BTB's Game Improvements & The Topic Of Doom

Post » Tue May 17, 2011 2:56 am

You equip a filled soul gem. Then you will be asked either to create or to recharge an enchantment.
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Cash n Class
 
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Post » Tue May 17, 2011 4:52 am

good idea.
or how about raising creature hp in general, for as soon as you get trueflame/hopesfire, the game is over combatwise. the only challenge left would be the hands of almalexia (which my character would never think of killing - let them wait for their goddess until blo*dy eternity).
even morrowind advanced doesn't change that.

We could Nerf it but it won't be lore friendly since it is the nerevars blade.
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Tracy Byworth
 
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Post » Tue May 17, 2011 7:11 am

We could Nerf it but it won't be lore friendly since it is the nerevars blade.


yes, yes, i know...
compared to the darts, it's quite ok, i think :) at least not ranged, approx half of the damage output and no stun-lock (darts = almalexia only tries to cast spells, which also barely succeeds, and doesn't even come near you). i nerfed the darts in my game to half of the damage (along with the black dart superdarts).
hopesfire/trueflame aren't the problem. if you have ever enchanted a daedric wakizashi with damage health (and another with restore health!), you know that you're pretty much immortal if you use them.
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Amy Gibson
 
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Post » Tue May 17, 2011 7:14 am

Huhu, so if BtB mod replaces daedra equip with bound items, but what is the way to get a daedric tower shield then.
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Alycia Leann grace
 
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Post » Tue May 17, 2011 10:46 am

Huhu, so if BtB mod replaces daedra equip with bound items, but what is the way to get a daedric tower shield then.

run morrowind advanced as well (which i can recommend) and you can get them as random drops from the higher dremora enemies hanging around in daedric shrines (if you have appropriate level).
i guess armor parts are also added to random loot lists for containers, but i'm not 100% sure about it (could be that this holds only for the light daedric armor introduced bei morrowind advanced).
oh, and the golden saint assassins carry them as well some times (also from morrowind advanced).

and for a short D2 answer:

Trapsin s a nice char but a bit slow on killing speed, so is hammerdin hehehe. [...] ES sorcs are pretty crappy, but lots of fun. There are not many things more rewarding then cleaning a room full of frenzied moonlords, while everyone else is hiding in town.

which patch? sin has 4-5 lightning sentries with 1-11k damage and maybe a death sentry with corpse explosion, shockweb and last but not least fire blast.
with a freezing merc, cloak of shadows and mind blast, you could control virtually any mob (the moonlords too).
don't get me wrong, i like the sorceress as well, but the sin is my alltime favorite :)
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Timara White
 
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Post » Tue May 17, 2011 3:11 pm

Thanks, Golden saint assassins.. sounds sixy. But trapsin cant kill Baal sufficiently fast and becomes a leecher after lvl97..so must be pretty charismatic to convince a sorc or a javazon to level her and not each other. Hate trapsins in pvp, hiding all the time. :) For some reason every girl i knew in D2, played a trapsin, seriously. There must be something..
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Oyuki Manson Lavey
 
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Post » Tue May 17, 2011 9:33 am

Greetings. New Morrowind player and gamesas forum member here. I've emailed BTB but he doesn't seem to be responding so here's hoping somebody here can help me.

I've been through BTB's exhaustive (and awesome) mod list and finally got round to starting a game the other night as a Khajiit nightblade. The only problem is that the Eye of Night ability is on permanently despite using the alternative Character plugin of BTB's Game Improvements which apparently disables that feature. I've tried switching plugins and starting a new game to no avail. Just wanted to check whether this was an issue with my install or an oversight on BTB's part. Perhaps somebody could check their install for me.

