BTB's Game Improvements & The Valley Of The Swedish Redh

Post » Thu May 03, 2012 3:58 pm

Current Version: 14.1

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

http://btb2.free.fr/files/morrowind_btb.zip <-- Or Download Here!
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Benji
 
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Post » Thu May 03, 2012 9:02 pm

you just did it.. the topic title of the month :biggrin:
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LADONA
 
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Post » Thu May 03, 2012 9:12 am

For your screenshot on PES...you should use a redhead
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CHangohh BOyy
 
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Post » Thu May 03, 2012 8:05 pm

I haven't used this in a while but are we able to pick and choose which "fixes" we want applied to our game, like how we can do in Morrowind Code Patch?
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Killer McCracken
 
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Post » Thu May 03, 2012 9:12 pm

you just did it.. the topic title of the month :biggrin:
Well not for me, I like hispanics. Also, very short month as it is now Feb. and he made the post in Jan.
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Dewayne Quattlebaum
 
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Post » Thu May 03, 2012 12:20 pm

Tes96, it's modular, but it's not as modular as MCP. There are different esps for the different game changes (alchemy, equip, etc) and he has a few alternatives for those who don't like certain controversial changes.
Making it more like MCP would give you a long list of changes since he made about a billion :P
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Tyrone Haywood
 
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Post » Thu May 03, 2012 11:38 am

Repost due to previous thread closed for 200+ length...
Just a possible conflict report: BTB - Settings.esp is overriding possible cell name changes by other mods (e.g. TR_map2.esm Marog cell), I think you'd better change it to a BTB - Settings.esm to be loaded right after Bloodmoon.esm so it will not override potential cell name changes by landmass mods
[EDIT]typo
I do address this in the readme. As far as I'm aware, any conflict can be easily solved through load order adjustment.
Hmmm. I have no problem changing the GetPCCell test in my mod, I'll do anyway to ease things for people, but potential conflict with GetPCCell/dialog cell filters is definitely not my idea of compatibility.
Is trying to remove player health/magicka/fatigue restoring possibility during camping the whole reason of these changes, or I am missing some other point?
If this is the reason, I think a different way not conflicting with cell renaming and working for current and future lamdmass mods would be a scripted limitation, a global autostarted script similar to this could work
Spoiler
begin ab01noOutdoorRestScript; global autostart script, removing health/magicka/fatigue restoring when resting in exteriorsshort statefloat dhfloat dmfloat dfif ( state == 0 )	if ( MenuMode )		if ( GetInterior )		else			set state to 10			set dh to ( player->GetHealth )			set dm to ( player->GetMagicka )			set df to ( player->GetFatigue )		endif	endif	returnelseif ( state == 10 )	if ( MenuMode )		if ( GetPCSleep )			set state to 20		endif	else		set state to 0	endif	returnendifif ( GetPCSleep )	returnendifset dh to ( dh - ( player->GetHealth ) )set dm to ( dm - ( player->GetMagicka ) )set df to ( df - ( player->GetFatigue ) )if ( dh < -0.0001 ) 	player->ModCurrentHealth dh	set state to 30endifif ( dm < -0.0001 ) 	player->ModCurrentMagicka dm	set state to 30endifif ( df < -0.0001 ) 	player->ModCurrentFatigue df	set state to 30endifif ( state == 30 )	MessageBox "Your rest was uneasy..."endifset state to 0end
[EDIT]typo
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Annika Marziniak
 
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Post » Thu May 03, 2012 9:10 pm

For your screenshot on PES...you should use a redhead

Amandla or Kristina Svennson?

I'd probably go with Kristina. Amandla has more of a "rich [censored]" vibe to her, which really isn't my thing. Kirstina Svennson has a more "from the streets" feel, which does it more for me. Plus, she looks like she could totally rock an eyepatch.

Making it more like MCP would give you a long list of changes since he made about a billion :tongue:

This, more or less. People who ask me to make my mod more modular usually have one or two "pet" changes that they really hate, and I'm certainly not to make over 9,000 different versions of my mod. The best I can do is offer a complete list of changes so that you know what's been changed and (hopefully) how to reverse engineer it to your liking.

