#NCGDMW Lua Edition

1 messages Β· Page 2 of 1

void roost
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But I play on all possible "always hit" mods and...

  • fortify attack 100pkt for player only makes game too easy because DMG dealt is full
  • always attack for player and npc/creatures based on physical hit makes game harder because everything is stronger than player and makes some mechanics like sanctuary complatly useless
  • always hit but dmg dealt reduced for % of not hit chance like Kazyma makes game very frustrating because every any dealt to player more dmg than player to enemy - because propably enemy is too strong for player but player don't know - he always hit but forgetting that DMG is controlled by enemy sanctuary, agility, armor class etc
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Vanilla fight system is really the best for Morrowind

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Btw @past pendant you could add to NCGDMW option to regenerate health and Magicka based on vanilla formula but in real time - these same formula what is used for resting so player will regenerate health 10% of endurance per hour and magica 15% of intelligence in real time while playing and when waiting. When resting it will make doubled amount but make resting until full healed 1/2 faster

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Of course not as default.

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Any other/faster magical/health regeneration is op in Morrowind - game was designed for slow regeneration but resting required is frustrating.

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Of course - atronach and stunned Magicka will block magicaka regeneration in real time and while waiting too

swift hornet
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I came back to a whole other thing it seems lol. Personally I don't mind any of the vanilla mechanics except the pressure for early game endurance and the weird way you control leveling by putting skills you don't want to level as major/minor lol.

My whole thing just came from the place of my stats being too high and being too strong for level 9.

I think the hang up is that higher level skills contribute more to level progress. Which in theory is good, especially if higher level skills take longer. It's just training puts a wrench in it somewhat and also it's a bit too much of a curve in general.

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Because imo, the only reason early game leveling in vanilla takes a long time is you're not actually leveling at the full speed. You're controlling it to make sure you get the full 15 attribute points every time.

wet escarp
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Anyone know what reason the stat menu won't open when I click the hotkey

swift hornet
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theres a solution for it that i used before the patch, but i'm pretty sure you don't need to anymore

wet escarp
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I only recently installed the mod, so I have the latest version but when I click the hotkey nothing happens

swift hornet
wet escarp
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Auto install of Total Overhaul

swift hornet
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that was the solution given to me when it happened

wet escarp
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I already did that, as the mod pack wouldn't even install unless I did -b

void roost
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@past pendant I created a new character instant like I want without back from resume screen to birthsign and info attribs changes and NCGDMW begun was showed after close resume windows and everything looks now properly

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And here is "yesterday" character also created with NCGDMW active but from resume screen I back to birthsign to change and NCGDMW messages showed before character creation end

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So much difference

swift hornet
void roost
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Next thing which useful in NCGDMW would be player run speed and jump height limiter - yes/no to limit player like he have max 100 athletics acrobatics speed strength because on eg 500 of theses.skills and attribs speed and jump height would be absurd

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or option to set these run speed/jump height factor

past pendant
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I get your idea, but we cannot undo done existing MW mechanics. We cannot remove specialization, we cannot change major/minor skill bonuses...
Then I prefer to compose with these mechanics

past pendant
swift hornet
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i think the mod and most of the mechanics are fine, as mentioned 15/10 lol. vanilla leveling only has a few lame quirks and this mod basically removes all of them

past pendant
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regarding the misc skills contributing to the player level, I agree that it generally has a bad impact on progression.
Maybe a better approach, as said before, would be for the player level to always consider the 10 best skills, whatever if they are major, minor or misc

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in most cast, it could only be vanilla leveling, it would prevent cheesy strategies where players boost misc skills above others

swift hornet
swift hornet
past pendant
swift hornet
past pendant
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10 best skills follows that spirits

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different skill gain factors doesn't

swift hornet
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I'm saying in general, as long as major/minor skills have some sort of advantage (starting at a much higher level), that's enough of a distinction.

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especially if the overall leveling is balanced around only 10 skills contributing to level progress at all times.

past pendant
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there is still the specialization that boost related skill gains

swift hornet
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how would this handle ties?

