BTB's Game Improvements & The Topic Of Doom

Post » Tue May 17, 2011 12:37 pm

I also have a suggestion. Since secret masters alchemy gear appears in several popular (afaik) mods such as suran underworld, and (I think) Rise of House Telvanni how about changing its' stats to be more in line with your mod? Here are the values I'm using at the moment:

SM's M&P 1.50 (Instead of 2.00) and 90000 gold (instead of 6000)
SM's Retort 1.25 (Instead of 2.00) and 75000 gold (instead of 6000)
SM's Alembic 1.25 (Instead of 2.00) and 60000 gold (instead of 6000)
SM's Calcinator 1.50 (Instead of 2.00) and 45000 gold (instead of 6000)

The spoiler box has your values for the other alchemy gear for ease of reference

Spoiler

APPARATI VALUES:

Apprentice's Retort 75 (instead of 20)
Apprentice's Calcinator 25 (instead of 10)

Journeyman's M&P 500 (instead of 400)
Journeyman's Retort 400 (instead of 80)
Journeyman's Alembic 300 (instead of 200)
Journeyman's Calcinator 200 (instead of 40)

Master's M&P 2,500 (instead of 2400)
Master's Retort 2,000 (instead of 480)
Master's Alembic 1,500 (instead of 1200)
Master's Calcinator 1,000 (instead of 240)

GM's M&P 15,000 (instead of 4000)
GM's Retort 12,500 (instead of 1600)
GM's Alembic 10,000 (instead of 4000)
GM's Calcinator 7,500 (instead of 4000)

APPARATI QUALITIES:

Apprentice's Retort 0.25 (instead of 0.50)
Apprentice's Alembic 0.25 (instead of 0.50)

Journeyman's M&P 0.75 (instead of 1.00)
Journeyman's Retort 0.50 (instead of 1.00)
Journeyman's Alembic 0.50 (instead of 1.00)
Journeyman's Calcinator 0.75 (instead of 1.00)

Master's M&P 1.00 (instead of 1.20)
Master's Retort 0.75 (instead of 1.20)
Master's Alembic 0.75 (instead of 1.20)
Master's Calcinator 1.00 (instead of 1.20)

GM's M&P 1.25 (instead of 1.50)
GM's Retort 1.00 (instead of 1.50)
GM's Alembic 1.00 (instead of 1.50)
GM's Calcinator 1.25 (instead of 1.50)


Also, the readme for the settings plugin says acrobatics gives 0.2 exp but the value in the settings plugins is 0.1. Which one is correct?
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Melanie Steinberg
 
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Post » Tue May 17, 2011 6:31 am

I've been playing with your edited Service Requirements plugin, and I think it could use some changes. I'm just not sure whether it's being maintained, or by whom.


Technically, I'm the one who maintains it, although I haven't found much to maintain.

- The temple vendor outside of the High Fane in Vivec is supposed to sell levitation potions to pilgrims for the Temple pilgrimage quest, but she doesn't offer services to players at that rank.

- There's a Legion quest to cure a diseased kwama queen near Gnisis, and a vendor there is supposed to be your go-to guy for cure scrolls, but that NPC is Redoran or something so he won't sell to most players.


I think the easy solution in both cases would just to be to remove the effects of the mod from both merchants. But I'd have to see them in-game to figure out whether or not I want to (I notoriously have not played more than, like, five minutes into Morrowind)

- The proprietor of the tradehouse in Gnisis will only deal with Comonna Tong players, despite him serving NPCs from like a half dozen factions.


Well, that's because the Commona Tong isn't joinable, so Service Requirements doesn't edit their merchants :P

Also, speaking of the levitation potions here, the pilgrimage book calls them Potions of Rising Force but you've changed the potion name. The book needs to be changed too.


This was brought up to me once before, and I think I just didn't give enough of a damn to go change it. And then I made a joke about a Rising Force potion summoning Yngwie Malmsteen.

I'm glad your mod finally seems complete and stable, you did a great work on it.

