BTB's Game Improvements & The Sorority Vampire Cannibal

Post » Tue May 08, 2012 12:44 am

Current Version: 14.1

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Minako
 
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Post » Tue May 08, 2012 1:38 am

Just recently made a new character with the Steed birthsign, and my weight is 0 despite having clothes, a dagger, and documents in my inventory. Is this a bug?
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Allison Sizemore
 
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Post » Mon May 07, 2012 8:21 pm

No, that's called Feather.
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Kelsey Hall
 
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Post » Tue May 08, 2012 7:59 am

No, that's called Feather.
So since the feather effect is 100 pts, will the weight start showing up on my inventory screen once I hold more than 100 pounds?
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Donatus Uwasomba
 
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Post » Tue May 08, 2012 3:02 am

So since the feather effect is 100 pts, will the weight start showing up on my inventory screen once I hold more than 100 pounds?
yes.


edit:
a few "complaints"...

scroll of windwalker/form
what's the reason for that 500->10 levitate change? i mean, now it's more like a gentle
breeze instead of wind...
not that i use them on a regular basis to get around the island, otherwise i had noticed
earlier. but this is clearly a transportation effect for fast travel to places where no fast
travel goes. i think the windform should have been as expensive as the windwalker in
the first place (i believe around 1700 or so). that was pretty balanced.

some illusion spells with chamaeleon and comparable spells
shadowweave in particular. 10 seconds duration really renders that one completely and
utterly useless other than for pickpocketing - and for the latter the sanctuary effect feels
more like an additional punishment for those with low magicka. 10 seconds duration for
a spell with 40+ magicka cost which is meant to be cast in battles for protection is not
worth the effort (considering the alternative: instant-cast potion/scroll effects)
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FITTAS
 
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Post » Tue May 08, 2012 3:46 am

Invisibility and Chameleon, the latter in particular, are huge pains in the ass to work with. I'd mentioned before that, if I had my way, I'd get rid of chameleon altogether, but I settled for nerfing it to the point of uselessness. I'm hopeful that the rest of the school of Illusion remains useful enough for people to still want to choose it (for the record, it's one of my minor skills).

As for the Windwalker scrolls, invisibility and levitate are two effects that are, well, quite abuseable at high durations. Combining the two and tanking to magnitude of the latter is meant to act as a counter-balance. It's a really crappy "fast-travel" item and I don't really intend for it to be used as such.
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Rusty Billiot
 
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Post » Mon May 07, 2012 9:07 pm

so, then why not kick chamaeleon out alltogether?
replace the chaemleon effect with other suitable effects in enchantments, spells, etc. instead
of keeping useless stuff around

how can you abuse the windwalker/form?
and how do your changes prevent that, if you're just very slow now?
i found it weird that the two scrolls were the same. however the name "windwalker" pretty much
captures what it was intended for.
anyway, a better balancing approach would be to just lower the duration instead of the magnitude.
that way, you would need more scrolls for the same effect, but basically you can still fasttravel
with it (for horrendous amounts of money that is).

edit:
could you recommend changes for the secret master's alchemy apparatus? they're not included
in your modifications, but i've got a personal interest in balancing them in line with the other
changes because another mod on my list introduces them to the game (namely buug, featuring
an alchemist lady who can upgrade your grandmaster's set). also, i like the increased weight
idea, but with some changes i ask myself what material those apparati must be made of to justify
the new weight...

i noticed lately that repair hammers are worth much more which somehow prevents their usage
for me. it's a lot cheaper to just let an armorer repair your stuff now. is this intended?
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Pumpkin
 
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Post » Tue May 08, 2012 2:13 am

so, then why not kick chamaeleon out alltogether?

Two reasons. One, people will complain. And while I'm not stranger to doing things in my mod that will piss players off, this is something that I don't care enough to do to defend my choice.

Two, I honestly can't think of much to do with it. There's too many spells and enchantments for me to go through and I really can't come up with a suitable replacement.

replace the chaemleon effect with other suitable effects in enchantments, spells, etc. instead
of keeping useless stuff around

how can you abuse the windwalker/form?

and how do your changes prevent that, if you're just very slow now?

It's 60-second invisibility. In my mod, the only two ways to achieve an invisibility effect of that duration is with a 60-magicka spell or with a birthsign power.

It's also levitation for 60 seconds, which isn't available in my mod at all (outside of the scroll in question... and I think the Whitewalker robe).

