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BlindEye
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Update: Tough Justice Hard Times Mod
      #2948660 - 08/19/04 08:05 PM

Update! Tough Justice & Hard Times Mod

This mod will change the following game-play settings….

Crime:
Old value on left/New value on right

0.0000 f DispCrimeMod 1.5000
(effects NPC disposition times criminal status)

100 DaysinPrisonMod 400
(fairly obvious)

2000.0000 fAlarmRadius 4000.0000
(creates a larger crime alert radius)

1000 iCrimeKilling 9500
(new gold amount for crime)

40 iCrimeAttack 4000
(as above)

25 iCrimePickPocket 2000

5 iCrimeTresspass 1000

1.0000 fCrimeStealing 9.0000
(amount multiplied by item value)

0.5000 fCrimeGoldDiscountMult 0.7000
(discount from the thieves guild to clear crimes)

0.9000 fCrimeTurnInMult 0.9500
(discount from guards if you turn yourself in)

Barter/Bribe/Trader changes:
24.0000 fBarterGoldResetDelay168.0000
(amount of hours before Traders have gold)

-1fBarterFailDisposition -10

0.50000 fDispPersonalityMult 0.30000
(rate by which your personality level affects disposition)

-1.0000 fDispBargainFailMod -20.000
(effects long-term Trader disposition)

-4.000 fBargainOfferMult -2.000
(effects how much a trader will give you for items)

35.0000 fBribe10Mod 05.0000
(effects disposition a lot less now for 10 Gold Bribe)

75.0000 fBribe100Mod15.0000

150.0000 fBribe1000Mod30.0000

Most Traders will have two new abilities:

Trader Guile: Fortifies mercantile 45 points
Trader Tongue: Fortifies Speechcraft 25 points

A lot of small traders will have a little more money also.

I have more changes to implement including
Disease chance increase
Expensive weapon & armor drops less frequent
Very expensive cure common disease potions and blight potions.
As well as Trainer max teachable level adjustments
and adding some exorbitant trainer costs.

Mudcrab and Creeper will meet their maker.

Tweaks to enchanting, to make you use more soul gems to recharge your equipment… among others.

If you have any intelligent comments please feel free to post. I will take ALL ideas and comments into consideration.



--------------------
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

W. B. Yates

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Iudas
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Reged: 10/30/02
Posts: 1197
Re: Update: Tough Justice Hard Times Mod [Re: BlindEye]
      #2949182 - 08/19/04 10:35 PM

Your fCrimeTurnInMult....currently if you turn yourself into the guards and have a 100 bounty, you get a 10% discount...the guards only take 90 septims. With your change I think now the guards will be giving you a 90% discount you only pay 10 septims on a 100 septim bounty. I suspect you want an 05 or an 00 discount so 95 or 100 for the fcrimeturninmult.
Likewise for the thieves guild discount it is currently 50% if you want it to be less you have to lower the discount value result. so instead of 30 I think you want 70 there.
The rest of it looks like hardtimes indeed for the stealth types and the poor bartering types.


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BlindEye
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Re: Update: Tough Justice Hard Times Mod [Re: Iudas]
      #2949247 - 08/19/04 10:55 PM

Thanks Iudas, nice to hear from you : )
I was'nt at all sure if I had the fCrimeTurnInMult and the Thieves Guild one the right way around. I still have no PC to test this, so it's all from memory and "Red eyed" research.
Thank you for pointing this out for me Iudas.

I have a list also of weapon drop changes which I will type up and post soon.
Some of the default "Chance None" drops I actually found shocking!
Like 0 for Daedric Weapons.

You know, I thought a Mod like this would generate more interest...
game styles change over time I suppose.

Thanks again!

--------------------
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

W. B. Yates

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Iudas
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Re: Update: Tough Justice Hard Times Mod [Re: BlindEye]
      #2949299 - 08/19/04 11:12 PM

Quote:

You know, I thought a Mod like this would generate more interest...
game styles change over time I suppose.





