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

Post » Sat Jun 01, 2013 10:52 am

Hey BTB,

i have a suggestion regarding spells.

Currently it looks like this:

Fireball 5-20, 5 ft on target
Frostball 10-15, 5 ft on target
Shockball 10-15, 10 ft on target
Poison 10-25 on target

In my opinion, elemental spells lack character. They should be more different.

for example:

Fireball 5-20, 5 ft target (in highter spell grades a burning d-o-t may come to it)
Frostball 5-15, 3 ft target, drain agility for some seconds (because of frost)
Shockball 1-25, 5 ft target (more characteristic in higher grades: 1-xxx, you can damage next do nothing or you deal really high damage)
Poison 5 for 6 sec (no inital damage, but damage over time and overall more than fireball)

so,

Fire: average damagewise, decent initial damage, litte (burning) dot, (demoralize later?)
Frost: slightly beneath fire damagewise, no dot, but with a frost effect, wich drains agility (or athletics?)
Shock: high risk (you can always do 1 damage), high reward (or up too xxx in higher grades), (blind effect later?)
Poison: damage over time, no initial damage, overall above fire (drain strength or endurance later?)

I just dont know what exactly should be different between the whole -ball, -bolt, -storm, -bloom thing

ball: little aoe-effect, decent damage, litte character-effect
bolt: no aoe effect, good damage, decent character-effect
storm: higher aoe effect, decent damage, no char effect
bloom: little damage, good char effect
hand/bite: good damage, good char effect

What do you think? I could lead to a more tactical approach, because of more difference.
And maybe you would use a more different spells, because your want the effects to stack.

Greets.

PS: english is not my native lang
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Anna Kyselova
 
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Post » Sat Jun 01, 2013 1:50 pm

The '_birthsign_level' script in 'BTB - Character.esp' doesn't work, if your level-up rest is interrupted by the DB attacks. It doesn't remove the fortify attribute abilities so you can't raise the stats past the normal 100 point limit. Can it be fixed?
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Flutterby
 
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Post » Sat Jun 01, 2013 4:24 pm

I finally pulled my finger out my [censored], and I've been playing around with this mod. Finally. It's great, and I love how much Morrowind has improved suddenly.
But, I'm crazy when it comes to consistency, so could anyone tell me how well this works alongside Tamriel Rebuilt? (Minus the errors, i can fix all those myself)
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Matt Bee
 
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Post » Sat Jun 01, 2013 7:24 pm

TR doesn't touch game settings does it? I thought it was land, npcs, quests and addition content, but not altering the vanilla game content at all. So wouldn't this mod work the same on TR as mainlaind? Or are you referring to guild requirements and such on TR, because they wouldn't have BTB's if they created a new guild (old guilds should still work).
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Kerri Lee
 
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Post » Sat Jun 01, 2013 9:24 pm

There is (was? Abot may have fixed it) a problem with BTB's settings mod and TR. The Settings mod marks a bunch of cells as illegal to sleep in, one of those was a TR town accessed by abot's Boats mod. It's possible that other scripts could be affected too. Best bet would be using tes3cmd's multipatch command. That'll create a plugin which preserves cell names like that.
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Ice Fire
 
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Post » Sat Jun 01, 2013 10:44 am

Mostly, seeing as everything is so finely leveled, does TR keep up, or will i walk (swim) straight into overpowered land? XD
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Chris Jones
 
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Post » Sat Jun 01, 2013 12:20 pm

There are quite a lot of items overpowered or overpriced in comparison with BTBGI, I guess. Other than that, not much of a difference.
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JUDY FIGHTS
 
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Post » Sat Jun 01, 2013 5:41 pm

Thanks for this, definitely going into my game on top of MSGO.
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My blood
 
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Post » Sat Jun 01, 2013 1:30 pm

I believe spiffyman made a balancing plugin for tr in his helluva balanced mod. You could try that. This is pes, but the link still seems to work. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9190
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Batricia Alele
 
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Post » Sat Jun 01, 2013 2:13 pm

I have found a bug! I am updating one of my mods which interacts with your mods. In your Equipment mod, you have misspelled the 'adamantium_axe' name. It is supposed to be 'Adamantium Axe' but you have it spelled 'Admantium Axe.' Small thing but thought you'd like to know. Same with "Blood Feast Shield" as you have it spelled "Blood Feat Shield"

EDIT: Also, why does the Equipement module change Scroll/book icons?
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Wanda Maximoff
 
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Post » Sat Jun 01, 2013 11:44 pm

In the process of (tediously ) updating the BTB version of my mod, I spotted something I thought strange. Both the Dire and Cruel Frostarrows have a new enchantment on them in your mod. Rather than a frost enchantment, they have a soul trap enchantment. Was this purposely done?
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yermom
 
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Post » Sat Jun 01, 2013 11:26 am

BTB, does your mod change http://www.uesp.net/wiki/Morrowind:Demoralize from Mysticism to Illusion?
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Lily
 
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Post » Sat Jun 01, 2013 11:38 pm

Yes. His plugin fixes this bug (this is in accordance with MPP 1.6.5).
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Dj Matty P
 
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Post » Sat Jun 01, 2013 3:32 pm

I'm confused. If I have Morrowind Code Patch and also BTB's mods, do I even need Morrowind Patch Project? Or has it been fused with the former two projects?
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Claire Jackson
 
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Post » Sat Jun 01, 2013 2:03 pm

There is a Patch Project that BTB edited a bit. If you have that, you don't need the original.
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Nymph
 
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Post » Sun Jun 02, 2013 12:23 am


BTBGI does not include either of them but it does incorporate MPP fixes that effect the same things it edits for compatibility.