Thanks in advance.
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Janette Segura
 
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Post » Tue May 17, 2011 7:54 am

the Eye of Night ability is on permanently despite using the alternative Character plugin of BTB's Game Improvements which apparently disables that feature. I've tried switching plugins and starting a new game to no avail. Just wanted to check whether this was an issue with my install or an oversight on BTB's part. Perhaps somebody could check their install for me.

i checked the alternate character plugin in the construction set and, as you pointed out, eye of night is listed as an ability rather than a power.
so it's apparently an oversight.
never checked before, because i'm a darkelf addict and if i played a khajiit, then i would want to have it as a permanent ability, it makes more sense in my opinion.

so, you can either change that in the construction set yourself or wait for BTB to fix it and reupload it.


Thanks, Golden saint assassins.. sounds sixy. But trapsin cant kill Baal sufficiently fast and becomes a leecher after lvl97..so must be pretty charismatic to convince a sorc or a javazon to level her and not each other. Hate trapsins in pvp, hiding all the time. :) For some reason every girl i knew in D2, played a trapsin, seriously. There must be something..

they look like the normal golden saints, but are a "bit" stronger :)

well, okay. from lvl96 on i spent my time helping others get through the hell acts, mostly. always hated baalruns for leveling.
and i'm not a girl ;)
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Isabella X
 
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Post » Tue May 17, 2011 4:00 pm

i checked the alternate character plugin in the construction set and, as you pointed out, eye of night is listed as an ability rather than a power.
so it's apparently an oversight.
never checked before, because i'm a darkelf addict and if i played a khajiit, then i would want to have it as a permanent ability, it makes more sense in my opinion.


No I agree that it should be a permanent ability as well, it's just that dark areas permanently look like ass with Eye of Night on all the time so the alternative plugin sidesteps that while still allowing me to use it. :dry: It's ultimately a crap reason but I don't really want to be kissing light and dark goodbye, they add too much atmosphere.

Unless those changes are piss-easy to make I'll probably hold back. It's taken me weeks to get Morrowind modded properly though so to get snagged now would be a pain in the ass!
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Jhenna lee Lizama
 
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Post » Tue May 17, 2011 2:34 pm

No I agree that it should be a permanent ability as well, it's just that dark areas permanently look like ass with Eye of Night on all the time so the alternative plugin sidesteps that while still allowing me to use it. :dry: It's ultimately a crap reason but I don't really want to be kissing light and dark goodbye, they add too much atmosphere.

Unless those changes are piss-easy to make I'll probably hold back. It's taken me weeks to get Morrowind modded properly though so to get snagged now would be a pain in the ass!

i understand your reasons :)
maybe try out TLM - the lighting mod (major improvement of lighting), here's the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=609. (i don't use the sneak plugins, don't like them; just the visual improvements)
works well with the lighting settings for the morrowind.ini suggested http://knotstheinane.blogspot.com/p/morrowind-modding-guide.html (first time i read that you actually can use linear and quadratic lighting at the same time).

edit: for easy overview, here the "code" snippet for the .ini:

[LightAttenuation]UseConstant=1ConstantValue=http://forums.bethsoft.com/index.php?/topic/1165169-btbs-game-improvements-the-topic-of-doom/0.382;UseLinear=1LinearMethod=1LinearValue=1.0LinearRadiusMult=1.0;UseQuadratic=1QuadraticMethod=2QuadraticValue=2.619QuadraticRadiusMult=1;OutQuadInLin=0


changes being piss-easy depends on your perspective :)
i'm not a modding genius, but minor tweaks in .esp-files via construction set are within my range (and that means in the range of anyone willing to look into it and learn some new stuff).
another suggestion from my side would be: just scale the effect strength down from 50 points to 20~25. there's a ring in the game (one you get erm... spoiler ahead... "at the end" from a certain daedra prince), that gives you permanent night eye.
it's about 20 and with TLM you can now see in dark caves, but it doesn't destroy the atmosphere.

edit2:
only weeks? ;D
look at it this way: the journey is the reward. you will always find something new to add, tweak, improve, etc.
it took me some time to realize that.
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Everardo Montano
 
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Post » Tue May 17, 2011 9:19 am