I wonder if you finally found time to play the game for real.
What quests/level/areas did you reach?
After having done lots of testing, documentation and modding for years, how was the experience of actually playing the game?


I started awhile back, and then real life caught up with me and I accidentally nuked my savegame when doing a routine format of my harddrive.

Speaking of real life, I trust yours is going well.

i have a suggestion; bols indalen will forge glass, ebony and adamantium armor for you.
with your price adjustments his prices aren't reasonable anymore. maybe this could be fixed?


I'm not 100%, but I'm pretty sure that I used the forge values of at *least* Adamantium to help me come up with the new prices, and balanced both of them accordingly.

I also have a suggestion. Since secret masters alchemy gear appears in several popular (afaik) mods such as suran underworld, and (I think) Rise of House Telvanni how about changing its' stats to be more in line with your mod? Here are the values I'm using at the moment:

SM's M&P 1.50 (Instead of 2.00) and 90000 gold (instead of 6000)
SM's Retort 1.25 (Instead of 2.00) and 75000 gold (instead of 6000)
SM's Alembic 1.25 (Instead of 2.00) and 60000 gold (instead of 6000)
SM's Calcinator 1.50 (Instead of 2.00) and 45000 gold (instead of 6000)


While that *does* follow the formula I used to value the rest of the equipment, I also have a pretty hard cap on the overall value of anything in my mod that those shoot pretty far beyond.

As for the Secret Master equipment itself, I balanced everything in the "Spells" and :alchemy" plugins assuming that the GM equipment was the best around, so acknowledging the existence of that stuff just introduces a whole new set of variables that I don't want to mess with.

Also, the readme for the settings plugin says acrobatics gives 0.2 exp but the value in the settings plugins is 0.1. Which one is correct?


I meant to make it 0.20, but I put 0.10 in the version history by mistake (which I use as a reference to actually *make* the updates) and that's what made it into the plugin.

Meh, I'm happy with 0.10.
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Juanita Hernandez
 
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Post » Tue May 17, 2011 1:48 pm

I started awhile back, and then real life caught up with me and I accidentally nuked my savegame when doing a routine format of my harddrive.

Too bad :-/
I hope you'll find time and motivation to try MW again soon.

Speaking of real life, I trust yours is going well.

I'm working quite hard on it but I can't gather the benefits of if yet.
Once I'll get a stable job, I plan to get back to MW and try latest versions of BTB, MCP, and hopefully MPP and Connary's work :)
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Gisela Amaya
 
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Post » Tue May 17, 2011 6:52 am

is it possible to use alternate version of your Settings mod + some mod leveler ? like MADD's ?

I agree that Morrowind skill progression system is not good, but what you are doing is just encouraging people to not level until they gather enough money to afford misc skill increases so the attributes gain can still be 3 x 5 (if i understood correctly your mod). I think this Morrowind character progression system is so flawed that i would rather not have any ability to influence attribute multipliers, it seems strange concept anyway. i prefer mod that gives you 1ap every 4sp for example, seems much more logical to me.

All other changes i love so is it possible to use your mods + alternate settings + madd leveler ?

I think that your default Settings mod is actually also good with slowing down the progression rate, but why didn't you block multipliers at all? set them to 2 or something by default, or whatever. Then your mod would be perfect. Giving ability to grind to 5x does not really fix this problem in my opinion.
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Alister Scott
 
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Post » Tue May 17, 2011 4:25 pm

is it possible to use alternate version of your Settings mod + some mod leveler ? like MADD's ?


Yeah, sure. A lot of people do that.

I agree that Morrowind skill progression system is not good, but what you are doing is just encouraging people to not level until they gather enough money to afford misc skill increases so the attributes gain can still be 3 x 5 (if i understood correctly your mod). I think this Morrowind character progression system is so flawed that i would rather not have any ability to influence attribute multipliers, it seems strange concept anyway. i prefer mod that gives you 1ap every 4sp for example, seems much more logical to me.

I think that your default Settings mod is actually also good with slowing down the progression rate, but why didn't you block multipliers at all? set them to 2 or something by default, or whatever. Then your mod would be perfect. Giving ability to grind to 5x does not really fix this problem in my opinion.


