Sceptic
Arcane
- Joined
- Mar 2, 2010
- Messages
- 10,872
And Patch Project or whatever it's called now.DraQ said:You don't really *need* mods, just official patches and MCP.
Also, I vote for a moratorium on BB.
And Patch Project or whatever it's called now.DraQ said:You don't really *need* mods, just official patches and MCP.
Nukester said:Ive installed this game a billion times, spending hours and hours finding and installing mods, only to uninstall by the time I leave Balmora. I love exploration games, with Gothic I and II being the best examples Ive played, but I cant get into this one. So the last time I installed, I said fuck it Im keeping the mods to a minimum, and this is what I settled on:
- All of the official mods (AreaEffectArrows, LeFemmArmor, etc)
- Last official patch and the Unofficial patch
- Better Bodies, Heads, Clothes
- Morrowind Code Patch
- Where are all the birds going
- NPC LVC Locks (the one where shopkeepers lock their doors at night)
- Service Requirments
- Better Beasts (and some neck fix)
- Weathered Signs
- Skip Tutorial
Thats what I have installed. Not that I ever play the game anyways, but if the urge is there, I try it every now and again
Mangoose said:Are Figgerty's stuff in general good (like the mods that he is compiling to make BB)?
SCO said:Edit: I don't understand what you meant by BB if you think it is Figgerty doing it. BB stands for Better Bodies./quote]
Figgerty's "WIP Better Battles"
But thanks on the rest.
Heresiarch said:I especially liked some of the sexy dark elf bikini armor complete with beautiful anime character faces and hair.
No, I don't get it either. Better bodies I can, but they could still conform to the originals better, but not better heads.Clockwork Knight said:Can someone explain to me why do they like Better Heads?
Skill progression itself has also been slowed down some, with regards to major, minor, and misc skills. Major skills have been slowed to the previous growth speed of minor skills, and minor skills to the previous speed of misc skills. Misc skills, on the other hand, have been slowed completely to a stop, thus forcing you to rely on skill books and paid training to raise them. The first two changes are mostly to slow level-ups down a bit by keeping your major and minor skills from rocketing totally out of control, but that last change is the big one. And by "big one", I mean it's probably controversial enough to get me tarred and feathered by angry (and surprisingly violent) Morrowind fanatics.
I can argue at great length about why a natural misc skill growth embargo is an excellent idea for both balance and gameplay, but I'll do my best to avoid writing a novel here and summarize the major points. First, and most importantly, it addresses the fact that the game levels along with your character (and thus with your major and minor skills), whereas your misc skills can be raised to the same ultimate maximum value without the conseqeunce of the game becoming more difficult as a result. It's a common behavior of less scrupulous players to choose skills they have no intentions of ever using as majors and minors so that this fatal flaw in the game's design can be exploited to great effect.
Secondly, and somewhat related to the first point, is that it forces you to play the game the way that it's actually meant to be played. The single most common complaint that I'm sure I'll hear about this change is that players want to gain experience from their actions, which is the exact reason that your selection of major and minor skills is supposed to be a reflection of how you intend to play the game. But players instead do the exact opposite of what the game intends by tailoring their playing styles towards manipulating the system. They select major and minor skills based solely on how easy they are to raise and misc skills based on what attributes they want to have maxed out by level 5. At no point is the question, "will I ever fucking use this?" ever asked, because the player at that point is far more concerned with how in the hell he's going to micro-manage attribute multipliers from 27 different skills, only 10 of which control the level-up that all 27 of them are contributing to.
Removing the natural experience gain for misc skills allows you to assume much greater control over how your character develops, as you no longer have to worry about "wasting" attribute multipliers from misc skill gains and are free to play as you wish. This holds especially true for the first level, which was previously pratically guaranteed a 5x multiplier for both personality and speed due to the rapid early growth of athletics and mercantile (both very likely to be set as misc skills for characters from races not particularly known for their speed or charm), thus leading to a great deal of obsessive behavior regarding not using any skill that might waste any precious attribute multipliers. And if that sounds like fun to you, then I hope you're reading this from inside a room with lots of padding on the walls.