Well, if the mod works, it makes the game much more difficult at the lower and middle levels, and does it without killing anything, introducing any new weapons, fantastic armours, or smart gadgets.
Face it BlindEye ( I couldn't resist ) mercantile and speechcraft and bribery and diseases and such are the plumbing and nobody gets excited about plumbing until the toilet overflows. If MW were multiplayer or MMORPG, then the bartering system and the crafting systems would be important because they are how the MMORPG players interact. But who is there to interact with in MW? Interacting with JoeBob the Galactic spork maven in some online game is interacting with a real someone ( or his bot ), interacting with Ariele in Seyda Neen is not the same thing at all.
Likewise all the crafting mods coming out. Grand and glorious examples of the mod makers creativity but.....who do you sell the crafted items too? Arielle? Wayn?

I suspect that when the Devs were laying out this game, they never expected players to stay with the same characters much past the level needed to win the main quest ( about level 20 ). The smashing success of MW led to two expansions both of which take a bit higher level to "win" for most folks. Say level 30 to be comfortable in Trib and level 40 to 50 to walk all over Hircine in BM. But what were adequate mercantile and speechcraft assumptions for a game where you expect folks to stop at level 20 are not adequate anymore. So with each of the newer stronger userland mods the problems in the plumbing become more and more obvious.

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BlindEye
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Re: Update: Tough Justice Hard Times Mod [Re: Iudas]
      #2949356 - 08/19/04 11:38 PM

You know Iudas... my conundrum is this: I simply can't play the game anymore the way it is; yet I have forked out thousands for a new system, just to play the game.
What you have written in you're post in the other thread about the saltrice, is not something I was not aware of... yet I still found it disheartening to read afresh; because here is one of those hardcoded walls that can't be breached by a mod; and yet it is defective, and cries out for a "rational" solution.
I'll carry on anyways and hopefully bring a little enjoyment to the game for someone.

--------------------
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

W. B. Yates

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BlindEye
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Re: Update: Tough Justice Hard Times Mod [Re: Iudas]
      #2949374 - 08/19/04 11:47 PM

And yes! The Devs had never anticipated such. I was always a little perplexed when I started playing the game for the first couple of times, how at level 20, I was told I would never be better than today... yet I could easily reach thirty and forty with the ridiculous exploits, with no further grandiose passages to accompany my Godliness would ever appear.

--------------------
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

W. B. Yates

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Iudas
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Re: Update: Tough Justice Hard Times Mod [Re: BlindEye]
      #2949583 - 08/20/04 01:21 AM

Yes and I believe there is a fancy name for the hate/love thing we all have with MW. And I am told and have read that the same holds true for its predecessors.
Now if you have forked out thousands on a fine gaming machine. There are some games out there that will give your machine a workout. IL2 and LockOn will tax you if you enjoy flying the unfriendly skies. If you have a fine sound system installed then Thief 3 ( which has about 0 replay interest ) will make that investment worth while.
If you installed the NextGen video card and have the twitch reflexes Doom3 is one hell of a piece of work. And none of them have that certain something that MW has. Too many strokes of genius combined with too many sore thumbs and bonehead mistakes make MW a keeper long after any interest in NWN has been flushed with last years Hawaiian Shirts.
I am sure that you understand my intent was not to be disheartening nor discouraging.
Since MW appeared I have bought and played through at least a half a dozen other RPGs only Gothic2 came anywhere close to being as in the same league.
We fix what we think is fixable and create fantasies to explain the flaws.
Take a look at Telesphoros' list of mods, and the thread about How far we have come. There really is no need to play MW the way it was released. For examples CON2 and Illuminated Order, two superb quests good plots believable activities and motivations interesting twists and turns overall much better Large Quests than the Main Quest in MW. Muck Shovel of Vivec one of the fine small quest mods, truly excellent work that fits like a butt in a comfy chair into the lore of MW. MW might be a flawed game now but it is one superb framework to hang fine art from. Two years ago there was a thread here about balancing spells, the thread ran over 40 pages of sometimes abstruse math the result was one of the smallest mods with one of the largest effects on gameplay yet released. Two little changes to two gamesettings and suddenly battles actually made sense, the critters and villains actually acted somewhat like intelligent critters and villains not like kamikaze warriors. The rest of the mod made NPC's smarter, better armed, more competent with magic.
So I expect your mod will make the 5th leg of MW a bit stronger. It is the leg that has been the most ignored.
Combat, Magic, Stealth, Quests and Story, and Economics.


