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

Post » Sat Jun 01, 2013 6:28 pm

There's other games? What is this nonsense you speak of?
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Sabrina garzotto
 
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Post » Sat Jun 01, 2013 6:22 pm


It's called Final Fantasy VI. Perhaps you've heard of it?
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Tom
 
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Post » Sat Jun 01, 2013 1:35 pm


Why play VI when you could be playing... Wait, that has Kefka in it, right? Then yeah, I guess VI would actually be the one to play.

What kind of mod could you be making for a FF game?
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Madison Poo
 
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Post » Sun Jun 02, 2013 12:40 am

Is this not compatible with the latest Creatures XI? I started a new game with both installed and had an issue with various monsters running immediately after 1 attack, most notable when attacking rats.

It seems to be fixed if I load Creatures after the settings module, but then it seems monsters revert their flee behavior back to the way it was in vanilla Morrowind.
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David Chambers
 
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Post » Sat Jun 01, 2013 2:05 pm


They're compatible. It's just that Creatures and BTB Settings both modify fleeing behavior (the GMSTs fAIFleeFleeMult and fAIFleeHealthMult), so whichever one loads later in your load order will take precedence there.

Personally, I found that "flee in one hit" behavior to be annoying as all hell, so I ended up using Enchanted Editor to delete those changes from my copy of Settings.
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Jessica Lloyd
 
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Post » Sat Jun 01, 2013 12:57 pm


My settings weren't intended to produce drastic pussiness in enemies, but I'll admit that most of my work was done in theory rather than in practice.


Well, take pretty much everything I do in BTB's Game Improvements and do it to Final Fantasy VI, but also add in bug fixes and a script (as in, dialogue) re-translation.

If anyone is interested, http://btb2.free.fr/temp/ff6.xls some of the new game data that will be included as "feelies" along with the mod (like how games used to come with foldout maps of item/spell stats and what have you).
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Rhi Edwards
 
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Post » Sat Jun 01, 2013 11:12 pm

So, looking at the comments on PES (hey, that site is still up?), someone pointed out that there's still some generic magic weapons that need to have their values adjusted. So, at some point in the near future, I'll update this mod with those changes and a few others (like renaming "Special" potions to "Supreme"). It's nothing major, unless you count the fact that I have managed to go six whole months without updating this thing.

But again, my attention is still sort of split between this and my FF6 mod right now, so Morrowind is kind of on the backburner at the moment.
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Charlie Sarson
 
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Post » Sat Jun 01, 2013 3:24 pm

I don't think I've said this enough, but I really, really, really hate whoever was responsible for assigning stats and general variety to the weapons and equipment in the game by default. I've had to revisit the equipment plugin yet again because, as someone pointed out, I haven't adjusted the values of a lot of the game's generic magic equipment from which I *have* edited the values of its base equipment, leading to some weirdness. While I was in there, I decided to take a crack at a rather important issue that i've yet to address, which is weapon reach.

Here are the values I ended up with:

Dagger 1.00 (instead of 1.0)
Tanto 1.00 (instead of 1.0)

Club 1.25 (instead of 1.0)
Wakizashi 1.25 (instead of 1.0)

Mace 1.50 (instead of 1.0)
Shortsword 1.50 (instead of 1.0)
War Axe 1.50 (instead of 1.0)

Halberd 1.75 (instead of 1.8)
Longsword 1.75 (instead of 1.0)
Staff 1.75 (instead of 1.50/1.80)

2-Handed Sword 2.00 (instead of 1.0)
Battle Axe 2.00 (instead of 1.0)
Katana 2.00 (instead of 1.50)
Spear 2.00 (instead of 1.8)
War Hammer 2.00 (instead of 1.50)

Notice the *complete* lack of variety in the original settings. Nice going, Bethesda. The fact that you got paid money for this really chaps my ass.
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Greg Cavaliere
 
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Post » Sat Jun 01, 2013 8:28 pm

Primary advantage of fighting with spears and halberds was their considerably extended reach compared to other weapons, and now every 2h weapon has reach set to 2.00, so what's the point of using spears now ? Also, a lousy 1h longsword (47-59 in) has same reach as a halberd (5-6 feet) ?
IMO, weapon reach should be done like that for diversity and common sense sake:
short blades 1.00
1h weapons 1.00-1.25
2h weapons 1.25-1.50
pole weapons 1.75-2.00
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Floor Punch
 
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Post » Sat Jun 01, 2013 3:23 pm

I use these values in Morrowind Rebirth

Daggers: 1.0
Tanto: 1.1
Short swords/one handed axes/clubs/wakizashi: 1.2
Longswords/Two handed axes/Katana: 1.3
Claymores/Dai-Katana/warhammer: 1.4
Staffs: 1.6
Spears: 1.8

Then some weapons have thier own value depending on the mesh.
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xx_Jess_xx
 
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Post » Sat Jun 01, 2013 10:27 pm

Reporting Bug.

