[REL] BigMod2, Second Thread

Post » Mon Feb 21, 2011 3:21 pm

BigMod2 by Xereau was released in early 2006.

http://www3.telus.net/public/xereau/BigMod2%20v2.0%20RELEASE.rar

The original release thread is here, locked so thread necromancy won't work on this one.
http://www.gamesas.com/bgsforums/index.php?showtopic=399934

There was a previous continuation thread, also subsequently locked, here:
http://www.gamesas.com/bgsforums/index.php?showtopic=775456


Related threads, several about BigMod and GCD compatibility:
http://www.gamesas.com/bgsforums/index.php?showtopic=807454&hl=BigMod (Thread since closed.)

http://www.gamesas.com/bgsforums/index.php?showtopic=880362&hl=BigMod (Thread since closed.)

http://www.gamesas.com/bgsforums/index.php?showtopic=881641&hl=BigMod


As Xereau was last active on these forums in early April 2007 and the original release thread will eventually disappear, here is the content of the original first post from that thread [loss of formatting regretted]:
~ DOWNLOAD HERE ~

README

Thank you for your interest in my final Morrowind mod: BigMod 2!

OVERALL GOAL

To make Morrowind more re-playable, by presenting sweeping customization options to the player via Ability, Power, Spell, and Item rewards in quests, and creature/NPC loot.

Abstract

During your character's life, you will gain Abilities, Powers, Spells, and Magical Items that reflect the 'atmosphere' in which they were obtained. Every single quest has been reviewed, and small rewards inserted where I deemed appropriate. Your actions now have role playing meaningfulness to them! This is my attempt at presenting the player with the opportunity to define one's own balance via extreme customization options.

Example: You are supposed to kill a NPC in a dungeon. While talking to the NPC, you find out that they have been set up, and you are given the choice to spare the NPC. When you return to the quest giver, you are given a different reward for killing the NPC, and for letting the NPC go. This style of imbuing a player with an Ability, Power, Spell, or Magical Item that reflects their part in some event, plays to the heartstrings of role players, myself included

Enjoy!

FEATURES

Expanded Mainline Quest Rewards

Every part of dialogue along the mainline quest has been reviewed, and altered at least a little bit, at nearly every stage of the dialogue. Some item rewards have been altered to make items more useful, sometimes more powerful, sometimes less powerful. The Ability bonuses presented are nearly meaningless alone. However, when stacked together, depending on your course of actions as the player, you can attain meaningful bonuses in nearly everything (within reason!). Every reward will have some kind of atmospherical connection to the situation in which it was obtained.

Expanded Guild Quest / Random Quest Rewards

Every guild quest and every isolated quest (that I could find!) has been reviewed, and again altered at least a little bit. You will now be able to gain suits of armor specific to different houses and guilds, as well as Abilities, Powers, and Spells only attainable through these quests. Your actions in the game will determine your reward (where appropriate), again giving nearly endless combinations towards an end game character. Again, it will be harder to end up with the same character as last game (as currently is the case in Morrowind).

Expanded Beastiary

My time, and artistic talents are somewhat lacking when it comes to making new creature models. That being said, BigMod 2 boasts over 300 new creatures, from level 1 to 55, based on old models. Using varying magicka cost, magicka pool, and magicka regen totals on creatures and NPC's, I have been able to create an 'AI', or personailities unique to that creature of NPC. Some will cast non stop, others will only cast occasionally and chase you, others drop a pet and head for high ground.

The changes to the levelled creature lists that populate Vvardenfell have been radically altered to include these creatures, at many different level intervals. You will NEVER know what is going to spawn at any given spawn point. This again adds to the replayability of the game.

Dissident Dark Elves now appear in the wilds of Vvardenfell. Level 1 to 40, these NPC's dont like you, and you will grow to not like them. Look out for them on back roads, and when you least expect them.


