Repairing the Cogs of Morrowind #21

Post » Fri Apr 08, 2011 6:24 am

on winrar it tells me to extract the code patch file to the morrowind directory but when ever i try to extract it to any morrowind file i get an error saying i cant. anyone know how to help me?
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Fri Apr 08, 2011 2:55 am

on winrar it tells me to extract the code patch file to the morrowind directory but when ever i try to extract it to any morrowind file i get an error saying i cant. anyone know how to help me?

Just double click on the WinRAR archive and select "Pack up here..." not "Pack up here" then you have a dialogue windows where you can browse for Morrowind game folder.

An example:

From WinRAR > Pack up here... > browse Morrowind folder > click OK and after that just double click on Morrowind Code Patch.exe


There you should be able to select any fix you want and click on the "Install patches" button. :)
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Fri Apr 08, 2011 2:31 am

I love the on-use ring smart equip :twirl: . Would it be possible to do the same with the amulet slot?
Also, the bug with constant effect enchantment reapplying and overflowing on cellchange is seriously limiting companions, it would be great if something could be done to solve it.
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Thu Apr 07, 2011 8:22 pm

But you said a change from an old save + new mod persisted in a new game. I think it's reasonable for Morrowind to assume the sleep allowed flag doesn't need refreshing since there's no way to change it during gameplay. Any kind of fix without a full set of regression tests is just asking to break something else in the code.


Well, I was just using the save cell thing as an example of the problem, which is that Morrowind doesn't seem to flush out as much data as it should when reloading a game, as evidenced by the fact that reloading a game frequently causes crashes. Perhaps the two are unrelated, but it made sense to me.

Honestly what. Go drag on a suit of starting light armour with starting skill, and then heavy.


Didn't you establish a skill of 10 as the "baseline" value for Enchant and then change how it grew from there? I just assumed you could do the same thing with Unarmored. Since it's ultimate growth is controlled by GMSTs, those could always be tweaked as far as balance goes. All you'd really have to do is change how it grows... I'm assuming.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Fri Apr 08, 2011 12:36 am

Just double click on the WinRAR archive and select "Pack up here..." not "Pack up here" then you have a dialogue windows where you can browse for Morrowind game folder.

An example:

From WinRAR > Pack up here... > browse Morrowind folder > click OK and after that just double click on Morrowind Code Patch.exe


There you should be able to select any fix you want and click on the "Install patches" button. :)

none of those options appear anywhere :(
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Fri Apr 08, 2011 6:21 am

The easiest solution to remove this, if possible, is to link togheter the minimum and maximum for constant effect enchantments so that they're forced to have the same value.

I think players can handle this themselves. You can have a bit of fun messing around, but ultimately it takes 10x as long to get the maximum enchant value, it's quicker to avoid doing it in the first place.


Since Taddeus bought it up with the constant effect enchantment and there is another thing I've noticed in both vanilla or with MCP and MPP installed.

I find it ridiculous that you only can enchant a daedric tower shield with only 4 pts (4% CE-effect) of Feather, Reflect Spell and Spell Absorption (probably a few more spells). The first effect point (1 to 1 starts at 50 pts enchantment costs, which can't be right and that means you can never enchant (CE) a daedric tower shield with 5% it only allows you to have 4%.

Please try to understand the philosophy of MCP patching. It aims to change things which can't be done with modding tools, things where the formulas are coded into the game or there are small problems with functions. In this case you can fix this yourself by editing the enchant capacity of the daedric shield, and editing the spell base costs so they fit. There are a lot of balance mods that make feather easier to cast, for example. You can fix this yourself if you learn a little modding.


I love the on-use ring smart equip :twirl: . Would it be possible to do the same with the amulet slot?
Also, the bug with constant effect enchantment reapplying and overflowing on cellchange is seriously limiting companions, it would be great if something could be done to solve it.

Hmm, amulet is a good idea, but there is no code for multi equip in amulet slots. It's unlikely I can fit more in there.