And again, I really don't see them as something I'd use or recommend using for the purposes of fast travel. That's what Mysticism is for.

could you recommend changes for the secret master's alchemy apparatus? they're not included
in your modifications, but i've got a personal interest in balancing them in line with the other
changes because another mod on my list introduces them to the game (namely buug, featuring
an alchemist lady who can upgrade your grandmaster's set).

I'd have a hard time recommending good settings since the GM equipment is pretty much on the far extreme end of what I'd consider to "fit" in with my settings. Go anything beyond that, and it falls right off the edge.

also, i like the increased weight idea but with some changes i ask myself what material those apparati must be made of to justify
the new weight...

Stone? Metal? Go into your kitchen and pick up your stove. See how long you can lug it around :P

i noticed lately that repair hammers are worth much more which somehow prevents their usage
for me. it's a lot cheaper to just let an armorer repair your stuff now. is this intended?

It's intended. I talk all about those changes in the readme.
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Rob Davidson
 
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Post » Tue May 08, 2012 2:55 am

It's 60-second invisibility. In my mod, the only two ways to achieve an invisibility effect of that duration is with a 60-magicka spell or with a birthsign power.

It's also levitation for 60 seconds, which isn't available in my mod at all (outside of the scroll in question... and I think the Whitewalker robe).
sure, that's why i think the scroll should be a rare and valuable item. you could as well
keep the scroll from appearing randomly for sale or something

And again, I really don't see them as something I'd use or recommend using for the purposes of fast travel. That's what Mysticism is for.
i disagree. mysticism teleports, recalls. you can only recall to a place you have been
before. with a windwalker you can travel to places which are hard to reach without having
been there before.

Stone? Metal? Go into your kitchen and pick up your stove. See how long you can lug it around :P
i was thinking of the mortar&pestle, not of the calcinator :)
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hannaH
 
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Post » Tue May 08, 2012 7:19 am

sure, that's why i think the scroll should be a rare and valuable item. you could as well
keep the scroll from appearing randomly for sale or something

'eh, I suppose I could raise the levitate magnitude a bit in a later version, but there's no way in Hades I'm setting it back to 500.

My concern is really less about the levitate and more about the invisibility. As is, the small-magnitude levitate is the counter-balance that makes me okay with allowing the invisibility at such a high duration. If we remove invisibility from the mix, I'd have no problem with maxing out the levitate magnitude. Of course, at that point, it's essentially the exact same thing as an Exclusive Levitate potion, only twice as expensive.

i disagree. mysticism teleports, recalls. you can only recall to a place you have been
before. with a windwalker you can travel to places which are hard to reach without having
been there before.

I would imagine the same could be said for any levitate effect, though. I'm not exactly sure how invisibility factors into it, unless you're heading into a really hilly/mountainous area that's full of stuff you're trying to avoid fighting.

This discussion has made me think about exactly how it is that I treat the invisibility effect in this mod. My biggest influence is how it functions in Might & Magic VII, where its sole purpose is to avoid getting into fights with tough creatures (since you can't use it to steal stuff). This, in turn, has made me decide that I should probably make Brevusa's Averted Eyes spell a bit cheaper. In the next version (whenever that might be), I'm going to lower the cost from 9 to 5.

i was thinking of the mortar&pestle, not of the calcinator :)

Unobtanium? The grandmaster stuff *is* more expensive than almost anything else in the game >.>
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Jarrett Willis
 
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Post » Mon May 07, 2012 8:30 pm

All right, I've got a solution.

The Scroll of Windwalker will remain as is (invisibility for 60, levitate 10 for 60)

The Scroll of Windform will be changed to invisibility for 30 and levitate 100 for 30

This will involve some *slight* adjusting of other invisibility scrolls/potion(s), but nothing major. I also need to check on the availability of the Windform/walker scrolls, as the only reason I combined the two (something I generally don't do) is that I thought one of them could only be found in one place.

EDIT: they're both on the random_scroll_all leveled list, so that's good enough for me

EDIT 2, ELECTRIC BUGALOO: hmm... looks like I forgot to edit the Windwalker enchantment, so it's currently still at the default setting.
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Samantha Pattison
 
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Post » Mon May 07, 2012 10:40 pm

BTB, let it be known how appreciated it is that you catalog literally every single change you make to every single entry in your changelogs/readmes. It's so appreciated for those of us who love the bulk of your work and want to use it as a baseline, but want to tweak one or two things around for our own reasons.
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My blood
 
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Post » Tue May 08, 2012 5:22 am

Unobtanium? The grandmaster stuff *is* more expensive than almost anything else in the game >.>
unobtainium, lol...
just redid the stuff for my game, plus included the secret master's. solution was to lower the
prices and quality of grandmasters and make the secret master's use your grandmaster's values.

