BTB's Game Improvements & The Topic Of Doom

Post » Tue May 17, 2011 2:41 am

@BTB:

Is it possible that the glass-pauldrons are flawed? IIRC the are worth ~5000 each, but I could sell them for over ~6500
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Rob
 
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Post » Tue May 17, 2011 3:39 pm

@BTB you could just lower the success rate for alchemy and lower the value of self made potions from vanilla by a little that will make alchemy have sort of a realism to it it and it will be balance since most people will fail until they max the skill which would take a long time with your modifications.


As of right now, my ideal solution is to set the value of all homemade potions to 1 instead of 0.


@topic
the dwarven darts from bamz-amschend are a bit too powerful, me thinks. i recently faced almalexia and deliberately didn't use the darts and switched to trueflame, because this way the battle was more of a challenge
just imagine: the enchanted sword of a legendary war hero, recovered through endless efforts during the main quest line, is total crap compared to regular darts dropping from regular opponents.

and these darts are sort of restocking as well! just farm for them in bamz amschend. i wasn't too happy about the black dart gang darts as well, but at least you only get your hands on a limited number of those.

maybe we could do something about it?
my concern is that the centurion archers would be even less of a challenge than before if just the dart damage was scaled down (or does weapon damage not influence damage output with creatures?)


I agree. There's a *huge* gap in the difference between the thrown weapons damage from vanilla Morrowind and the equipment added by the expansions. I'll adjust them in the next update.

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.


Hopesfire and Trueflame don't seem to be too much powerful than typical Daedric weapons... and that's *with* the damage reductions from my mod.

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


I make this change in my edit of Morrowind Advanced, which in turn adds some stronger enemies that drop random Daedric equipment.

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.


Sorry about the wait. It's been a hectic week for me >.<

But yes, that was a screwup on my part. The next update will fix it.
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Nick Swan
 
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Post » Tue May 17, 2011 1:53 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?)


I'm... actually not quite sure what you're trying to ask about the feather changes. You keep going back and forth between saying it's too expensive and that it's not expensive enough. Please clarify?

I've gotten quite a few emails about BMS in the last week or so. I've been holding off on replying because of a problem that I finally had the time to sit down this morning and hash out. I've since replied to everyone. Sorry about the delay.

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!


I didn't touch the Imperial Archer at all in my edit of the patch, nor do I know if the patch did.

Regardless, I don't think this is an issue with the patch, or an autocalculation issue. I would recommend looking at your mod list with TESPCD and find out what's editing the archer. Once you find the guilty mod, deal with it accordingly.

i know what you are talking about.
good to know you're better now (and created a very decent modlist with enjoyable reading :mohawk: )


"Better" is a strong word. I've just learned to live with being alone >.>

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:


Better Clothes Complete contains the changes from Better Clothes and Plankgye's More Better Clothes. It does *not* contain the changes from Better Clothes TB, nor do I recommend the use of Better Clothes TB (as Plankgye's More Better Clothes replaces most of what it does, and with much better textures).

@BTB:
Is it possible that the glass-pauldrons are flawed? IIRC the are worth ~5000 each, but I could sell them for over ~6500


Well, my mod reduces their value to 6,000 (not 5,000). The fact that you're able to sell them for more than their face value could be any number of things, really. It could be the mercantile bug, it could be that you're using another mod that makes changes to glass pauldrons and is overriding mine, or you could be using another mod that adds glass pauldrons with new object ID's to the game. I'd need more information to be of any more help.
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Benji
 
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Post » Tue May 17, 2011 3:06 am

I'm... actually not quite sure what you're trying to ask about the feather changes. You keep going back and forth between saying it's too expensive and that it's not expensive enough. Please clarify?

I'll try to remove some confusion here. I think he's asking why the premade Feather spells are so cost efficient compared to custom ones.
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mollypop
 
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Post » Tue May 17, 2011 2:02 pm

I'll try to remove some confusion here. I think he's asking why the premade Feather spells are so cost efficient compared to custom ones.


Oh.

Because feather spells svck.

