The Elder Scrolls Forums

TES Construction Set and Plugins >> Morrowind Mods

Pages: 1
Biges
Novice

Reged: 07/21/04
Posts: 40
Morrowind Economy/Adventurers mod v0.3
      #2950495 - 08/20/04 10:02 AM

http://morrowind.biges.org/

0.3

- Apologies mod by ~Sean~ Katamay integrated, what does it do:
"Description: I was tired of accidently getting an NPC's disposition down to 0. So I made a mod to change that. Now you can tell the NPCs that you are sorry for your actions. However, you can only raise your disposition to 35 through these means. The rest is all speechcraft."
- I got it! Now, I'll show you all! Just joking Price of all charged soul gems set to less than 1/10 of the original values. Many good effects from it - you will not be disapointed, when from 80'000 soul gem you made item which cost is faaaaaar lower. And you can now think 'bout buying these soul gems, if you got needed money. And furthermore, being soulhunting for money you will never again feel it as a cheat!
- Lowered the soul value needed for creating constant effect to 300. The limiting factor for constant effects is usually the capacity of the enchated item.
- Raised Dremora and Dremora Lord soul rating: Dremora 100 -> 200 , Dremora Lord 200 -> 300 (now can be used for constant effect!)
- Chenged soul gems capacity:
Petty: 30 -> 60
Lesser: 60 -> 120
Common: 120 -> 180
Greater: 180 -> 270
Great: 600 -> 420
(For more powerful souls you have to use the Azura's star, you should NOT encounter a creature with soul greater than 400, if there's any in the game, probably only in some mods and even in that case I doubt it much.)
- Btw, don't forget the change from Adventurers: "Summoned creatures have soul value that's five or less, so they can't be used for easy soul trapping."

- Mage travel should cost more. fMageGuildTravel 40->300
- Travel should cost more. fTravelMult 4'000 -> 400 (apparently works vice versa)
- Price of spells higher. fSpellPriceMult 2->3 (for the time being
- PC will now advance equaly in all skills, this resulting in slower leveling, but faster learning of misc skills, handy when you want to develop skill not chosen as important during PC generation. fMajorSkillBonus 0.75->1.00 ; fMiscSkillBonus 1.25->1.00
- NPCs will greet you (annoy you) at shorter distance. iGreetDistanceMultiplier 6->3
- Made chance to bribe more equal with different amounts, generally easier now. fBribe1000Mod 150->140 ; fBribe100Mod 75->95 ; fBribe10Mod 35->55)
- Integrated rank_advancement_revamped mod by Jake Buchanan (a.k.a. Mrpig3), from his readme:
"Playing the Plugin: Simple. Join a faction and see the results. Now you will have to gain about 5 attribute points and ten skill points in between ranks. This makes it so you can’t just join a faction and become its master within a couple of hours. You actually have to be masterful at the craft.Thanks for downloading my mod-there might be an update to include more factions if I receive feedback!"
It changes Fighters, Thieves, Mages and all Houses. Not other guilds. Maybee I'll tweak them also

- Changes to creatures: Made slaughterfish and many non-diseased creatures less agressive, i.e. they'll flee or at least not attack. Animals should not attack what is not their natural prey. (Slaughterfish, cliff racers, Guar (look at his teeth, it's clearly vegetarian ) , kwama forager, mudcrab, normal rat made less agressive)
- Integrated Less Annoying Bonewalkers Plug-in by Treborius: It replaces the Greater onewalkers' drain strength curse with a drain luck curse so that you won't get overencumbered anymore after fighting these creatures.

- Integrated mod Improved Staffs v1.2 by Stabbey_the_Clown: All staffs for Vanilla Morrowind have had their damage improved. Non-enchanted staffs have had their enchantment level boosted. Even the base wooden staff is now more useful for enchanting than a ring. The Enchantment for the Wizard's Staff has been changed.

- Makes all traders really know their job (all NPCs dealing with trade have their Mercantile set to around 105).
- And their Speechcraft is greatly increased to prevent easy persuasion.
- Increased cash of all traders by 3x-12x , now you can sell your loot.
- Nearly all traders have their Unarmored skill set higher than other armor-related skills to prevent them equiping armor parts you sell them, no more freakies with bonemold helm (Inspired by Fashionable Merchants mod by TakeMeToYourLizard)
- This results in the need to divide training nad bartering, so now a NPC is either trainer or trader, not both, otherwise it would offer training of mercantile to over 100. Therefore, some new NPCs made trainers.
- Maximum training allowed for all skills is 90.
- Cost of training increased 2x .
- Cost of travelling increased.
- Some travel services providing NPCs travel to more destinations. May conflict with other mods, maybee will revert back.
- Increased prices of probes, picklocks and repairing tools and also their stats. Do not forget this packages include not only the hammer but also needed material. And you need something to pay for, don't you?

