BTB's Game Improvements & The Topic Of Doom

Post » Tue May 17, 2011 10:26 am

The one that you expressly told me not to use in the readme? Yeah. I knew there was something I wasn't supposed to have checked, but I couldn't remember what it was, and I wasn't going to read the entire readme again (entertaining as hell though, I'll give you that). Thanks for pointing that out.
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TWITTER.COM
 
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Post » Tue May 17, 2011 2:31 pm

The one that you expressly told me not to use in the readme? Yeah. I knew there was something I wasn't supposed to have checked, but I couldn't remember what it was, and I wasn't going to read the entire readme again (entertaining as hell though, I'll give you that). Thanks for pointing that out.


You should see how long I used to ramble on before I learned how to be concise.

On an entirely separate note, I'm still working on the update to my mod. It's ended up being, well, a lot bigger than I expected. Here's what i have so far for the "Spells" plugin alone:

Spoiler

? Removed spellmaking & enchanting privleges from water breathing effect and lowered the cost from 4.00 to 1.20 to balance alchemy effects.

? Added edits to the effect costs of levitate, jump, and damage fatigue (the edit to levitate is to balance its alchemy effects).

? Lowered duration Levitate spell from 30 to 20.

? Lowered duration of Strong Levitate spell from 30 to 20 and lowered cost from 18 to 9.

? Lowered duration of Great Levitate spell from 30 to 20 and lowered cost from 36 to 12.

? Lowered duration of Wild Levitate spell from 30 to 20 and lowered cost from 48 to 18.

? Lowered cost of Strong Feather spell from 12 to 9.

? Lowered cost of Great Feather spell from 24 to 12.

? Lowered cost of Ulms' Juicedaw Feather spell from 36 to 18.

? Lowered cost of Vivec's Kiss spell from 9 to 6.

? Raised area of Burden Of Sin spell from 0 to 10 and lowered cost from 18 to 12.

? Raised area of Great Burden Of Sin spell from 0 to 10, magnitude from 150-300 to 200-400, and set it to "on touch" instead of "on target".

? Raised area of Crushing Burden Of Sin spell from 0 to 25, magnitude from 250-500 to 300-600, and set it to "on touch" instead of "on target".

? Raised magnitude of Clumsiness and Clumsy touch spells from 5-15 to 10-20.

? Raised magnitude of Wild Clumsiness spell from 10-30 to 20-40.

? Raised magnitude of Fleabite spell from 40-60 to 40-80.

? Raised magnitude of Doze spell from 80-120 to 80-160 and lowered cost from 12 to 9.

? Raised magnitude of Hornhand spell from 120-180 to 120-240 and lowered cost from 24 to 18.

? Raised magnitude of Ironhand spell from 160-240 to 160-320.

? Raised magnitude of Heartbite spell from 30 to 100, raised cost from 9 to 36, and set it to "on touch" instead of "on target".

? Raised magnitude of Daedric Bite spell from 50 to 200 and raised cost from 18 to 72.

? Raised cost of Wounding Touch spell from 5 to 6.

? Raised magnitude of Wound spell from 10-25 to 20-30 and raised cost from 5 to 9.

? Raised cost of Weeping Wound spell from 15 to 18.

? Lowered magnitude of Wild Weeping Wound spell from 80-120 to 60-90, lowered cost from 30 to 24, and renamed it to "Wounding Fist".

? Lowered duration of Drain Blood spell from 30 to 20 and raised area from 0 to 10.

? Lowered duration of Sphere of Negation spell from 30 to 20 and raised area from 20 to 25.

? Lowered magnitude of Wearying Touch spell from 120-200 to 100-200, lowered duration from 30 to 10, and lowered cost from 12 to 6.

? Lowered magnitude of Exhausting Touch spell from 200-360 to 200-300, lowered duration from 30 to 10, and lowered cost from 30 to 18.

? Lowered magnitude of Weariness spell from 120-200 to 100-200, lowered duration from 30 to 20, lowered cost from 18 to 12, and raised area from 0 to 10.