Might I point out that my mod was born as a series of tweaks to someone else's mod :P

If this is the reason, I think a different way not conflicting with cell renaming and working for current and future lamdmass mods would be a scripted limitation, a global autostarted script similar to this could work
Spoiler
begin ab01noOutdoorRestScript; global autostart script, removing health/magicka/fatigue restoring when resting in exteriorsshort statefloat dhfloat dmfloat dfif ( state == 0 )	if ( MenuMode )		if ( GetInterior )		else			set state to 10			set dh to ( player->GetHealth )			set dm to ( player->GetMagicka )			set df to ( player->GetFatigue )		endif	endif	returnelseif ( state == 10 )	if ( MenuMode )		if ( GetPCSleep )			set state to 20		endif	else		set state to 0	endif	returnendifif ( GetPCSleep )	returnendifset dh to ( dh - ( player->GetHealth ) )set dm to ( dm - ( player->GetMagicka ) )set df to ( df - ( player->GetFatigue ) )if ( dh < -0.0001 )	player->ModCurrentHealth dh	set state to 30endifif ( dm < -0.0001 )	player->ModCurrentMagicka dm	set state to 30endifif ( df < -0.0001 )	player->ModCurrentFatigue df	set state to 30endifif ( state == 30 )	MessageBox "Your rest was uneasy..."endifset state to 0end
[EDIT]typo

Sorry for the late reply to this, but I've been on shift and I really needed some time to sit down and look at this script.

The problem I see with it is that it seems to only block camping in outdoor areas... is there any way to detect if a bed specifically is being used?
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Lucy
 
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Post » Thu May 03, 2012 10:38 am

Can I make another request for faster fatigue regeneration and/or no/minimal fatigue loss from running? Yes I'm aware those mods exist, but if we're going for a complete overhaul go for the gusto.

I'm cheating the system by casting the fatigue regen spell every so often, but then I asked myself why.
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Robert Devlin
 
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Post » Thu May 03, 2012 8:25 pm

Can I make another request for faster fatigue regeneration and/or no/minimal fatigue loss from running? Yes I'm aware those mods exist, but if we're going for a complete overhaul go for the gusto.

I'm cheating the system by casting the fatigue regen spell every so often, but then I asked myself why.

My mod actually *does* lower the fatigue loss from running by a rather significant amount (40%). I've toyed with the idea of lowering it even further in the past, but always end up deciding against it.
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LADONA
 
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Post » Thu May 03, 2012 3:08 pm

Why an eyepatch?
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emily grieve
 
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Post » Thu May 03, 2012 2:41 pm

Because I like women who are badasses. And wearing an eyepatch makes you an automatic badass.
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D LOpez
 
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Post » Thu May 03, 2012 11:28 am

Because I like women who are badasses. And wearing an eyepatch makes you an automatic badass.

http://www.youtube.com/watch?v=7udQSHWpL88 not according to this commercial.
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Becky Cox
 
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Post » Thu May 03, 2012 7:46 pm

Kirstina Svennson has a more "from the streets" feel, which does it more for me. Plus, she looks like she could totally rock an eyepatch.

I hope you're not referring to this lady: http://www.socialdemokraterna.se/upload/webbforalla/Dalarna/Landstingskandidater/KristinaSvensson02.jpg

More on-topic: Have you nerfed fortify luck potions/ingredients? Those could easily be used to make super-powerful potions.
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A Lo RIkIton'ton
 
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Post » Thu May 03, 2012 4:46 pm

The problem I see with it is that it seems to only block camping in outdoor areas...
It blocks nothing, resting/waiting menu opens and works as standard. Any resting health/stamina/magicka gain during resting is removed (with a message) though when menu is closed if you are in exterior, making in practice resting in any exterior equivalent to waiting, regardless of what you activate to open the resting menu
is there any way to detect if a bed specifically is being used?
I don't think there is a way with normal scripting to detect a generic bed used versus for instance a bedroll, you could detect specific beds but you would probably have to replace the bed with a different unique one, or attach a script to the bed, both methods are potentially conflicting with other popular mods (MCA, NOM...).
Maybe with MWSE, but my knowledge of the extender is limited so probably Fliggerty/Yacoby or some other MWSE expert should know better.

[EDIT]typos, and here is a http://www.mediafire.com/?bbo6qob8xv2bg2x if you want to try how the script works, try it in any rest enabled exterior
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Nichola Haynes
 
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Post » Thu May 03, 2012 10:16 am

Yeah, the difficulty with that script is that it only disables sleeping (by removing the gains from resting, I'm aware) in exteriors... which still lets you do so in interiors. Obviously, the aim here is to only allow resting in beds.

The only thing I can think of that would allow you to single out beds would be to have your global script work regardless of interior/exterior function, and then to attach a script to all beds (oh, *that* wouldn't be a pain in the ass...) to close it out temporarily.
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Isabell Hoffmann
 
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Post » Thu May 03, 2012 8:12 pm

Hey, I′m really enjoying the game with your mod, so thanks for that. In many cases, your mod makes sensible restricitons and rebalances nicely. I use it with GCD.