I'd thought about this, actually, and I concluded that it ends up correcting itself in the end. Putting off leveling up in order to save money to raise misc skills means that you'd have to find ways of earning money that don't involve using any of your major or minor skills, which is going to be hard since my changes will totally [censored] anyone who picks major and minor skills that don't actually get used a lot. In small amounts, it makes sense, but it will be far much mroe trouble than it's worth in larger amounts. Also bear in mind that I've lowered the 3x and 4x multiplier thresholds with just this in mind.
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Ymani Hood
 
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Post » Tue May 17, 2011 2:53 pm

1. Sorry for my poor english.

2. Your Mod is really great!

3. I have a question:
Why the value of Orcish Cuirass is still 2.800, Dreugh Cuirass is still 5.250, Glass Cuirass is 10,000, but Daedric Orcish is only 2.500?

4. For comparison, a small spreadsheet. It may be useful for some people to make their own changes.

BTB Armors – BTB's Game Improvements 9.0 (BTB – Equipment).
AIM Armors – Armor Integrative Modifications AIM 1.0 (Alaisiagae).
TAD Armors – Taddeus' Balanced Armors 1.2 light version.

Download: “RP Equipment – public.xls”
http://hotfile.com/dl/112426103/d26a3b8/RP_Equipment_-_public.xls.html


My proposal:
Again, conversion statistics of weapons and armors. In particular, values and ratings of armors, and speed and reach of weapons.
Enchantment, Rating (according to me in the BTB's Game Improvements 9.0 is general quite ok), Weight, Value, Health (the best seems general in TAD).

A good way is to use: TaddeusBalancingTables.
Download:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6733


My proposal:
speed reach
battle axe 1,00 1,25
broad sword 1,25 1,00
claymore 1,25 1,50
club 1,50 1,00
dagger 2,50 0,70
daikatana 1,35 1,50
halberd 1,00 1,80
katana 1,50 1,00
longbow 1,00 1,00
longspear 1,00 1,80
longsword 1,35 1,00
mace 1,30 1,00
saber 1,40 1,00
scimitar 1,35 1,00
shortbow 1,00 1,00
shortsword 2,00 0,85
spear 1,25 1,50
staff 1,75 1,80
tanto 2,25 0,70
wakizashi 2,00 0,85
waraxe 1,25 1,00
warhammer 1,10 1,25
crossbow 0,50 1,00
arrow 1,00 1,00
bolt 1,00 1,00
dart 1,00 1,00
throwing star 1,00 1,00
throwing knife1,00 1,00
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Paula Ramos
 
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Post » Tue May 17, 2011 4:18 pm

Why the value of Orcish Cuirass is still 2.800, Dreugh Cuirass is still 5.250, Glass Cuirass is 10,000, but Daedric Orcish is only 2.500?


Short answer:

The economy wouldn't work right if pricing and actual usefulness were 100% consistent.

Long answer:

You can find Daedric equipment randomly, whereas the same cannot be said for glass. An item's actual usefulness is only one factor that goes into how it should be valued - it also needs to be considered how easy the item is to come across. Specifically, glass equipment can be purchased from vendors; Daedric equipment cannot. Anything that can be found but not bought is generally going to have a much lower value than a similar item that can be bought. This is realistic to the degree that there are many items in real life that have high monetary values but little actual worth (Tom Cruise, for example), but my primary motive is just to assign as low of a value as possible to items without making them too easy to acquire *because* of that low value (i.e. buying it from a merchant).

For comparison, a small spreadsheet. It may be useful for some people to make their own changes.


Neato!

I'll have a look at this at work tomorrow - I don't have Excel on my compy at home.
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sharon
 
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Post » Tue May 17, 2011 9:45 am

Neato!

I'll have a look at this at work tomorrow - I don't have Excel on my compy at home.