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Pest1lence_
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Reged: 08/19/04
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Re: Update: Tough Justice Hard Times Mod [Re: BlindEye]
      #2949595 - 08/20/04 01:31 AM

Quote:

And yes! The Devs had never anticipated such. I was always a little perplexed when I started playing the game for the first couple of times, how at level 20, I was told I would never be better than today... yet I could easily reach thirty and forty with the ridiculous exploits, with no further grandiose passages to accompany my Godliness would ever appear.




you know that you can change those in the configuration files, so that you can have inspirational messages up to level 100. that's a simple text edit.

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yogel2003
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Reged: 08/05/04
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Re: Update: Tough Justice Hard Times Mod [Re: Pest1lence_]
      #2949707 - 08/20/04 02:26 AM

this is true, however, if you right the messages your self, they arent very insperational when you know what its going to say before you get them, this i why when i go to edit that file, i dont scroll any further down the page than i have to...althought doing this henders what i can do with the file somewhat.

--------------------
You dont go to war to die for you country, you go to war to make your enemy die for his.

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BlindEye
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Re: Update: Tough Justice Hard Times Mod [Re: BlindEye]
      #2950382 - 08/20/04 08:59 AM

Tough Justice & Hard Times Weapon drop adjustments…

To those who are not familiar with the CS, “Chance None” is a
Leveled List setting, which controls the percentage out of 100,
that items in a particular Leveled list, have a chance of appearing
in the game world; be it, within chests, barrels, baskets and on
the bodies of slain creatures.

Below are the default “Chance None” values (on left) coupled with
my humble changes (on right ).

Old value on left/New value on right.

0 random_daedric_weapon 97
10 random_dwemer_armour 90
20 random_dwemer_weapon 90
0 random_Golden_Saint_Shield 90
0 random_Golden_Saint_Weapon 90
0 random_iron_weapon 50
0 random_nordic_weapon 60
0 random_silver_weapon 80
5 random_steel_weapon 60
0 BM_Imperial Guard Random Weapon 20
0 bm_random_nordhunterweapon 50
20 bm_random_nordsilver 60
0 bm_random_skall 60
20 bm_random_weapon_berserker 30
0 bm_randomwpn_smuggler 40
0 goblin_weapons_random 40
0 Imperial Guard Random Weapon 30
20 random ebony weapon 95
0 random excellent melee weapon 97
0 random orcish armor 80
0 random_armour_glass 95
0 random_armour_steel 50
0 random_glass_weapon 97
0 random_imp_armor 30

Please feel free to discuss the drops and anything
else you might think, might make Morrowind
more enjoyable, by making it harder.

Thank you for reading this.




--------------------
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

W. B. Yates

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Ronin49
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Re: Update: Tough Justice Hard Times Mod [Re: BlindEye]
      #2950509 - 08/20/04 10:07 AM

BlindEye -
Quote:

You know, I thought a Mod like this would generate more interest...
game styles change over time I suppose.



There is interest all right. Sometimes it seems best to let the folk who know what they are doing get on with it! And it's summertime with all that entails here.
[And sometimes a few more words on context near the top - why, relationship to Wakim's and other game improvements etc, what specific feedback/comment requested - might help promote more general contributions to the discussion?]

These are important changes you are working with, fundamental to game challenge and the desire to replay. 'Plumbing,' as Iudas titles it, simply does not catch as much instant interest as the latest sexy face or manga retex. It does garner a more enduring interest though. Keep at it.
I would appreciate it, as you develop your descriptions in this thread, if you could summarize in plain-speak what these adjustments will do compared to other 'balancing' changes made elsewhere.


--------------------
"And to everyone seeing naked and headless people, READ THE README!!! It's the answer to all your troubles." Neoptolemus

Mythic Mods ----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.

