BTB's Game Improvements - The Topic

Post » Mon Apr 25, 2011 10:50 am

Merged Objects should be sufficient, yes.


Excellent! Thank you.
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Chris Guerin
 
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Post » Mon Apr 25, 2011 9:13 am

By the by... any feedback about the new Fortify Health spell script?

I've figured that there is technically a flaw in that once your health reaches less than the magnitude of the spell, although my script will keep you from dying when you shouldn't, it also effective *ends* the fortify health effect.
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Beulah Bell
 
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Post » Mon Apr 25, 2011 10:25 am

I'm reinstalling Morrowind for now but when I'm finished I will test the script. I think it's a good idea but it will probably take a while to get rid of all the likely bugs.

By the way I've merged the following plugins as so...

BTB - Alchemy
BTB - Character
BTB - Equipment
BTB - spells
BTB - Settings (alternative)
EcoAdjMerchantSkills (disposition Edit)
EcoAdj (tresspass Edit)
DM_DB Armor Replacer-ExpDDBA (BTB Edit)
Better Clothes Complete (BTB edit)
Service_requirements_V1.4.3(BTB Edit)
MW_Adv_Required(BTB Edit)

Do you suspect that this will work? Or should the load order have been different?
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Amy Cooper
 
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Post » Mon Apr 25, 2011 6:07 pm

I'm reinstalling Morrowind for now but when I'm finished I will test the script. I think it's a good idea but it will probably take a while to get rid of all the likely bugs.

By the way I've merged the following plugins as so...

BTB - Alchemy
BTB - Character
BTB - Equipment
BTB - spells
BTB - Settings (alternative)
EcoAdjMerchantSkills (disposition Edit)
EcoAdj (tresspass Edit)
DM_DB Armor Replacer-ExpDDBA (BTB Edit)
Better Clothes Complete (BTB edit)
Service_requirements_V1.4.3(BTB Edit)
MW_Adv_Required(BTB Edit)

Do you suspect that this will work? Or should the load order have been different?


No, that will work fine. There are only three conflicts in those merged plugins:

-My "Settings" plugin should override the "Spells" plugin.

-The "Better Clothes" compatibility patch should override the "Equipment" plugin.

-The D.B.A.R.E. compatibility patch should override the "Equipment" plugin.

And I make it to where the default load order is the correct one, so you don't need to worry about it.
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Erika Ellsworth
 
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Post » Mon Apr 25, 2011 10:56 am

Hi BTB,

i've just updated to the latest version of your mods. I'm using all 5 default plugins, and just copied them over the old ones and continued my game.

However, on loading the save game i'm getting the error message "unable to find referenced object "" in script BTB_soulgemscript_rat"

in the middle there's a pair of quotation marks containing nothing, so is there perhaps a dead reference somewhere in the script? Or do i need to start a new game?

The error persists even if I save them game and then restart and load it again.

Thanks!
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Natalie Harvey
 
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Post » Mon Apr 25, 2011 9:12 am

Hi BTB,

i've just updated to the latest version of your mods. I'm using all 5 default plugins, and just copied them over the old ones and continued my game.

However, on loading the save game i'm getting the error message "unable to find referenced object "" in script BTB_soulgemscript_rat"

in the middle there's a pair of quotation marks containing nothing, so is there perhaps a dead reference somewhere in the script? Or do i need to start a new game?

The error persists even if I save them game and then restart and load it again.

Thanks!


Odd. I tidied the scripts a bit. but I didn't edit any of the item IDs or references. Even then, it really shouldn't be doing that...

Have you tried using Wyre Mash to clean the save?
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Lindsay Dunn
 
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Post » Tue Apr 26, 2011 12:52 am

Odd. I tidied the scripts a bit. but I didn't edit any of the item IDs or references. Even then, it really shouldn't be doing that...

Have you tried using Wyre Mash to clean the save?



Just did a repair all in WM on the save game, it found some orphans but nothing else. The error persists afterwards unfortunately. I think I'll just try and persevere rather than start again, but if there's anything you'd like me to try in the name of bughunting please ask away
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Tamara Dost
 
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Post » Mon Apr 25, 2011 11:36 am

Just did a repair all in WM on the save game, it found some orphans but nothing else. The error persists afterwards unfortunately. I think I'll just try and persevere rather than start again, but if there's anything you'd like me to try in the name of bughunting please ask away


Would stopping and starting the script , then re-saving help do you think?
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Je suis
 
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Post » Mon Apr 25, 2011 2:41 pm

It could, I guess... but the problem is that the script shouldn't even be running. the script is attached to an item that you should never have for more than a split-second.