Tested with BTB Settings 14.1, Tamriel Rebuilt Sacred East 1.1 and Abot Boats 1.12b

When BTB Settings (Vanilla/Alternate) is loaded after abotSiltStridersTR.esp or abotBoatsTR.esp the game closes with this message

"Expression Error Unable to find cell id "Ayemar" in script ab01bogEndTrip4Script."

I think that Abot has reported this incompatibility with new lands and your settings.

Just redate Abot Mods after yours and the game starts.

My best regards.
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Hope Greenhaw
 
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Post » Sat Jun 01, 2013 6:50 pm


Yeah, I mention this in the mod's readme. Pretty much any incompatibility can be cleared up by kicking BTBGI to the back of the load order.


I'd probably want to use values more significantly diverse than that, since I'm going tot he trouble of adjusting them at all.


I always figured that the advantage of using spears was the fact that they all have ridiculous enchant capcities and raise your endurance.

But I could raise halberds and spears even further, I suppose.
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Brad Johnson
 
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Post » Sat Jun 01, 2013 6:06 pm

I'm not sure, but has anyone ever objectively measured exactly how much more weapon reach is extended as the number is raised? Surely at this stage in the life of the game, this must have been quantified, or a formula developed/discovered.

Barring that, in the interest of keeping things simple and consistent I would base off the animation used by each weapon type? Keep the base 1.0 value, then add .XX depending on if it is one handed, or two hand close/wide, with an extra amount for spears since reach is traditionally their strong point.

Ex:

Base 1.0: Short Blades

For One Hand(Blunt/LongBlade/Axe) 1.25

For Two Hand Close Blunt/Axe & Two Hand Long Blades: 1.50

For Two Hand Wide 1.75

For Polearms (Spear/Halberd) 2.0
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Lillian Cawfield
 
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Post » Sat Jun 01, 2013 12:06 pm


I'd want to use six tiers instead of five in that case. Wakizashi and Shortswords still should have a greater reach than Tantos and Daggers.
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Tamara Dost
 
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Post » Sat Jun 01, 2013 3:38 pm

Remember that hitting someone with a weapon that have a 2.0 range will look really odd, trust me
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Kill Bill
 
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Post » Sat Jun 01, 2013 6:07 pm


Yeah, I'm curious what the upper limit should be.
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jenny goodwin
 
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Post » Sat Jun 01, 2013 12:02 pm


Using spears employed unique tactic - you were thrusting your opponent while moving backwards and remaining out of its reach thanks to weapon length.


Tactic described above worked well with default 1.8, I imagine that extending reach would make it considerably easier.
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Amysaurusrex
 
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Post » Sat Jun 01, 2013 10:17 am


All right, let's try this again...

Dagger/Tanto 1.00 (unchanged)

Club/Mace 1.20 (instead of 1.0)
Shortsword/Wakizashi 1.20 (instead of 1.0)
War Axe 1.20 (instead of 1.0)

Staff 1.40 (instead of 1.50/1.80)
Longsword/Katana 1.40 (instead of 1.0)

Battle Axe 1.60 (instead of 1.0)
Claymore/Dai-Katana 1.60 (instead of 1.0)
War Hammer 1.60 (instead of 1.50)

Halberd/Spear 1.80 (unchanged)

If 1.60 is too high for the fourth tier, then it can be knocked down to 1.50. However, since none of them really qualify as stabbing weapons, they should be all right.

Note that *everything* beyond the third tier is a two-handed weapon.
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Victoria Vasileva
 
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Post » Sat Jun 01, 2013 9:14 pm

On another note, I'd forgotten what a nightmare the bookkeeping on this mod was. Text-only was fine when it first got started, but then along came the "Equipment" plugin, and the changelog for it is just a damned mess no matter what I do.

Since I've started work on my FF6 mod, I've embraced the loins-moistening goodness that is OpenOffice. Compare my Morrowind mod changelogs to http://btb2.free.fr/temp/ff6.xls
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Ross
 
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Post » Sat Jun 01, 2013 10:48 am

I've found a little bug in the crime component of Hotfusions Economy Adjuster, during the quest to give Mistress Therana a new skirt she suspects it might be cursed and demands you wear it yourself, when you equip it she is supposed to accuse you of thievery and attack but with the mod loaded she does nothing, here is a http://www.gamesas.com/problem-with-new-clothes-quest-t142857.html to a thread where someone explains the issue in detail, I thought I'd mention it here as you seem to be the caretaker for this mod now
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Sabrina Schwarz
 
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Post » Sat Jun 01, 2013 10:23 am

I'm running into a strange bug. Some of my misc skills are still rising and can level up, though they are reset to zero when I load the save. This happens with at least athletics, acrobatics, and weapon skills, but doesn't seem to be an issue with destruction. This makes it look like it's a problem with the settings module.