One of the points that was touched upon in the last thread is just how awesome feather potions become with my changes, and so I sort of need the spells to be able to keep pace (as they are subject to both magicka availability and much harsher time limitations).
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Annick Charron
 
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Post » Tue May 17, 2011 2:24 am

thank you very much :) it turned out it's testool who breaks the archers :( anyway thank you again for your support!
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chinadoll
 
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Post » Tue May 17, 2011 3:36 pm

Oh.

Because feather spells svck.

One of the points that was touched upon in the last thread is just how awesome feather potions become with my changes, and so I sort of need the spells to be able to keep pace (as they are subject to both magicka availability and much harsher time limitations).


Yes, but why not reduce the auto-calculated cost of Feather spells as well? With your settings, custom spells cost 8-13 times as much as the 4 stock spells. Ulm's Juicedaw feather auto-calculated would cost 480 magicka (you set it to cost 36). My point is that the magic effect cost should be lowered if you fear that alchemy is superior. I was just wondering if there was a reason for this stark contrast between custom and stock spells.
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Emmanuel Morales
 
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Post » Tue May 17, 2011 9:23 am

"Better" is a strong word. I've just learned to live with being alone >.>

... =(

nor do I recommend the use of Better Clothes TB (as Plankgye's More Better Clothes replaces most of what it does, and with much better textures).

didn't know that. thank you

With your settings, custom spells cost 8-13 times as much as the 4 custom spells.

hm... i never make custom feather spells so i didn't notice. i wonder if there is a need for custom feather spells at all?
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Noraima Vega
 
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Post » Tue May 17, 2011 2:27 pm

hm... i never make custom feather spells so i didn't notice. i wonder if there is a need for custom feather spells at all?


Well, to my mind, there not being a need is not a good reason to disable spellmaking. BTB has already disabled too many spell effects. Raising or decreasing the cost of spells is often times sufficient to balance them.
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james tait
 
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Post » Tue May 17, 2011 3:12 am

nor do I recommend the use of Better Clothes TB (as Plankgye's More Better Clothes replaces most of what it does, and with much better textures).

looked into it.
better clothes for TB only changes some pants and shoes (checked with morrowind enchanted editor, in the construction set and the meshes folder), while more better clothes only changes shirts (only checked with morrowind enchanted editor)
so they shouldn't change anything the other changes and therefore be compatible upgrades ... ?
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Marion Geneste
 
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Post » Tue May 17, 2011 6:23 am

Yes, but why not reduce the auto-calculated cost of Feather spells as well? With your settings, custom spells cost 8-13 times as much as the 4 stock spells. Ulm's Juicedaw feather auto-calculated would cost 480 magicka (you set it to cost 36). My point is that the magic effect cost should be lowered if you fear that alchemy is superior. I was just wondering if there was a reason for this stark contrast between custom and stock spells.


Like you said, if I lowered the cost of the magic effect, it would raise the effectiveness of Alchemy. The cost of auto-calculated spells is calculated from the effect cost.

i never make custom feather spells so i didn't notice. i wonder if there is a need for custom feather spells at all?


The thing about custom spells is that you can sacrifice magnitude for duration, or vice versa. Other than spells with large magnitudes or durations, though, I agree that the pre-made spells are largely sufficient.

looked into it.better clothes for TB only changes some pants and shoes (checked with morrowind enchanted editor, in the construction set and the meshes folder), while more better clothes only changes shirts (only checked with morrowind enchanted editor)so they shouldn't change anything the other changes and therefore be compatible upgrades ... ?


I'm not sure *how* I noticed there was a conflict... I think I checked via TESPCD. But I am fairly certain there's at least enough overlap between the two that I didn't feel like bothering with Better TB Clothes.
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Charlie Ramsden
 
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Post » Tue May 17, 2011 1:03 pm

Version 9.0 is up. Pretty minor update, really, but it gets a full version number because, dammit, I ran out of minor version digits.

This is actually a monumental update in the sense that, *because* it's so minor, it can be taken as a good sign that my mod is pretty much complete.