Do you happen to have a filled soul gem in your inventory right now?
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Tiffany Holmes
 
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Post » Mon Apr 25, 2011 9:09 pm

It could, I guess... but the problem is that the script shouldn't even be running. the script is attached to an item that you should never have for more than a split-second.

Do you happen to have a filled soul gem in your inventory right now?



At the moment I don't , but i am 99.99% certain i have had a rat filled soul gem at some point in the past.

I tried stopping/restarting the script and resaving, but still get the same error. I will try and capture a rats soul in a gem and see if that somehow sets the script back to it's intended way.
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helliehexx
 
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Post » Mon Apr 25, 2011 9:37 am

At the moment I don't , but i am 99.99% certain i have had a rat filled soul gem at some point in the past.

I tried stopping/restarting the script and resaving, but still get the same error. I will try and capture a rats soul in a gem and see if that somehow sets the script back to it's intended way.


That has nothing to do with that. That script is attached to a new item I created that looks like a filled soul gem, but isn't. What it does is take said item away from you and replace itself with the real thing. The only way you could have encountered it would been to have purchased a filled soul gem from J'Rasha in Vivec.
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Bonnie Clyde
 
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Post » Mon Apr 25, 2011 5:02 pm

That has nothing to do with that. That script is attached to a new item I created that looks like a filled soul gem, but isn't. What it does is take said item away from you and replace itself with the real thing. The only way you could have encountered it would been to have purchased a filled soul gem from J'Rasha in Vivec.



well, that is peculiar because I have not yet been to Vivec with this character, although i have bought a few filled soul gems in the Mages guild in Balmora.
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Albert Wesker
 
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Post » Mon Apr 25, 2011 10:05 pm

well, that is peculiar because I have not yet been to Vivec with this character, although i have bought a few filled soul gems in the Mages guild in Balmora.



Galbedir in Balmora sells petty gems filled with rat's souls. I just bought one and saved/reloaded but still get the error.

It doesn't seem to do any harm though.
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des lynam
 
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Post » Mon Apr 25, 2011 11:45 am

Well, J'Rasha is the only one who sells the items to which that script is attached. Why you're getting that error, I'm honestly not sure.
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CSar L
 
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Post » Mon Apr 25, 2011 2:40 pm

Well, J'Rasha is the only one who sells the items to which that script is attached. Why you're getting that error, I'm honestly not sure.



I'll make sure I visit J'Rasha when i get to Vivec, it will be like a side quest to stop the error.

You should set up a "but me a coffee"/donate button on your webpage so people can thank you for your excellent work on your mod list, compatibility edited mods, your own mod and for the support you provide on the board. I know i'd click it.
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Amy Masters
 
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Post » Mon Apr 25, 2011 5:48 pm

I played a new PC up to level ~20 with BTB GI, alternate settings and GCD, and I can say the added value of gaming experience is great, thx so much.

I have some feedback that can be related to BTB GI.

Daedric equipment:
  • Weapon damage: They are too powerful compared to other equipments and compared to most enemies HP. Once I get one of those weapons, there is no more challenge for most fights. Their damage could be lowered in a way similar to what "Number one" did in http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8634.
  • Price: Still too high. As soon as I start to find daedric equipment, my purse starts to grow exponentially.
  • Drop rate: Too high. I use MWA and not the "Daedric drops" plugin of Economy Adjuster, as you suggest, but I still get too many daedric drops.


Encumbrance: Even with a warrior and a decent strength, I have to constantly use feather potions to be able to carry a decent quantity of loot. Maybe you could increase the fEncumbranceStrMult GMST to ~7-10.

Mercantile: The growth is *really* high. However I do not use the MCP permanent barter disposition feature.

Ingredients: Some ingredients have the paralyze negative effect (appears often when I create restore fatigue or healing potions) but I've never seen it on the created potions. I wonder why.
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kevin ball
 
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Post » Mon Apr 25, 2011 4:29 pm

I'll make sure I visit J'Rasha when i get to Vivec, it will be like a side quest to stop the error.