Expanded Armor Sets, Clothing Sets, Rings, Weapons

There are various levelled armor sets dispersed into the NPC's and creatures of the game. Very rarely, creatures will drop a magical item that has a name, or effect that will remind you of where you got it from. Thieves will drop thievish type armor, knights will drop knight type items, fighters drop fighter gear, etc etc. Creatures will rarely if EVER drop the same item twice in a row, and the chance of getting a full set of 1 type of armor, let alone the same exact set ever character, brings character development in Morrowind to a new level. There are hundreds and hundreds of items dispersed into the game. You will need a lot of toys to beat some of the biggest creatures in BigMod.

Every creature type drops some kind of ingredient, including my own version of Levelled Ingredients. Same creature types at low to high level drop level appropriate ingredients. The lowest creatures drop an item that has 3 negative effects, 1 positive. The Highest creatures drop ingredients have have 1 or no bad effects, and 3, or 4 good effects. These items drop randomly and it is not predictable when or where you will get them. Again, this adds to the re playability BigMod 2 gives to Morrowind.

All NPC's have a chance at dropping 1, or more pieces of magical armor. You will see random characters dear to your heart, slightly different, sometimes. Never, or at least very rarely the same 2 games in a row. The leader of the fighters in Balmora had a magic briastplate one time, and a trainer in the basemant had a magic bracer.

Many creatures drop exclusive armor sets specific to them, especially at the high end. You will be able to gear up for any kind of nasty encounter, and focus certain effects in many slots, forsaking others as you do so. You will be able to focus on anything you want, stocking up on many themed armor sets, taking customization to a new level.

** MAJOR FEATURE ** Expanded Content - NEW Dialogue Driven Quests

Along the mainline quest, the player will find new content in several places. Each has NOTHING to do with the mainline, and completing any or all of them has no bearing on the outcome of the mainline. That being said, it will be in the player's best interest to at least start exploring these new places You will find a lot of handy trinkets, armor, weapons, Abilities, Powers, and Spells that just might prove handy in beating some of BigMod 2's upper beastiary.

Crito's Foxhole

In Arkngthand, Cells of Hollow Hand you will find the Dwemer cube that Hasphat would like as part of the mainline. In the same room, you will find a sullen ghost, who thinks you can save his partner even though he himself passed away over 3 nights prior. Delve into Crito's Caverns and solve this mystery, if you dare!

Andrano, Elders Burial

Right where you get the skull for Sharn in the Andrano Ancestral Tomb, you find an andrano descendant looking for an heirloom. Can you find it for him in the massive burial below?

Ilunibi, A Deep Fissure

In front of the room containing Dagoth Gares you will come across a despondent pet owner. Her dog ran into a crack behind the big bad disease giving meanie himself , and she is afraid. Do you have it in you to rescue her dog, Ruff?

Urshilaku, Juno Burial

Hot on your heels, but never quite seen, the wife of a barbarian is somewhere to be found near the ghost from whom you obtain the famed bonebite bow. Once you obtain the bow, head back to the barbarian and chat with him to force his wife into appearing. She has 3 pets that you can fight, and if you beat all 3, she just might be willing to give you something... useful

Corprusarium, Forbidden Depths

Below the Corprusarium, a place exists where the worst victims of the disease go to first go mad, then die. Within its deepest depths, lies a tortured soul that desperately needs to be put to rest. It's got to be just that easy, right? Right? Ok well maybe not quite so easy.. more like dangerous!! You will be sent into viewing pits with deadly advanced corprus victims to gain access to the lost soul in the deepest depths of this forboding place.

Kogoruhn, Eye of the Inferno

Right at the table where you find the Shadow Shield you will find an Emmisary of Kogoruhn. He wants you to deliver a message to the man himself, the pacifier and keeper of the very dungeon series you have so many times hacked, sneaked, and blasted your way through - Kogoruhn. Inside the Eye, you will encounter blazing elementals, and so many roaches you will be lucky not to be damaged phychologically. Kogoruhn would like you to investigate an energy burst that is threatening to engulf his realm, and may pose a threat to the empire. Defeat some lackies, and their elemental lord to save the day!