Thanks for the advice TrueRevan, I actually tried TLM a while back (ie. over a week ago) and wasn't too fussed about the way it made the Customs and Excise Office in Seyda Neen look like a disco. I liked a lot of the other changes it made I just couldn't bare the lighting itself. I'm just too fussy. I think that's what happens when you play too much Thief. :-D
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Nicholas C
 
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Post » Tue May 17, 2011 2:19 pm

Thanks for the advice TrueRevan, I actually tried TLM a while back (ie. over a week ago) and wasn't too fussed about the way it made the Customs and Excise Office in Seyda Neen look like a disco. I liked a lot of the other changes it made I just couldn't bare the lighting itself. I'm just too fussy. I think that's what happens when you play too much Thief. :-D

like a disco, i like that :D hm... i felt the direct opposite, i.e. that the candle flickering is actually quite realistic, but ok. i see your point. linear + quadratic is nice anyway (i could make some screenshots, when i get back to my windows (non-office) pc.
the main point was: adjust your lighting to a bit darker (and... more realistic) to let all the night-eye spells make sense (instead of crappyfying the atmosphere)

i guess i don't understand the thief-part ;)
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Iain Lamb
 
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Post » Tue May 17, 2011 1:58 am

like a disco, i like that :D hm... i felt the direct opposite, i.e. that the candle flickering is actually quite realistic, but ok. i see your point. linear + quadratic is nice anyway (i could make some screenshots, when i get back to my windows (non-office) pc.
the main point was: adjust your lighting to a bit darker (and... more realistic) to let all the night-eye spells make sense (instead of crappyfying the atmosphere)

i guess i don't understand the thief-part ;)


One of my biggest problems with Morrowind's lighting is how green it is, even candles and torches seem to emit green light onto surrounding surfaces. Very bizarre. I adjusted some of the quadratic lighting settings last night and managed to reduce it by quite a bit surprisingly.

UseQuadratic=1QuadraticMethod=2QuadraticValue=http://forums.bethsoft.com/index.php?/topic/1165169-btbs-game-improvements-the-topic-of-doom/24QuadraticRadiusMult=2


Thief = Thief: The Dark Project and Thief: The Metal Age. Absolutely incredible games, perhaps two of the finest first person games I've ever played. If you've never played them before then I urge you to check them out! You'll not regret it ;)
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Noely Ulloa
 
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Post » Tue May 17, 2011 3:00 am

I wasn't exactly blown away either by TLM because of the weird colors in some interiors and then I tried http://www.pirates.retreat.btinternet.co.uk/light.htm by Piratelord. Haven't stopped using it since. You should try it, it's good stuff. It does however do some other stuff as well, like lighting up exterior windows at night, interior ones during the day, adding interior weather sounds. If you don't want that stuff, it can be easily removed using the Morrowind Enchanted Editor.

Note however that it sets the FogValue to 0 for some interiors and that doesn't play nice with MGE XE. Setting it to something like 0.5 with the Enchanted Editor solves it though.
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jenny goodwin
 
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Post » Tue May 17, 2011 6:28 am

One of my biggest problems with Morrowind's lighting is how green it is, even candles and torches seem to emit green light onto surrounding surfaces [...]
Thief = Thief: The Dark Project and Thief: The Metal Age. Absolutely incredible games, perhaps two of the finest first person games I've ever played. If you've never played them before then I urge you to check them out! You'll not regret it ;)

morrowind is the matrix! :o
everything's green...
more http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=360130&id=8469
hahaha

will keep them in mind, but for now, im bound to morrowind ;)

I tried http://www.pirates.retreat.btinternet.co.uk/light.htm by Piratelord. You should try it, it's good stuff. It does however do some other stuff as well, like lighting up exterior windows at night, interior ones during the day, adding interior weather sounds.

