BTB's Game Improvements - The Topic

Post » Mon Apr 25, 2011 7:55 pm

Ok, updated to 6.1 to take care of that pesky "crashing" problem by just reducing the number of restocking filled soul gems on each merchant to 1.

Planet Elder Scrolls is *still* not working right, so here's the direct link to my site again:

http://btb2.free.fr/files/morrowind_btb.zip
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Cathrine Jack
 
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Post » Mon Apr 25, 2011 8:29 am

Thanks for the direct link BTB. Silly me how could I forget too check your fine Morrowind site for a download link :facepalm:. Hope it will soon be available on PES again.
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Lynette Wilson
 
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Post » Mon Apr 25, 2011 9:14 am

Thanks for the direct link BTB. Silly me how could I forget too check your fine Morrowind site for a download link :facepalm:. Hope it will soon be available on PES again.


Yeah, I'm not sure what's going on over at PES right now (though I have my http://www.3drealms.com/images/duke/ride.jpg), but they've been trying to figure out why some of their servers aren't mirroring properly for almost a week now.
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Kate Murrell
 
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Post » Mon Apr 25, 2011 9:12 am

Well, it's working now.
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candice keenan
 
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Post » Mon Apr 25, 2011 8:19 pm

Updated to 6.2.

Just a small change on this one - I removed the edits to the cost of fast travel as I was finding it impossible to ever justify paying for it (it was also making me laugh a little *too* hard at that [censored] "same low price" line).

As always, if you find that you're not getting the most recent version from the PES download, grab it from my site at http://btb2.free.fr/files/morrowind_btb.zip
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Katie Pollard
 
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Post » Mon Apr 25, 2011 12:56 pm

Most recent version seems to be working fine at PES now.
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GRAEME
 
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Post » Mon Apr 25, 2011 3:39 pm

Since I am used to http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=184 I tried to change the Icon paths of BTB Alchemy without success. TESTool does not merge correctly without changing the prices (and whatnot) as well. Even if I just copy the paths with EE some of the prices and weights get overridden.

Any ideas? I wonder why none of the potion and icon replacers overrides the original textures...
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Niisha
 
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Post » Mon Apr 25, 2011 3:29 pm

Textures have to be in DDS format to override the original textures, as the game checks for DDS first before using TGAs, even if the TGA is more recent.
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kyle pinchen
 
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Post » Mon Apr 25, 2011 7:43 am

BTB, I have to admit I'm a bit hesitant to embrace your Game Improvements mod :(

Mostly, because I'm a shameless cheater and I'm afraid the mod will interfere with my favorite cheats:
-Buy Bloats and Ash Yams at Wolverine Hall in order to Fortify Intelligence up to 20,000+ and make super-expensive, salable potions
-Use "Drain Intelligence 100 for 1 second" spells or items to restore my magicka
-Use "Drain 100 skill for 1 second" spells to train skills up to 100 at the cost of a few gold
-The "target glitch" that can make spell/enchantment effects permanent
-The Reverse Variable Magnitude glitch, and the enchantment duration glitch (allowing two-stage tempering of enchanted items)

I also use a lot of fine-tuned items designed by SR71, and I'm afraid these could break due to even tiny tweaks to the enchantment system, spells, or monster health. For example, this item:
http://www.gamefaqs.com/boards/915084-the-elder-scrolls-iii-morrowind-game-of-the-year/44436056?page=5

"Instructions for using the Soulgem Conveyor Belt:
Standing upright (eyes looking horizontally), cast the enchantment's spell directly in front of you.
The moment the summoned creature begins to appear, quickly press the "A" button and enter the creature's inventory (Due to the combined effects in the enchantment, the summoned creature will be "already dead" as it appears.)...
As the above process is repeated, each previously taken empty Common Soulgem in your inventory will be filled with the soul of the next Greater Bonewalker summoned. So, while you are removing one soulgem, a previously taken soulgem is being filled with the creature's soul, simultaneously. You will also come across many Lesser Soulgems...
Soulgem Conveyor Belt (Exquisite Belt)
Cast When Used
Soultrap Range: Target Duration: 3 Area: 0
+ Summon Greater Bonewalker Range: Self Duration: 2
+ Drain Health Range: Target Magnitude: 100 to 100 Duration: 1 Area: 0"
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Yonah
 
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Post » Mon Apr 25, 2011 12:42 pm

Since I am used to http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=184 I tried to change the Icon paths of BTB Alchemy without success. TESTool does not merge correctly without changing the prices (and whatnot) as well. Even if I just copy the paths with EE some of the prices and weights get overridden.

Any ideas? I wonder why none of the potion and icon replacers overrides the original textures...

I have found a workaround with MWEdit, but I have to edit them one by one.
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carrie roche
 
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Post » Mon Apr 25, 2011 9:05 am

BTB, I have to admit I'm a bit hesitant to embrace your Game Improvements mod :(

Mostly, because I'm a shameless cheater and I'm afraid the mod will interfere with my favorite cheats:

*Snip*


Yes... I'd say that you are definitely not the target audience for my mod. In fact, I'm actually a little confused as to how you even found it at all, as it doesn't strike me as the sort of mod you'd be looking for in the first place. I mean, for comparison, I don't randomly show up in tranny/midget forums and post, "oh God, what am I doing here!?"

