/drain fatigue 100 is not a good idea. Now the player too often collapses from ancestral ghost attacks and you have to reload the game because you do not recover even when fatigue has been filled up again. Good old Morrowind bugs...
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Michelle Chau
 
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Post » Tue May 08, 2012 5:57 am

I guess the difference is that I used three very's and you used 7 really's. lol.

Verily.

I agree with Chameloen being broken (especially if you have very high sneak skill). My 'problem' was that it made Mephala's Skill useless.

In my next update, I'll throw in some other buffs.

Another unrelated 'issue' is the increased weight of the alchemical appartures, you scale the weight lineary with the quality.
However the exact relation of the quality of the appartures to the quality of generated potion might not be linear at all... (though i couldn't find the exact formula anywhere)
So is it really linear?
Also in my opinion the weights for the GM appartures are kind of an overkill! I suppose the reason for the increased weight is to discourage haveing a 'portable alchemy set' bet still 250 MWU (morrowind weight units] is too much.

The usefulness of the alchemy sets isn't really linear, but since the weight is so ridiculously high, there's really no reason why those values shouldn't be.

Again, the main point I'm trying to drive home is that you shouldn't be able to carry that stuff around with you.

*disclaimer: English is not my native language so I may have a lot of grammer/spelling mistakes in the above.

You're fine.

Methinks Ghost Curse/drain fatigue 100 is not a good idea. Now the player too often collapses from ancestral ghost attacks and you have to reload the game because you do not recover even when fatigue has been filled up again. Good old Morrowind bugs...

Yeah, I ran into that the other day, myself. I'll probably adjust it in my next update.
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Mr.Broom30
 
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Post » Tue May 08, 2012 8:17 am

Note: English is not my native language, so I'm sorry for mistakes (lexical, grammer, spelling)…

I)
The "Character" plugin edits the game's birthsigns:

The Atronach:
- fortify maximum magicka 1.0x int.;
- spell absorption 50;
- stunted magicka.

The Apprentice:
- fortify maximum magicka 1.0x int.;
- new power Wizard's Brand: (shock damage 50, 10 ft on touch, sound 50 for 60, 50 ft on touch).

The Mage:
- fortify maximum magicka 1.0x int.;
- fortify intelligence 20 (This bonus will now carry past the normal 100-point stat limit).

The Mage is much better than Apprentice. The same fortify maximum magicka, but also a high constant bonus to intelligence (fortify intelligence 20 is much better than power - once per day).

So, I suggest (for example) add to Apprentice a premium to willpower (fortify willpower 20).
Generally, the fortify intelligence is more favorable than the bonus to willpower (in particular, when extend beyond the 100-point limit), because of intelligence depends on the energy used to cast spells (magicka).

Suggestion:

The Apprentice:
- fortify maximum magicka 1.0x int.;
- fortify willpower 20 (This bonus will now carry past the normal 100-point stat limit);
- new power Wizard's Brand: (shock damage 50, 10 ft on touch, sound 50 for 60, 50 ft on touch).

The Mage:
- fortify maximum magicka 1.0x int.;
- fortify intelligence 20 (This bonus will now carry past the normal 100-point stat limit).


I read your post:
http://www.gamesas.com/index.php?/topic/1165169-btbs-game-improvements-the-topic-of-doom/page__view__findpost__p__17138289

II)
Another suggestion: adds the missing Bound Greaves & Pauldrons.
Like:
Bound Arms & Legs 1.0
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6883

ImprovedBound 1.0
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=988

The Missing Bounds 1.0
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2544
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Rodney C
 
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Post » Tue May 08, 2012 3:59 am

You know, I'm just curious about when BTB will feel satisfied with his work enough as to not update it three times a month.

:frog:

It's hard to play and enjoy when I need to reinstall the mod every week. :bonk:

Damn your comprehensive mod of godliness!

As far as I'm concerned, Bethesda should just go ahead and incorporate the majority of your changes into their game. Vanilla Morrowind is so broken that it is unplayable if you know what you are doing.

Oh, and on a side note, after coming back from the grave (Wazzat? Talrivian isn't dead?), I read one of the old threads from February - April.

I think that an easy fix for the Alchemy system would be to just increase the price of ingredients so that they aren't so "cheap". However, what Morrowind's economy really needs is a supply and demand economy, and some realistic time constraints. The reason that Alchemy allows you to make unbelievable amounts of money is due to a few factors:

A ) Morrowind is an RPG that is about as far away from a simulation of real life as you can get. There are no requirements for eating, your character has no problems standing in a vendor's store for 1000+ hours straight, with an epic quest in need of completion, in order to "restock" their inventory. They also have no problems with you creepily loitering in their stores, and they are freaks themselves: They never sleep or eat, or even move, and their inventories magically restock instead of people buying and selling items.