EDIT 2, ELECTRIC BUGALOO: hmm... looks like I forgot to edit the Windwalker enchantment, so it's currently still at the default setting.
yepp. looking at it right now, i was wondering ;)

BTB, let it be known how appreciated it is that you catalog literally every single change you make to every single entry in your changelogs/readmes. It's so appreciated for those of us who love the bulk of your work and want to use it as a baseline, but want to tweak one or two things around for our own reasons.
same here :)
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Kelly Osbourne Kelly
 
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Post » Mon May 07, 2012 11:36 pm

BTB, let it be known how appreciated it is that you catalog literally every single change you make to every single entry in your changelogs/readmes. It's so appreciated for those of us who love the bulk of your work and want to use it as a baseline, but want to tweak one or two things around for our own reasons.

It's good to know that my efforts aren't in vain... although going to such pains to catalog my changes also helps me to ensure that they all get made.

Anyways, 12.1 is up.
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Jason King
 
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Post » Tue May 08, 2012 6:57 am

unobtainium, lol...
just redid the stuff for my game, plus included the secret master's. solution was to lower the
prices and quality of grandmasters and make the secret master's use your grandmaster's values.

That's probably the best route you could have taken.

What did you set the GM values to, out of curiosity?
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Taylor Bakos
 
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Post » Tue May 08, 2012 4:24 am

That's probably the best route you could have taken.

What did you set the GM values to, out of curiosity?
i set the quality to 1.10 and made them about half as expensive as before (still pretty much
made of unobtainium). will probably have to tweak my buug-version further if the upgrade is
free and can be done more than once. however, i've not yet arrived at that point in the mod.
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*Chloe*
 
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Post » Tue May 08, 2012 5:37 am

i set the quality to 1.10 and made them about half as expensive as before (still pretty much
made of unobtainium). will probably have to tweak my buug-version further if the upgrade is
free and can be done more than once. however, i've not yet arrived at that point in the mod.

Yeah, definitely.

The big thing to keep in mind is to keep a steady progression from one piece to the next in line. Some types, namely the Mortar & Pestle, are more inherently useful than others, so a smaller change in quality is necessary to make the upgrade worth it. Alembics, by contrast, have a much large gap from one to the next, as there would otherwise be much less sense in upgrading.
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Jade Muggeridge
 
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Post » Tue May 08, 2012 1:51 am

Hi BTB, I have a couple of tehnical suggestions - 1) could you make you mod's archive more friendly to wrye mash installer (e.g., all esps and txt files in root folder of archive or, if you want extra esps to be separate, make two folders at top of the archive hierarchy, name them accordingly, like 'base' and 'extras', and put all files there);
2) it would be nice if you could put version number in archive file name;
3) last one - it would be wonderful (at least for me and others with s**t net connection) if you could archive your mod to 7z format.
And thanks for your work on this fine piece of game improvement!
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Ezekiel Macallister
 
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Post » Tue May 08, 2012 4:59 am

Hey BTB, I'm not really using your mod anymore, save for some GMST edits, but I wanted to let you know about a small glitch I'm not sure you're aware of. With your increased attribute multipliers at level-up, it often happens that in the level-up menu there's for example a "2" with a "3" overlaid so it becomes an unintelligible number of sorts. Not sure how many points are actually added to the attribute in question, but it sure is strange, isn't it?
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Jessie Butterfield
 
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Post » Tue May 08, 2012 12:50 am

@smash016

You get 2 points. I made a similar edit in my personal GMST mod and the same thing happens.
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Scott
 
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Post » Tue May 08, 2012 6:10 am

I know where you can find a swedish redhead, but its a guy, is that ok?
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Iain Lamb
 
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Post » Tue May 08, 2012 6:33 am

BTW BTB. That annoying issue with GMST skill gain has re-occurred for me ...again.... - _ -

As last time I I tried to fix it I set my list to only the base Morrowind core esms (all 3) and just your settings, and still found the problem appearing.

I set back the date of my GOTY's esms, and that seemed to allow changes to actually get applied, however as I said it seems to have returned.