? Lowered magnitude of Exhaustion spell from 200-360 to 200-300, lowered duration from 30 to 10, lowered cost from 45 to 36, and raised area from 0 to 10.

? Lowered magnitude of Wild Exhaustion spell from 200-600 to 300-400, lowered duration from 30 to 10, , and raised area from 0 to 10.

? Raised magnitude of Ordeal Of St. Olms spell from 200-360 to 300-400, lowered duration from 60 to 10, lowered area from 5 to 0, and lowered cost from 42 to 30.

? Raised magnitude of Sleep spell from 120-200 to 1000, lowered duration from 60 to 10, lowered area from 5 to 0, raised cost from 36 to 45, and set to "on touch" instead of "on target".

? Changed effects Weary, Cruel Weary, and Dire Weary spells from burden to drain fatigue (magnitudes, durations, costs, and areas have all been adjusted accordingly).

? Raised area of Viperbolt spell from 0 to 5.

? Lowered magnitude of Dire Noise spell from 50-80 to 50-60 and lowered cost from 36 to 30.

? Lowered cost of Cruel Earwing spell from 30 to 24.

? Lowered cost of Dire Earwing spell from 48 to 42.

? Changed magnitude of Wild Earwig spell from 60-100 to 70-90.

? Raised duration of Absorb Fatigue and Absorb Fatigue [Ranged] spells from 1 to 10 and lowered their magnitudes from 100 to 10.

? Fixed error where Absorb Health spell cost was incorrectly set to 6 instead of 5.

? Fixed error where Absorb Health [Ranged] spell cost was incorrectly set to 18 instead of 15.

? Fixed error where Righteousness spell magnitude was incorrectly set to 40 instead of 50.

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BaNK.RoLL
 
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Post » Tue May 17, 2011 3:21 am

Oh, by the way, I figured out why soul trap wasn't working. Apparently I didn't bother to check whether the spell was on touch or on target. I'm a genius.
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David John Hunter
 
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Post » Tue May 17, 2011 7:38 am

About soul trap: remember also some creatures just can't be trapped (for example, Alits and/or Kagoutis not 100% sure about those specifically but there's no doubt some creatures you just can't trap them), and you can't trap NPCs.

About making money: Stealing the limeware platter, books, drinks and warehouse key from the starting offices (btw the easiest way to do this if you are slow like me is to right-click into menu mode and stay there - now move your mouse to the item you want, click to grab, move it off the shelf, and click again to drop it, all within menu mode. Remember to take everything you want and drop it on the floor before you pick anything back up, from both rooms, or it will be confiscated each time). Sell it to Arille, enter warehouse, make sure guards are in other room, take stuff, sell what you don't want to Arille. There is also a 300 value book in the lighthouse, and lastly you can give Procellus' ring to the lighthouse lady, then kill her and take it back and sell it free of legal consequences (but buy it back later when cash isn't a problem for enchanting).

I always rofl when I hear "What do you think you're doing??" over and over and "You've stolen for the last time!". Haha good times.
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Nichola Haynes
 
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Post » Tue May 17, 2011 4:27 pm

Oh, by the way, I figured out why soul trap wasn't working. Apparently I didn't bother to check whether the spell was on touch or on target. I'm a genius.


It's all there in the readme/changelogs :P
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Horse gal smithe
 
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Post » Tue May 17, 2011 10:30 am

What I really like about your work BTB (besides the mutual love of games that are challenging) is that you not only successfully replaced Wakim's classic (but old) mods and took them took it to the next level, but also that you based it with Morrowind Advanced as the starting point. Amazing for someone who has probably never stepped out of Seyda Neen! :goodjob:

Also glad to see that "final update" is a relative term when it comes to your updates ;)
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koumba
 
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Post » Tue May 17, 2011 12:13 pm

What I really like about your work BTB (besides the mutual love of games that are challenging) is that you not only successfully replaced Wakim's classic (but old) mods and took them took it to the next level, but also that you based it with Morrowind Advanced as the starting point.