Note however that it sets the FogValue to 0 for some interiors and that doesn't play nice with MGE XE. Setting it to something like 0.5 with the Enchanted Editor solves it though.

wow, cool, thank you for the link. will definitely try that one.
a while back i tried out illuminated windows and windows glow, both of them had their weaknesses. this could be a solution as well :) do the light-day scripts have an effect on my framerate however? (i've got a really crap pc, balmora with atmospheric balmora and vurt's westgash trees installed kicks it down to 11-15FPS, so i can't afford to lose much more FPS ;) )
plus: vivec redesigned on the same page, with compatibilty. had another mod, trying to do the same, but it touched many interior cells and it altered too much (weird window distortions and stuff)

fog value for interior cells... is this a setting you can do in the construction set?
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Nathan Maughan
 
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Post » Tue May 17, 2011 9:47 am

wow, cool, thank you for the link. will definitely try that one.
a while back i tried out illuminated windows and windows glow, both of them had their weaknesses. this could be a solution as well :) do the light-day scripts have an effect on my framerate however? (i've got a really crap pc, balmora with atmospheric balmora and vurt's westgash trees installed kicks it down to 11-15FPS, so i can't afford to lose much more FPS ;) )
plus: vivec redesigned on the same page, with compatibilty. had another mod, trying to do the same, but it touched many interior cells and it altered too much (weird window distortions and stuff)

fog value for interior cells... is this a setting you can do in the construction set?

I'm using Windows Glow in conjuction with Modman's Windowlights. I'm not sure how complex the scripts added by those mods are, but I just took a quick peek at the ones in MW Relighted and they're really short. Anyway, if it does have a hit, it's a small fix to remove them. Delete the script from the esp and remove the references to the interiorlights added by the mod.

And yes, fog value can be changed from within the CS.

But we're going a little off-topic here...
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Janine Rose
 
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Post » Tue May 17, 2011 1:59 am

But we're going a little off-topic here...


Not a problem at all. Between my mod and my mod list, just about any in-depth discussion about mods is ultimately relevant to me somehow.

Sorry I haven't been able to dedicate much time to this thread in the last little bit. I've been on shift again at work, and I also apparently have a date this Friday. With a human female. I'm not exactly quite sure how it happened.

Anyway, I'll probably migrate back this way after the weekend.
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bimsy
 
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Post » Tue May 17, 2011 1:50 pm

I'm using Windows Glow in conjuction with Modman's Windowlights. I'm not sure how complex the scripts added by those mods are, but I just took a quick peek at the ones in MW Relighted and they're really short. Anyway, if it does have a hit, it's a small fix to remove them. Delete the script from the esp and remove the references to the interiorlights added by the mod.

so far i don't like mw relighted better than tlm. maybe i already got used to the light color. plus: i got a weird effect with multiple light sources, where my character would change periodically from lit up to pitch black while running through balmora (needs .ini-tweaking, would be my guess)

i'm gonna try out modman's windows lights. is it true, that it's dependent on windows glow? it's stated http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1761, in one of the posts.

Sorry I haven't been able to dedicate much time to this thread in the last little bit. I've been on shift again at work, and I also apparently have a date this Friday. With a human female. I'm not exactly quite sure how it happened.

Anyway, I'll probably migrate back this way after the weekend.

wow, cool :)
good luck then (swedish redhead by chanCe?) edit: spelling-hunter strikes!!!
i was a little concerned after the marriage-posts...
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Rhi Edwards
 
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Post » Tue May 17, 2011 1:01 am

good luck then (swedish redhead by change?)
i was a little concerned after the marriage-posts...


Welsh blonde, actually, but close enough.

As for the whole marriage thing, I'm over it. I learned to channel my bitterness into my writing, instead, which is where my mod list came from :P
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Darren
 
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Post » Tue May 17, 2011 10:59 am

so far i don't like mw relighted better than tlm. maybe i already got used to the light color. plus: i got a weird effect with multiple light sources, where my character would change periodically from lit up to pitch black while running through balmora (needs .ini-tweaking, would be my guess)

i'm gonna try out modman's windows lights. is it true, that it's dependent on windows glow? it's stated http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1761, in one of the posts.

