Full Version : QUESTION: So What's Still Wrong With Morrowind?
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Iudas- 08-04-2004
PlayerWortChance only controls when the PC sees the first effect of an ingredient or potion. Alchemy 15 = first effect revealed, alchemy 30 second etc etc.
And along that line of thought and something that is still wrong with MW is this.
A PC off the boat with an alchemy skill under 15 knows absolutely nothing about the effects of potions or ingredients. Same PC off the boat with a Mercantile skill of 5 knows the BOOK VALUE of every item on the island and its weight. Would it be possible to mask the values of items ( and their weights ) with ???? the same way that potion and ingredient effects are masked with ???? until the PC's mercantile skill improved?
Example, at Mercantile 10 or 12 or so the prices of clothing and common items is revealed, at 20 ingredients and potions, at 30 books and armours, at 40 weapons and at 50 everything. Same thing for weights but with a different attribute or skill controlling when weight is revealed ( possibly endurance or strength or intelligence )
Likewise if the PC decides to barter with an NPC, and that NPC has a higher mercantile skill than the PC, then all the PC sees are ???? for the prices in the merchants inventory and conversely in the situation where the PC's mercantile is superior to the NPC's then for that NPC all his prices are revealed for that barter session? So the PC would not know how much the merchant wants for the goods the PC wants until the PC is ready to "check out" at which point the TOTAL is displayed.
1234567898765- 08-04-2004
We need hotkeys for Admire, Intimidate and Taunt!
kirel- 08-04-2004
Something I've been toying with is giving your character seperate first and surnames, allowing NPCs to address you in various different ways. Vanilla morrowind doesn't let you store strings as global variables, but maybe it's something you could do?
1234567898765- 08-05-2004
Maybe you could make, if i have two Silver Shortswords, i could put one of the Shortswords on my PC normal, and hold down the Alt-key while i'm taking the other shortsword that would ac like a shield.
Lepinkäinen- 08-07-2004
Is it possible to alter collision hulls of creatures and NPC's? I don't know what they're like, but from the way everyone gets stuck next to pillars and other decoration, i've got the impression they would be simple boxes with a flat wall perpendicular to the creature's facing direction. Maybe those could somehow be rotated 45 degrees, so they would slide past obstacles better and not get stuck so much. Or maybe just change the way collision hulls interact.
And btw, i like iudas's idea about mercantile skill.
Zorro17- 08-09-2004
Maybe there is also a way to change the levelling of certain skills. E.g. alchemy is quite frustrating at the beginning because you eat all day long plants and most of the time nothing happens because your char is too low in alchemy. Usually I don't go to trainers apart from alchemy and marksman because these skills are so frustrating (and expensive) at the very beginning. I think it's a bit unfair because only by jumping or running acrobatics and athletics rise very easily and fast. Maybe there is a way to make levelling at the beginning easier and faster.
The other thing I've always disliked is that Bethesda made the enchant skill very unattractive. Even with level 100 it's nearly impossible to get a constant effect on an item.
1234567898765- 08-10-2004
Download the mod Failure Based Skill Progress. No side, sorry.
DragoonWraith- 08-10-2004
I like the idea for the hotkeys most, I think. The NumPad does seem to be the best for that, too. Also, could you make it so you could store multiple things in a hotkey? For instance, I have a Lich with insanely high Unarmored, but he has to wear armor in town because otherwise he gets attacked by everyone. It's a major pain to put on all of the armor every time I enter town, and then take it all off if I have to fight anything dangerous. So a hotkey that allows me to put it all on with one button press (and even better take it all off if I press it again) would be awesome.
EDIT: I was thinking that unequipping an item if you pressed the key again would get messy with multiple items (if you have some items equipped, what does it do? Unequip what you have? Equip what you don't? Switch them?), perhaps Alt+Hotkey could unequip the item if you have it equipped (and do nothing if you don't). It would be much cleaner if you could get it to work that way.
tonto_101- 08-10-2004
| QUOTE |
| Iudas - A PC off the boat with an alchemy skill under 15 knows absolutely nothing about the effects of potions or ingredients. Same PC off the boat with a Mercantile skill of 5 knows the BOOK VALUE of every item on the island and its weight. Would it be possible to mask the values of items ( and their weights ) with ???? the same way that potion and ingredient effects are masked with ???? until the PC's mercantile skill improved? |
It's a good idea, just probably not possible. The boxes cotaining item price, weight, etc. get the data from the item template, specifically an integer stored inside it. Since it's an integer, there's no way to make a "????" out of it. The only other useful solution to this would be to make it's price temporarily 0, but that's another problem - it'd cost nothing when you buy it.
| QUOTE |
| 1234567898765 - We need hotkeys for Admire, Intimidate and Taunt! |
Those are dialog options. No can do. You'll just have to click'em.
| QUOTE |
| kirel - Something I've been toying with is giving your character seperate first and surnames, allowing NPCs to address you in various different ways. |
You could probably do that, but it'd involve switching the player's real name with something else at random. Very cosmetic, and it'd mean writing a new function for just that - a name switch. Maybe if there were some more ideas along these lines it could warrant some sort of action on dialogs (some of you probably know what a pain those things can be already). I've had an interest in the past in making Morrowind's NPCs more personable and intelligent - but It'd be a hell of a lot of work.
| QUOTE |
| 1234567898765 - Maybe you could make, if i have two Silver Shortswords, i could put one of the Shortswords on my PC normal, and hold down the Alt-key while i'm taking the other shortsword that would ac like a shield. |
No way to equip two weapons, even with MWE. You could download one of those dual weild mods and use BEN to get the same effect.
| QUOTE |
Zorro17 - Maybe there is also a way to change the levelling of certain skills....[also] maybe there is a way to make levelling at the beginning easier and faster.