So, yeah.
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OJY
 
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Post » Tue May 17, 2011 3:55 am

cool, the darts are nerfed. i like :)
good to see the daedric darts are now more powerful too. i wonder, is there a place where you can get more than a few of them? (restocking maybe?)
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louise fortin
 
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Post » Tue May 17, 2011 1:24 am

Current Version: 9.0

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7904 <-- Download Here!

http://btb2.free.fr/files/morrowind_btb.zip <-- Or Download Here!

Development-wise, I'm thinking that the mod is more or less done. As always, if you have any questions or problems, let me know about it here and I should be pretty quick to respond provided that Houston isn't being crushed by one of those blizzards that you damn northerners keep sending us.


Given you feel close to finishing your epic, Can you clarify the "area affect arrow" and it's many incarnation. Using Mlox there are these messages

!!!'Assassins Armory - Arrows.esp' Requires:
> [ANY
> 'MISSING(AreaEffectArrows.esp)',
> 'MISSING(AreaEffectArrows XB Edition.esp)',
> 'MISSING(Clean Official Plugins v1.1.esp)',
> 'MISSING(OfficialMods_v5.esp)']
| "Assassins Armory - Arrows.esp" requires the AreaEffectArrows plugin

The question is can they be ignored , I'm using your latest version of " AreaEffectArrows plugin" which is Area Effect Projectiles 1.1

Thought of something else (edit):
The latest MCP what works best with BTB, there are a few there that look like it might conflict, with your work.
You go to all this trouble, then someone ,,like myself undo's it all , by loading mods that stuff it all up. And given I don't have a clue this is highly probable. so could you update your site, with a new list, this is my current http://www.fliggerty.com/phpBB3/cne/cne_viewchar.php?id=1623 , just an idea.

ps
Your BTB work , which I don't understand, just allows peace of mind , for players, that someone else work out the best balance game system , for Morrowind ..GOOD. just like playing, and not having to worry. that it will all go south, and fall of in a heap.
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Agnieszka Bak
 
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Post » Tue May 17, 2011 2:54 am

I've chosen to be a Khajiit assassin/thief/nightblade type class with alchemy as a minor skill. Anyway after gathering a load of ingredients scattered about Seyda Neen I tried to use a few of them on myself only to find that very few of them work ie. they have no effect on me. Am I missing something here? Do they HAVE to be mixed into potions to have any effect or can they be eaten raw/directly? I've read through your readme BTB and it says:

'In addition to the addition/removal/changing of various effects, all ingredients have had positive effects set as the primary, the intent being that consuming them directly - as opposed to just making them into potions - should at least convey some sort of benefit.'


Which sounds great but doesn't bode too well with what I'm seeing in game. I can only presume that there's a strong chance that effects fail?

Also what does Turn Undead do? Every time I cast it it does nothing. No icon comes up, no failed cast message. :mellow:

EDIT: finally found some info on eating raw ingredients and their effects, and http://uk.gamespot.com/pc/rpg/elderscrolls3morrowind/show_msgs.php?topic_id=m-1-41036097&pid=913818 of all places. Even though I've read the UESP wiki entry on Turn Undead I'm still a little unsure how it works. Is it an area effect spell with the caster at the center? And does an icon pop up at all to tell you it's in effect? Sorry for all the questions folks.

Oh yeah and for those people using the The Lighting Mod lantern ownership .esp I found out last night that selling stolen lanterns earns you about 200-250 gold pieces per lantern from Arrille (at least the lanterns in Seyda Neen). There're about 4-5 you can half-inch with no trouble whatsoever so you can have over 1000 gold pieces within 10 minutes of you stepping off the boat which of course is pure horse [censored]. The GUI tells you each lantern's value is 10 but on the contrary, the moment they land on Arrille's counter he says 200-250. The stupid value of the lantern renders the threat of being caught stealing them moot because guards still charge you 10 gold pieces to avoid arrest.
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Sarah Edmunds
 
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Post » Tue May 17, 2011 2:07 pm

I am assuming that you are using BTB's Game Improvements as the Turn Undead spell is useless without certain changes in the game settings. Anyway, you have to cast the spell on the undead creatures (skeletons, ghosts, etc). So it has to be an on-touch or on-target spell. If you've added an area effect to the spell (custom made spell) all the undead in that area will also be affected. Many spells do not have an area effect though and will therefore only affect one single creature. The greater the magnitude the greater the likelihood of the spell succeeding. You will know that it worked when the undead run away from you.
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Julie Serebrekoff
 