B ) Your character can somehow keep an entire laboratory in his back pocket, and brew potions in literally one second, and do so rapidly, while standing in one position without moving. Time is money? That concept just went out the window.

C ) There is no supply or demand. You can spam the same object to a vendor indefinitely, and he will never grow tired of it, more than happy to constantly purchase said item from you, and stock it forever.

D ) Ingredients cost peanuts to purchase, and the value of potions are ridiculously skewed in proportion to the amount of labor invested in their creation. If potions were so easily aquired, their value would be negligible, as any moron could just create them instantaneously, gain skill by creating them in days, and become an expert alchemist and millionaire over night. The world of Morrowind is creepy if you think about it.

So, basically, all of these things combine to create a rather superfluous economy. Your character can purchase ingredients for next to nothing, sell them at an overinflated value in the form of a potion, all of which was done in one location, instantaneously, without moving, removing the cost of transportation, labor and time. Not to mention the biggest flaw of all:

The violation of the Law of Conservation of Energy. Energy can be neither created nor destroyed, and in Morrowind, we have just such a thing: Merchants.

Merchants constantly generate gold and ingredients, indefinitely, and forever. They are basically perpetual matter/energy generators, that never run out of fuel. They flood a valueless economy and world with constant resources and currency, allowing the player to manipulate and abuse said generator, and other strange oddities of the nature of the Morrowind World, to create extreme wealth overnight.

So, in hindsight, BTB's Alchemy fix is rather logical. If there were indeed a hypothetical universe that functioned in the same way as Morrowind, then actually, not only would potions be worth nothing, but neither would anything else, since anyone can just spam an action forever, without the need to eat or sleep, in order to gain skill and increasingly improve their ability to create better and more powerful things.

-Talrivian
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Syaza Ramali
 
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Post » Tue May 08, 2012 3:09 am

Information from Thesslian's post on the PES (at 2011-08-08 21:10:48):
“First there is an amulet called Zenithars Whispers that fortifies speachcraft, but it is set to do it on touch instead of self contradictory to what the change log says.”
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7904

I checked, he's right.

In vanilla Morrowind:
Zenithar Whispers - Charm 30 pts for 5 secs on Touch (Cast When Used)

From “Changes - Equipment.txt”:
“Zenithar's Whispers - fortify speechcraft 10 for 10 on self (instead of charm 30 for 5 on touch)”

But in reality in BTB - Equipment.esp:
fortify speechcraft 10 for 10 on TOUCH.
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Jordyn Youngman
 
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Post » Tue May 08, 2012 8:36 am

Information from Thesslian's post on the PES (at 2011-08-08 21:10:48):
“First there is an amulet called Zenithars Whispers that fortifies speachcraft, but it is set to do it on touch instead of self contradictory to what the change log says.”
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7904

I checked, he's right.

In vanilla Morrowind:
Zenithar Whispers - Charm 30 pts for 5 secs on Touch (Cast When Used)

From “Changes - Equipment.txt”:
“Zenithar's Whispers - fortify speechcraft 10 for 10 on self (instead of charm 30 for 5 on touch)”

But in reality in BTB - Equipment.esp:
fortify speechcraft 10 for 10 on TOUCH.

Yeah, I saw that... I'll fix in in my next update.

So, my next update is basically going to be a minor fix and a buff to Mephala's Skill... unless somebody else points something else out.
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Nathan Hunter
 
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Post » Tue May 08, 2012 6:02 am

your values for the light armor are way too high compared to the heavy armor
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Mizz.Jayy
 
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Post » Tue May 08, 2012 10:24 am

Ive made my personal edits to that, if you want, I could share them,
oh, I thought you might want to know that in mournhold (in tribunal expansion) there is a museum that buys artifacts from you at 30000 each
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Nicola
 
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Post » Mon May 07, 2012 8:03 pm

Hey, I've just decided to try this mod out (while installing, I was wondering how exactly I'd never tried it before) and I must say I love it. I have a problem, though, and it's that I also love Advanced Alchemy. I was wondering if anyone has already made a compatibility patch, because the two would easily go hand in hand what with the new weight for alchemical equipment.

If not, anyone got any recommendations on a utility that might make this easier? Something like TES4Edit for Morrowind? Of course, I'm about to look myself and I'll probably find whatever recommendations are popular, but I figure it doesn't hurt to ask.

Edit: As a side note, I'm considering making it with At Home Alchemy instead. The only thing it does is make it so that apparatuses can be used when placed and I don't really care about the timeflow thing nor do I enable the penalties for using apparatuses above your level, so I'll likely just switch back to that.