Here's my load order. Any help is appreciated!

001 Morrowind.esm
002 Tribunal.esm
003 Bloodmoon.esm
004 Morrowind Patch 1.6.5 Beta (BTB Edit).esm
005 GDR_MasterFile.esm
006 MRM.esm
007 Better Heads.esm
008 Better Heads Tribunal addon.esm
009 Better Heads Bloodmoon addon.esm
010 abotWaterLife.esm
011 TR_Data.esm
012 TR_Mainland.esm (Version 1.1)
013 Poorly Placed Object Fix 1.2.esm
014 UCNature.esm
015 Book Rotate.esm
016 BT_Whitewolf_2_0.esm
017 master_index.esp
018 LeFemmArmor.esp
019 Healers.esp
020 Vivec Expansion 2.0.esp
021 Vality's BC for Vurt's BC.esp
022 Windows Glow.esp
023 CastReduce-v31.esp
024 Vality's Balmora for Vurt's BC.esp
025 SirLuthor-Tools.esp
026 Better Bodies.esp
027 Book Rotate - Tribunal v5.3.esp
028 Book Rotate - Bloodmoon v5.3.esp
029 Guarded GhostGate.esp
030 Hold it - replacer.esp
031 LGNPC_NoLore_v0_83.esp (Version 0.83)
032 Key Replacer Trib & BM.esp
033 Lgnpc_SN.esp (Version 0.31)
034 LGNPC_GnaarMok_v1_20.esp (Version 1.20)
035 Scripted_Spells.esp
036 LGNPC_AldVelothi_v1_20.esp (Version 1.20)
037 Book Jackets - Morrowind - BookRotate.esp
038 Book Jackets - Tribunal - BookRotate.esp
039 Book Jackets - Bloodmoon - BookRotate.esp
040 LGNPC_MaarGan_v1_20.esp (Version 1.20)
041 LGNPC_HlaOad_v1_32.esp (Version 1.32)
042 Syc_AtHomeAlchemy.esp (Version 1.0)
043 abotGuars.esp (Version 1.17)
044 LGNPC_Aldruhn_v1_20.esp (Version 1.20)
045 Vampire_Embrace.esp
046 abotWaterLifeTRaddon.esp
047 LGNPC_Aldruhn_v1_22_suppl.esp
048 LGNPC_Pelagiad_v1_31.esp (Version 1.31)
049 LGNPC_TelMora_v1_30.esp (Version 1.30)
050 LGNPC_Khuul_v2_21.esp (Version 2.21)
051 LGNPC_VivecFQ_v2_20.esp (Version 2.20)
052 Less_Generic_Nerevarine.esp (Version 1.21)
053 LGNPC_TelUvirith_v1_20.esp (Version 1.20)
054 Publicans 1.1.esp
055 LGNPC_SecretMasters_v1_30.esp (Version 1.30)
056 No Trespassing - Pelagiad 1.1.esp
057 KS_Julan_Ashlander Companion_1.3.esp (Version 1.3)
058 No Trespassing - Vivec, Molag Mar.esp
059 Knock Knock Mod 1.2.esp
060 No trespassing - Suran.esp
061 Camonna Tong's violence 1.2.esp
062 No trespassing - Ebonheart, Maar Gan.esp
063 No trespassing - Balmora 1.3.esp
064 LGNPC_IndarysManor_v1_51.esp (Version 1.51)
065 Ald-Ruhn game of three cups.esp
066 Sorting Urns.esp
067 BetterClothesForTB.esp
068 No Trespassing - Ald-Ruhn.esp
069 Oil Flask 1.1.esp
070 Building Up Uvirith's Grave 1.1.esp
071 Traps.esp
072 Creatures.esp
073 Venefic Vials.esp
074 Scrolls and SoulGems 1.1.esp
075 Hold it - TR addon.ESP
076 The Neverhalls.esp
077 Less_Generic_Bloodmoon.esp (Version 1.2)
078 LGNPC_VivecRedoran_v1_61.esp (Version 1.60)
079 Living Statues of Malacath.esp
080 No Trespassing Mournhold 1.3.esp
081 LGNPC_PaxRedoran_v1_20.esp (Version 1.20)
082 New Argonian Bodies - Clean.esp
083 New Khajiit Bodies - Clean.esp
084 BUUG Alchemy- Bloodmoon.esp
085 BUUG Alchemy- Tribunal.esp
086 No Trespassing - Caldera.esp
087 Less_Generic_Tribunal.esp
088 Starfires NPC Additions ver-1.11.esp
089 Psy_UniqueDremora_T.esp
090 abotWindowsGlow.esp (Version 1.4)
091 IceNioLivRobeReplacerALL (BTB Edit).esp
092 abotGondoliers.esp
093 abotWhereAreAllBirdsGoing.esp
094 OT_Vivec Beta 0.6b.esp
095 Illy's Solsteim Rumour Fix.esp
096 Atmospheric Balmora for VBA.ESP
097 Animated Morrowind 1.0.esp
098 Starfire Over Telvannis.esp
099 Better Skulls.ESP
100 mel_teleportPlugin_1_3.esp
101 WA_Signy_Signposts(!)_TR.ESP
102 DN-GDRv1.esp
103 TLM - Ambient Light + Fog Update.esp
104 TLM - Light Sources (Clearer Lighting).esp
105 DB_Attack_Mod.esp
106 Westly_Presents_Unique_Winged_Twilights.esp
107 Animated_Morrowind - Expanded.esp
108 Animated Morrowind II.esp
109 Hold it - SF npc addon.esp
110 Expanded Sounds.esp
111 Vality's AI for Vurt's AI.esp
112 TLM - Light Sources (Natural Water).esp
113 VoicedVivec.ESP
114 Area Effect Projectiles (PAR Edit).esp
115 YaketyYagrum.ESP
116 sm_ForgottenHalls.esp
117 Unique Jewelry and Accessories_no ench.esp
118 TAE - apparatus retexture.esp
119 TLM - Light Sources (Lanterns).esp
120 MorrowindStrut.ESP
121 UCArmoryUnique.ESP
122 Antares' Big Mod 5.7.esp
123 TLM - External Lights Ownership.esp
124 TLM - NPC Light Sources.esp
125 Ravenous Hunger.esp
126 Welcome to the Arena! v5.5.esp
127 mel_teleportPlugin_1_3_Patches.esp
128 mel_teleportPlugin_1_3_JulanAddon.esp
129 Deus Ex Machina - A Steampunkyish Mod.ESP
130 Gratuitous ViolenceMODIFIED.ESP
131 Animal Behaviour.esp
132 BTB - Unique Finery Equipment.esp
133 Better Clothes Complete (BTB Edit).esp
134 BTB - Character.esp
135 BTB - Spells.esp
136 BTB - Alchemy.esp
137 BTB - Settings.esp
138 abotBoatsTR.esp
139 abotRiverStridersTR.esp
140 abotSiltStridersTR.esp
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Sammi Jones
 