Post Extras: Print Post   Remind Me!   Notify Moderator  
VenomByte
Adept

Reged: 02/04/03
Posts: 347
Re: Morrowind Economy/Adventurers mod v0.3 [Re: Biges]
      #2950579 - 08/20/04 10:43 AM

Sounds pretty good. Not sure I'm too keen on traders having more cash, but I'll wait and see how the bartering pans out with their new mercantile & speechcraft skills before I decide on that

--------------------
LichCraft 0.95 beta - discussion thread
Homepage and download link

Post Extras: Print Post   Remind Me!   Notify Moderator  
Iudas
Disciple

Reged: 10/30/02
Posts: 1197
Re: Morrowind Economy/Adventurers mod v0.3 [Re: Biges]
      #2950619 - 08/20/04 11:05 AM

Biges meet BlindEye http://www.elderscrolls.com/ubbthreads/showflat.php?Cat=&Number=2948660&page=0&view=collapsed&sb=5&o=7&fpart=1


Post Extras: Print Post   Remind Me!   Notify Moderator  
Biges
Novice

Reged: 07/21/04
Posts: 40
Re: Morrowind Economy/Adventurers mod v0.3 [Re: VenomByte]
      #2950734 - 08/20/04 11:52 AM

Quote:

Sounds pretty good. Not sure I'm too keen on traders having more cash, but I'll wait and see how the bartering pans out with their new mercantile & speechcraft skills before I decide on that




Thanks. I tryed to give traders the cash which corresponds with their level and goods offered, I feel it's nonsense someone offering expensive daedric stuff and not having cash even for a change So there are only a few which are loaded with cash uf to the roof, I recall some experts from Mourhold, the seat city

Post Extras: Print Post   Remind Me!   Notify Moderator  
Archived User Account

Re: Morrowind Economy/Adventurers mod v0.3 [Re: Biges]
      #2951149 - 08/20/04 02:28 PM

Very good Biges.For awhile there i was scared you had stopped work on your excellent Mod.Good to hear the Traders have tons of money to sell.In Daggerfall ( the game before Morrowind) the Traders always had money to buy but if they were poor they would just pay less but never go broke and have poorer quality merchandise.The rich Traders would charge more for their better merchandise but could also pay more for yours.But sometimes it would be reversed perhaps because of me being a regular patron in the poorer shops.

Thank you.

Post Extras: Print Post   Remind Me!   Notify Moderator  
Biges
Novice

Reged: 07/21/04
Posts: 40
Re: Morrowind Economy/Adventurers mod v0.3 [Re: ]
      #2955368 - 08/21/04 06:26 PM

Quote:

Very good Biges.For awhile there i was scared you had stopped work on your excellent Mod.Good to hear the Traders have tons of money to sell.In Daggerfall ( the game before Morrowind) the Traders always had money to buy but if they were poor they would just pay less but never go broke and have poorer quality merchandise.The rich Traders would charge more for their better merchandise but could also pay more for yours.But sometimes it would be reversed perhaps because of me being a regular patron in the poorer shops.

Thank you.




I thank you. I would gladly make some more speicalities in modifying merchants, however the work in TESCS was very, very booring.... I made some traders more colorful (different mercantile skills) in mods, because I have to tune every mod I install to fit my idea Btw, I posted new, a bit changed version 0.4.

I hope, someone will come with a script idea, which will change NPCs in some more clever way, I know "my" way is a bit crude :/

Post Extras: Print Post   Remind Me!   Notify Moderator  
Iudas
Disciple

Reged: 10/30/02
Posts: 1197
Re: Morrowind Economy/Adventurers mod v0.3 [Re: Biges]
      #2955509 - 08/21/04 07:12 PM