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SoulReaver2105
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Re: Update: Tough Justice Hard Times Mod [Re: Ronin49]
      #2950588 - 08/20/04 10:49 AM

I think it´s ridiculous when you get more bounty for stealing a (daedric) weapon than for a murder.

And Iudas what´s the name of the mod you were talking about?

--------------------
Don´t argue with idiots, they drag you down to their level, then beat you with experience.

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Iudas
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Re: Update: Tough Justice Hard Times Mod [Re: SoulReaver2105]
      #2950596 - 08/20/04 10:53 AM

In theory, Daedric weapons are less common than NPCs.

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VenomByte
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Re: Update: Tough Justice Hard Times Mod [Re: Iudas]
      #2950686 - 08/20/04 11:37 AM

My god this mod will make thievery a living nightmare.

I like the idea of changing the levelled list drops though. The really expensive items aren't the only things that need changing though.

Crates in particular need to be sorted out. Current levelled lists give pretty much the bets possible contents when that player's at level 20. Why not scale that up to 40 or 50? That way I won't come out of every outlaw cave weighed down with 300 grand soulgems and a sackful of assorted 'rare' gemstones.

Excellent looking mod though. Will try it out when I next get round to starting a new character

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

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Biges
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Re: Update: Tough Justice Hard Times Mod [Re: BlindEye]
      #2950723 - 08/20/04 11:49 AM

That's nice. The question is: WHO is going to use this mod? People who don't like to steal and kill innocents? Well, maybee, but they won't commint such crimes anyway. And these enjoying such deeds? No.
Anyway, I feel the worst punishement for stealing etc. is the need to put down all stuff the PC carries, for not to have this seized by a guard
Where is this mod avalaible for DW?

Btw, I also thought 'bout adding some enchantment for merachants etc., but in the end, I needed to edit them all anyway... so... etc. (lazy to finish the sentence... )

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Iudas
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Re: Update: Tough Justice Hard Times Mod [Re: SoulReaver2105]
      #2950870 - 08/20/04 12:48 PM

Quote:

And Iudas what´s the name of the mod you were talking about?



Wakim's Game Improvements, modular, the balance gamesettings module two changes to two GMSTS. The other modules are superb also.

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BlindEye
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Re: Update: Tough Justice Hard Times Mod [Re: BlindEye]
      #2951006 - 08/20/04 01:51 PM

Ronin49:
I would appreciate it, as you develop your descriptions in this thread, if you could summarize in plain-speak what these adjustments will do compared to other 'balancing' changes made elsewhere.

BlindEye:
This will be a modular mod.
Crime in a separate plugin, Traders, weapons drops, and whatever else I implement.
The end user will have the choice to mix and match with whatever they feel will suit them best.
I will not touch the Fortify intelligence potion issue as this is already handled with
Sri’s Alchemy. Same thing with locks and traps and spells as these too are readily available and handled better than I could ever do, in popular mods.


VenomByte:
My god this mod will make thievery a living nightmare.

I like the idea of changing the leveled list drops though. The really expensive items aren't the only things that need changing though.

Crates in particular need to be sorted out. Current leveled lists give pretty much the bets possible contents when that player's at level 20. Why not scale that up to 40 or 50? That way I won't come out of every outlaw cave weighed down with 300 grand soulgems and a sackful of assorted 'rare' gemstones.

BlindEye:
I agree about the crates and the leveled lists. I’ll have a look at them too. Thanks.




--------------------
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

W. B. Yates

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BlindEye
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Re: Update: Tough Justice Hard Times Mod [Re: Biges]
      #2951241 - 08/20/04 02:59 PM

You know, as I have said to Iudas, I can't play Morrowind the way it is.
Morrowind is challenging in the first ten Levels.
Morrowind is Childs-play after Level 15.
Now... what if we can change the fundamental aspects of the game,
to give that challenge back, in the area where it is lacking the most?
This Mod (or series of mods) is/will not be a definitive solution.
In fact I don't think there is one!
But what if we can come close to it?