It's more like Economy Adjuster and Wakim's mods were the starting point, and Morrowind Advanced is sort of like the long-lost "sixth plugin", but I get your point :P

Amazing for someone who has probably never stepped out of Seyda Neen! :goodjob:


Hey, I've been to Pelagiad. And Balmora >.>

That's about it, though.

Also glad to see that "final update" is a relative term when it comes to your updates ;)


I honestly think that every release I make is going to be my last one, but that's sort of like my own personal seal of quality/assurance when you think about it. I couldn't release something I felt to be half-finished.
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Kaley X
 
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Post » Tue May 17, 2011 2:19 am

A large portion of my RPG experience before Morrowind was a little game called the 7th Saga.

You have my absolute respect.
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CYCO JO-NATE
 
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Post » Tue May 17, 2011 3:11 am

The 7th Saga wasn't a game that kicked your ass and made you like it so much as it was a game that methodically tortured you and made you like it.

Anyways, I'm still working on the update. Balancing the absorb health/absorb faitgue/damage health/drain health/drain fatigue effects, in specific, has been quite tedious work. I'm trying my best to make sure that all of the spells are useful, but not overpowered. Here's what I've got:

Spoiler


Damage Fatigue:
Fleabite 40-80 on touch [3]
Doze 80-160 on touch [9]
Hornhand 120-240 on touch [18]
Ironhand 160-320 on touch [30]

Drain Fatigue:
Wearying Touch 100-200 for 10 on touch [6]
Exhausting Touch 200-300 for 10 on touch [18]
Ordeal of St. Olms 300-400 for 10 on touch [30]
Sleep 1000 for 10 on touch [45]

Weary 100-200 for 10 on target [9]
Cruel Weary 200-300 for 10 on target [24]
Dire Weary 300-400 for 10 on target [45]

Weariness 100-200 for 10, 10 ft on target [12]
Exhaustion 200-300 for 10, 10 ft on target [36]
Wild Exhaustion 300-400 for 10, 25 ft on target [60]

Absorb Fatigue:
Absorb Fatigue 10 for 10 on touch [5]
Absorb Fatigue [Ranged] 10 for 20 on target [15]
Energy Leech 10-20 for 20 on touch [30]



Damage Health:
Spirit Knife 10 on touch [3]
Heartbite 100 on touch [36]
Daedric Bite 200 on touch [72]

Drain Health:
Wounding Touch 20-30 for 10 on touch [6]
Wound 20-30 for 10 on target [9]
Weeping Wound 40-60 for 10 on target [18]
Wild Weeping Wound 60-90 for 10 on target [24]

Sphere of Negation 80-120 for 20, 25 ft on target [45]
Drain Blood 120-180 for 20, 10 ft on touch [60]

Absorb Health:
Absorb Health 10 on touch [5]
Absorb Health [Ranged] 25 on target [15]
Righteousness 50-100 on touch [30]



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Sammie LM
 
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Post » Tue May 17, 2011 12:14 pm

So wait -- in practical terms, Drain Health is just a temporary version of Damage Health? That's kind of... dumb.

Thinking about starting a mage character. I noticed, BTB, that you worked on a magicka regen mod for Wakim's Game Improvements. You've also made clear your opinion on hitting the "wait" button to watch your health and magicka miraculously refill. So would you recommend using a magicka regen mod, which (if any), and why or why not?
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Nicholas C
 
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Post » Tue May 17, 2011 1:50 am

So wait -- in practical terms, Drain Health is just a temporary version of Damage Health? That's kind of... dumb.


Well, yes and no. All of the drain effects are pretty much just temporary versions of their respective damage effects (attribute, fatigue, health, and magicka), but they work a tad bit differently.