I did a modification to Hotfusions economics mod (restoring the 1 rep point increase on successful barter to merchants) and though it came before your BTB settings plugin it, it worked correctly.

So currently I'm attempting to do an additional fix attempt by creating a completely new plugin which only does one thing, it modifies the GMST settings exactly as you do in your Settings plugin (this is to see if they apply correctly for being in a different plugin) and placing that new plugin lower in the load order. Though I didn't touch skill stats directly (the amounts gained in a skill for an action) which I left to your mods adjustments (because as I didn't touch them, they should still apply just as normal). Though I made one smaller change, I set the Miscellaneous skill GMST to 900 instead of 100 just for good measure. I'll reply back and share if the desired effect was gained.

I've also come to guess out of all of this that part of my problem may be the difficulty in judging GMST effects when they are meant to have very low effects.
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Alan Cutler
 
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Post » Mon May 07, 2012 7:26 pm

1) could you make you mod's archive more friendly to wrye mash installer (e.g., all esps and txt files in root folder of archive or, if you want extra esps to be separate, make two folders at top of the archive hierarchy, name them accordingly, like 'base' and 'extras', and put all files there);

I know nothing of how Wrye Mash's installer works... nor was I even aware that it possessed such a feature. My file structure is intended to make it clean and easy to navigate for someone who is actually looking at it.

2) it would be nice if you could put version number in archive file name

I've toyed with the idea of doing that, but two things stopped me from doing so. One, not every plugin is edited on each update, which would make renaming them all a bit weird. Two, it would make things infinitely harder on Mlox users.

3) last one - it would be wonderful (at least for me and others with s**t net connection) if you could archive your mod to 7z format.

I do all of my archives in .zip format so as to be friendly to folks who don't have WinRAR... of course, I did this starting about six years ago back before literally everyone on the face of the Earth had WinRAR.

I'll probably get around to turning everything into .rars one of these days.

Hey BTB, I'm not really using your mod anymore, save for some GMST edits, but I wanted to let you know about a small glitch I'm not sure you're aware of. With your increased attribute multipliers at level-up, it often happens that in the level-up menu there's for example a "2" with a "3" overlaid so it becomes an unintelligible number of sorts. Not sure how many points are actually added to the attribute in question, but it sure is strange, isn't it?

I've never run across that before, so I have no idea.

I know where you can find a swedish redhead, but its a guy, is that ok?

Does he at least *look* like a chick? >.>

BTW BTB. That annoying issue with GMST skill gain has re-occurred for me ...again.... - _ -

Yeah, at the rate you're going, making it its own plugin is probably your best bet. If you're still unsure, as I said in the thread you made about it, you might try setting the value to something ridiculously *low* just to see if it's working at all.
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Vahpie
 
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Post » Tue May 08, 2012 7:53 am

*nods* Well it seems to be working. I did decrease even more sharply the gain in athletics....but it still does increase.

I'm surprised though no one else seems to have anything similar to this effect (still increases even despite being set very high)

However the GMST changes seemed to have worked well. So I'll keep going with it (I'll have to make sure to keep an eye out for GMST changes to your mod in the future so as to adjust them.

As a complete side note, I wish the iAlchemyMod modifer was a float instead of a interger. As a player I don't abuse alchemy to sell off tons of potions. At the same time though I do tend to have an annoying compulsion to pick up everything I can as I go along, combined with the heavy alchemy equipment (heavy for a low strength mage) means I get encumbered alot by my own ingredients. : / As such I'll make sub-par potions just to use up some of my overloaded alchemy ingredients. So I end up selling off some of these sub-par potions just to make a little bit of coin and reduce encumbrance. Currently I set the iAlchemyMod in my own files to 1 instead of the standard 2 (though I actually wanted to set it to like 0.1) So as to make weak potions I sell off have a small return. Meh...maybe I should just start dumping ingredients a bit more / just eating them and set the value back down to zero. You did set it so that eating ingredients raised alchemy slightly faster than making potions themselves, right?
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Benito Martinez
 
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Post » Mon May 07, 2012 10:36 pm

Does he at least *look* like a chick? >.>
really, that's nothing a little makeup could not take care off :P

As a complete side note, I wish the iAlchemyMod modifer was a float instead of a interger
learned that the "hard" way too. i did change it from 2 to 1 in my settings to at least
lower the prices without setting them to zero. not that i sold a single potion in any of
my games though.

edit: language.
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Sarah Kim
 
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