The other thing I've always disliked is that Bethesda made the enchant skill very unattractive. Even with level 100 it's nearly impossible to get a constant effect on an item. |
Skill progression can be affected, yes. It's a recent discovery and it's yet to be -*test*-('")ed for anything other than a specific use. Making leveling easier at beginner levels is not a solution though. There's actually a "bug" in the game if you want to call it that. Suffice to say, leveling in your core skills, probably others as well, gets easier and takes less effort at higher levels (so no wonder the beginning is tough). As for the enchant skill, there's probably nothing to be done about that. Enchanting is a hardcoded process.
| QUOTE |
| DragoonWraith - ...Could you make it so you could store multiple things in a hotkey? |
Aerelorn would know the answer to that better. The problem is in finding a way to interface with the game so it'll know what to equip. Assume that interface is a chest - what happens if you put in two right pauldrons? Multi-equip is potentially messy. I personally don't think it's a good idea, but it's also not my forte.
aerelorn- 08-10-2004
| QUOTE (tonto_101 @ Aug 10 2004, 04:27 PM) |
| Aerelorn would know the answer to that better. The problem is in finding a way to interface with the game so it'll know what to equip. Assume that interface is a chest - what happens if you put in two right pauldrons? Multi-equip is potentially messy. I personally don't think it's a good idea, but it's also not my forte. |
It's no trouble. For the two right pauldrons issue, it would equip them each in turn. So if you had gotten rid of the last one, it would equip the one before that instead. That makes it potentially useful. Toss 5 weapons on a hotkey and as long as you have at least one of them still, something will be equipped.
The alt-hotkey for removing items is a good idea too.
GreyWanderer- 08-11-2004
About the enchantments...there are quite a few GameSettings influencing this...
And i think with bugusing/much money it's not the problem of chance but the problem of items having stupid low charges (see last GMST below)
fEnchantmentConstantChanceMult (0.5) set this to higher values and it should be easier to create a constant Enchantment
fEnchantmentChanceMult (0.3) affects the general Enchantment Chance
fEnchantmentMult (0.1) ChargeAmount set in CS * fEnchantmentMult = Charge Amount ingame
So, everyone could do such a mod making enchantment easier...
Rowan Celtizar- 08-30-2004
New spells?
Armor cleave and such? Dismember head, arm, torso.
Exploding walls, probably not possible and kind of stupid. Though it would be cool to watch.
New spells in general like lightning strike with actual lightining. I don't know if that is possible but it would be interesting.
I can't think of anything else that hasn't been suggested....
dokenkephalin- 09-03-2004
What's still wrong with Morrowind? Lemme just crank up my rant here...
Dialog conditions can check variables against constants, but not other variables. So you can't use a global as a constant, and if you need to make a change to that value, you have to run down each and every instance of it. Anyone ever do a 'Find Text' for the number '3'?!?!?!
Marksman weapons can't be used for melee and melee weapons can't be thrown. There's not a single one-handed spear in the game and no way to create one, so no Aztec/Amazon/Shieldmaiden fighting styles. Melee weapons can't be made to rely on different skills types, ie no using javelins or throwing knives to stab, no using brass knuckles to slug, no using the bluntside of broken blades to pummel, no pistolwhipping with your crossbow.
Spells hardcoded to target self only. Why couldn't a pacifist pilgrim be able to teleport away an attacker? Why couldn't a clever thief conjure daedric armor and weapon onto a startled mark and make off with their real gear before it vanished?
[ *catches his breath, wiping the flecks of rabid froth off his chin and monitor* ]
You know, I had a load of others, but they've slipped my mind atm. I think it's time to switch from coffee to beer and roll right back into bed.
Ramparter- 09-05-2004
| QUOTE (1234567898765 @ Aug 10 2004, 02:50 PM) |
| Download the mod Failure Based Skill Progress. No side, sorry. |
That would be cool - if only existed.
Spuzzum- 09-05-2004
A little late... regarding the PlayerWortChance, it is used exclusively to determine how many effects you can see.
If you want to adjust the chances of items appearing in plants, you to modify the Levelled Item lists -- if you look at the Containers for the plant objects (flora_etc_etc), you'll find they're just "organic containers" which contain random_### ingredient objects.
For instance, random_marshmerrow has a 10% Chance None. That means that about 10% of all marshmerrow plants you look at will have no harvestable marshmerrow in them -- of course, it really depends on the pseudo-random number generator's mood, but you get the idea.
That modification is easily within the bounds of a classic plugin and doesn't require MWE one bit. =)
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