The biggest (well, only) difference is that they don't stack, so they can't be used more than once. The advantage of using a drain health spell is that you're going to get a bit more bang for your buck than usual for the cost (not to mention that it's non-elemental damage), but the downsides are that it's temporary and you can't use the same spell to deal any more damage to the same target.

Even considering that, I did my best to stagger the spells out so that there aren't damage and drain effects that both cost the same amount and do more or less the same thing (the same goes for all of the elemental damage spells, which aren't listed here because there's so damn many of 'em).

Thinking about starting a mage character. I noticed, BTB, that you worked on a magicka regen mod for Wakim's Game Improvements. You've also made clear your opinion on hitting the "wait" button to watch your health and magicka miraculously refill. So would you recommend using a magicka regen mod, which (if any), and why or why not?


No, I gave up on magicka regen mods when I started thinking of them as imbalanced. It's why my mod does its best to try and make the restore magicka effect easier to come by and makes it generally more effective.
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James Baldwin
 
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Post » Tue May 17, 2011 2:44 am

Thinking about starting a mage character. I noticed, BTB, that you worked on a magicka regen mod for Wakim's Game Improvements. You've also made clear your opinion on hitting the "wait" button to watch your health and magicka miraculously refill. So would you recommend using a magicka regen mod, which (if any), and why or why not?

No, I gave up on magicka regen mods when I started thinking of them as imbalanced. It's why my mod does its best to try and make the restore magicka effect easier to come by and makes it generally more effective.

Apologies for butting in. ;) IMO, regen can be overpowered, but it really depends on the type of character you play.

A typical character build involves maxing out stats across the board, unless you're using something like GCD to restrict character development. And I love that the TES series doesn't force arbitrary rules--why wouldn't a mage be able learn to use a sword and wear armor if they wanted to? (You could argue that putting time into one skillset reduces the ability to master another, but there are real-world examples of "renaissance men" who are unreasonably talented in multiple domains. And, you're the Nerevarine. Anybody destined to be a god-stomping badass is likely to have gotten more than their fair share of genetic endowment.) Anyway, for a typical build a character is going to end up overpowered, so regen is unbalancing.

But after you've played through a couple of times, you're more likely to do specialist builds. A pure mage (who only learns staves, or avoids melee and archery entirely), is at a big disadvantage. To really enjoy this type of class, for me at least, I need to buff up magicka reserves, and use regen. Even for these chars, I'll usually tweak the settings to slow it down--I think it should take a few hours or longer in game time to regenerate to 100%.

For mage characters I use Fair Magicka Regen 2.0b, edited to regenerate at 1/5th speed (adds back magicka in 5-second increments), and I also use Magicka Surge which works like Talrivian's Stat-Based HP, and adds 4% of int to magicka per level. If you use GCD, it will add regen by default unless you disable it. It's a little OP unless edited, IIRC.
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Stay-C
 
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Post » Tue May 17, 2011 4:00 am

It's nice to see you're not nerfing Drain Blood, because it is my favorite spell for assassination.

I also use a magicka regen mod, one that "regenerates 1 point of magicka in 1 to 10 seconds, based on your current willpower and intelligence." Considering the inability to wait around to get magicka back instantly, it seemed like a good way to go. Naturally, the rate isn't enough to make a difference in a fight, but I can repeatedly use levitation or fatigue restoration spells while traveling without issue.

And I see Daedric Bite is now higher damage and cost but no longer ranged, which is kinda a bummer since it's a new favorite. Oh well.
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Neil
 
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Post » Tue May 17, 2011 3:00 am

I think magicka regen can make the game more fun but it depends on how you play and your experience with the game. Playing without it even as a pure mage can also be fun because it means you have to be craftier rather than just spamming magic. Not to imply that spamming magic isn't great fun.
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Tyrone Haywood
 
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Post » Tue May 17, 2011 5:30 am

I think magicka regen can make the game more fun but it depends on how you play and your experience with the game. Playing without it even as a pure mage can also be fun because it means you have to be craftier rather than just spamming magic. Not to imply that spamming magic isn't great fun.
I tend to make use of a longbow or enchanted short blades when dealing with weaker enemies. I only start hurtling magic at things for stronger or annoying things.