In about a month all seven mods (I think) will be released.
Anyone is free to try them, Bash them, defecate on them, cry about them, dismantle them or hopefully like them; in the end I don't really care because I will have tried my best at doing something to make a playing experience I love, last a little longer.


--------------------
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

W. B. Yates

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BlindEye
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Re: Update: Tough Justice Hard Times Mod [Re: BlindEye]
      #2957638 - 08/22/04 10:11 AM

I was up all night editing traders; I've changed the trader
class to have Personality and Mercantile top of the Major skills
list, followed by Unarmored.
Primary Attributes are now Personality and Luck, and
each of these traders are level 60 which pushes their
respective Merc and speech to 89.

I have also changed the Mercantile skill itself from
0.30 successful bargain to 0.25
1.00 successful Bribe to 0.90

All other service classes (traders) will also have to be changed,
with Personality first and foremost in the Major skills as it is
this that governs bribing.

All other Traders will have two new abilities;
Trader Guile: fortify Mercantile 45
Trader Tongue: fortify Personality 25

Back to bribery…
Bribery is a cancer to this game. NPC’s give very little extra
information when bribed like... tell you where a Master trainer is,
or direct you useful game-play concessions; bribery,
is only useful at the very start of the game when you have not got an arse in you're pants and need the persuasion to get a little better gold from NPC traders and Travel service providers; but Beth has allowed this "Pandora" dweller to run riot after it has served it's initial propose. If you go to a Trainer and bribe the sap 3000 gold to Train you at 100% Disposition, you will have saved a tonne of gold; had you just used his Trainer service and let his Disposition rise (cough) naturally, it would have cost you a lot more.

I have been thinking about making Leveled Traders OR at least to have one. But it will come after this mod because if I start that one, nothing will get finished.

As I was looking at the TESCS throughout the night, i have come to realize that all Traders crates will have to have new lists of goods.








--------------------
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

W. B. Yates

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Iudas
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Re: Update: Tough Justice Hard Times Mod [Re: BlindEye]
      #2959057 - 08/22/04 06:27 PM

It seems as though all I do is rain on your good ideas, and here I am going to do it again.
Think in % changes not in numeral changes.
Example: you cut the effect of a successful barter by 5/6ths 83%.
Try a little delicacy in the % cuts.
MW uses a lot of fSomethings and they are always Multipliers on something else. So small changes have big effects.

Quote:

If you want to buy/sell books... go to a Bookshop.
If you want to buy/sell Potions... go to a Temple/Healer/Alchemist.
If you want to buy/sell Magic items... go to an Enchanter.
If you want to buy/sell Misc crap... go to a pawnbroker.
If you want to buy/sell ingredients... an Alchemist/Temple Healer/Healer.




If you want to break a lot of really good mods also. Just off the top of my head, NOM and CM2 and MTT and a dozen other good to great mods add various books, items, foodstuffs, grills, potions to various traders all over MW.
Huge numbers of mods add weapons, armours, gadgets, books and miscellaneous items to the various Pawnbrokers.
Arielle at the start of the game sells a broad line of goods; it would not be a balancing thing to restrict him to just pots bowls and candlesticks.
While I may not expect to find spoons mixed in with my suits ( at least not soup spoons ) at the clothiers, it bothers me not at all that the clothier might also have enchanted items of clothing to sell. It is roleplaying to go to the Pawnbroker and buy stuff that other unfortunate adventurers had to pawn...their loss is my gain.

Bribery is overvalued as a contributor to increase in Mercantile, indeed yes; but cutting it by 90% is tossing out the baby with the bathwater and the tub and the interior plumbing too.

The effects of small septim bribes on merchant and trainer disposition is overpowered .... so muck about with the fBriberymods values to make shortpockets bribes worthless in raising disposition and deeppocket bribes worth a bit less. Early game Trainingpacking becomes harder and latergame trainingpacking becomes costlier ... appropriate to the PC's approx monetary situation.