Constant effect on companions is a big hole in the way the game is designed. It just doesn't track it properly and it's extremely difficult to find out why without the original code. It certainly doesn't go away on all cellchanges, it's something else, but no-one has explained it accurately.


Didn't you establish a skill of 10 as the "baseline" value for Enchant and then change how it grew from there? I just assumed you could do the same thing with Unarmored. Since it's ultimate growth is controlled by GMSTs, those could always be tweaked as far as balance goes. All you'd really have to do is change how it grows... I'm assuming.

Okay, I should be more blunt. You start with low quality Chitin/Iron on only some pieces of your body, along with low armour skill. Then you upgrade your armour along the way, and also your skill. Upgrading both things, is that linear? With unarmoured, you have no armour at the start, and no armour at the end.
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Thu Apr 07, 2011 8:28 pm

I haved tried to produce the name potion bug (had never noticed it) with MCP 1.9 beta 4 patch applied on Morrowind Goty French version, no problem have occurred so far (I have created more than 200 or 300 potions).

However I noticed the following behaviour (may be it's the same before patching):
- if you try to give a custom name to any potion (ie "My super potion"), the potion is named correctly the 1st time, then if you go on pushing the "create" button to create several identical potions with the same ingredients, the alchemy dialogue box will display back the default name (ie "restore health, etc.") as soon as the first potion have been created. If you want to replace the default name by a custom name, you'll have to re-tape the new name each time again. Here it's weird: when you look inside your inventory, sometimes the potions made will ALL keep your custom name, even if the dialogue box has changed back your custom name to the default one... and sometimes potions will ALL keep the default name EXCEPT the 1st potion created (with custom name).

Another strange behaviour with ingredients (may well known and already reported, I am not sure), it their number: if you get more less 21 ingredients of 1 kind, Morrowind can group them correctly (you have 1 icon + the quantity number). If you have more than 21 similar ingredients, Morrowind cannot group them any more correctly. If you have 25 same ingredients, your inventory will show: 21+1+1+1+1 (5 icons, one being a group of 21). A screenshot will explain this better: http://i56.tinypic.com/6ptfgz.jpg
It would be nice to fix this limit, if possible, and even if Morrowind has to keep the limit of 21 max ingredients (for example: 25 same ingredients would be 21 + 4, 2 groups only, and 42 ingredients would be 21 + 21, etc.). Having 21+1+1+1+1+1+1+1+1+1.... take a lot of space in inventory and when you have to create potions and select ingredients, you have to scroll with the mouse for a long time.
PS: Very strange again: if you have 25 same ingredients (21+1+1+1+1) and use the first 21 group making potions, Morrowind won't group the 4 ingredients left. They will remain 1+1+1+1 and not a group of 4 (with 1 icon only).
User avatar
Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Thu Apr 07, 2011 7:23 pm

none of those options appear anywhere :(

That's not an option it's a description of how you should do it, when you extracting an archive with a right click follow by "Open" from the popup menu and just follow the description I mention above. :)
User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Fri Apr 08, 2011 2:36 am

Please try to understand the philosophy of MCP patching. It aims to change things which can't be done with modding tools, things where the formulas are coded into the game or there are small problems with functions. In this case you can fix this yourself by editing the enchant capacity of the daedric shield, and editing the spell base costs so they fit. There are a lot of balance mods that make feather easier to cast, for example. You can fix this yourself if you learn a little modding.

Thanks Hrnchamd for the information and your hard work on MCP. :)
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

Post » Fri Apr 08, 2011 9:17 am

Okay, I should be more blunt. You start with low quality Chitin/Iron on only some pieces of your body, along with low armour skill. Then you upgrade your armour along the way, and also your skill. Upgrading both things, is that linear? With unarmoured, you have no armour at the start, and no armour at the end.


Well, the benefits of unarmored are that it's cheap and weightless. The drawbacks are that it should never be as truly effective as the armor classes are.

