I want your opinion on Galsiah's Character Development?

Post » Sat May 28, 2011 5:14 pm

I like GCD.
However, There are some small mistakes in the scripts of GCD.
If compile GCD by MWEdit, it understands.
This might be a source of CTD or "@@@@@@@@" problem possibly.
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Sat May 28, 2011 2:58 pm

I like GCD.
However, There are some small mistakes in the scripts of GCD.
If compile GCD by MWEdit, it understands.
This might be a source of CTD or "@@@@@@@@" problem possibly.


Azumite, have you made a fixed version for your own use? If so, may I try it out to see if it has any effect on my CTD rate?
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Sat May 28, 2011 10:49 pm

Azumite, have you made a fixed version for your own use?

Yes.
If so, may I try it out to see if it has any effect on my CTD rate?

I am not getting permission to distribute from the author.
And my version of GCD is merge some esps to one esp file.
Include "GCD Over 60 level speedup.esp".
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Sat May 28, 2011 2:46 pm

I should also add that GCD enables you to also use PirateLord's Improved Skilled Magicka, which very nicely makes high-cost-but-low-casting-frequency magic skills much less of a pain to improve, getting rid of little annoying necessities like using a Spellmaker to make 1-Magicka-cost spells that do nothing but allow you to increment the skill progress meter. The other mods that do the same thing either require MWE or use a very clever, but slightly awkward, way of doing it.

Looking at this and other threads, it definitely looks like GCD has the status of a standard, alongside (or possibly more so than) vanilla.

If I may correct that statement. :D

ISM works without GCD, but there is a patch version that makes it work smoothly with GCD. The two mods have a bit of a fight over adjusting stats, so I had to make a tweaked version that worked hand in hand with GCD.
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Sat May 28, 2011 11:22 pm

Yes.

I am not getting permission to distribute from the author.
And my version of GCD is merge some esps to one esp file.
Include "GCD Over 60 level speedup.esp".


I understand. Also, though I also use a merged version, I don't use the over-60 level speedup for sure. Though I was under the impression that sharing a modified mod with a specific person isn't wrong (and particularly where the purpose is sharing of methodologies for mod development), but just just distributing it publicly is -- can anyone tell me if that is an incorrect impression, according to general and/or community protocol?

On another note, I'm going through it to see for myself (since I'm also trying to learn a bit of this and a bit of that now), and I'm curious -- what is the meaning of the warning in some scripts, like, for example, Gals___SKILL_FACTORS: "Warning 1010: Use of 34th local short variable 'perArm' may result in errors and is not recommended!"?


If I may correct that statement. :D

ISM works without GCD, but there is a patch version that makes it work smoothly with GCD. The two mods have a bit of a fight over adjusting stats, so I had to make a tweaked version that worked hand in hand with GCD.

I was going off of this section of your readme:

This mod requires GCD if you want the skill gains to go towards your levelling, without GCD it will just be a bonus that doesn't affect your levelling.The normal morriwnd spell skill progress still works as normal, you should find that the morrowind method works faster to start with, supported by ISM, and then later ISM takes a greater effect supported by the normal morrowind method.


As far as I understand, this can partially undermine attribute gain, particularly toward higher skill levels, which could substantially stunt higher development of Intelligence and Willpower. It has been a really long time since I played vanilla to a high level, and I was playing just vanilla with no mods, so I am not sure if this is that much of a problem.
User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Sat May 28, 2011 2:04 pm

On another note, I'm going through it to see for myself (since I'm also trying to learn a bit of this and a bit of that now), and I'm curious -- what is the meaning of the warning in some scripts, like, for example, Gals___SKILL_FACTORS: "Warning 1010: Use of 34th local short variable 'perArm' may result in errors and is not recommended!"?


To remove this warning and maybe some CTDs when loading game you should add a var named for example doNotUse :

short endArmshort doNotUse	; 34th var troubleshort perArmshort hInUseArm

User avatar
James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Sat May 28, 2011 9:04 am

On another note, I'm going through it to see for myself (since I'm also trying to learn a bit of this and a bit of that now), and I'm curious -- what is the meaning of the warning in some scripts, like, for example, Gals___SKILL_FACTORS: "Warning 1010: Use of 34th local short variable 'perArm' may result in errors and is not recommended!"?

That's in reference to a general bug in Morrowind's scripting engine. The 34th variable in all MW scripts can not be counted on to work properly.
A weird bug, but... it exists. :shrug:
User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Sat May 28, 2011 4:51 pm

That's in reference to a general bug in Morrowind's scripting engine. The 34th variable in all MW scripts can not be counted on to work properly.
A weird bug, but... it exists. :shrug:

Wow... learning MW scripting is like learning ... law. *shudder* Always the main knowledge exists in the hidden gotches and deficiencies outside the scope of the documentation. :P

Yeah, after I read DarkSCR's reply, I did a search and came up with this. http://mwmodders.com/scriptingnotes.html

As to using a fixed version in an ongoing GCD game... I'm still too new to it all to remember what I read where... but will swapping into it a fixed GCD ESP with skipped 34th vars (or, more specifically, an additional DoNotUse var) screw things up, causing it to misread every existing variable after the 34th one as if it was the one before it (because of changing variable sequence and all that)?

