Biges |
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Reged: 07/21/04 |
Posts: 40 |
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http://morrowind.biges.org/
0.3
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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
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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?
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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
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Iudas |
Disciple |
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Reged: 10/30/02 |
Posts: 1197 |
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Biges meet
BlindEye http://www.elderscrolls.com/ubbthreads/showflat.php?Cat=&Number=2948660&page=0&view=collapsed&sb=5&o=7&fpart=1
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Biges |
Novice |
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Reged: 07/21/04 |
Posts: 40 |
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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
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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.
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Biges |
Novice |
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Reged: 07/21/04 |
Posts: 40 |
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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 :/
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Iudas |
Disciple |
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Reged: 10/30/02 |
Posts: 1197 |
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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: |
Biges |
Novice |
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Reged: 07/21/04 |
Posts: 40 |
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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?
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Iudas |
Disciple |
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Reged: 10/30/02 |
Posts: 1197 |
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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.
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Biges |
Novice |
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Reged: 07/21/04 |
Posts: 40 |
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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
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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!
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