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like if my 10th and 11th highest skill was equal?

past pendant
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taking 10 best skills doesn't care if some of them have the same value

swift hornet
# past pendant you mean for the player level calculation?

yeah, like if the top 10 skills are the only ones that contribute to level progress, how does it work with ties?

like if i had 2 skills at 80 and leveled one of those skills to 81, would that not contribute to my level progress if it wasn't already one of my top 10?

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or do skills level, then apply level progress based on the new value?

past pendant
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my idea is, at chargen, get the 10 best skills, sum their values and save this sum

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then each time a skill is increased, take the 10 best again, sum them, and subtract the original sum

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That final sum difference will be divided by 10 to get the player level

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+1 ofc

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Ties will be naturally handled. For example, if your best skills are all at 80, and you have 11 of them, then sums will be 10*80, not 11*80

void roost
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And it will be very nice and allow to avoid power leveling by pushing misc skills above major/minor

past pendant
void roost
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But best 10 skill will be used to calculating player level but what about attributes?

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If player have best skills at 60 but rest train up to 59/60, he still will get very high amount of attributes?

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In one way, I understand to slow player from reaching very high level and absurd about of health but that's why player train misc skills even inputted n vanilla - to get attributes multipliers from skills

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And I understand that there is no possibility to keep specialisation +5 skill bonus but delete mechanic which make choiced spec skills required 80% of progress to increase skill

past pendant
past pendant
past pendant
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A less strict solution could be to take into account every skill increase and their related attribute, but with a gradually decreasing formula

swift hornet
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I'm curious to see my level with that formula instead

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Since I never boosted misc skills lol

past pendant
void roost
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so misc skills will increase attributes but only top10 skills will affect player level?

static folio
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This sounds like some strange form of oblivions leveling system

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Efficient leveling

swift hornet
past pendant
past pendant
swift hornet
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also your fresh loot mod is so dope

past pendant
past pendant
swift hornet
swift hornet
swift hornet
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Now I'm excited for this new version.

past pendant
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About limiting the attribute growth in case of misc skills increases, if I add a player level-based limit but still want to account for every skill increase, I'll need to work on attribute proportions and the player may experience attribute decreases

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for example, suppose you only increase your major/minor skills up to player level 10, with a warrior class: You'll get attribute growth on Strength, Agility, Endurance.
Then you decide to start casting spells by increasing the Destruction skill: I'll have to increase the Willpower attribute, but as the total attribute growth already matches your level, I cannot add to Willpower without removing from other attributes

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I'm afraid that system will confuse players, or even frustrate them

wet escarp
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Since I can't get get the stat menu to open and I haven't been able to get any fix, how would I go about disabling just this mod from my Total Overhaul list?

past pendant
wet escarp
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Still unable t access the stat menu tho

past pendant
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if you press F10 to see the log, the press the menu key, do you see any error in the logs?

wet escarp
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Haven't tried that yet

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I'll do it rn

past pendant
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also, did you checked in NCGD settings page that the stats menu key was correctly defined?

wet escarp
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Yeah that I did

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It's set as N

wet escarp
past pendant
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could you try to:

  • load you game save
  • open the console
  • type:
luap
I.NCGDMW.ResetStats()
  • close the console and wait 5 seconds
  • try N again
wet escarp
past pendant
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I don't know why but NCGD was not started

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which version do you use?

wet escarp
past pendant
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alright

wet escarp
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Am I gonna have to type that command every new game?

past pendant
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I think you have a version 3.5.X

past pendant
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version 3.6 changed the chargen detection mechanism, so I hope it's fixed

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but your bug has not been reported yet, and I don't know what's happening

wet escarp
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I've been trynna find a fix for days lol

past pendant
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sorry for that

wet escarp
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All good!

swift hornet
void roost
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I think that attributes should rise when leveling skills like it's working now, just player level limit to top10 skills

past pendant
# swift hornet Couldn't you just make the top 10 skills be what contributes to attributes?

