BTB's Game Improvements & The Topic Of Doom

Post » Tue May 17, 2011 1:43 pm

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


I mention this in the "conflicts & compatibility" section of the main readme, as well as the individual readmes for the compatibility plugins
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Tue May 17, 2011 10:08 am

I mention this in the "conflicts & compatibility" section of the main readme, as well as the individual readmes for the compatibility plugins


I can't actually see where you mention the load order in the C&C section, although, i must admit to having only really skimmed.

To my mind though, a small section at the top of the read me, after the description, headed something like "Installation" with the standard stuff about extracting to your Data Files folder and ensuring that the load order has "Settings" loading last of the 5 BTBGI modules, and all compatibility plugins after that, would be optimal. (gosh, what an awful sentence, sorry!)


One other unrelated matter... i've recently been working through the Urshilaku Burial Caverns and finding that I can camp anywhere inside the caves out of enemy sight. Is this by design? I thought camping/resting anywhere was now illegal.
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Tue May 17, 2011 1:41 am



One other unrelated matter... i've recently been working through the Urshilaku Burial Caverns and finding that I can camp anywhere inside the caves out of enemy sight. Is this by design? I thought camping/resting anywhere was now illegal.


Your read me may have answered my question actually, although I had not been in the Ursh. Bur. Cav. before.

"Note that the camping/cell edits made by this plugin are a bit iffy in that they have a tendency to often not work as advertised. This has absolutely nothing to do with my mod, and is an issue with the game engine itself. Trying to rest in any cell that was previously legal to camp in that you've already entered prior to installing this plugin will still allow you to do so, and what's really annoying is that this will also carry over into a new game unless you completely exit/restart the program itself. Just make sure to use Wyre Mash to clean any saved game that you apply any of my plugins to and you shouldn't have any problems. As for the fact that Morrowind tends to reuse old data (which is really bad, by the way), I imagine that the Morrowind Code Patch will eventually get around to fixing that."
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Tue May 17, 2011 2:28 am

Did it stop acting up once you cleaned it with Wrye Mash?
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Tue May 17, 2011 1:30 am

Does this mod happen to mess around with enchanted items? Because for some reason none of the ones I have are recharging no matter what, and I don't think I have any mods that affect them.
User avatar
Philip Lyon
 
Posts: 3297
Joined: Tue Aug 14, 2007 6:08 am

Post » Tue May 17, 2011 12:53 pm

Does this mod happen to mess around with enchanted items?

Yup, 'BTB - Settings' stops enchanted items from recharging over time.
If you want to change it back, the concerned GameSetting is 'fMagicItemRechargePerSecond' (default value is 0.050).
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Tue May 17, 2011 9:00 am

Alright. But then, how do you even recharge them with the setting on? Is there some way to do it?
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Tue May 17, 2011 3:55 am

Alright. But then, how do you even recharge them with the setting on? Is there some way to do it?

Soulgems?
User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Tue May 17, 2011 3:21 am

Alright. But then, how do you even recharge them with the setting on? Is there some way to do it?

From what I remember, BTB added restocking supplies of pre-filled soul gems to some merchants, so characters without Mysticism can still recharge their equipment.

-checking change log-

Added since version 6.0 to be precise.
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Tue May 17, 2011 4:43 am

From what I remember, BTB added restocking supplies of pre-filled soul gems to some merchants, so characters without Mysticism can still recharge their equipment.

-checking change log-

Added since version 6.0 to be precise.


I even note in the changelog *which* merchants I've added them to.
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Tue May 17, 2011 1:43 pm

BTB, about the camping prohibition...

My experience is that it works in outside cells, but whenever I'm in a cave or dungeon or the like, I can rest whenever I want as long as there are no enemies left standing. And that is playing a NEW game.

Any idea what could cause this?

How did you make the cell edits, by the way? Manually? I assume not...
User avatar
Anna S
 
Posts: 3408
Joined: Thu Apr 19, 2007 2:13 am

Post » Tue May 17, 2011 11:06 am

BTB, about the camping prohibition...

My experience is that it works in outside cells, but whenever I'm in a cave or dungeon or the like, I can rest whenever I want as long as there are no enemies left standing. And that is playing a NEW game.

Any idea what could cause this?

How did you make the cell edits, by the way? Manually? I assume not...


No, the cell edits were made by John Moonsugar with tes3cmd, so I'm not sure about the exact methodology he used.
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Tue May 17, 2011 2:36 am

Do the cell edits override Slartibartfast's Landscape Texture Fixes?
User avatar
Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Tue May 17, 2011 2:16 am

Do the cell edits override Slartibartfast's Landscape Texture Fixes?


Good question. No, they do not. The cell edits only edit the "DATA" portion of the cell, which contains very little information (basically, the name of the cell and whether or not it's illegal to sleep there).