It would be a major pain to make use of restore magicka potions, considering their rarity, to travel around the world due to lack of minor magicka regeneration.
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Naughty not Nice
 
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Post » Tue May 17, 2011 8:53 am

It's nice to see you're not nerfing Drain Blood, because it is my favorite spell for assassination.


Yeah, I added the area of effect at the last minute so that it's not totally outdone by similar spells of the same cost. The problem with non-elemental damage is that it costs more to dish out, and the higher up you get, the harder it is to keep the spells in the same class as one another (another trick I use is, as you pointed out with Daedric Bite, avoiding using "on target" for the higher-level non-elemental spells).

I also use a magicka regen mod, one that "regenerates 1 point of magicka in 1 to 10 seconds, based on your current willpower and intelligence." Considering the inability to wait around to get magicka back instantly, it seemed like a good way to go. Naturally, the rate isn't enough to make a difference in a fight, but I can repeatedly use levitation or fatigue restoration spells while traveling without issue.


Even taking that into consideration, it's not too hard to duck into a corner during a fight and wait for your magicka to regenerate. And the idea of doing that just reminds me about how games today tend to do that with *health*. And then I remember why I hate games today.
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Heather Kush
 
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Post » Tue May 17, 2011 2:12 am

It would be a major pain to make use of restore magicka potions, considering their rarity, to travel around the world due to lack of minor magicka regeneration.

Well, brewing your own potions in this case is not an ENORMOUS hassle since there are a few different ingredients you can pair with Comberry. Frost Salts might be the easiest to obtain and wouldn't blind you like Daedra Heart will. Not sure what kind of numbers you'd get on the potion with average stats, though.
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Lisha Boo
 
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Post » Tue May 17, 2011 4:11 pm

Yeah, I added the area of effect at the last minute so that it's not totally outdone by similar spells of the same cost. The problem with non-elemental damage is that it costs more to dish out, and the higher up you get, the harder it is to keep the spells in the same class as one another (another trick I use is, as you pointed out with Daedric Bite, avoiding using "on target" for the higher-level non-elemental spells).

Even taking that into consideration, it's not too hard to duck into a corner during a fight and wait for your magicka to regenerate. And the idea of doing that just reminds me about how games today tend to do that with *health*. And then I remember why I hate games today.
I don't recall ever trying to hide and regenerate magicka during a fight, in those cases I simply drink a potion. I do sometimes wait a bit for my magicka to regenerate after fights though while I'm in a hostile area. Personally I think its rather boring to do that, which is why I usually just take a potion if I can't find a bed.

Well, brewing your own potions in this case is not an ENORMOUS hassle since there are a few different ingredients you can pair with Comberry. Frost Salts might be the easiest to obtain and wouldn't blind you like Daedra Heart will. Not sure what kind of numbers you'd get on the potion with average stats, though.
I tried brewing potions after I lucked upon a set of master alchemy equipment in some cave west of Balmora north of some daedric ruins at level 4. It only took a few tries before I was annoyed by just wasting expensive ingredients that I didn't have the money to buy at that level. Instead, I simply relied on the mages guild chests for restore magicka potions, and worked on short blade and marksman skills to avoid having to use magicka for everything.
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Bellismydesi
 
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Post » Tue May 17, 2011 6:34 am

Oh, yeah, don't waste expensive ingredients. Start out small with cheap ingredients brewing maybe Restore Health/Fatigue potions and wait until you are adept at Alchemy to use expensive ingredients. It can all be very time consuming but fun if it's your style.
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Josephine Gowing
 
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Post » Tue May 17, 2011 4:05 am

I don't recall ever trying to hide and regenerate magicka during a fight, in those cases I simply drink a potion. I do sometimes wait a bit for my magicka to regenerate after fights though while I'm in a hostile area. Personally I think its rather boring to do that, which is why I usually just take a potion if I can't find a bed.