Sullen's Foxhole

Those of you familar with my work, it is indeed the same dungeon series (5 in total) that I released last year. It has been integrated into BigMod 2 in its near entirely except for a few reward tweaks. The Foxhole is a series of Five dungeons, four of which are initially not open to the player, but become available as you do quests for Sullen. Each dungeon is progressively harder, and although you may start the adventure at level 13, the starting content is designed for level 20+ characters. There are over 60 new creatures/NPC's, 30 enchanted items and 15 spells/abilities/powers to be found within the Foxhole. There are many additional quests, some repeatable, and MUCH danger to be found within Sullen's Foxhole. A teleporter only found within the Cavern of the Incarnate will take you to and from the Foxhole. Have fun!!

Ald Daedroth, Crumbling Shrine

Once you start the process of uniting the Tribes, you come across the inhabited (and war torn!) Daedric Shrine, Ald Daedroth. Within its depths, you will find a crack to an ancient, walled off, defaced Daedric Shrine. Long ago, Dark elf zealots forged a niche for Azura within the halls of the Mighty Daedra, and it still stands... well, mostly stands, to this day.

When you make your way down the crumbled halls into the lower shrine, you will uncover a sick secret: the price one pays for keeping such a place from utter chaos. In a graphic demonstation of self destruction, a crumbling of one's self occurs. The player will progress through a series of Abilities that are increasingly powerful both negatively and positively until the negative is far too much and must be cured. An echo of the taint that nearly consumes you will leave you with a small, only positive effect in the end. Enjoy the scenery, and fights in this one

Race/Birthsign/Game Setting Tweaks

All Birthsigns and Races now have new spells/powers/abilities that make them more entrertaining to play. Most of the additions are mundane in nature, reflecting a usefulness rather than a game breaking godlike power. That being said, these changes will add even further to the players' character development into the fighter/mage/thief ethos. Enjoy!

Because nearly everything drops something (usually very rarely) in BigMod, the role of Luck plays too big a part in BigMod. I was finding far too much good loot, too early, to make it the exception, rather than the rule. You would be well advised to spend points in luck, for the rewards are as numerous as they are varied once you are lucky. All races except the beasts are at 10 to start, and the beasts are at 15.

The game difficulty slider was changed to 7.0, from 5.0. Players gain 50% more health per level, in order to deal with the scaled up damage of the level 50+ beastiary in the end game. Enchantments regenerate on items at 0.3 charges per second.

Summoned pets have been reworked so as to give them all specific functionality. Some are Damage Pets, some are debuff pets, some are a combination of both. Enjoy!

********************************
LEVEL UP - CHANGES

20 points per level

Hands on Primary Skill-ups give 3 points towards level

Hands on Secondary Skill-ups give 2 points towards level

Trainer visists for Primary, or Secondary Skill-ups give 1 point towards level.

The goal of this change to the game was to promote variation even in the max level of a character from birth. Depending on how many Primary and Secondary skillups a player gets each level, it will put them on a different path towards each level, every single time.

Enjoy LONG TERM replayability for this outstanding game!

User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Tue Feb 22, 2011 5:44 am

Yeah, people like this mod still. :) Oh, the PES's comments on this mod need fixing. Apparently, there's a 1.00 vote, and the giver had the original version, instead of BigMod 2. :) Mind you, the votes still are at 8.95 or so, but still, it's a broken vote.

My two cents anyway.

Oh, yeah, I love this mod. As for the Golden Saint issues, some of them weren't changed. For instance, if you play a mod that adds Golden Saints to a dungeon, or even, I think, go to Ibar-Dad to get Edilon's ward, the golden saints are the standard ones.