I convert to the .ods, if you prefer this format.

http://hotfile.com/dl/112621231/e35d2c4/RP_Equipment_-_public.ods.html

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Nymph
 
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Post » Tue May 17, 2011 9:17 am

@BTB: The link to your modified version of the Forgotten Halls plugin doesn't work.

http://btb2.free.fr/files/morrowind_halls.zip
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Javier Borjas
 
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Post » Tue May 17, 2011 3:58 am

I convert to the .ods, if you prefer this format.

http://hotfile.com/dl/112621231/e35d2c4/RP_Equipment_-_public.ods.html



What's an .ods file? >.>

@BTB: The link to your modified version of the Forgotten Halls plugin doesn't work.

http://btb2.free.fr/files/morrowind_halls.zip


Yeah, I actually meant to update my site sometime this week at work, but I got caught up playing Might & Magic instead.
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Ice Fire
 
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Post » Tue May 17, 2011 7:52 am

What's an .ods file? >.>


.ods - OpenDocument Spreadsheet
The Open Document Format for Office Applications is an XML-based file format for representing electronic documents such as spreadsheets, charts, presentations and word processing documents.

Current support for example:
Butler Office Pro
Celframe Office
EditGrid (a web-based (online) spreadsheet service)
Gnumeric (part of the GNOME Office suite)
Google Docs (a web-based word processor and spreadsheet application which can read and save OpenDocument files)
GS-Calc
IBM Lotus Symphony
IBM Lotus Notes 8.0+
Peepel (a web-based spreadsheet)
JustSystems JUST Suite 2009 Sanshiro (Japanese)
KSpread
LibreOffice Calc
Microsoft Excel (has native support for ODF since Excel 2007 Service Pack 2)
Mobile Office (an office package for Symbian mobile phones)
OpenOffice.org Calc (full support from 2.0 - component of the OpenOffice.org software package)
Oracle Open Office
NeoOffice (is an office suite for Mac OS X)
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Jade Muggeridge
 
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Post » Tue May 17, 2011 10:02 am

Love what you're envisioning for the game - Getting rid of all the evil gamebreakers so a player can just immerse and play...naturally. I do quests and stuff, freed from the obligation of selling a dagger for a merchant's entire inventory, then redistributing that inventory across all of Tamriel like I should be wearing one of http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/3712/1135420458_fullres.jpg.

From what I understand about character building in BTB's Game Improvements:

1) don't put useless skills in your major/minor slots
2) don't play a wood elf thief
3) if you try to build a jack of all trades, you're dumb.

What kind of characters are people building, and what has been working well? I love advice like it's your (insert unique, witty joke here).

-J
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brenden casey
 
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Post » Tue May 17, 2011 7:53 am

2) don't play a wood elf thief

What kind of characters are people building, and what has been working well?

I suppose now is a bad time to mention that my first character using some of BTB's plugins was a wood elf thief... >.>
But I also use other mods that change the balance of the game, so it's bound to be different.
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Kayla Oatney
 
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Post » Tue May 17, 2011 7:07 am

What kind of characters are people building, and what has been working well?


Well, for what little of the game I've made it through is worth, this is my build:

Race: Nord
Sign: The Steed

Specialty: Combat
Favored Attributes: Strength & Agility

Major Skills: Axe, Block, Athletics, Acrobatics, Marksman
Minor Skills: Medium Armor, Unarmored, Alchemy, Mysticism, Illusion
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Wayland Neace
 
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Post » Tue May 17, 2011 5:09 am

I'm playing a Breton pilgrim/healer type character. I'm doing Imperial Cult and Temple quests, and that's fun, but I fight like a confused mage because I can't take hits. Chain paralyze and melee, or 30% chance fireballs for two minutes straight. Doesn't feel like a healer at all.
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Dalton Greynolds
 
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Post » Tue May 17, 2011 7:43 am

Where could I find a mod that only raises attribute and skill caps? I was hoping the Morrowind Code Patch could do that, but apparently not. Naturally, I want one compatible with this overhaul.
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Reanan-Marie Olsen
 
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Post » Tue May 17, 2011 12:12 pm

My character

Race - Dark Elf
Sign - The Lord

Speciality - Magic
Favored Attributes - Not sure, think it was Intelligence and Luck

