Merri's Character Development - Your Thoughts?

Post » Thu May 03, 2012 3:50 am

hi all,

a few days ago i found this mod at PES:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9491

iam realy exited about this but dont have much time for playing morrowind so i wanted to ask around if anyone has tried this and how it was working out.

HOWEVER, this mod is designed with ROLEPLAYERS in mind; Galsiah's mod was designed with POWERPLAYERS in mind.
this statement makes me realy want to have this mod and overall it seems to be much more stable and is not changing morrowind leveling system to much.

would be awesome if some experienced GCD users could test this for a while and post here, as we all know GCD is fantastic but also has many problems.

i have the feeling that this finaly is a mod that will replace GCD :smile:

This is a complete rewrite of Galsiah's Character Development that maintains most of the mathematics that Galsiah wrote up but uses an 8th of the code and has only two actively running scripts. In short, it is more stable, faster, and has less of a FPS impact than GCD.

HOWEVER, this mod is designed with ROLEPLAYERS in mind; Galsiah's mod was designed with POWERPLAYERS in mind.


In short:
1) This should make your major and minor skills EXTREMELY important.
2) Leveling level 5 skills is now extremely painful (well, past 25 or so).
3) Should be compatible with almost any mod (even ones that alter skill or attributes).
4) Aims to be close to vanilla morrowind.



A) Health is based off of Vanilla Morrowind's Fomulas:
GCD was designed to maximize spell caster health and penalize sword fighters, this has been fixed.

:cool: Level 5 skills are significantly harder to increase:
GCD let any skill reach 60 with no problems, now level 5 skills will have difficulties getting past 25 without skill buffs.

C) Dynamic Adjustment to Skill and Attribute Changes:
This means that any mod that changes Attributes, Skills, or anything is completely compatible with MCD. No curse work arounds required.
This ALSO means that your skill choices are very important as the system will modify skill and attribute buffs.

*note* This only works if the othermod does not aggressively try to correct MCD's changes. Disabling the other mod before it restores
skills back to normal levels will permanently modify your skills (although console commands can rectify this).

D) No more magical Personality bonuses.
Personality isn't well balanced, but the system in place is closer to vanilla morrowind. Galsiah didn't want a weak attribute and gave bonuses that didn't make sense. (D&D CHA)

E) No overleveling skills.
In theory, an external mod could accomplish this... but it seems that overleveling isn't native to morrowind and well... it should be hard enough as is to get 100 level skills (which are fairly powerful as they are).
ATTRIBUTES, however, should extend past 100.

F) No other magical bonuses that penalize people for playing the way they want.
Things were very unbalanced in GCD, and while I have not plugged numbers enough to guarantee it... I tried to create a system that follows the normal archetypes rather than the POWERLEVEL Galsiah wanted.
Skill-> Attribute Bonuses have been reassigned to be more inline with ROLEPLAY (Combat skills affect Combat Attributes). And anything else that Galsiah added simply to boost the power of a class type.
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Danger Mouse
 
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Post » Thu May 03, 2012 10:29 am

Id love to try it, but the reintroduced levelcap for skills makes me hesitate...
=)
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Pawel Platek
 
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Post » Thu May 03, 2012 4:08 pm

Id love to try it, but the reintroduced levelcap for skills makes me hesitate...
=)
lol i havent even noticed this :blush:
this is bad! its the only reason i actualy used GCD...

EDIT - oh well but Attributes still increase over 100, so iam completely fine with that!
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Cedric Pearson
 
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Post » Thu May 03, 2012 1:46 am

I installed this mod a few days ago but haven't had a chance to actually try it yet. One thing I don't particularly like is the major slow-down level; in order to reach 90 (for House and guild advancement) you have to start with at least 40 and I think that any major skill should be improvable to that level. In addition, starting skills of 5 are limited to only 20 which seems way too restrictive.
I plan to look at the scripts to see how easy it would be to make minor tweaks and if it can be done I'll definitely try it out.

Looked at the scripts; they're just re-edited GALS scripts. Should be no problem to tweak.
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priscillaaa
 
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Post » Thu May 03, 2012 4:25 pm

A) Health is based off of Vanilla Morrowind's Fomulas:
GCD was designed to maximize spell caster health

?!

This, in my experience, is the exact opposite of the truth. In fact, the thing I've disliked the most about GCD is that it has been too hard to increase the health of my pure spellcasters. I've just created a test character with combat specialisation, endurance as a favoured attribute. unarmored and light armor as major skills, and the rest of the major and minor skills being all the magic types. With all major and minor skills at 100 health was 133. Maximising athletics and acrobatics increased it to 190 and with block at 100 it was 208.

208 is probably plentiful but look what it takes to get there.
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Alycia Leann grace
 
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Post » Thu May 03, 2012 4:18 pm

I tend to avoid leveling rehauls for one main reason:

Since Morrowind is the only TES game I can play on PC and thus, mod... It's introduced many enemies that can sometimes two-shot me into the afterlife. To that effect, I'd like to level as efficiently as I can, and rack up the hitpoints I need to survive such enemies.

And I can't with any of these kinds of mods, unless I purposefully concentrate on Endurance.
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Lauren Dale
 
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Post » Thu May 03, 2012 12:20 pm

Honestly I prefer GCD.
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Kirsty Wood
 
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