Edit 2: And why exactly did you make Skooma pipes mortar and pestles? I'm not convinced they can be used for that purpose. I mean, them being retorts I can work out in my mind. You light them up, put your ingredients in the bowl (if they're solid, not sure what you'd do with something like corpus weepings) like you're gonna smoke it, but instead you collect the gasses for your potion (or throw them out, not sure what the retort does for your potion game-mechanic wise). But a mortar and pestle is about grinding. Not only do these pipes have no pestle, but even if they did I can't imagine glass making a good mortar. Then again, this is Nirn we're talking about here and there is glass armor.

Either way, using it as a mortar makes no sense when it could be used more effectively as a retort. However, if you insist as keeping it as a mortar and nothing I'd advise making it even less effective, as you'd just be taking off the top part somehow and mashing things in the bottom of it with your hands, earning the pity of alchemists everywhere as they wonder how you made it past childhood. After all, if you're going to be that way you could have just gotten a redware bowl instead of going to the trouble locating a pipe for this purpose.

Me, I'm going to change it back and give it the effectiveness of apprentice level (or perhaps even journeyman, I've not decided yet), because it seems like it'd be pretty good for those purposes.

Edit 3: Never mind on all of my questions excluding the one about the Skooma pipe choice, I seem to have gotten it all working nicely. If anyone wants I'll upload the edited esp to my site.
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Claire Lynham
 
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Post » Tue May 08, 2012 5:51 am

Could anyone tell me from personal experience, how btbgi works with gcd or madd leveller, because using btbgi and service requirements together seems tailored for "pure" styles, and hybrid play styles suffer from having to obsessively max out your skill gains each level to meet the requirements, which, as you may have guessed, is very tedious.
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josie treuberg
 
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Post » Tue May 08, 2012 9:25 am

your values for the light armor are way too high compared to the heavy armor

That's because you can buy glass armor.

You can't buy Daedric Armor or Ice Armor.

oh, I thought you might want to know that in mournhold (in tribunal expansion) there is a museum that buys artifacts from you at 30000 each

Yes, I'm aware. The "Equipment" plugin edits that dialogue to reflect the new values.

Edit 3: Never mind on all of my questions excluding the one about the Skooma pipe choice

It was a gameplay decision. Because of how cheap Apprentice's equipment is, the only reason you'd ever use a Skooma Pipe is that it's lightweight and can be taken with you. Its low quality makes it useful for brewing up potions with a "set" effect (i.e. "Cure Common disease") where magnitude is a nonissue. In fact, it's probably best to use low-quality M&P's to make those, as it minimizes the strength of the negative effects.

Hmm... I just talked myself into switching the Skooma pipe back over into a retort.
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m Gardner
 
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Post » Tue May 08, 2012 7:47 am

I see. For myself, I made it an apprentice level retort and upped the weight to 10 so there's some reason to keep it should you get one, but it's not something you'd be searching for unless you still wanted to carry your alchemy equipment for some reason.
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Steve Smith
 
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Post » Tue May 08, 2012 4:30 am

I found some inconsistencies in the sounds for the magic effects.

For example:
vanilla Morrowind: http://s934.photobucket.com/albums/ad189/MorroAgent/?action=view¤t=01M.png

MPP: http://s934.photobucket.com/albums/ad189/MorroAgent/?action=view¤t=03MPP.png

BTB Spells: http://s934.photobucket.com/albums/ad189/MorroAgent/?action=view¤t=04BTBSpells.png


---------------------------------------------------
EDIT:
See: http://www.gamesas.com/index.php?/topic/1226089-unknown-sscr-id-in-constructobject/page__p__18478778#entry18478778
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stephanie eastwood
 
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Post » Mon May 07, 2012 7:32 pm

Hmm... I should fix that.

Ok, for the next update, we have:

- Zenithar's Whispers to self instead of touch
- Mephalas's Skill buff
- Bound Curiass sound (and any others you might have noticed) set to correct setting
- Change Skooma Pipes away from M&P
- Sixth House amulets... not really sure what I'm going to do with them

I'll go ahead and say I'll put out the next version tomorrow.
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steve brewin
 
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Post » Tue May 08, 2012 4:09 am

What's wrong with vanilla's Septim Ring? In BTB it has exactly the same fortifications as the Mentor's Ring.
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Taylrea Teodor
 
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Post » Mon May 07, 2012 9:40 pm

What's wrong with vanilla's Septim Ring? In BTB it has exactly the same fortifications as the Mentor's Ring.

Um... it shouldn't. I just checked my mod in the CS and it has the correct enchantment.
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Alkira rose Nankivell
 
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