So, I suppose you're asking what would be a good exact value to start with, so as to not imbalance it versus armor? Again, the actual effectiveness of the skill is governed by GMSTs, so I'm unclear as to why this is a factor. Or perhaps I'm *still* misunderstanding you (entirely possible). All I'm really interested in examining from the MCP's perspective is making the exponential growth rate oft he skill linear, because from there I should be able to balance it out with GMST edits... unless altering the formula would make the skill's growth rate no longer dependent on them?
User avatar
Gavin Roberts
 
Posts: 3335
Joined: Fri Jun 08, 2007 8:14 pm

Post » Thu Apr 07, 2011 10:13 pm

That's not an option it's a description of how you should do it, when you extracting an archive with a right click follow by "Open" from the popup menu and just follow the description I mention above. :)

i got to the fix choosing part fine but heres what it says
anolyzing Morrowind.exe...
Could not find Morrowind.exe. Make sure Morrowind Code Patch is installed in the same directory as Morrowind.
Patch failed to apply.

i cant move the code patch file to morrowind file no matter what i try i just get errors and there is no "pack up here" option know any other way to do it?
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Thu Apr 07, 2011 5:53 pm

i got to the fix choosing part fine but heres what it says
anolyzing Morrowind.exe...
Could not find Morrowind.exe. Make sure Morrowind Code Patch is installed in the same directory as Morrowind.
Patch failed to apply.

i cant move the code patch file to morrowind file no matter what i try i just get errors and there is no "pack up here" option know any other way to do it?

Extract the archive to "\Bethesda Softworks\Morrowind" folder and overwrite then prompted. You should not move Morrowind Code Patch.exe to Morrowind.exe, because you can't do that instead you should press "Start" select "Run" then "Browse" and double click on "Morrowind Code Patch.exe". :user:
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Thu Apr 07, 2011 7:46 pm

Well, the benefits of unarmored are that it's cheap and weightless. The drawbacks are that it should never be as truly effective as the armor classes are.

So, I suppose you're asking what would be a good exact value to start with, so as to not imbalance it versus armor? Again, the actual effectiveness of the skill is governed by GMSTs, so I'm unclear as to why this is a factor. Or perhaps I'm *still* misunderstanding you (entirely possible). All I'm really interested in examining from the MCP's perspective is making the exponential growth rate oft he skill linear, because from there I should be able to balance it out with GMST edits... unless altering the formula would make the skill's growth rate no longer dependent on them?

*looks around for frying pan*

Armour rating scales by both getting better gear and gaining skill, so it's not linear as you progress. Let's look at actual numbers of vanilla actuality.

Starting the game, your pick a main armour skill as a major. 30 points. A full suit of starting chitin light armour (which you don't find for a bit) is a 10 whole AR. A full suit of steel armour off some fetcher's corpse is an amazing 15 AR. With linear unarmoured it's already 30 AR. If you pick unarmoured as a minor skill you're still better off going naked than wearing a partial suit of anything.

At the top end it's 168 AR for light armour / 200 whatever for heavy armour / 100 AR for linear unarmoured. With the damage reduction cap you may as well be wearing glass for the whole game. So the designers chose quadratic scaling. Yes it matters it's not 'exponential'. Burrrn.
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Thu Apr 07, 2011 7:01 pm

I don't want people to jump down my throat here, but since it is impossible to do so through the limited power of modding, and changing these kinds of things is the purpose of the MCP, would it be possible to get an option for Fortify Health to make it so that when Fortify "Maximum" Health wears off, it only reduces your Maximum Health instead of your Current Health as well? I think that this is something reasonable.

I think that this would add a lot more usefulness to the spell that I think it desperately needs. It would be very similar to how temporary life works in D&D. The current system is a death sentence.

I actually wouldn't mind the current MCP method of Fortify Maximum Health if all of the durations in the game could be increased to make the "Health Buffer" effect actually managable and useful. But doing this is rather impractical, especially in the case of consistency with other mods and such. That's why I think this extra option should be included. I believe that many people would highly prefer this way, and would be happy to have the option included.

