Attribute Mastery Bonus

Post » Fri Mar 12, 2010 9:10 am

I am using GCD and I would like to see some sort of bonus for getting an attribute to 100 and beyond. For example once Endurance hits 100 the player gets 1 point of health regen, with an additional point for every 5 points of Endurance after that. (105= 2pts, 110 = 3pt…) For Agility at 100 maybe a 1 point of slowfall followed by 1 point of Jump for every 5 point of Agility. For Strength maybe Feather and/or Fortify Attack, Speed gets regen Fatigue, Wisdom – Resist Magic, Intelligence – Absorb Magic. I’m not sure what Personality or Luck could provide, but you get the basic idea. Has anyone done this or have inkling to how it could be done?
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Isabella X
 
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Post » Fri Mar 12, 2010 6:16 pm

It could be done by running a global script in the background that checks the player's stats. You could add the bonuses as abilities using the same script. It would take a lot of scripting to continually check for points beyond 100. Just checking for >= 100 in each would be a lot simpler. They could both be done though.
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Epul Kedah
 
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Post » Fri Mar 12, 2010 12:42 pm

You already get an advantage from having attributes over 100 and beyond. I think it would be far more interesting to give bonuses for skill mastery much like is done in oblivion. That would make skills seem more an actual skill than just a stat. I think it would be most interesting if skill mastery in weapons gave you bonuses while wielding that weapon. Like a spear could give a nice sanctuary bonus to a master representing how skillful use of the weapons reach could keep enemies from hitting you...
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Monika
 
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Post » Fri Mar 12, 2010 5:01 pm

Thanks for the feedback, I'm assuming that the unspoken answer is that no such mod exists. So I guess I'll be taking a stab at this.

I think I'll try something like; if Wisdom >= 100 then add Resist Magic with Magnatude equal to Wisdom - 100. I'm not sure if that is how its done or if that would even work but on paper it looks good. I like the idea of having mastery bonuses for the individual skills, it just a matter of figuring out what those bonuses should be. It would make sense that having high armour skills could provide a permanent shield spell, but that would be very distracting, at least for me. And what kind of bonus could you really give to Alchemy? Hmm... if I'm going to do this I guess I should put some thought into that.
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sw1ss
 
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Post » Fri Mar 12, 2010 1:58 pm

You already get an advantage from having attributes over 100 and beyond. I think it would be far more interesting to give bonuses for skill mastery much like is done in oblivion. That would make skills seem more an actual skill than just a stat. I think it would be most interesting if skill mastery in weapons gave you bonuses while wielding that weapon. Like a spear could give a nice sanctuary bonus to a master representing how skillful use of the weapons reach could keep enemies from hitting you...

such a mod is just worked out in the german community. these skill masteries will be available after you did a quest for the master trainer.
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Cheville Thompson
 
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Post » Fri Mar 12, 2010 11:22 am

Awsome, is it available somewhwere? Um.. wo ich .. erhalten? (or is it "finden"?) And obviously do I need to know german to use it? Because I only know a few dozen words, and I don't remember half of them
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KRistina Karlsson
 
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Post » Fri Mar 12, 2010 8:45 am

Awsome, is it available somewhwere? Um.. wo ich .. erhalten? (or is it "finden"?) And obviously do I need to know german to use it? Because I only know a few dozen words, and I don't remember half of them

it's still work in progress. but I will announce here, once it is released!
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Romy Welsch
 
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Post » Fri Mar 12, 2010 1:55 pm

Yes! finally we have a german spy! :disguise:

lol, joking aside what bonuses will be added in that mod? Is it know yet? May help decide wither or not this mod is still needed. Just in case, for alchemy maybe it doesn't have to be a skill outright, as any bonus to alchemy would be redundant. Perhaps instead you can go to an npc to be awarded a light weight tool, and you get certain ones at certain set amounts. That would be useful to a alchemist I think.

Money really is no object by the time your stats are so high, but encumbrance might be. I dunno, I'll think on it.
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Cheryl Rice
 
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Post » Fri Mar 12, 2010 9:40 am

I can think of interesting things that you could add in as skill mastery for any skill. Many of the skills naturally provide bonuses to going over 100 (alchemy, athletics, armor skills, hand-to-hand, etc) but many skills don't provide any meaningful bonus (shield, speechcraft, and most especially weapon skills). But that doesn't mean they don't all deserve some fun and interesting perk. I think for example that alchemy could let you do many interesting things like maybe distill down large quantities of a single ingredient (say 20 fire salts into a potion of Fire Atronach with moderate effects but a very long duration) or some scripted poison making or something similar.
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Roanne Bardsley
 
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Post » Fri Mar 12, 2010 8:31 pm

Now that I've had some time to think about it I do feel that something like Feather could be a bonus of having 100+ alchemy, just think of all those ingredients you lug around everywhere. In fact some of the bonuses I had for atributes could be used on skills, but I feel that would detract from the importance of focusing on key skills/attributes.
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Kay O'Hara
 