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Post » Tue May 17, 2011 3:48 pm

Oh yeah and for those people using the The Lighting Mod lantern ownership .esp I found out last night that selling stolen lanterns earns you about 200-250 gold pieces per lantern from Arrille (at least the lanterns in Seyda Neen)

that sounds like it's TLM's fault.
strange, though, that you say the value is so much more than what is displayed...
did you check the stuff in the construction set?
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Veronica Martinez
 
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Post » Tue May 17, 2011 1:40 pm

I really like your methodology in BTBGI. The one thing that I wish it did cover, however, is a full rebalancing of armor & weapon stats, similar to the Taddeus' Balancing System series. I would really like to keep an orderly system for equipment stats, if possible. What I'm considering now is to use your BTBGI, then load Taddeus' Balancing Weapons (& maybe Armor) after. Does this sound reasonable, without breaking your balancing much?
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barbara belmonte
 
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Post » Tue May 17, 2011 5:08 am

I also think the one thing that remains to be addressed is weapon (and armor) rebalance.

I mean: what the hell, I can swing a spear as fast as a knife? WTF? There should be a sensible difference in dealing with such diverse weapons. You should be able to attack with a spear at a much lower frequency than doing so with a knife. You know what I mean?

I would be really looking forward to such a rebalance, BTB!

Thanks for your work so far.
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Imy Davies
 
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Post » Tue May 17, 2011 12:35 pm

What I'm considering now is to use your BTBGI, then load Taddeus' Balancing Weapons (& maybe Armor) after. Does this sound reasonable, without breaking your balancing much?

the money value would be unbalanced again.
you could make a compatibility patch, reintroducing the armor prices in taddeus' mod, however.
and, yes, you're right. armor needs some revision.

I mean: what the hell, I can swing a spear as fast as a knife? WTF?

hm, well...
you can, but the damage should svck then :D more like "it tickles" with no force behind it or so.
what bugs me more than the speed-issue is that spears are underrated in general. except for two very unique spears it just doesn't make much sense to swing a two-handed weapon when you find so many one-handed weapons doing equal or even more damage... =/
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alyssa ALYSSA
 
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Post » Tue May 17, 2011 4:44 pm

the money value would be unbalanced again.
you could make a compatibility patch, reintroducing the armor prices in taddeus' mod, however.
and, yes, you're right. armor needs some revision.



It's funny, I actually did all this for Morrowind in the early days (when I was going by the nick "Devlor", & made my "Armor Re-Balancing Project," a precursor to Taddeus' mods). Perhaps I will make a patch, though not for a few days yet as I have family visiting this upcoming week.
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sarah
 
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Post » Tue May 17, 2011 6:40 am

good to see the daedric darts are now more powerful too. i wonder, is there a place where you can get more than a few of them? (restocking maybe?)


I'm not sure. I haven't really played much of the game, to be honest. I started, and then I got busy with work again >.>

Given you feel close to finishing your epic, Can you clarify the "area affect arrow" and it's many incarnation. Using Mlox there are these messages

!!!'Assassins Armory - Arrows.esp' Requires:
> [ANY
> 'MISSING(AreaEffectArrows.esp)',
> 'MISSING(AreaEffectArrows XB Edition.esp)',
> 'MISSING(Clean Official Plugins v1.1.esp)',
> 'MISSING(OfficialMods_v5.esp)']
| "Assassins Armory - Arrows.esp" requires the AreaEffectArrows plugin

The question is can they be ignored , I'm using your latest version of " AreaEffectArrows plugin" which is Area Effect Projectiles 1.1


The Mlox rule for AA just needs to be updated to include my mod.

Thought of something else (edit):
The latest MCP what works best with BTB, there are a few there that look like it might conflict, with your work.
You go to all this trouble, then someone ,,like myself undo's it all , by loading mods that stuff it all up. And given I don't have a clue this is highly probable. so could you update your site, with a new list, this is my current http://www.fliggerty.com/phpBB3/cne/cne_viewchar.php?id=1623 , just an idea.