Or at least figure out where it's coming from, at any rate.

Granted, I *did* tidy those scripts some, but the fact that the rat script is the only one that's acting funny for you leads me to believe that there's some other factor at play, here.

You should set up a "but me a coffee"/donate button on your webpage so people can thank you for your excellent work on your mod list, compatibility edited mods, your own mod and for the support you provide on the board. I know i'd click it.


Just hook me up with a hot Swedish redhead and we'll call it even :)

I played a new PC up to level ~20 with BTB GI, alternate settings and GCD, and I can say the added value of gaming experience is great, thx so much.


Always glad to help, Mym.

Oh, also, I did a system restore and accidentally wiped the last email you sent me, which is why I never responded. Sorry about that :(

[*]Weapon damage: They are too powerful compared to other equipments and compared to most enemies HP. Once I get one of those weapons, there is no more challenge for most fights. Their damage could be lowered in a way similar to what "Number one" did in http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8634.
[*]Price: Still too high. As soon as I start to find daedric equipment, my purse starts to grow exponentially.
[*]Drop rate: Too high. I use MWA and not the "Daedric drops" plugin of Economy Adjuster, as you suggest, but I still get too many daedric drops.
[/list]


I think editing that second one down may take a bit of work, but is definitely doable (and something I'd been considering for awhile, anyway). The damage is also something I've noticed recently and I'm still debating whether or not I feel like starting down that road, which will no doubt continue on to editing nearly every weapon in the game.

Encumbrance: Even with a warrior and a decent strength, I have to constantly use feather potions to be able to carry a decent quantity of loot. Maybe you could increase the fEncumbranceStrMult GMST to ~7-10.


Maybe it's all those Daedric weapons you're carrying around? >.>

And, granted, this was sort of what I was thinking when I raised the effectiveness of Feather spells/potions.

I think this is one where i may finally need to play the game for myself (that one thing I keep wishing I could do) to really get a good handle on. Then again, I've just switched over to using The Steed as a birthsign, so my opinion may be a bit skewed.

Mercantile: The growth is *really* high. However I do not use the MCP permanent barter disposition feature.


Yeah... I just got an email about this one. I'm trying to remember where we left off on this one (we were discussing Mercantile in our last email, IIRC). I believe that I adjusted it from 0.30 to 1.00 back when I did all those adjustments to non-combat skills in version 6.0, my reasoning being that it should be easier to raise those skills more quickly, since otherwise all you'd do is grind (i.e., make lots of little transactions instead of one big one whenever you go shopping). The fact that you're the second person to mention this may mean I've set it a bit too high, but can you tell me for the record what your current skill level is and whether it's a major/minor/misc skill?

Ingredients: Some ingredients have the paralyze negative effect (appears often when I create restore fatigue or healing potions) but I've never seen it on the created potions. I wonder why.


Weird. Any specific ingredients, or is this across the board?
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jaideep singh
 
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Post » Mon Apr 25, 2011 2:22 pm

Oh, also, I did a system restore and accidentally wiped the last email you sent me, which is why I never responded. Sorry about that :(

Thx for telling me. Mail sent again :-)

I think editing that second one down may take a bit of work, but is definitely doable (and something I'd been considering for awhile, anyway). The damage is also something I've noticed recently and I'm still debating whether or not I feel like starting down that road, which will no doubt continue on to editing nearly every weapon in the game.

Glad to hear that. Maybe you could join your effort with "Number one".

Maybe it's all those Daedric weapons you're carrying around? >.>

Ha ha!

And, granted, this was sort of what I was thinking when I raised the effectiveness of Feather spells/potions.

Yes, that effect works very well now, maybe too much: With a good feather potion (master/grand master alchemy set, skill at ~50) it lasts for hours, I can even rest 2 hours and still have it, so in consequence, I'm almost always "feathered" in order to carry more items and run faster. Looks like an abuse of that effect.

I think this is one where i may finally need to play the game for myself (that one thing I keep wishing I could do) to really get a good handle on.

I hope you will not stop contributing once you'll really start the game. Maybe it's best for us you continue to be unsatisfied by the game balance ;)

I believe that I adjusted it from 0.30 to 1.00 back when I did all those adjustments to non-combat skills in version 6.0, my reasoning being that it should be easier to raise those skills more quickly, since otherwise all you'd do is grind

That was the reason. But I think mercantile was already high enough: 0.30 seems fine for me.

can you tell me for the record what your current skill level is and whether it's a major/minor/misc skill?