Many people jumped down my throat in the past for suggesting this, and said that I should "learn assembly and do it myself." This is a counter-productive comment however, because the whole purpose of the MCP is to include these types of hardcoe changes into one unified package for simplicity and for the community. If I "did it myself", there would be a lot of problems with making it compatible with the MCP as a seperate download.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Fri Apr 08, 2011 7:46 am

-I mentioned awhile back that the unarmored skill has the same sort of exponential growth problems as the enchant skill does, just in reverse. I take no issue with how powerful it gets, but rather how slowly it gets there (to wit, my mod makes an unarmored skill of 75 offer a naked defense of 25, and 100 at a skill of 100). Any chance that this can be edited?

Starting the game, your pick a main armour skill as a major. 30 points. A full suit of starting chitin light armour (which you don't find for a bit) is a 10 whole AR. A full suit of steel armour off some fetcher's corpse is an amazing 15 AR. With linear unarmoured it's already 30 AR. If you pick unarmoured as a minor skill you're still better off going naked than wearing a partial suit of anything.


I'm sorry to interrupt you, but both of you are absolutely right! No need to burn anyone! :)

BTB is right, current formula is a not a cake, without doubt! And Hrnchamd is right, making formula linear will cause unbalanced behavior comparing to other armors.

Here is an idea made with simple mathematics:

Armor_Rating_For_Unarmored = Un_skill / 4 + Un_skill * Un_skill / 100

It is a quadratic formula, but with some changes for balance. Let's see how this will implement with our ratings:

Having 5 unarm = skill/4 + skill*skill/100 = 5/4 + 5*5/100 = 1,25+0,25 = 1,5 AR
Having 10 unarm = 10/4 + 10*10/100 = 2,5 + 1 = 3,5 AR
Having 20 unarm = 20/4 + 20*20/100 = 5 + 4 = 9 AR
Having 30 unarm = 30/4 + 30*30/100 = 7,5 + 9 = 16,5 AR
Having 40 unarm = 40/4 + 1600/100 = 10 + 16 = 26 AR
Having 50 unarm = 50/4 + 2500/100 = 37,5 AR
Having 60 unarm = 15 + 36 = 51 AR
Having 70 unarm = 17,5 + 49 = 66,5 AR
Having 80 unarm = 20 + 64 = 84 AR
Having 90 unarm = 22,5 + 81 = 103,5 AR
Having 100 unarm = 25 + 100 = 125 AR

As you can see, armor rating growth is much more flat, it is corresponding to game process and in the same time its real and even more useful with 125 max rating.

What do you think?
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Fri Apr 08, 2011 8:31 am

*Snip*


Um... what he said >.>
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Thu Apr 07, 2011 8:44 pm

I just started using MCP and wondered if is there any way to get the engine to properly blend textures when more than two touch or is that a little (i.e. way) outside the scope of your work?

Regardless, MCP is awesome. I truly can't believe after all these years Morrowind just keeps getting better and better (thx to folks such as yourself)!.
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Thu Apr 07, 2011 8:54 pm

I don't want people to jump down my throat here, but since it is impossible to do so through the limited power of modding, and changing these kinds of things is the purpose of the MCP, would it be possible to get an option for Fortify Health to make it so that when Fortify "Maximum" Health wears off, it only reduces your Maximum Health instead of your Current Health as well? I think that this is something reasonable.

Uhm, it's more difficult than it looks. All the fortify spells are unified code, where one function does the fortify and unfortify to a specific stat. It saves code through ignoring the spell context, but it means special cases like this become very difficult. The current patch works off an existing feature, while your request doesn't have any similar code to work with. The first time I added this feature it broke race/sign fortify abilities so you may see it's hard not to disturb other code.


BTB is right, current formula is a not a cake, without doubt! And Hrnchamd is right, making formula linear will cause unbalanced behavior comparing to other armors.

Here is an idea made with simple mathematics:

Armor_Rating_For_Unarmored = Un_skill / 4 + Un_skill * Un_skill / 100

If your start with unarmoured as a major skill you still have better protection than a suit of steel! Needs more adjusting.