Nothing in the MCP directly conflicts with anything I do, and my thoughts on each individual fix are listed on my site.

I've chosen to be a Khajiit assassin/thief/nightblade type class with alchemy as a minor skill. Anyway after gathering a load of ingredients scattered about Seyda Neen I tried to use a few of them on myself only to find that very few of them work ie. they have no effect on me. Am I missing something here? Do they HAVE to be mixed into potions to have any effect or can they be eaten raw/directly?


Yeah. They fail about as often as making a potion does, but you only lose one ingredient as opposed to two or more.

Also what does Turn Undead do? Every time I cast it it does nothing. No icon comes up, no failed cast message. :mellow:


I've never really tested it out, but I've heard from various places that it doesn't work very well. The only spell effect that I can never get to work half the time is Light.

Oh yeah and for those people using the The Lighting Mod lantern ownership .esp I found out last night that selling stolen lanterns earns you about 200-250 gold pieces per lantern from Arrille (at least the lanterns in Seyda Neen). There're about 4-5 you can half-inch with no trouble whatsoever so you can have over 1000 gold pieces within 10 minutes of you stepping off the boat which of course is pure horse [censored]. The GUI tells you each lantern's value is 10 but on the contrary, the moment they land on Arrille's counter he says 200-250. The stupid value of the lantern renders the threat of being caught stealing them moot because guards still charge you 10 gold pieces to avoid arrest.


That sounds like a problem with the Lightning Mod - mine has nothing to do with it.

I really like your methodology in BTBGI. The one thing that I wish it did cover, however, is a full rebalancing of armor & weapon stats, similar to the Taddeus' Balancing System series. I would really like to keep an orderly system for equipment stats, if possible. What I'm considering now is to use your BTBGI, then load Taddeus' Balancing Weapons (& maybe Armor) after. Does this sound reasonable, without breaking your balancing much?


A weapon/armor rebalance would be quite the undertaking, right up there with the enchanted/unique items rebalance (which damn near killed me). I've sort of already started down that road by editing most of the armor values and the daedric weapon values... and I'm sort of willing to settle for some minor discrepancies in the lower-end stuff.
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Chloe Botham
 
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Post » Tue May 17, 2011 1:06 pm

A weapon/armor rebalance would be quite the undertaking

i tried that, some time ago. i can confirm that whole-heartedly (didn't like any existing rebalance mod so far).
i failed though (at least i wasn't happy with what i had accomplished) ...
the changes already there are a big improvement (especially the glass nerf)

you have to keep so many factors in mind: armor rating within overall range for the armor category, obtainability, durability, price.
and they have interdependencies such as obtainability -> high, then price must be -> low, and so forth.

the hardest was to keep medium armor reasonable; it's overall range is below max light armor most of the time,
with some armor sets above, that will easily best most of the heavy armor stuff, except daedric, her hands etc.

complicated, really. i very well understand bethesda, when they kicked medium armor out while making oblivion.
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Andrew Perry
 
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Post » Tue May 17, 2011 8:26 am

you have to keep so many factors in mind: armor rating within overall range for the armor category, obtainability, durability, price.
and they have interdependencies such as obtainability -> high, then price must be -> low, and so forth.


That holds true for any changes though, really. Whenever I make any sort of changes at all, I tend to start with my "Spells" plugin as a base and work outward from there, since effect costs tie in pretty heavily with just about every other plugin in many ways (re-balancing all of the enchantments, for example)

complicated, really. i very well understand bethesda, when they kicked medium armor out while making oblivion.


They kicked out Medium Armor because they were lazy, trying to create a dumbed-down game for the masses, and clearly don't know a [censored] thing about game balance to begin with.
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Sxc-Mary
 
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Post » Tue May 17, 2011 6:44 am

Hello BTB

I wondered if you could put a line in your read me indicating load order for poor souls like me whose PCs don't maintain your time stamps when extracting from zip files. I upgraded to ver 9.0 today and had to trawl through old threads to remind myself that the settings plugin must load last, followed by all the compatibility plugins.

Cheers
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Harry Hearing
 
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