Repairing the Cogs of Morrowind #25

Post » Tue May 17, 2011 10:13 am

I'm a player who wants to try everything, join every faction, do every quest... but even I would balk at the suggestion of being able to join a different House once expelled. The lore is very clear that once expelled NO House will trust you. Why would the MCP add lore-breaking options?
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Franko AlVarado
 
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Post » Tue May 17, 2011 3:52 pm

Ah, so people were abusing it by casting "Drain Intelligence on Self"?

EDIT: Hrnchamd, I'd also like to request a very important feature that would be a huge boon to large, quest-intensive mods (like all the province mods and most landmass mods): The ability to remove the player from a faction. Currently, you can be expelled from a faction, but you are still counted as a member of it by the game, your status is simply "expelled". A command in the console or a box to check in the MCP window that will remove the player from the faction when expelled would really help with quests and also enable people who play vanilla MW be able to join other Great Houses after getting expelled by their first one. If that's not possible, maybe it's possible to trick the game into thinking you have not joined the faction when status is set to expelled?

Yes, that was the exploit. but an even bigger problem was when en enemy would drain your intelligence. In that case it was entirely out of your control.

I'm all for the remove from faction idea.

That's an interesting point, I'll try looking for some mods that do that.

Though, in the case of willpower, according to the UESP wiki, the magic resistance from willpower only applies to paralyze and silence effects. If that is true, then high willpower wouldn't seem like a problem if it only makes you immune to those effects.

As for strength, yea that does seem like an issue. If you had, for example, 200 strength instead of 100, how much of a negative effect would it have?

I'm assuming that for strong enemies, the increased damage done per hit would be worth the damage done to the weapon. But when dealing with weak enemies, you'd still fully damage the weapon even if you did 10 times the damage needed to kill the enemy. If that is the case, perhaps you make it so damage done to the weapon factors this in? Basically, if you do hit enemy A for 100 damage, and only 10 is needed to kill it, then you'll only do 10% of the damage to your weapon as normal. Would doing this make high strength feasible?

Not sure about Willpower. I never noticed it make a difference, and quick test 100 and 10,000 willpower didn't make a difference. Other spells still got through

200 strength would just double the decline; both of the opponent and your weapon. A percentile system doesn't really make any sense, but it might be a good compromise. Some kind of durability modifier based on the weapon's material would be ideal in my opinion, but that won't be doable. Even better, but less doable, would be to also add some kind of similar modifier to creatire, armor, etc., so that they would affect each other. I never liked the "health" system the items use, so any improvement is welcome. I mentioned it to Hrnchamd once, but I don't know how feasible anything is.

I'm a player who wants to try everything, join every faction, do every quest... but even I would balk at the suggestion of being able to join a different House once expelled. The lore is very clear that once expelled NO House will trust you. Why would the MCP add lore-breaking options?

The same reason any other mod would? If possible, this option would open up new modding opportunities, which seems to have become somewhat of a secondary action of the MCP. You wouldn't have to join another Great House just because you could, and a simple script could easily prevent it if you were tempted. No reason you couldn't anyway, if you could find a way to RP a change in your character's identity. Disguises would be awesome in MW. Like the Gray Cowl from OB. I remember a quest in Silgrad Tower that did something to that effect. And what if you just want to quit? A Mages Guild-gone-Telvanni mage would likely want to sever their ties with the former.



@Hrnchamd: I definitely noticed the excessive restore of magicka on absorption. A 1 point spell would restore 1 magicka for each effect. Sometimes, a 1 point spell would even fill me up completely; much more than even the excess should be able to. Something is way off. =/
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Luna Lovegood
 
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Post » Tue May 17, 2011 2:36 pm

Huh? My skies are 4096x4096, and they work, and my ivy retexture is also that resolution, what do you mean they don't work, they do for me.

Oh snap. Sorry. This is what I meant.

And yes I know 4096x4096 is pretty gigantuar. But mathematically they are not close to once cell big. My meshes tend to almost traverse the cell borders which results in weird collision and mesh loading problems but that is another problem entierly that I will solve myself ^^
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luis dejesus
 
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Post » Tue May 17, 2011 3:47 am

Why would the MCP add lore-breaking options?

Because the MCP is not related to lore whatsoever. We are talking game mechanics here, not lore. There are a host of things TR is unable to do that we would like to, simply because there is no way to actually remove the player from a faction.
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Nathan Maughan
 
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Post » Tue May 17, 2011 5:49 am

Because the MCP is not related to lore whatsoever. We are talking game mechanics here, not lore. There are a host of things TR is unable to do that we would like to, simply because there is no way to actually remove the player from a faction.