Well, you could go into the character menu the class submenu and give the trading classes the appropriate major attributes for traders ( personality and Intel or Personality and Luck ) and then all you have to do is define the level for the traders instead of mucking about with their skills.
The trick to it is this:
1) In the TESCS, go to the Character menu-> Class Submenu -> change the preferred attributes of the trading classes. An example is the Apothecary Service which has Intelligence and Agility as its Primary Attributes, change this to Intel and Personality for example and then change the Major and Minor skills to bring Mercantile and Speechcraft up in the rankings and move alchemy down to 3rd place.
2) Export the NPC data and then import that txt file into excel
3) Sort on Column G ( barter gold ) and then on column A ( ID ) this will float all the traders to the top and alphabetize them
Gives you a list of names that need to be modified
4) Print out the traders only ( delete the rest of the NPCs from the excel data sheet )
Back in the TESCS
5) Find a trader click autocalculate, set whatever LEVEL you want that trader to be, unclick autocalculate
6) Make any changes you wish to his bartergold, training, etc.
7) Rinse and repeat
8) When you are done with all the trader classes you are left with about 20 individual NPC's who are not members of a trading class but who do trade.
These 20+ you will have to hand edit for Merc and Speechcraft and whatever.
9) Save
Drudgery done much more quickly
Benefits: Affect All Trading Class Members MW, TRIB, BM, MODS
Allows you to mold the Levels of traders to the game as you think they should be molded
Allows you to control who Trains and how much money the traders have on a consistent basis
Mostly does away with the Idiotic Merc and Speechcraft levels Bethesda gave these characters without mucking about too much with the gameplay.
Allows you to fine tune in ways that just giving all Traders 105 in Merc and 105 in Speechcraft will not allow.


Post Extras: Print Post   Remind Me!   Notify Moderator  
Biges
Novice

Reged: 07/21/04
Posts: 40
Re: Morrowind Economy/Adventurers mod v0.3 [Re: Iudas]
      #2964933 - 08/24/04 10:43 AM

Quote:

Well, you could go into the character menu the class submenu and give the trading classes the appropriate major attributes for traders ( personality and Intel or Personality and Luck ) and then all you have to do is define the level for the traders....





Thanks, but I already know this. But this way, I'd have to always use auto-calc and the level desired would differ from race to race. And auto-calc is not always wellcomed and furthermore, many people give trading possibilities to non-trader classes. So, it will remain as it is, at least for the time being. At least, it's not consuming FPS, is it?


Post Extras: Print Post   Remind Me!   Notify Moderator  
Iudas
Disciple

Reged: 10/30/02
Posts: 1197
Re: Morrowind Economy/Adventurers mod v0.3 [Re: Biges]
      #2964983 - 08/24/04 11:01 AM

Checking autocalc does the druge work of balancing all the stats, then you set the level that you want for the character and all the stats are recalced and then you uncheck the autocalc so that the bad effects disappear regarding spells and training and such. Just a way to ease a bit of the drudgery.
Yes the various skill levels would vary among the varied races which is probably why the varied races have varied attributes to begin with.

Having autocalc do the drudgery part for the trader classes members still leaves hand editing of the non trader class traders. But hand editing 10 or so NPC's is a lot faster than hand editing 360 of them.

No FPS were damaged in the construction of your mod so far.

Post Extras: Print Post   Remind Me!   Notify Moderator  
Biges
Novice

Reged: 07/21/04
Posts: 40
Re: Morrowind Economy/Adventurers mod v0.3 [Re: Biges]
      #2967606 - 08/25/04 12:44 AM

I'm great!!!

These few who faithful who come from time to time to take a look at mu humble creation, know, that I'll soon release... well, maybee not so great, but cool different version of my mod


Post Extras: Print Post   Remind Me!   Notify Moderator  
Archived User Account

Re: Morrowind Economy/Adventurers mod v0.3 [Re: Biges]
      #2967636 - 08/25/04 12:54 AM

Surely something GREAT is in the works by your skillful Modding hands Biges!Thank you and keep on with the excellent work started by Adam that you are already changing and enhancing by leaps and bounds!

Post Extras: Print Post   Remind Me!   Notify Moderator  
Pages: 1


Extra information
2 registered and 47 anonymous users are browsing this forum.

Moderator:  Pete, Hayt, Freddo, sentinel, Hungry Donner, Attrebus, Miltiades, tegger, Umrahel 

Favorite Thread! (toggle)
Print Thread

Permissions
      You cannot start new topics
      You cannot reply to topics
      HTML is disabled
      UBBCode is enabled

Rating:
Thread views: 333

Rate this thread
 
Jump to

The Elder Scrolls Homepage

*
UBB.threads™ 6.3

Click for Privacy Statement © 2003 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
PRIVACY POLICY | TERMS & CONDITIONS | LEGAL INFORMATION | CONTACT US