EDIT: Wow, I wrote that last paragraph badly. Revised.
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Sat May 28, 2011 3:24 pm

My English skill is used only to play Morrowind and read forums.
In a word, I cannot write though I can read English.
Tell me when you do not understand what I say.

I can upload my version GCD.
I do not understand whether it is wrong or not wrong.
Does not Galsiah san get that way?
Hmmmmm.
OK. I upload.

http://www24.atwiki.jp/morrowind/pub/GCD%20108kai2.zip

GCD Main 108kai1.esp =
Galsiahs Character Development 107c.esp +
GCD StartScript for Trib or Bloodmoon.esp +
GCD_107x_to_108_patch.esp +
My Fix

34th local variable is bad.
Fix is easy.
Read this.

http://www.uesp.net/wiki/Tes3Mod:Scripting_Pitfalls#34th_Variable
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Sat May 28, 2011 11:59 am

Gluby : I did a search and came up with this. http://mwmodders.com/scriptingnotes.html

Interesting link, I'll read it.

One note : if you compile GCD with MWEdit, it is just to verify script syntax so don't forget to compile scripts with CS before using it ingame.
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Sat May 28, 2011 10:40 am

One note : if you compile GCD with MWEdit, it is just to verify script syntax so don't forget to compile scripts with CS before using it ingame.


Agreement.
MWEdit is still beta.
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Sat May 28, 2011 10:42 am

My English skill is used only to play Morrowind and read forums.
In a word, I cannot write though I can read English.
Tell me when you do not understand what I say.

You do quite well! I have understood everything you have said.

I can upload my version GCD.
[ . . . ]

Thanks! Downloaded and checking it out when I get the chance.

34th local variable is bad.
[ . . . ]http://www.uesp.net/wiki/Tes3Mod:Scripting_Pitfalls#34th_Variable
[ . . . ]
One note : if you compile GCD with MWEdit, it is just to verify script syntax so don't forget to compile scripts with CS before using it ingame.
Agreement.
MWEdit is still beta.

Ah, thanks for pointing that out, guys. I was not aware of that. Lots to learn, lots to learn... And thanks for the link, AzuMite.

Apologies again for putative threadjack. :obliviongate:
User avatar
Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm

Post » Sat May 28, 2011 4:47 pm

I was going off of this section of your readme:

This mod requires GCD if you want the skill gains to go towards your levelling, without GCD it will just be a bonus that doesn't affect your levelling.The normal morriwnd spell skill progress still works as normal, you should find that the morrowind method works faster to start with, supported by ISM, and then later ISM takes a greater effect supported by the normal morrowind method.


As far as I understand, this can partially undermine attribute gain, particularly toward higher skill levels, which could substantially stunt higher development of Intelligence and Willpower. It has been a really long time since I played vanilla to a high level, and I was playing just vanilla with no mods, so I am not sure if this is that much of a problem.


ISM by itself will only increase your magic skill, but these skill increases won't contribute to your level.
The GCD patch makes it that these skill increases do contribute to increasing your level. Without the patch it doesn't work correctly.

Since a picture is worth a thousand words here's a http://www.pirates.retreat.btinternet.co.uk/ism.jpgthat I think helps explain things (or not!). ISM helps balance the skill gaining especially on the schools less frequently used such as alteration and conjuration. These spells are more expensive and generally more difficult, so the player gains bigger skill increases as well as the piddly vanilla amount.
User avatar
Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Sat May 28, 2011 5:32 pm

Hey PirateLord, I think something got cut off or lost somehow, because I didn't see any text (other than the quoted sections). But I was wondering if you'd see it, since I didn't see your post until I had already replied to someone else, and simply edited it a bit afterward with my reply to avoid double-posting. So, at least I know you saw the post again edited with my response. :) Sorry bout that.

I'll wait to send over the next batch of updates to the guides for your response so I can get it straight. I know my original interpretation of the situation as the mod being GCD-dependent is definitely an overstatement of the case, but I would be somewhat concerned about the possible impact of cutting out a substantial percentage of magic skill gains from being counted for purposes of leveling (or is it just stat gain?) if I were playing vanilla -- particularly with a mage character. But maybe it all levels out at the end anyway? Let me know and I'll correct it right away.
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Sat May 28, 2011 1:31 pm

Updated my post, damn forum post timers timed out when I tried posting it orignally, and pressing back lost my reply which I never noticed :P
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Sat May 28, 2011 5:40 pm

[EDITED: Removed fluff and verbose phrasing of question to PL -- please see post 50 for a more concise formulation of the question.]
User avatar
Eve(G)
 
Posts: 3546
Joined: Tue Oct 23, 2007 11:45 am

Post » Sat May 28, 2011 9:16 am

Erm, you've confused me there. :D

ISM stand alone will increase your school skills, but these skills will not count towards when the player levels up. (so if ISM gives you 5 skill increases, you won't get the level up screen in vanilla)
ISM with the GCD patch will cause it to level your character up.
ISM without the patch, erm, I think causes GCD to keep resetting ISM's skill increases.
User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Sat May 28, 2011 2:35 pm

Oi, I was thinking about getting GCD; but the major turn-off for me is no leveling up. Is there a way I could use GCD and still have the level-up system??
Cause alot of the things people hate about MW are my favs of why I play it. The clunky little sound effects and combat system PWN Oblivion's. Smooth realistic combat = fail.
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Sat May 28, 2011 11:55 am

Oi, I was thinking about getting GCD; but the major turn-off for me is no leveling up. Is there a way I could use GCD and still have the level-up system??
Cause alot of the things people hate about MW are my favs of why I play it. The clunky little sound effects and combat system PWN Oblivion's. Smooth realistic combat = fail.