Also, the Spectral Saints. the 400 soul value, are added via leveled lists after level 40, so I don't know where this no respawn count came from that Aldert mentioned in the last post.
Oh, and he probably didn't change Ascended Sleepers, because he didn't want a angry mob attacking him. :) Or, like me, he freaked out the first time he saw one. :) And he doesn't want them to eat him.
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Andrea P
 
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Post » Tue Feb 22, 2011 4:35 am

The naming is a little confusing. There's also a bigmod2.2 from 2004 by xereau at PES, and it has GMSTs in it.
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Sunny Under
 
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Post » Mon Feb 21, 2011 9:47 pm

The naming is a little confusing. There's also a bigmod2.2 from 2004 by xereau at PES, and it has GMSTs in it.
I agree.

The one john.moonsugar refers to: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=679, bigmod2.2.zip, Version 2.2, Submitted/Updated 12-23-2004 / 12-26-2004. This is a later version of the original BigMod, I think. BigMod1.

What I believe is the improved version: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4248, BigMod2_v20_RELEASE.rar, Version 2.0, Submitted/Updated 05-01-2006 / 05-01-2006


If someone has better information, let me know and I will attempt to make this post more clear.
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GEo LIme
 
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Post » Tue Feb 22, 2011 3:35 am

I've noticed that BigMod2 forces beasts to use the beast walking and standing animations, something problematic for me since i use Slof's civilized beasts. I've also noticed that some NPCs now have a spell that summons a tiny skeleton (about the size of a wood elf male, mabye smaller).
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Bloomer
 
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Post » Mon Feb 21, 2011 10:31 pm

I never noticed the animation thing, because I don't use the animation mod, what's wrong with the way they walk anyway?

Also, the Skeletons are half the size of a normal skeleton. Which is to say, about 65% of a Wood Elf male. I don't know what other mods you're running, but Wood Elf males aren't that small. :)
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Steve Bates
 
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Post » Tue Feb 22, 2011 12:50 am

BigMod/GCD Patch seems to be a fairly frequent request.
See Post #1.
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Harry Leon
 
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Post » Tue Feb 22, 2011 3:48 am

Wow, I forgot all about this mod. It came out right around the time Oblivion came out and I got sidetracked and never did much with it. I'm going to try again. Thanks for reminding us.
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sara OMAR
 
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Post » Tue Feb 22, 2011 8:54 am

We try. This thread needs more posters! :)

It's a good mod.
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Rachel Briere
 
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Post » Mon Feb 21, 2011 4:48 pm

I love Big Mod! I hope someone to make an update or something, I hate the mini creatures, and the summonings
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ILy- Forver
 
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Post » Tue Feb 22, 2011 7:00 am

I think it's somewhat easy to adjust the size of monsters back to normal. Or baring that, add any mod that modifies all those changed monsters after Big Mod 2. Wala, instant fix. :)

I really hate those Bonelord summoning Bonelords. :stare:
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Harry-James Payne
 
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Post » Mon Feb 21, 2011 6:44 pm

nevermind.
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Wayne W
 
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Post » Tue Feb 22, 2011 7:33 am

Huh. This looks like an interesting mod. I think I may have used it a long time ago... I noticed in the previous thread that constant effect items are a bit annoying? They mentioned that if MCP fixed the restoration bug, then the constant effect thing wouldn't be a big deal because you wouldn't have to unequip all enchanted items. Anyone know if MCP did fix that and unequiping enchanted items to restore attributes is unneccessary now (in other words, can you restore attribute with the enchanted items equipped)?
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LuBiE LoU
 
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Post » Tue Feb 22, 2011 5:23 am

Yep! You can install the MCP, and then you have no issues with this mod at all. Also, you could alternatively cheat and give yourself 100% reflect. :)

It's a fun mod. And if you have any real difficulty, do this, setdefensebonus 100. :) Use that in the console and watch as nothing hits you. Even her hands!
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casey macmillan
 
