Game Rebalancing Mods

Post » Wed Dec 08, 2010 5:30 pm

Hi I hope this project is still alive I love the idea of it. I am coming back to Morrowind after a long break. I allways played with adventurers 3 Gcd all of pirate lords fixes & Ldones addons, & many other fixes to stop me exploiting the game mechanics.
After spending some time on the forums & download sites I'm finding lots of wonderfull mods to make the world look gorgious. More beuatiful than i ever thought it could look ,but not much development in the game balancing area. I think both games Morrowind & Oblivion are equailly nerfed in the standard versions. I spent weeks letting slaughter fish attack me in morrowwind & gathering herbs to make intelligence potions, & in Oblivion, doing the same thing with crabs on the shores of the lake, until i got bored with my uber level 10 characters & started looking for ways to make the game more difficult for myself.
In Oblivion I used FCOM & duke Patricks mods stealth mods real light darker dungeons etc Lame . I spent more time modding Oblivion than playing it, way more time. I'm not much use at modding but would be a willing tester
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Monika Krzyzak
 
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Post » Wed Dec 08, 2010 10:27 am

Bah. I eschew game balance. I am ArchMage, Archmagister of House Telvanni, and soon to be the Nerevarine. If I can't buy all the clothes I want, what point is there?
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Peetay
 
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Post » Wed Dec 08, 2010 10:56 am

Bah. I eschew game balance. I am ArchMage, Archmagister of House Telvanni, and soon to be the Nerevarine. If I can't buy all the clothes I want, what point is there?



Though I do have my own personal mod I have used to keep my game relatively balanced( I can only take on about half of vivic at once now as opposed to the whole city! :P).

I still tend to agree with you here, its a single player game, exactly what denotes a balanced single player experience? For me, I enjoy the challenge of going against my edited leveled lists. But I see no reason to worry about armor prices and whatnot. By the time you are a head of a guild, or great house, you should most likely have the wealth to obtain some darn good equipment, and while daedric equipment is far too common in the original game(I've lowered the chances of enemies having said equipment in my own game).

I also feel that common armor like glass is too valuable when compared to the much rarer Ebony. The only thing that really irked me in the original game though was that Glass armor was better than any full set of Medium armor out there, I changed Adamantium in my game to be between glass and Ebony in quality, as well as adjusted their values, but the value is of no importance to me anyway, its not like I have competition that could get jealous over what I have....

Though I do think it would be cool to have a scripted chance for some of the epic items to be found by an NPC prior to your finding them, and then you would have to fight or pay off that npc to get a hold of that particular item if you so desperately wanted...............Hmmm, i'm getting an idea for a mod now! :X
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Anthony Rand
 
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Post » Wed Dec 08, 2010 2:16 pm

As PirateLord mentioned, applying damage to weapons and armor would decrease their value, or at least increase your repair costs, but I had a lot of trouble trying to apply damage to equipment via the limited and awkward commands available in the CS, or by trying to direct spell damage at it.

Seriously reducing the maximum durability of some "strong yet brittle" materials such as Glass (and whatever DB armor is made of) could result in a sharp reduction in the value of such items after a typical encounter, without specifically adding damage to it.

I'm in the process of building a game using BTB's game fixes & recomendations & he uses that idea to reduce the usefullness & value of glass Armor
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u gone see
 
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Post » Thu Dec 09, 2010 12:07 am

I'm going to stay out of the debate on economy, but I'd love to see an FCOMish balance of creature mods (and of course mods that adds enemy NPC's as well). The difference in challenge between vanilla opponents and ones added by mods can be immersion breaking in itself.
EDIT: To answer the OP, I'm not using any economy/item balancing mods. No reason, really, except that I've never gotten around to it - so I guess not very high on my priority list. Might delve into it for my next char.


Pretty much the same for me.
Economy is just not that important to me. I take out the garbage and worry about money in 'real life' so I have no great desire to role-play that and I accept entirely that others may wish to do so.


And there is this; same for me:

I've downloaded most of the game balancing mods out there and started looking through their readmes. I then tend to go Gah! I don't understand enough what the ramifications are of what they're doing and there are so many different approaches that it's hard to say which I'd prefer. It's not the fault of the modders, most of the ones I've downloaded are very complete in their documentation. It's just me understanding the different approaches and the differences between their mods.


So, yes Gluby, I would very much welcome your guide.
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Andrew Lang
 
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Post » Wed Dec 08, 2010 7:02 pm

Something I want to throw out there is an idea I've been kicking around for armor and maybe weapon rebalancing: a global script that would dynamically add effects (feather/burden being the main ones, I'm not sure if there's much else that's really appropriate) based on skill and type of equipment you've got, a la Dodge Mod.

What I'm talking about is this: if you've never worn armor before but go to the tradehouse and buy yourself a tin can of a suit of armor, it's gonna make a difference how you carry it. If you put it in your backpack, that's well and dandy, that's what the "weight" (which I think should be more closely aligned with the concept of encumbrance) value's for. But if you strap it all on, you're definitely not going to have the same encumbrance level. You won't know how to move in it, it will feel awkward, and you're gonna slow down. On the flip side, if you live in your armor, you might only remember you're wearing it when you take it off. The effect would obviously depend on type of armor; most light armor is definitely something you strap on, whereas something like an ebony set looks more like something you step into. Something similar could possibly apply to weapons, but running around with a sword in your hand isn't the most fun thing to do, no matter how used to it you are.

At any rate, I really hope something comes out of this. I've got enough patience to make my game playable with 200 mods running, but rebalancing mods still scare me.


I Love this idea as you wear armour you get used to it it gets a little lighter your agility improves so it offers a little more protection. Ther was a book in one of the the games either Morrowind or Oblivion about a master of one of the light armours that was about this issue it would be great if it could be implimented in game
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Chase McAbee
 
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Post » Wed Dec 08, 2010 7:23 pm

Actually I got over stocked on daedric and ebony mostly from raiding daedric ruins regularly. Anyway. As far as the telvanni stronghold is concerned from what I understand they don't construct their buildings at all rather they grow them (hence the soul requirements) the 5000 septims is most likely for simply furnishing the stronghold.


What Hot Fusion & or Morrowind advanced have done with Daedric Drops should go some way to solving the problem supplying them with bound equipment would go a long way to slowing down the collection of stuff from Ruins
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Lucky Girl
 
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Post » Wed Dec 08, 2010 8:31 pm

Iv,e just come across a completly different approach to game balancing just make the game much more difficult http://azuras-touch.com/rnd/. A wonderfully mad dutchman has developed it in total isolation reading his forum on here was one of my more entertaining reads. admittedly he does seem to move the game over into Serious Sam Territory & I'm probably going to find it to much but I have to give it a go.
Here is the forum link http://www.gamesas.com/index.php?/topic/1004642-azuras-touch/page__st__120__gopid__16376383&#entry16376383
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tiffany Royal
 
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Post » Thu Dec 09, 2010 2:03 am

Hi Is this still an ongoing discussion or has it moved to a new home ?
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lucile
 
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Post » Wed Dec 08, 2010 2:42 pm

Hi Is this still an ongoing discussion or has it moved to a new home ?


It's dead, Jim.
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meg knight
 
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