You still level up. It's just natural.
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Sat May 28, 2011 5:27 pm

Yeah I know that. I like the little level up menu and everything though. And how do you add your multipliers if its natural???
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Sat May 28, 2011 4:19 pm

In GCD, those Attribute increases happen every so often as your controlling skills improve. Your level increase happens relatively un-noticably when the number Attribute increases exceeds a certain threshold. You just play and it all happens in the background, and there's no real reason to even care what level you're at, aside from the effects on random creatures and loot.

MADD Leveler still keeps the traditional level-up screen, but most of your increases happen during play like they do with GCD. The difference is that you still get to manually choose three Attributes to raise by a single point, so you've got a small amount of manual control along with the "natural" progression. If it didn't level quite so quickly, I'd use it for just about all my characters. As it is, I personally prefer MADD over GCD for pure fighter or fighter/X hybrid characters, but give me GCD any day for a Mage or Thief.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Sat May 28, 2011 12:00 pm

Excellent mod which reminds me of the system used in TES 2 DAGGERFALL. It covers more areas of a characters developement making one skill connected to others giving a harmonious natural feel to leveling. It makes the Bethesda style of improving in what you do most stand out even more while still improving subskills since no skill exists and thrives on its own. If i were a bodybuilder for example lifting weights would effect more then just my strength. It would also effect my muscle size,muscle speed,ease of doing certain tasks etc etc.
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Sat May 28, 2011 8:28 am

I don't like that I can't level up Luck.
User avatar
JD bernal
 
Posts: 3450
Joined: Sun Sep 02, 2007 8:10 am

Post » Sat May 28, 2011 2:43 pm

thx for posting this topic. i just got PC morrowind for the first time and finished installing MGE, visual pack, code patch, etc. it looks beautiful! i wanted to create a dunmer redoran fighter character having never played redoran/temple side of things. but i was DREADING the battle going inside my head between enjoying the game by Role Playing and grinding 5x multipliers.

GCD looks like the solution for me!
User avatar
Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Sat May 28, 2011 7:41 pm

Yeah I know that. I like the little level up menu and everything though. And how do you add your multipliers if its natural???

It increases your attributes as you go -- no multipliers are necessary. Just a totally different system. But it sounds like it's not what you want, as it does take that element out of the game.

It sounds like you may want to check out some other options. Check the Character Development Mods guide in the link in my signature -- I wrote a guide sort of canvassing them all, so you should be able to find something that sounds good to you there. Let me know if anything in it is unclear.

I don't like that I can't level up Luck.

In GCD? It does improve, if I recall correctly at the average rate of all other skills or something like that. But it does go up.

Erm, you've confused me there. :D

ISM stand alone will increase your school skills, but these skills will not count towards when the player levels up. (so if ISM gives you 5 skill increases, you won't get the level up screen in vanilla)
ISM with the GCD patch will cause it to level your character up.
ISM without the patch, erm, I think causes GCD to keep resetting ISM's skill increases.

EDITED: :confused:

Okay. I understand that.

For clarity:

1) ISM without GCD makes it so many magic skill gains do not count for leveling purposes.
2) Mage-type characters depend on magic skill gains for leveling.
3) This means mage-type characters will lose out on some leveling.
4) If I have this correct, then an ISM character with X in magic skills (that have been chosen as major/minor) will be of lower level than an equivalent non-ISM character with the same skills.
5) Overall, the character will have a lower http://www.uesp.net/wiki/Morrowind:Level#Maximum_Level under ISM, than a non-ISM character. Possibly a considerably lower one.

Also:

6) If ISM's magic skill gains don't count for attribute multipliers at level-up, the player will lose out on attribute gain as well. I am not sure if this is the case.
7) If [6] is true, he will also have a lower max. Int/Wil/Per than a character under vanilla, and may possibly have difficulty reaching 100

This is what I'm trying to figure out, so I can properly reflect it in the guide. Personally, it would never be a concern for me, because I use GCD. But it might be worthwhile for a player using the vanilla leveling system (or one close enough to it) to have a better idea of the impact before starting a game, and I *think* I have an idea of it but wanted to check with you.

If what I have written is not true, or if they only have a small effect, no problem, and it is worthwhile to make sure. But, since I'm a bit short on time to run a vanilla test game to check for myself, I was hoping you could answer from your experience in writing the mod.
User avatar
Carys
 
Posts: 3369
Joined: Wed Aug 23, 2006 11:15 pm

PreviousNext

Return to III - Morrowind