This brings us to my third and final major point, which is that this change adds a much greater sense of legitimacy to several aspects of the game in which is was previously lacking. I don't imagine, for example, that anybody has ever deliberately selected athletics as a major skill for any reason other than cheap level-ups. But now, it makes a good choice as such because maxing it out as a misc skill is no longer the given it once was. One, training costs money - lots of it. Two, the additional layer of difficulty due to the attribute requirements for training could be the basis of another discussion in its own right. Three, and be honest, when's the last time you actually paid for athletics training?
An argument could be made that I'm merely replacing skill grinding with cash grinding, which is sort of a valid point. Personally, I see the decision of which misc skills to invest my hard-earned cash on raising as an extension - if not an evolution - of a system where you have some degree of control of how your character grows. Whether a character grinds for cash to pay for misc skills or pays for misc skills because he has some cash that he wants to spend is a bit of a chicken-or-the-egg argument, and perhaps irrelevant. But consider "grinding" for cash to pay for training when my mod (along with HotFusion's) removes every "cheap" way of earning money versus the "grinding" one would otherwise engage in to raise those misc skills the natural way. Which really feels like more of a grind to you?
The commonly-held view among the Morrowind community is that merely slowing the growth of miscellaneous skills will still have all of the positive effects discussed above while still allowing players to get that warm, fuzzy feeling of accomplishment, no matter how meaningless, whenever they use skills that they should never be competent with in the first place. Some make the mistake of applying real-world logic to the problem by claiming that it only makes sense that characters should get better at their skills with practice. By that logic, people should be capable of mastering any skill - even ones for which they lack any sort of natural talent - through repetition alone and without the outside help of such bullshit as education or training. But if anything, most of us still suck at what we do even with those things, and I've yet to see a single result from all my years of practicing having a vagina.
But what really grinds my gears more than anything isn't the faulty logic involved - at least not the aforementioned faulty logic - it's the illusion that slowing down skill growth makes raising the skills in question more challenging. And just so we're clear, this next sentence is getting its own paragraph:
Time-consuming =/= harder
Period. Exclamation mark, even. This one factoid alone is essentially the entire thesis of my changes here, if not that of my entire mod. To assume that most players don't want to waste days of their lives for miniscule skill gains is to assume that most players actually have lives. My mod is aimed - very specifically - at those of us who clearly don't. Simply put, the one fact that everybody can agree on is that miscellaneous skills must have some drawback to balance them against major and minor skills other than the fact that they're a bigger waste of time than majors and minors are, otherwise Morrowind just boils down to nothing more than a big waste of time. And I'm sure that's not what any of us want.
But even with this detailed argument that will only continue to get stronger as I'm further challenged to explore and defend the merits of my ideas, I'm aware that most people will still disagree with me and will hate my rotten guts if I force them to play my personal vision of how Morrowind was actually meant to me. So, I've begrudgingly included an alternate "Settings" plugin in the "extra stuff" folder that omits my changes to major, minor, and miscellaneous skill growth. I hope you choke on it.
The skill multiplier settings have been adjusted to make it a bit easier to earn 3x and 4x attribute gains on level up. With the previous settings, you were stuck with a 2x gain unless you put a serious amount of effort (5 levels) into raising related skills, whereas the requirements for a 4x gain were so close to achieving 5x that there was often no point in not just pushing on for it. The new settings now reflect a linear progression rate: 1 level for a 2x stat gain, 4 levels for a 3x gain, 7 levels for 4x, and 10 levels for 5x. The fact that these benchmarks are identical to the ones in the 3D Might & Magic games is purely a coincidence, and has nothing to do with my undying love of the M&M series. Really.
Upon reading the readme I have some problems with that mod.Clockwork Knight said:BTB's Game Improvements
The drain health/fatigue/magicka/attribute spells are also very good examples of whoever having made them clearly not being aware of how they actually work, given that both the spells and effect costs appear to suggest that the magnitude is cumulative over time. And as I'm sure we're all aware by now, it isn't. In order for drain fatigue or magicka to be of any use at all, I had to raise the spell magnitudes drastically and tank the effect costs. So I did.