Um... what he said >.>

I kid about the setting on fire. You should realize that sometimes linear scaling is worse, and test the implications first.


I just started using MCP and wondered if is there any way to get the engine to properly blend textures when more than two touch or is that a little (i.e. way) outside the scope of your work?

It takes far too much change to the landscape drawing code. Almost all the data structures that describes the landscape would have to be changed. On the other hand you can download the texture fix mod! I think you may see which one works better.
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Fri Apr 08, 2011 8:29 am

If your start with unarmoured as a major skill you still have better protection than a suit of steel! Needs more adjusting.


Ok now *that* makes sense.

So, I'm going to go out on a limb and assume that any changes you do make will remove the GMST dependency? Thus, we need to come up with a formula that wouldn't make Unarmroed more overpowered than other armor within the context of the game (i.e. an Unarmored skill of 30 should convey more defense than ti does now - almost none - but still less than a suit of comparable medium/heavy armor).
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Fri Apr 08, 2011 5:58 am

P.S.
I'm still puzzled with Mercantile logic. With your "mercantile fix", old bug disappeared and "player-buys-from-NPC" prices are making sense, but a sell price is incredibly low.
For example we have an item with 14000 base price:
...
So, buying price is precise in most situations. But the selling price makes no sense. Why in the hell we should sell 14000 item for 8408 when we are considerably better trader?
Is there any chance to change the formula for these calculations?

You're crazy! I don't think you tested these with 100 disposition, it's more reasonable. You also can't sell too close to base price, because at high levels you get a large discount when buying things back. Merchants need to make a living too. Compare peak prices to vanilla Morrowind and they are similar; the economy is not changed too far from the previous best case so that it works with economy mods well.


However I noticed the following behaviour (may be it's the same before patching):
- if you try to give a custom name to any potion (ie "My super potion"), the potion is named correctly the 1st time, then if you go on pushing the "create" button to create several identical potions with the same ingredients, the alchemy dialogue box will display back the default name (ie "restore health, etc.") as soon as the first potion have been created. If you want to replace the default name by a custom name, you'll have to re-tape the new name each time again. Here it's weird: when you look inside your inventory, sometimes the potions made will ALL keep your custom name, even if the dialogue box has changed back your custom name to the default one... and sometimes potions will ALL keep the default name EXCEPT the 1st potion created (with custom name).

Yeah I see that bug, it's somewhat bad string handling like the name bug. I don't know if I can fix it yet.


Another strange behaviour with ingredients (may well known and already reported, I am not sure), it their number: if you get more less 21 ingredients of 1 kind, Morrowind can group them correctly (you have 1 icon + the quantity number). If you have more than 21 similar ingredients, Morrowind cannot group them any more correctly. If you have 25 same ingredients, your inventory will show: 21+1+1+1+1 (5 icons, one being a group of 21). A screenshot will explain this better: http://i56.tinypic.com/6ptfgz.jpg
It would be nice to fix this limit, if possible, and even if Morrowind has to keep the limit of 21 max ingredients (for example: 25 same ingredients would be 21 + 4, 2 groups only, and 42 ingredients would be 21 + 21, etc.). Having 21+1+1+1+1+1+1+1+1+1.... take a lot of space in inventory and when you have to create potions and select ingredients, you have to scroll with the mouse for a long time.
PS: Very strange again: if you have 25 same ingredients (21+1+1+1+1) and use the first 21 group making potions, Morrowind won't group the 4 ingredients left. They will remain 1+1+1+1 and not a group of 4 (with 1 icon only).

I don't know what is going on there, it sounds like something an attached script or alchemy mod would do. Have you tested it with no mods?


So, I'm going to go out on a limb and assume that any changes you do make will remove the GMST dependency? Thus, we need to come up with a formula that wouldn't make Unarmroed more overpowered than other armor within the context of the game (i.e. an Unarmored skill of 30 should convey more defense than ti does now - almost none - but still less than a suit of comparable medium/heavy armor).