Consider how wakim approached service refusals also. "If you don't belong we ain't interested", and "if you do belong and you are a factionnewb; we still ain't interested but we are polite about it." Makes buying and selling a serious process instead of just finding anyone with BarterGold and clicking the buttons. Balmora can be a cold old town for a Redoran who isnt in the fighter's guild or the mage's guild or the thieves guild. Gnisis can be a cruel visit if you aren't in the Legion or the Temple. Sadrith Mora can be right evil if you are in the Mage's and one of the other houses but not Telvani. And on that topic, another way to make the game more...interesting is the faction reaction table. Negative Disp points for being the wrong faction is a GOODTHING©.
I don't have the equations to give an exact answer but: Island wide Reputation translates into higher dispostions which translates into easier bargaining and better values. There is a post in the spoilers forum that totals up the REP points the PC can accumulate while playing. 140+ if memory serves. Maybe all those dialogue results that bump REP could be edited a wee bit, I mean I know it is a tiny island ( 25 sq miles including Solstheim and Mournhold ) but that much REP in a small place is just ridiculous.

So with your added abilities to Merchants along with the wholly proper changes to their class attributes, Merchants will now average about 125 in Mercantile and 100 in Speechcraft. This is like giving DagUr a level of 1000 ingame and no one else that the PC meets along the road is over 60. Just not balanced at all.

Trader's crates need a good reworking, actually most levelled items need that.

When you start doing econ mods you quickly appreciate the virtues of a shaved head. So much less pain when you try to pull the hair out.


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BlindEye
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Re: Update: Tough Justice Hard Times Mod [Re: Iudas]
      #2959957 - 08/22/04 10:07 PM

Hi Iudas,
Quote:

Think in % changes not in numeral changes.
Example: you cut the effect of a successful barter by 5/6ths 83%.
Try a little delicacy in the % cuts.
MW uses a lot of fSomethings and they are always Multipliers on something else. So small changes have big effects.






I admit I have been over zelous with this. (Although nothing yet is set in stone).


Quote:

If you want to break a lot of really good mods also. Just off the top of my head, NOM and CM2 and MTT and a dozen other good to great mods add various books, items, foodstuffs, grills, potions to various traders all over MW.





Consider this change as nonexistant. I will put the Trader sell/buys Item list back to normal. I would never intentionally break someone elses work.

Quote:

The effects of small septim bribes on merchant and trainer disposition is overpowered .... so muck about with the fBriberymods values to make shortpockets bribes worthless in raising disposition and deeppocket bribes worth a bit less. Early game Trainingpacking becomes harder and latergame trainingpacking becomes costlier ... appropriate to the PC's approx monetary situation.





I have already gone that route Iudas,
posted above at the start of the thread.

fBribe10Mod
fBribe100Mod
fBribe1000Mod

These have already been changed.

Quote:

So with your added abilities to Merchants along with the wholly proper changes to their class attributes, Merchants will now average about 125 in Mercantile and 100 in Speechcraft. This is like giving DagUr a level of 1000 ingame and no one else that the PC meets along the road is over 60. Just not balanced at all.





The two abilities are only for the traders
scattered about that don't fall into Trader Service,
Alchemist Service ect. These only get the 45 Merc and 25 Speech

Trader Service providers ( like Arrille ) have been leveled at 60;
which gives them 89 Merc, and 89 in speechcraft.
This is also taking into account that Personality
and Mercantile are top of their Major Skills in their
respective class.

Quote:

Trader's crates need a good reworking, actually most leveled items need that.





I think almost all crates will have to be altered. The items only, not the ID's, so as not to mess with other peoples mods.


Iudas, if I pair back the mercantile skill changes, would you think
89 in Merc and 89 in speechcraft is excessive?

Oh, I have also given Trader service providers 30 REP so
that they are harder to bribe.

Good thing/Bad thing?

Thanks for you're comment's and suggestions Iudas
they are always welcome.

I am so tired man...


--------------------
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

W. B. Yates

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Iudas
Disciple

Reged: 10/30/02
Posts: 1197
Re: Update: Tough Justice Hard Times Mod [Re: BlindEye]
      #2961201 - 08/23/04 08:32 AM

Quote:

The two abilities are only for the traders
scattered about that don't fall into Trader Service,
Alchemist Service ect. These only get the 45 Merc and 25 Speech





I missed that distinction in your earlier post. MyBad.