Drain health, however, was actually already quite useful - too useful, in fact. What made it unique amongst the drain effects is that it was the only one that could be truly effective at a duration of one (as a sufficient magnitude would still prove lethal), thus allowing very effective custom creations that cost next to nothing to cast - especially if the effect cost was set to match its intended use. There was nothing I could do to make drain health anything other than a cheaper, always-preferable alternative to damage health, so I edited the pre-made spells to reflect how the effect is supposed to work and then barred it from custom spells and enchantments. I went ahead and lowered the effect cost, as well, so that it would work as originally intended in potions.
[...]
• Drain health, as discussed above, basically just becomes a cheaper version of damage health when it gets used in any kind of a custom build, and it becomes downright evil if the effect cost is lowered to reflect its actual purpose. In addition to removal of spellmaking/enchanting privileges, the effect cost has been lowered so that it will function as intended in potions.
Crafty and insta-gib? Yes. Nukes? Possibly. Low-cost? I don't care.Clockwork Knight said:"Interesting quirks", you say. Would some of these happen to be crafty insta-gib, low-cost nukes?
Bethesda also "explains" - that Mystycism was pointless anyway, that no one used spears, that the lack of crossbows would be compensated by ohsoawesome archery and so on. Fuck this shit.But seriously, at least he explains that it was the best thing he could think of to make it fair, instead of making it seem like he's doing you a divine favour (like Bethesda).
Eh, don't bother with multipliers. They are nice when they occur, but if you specifically grind for them you can kiss your chances of ever getting laid goodbye. Eventually, all Morrowind characters approach godhood.VentilatorOfDoom said:Thanks for the info CK. What happens if I don't grind skills for +5 modifiers? Will my character suck? Or does the game remain perfectly playable in which case I won't bother with mods for a first playthru anyway...
you might also consider Linora's Leveling Mod (the hard version) which provides, at least in my experience, balanced results. though i´ve played with Wakim´s as well.VentilatorOfDoom said:Thanks for the info CK. What happens if I don't grind skills for +5 modifiers? Will my character suck? Or does the game remain perfectly playable in which case I won't bother with mods for a first playthru anyway...
I'm considering installing some parts of it, but certainly not the magic one.dr. one said:you might also consider Linora's Leveling Mod (the hard version) which provides, at least in my experience, balanced results. though i´ve played with Wakim´s as well.VentilatorOfDoom said:Thanks for the info CK. What happens if I don't grind skills for +5 modifiers? Will my character suck? Or does the game remain perfectly playable in which case I won't bother with mods for a first playthru anyway...
BTB´s Improvements is a nazi mod.
Dr. One said:BTB´s Improvements is a nazi mod.
DraQ said:grawr
VoD said:Thanks for the info CK. What happens if I don't grind skills for +5 modifiers? Will my character suck? Or does the game remain perfectly playable in which case I won't bother with mods for a first playthru anyway...
DraQ said:Simply forget about level up mechanics and only let it remind you of itself when you level up.
It's a shame, really, since a good part of the spell plugin seems , the problem is that the rest of the plugin is .Clockwork Knight said:DraQ said:grawr
Since it's modular, if you find the spell changes to be derp, just don't use the "Spells" .esp.
Reflected Spells Fix
When "absorb" spell effects are reflected normally, they end up cancelling themselves out due to the caster and the target being one and the same. Whether or not this was intentional or merely shitty programming is anybody's guess, but I think it's safe to say that you'll be a lot more careful lobbing them around when your enemies can pull a Soviet Russia on your ass and absorb from YOU. The fix works the other way around, too, so you can also be Soviet Russia if you want. Though, if YOU are Soviet Russia, then what does Soviet Russia do to... oh, fuck, my head just exploded.
Absorb Health 15.00 (instead of 8.00)
*Drain health base cost has been lowered from 4.00 to 0.40 to balance alchemy effects
[...] Black Hands Dagger deserve very special mentions. The latter can possibly be attributed to the fact that whoever made it just didn't understand how the absorb health effect works, because we've already established that at least somebody involved with the game design (probably the same dude, actually) had no clue how any of the drain effects work, either. [...]
Derp. Should be incresed to 8 or whatever guy considers appropriate, and replaced by damage health or whatever in potions.Clockwork Knight said:*Drain health base cost has been lowered from 4.00 to 0.40 to balance alchemy effects