I have another request. One thing I always hated was draining someone's fatigue so they collapse, helpless, then not being able to hit them with my sword for some reason. Would it be unbalancing to make it so you can't miss, or at least have much better accuracy against enemies that are immobilized in some way?
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A Dardzz
 
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Post » Tue May 17, 2011 1:27 am

I have another request. One thing I always hated was draining someone's fatigue so they collapse, helpless, then not being able to hit them with my sword for some reason. Would it be unbalancing to make it so you can't miss, or at least have much better accuracy against enemies that are immobilized in some way?

I think that would be ideal and probably wouldn't be that unbalancing since draining fatigue is not always easy. It does seem odd to imagine some laying on the ground managing to roll away from your attacks.
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Flutterby
 
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Post » Tue May 17, 2011 1:03 pm

I have another request. One thing I always hated was draining someone's fatigue so they collapse, helpless, then not being able to hit them with my sword for some reason. Would it be unbalancing to make it so you can't miss, or at least have much better accuracy against enemies that are immobilized in some way?

Are you sure you want this? That would also mean that if your character get knocked down, he's done for. (Except if it's a one-side advantage.)
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Bloomer
 
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Post » Tue May 17, 2011 4:43 am

Are you sure you want this? That would also mean that if your character get knocked down, he's done for. (Except if it's a one-side advantage.)



Few enemies in this game actually hit hard enough to kill you during the duration of collapse to kill you, however, it would make you more vulnerable and perhaps even help balance out the game. Personally, I kind of like this idea, besides, it would be an optional addition just like everything else MCP related.
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DeeD
 
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Post » Tue May 17, 2011 3:29 pm

Few enemies in this game actually hit hard enough to kill you during the duration of collapse to kill you, however, it would make you more vulnerable and perhaps even help balance out the game. Personally, I kind of like this idea, besides, it would be an optional addition just like everything else MCP related.

Sure. Having new options is good. My previous post sounded more negative than I intended.
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Ellie English
 
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Post » Tue May 17, 2011 9:25 am

Are you sure you want this? That would also mean that if your character get knocked down, he's done for. (Except if it's a one-side advantage.)

People who don't carry around a supply of fatigue-restoring potions deserve to die.
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stevie trent
 
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Post » Tue May 17, 2011 8:55 am

People who don't carry around a supply of fatigue-restoring potions deserve to die.

Maybe. But as far as I know, keeping your fatigue high only decrease the chances of being knocked down, a good claymore hit can still send you to the ground.
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Isabell Hoffmann
 
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Post » Tue May 17, 2011 11:23 am

People who don't carry around a supply of fatigue-restoring potions deserve to die.


Those people probably saw no need for them to begin with because their fatigue is already plenty high.
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Alba Casas
 
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Post » Tue May 17, 2011 5:52 am

Are you sure you want this? That would also mean that if your character get knocked down, he's done for. (Except if it's a one-side advantage.)

Maybe. But as far as I know, keeping your fatigue high only decrease the chances of being knocked down, a good claymore hit can still send you to the ground.

I see your point, and I'm not sure how it would work out, but it is something I'm interested in checking out. Of course, this doesn't only apply to drained fatigue, but also things like paralyze or burden.
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Colton Idonthavealastna
 
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Post » Tue May 17, 2011 6:26 am

I have another request. One thing I always hated was draining someone's fatigue so they collapse, helpless, then not being able to hit them with my sword for some reason. Would it be unbalancing to make it so you can't miss, or at least have much better accuracy against enemies that are immobilized in some way?

Seconded!

I imagine that MWSE would be able to get the fatigue and spell effects of targets and give you a fortify attack bonus though.
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RaeAnne
 
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Post » Tue May 17, 2011 2:10 am

Hrnchamd, I'd also like to request a very important feature that would be a huge boon to large, quest-intensive mods (like all the province mods and most landmass mods): The ability to remove the player from a faction. Currently, you can be expelled from a faction, but you are still counted as a member of it by the game, your status is simply "expelled". A command in the console or a box to check in the MCP window that will remove the player from the faction when expelled would really help with quests and also enable people who play vanilla MW be able to join other Great Houses after getting expelled by their first one. If that's not possible, maybe it's possible to trick the game into thinking you have not joined the faction when status is set to expelled?