That being said, I respect the fact that you simply post the reason why you decline to use my mod - for better or for worse - which is far more than can be said for users in, shall we say "lesser" forums, who are far more apt to respond with something along the liens of, "ur m0d is teh st00pidz, why wuld ane1 use it?" Thanks for again reminding me why it is that I come here.
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m Gardner
 
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Post » Mon Apr 25, 2011 5:09 pm

I encountered the "Fay issue" with GCD as someone had earlier in the thread...

Some questions about the Settings. What does the Enchant skill now if you cannot enchant items? Does it still help with magic weapons, like using lesser charge per hit? Do I still recharge more charges with higher Enchant levels? [answered by readme]

With MCP 1.9 the values of filled soulgems are independent from the costs of empty gems. Does it conflict with your changes?

Overall, I like most of your ideas, especially the changes to misc. skill improvements - and this part does not seem to conflict with GCD.
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GEo LIme
 
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Post » Mon Apr 25, 2011 3:34 pm

My Telvanni guards started to walk around naked and it seems it is cuased by BTB Settings. The guards have only 7 point in Medium Armor, but 21 points in Unarmored. This must be the GMST Unarmored changes (probably combined with MCP fixes) that made them prefer Unarmored skill. Same with helms (they are Light Armor and guards have 12 points in Light Armor).
Maybe, fix of guards as part of BTB Settings?
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Dj Matty P
 
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Post » Mon Apr 25, 2011 7:58 am

With MCP 1.9 the values of filled soulgems are independent from the costs of empty gems. Does it conflict with your changes?


That's answered in the readme, too... in rather great detail :)

My Telvanni guards started to walk around naked and it seems it is cuased by BTB Settings. The guards have only 7 point in Medium Armor, but 21 points in Unarmored. This must be the GMST Unarmored changes (probably combined with MCP fixes) that made them prefer Unarmored skill. Same with helms (they are Light Armor and guards have 12 points in Light Armor).
Maybe, fix of guards as part of BTB Settings?


Interesting...

Seems like an easy fix, anyway. Plus, it gives me an excuse to put out another update since I didn't want to release this script tidy of the Level-Up Birthsign Remover script on its own.
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Cccurly
 
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Post » Mon Apr 25, 2011 6:18 am

Easy to fix plugin-wise, but I recall something from Aragon's Monk Mod which raised the unarmored GMST as well: All of the guards that you have already met in the game are memorized in the saves, with their "old" values.
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lucile davignon
 
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Post » Mon Apr 25, 2011 2:15 pm

Wyre Mash to the rescue?
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Samantha hulme
 
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Post » Mon Apr 25, 2011 10:27 am

I think I have tried almost everything, but not sure if I have checked everything about Mash updaters. "Repair all" would not work. Waiting for >72 hours did not work as well.
A possible workaround could be to kill and resurrect them via console. Another attempt is to load a save with EE to delete them from the "NPC altered" list.
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Holli Dillon
 
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Post » Mon Apr 25, 2011 3:12 pm

EE?
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Katharine Newton
 
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Post » Mon Apr 25, 2011 7:12 am

I'm sorry. EE= Enchanted Editor: http://planetelderscrolls.gamespy.com/View.php?view=other.detail&id=52
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James Wilson
 
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Post » Mon Apr 25, 2011 6:41 am

I confirm the problem about Telvanni Guards, it happens with a New Game too.
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JD FROM HELL
 
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Post » Mon Apr 25, 2011 9:01 am

Well, I've got the update pretty much all ready to go with the exception of not knowing what to tell people who've already encountered this problem.

Perhaps I should sleep on it. It's quite late over here and I need some rest, anyway.
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Justin Hankins
 
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Post » Mon Apr 25, 2011 5:56 pm

My Telvanni guards started to walk around naked and it seems it is cuased by BTB Settings. The guards have only 7 point in Medium Armor, but 21 points in Unarmored. This must be the GMST Unarmored changes (probably combined with MCP fixes) that made them prefer Unarmored skill. Same with helms (they are Light Armor and guards have 12 points in Light Armor).
Maybe, fix of guards as part of BTB Settings?

Wow, finally I know what mod causes npcs in my game to suddenly strip their equipment out of blue. I have been scratching my heads looking for the culprit. Thanks for pointing this out.

Now which gmsts I need to take out to turn it back to normal? fUnarmoredBase2?
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Cat
 
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Post » Mon Apr 25, 2011 11:52 am

nice, now I know what makes the guards get naked :D
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Terry
 
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Post » Mon Apr 25, 2011 11:13 am

Now which gmsts I need to take out to turn it back to normal? fUnarmoredBase2?

Evidently. This is the only unarmored-related change in BTB Settings.
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Sian Ennis
 
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Post » Mon Apr 25, 2011 11:16 am

Wow, finally I know what mod causes npcs in my game to suddenly strip their equipment out of blue. I have been scratching my heads looking for the culprit. Thanks for pointing this out.

Now which gmsts I need to take out to turn it back to normal? fUnarmoredBase2?


Are there any other guards besides the Telvanni that do it?

Also, as we've already discussed, I fixed the problem by raising the Light & Medium armor skills of Telvanni guards, but it's yet to be seen how the issue can be applied to an existing game.
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Spencey!
 
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