Quote:

Iudas, if I pair back the mercantile skill changes, would you think 89 in Merc and 89 in speechcraft is excessive?




For myself, I would like to see a more normal distribution of trader levels across the game. Some traders should be level 5 with a 20 in mercantile and easily schmoozed. Some traders should be midlevel and a few of the really rich traders should be very high level with 80's in mercantile and silver tongues able to sell snow to the Nords.
I would like to see some traders who have limited Mercantile skill have luck in the high 90's, just to replicate the actuality of it's not always who or what you know but how lucky you are. ( and given that most PCs tend to shortchange themselves during level ups on the luck attribute since it never gets more than 1 point/level, a lucky NPC is a deadly opponent [Gaenor in Mournhold is a fine example ])
Over the course of the game, the PC has to interact with a lot of potential trading partners, if all of them are UBER and if you reduce the contributions to skill progression in Merc and Speechcraft for the PC then frustration sets in and the game becomes much less enjoyable.
One change I think should be made is that the PC should get a small benefit for failed persuasions on the theory that one does learn from one's failures. So even though the schmooze didn't succeed the first time, one adjusts one's schmooze because of the feedback.
Making all the traders have the same level or the same merc and speechcraft is not the optimal solution. Making them more diverse in their levels and in their assorted skillsets and reputations would come closer. Making their skillsets match their bartergold levels would be a huge improvement. I can see having a merchant with a lot of bartergold with just average levels of merc and speechcraft but with a 100 in luck. I can see having some rich merchants with levels in the 30's and 40's which gives them 60 or so in Merc and still allows the PC to become better than they over the long run( closer to what the PC's level can become before the entire game becomes a cakewalk vis a vis the other components ).

Yes to the Rep thing, although I have never seen any of the equations that connect REP to disposition and thus to bartering.

One thing I did try and had unexpected failures with was giving a weight to gold coins in inventory. This causes a problem on barter because the game doesn't allow gold to have weight. An encumbrance bug cropped up that got really severe when I bought something ( in dialogue ) for 300K in gold. The gold went the encumbrance stayed.




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BlindEye
Initiate

Reged: 04/09/04
Posts: 92
Loc: Canada
Re: Update: Tough Justice Hard Times Mod [Re: Iudas]
      #2961253 - 08/23/04 09:09 AM

As soon as I get the new PC (hopefully today) I will test the Crime Mod and ship it out; I have had longer to work on it and longer to think and plan it out than the Traders one.

Quote:

Making all the traders have the same level or the same merc and speechcraft is not the optimal solution. Making them more diverse in their levels and in their assorted skillsets and reputations would come closer. Making their skillsets match their bartergold levels would be a huge improvement. I can see having a merchant with a lot of bartergold with just average levels of merc and speechcraft but with a 100 in luck. I can see having some rich merchants with levels in the 30's and 40's which gives them 60 or so in Merc and still allows the PC to become better than they over the long run( closer to what the PC's level can become before the entire game becomes a cakewalk vis a vis the other components ).





I believe you are right Iudas... it will take time and patience (I've been dealing with my own real life crap as well).

I think having more wealthy and challenging merchants in the larger settlements and then their counterparts in the rural settings would feel right.

Quote:

I would like to see some traders who have limited Mercantile skill have luck in the high 90's, just to replicate the actuality of it's not always who or what you know but how lucky you are. ( and given that most PCs tend to shortchange themselves during level ups on the luck attribute since it never gets more than 1 point/level, a lucky NPC is a deadly opponent [Gaenor in Mournhold is a fine example ])





Oh... if only I had time to make more enemies like Gaenor, my days would be happier, and my dreams filled with visual lullaby’s.
Yes Iudas point taken

Quote:

Yes to the Rep thing, although I have never seen any of the equations that connect REP to disposition and thus to bartering.