The game still has to remember something about the faction, that it expelled you in the first place, so deleting faction linkage will break that. It's possible to patch GetPCRank to return -1 if you are expelled, or perhaps for lowering rank below 0 to remove the player from the faction. Adding extra bits to the flags is unsafe, as I would have to identify and patch every line of code that accesses that flag to make it ignore the added information, or it will lead to incorrect behaviour or crashes.
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Marlo Stanfield
 
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Post » Tue May 17, 2011 7:06 am

Ever consider a TESCS code patch? I think oblivion has something like that. I can imagine a few things that need fixin (landscape texture preview window) or added (sort by "*"). Just a thought. Thanks for the hard work.
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Guy Pearce
 
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Post » Tue May 17, 2011 10:19 am

It's been mentioned long ago, but not much discussion was had. I would still like to see the ability to attach scripts directly to spells.
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Dan Stevens
 
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Post » Tue May 17, 2011 9:12 am

If only Morrowind was open source. :sad:
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luis ortiz
 
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Post » Tue May 17, 2011 9:29 am

If only Morrowind was open source. :sad:

I agree, it's a 2002 game, they should just make it open-source already. :P
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mike
 
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Post » Tue May 17, 2011 8:34 am

I agree, it's a 2002 game, they should just make it open-source already. :P


They'll have to stop selling it, first... I'm hoping for next year! Weren't Arena/Daggerfall available for free online for their 10-year anniversaries? That, and GameBryo going under... high hopes for Morrowind in 2012!
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josie treuberg
 
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Post » Tue May 17, 2011 12:10 pm

They'll have to stop selling it, first... I'm hoping for next year! Weren't Arena/Daggerfall available for free online for their 10-year anniversaries? That, and GameBryo going under... high hopes for Morrowind in 2012!
You don't need to stop selling it to make it open source. Making Morrowind open source would only involve the game code, You'd still need to buy the content if you wanted to play the actual game.

Edit: Another request: could you could fix the soul trap effect abuse that apparently lets you get more than one soul from a creature when you kill it? Maybe then, BTB will re-enable it for spell making and remove the dispel effect from enchantments with soul trap. :celebration:
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Mylizards Dot com
 
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Post » Tue May 17, 2011 1:01 am

They'll have to stop selling it, first... I'm hoping for next year! Weren't Arena/Daggerfall available for free online for their 10-year anniversaries? That, and GameBryo going under... high hopes for Morrowind in 2012!

'Unfortunately' Morrowind is still on Steam so it still sells. Daggerfall copies have been hard to chase down for years.

But who knows. They released the source code of Arx Fatalis too a few months back.
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Megan Stabler
 
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Post » Tue May 17, 2011 2:12 pm

http://www.tesnexus.com/downloads/file.php?id=26348

  • Alchemy name fix. Now also prevents the game from changing a custom potion name. It only updates the name when you change equipment or ingredients.
  • Alchemy rebalance. Potion weight changed to (0.75*ingredient weight + 0.35) / (0.5 + alembic quality). Matches exclusive potion weight for grandmaster alembic and light ingredients.
  • Updated readme and history file.
  • Updated patch categorisation and default patch choice.


Test the new stuff and final comments on the text please.
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Love iz not
 
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Post » Tue May 17, 2011 3:45 pm

I've been playing with ver 1.9 for a while now, and it's absolutely great! I do have a question though. This may have been addressed earlier, but if so, I missed it.

I really don't understand how it is that I can take a common soul gem filled with a scamp and create a ring that has a hundred charges... but if I try to recharge that ring with a similar soul gem, it only raises the charge by a small amount, perhaps ten or so.

The net effect is that recharging with soul gems is basically useless, not to mention prohibitively expensive.

It also raises a problem in that, if the item to be recharged is a weapon, you may very well need that weapon with a usable enchantment to be able to fill a soul gem. I mean, if you need to kill a Golden Saint, you may not be able to just talk them into putting their soul into the gem, eh?

It's not a critical issue, but I am curious about your take on it.
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Chad Holloway
 
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Post » Tue May 17, 2011 11:25 am

The net effect is that recharging with soul gems is basically useless, not to mention prohibitively expensive.

I like the approach used in BTB's mod to just do away with the trickle auto-recharging of enchanted items. It makes the element of recharging items with soul gems quite a bit more important and helps solve the issue of there being many overpowered enchanted items out there like the Black Hands Dagger.

I haven't played around with recharging enough to be able to tell if the numbers need tinkering, but I did notice that recharging things fully is somewhat difficult with low enchant levels. I have yet to play around with it using a high enchant level to see if that makes a lot of difference.
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Charlie Sarson
 
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