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Post » Sat Jun 01, 2013 9:12 pm

Same here, even if you change the GMST to 5,000. I guess it is an issue with the game engine. Workaround: Start the game, save as early as possible, quit Morrowind and then reload. There is no progress of misc skills with saved games.

EDIT: And I thought this could have been a GCD issue.
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Tracy Byworth
 
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Post » Sat Jun 01, 2013 10:48 am

I'm getting ready to put my Final Fantasy VI mod into open beta testing, so I'll be coming back to this before too much longer.

For that matter, anyone interested in participating in the open beta should give me an email address within the next week.
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Katy Hogben
 
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Post » Sat Jun 01, 2013 7:42 pm

Well, it's been a *looooong* time coming, but the FF6 mod is finally out in open beta.

Meaning I'll finally have some time in the future to come back to this.

Y'know... right after I get done writing up the documentation for my FF6 mod.

Because you know I just write small readme files that don't take very long at all to read >.>
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Jonny
 
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Post » Sat Jun 01, 2013 11:26 pm

Glad to here that you'll be returning to GI development.

To play the devil's advocate about the weapon reach issue: In a full melee-character playthrough, I never really felt that my weapon reach had any real bearing on combat, at all. The entire reason reach weapons exist in real life is to give a threat advantage to the wielder (assuming the opponent had a shorter weapon). Since the game's AI is so non-existent, any and all melee attackers will simply close the gap as quickly as they can without any regard to their own life or limb. The only advantage I could see it granting is being able to spear cliffracers sooner as they begin their long decent onto my head

For my sake, using different weapons is promoted via http://planetelderscrolls.gamespy.com/View.php?view=utilities.detail&id=8, using the special weapon skills unique to each weapon.
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Monika Fiolek
 
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