I got the information from Morrowind Mod Maker's Manual v1.6 by
Michael D. Edwards. It makes the NPC's harder to bribe, the higher their Rep.

Quote:

One thing I did try and had unexpected failures with was giving a weight to gold coins in inventory.




Thought about it... but didn’t like it;

Good luck on you're mod Iudas,
I'll give you as much help as I can;
in fact if I gave you 1/3 the amount
you have given me... you'd have it finished
already!



--------------------
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

W. B. Yates

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VenomByte
Adept

Reged: 02/04/03
Posts: 347
Re: Update: Tough Justice Hard Times Mod [Re: Iudas]
      #2961328 - 08/23/04 10:09 AM

Quote:


One thing I did try and had unexpected failures with was giving a weight to gold coins in inventory. This causes a problem on barter because the game doesn't allow gold to have weight. An encumbrance bug cropped up that got really severe when I bought something ( in dialogue ) for 300K in gold. The gold went the encumbrance stayed.





Yes, I've tried this before. Causes horrendous problems. The only way it works is if you trade actual gold coins instead (by this i mean when the barter windows are showing, pick them up from your inventory, drop them in his) the weight then registers correctly (so I recall), but you can't really barter that way since you'll mess your weight up if the deal sums to anythign other than zero.

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

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Iudas
Disciple

Reged: 10/30/02
Posts: 1197
Re: Update: Tough Justice Hard Times Mod [Re: BlindEye]
      #2961334 - 08/23/04 10:13 AM

Sorta general philosophical postage here.
I like economics. Have spent the best part of a misspent life either doing it or teaching it or trading and buying and selling. Have played simulations of economics going back to punchcard driven timeshared computers. What is intriguing about MW is that when you push it one place it bounces all around and pops out in multiple other unexpected places.
Can't mod crime in MW without taking into account how it effects mercantile and speechcraft and how it effects doing quests -> can't mod those without taking into account how they interact with combat and magic and stealth -> but then stealth feeds back into crime -> and combat and magic and quests all can change reputation as can faction membership -> but that changes bartering effects and crime -> cant reprice weapons without effecting combat and changing the dynamic balance between combat and magic and stealth -> can't change soul gems without effecting bartering -> can't change disease effects without changing Rep and Disp and thus bartering and thus crime and quests and... It's just beautiful. I mean seriously gorgeous.
Now add to that all the interesting mods and the must have mods ... and the expansions ....
I can understand easily how some of the few hundred active modders get so involved in modding that they forget to play the game.

Great good luck with the new PC, I look forward to seeing your crime mod and playing it.
Funny thing, in all the different attempts at doing a good traders mod, I have never given any of the traders more BG nor repriced the weapons and armour. It's really not the prices that matter it's the process of bartering; of getting the most available from the resources in inventory and the capability of the opponent. To give the traders more money ( making them easier in effect ) is to me much the same as giving the combat opponents weaker weapons and poorer armour and calling it balance, or removing all the reflect spells from the creatures and warlocks and evil wizard opponents and calling it balance. All the richercreepermods and the cheaperweaponmods amount to giving the edge to the PC at lower and lower levels.
Understandable, I have yet to see a RP game that didn't have a bunch of folks saying it's too hard and an eqivalent bunch claiming it's too easy, a third bunch whining that it's not realistic and a fourth kvetching that its too tedious and boring and not enough of an escape from the quotidian. I actually have Iudas' Rule which is that when all four sets of voices are equally loud then it is either a very good game or a total waste of shelf space. In the MW community the four sets of voices are about equally loud and MW is one superb game.


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Iudas
Disciple

Reged: 10/30/02
Posts: 1197
Re: Update: Tough Justice Hard Times Mod [Re: VenomByte]
      #2961345 - 08/23/04 10:18 AM

Quote:

(by this i mean when the barter windows are showing, pick them up from your inventory, drop them in his)



I have never tried this approach. With the use of the ctrl key to pick coins up one at a time it should be possible to zero out any trade? But a question, when you reopen the NPC's barter window is the gold you dropped on him still in his barterable inventory or has it disappeared?

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