So, I updated the edited version of Service Requirements I h

Post » Wed Dec 07, 2011 11:44 am

Not really sure how to manage it, since I'm not really in the habit of updating these things. All I really do is replace the old file and hope everyone notices enough to see the update.

Anyways, I added a few tweaks to the favored skills of factions, trying to distribute them more evenly and appropriately than under the default rules.

Here are the new settings:

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COMBAT FACTIONS:

Fighters Guild Axe
Armorer
Block
Heavy Armor
Long Blade
Medium Armor (instead of Blunt Weapon)

House Redoran Axe (instead of Armorer)
Athletics
Heavy Armor
Long Blade
Medium Armor
Spear

Imperial Legion Armorer (instead of Blunt Weapon)
Athletics
Block
Heavy Armor
Long Blade
Mercantile (new skill)
Spear

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MAGIC FACTIONS:

Mages Guild Alchemy
Alteration
Enchant
Illusion
Mysticism
Restoration (instead of Destruction)

House Telvanni Alchemy (instead of Enchant)
Alteration
Conjuration
Destruction
Illusion
Mysticism

Imperial Cult Blunt Weapon
Conjuration
Enchant
Mysticism
Restoration
Speechcraft
Unarmored

Tribunal Temple Alchemy
Blunt Weapon
Conjuration
Destruction (instead of Mysticism)
Hand To Hand (new skill)
Restoration
Unarmored

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STEALTH FACTIONS:

House Hlaalu Marksman
Mercantile
Light Armor
Security
Short Blade
Speechcraft

Thieves Guild Acrobatics
Light Armor
Security
Short Blade
Sneak
Speechcraft (instead of Marksman)

Morag Tong Acrobatics
Hand To Hand (new skill)
Illusion
Light Armor
Marksman
Short Blade
Sneak
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DAVId MArtInez
 
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Post » Wed Dec 07, 2011 1:27 am

tis your mod, but a few of those changes dont make much sense to me. why would the legion have mercantile? all of their equipment is "issued". why would the mages guild have restoration rather than destruction? why would the temple have destruction?

why do no fighting factions use blunt weapons?

why does only the morag tong use marksman?

oh and incidentally, i decided to not incorporate service requirements into my faction overhaul, opting to change the requirements myself.. comparing them, you are more lenient starting out, but i am tougher at higher ranks. or vice-versa, i forget without it setting open in front of me.
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Cat Haines
 
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Post » Wed Dec 07, 2011 12:26 am

tis your mod, but a few of those changes dont make much sense to me. why would the legion have mercantile? all of their equipment is "issued". why would the mages guild have restoration rather than destruction? why would the temple have destruction?

why do no fighting factions use blunt weapons?

why does only the morag tong use marksman?


Those changes make sense to me, but you're wrong about a few things here.

why would the legion have mercantile?
you're right about the armor and weapon is issued, but I think you forgot about the soldier they still need to pay for their equipment if they had lost it or buy repair hammer for their gear

why would the temple have destruction?
that's nothing strange about that, because the temple main task is to kill every vampire they know about and the destructive magic is extremely effective against vampires (vampire has almost 100% weakness of fire or heat aka sun damage)

why do no fighting factions use blunt weapons?
the imperial cult has of tradition the nine divines worship and they choose unarmed or blunt weapon, because the blunt weapons is very easy to learn and to be unarmed is their peaceful behavior

why does only the morag tong use marksman?
morag tong is an ancient organization of assassins which can be hire of nobles mostly, but in a house war between different houses hlaalu, redoran, telvanni (only them has holdings on Vvardenfell), indoril and dres (these two has no holdings on Vvardelfell)


I hope this is a little clearer to you now. :)
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Annika Marziniak
 
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Post » Tue Dec 06, 2011 9:03 pm

tis your mod, but a few of those changes dont make much sense to me. why would the legion have mercantile? all of their equipment is "issued". why would the mages guild have restoration rather than destruction? why would the temple have destruction?

why do no fighting factions use blunt weapons?

why does only the morag tong use marksman?


A "few" of my changes? That's pretty much all of them you listed, right thar :P

Remember that my primary goal was to redistribute the skills more evenly amongst the factions. Making sure that none of the changes seemed out of place was secondary to that.

That being said...

The Legion has mercantile because, well, it's sort of an Imperial staple. Soldiers need to buy stuff, too, and these guys are the most charismatic ones around.

The Mages Guild is, at least compared to Telvanni, a nonviolent organization, and I wanted the skill selection to reflect that. The reverse can be said of the temple.

Blunt weapon is one of the two skills that originally showed up on four different places, which is why I removed it from the FG and the legion. This makes sense to me because blunt weapons are classically recognized as priest-type weapons (and, with the exception of warhammers, the weapons in Morrowind back that notion up), whereas most fighters tend to use something more pointy.

And you misread the part about Marksman - I removed it from the thieves Guild, but it's still present on both House Hlaalu and the Morag Tong.

oh and incidentally, i decided to not incorporate service requirements into my faction overhaul, opting to change the requirements myself.. comparing them, you are more lenient starting out, but i am tougher at higher ranks. or vice-versa, i forget without it setting open in front of me.


The biggest factor that went into my edits was that I also need to use it with BTB's Game Improvements - which stops the natural growth of misc skills. Thus, I needed to keep secondary skill requirements at least somewhat lenient.
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Laura Richards
 
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Post » Wed Dec 07, 2011 1:08 am

Just a heads up ( not a criticism ) that taking armorer off of Redoran goes against lore - The Noble's Code specifically mentions being able to maintain one's own equipment or somesuch as being an important skill.
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Cccurly
 
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Post » Wed Dec 07, 2011 1:25 am


The biggest factor that went into my edits was that I also need to use it with BTB's Game Improvements - which stops the natural growth of misc skills. Thus, I needed to keep secondary skill requirements at least somewhat lenient.

i was actually referring to attribute requirements, though in all cases i surpass you in secondary skills. again makes more sense for you because of using your game improvments as well.

as for the rest, thanks for explaining, was just curious about your reasoning.
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Reanan-Marie Olsen
 
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Post » Wed Dec 07, 2011 11:18 am

i was actually referring to attribute requirements, though in all cases i surpass you in secondary skills. again makes more sense for you because of using your game improvments as well.

as for the rest, thanks for explaining, was just curious about your reasoning.


Oh.

And yeah, you're right. My "Character" module lowers all of the starting stats for races, so thus I didn't have to make the entry requirements much more strict than they already were.
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Lou
 
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