Generally, when I think of exploits, I think of things that players *could* do, but that would be very boring. And it really bothers me when any move that will net you the best possible results is the boring one, so I just remove that option. This is pretty much the approach I take to my mod in general.

I tried brewing potions after I lucked upon a set of master alchemy equipment in some cave west of Balmora north of some daedric ruins at level 4. It only took a few tries before I was annoyed by just wasting expensive ingredients that I didn't have the money to buy at that level. Instead, I simply relied on the mages guild chests for restore magicka potions, and worked on short blade and marksman skills to avoid having to use magicka for everything.


Do you have alchemy as a major/minor skill? If not, then yeah, it's going to be tough. Even with all of the changes I've made, alchemy is still the one skill I just can't see myself without.

By the way, I just noticed that you and I are in the same city.
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Nauty
 
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Post » Tue May 17, 2011 2:27 pm

Oh, yeah, don't waste expensive ingredients. Start out small with cheap ingredients brewing maybe Restore Health/Fatigue potions and wait until you are adept at Alchemy to use expensive ingredients. It can all be very time consuming but fun if it's your style.

Alchemy isn't part of my style. :tongue:
Generally, when I think of exploits, I think of things that players *could* do, but that would be very boring. And it really bothers me when any move that will net you the best possible results is the boring one, so I just remove that option. This is pretty much the approach I take to my mod in general.

Do you have alchemy as a major/minor skill? If not, then yeah, it's going to be tough. Even with all of the changes I've made, alchemy is still the one skill I just can't see myself without.

By the way, I just noticed that you and I are in the same city.

No, Alchemy is not a major/minor skill for me, they are:

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

In my case, I certainly have no shortage of potions, and I have plenty of enchantments available to use. I've basically the kind of person who finds a bunch of awesome stuff but never finds the right time to use them so they just sit there in the inventory.

But when it comes to restoring magicka, making my own potions doesn't seem like a good idea at this point.

And I did also notice you lived in Houston too many days ago. :tongue:
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Kit Marsden
 
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Post » Tue May 17, 2011 1:45 am

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


Well, you at least have Enchant. The way I see it, you need either it or Alchemy as a major/minor if you're going to have much of a chance out there.

And we should totally go grab a beer or something one day.
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carley moss
 
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Post » Tue May 17, 2011 5:02 am

Well, you at least have Enchant. The way I see it, you need either it or Alchemy as a major/minor if you're going to have much of a chance out there.

I think I've done pretty well for myself so far.

It might be interesting if magicka could be recharged with a high cost, high capacity enchanted item or something. I have no idea how balanced it would be, but it would certainly give me more use of the filled soul gems I carry around constantly.
And we should totally go grab a beer or something one day.

I don't turn 21 until July, you'd need to at least wait until then :tongue:
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Markie Mark
 
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Post » Tue May 17, 2011 5:01 am

I think I've done pretty well for myself so far.

It might be interesting if magicka could be recharged with a high cost, high capacity enchanted item or something. I have no idea how balanced it would be, but it would certainly give me more use of the filled soul gems I carry around constantly.


I imagine that the most common use of filled soul gems would be for "cast on strikes" weapons. Just my assumption, anyway.

I don't turn 21 until July, you'd need to at least wait until then :tongue:


Beer. Coffee. Whatever >.>
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Mizz.Jayy
 
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Post » Tue May 17, 2011 7:27 am

I imagine that the most common use of filled soul gems would be for "cast on strikes" weapons. Just my assumption, anyway.

That is for me. For other items I simply use Azura's star when near a bed and summon ancestral ghosts ad nauseam (significantly contributing to Destruction, Mysticism, Conjuration, and Enchant at once). I also prefer to keep it empty and use it on random things in the wild to avoid using soul gems. Though many times I simply completely forget to cast soul trap. :swear:

Beer. Coffee. Whatever >.>

:cool:
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ANaIs GRelot
 
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