Major Skills - Destruction, Long Blade, Light Armor, Restoration, Alteration
Minor Skills - Marksman, Enchant, Alchemy, Acrobatics, Mysticism
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noa zarfati
 
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Post » Tue May 17, 2011 7:40 am

Here's mine:

Race: Argonian
Sign: The Mage

Specialty: Magic
Favored Attributes: Intelligence and Endurance

Major Skills: Enchant, Conjuration, Destruction, Alteration, Illusion
Minor Skills: Mysticism, Restoration, Medium Armor, Short Blade, Marksman

Mine's basically a slightly modified Sorcerer, the class description certainly fits my attitude.
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Nick Jase Mason
 
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Post » Tue May 17, 2011 8:10 am

If this has been answered many times before I apologise.

I recently installed Morrowind again after an exodus of many years. I have quite a lot of experience when it comes to using mods designed for Bethesda games. I'm practised with bashing patches and understanding basic conflicts etc.

I've just gone through BTB's entire recommended mod list (http://btb2.free.fr/morrowind.html) and have installed almost every mod in the order that they're listed on the website (I assume this is the correct procedure when it comes to over-writing previously installed files?). Obviously I've paid attention to which .esp's i need from each mod etc.

I then used wrye bash (or whatever the MW version is called) to select all the mods I want activated. I then used mlox to auto-sort the load order. I have not bashed a patch.

I then fired up the game for the first time and suprisingly everything appears to be working. To say I'm surprised is a bit of an understatement. Is this what you intended for your site BTB? You've left excellent descriptions of each mod you use and which files to use but very little about what order to install them in or the load order. I assume going down the list top to bottom was your intention?

Thanks
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Alexx Peace
 
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Post » Tue May 17, 2011 2:48 am

I then fired up the game for the first time and suprisingly everything appears to be working. To say I'm surprised is a bit of an understatement. Is this what you intended for your site BTB? You've left excellent descriptions of each mod you use and which files to use but very little about what order to install them in or the load order. I assume going down the list top to bottom was your intention?

Thanks


There were very few instances in which a certain mod needed to be *installed* first (and I note in my commentary when that was the case), and this generally only applies to graphics mods, where installing them in the wrong order wouldn't cause any actual problems.

More important is the *load* order of the mods, which is based on the modified date of the plugin itself (thus, install order doesn't matter). While common wisdom will tell you to get a mod manager to manually edit your load order for conflicts, everything in my list works well under the default load order.
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Charlotte Henderson
 
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Post » Tue May 17, 2011 5:35 am

Ah ok, so using a load order sorter probably hasn't done anything then because the date on each plugin over-rides it?

Thanks
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Hayley Bristow
 
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Post » Tue May 17, 2011 5:36 am

Ah ok, so using a load order sorter probably hasn't done anything then because the date on each plugin over-rides it?

Thanks


The load order sorter can override the dates on the plugins, but the dates on the plugins are the default load order.
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Justin Bywater
 
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Post » Tue May 17, 2011 12:15 am

Thanks for your quick response. I'm assuming that mlox probably won't do any harm with regards to changing the load order? It's generally a good program for it. Unless you think I'd be better off sorting by date in Wrye Bash?

Thanks
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Taylor Thompson
 
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Post » Tue May 17, 2011 11:56 am

As far as I know, the Mlox rules have been updated to take my mods and my mod list into consideration, so no problems there.
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jadie kell
 
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Post » Tue May 17, 2011 4:42 am

Ok just a couple more questions then I promise I'll stop bothering you. :)

1. This is likely me being a bit dense, but is there any part of HotFusion's Economy Adjuster you recommend using, or do the constituent parts of your own Game Improvements mod provide replacement esp's for every esp in the former? If that is the case, why is it in the list? :P

2. With regards the LGNPC Project do you recommend using every part of the mod apart from;
? Ald-Ruhn
? Pax Redoran
? Secret Masters
? Tel Mora
? Vivec Foreign Quarter
? Vivec Redoran

?

Thanks!
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Brad Johnson
 
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