I have figured out that, for some reason, my combined version of ASE seems to override the cell camping changes for some reason, though. This problem can be fixed by setting ASE Complete to load before my mod.
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Tue May 17, 2011 3:49 pm

I had an idea while messing around with the construction set. What about awarding a very small amount of exp for unsuccessful persuasion? I've tested this with a character that had speechcraft as a misc skill with values of 0.03 and 0.05 and it took 4 minutes 40 seconds and 5 minutes and 10 seconds respectivly to level it up from 5 to 15 with the aid of autofire on the left mouse button.

It makes some sense as it seems plausible the character would learn something even from an unsuccessful attempt at persuading someone and it takes a little bit of annoyance out of speechcraft by making those several hundred failed attempts to admire someone you'd already driven to 0 disposition with the first few attempts to admire them actually give you something other than carpal tunnel syndrome :lol:

Obviously, the difficulty is in finding the correct value: too low and it will be utterly pointless, too high and it will be easy to level it up.

BTW if anyone else wants to test this with autofire like I did, I used AutoHotkey with the following script in the codebox below(note that I didn't write this script, it was written by another Morrowind player). The program comes with a sample script, just right click on the icon for that script and click "edit script" and replace the text with the stuff in this codebox. If you need any further help, the programs' website has a forum.

;; AutoHotkey Version: 1.x; Language:       English; Platform:       Win9x/NT; Author:         A.N.Other ;; Script Function:;	Template script (you can customize this template by editing "ShellNew\Template.ahk" in your Windows folder);#NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.LButton::Loop{Click DownSleep 50Click UpSleep 50If(GetKeyState("LButton", "P") == 0)Break}

User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Tue May 17, 2011 7:21 am

I had an idea while messing around with the construction set. What about awarding a very small amount of exp for unsuccessful persuasion? I've tested this with a character that had speechcraft as a misc skill with values of 0.03 and 0.05 and it took 4 minutes 40 seconds and 5 minutes and 10 seconds respectivly to level it up from 5 to 15 with the aid of autofire on the left mouse button.


I can't tell whether you're trying to make an argument *for* experience gains for unsuccessful persuasion or *against* it.

It makes some sense as it seems plausible the character would learn something even from an unsuccessful attempt at persuading someone and it takes a little bit of annoyance out of speechcraft by making those several hundred failed attempts to admire someone you'd already driven to 0 disposition with the first few attempts to admire them actually give you something other than carpal tunnel syndrome :lol:


You can't really use the "it makes sense" argument with this, because spending hours "admiring" someone in real life who is very clearly spurning your advances will only teach you what it feels like to be maced (for the record, it hurts).

Obviously, the difficulty is in finding the correct value: too low and it will be utterly pointless, too high and it will be easy to level it up.


It all goes back to what I say in my readme: time-consuming =/= difficult

Just like any other skill, I say if you want to be any good at it at all, you'll either have to pay for training or take it as a major.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Tue May 17, 2011 3:54 pm

I guess I'm not really sure how soulgems worked in vanilla MW, so I don't know whether your mod is working right. Does recharging an item with a soulgem always work, or is there a chance to fail and lose the soulgem? With an enchant skill of like 5 or 10, I fail every time. Nothing happens.
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Tue May 17, 2011 5:32 am

That is standard MW behaviour - rechargeing may fail. I think that it still may recharge the item a little bit even when the attempt failed. I might remember that incorrectly, though.
User avatar
Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Tue May 17, 2011 3:20 pm

I can't believe how bad that makes enchanted weapons. I have 140 encumbrance with this mod, and I should waste 15 on a mace that hits four times?
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Tue May 17, 2011 9:20 am

That is standard MW behaviour - rechargeing may fail. I think that it still may recharge the item a little bit even when the attempt failed. I might remember that incorrectly, though.


Nah. Even if you succeed recharging an item with weak soulgem while having low enchanting it will recharge almost nothing, like 3-5 points.
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Tue May 17, 2011 9:56 am

You need an Enchant skill of 15 for mudcrab gems to have any effect at all, and a skill of at least 10 for rat gems.
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Tue May 17, 2011 2:33 pm

I can't think of anything useful to add right now - I just wanted this thread somewhere where I could easily find it.
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Tue May 17, 2011 12:14 pm

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.

- 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. 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.

- 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.

- The proprietor of the tradehouse in Gnisis will only deal with Comonna Tong players, despite him serving NPCs from like a half dozen factions.
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Tue May 17, 2011 12:22 am

I can't think of anything useful to add right now - I just wanted this thread somewhere where I could easily find it.

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?
User avatar
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Tue May 17, 2011 1:22 am

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?
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

PreviousNext

Return to III - Morrowind