However, here′s some feedback on two aspects I found less than perfect:

You have removed constant effects from many items and replaced them with for x. That′s really, really annoying in my opinion. Put yourselves in the shoes of a mage. My spell list is so long that even with 1240*1024 resolution I have to scroll a lot to get to the bottom. So to use the enchantment of some item, I have to enter the menu, scroll down, select the item, exit menu, cast spell, open menu, put back on the item which got replaced(say I used the "... for x" effect of a girdle but I usually wear a girdle with constant effect) and enjoy some mostly mediocre effects for 30 seconds for all that hassle. In short, it just makes me never use those items.
I′d rather have permanent 2% magic immunity than 20% for 30 seconds.



Summons seem "a bit" overpowered. I found it surprising to find that without your mod, it′s costlier and much, much more difficult to cast them.
Summon GS with your mod disabled: 165 mana, 0 chance.
Enabled: 60 Mana, 100 chance.
Since I′ve bought the Flame Atronarch spell I never had to back out of any fight, or leave a dungeon and come back later... not once.
Now with a big selection of summons(Bonelord, GS, Winged Tw., Dadroth, Daedra, ...) it really doesn′t matter what a mod says in respect to difficulty. If I start spamming summoms at something it WILL go down, no chance in hell for it to be different.
So if you′ve wanted to make the game harder I don′t understand why you chose to make summoning easier.
I have made an "Undead Legion" spell which costs roughly 40 mana and summons a greater bonewalker, a hunger, an anc. ghost and a skeletal minion at once for 30 seconds. This spell alone deals with 99,99999% of all enemies I′ve encountered. Not to mention what happens if I add some tough guys to the mix.

It′s really awesome to have ~10 creatures summoned and see them whack away, it′s just too easily accomplished.

This is the character:
http://www.fliggerty.com/phpBB3/cne/cne_viewchar.php?id=1800

Aynway, the good outweighs the bad by far, so thanks again :smile:
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mishionary
 
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Post » Thu May 03, 2012 7:32 am

Yeah, the difficulty with that script is that it only disables sleeping (by removing the gains from resting, I'm aware) in exteriors... which still lets you do so in interiors. Obviously, the aim here is to only allow resting in beds.
I was thinking the aim was simply to keep flagging those 3 interior cells you are currently setting as "illegal to sleep" (Caldera, Guild of Mages, Suran, Ralds Oril: Trader, Balmora, Nalcarya of White Haven: Fine Alchemist), and maybe some other cell in cities not already so flagged by default if there are any.

If for any reason in a next version you want to flag also caves/daedric ruins and so on, I don't know good mods renaming interiors so conflicts should be rare, and if a mod changes a standard interior cell name, well it may deserve to conflict.

Anyway, as the one conflict is solved avoiding the use of GetPCCell, I see no more reason for debating as points of view are clearly different.
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Project
 
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Post » Thu May 03, 2012 8:08 pm

I was not aware that the game already made it illegal to rest in most interiors... though, come to think of it, I don't think I've ever tried. And I thought that my mod flagged caves and ruins already, though again I don't think I've ever tested them specifically.

From what I'm gathering, I would need to flag all interiors in which it's not already illegal to rest (dungeons + the cells you mentioned), and then use the script you suggested in lieu of flagging outdoor cells, correct?
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Claire Vaux
 
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Post » Thu May 03, 2012 7:40 pm

From what I'm gathering, I would need to flag all interiors in which it's not already illegal to rest (dungeons + the cells you mentioned), and then use the script you suggested in lieu of flagging outdoor cells, correct?
if you want to forbid sleeping bonuses in exteriors and also all uncivilized interiors, yes, that would probably be a way not conflicting with current and future exterior cell renaming (e.g. new exterior cities) anywhere on the map.
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Angel Torres
 
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Post » Thu May 03, 2012 8:42 pm

Oh, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6982 mod actually has a pretty excellent idea
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Jessica Nash
 
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Post » Thu May 03, 2012 5:35 pm

I went to download your Canadian Ice Robe Replacer compatibility plugins, but they are missing (the links are broken).
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Charleigh Anderson
 
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Post » Thu May 03, 2012 6:32 pm

I went to download your Canadian Ice Robe Replacer compatibility plugins, but they are missing (the links are broken).

The compatibility plugins are bundled in with the main BTBGI download, you'll find them in the Extra Stuff folder.
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Alba Casas
 
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Post » Thu May 03, 2012 3:21 pm

gotcha :foodndrink:
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Sasha Brown
 
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