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Post » Fri Mar 12, 2010 12:33 pm

Now that I've had some time to think about it I do feel that something like Feather could be a bonus of having 100+ alchemy, just think of all those ingredients you lug around everywhere. In fact some of the bonuses I had for atributes could be used on skills, but I feel that would detract from the importance of focusing on key skills/attributes.

no the alchemy will be the poisoning of weapons.
Yeah, most of the skill mastery bonuses are known. the armor bonuses are a bit like this: skill mastery in heavy armor gives you a feather bonus.
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Killer McCracken
 
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Post » Fri Mar 12, 2010 10:17 am

Yes, but how would poisoning be implemented? Right now adding poisoning abilities to MW seems to still be something of a challenge.

Meaningful bonuses to alchemy may be hard to grasp because it is almost a cheat in and of itself by such a high state. The potions are really high quality, weigh amount nothing, are really valuable and easy to make. You can't change ingredients because that would undoubtedly conflict with other mods that are prolly in people's load list, and many item bonuses would seem like a useless reward.

So what in alchemy can really be boosted? Even a feather affect seems unusual because although you do haul a fair amount, in theory most alchemists do their mixing and experiments in a set location. Really they are sending people after ingredients, going to get it themselves, or already have it on hand. Hauling isn't supposed to be a big factor in it.

Feather does make sense as a bonus for heavy armor so I can see it's on the right track there. As you lvl that skill the armor gets lighter (doesn't it? It's been awhile.), and after hauling all that metal around for so long, a lot of objects would seem lighter. But it really doesn't work for medium armor, as medium is kind of the standard.. let alone light armor. And defense bonus for these are actually already granted even without shield btw, because as the skill in an armor class goes up, so does it's armor rating.
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Chloe Botham
 
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Post » Fri Mar 12, 2010 1:12 pm

Armor is an interesting one, adding feather for heavy armor make a lot of sense (See Oblivion) but Medium and Light don't have as big of an encumberance problem, not to mention Unarmored. I would imagine that high levels of block could grant resist or reflect abilities. I'd be very interested in seeing what the bonuses for each skill might be. I would still like to see the bonuses to atributes but I'd hate to have a lot of overlap.
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Jay Baby
 
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Post » Fri Mar 12, 2010 12:27 pm

Armor is an interesting one, adding feather for heavy armor make a lot of sense (See Oblivion) but Medium and Light don't have as big of an encumberance problem, not to mention Unarmored. I would imagine that high levels of block could grant resist or reflect abilities. I'd be very interested in seeing what the bonuses for each skill might be. I would still like to see the bonuses to atributes but I'd hate to have a lot of overlap.

light i don't know. medium gives you a speed bonus.
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Rachel Hall
 
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Post » Fri Mar 12, 2010 7:29 am


Meaningful bonuses to alchemy may be hard to grasp because it is almost a cheat in and of itself by such a high state. The potions are really high quality, weigh amount nothing, are really valuable and easy to make. You can't change ingredients because that would undoubtedly conflict with other mods that are prolly in people's load list, and many item bonuses would seem like a useless reward.

So what in alchemy can really be boosted? Even a feather affect seems unusual because although you do haul a fair amount, in theory most alchemists do their mixing and experiments in a set location. Really they are sending people after ingredients, going to get it themselves, or already have it on hand. Hauling isn't supposed to be a big factor in it.




Poison/disease resistance??
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Gen Daley
 
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Post » Fri Mar 12, 2010 6:08 am

You already get an advantage from having attributes over 100 and beyond. I think it would be far more interesting to give bonuses for skill mastery much like is done in oblivion. That would make skills seem more an actual skill than just a stat. I think it would be most interesting if skill mastery in weapons gave you bonuses while wielding that weapon. Like a spear could give a nice sanctuary bonus to a master representing how skillful use of the weapons reach could keep enemies from hitting you...


Your attributes and skills can go above 100 in vanilla Morrowind any ways, right?
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Ezekiel Macallister
 
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Post » Fri Mar 12, 2010 7:54 am

Your attributes and skills can go above 100 in vanilla Morrowind, but only through use of spells, enchantments or alchemy. In non-vanilla Morrowind there are plenty of mods to choose from that allow your skills and attributes to go beyond 100 naturaly.
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Stacy Hope
 
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Post » Fri Mar 12, 2010 8:35 pm

Which mod does this? I'm not sure how to google it as "morrowind attribute increase mod" doesn't turn up any results that I'm looking for.
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Poetic Vice
 
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Post » Fri Mar 12, 2010 10:18 am

Which mod does this? I'm not sure how to google it as "morrowind attribute increase mod" doesn't turn up any results that I'm looking for.


Theres a few but http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=2030 is probably the most widely used.
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Emerald Dreams
 
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