GMSTs are mostly reusable anywhere. I only remove them if the unmodded values would do stupid things to the equation.
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Fri Apr 08, 2011 5:31 am

GMSTs are mostly reusable anywhere. I only remove them if the unmodded values would do stupid things to the equation.


In that case, would it be possible for you to post the current unarmored formula? If it's right in front of us, I imagine it'll probably be a lot easier to tweak.
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Thu Apr 07, 2011 10:15 pm

http://www.uesp.net/wiki/Morrowind:Unarmored

In the code
AR = fUnarmoredBase1 (0.1) * skill * fUnarmoredBase2 (0.065) * skill.

(Note: I don't know how you ever got the 25 in "to wit, my mod makes an unarmored skill of 75 offer a naked defense of 25, and 100 at a skill of 100" with any GMST it shouldn't be possible.)

They might have been going for
AR = fUnarmoredBase1 * (skill + fUnarmoredBase2 * skill).
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Fri Apr 08, 2011 12:20 am

Uhm, it's more difficult than it looks. All the fortify spells are unified code, where one function does the fortify and unfortify to a specific stat. It saves code through ignoring the spell context, but it means special cases like this become very difficult. The current patch works off an existing feature, while your request doesn't have any similar code to work with. The first time I added this feature it broke race/sign fortify abilities so you may see it's hard not to disturb other code.


Hmm, I never knew this. Thanks for taking the time to explain it to me. Guess I'll have to continue to fiddle with the modding to create some kind of psuedo change to Fortify Health. I shall prevail!
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Fri Apr 08, 2011 2:54 am

This may have already been addressed, and it's by no means a major bug, but here it is: in the original engine, the "Resurrect" scripting command goes annoyingly beyond the call of duty and resets inventory, disposition, fight settings, etc. along with reviving the target. Is there a way of reworking the "Resurrect" command to not just respawn the NPC/Creature but simply bring it back to life? Not game-breaking, but it might open up a few doors for necromancy mods and such. B)

Just managed to patch this change in. The resurrect function is also used by the cell loading function for some reason (respawn?) but I can't get it to trigger in normal gameplay. Problem is breaking other peoples' scripts and general compatibility, I'm not sure if I can include it in general distribution.


-The MCP does have a fix that makes the in-game map "chunky instead of smoothed" (that description never ceases to amuse me). What I'd like is one that independently adjusts the gamma correction for it, since it's quite dark compared to the rest of the game.

I tried making (just) the cell updates at 2x brightness. It looks even worse than the original, the explored areas blend into the unexplored in a sea of brown. Morrowind is dark. The cell map could do with anti-aliasing first.


(Note: I don't know how you ever got the 25 in "to wit, my mod makes an unarmored skill of 75 offer a naked defense of 25, and 100 at a skill of 100" with any GMST it shouldn't be possible.)

Could you explain how you got this? It's pretty critical to your reasoning yet at 75 skill I would expect an AR of 55.
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Fri Apr 08, 2011 5:26 am

I tried making (just) the cell updates at 2x brightness. It looks even worse than the original, the explored areas blend into the unexplored in a sea of brown. Morrowind is dark. The cell map could do with anti-aliasing first.


Oh, joy.

Could you explain how you got this? It's pretty critical to your reasoning yet at 75 skill I would expect an AR of 55.


Just went back and double-checked myself... that should be an unarmored skill of 50 provides only a naked AR of 25. Which, given that I've been operating under the assumption of my previous (incorrect) statement, suddenly doesn't seem as bad.

So, yeah... I feel kind of stupid at the moment. And I definitely can see how a naked AR of 25 at a skill level of 50 would make sense when set next to comparable light/medium/heavy armor setups. Still, that doesn't change the fact that 75% of the skill's benefits come from the last 50% of raising the skill... making it one of the more worthless ones at lower levels (IMO). Only problem is now the solution doesn't seem as easy as I had imagined... and I see why I was confusing the hell out of you.
User avatar
Alessandra Botham
 
Posts: 3440
Joined: Mon Nov 13, 2006 6:27 pm

PreviousNext

Return to III - Morrowind