Example: BTBGI edits the Viperarrow's stats. MPP edits the name from Viper Arrow to Viperarrow. If BTB didn't include that fix in BTBGI, than BTBGI would override the MPP's fix and change the the name back to Viper Arrow, thus being incompatible. So BTB includes the fix and BTBGI and the MPP are now compatible.

The MCP is totally different from both BTBGI and MCP. It edits the games executable (the Morrowind.exe) to fix things and achieve things that are not possible by an ordinary esp/m.

So my answer is yes, you do still need the MPP.
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Krystina Proietti
 
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Post » Sun Jun 02, 2013 1:26 am

I think I asked this before and if I remember correctly, there is an attempt to merge all these patch mods into one big one, excluding Morrowind Code Patch. The way BTB has things organized right now is confusing, else I wouldn't be asking about what to use if there was only one mod patch available. I'll just wait.
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Céline Rémy
 
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Post » Sun Jun 02, 2013 1:48 am

So, could anyone (or tell me how) make to make all the TR exteriors unsleepable in?
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SHAWNNA-KAY
 
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Post » Sat Jun 01, 2013 4:45 pm

You would have to load TR_Mainland.esm as master and make a patch changing TR exterior cells "illegal to sleep here" flag as done by BTB for VVardenfell/Wilderness cells.
If getting 0 bonus from sleeping is enough as penalty for your play style, see post #7
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cutiecute
 
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Post » Sat Jun 01, 2013 4:48 pm

Is there a tool/script to do that automatically? Or would it all have to be done Manually. I think it may be best if I were to add your script to mine and spiffyman's BTB compatibility mod, then just do any remaining dungeons by hand. Thanks Abot!


EDIT: Turns out that only map 3 has exteriors which are sleepable in, so that's easy enough to work with.
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steve brewin
 
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Post » Sat Jun 01, 2013 2:43 pm

You can change similar attributes of large sets of data using export/import function of CS.
Following steps are untested, but should work.
  • You can convert the esm to esp using Mash.
  • Then export "new exterior cell" data.Open it in excel.
  • Change the first coloumn after cell co-ordinates which are 0 to 1. Thats toggle for Illegal to sleep here. 1 means illegal.
  • Then import it back to esp
  • Convert esp back to esm using Mash
EDIT : Column order in export data is "CELL" "X-coord" "Y-coord" "Cell Name if applicable" "Illegeal to sleep" "Map Marker Toggle" "MapmarkerColorR" "MapMarkerColorG" "MapMarkerColorB"
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oliver klosoff
 
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Post » Sat Jun 01, 2013 6:24 pm

Does anyone have BTB's version of the Better Music System's soundtrack, I would very much like to use his version of the mod, but the site his soundtrack was hosted on is down, probably permanently since it seems to have encountered trouble with the Federal Government.
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Roisan Sweeney
 
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Post » Sat Jun 01, 2013 1:00 pm

EDIT: Sorry I misunderstood what you were asking for, it became clear to me in another thread.
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Richard Thompson
 
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Post » Sat Jun 01, 2013 3:16 pm

I get asked a lot about my custom BMS soundtrack. For the time being, I'm just seeding a torrent; email me if you're interested.
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Louise Dennis
 
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Post » Sat Jun 01, 2013 7:32 pm

Greetings,

I am just now diving into the set of "Gameplay Change" mods that are listed over at http://btb2.free.fr/morrowind.html. I've spent some time reading up on these and, by and large, I think this set of mods most closely resembles the set of changes I would make myself given the time, knowledge, and expertise. Hat's off BTB; this is an astounding amount of work that covers most every aspect of gameplay in TES3. I am very anxious to try some of this out.

To that end, I have already installed HF's Merchant Skills and Crime mods (both BTB's edits... really nice work on the insertion method for the HF_MerchantFix(T) script, by the way). These changes are actually working well in an existing save, defying my expectation that a new game would be req'd to really appreciate them. Many of the merchants give me the "..." dialog prior to normal dialog, indicating the update took place. For those that don't, running the appropriate script in the console is no problem, really.

Moving forward though, it looks like I'm going to need to do a little more work. I want to use the vast majority of the stuff in BTBGI, but there are a few exceptions here and there, as well as a few mods I think I'll need to make compatibility patches for. I could definitely use a little help along those lines, and this seemed to be the best place to start fishing for it...

Without going into too much detail, the things I think I'll need to look closely at are the Trigger Dark Brotherhood mod I've settled on, and the mods that edit the female armors to use Domina. I'm pretty sure, given my very shallow understanding, that these will need compatibility patches to work properly with BTBGI's Equipment. Then there are a few things that I like in principle, but don't like in practice... for example, I get the idea behind making all player-made potions worthless, but that pretty much kills the possibility of RP'ing as an alchemist. I'd like to make some tweaks here and there to address little things like that, but in order to keep from royally screwing things up I could use a little help from folks more familiar with this set of mods.

Once it's all said and done, I'd like to start a new character with HF's Merchant Skills and Crime, and all of BTBGI, Service Requirements, and Morrowind Advanced, with a tweak and/or a patch here and there. I'd greatly appreciate any recommendations or advice anyone might have.

Thanks, and thanks again, BTB, for your awesome work!
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Thomas LEON
 
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