I have mercantile as a misc skill, level ~60 for my PC level 20, but it grows according to GCD mechanics, not your no-growth setting.

Weird. Any specific ingredients, or is this across the board?

Just tested again. It seems paralyze is (fortunately) not powerful enough to appear once you have a good alembic tool. If I remove my master alembic and use my grand master mortar, master retort and calcinator, I can create potions of paralyze 3 sec.
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Alex [AK]
 
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Post » Mon Apr 25, 2011 11:24 pm

Thx for telling me. Mail sent again :-)


Awesome. Thanks.

Glad to hear that. Maybe you could join your effort with "Number one".


Number one?

Yes, that effect works very well now, maybe too much: With a good feather potion (master/grand master alchemy set, skill at ~50) it lasts for hours, I can even rest 2 hours and still have it, so in consequence, I'm almost always "feathered" in order to carry more items and run faster. Looks like an abuse of that effect.


Well, so long as your potions aren't reaching "days" in length, or you're getting these effects without decent alchemy equipment, I think this is still all right.

Though, I imagine through stacking that you could pretty much carry anything you wanted to.

I hope you will not stop contributing once you'll really start the game. Maybe it's best for us you continue to be unsatisfied by the game balance ;)


Hahaha... well, hopefully that won't happen :)

That was the reason. But I think mercantile was already high enough: 0.30 seems fine for me.


Yeah, I may need to look at this again. The problem is simply that a lot of outside factors go into this one, and they're factors that vary from game to game. My biggest concern was that, although the growth seemed fast at a level of 5-10, that it would eventually slow down. If you're at 60 and still seeing it grow too fast, well... yeah.

Just tested again. It seems paralyze is (fortunately) not powerful enough to appear once you have a good alembic tool. If I remove my master alembic and use my grand master mortar, master retort and calcinator, I can create potions of paralyze 3 sec.


Hmm... alembics are either too effective, or that's because of how high the paralyze effect cost is set in the "Spells" plugin.
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quinnnn
 
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Post » Mon Apr 25, 2011 1:54 pm

A potion I created at an alchemy skill of around 25 using only an apprentice's mortar and pestle also didn't have the paralyze show up, even though it was in the list of effects the potion would have in the alchemy screen. So it sounds like it's more likely to be the spell cost than the equipment?
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Rex Help
 
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Post » Mon Apr 25, 2011 2:32 pm

A potion I created at an alchemy skill of around 25 using only an apprentice's mortar and pestle also didn't have the paralyze show up, even though it was in the list of effects the potion would have in the alchemy screen. So it sounds like it's more likely to be the spell cost than the equipment?


Are you also using the "Spells" plugin?
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Amysaurusrex
 
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Post » Mon Apr 25, 2011 12:17 pm

I'm using them all except the Characters plugin, which I was also using up until last night. Decided it just wasn't for me and I was having issues with the level up scripts removing my birthsign and then never giving it back (probably a conflict with another mod and not the fault of the script itself, to be fair).
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xxLindsAffec
 
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Post » Mon Apr 25, 2011 7:06 pm

I've another question. Is it safe to clean this mod(s). just making sure in case it would break something.
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Kayla Oatney
 
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Post » Mon Apr 25, 2011 10:01 pm

I'm using them all except the Characters plugin, which I was also using up until last night. Decided it just wasn't for me and I was having issues with the level up scripts removing my birthsign and then never giving it back (probably a conflict with another mod and not the fault of the script itself, to be fair).


Ah, crap >.<

No, this one might actually be my fault. I've had someone else tell me the same thing about the level-up script taking their birthsign away and then not giving it back... this is what I get for trying to make the code more efficient.

I've another question. Is it safe to clean this mod(s). just making sure in case it would break something.


Are you showing any dirty references besides the bluescript script in the Equipment plugin?
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Harry Leon
 
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Post » Mon Apr 25, 2011 4:20 pm

Are you showing any dirty references besides the bluescript script in the Equipment plugin?


No, I just like to select everything with TesTool and press clean XD, unless the readme specifies otherwise. I imagine that this means that cleaning the settings plugin is a bad idea.
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Noely Ulloa
 
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