About the flickering. It's a known issue with Morrowind's engine once there are too many light sources around that NPC's start 'flickering'. So it's not directly caused by MW Relighted, but it happens because that's one of the other things this mod does (though it's only mentioned in the readme and not on the download page) is adding some stuff to the outside Balmora cells. Some of the added objects are indeed light sources (on the bridges for instance) and may thus cause this effect.

And no, Windows Lights is not dependent on Windows Glow, but using both together yields the nicest results in my opinion. Where Windows Glow only overlays a texture on the windows, you would never see the surroundings of the window light up. What Windows Lights does is add light sources near the windows (though not all) and thus make it appear as if the window was actually letting through some light.
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Dalton Greynolds
 
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Post » Tue May 17, 2011 4:05 pm

BTB, I wanted to ask why you set the cost for the Feather spells so low when even an auto-calculated version of the spell with a reduced cost to 0.53 would give these Feather spells a very high cost. To approximate your set values the cost of 'Feather' should be something like 0.07. Just wondering why you decided to make self-made feather spells so much more costly than already existing ones. (Also, did you get my e-mail about the Better Music System?)
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K J S
 
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Post » Tue May 17, 2011 1:43 pm

BTB, i would like to ask you a thing, maybe you have the solution to a problem i'm experiencing :)
i noticed that in Morrowind Patch 1.6.5 Beta (BTB Edit).esm the imperial archer has the flag "autocalculate stats" unchecked, and the stats are specified by hand, but this is somehow causing a lot of troubles with merged_object.esp (generated by testool), where the archers have the flag unchecked AND they don't have any stat written by hand, so they have 0 to every atribute -> 0 health -> suicidal tendencies when loaded (when entering a cell with imperial archers, the die immediately). so my very first question is: did you uncheck the flag for balance purposes? or you didn't even touch imperial archer? do you (or anybodyelse) by chance know a solution for this? :turned:
thank you a lot in advance!
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Brian LeHury
 
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Post » Tue May 17, 2011 9:39 am

About the flickering. It's a known issue with Morrowind's engine once there are too many light sources around that NPC's start 'flickering'. So it's not directly caused by MW Relighted, but it happens because that's one of the other things this mod does (though it's only mentioned in the readme and not on the download page) is adding some stuff to the outside Balmora cells. Some of the added objects are indeed light sources (on the bridges for instance) and may thus cause this effect.

okay, that explains a lot, since i'm also using atmospheric balmora with a bunch of lanterns ---> around the bridges
hm... i think i like tlm better, nevertheless :)

And no, Windows Lights is not dependent on Windows Glow, but using both together yields the nicest results in my opinion.

looked into it, very subtle (though it may be due to my light attenuation settings) and i like it.
a shame that it's not for tribunal and bloodmoon (and a shame, really, that illuminated windows isn't modular between vvardenfell and tribunal)

for the windows glow...
when i have time again, i'll try to change that mod somehow. maybe a lite version with just glowmapped window textures (so, no flickering and no time of day check or so)

for now, i'm just happy with tlm, i guess (and the added lights to balmora, where my chars always end up living anyway)

As for the whole marriage thing, I'm over it. I learned to channel my bitterness into my writing, instead, which is where my mod list came from :P

i know what you are talking about.
good to know you're better now (and created a very decent modlist with enjoyable reading :mohawk: )
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Harry Hearing
 
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Post » Tue May 17, 2011 1:14 am

Btw, the extras folder contain the Better clothes complete (BTB edit), right? But, should I remove all my previous esp.s like Better Clothes, More Better Clothes and Better Clothes TB and only use yours? I never really understood that darn readme.. :toughninja:
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Emily abigail Villarreal
 
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Post » Tue May 17, 2011 10:54 am

the better clothes complete doesn't include better clothes for tribunal.
so just check these two :)
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Mrs Pooh
 
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