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Post » Tue Feb 22, 2011 6:33 am

I have a question for BigMod2 fans: I was looking at the birthsigns in the CS and the Atronach seems very overpowered with 10xINT magicka and 75% spell absorption. There seems to be a balancing ability of 20 disintegration of weapon and armor on self so that only a pure mage could use it but when I made a test character, I grabbed the dagger in the excise office and nothing happened to it; plus neither of the spells showed in the magic or active spell bar. So, what's the story here? This seems wrong or am I missing something?
Also, I am curious about the low starting luck. The author says it limits the loot but I thought it was proven that luck doesn't affect the leveled lists.
I would really like some comments on these issues. TIA
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Cat
 
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Post » Tue Feb 22, 2011 4:06 am

Magic doesn't kick in until you open the barrel during chargen, so I'd wait until you're out of the census office and then grab a weapon. If nothing occurs then there may be a bug. But magic won't affect anything in the room you get the dagger the first time you go through.
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Cool Man Sam
 
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Post » Mon Feb 21, 2011 11:37 pm

I have a question for BigMod2 fans: I was looking at the birthsigns in the CS and the Atronach seems very overpowered with 10xINT magicka and 75% spell absorption. There seems to be a balancing ability of 20 disintegration of weapon and armor on self so that only a pure mage could use it but when I made a test character, I grabbed the dagger in the excise office and nothing happened to it; plus neither of the spells showed in the magic or active spell bar. So, what's the story here? This seems wrong or am I missing something?
Also, I am curious about the low starting luck. The author says it limits the loot but I thought it was proven that luck doesn't affect the leveled lists.
I would really like some comments on these issues. TIA


I think than patch change it to resting doesnot refill your manna bowl. Only spells and spell effect use against you refill it.
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gemma king
 
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Post » Tue Feb 22, 2011 3:03 am

I really like what bigmod tried to do, however I recon using Bigmod 2 and all the LGNPC mods make for a heap of conflicts. Can somebody confirm this? I'm not sure I only know both change a good heap of stuff.

Hmm... I also recon I tried using Bigmod 2 and GCD without the patch. Now that a patch is out, maybe I will try it =)
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saxon
 
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Post » Mon Feb 21, 2011 11:15 pm

You know I never really looked into what this mod did... but this actually sounds really cool! Not that this would be a showstopper for me, but does it conflict with LGNPC?
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Tania Bunic
 
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Post » Mon Feb 21, 2011 10:11 pm

A nudge to keep this in play.

The BigMod2/GCD patch by DWS is here - http://www.mediafire.com/file/zmnr0gzzwy5/GCD_BigMod2_patch.zip.
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Ernesto Salinas
 
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Post » Tue Feb 22, 2011 1:22 am

Would this conflict with other leveled list mods?
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Nicholas C
 
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Post » Tue Feb 22, 2011 2:05 am

Would this conflict with other leveled list mods?
It might. You could look in the CS to see for certain.

You could have the levelled list changes from BigMod2 dominate by running it after the other mods.
Or you could use the merged lists function in WryeMash.

Hope that helps.
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Emilie Joseph
 
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Post » Tue Feb 22, 2011 1:54 am

I can confirm that Bigmod 2.2 is a version of Bigmod v1 and is earlier then Bigmod v2 and I think it was the last version. I never played Bigmod v1 because when I found out about the mod I was waiting for Bigmod v2 which was in development. I ended up leaving Morrowinfd before it was finished so never got to play it and will probably use it when I get Morrowind again.

PS. It is very likely there wouldn't be conflicts between LGNPC and Bigmod v2 since LGNPC just adds dialog and quests to npcs. It looks like most of the quests in Bigmod v2 either don't really change much in the world or are mostly set in their own interior spaces.
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Ebony Lawson
 
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Post » Tue Feb 22, 2011 10:40 am

Thanks, guenthar, that's useful.
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Alkira rose Nankivell
 
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