The issue with that is when a skill reaches the top ten.
Suppose you only have warrior skills, and decide to raise Destruction.
When it reaches the top ten, and replaces Long Blade for example, should we remove attributes gained thanks to Long Blade and replace them with those impacted by Destruction? I don't think so.
If we just keep both, we're back to the too-many-attributes issue.

swift hornet
past pendant
swift hornet
past pendant
swift hornet
past pendant
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The only solution I have is to only consider attribute proportions, based on all raised skills, and use the player level to set attribute values based on the proportions.
But this implies losing some attributes when you change your skill profile (e.g. warrior to mage)

swift hornet
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or you just dont cater so much to people changing their entire character halfway or later in a playthrough. because misc skill abuse is the same thing that vanilla encourages.

past pendant
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Yes, another solution is to release the constraint on misc skill abuse

swift hornet
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you also end up with people like me who never touched misc skills and have giga attributes but low level.

past pendant
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Maybe I'll add a setting:

  • limit attribute growth to player level
  • or not
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  1. May be weird as you can have decreasing attributes when you shift your profile
  2. May lead to abuses
swift hornet
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like the leveling system being balanced around misc skills just seems too hard to impliment. because misc skills don't matter in vanilla except just to exploit

past pendant
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I think I prefer the first option, but I'm sure most players will prefer the second πŸ™‚

past pendant
swift hornet
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like me personally, i'm likely never going to change my mind on a build concept when im already level 20 or something.

past pendant
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I also want to remove skill gain advantage on major/minor/specialization skills

swift hornet
swift hornet
past pendant
past pendant
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Moreover this mechanics penalizes multi class profiles

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Are you strongly against that?

swift hornet
past pendant
swift hornet
swift hornet
past pendant
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The idea behind NCGD is to do more choices during your playthrough, and less during chargen

past pendant
swift hornet
swift hornet
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not saying this would happen, but it could

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would the leveling formula that factors only top 10 be like vanilla? where 10 skill levels give a level?

past pendant
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10 skills -> 1 player level

swift hornet
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because that would have made my save i sent you WAY higher level lol.

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considering major gave 8% and minor gave 5% and i never touched misc skills

past pendant
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8% of what?

swift hornet
past pendant
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Ah. That's not vanilla πŸ™‚

swift hornet
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each skill up is 10% in vanilla, this current version on NCG is 8% for major and 5% for minor and 2-3% for misc right?

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so if you don't touch misc you'll have a lot of attributes and be lower level like that save i sent you

past pendant
past pendant
past pendant
swift hornet
swift hornet
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that slope of early game leveling being slow then speeding up later is weird for sure. the 10 skill ups being 1 level always works well because as skills get higher they get harder to raise

past pendant
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I think we're ok on the player level progression

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Regarding attributes, maybe I'll allow abuses to prevent frustrating limits and decreases

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But what I can also do is make attribute growth proportional to the raising skill level

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Like, low growth below level 15 (minor skill limit), higher above 15

swift hornet
swift hornet
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which is annoying enough to not wanna do it

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maybe higher threshold than 15. maybe actually 50 because when you hit 50 its hard to find trainers

past pendant
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And I'd like to use my new formula I'm so proud of 😁

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But on attribute growth instead of player level

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The missing variable here is: How many attribute points per skill raise?
In vanilla, you raise 3 to 15 per 10 minor/major skill points, and with the current NCGD version, I think the slow attribute growth is around 3-5 points

swift hornet
past pendant
past pendant
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Maybe I can try with 20. I'm talking about the threshold to go over half the gain, not full gain

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Anyway, it's getting clear in my head, thx so much for the brainstorming. I'd like to share these ideas with @shut wedge once he'll be available, and then 4.0 will be on its way.

swift hornet
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if that's the case how does my save have too high attributes for level 9 when i never touched misc skills?

past pendant
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3-5 with a slow growth setting, but it can be different, as it depends on the so-called exponential formula that can produce higher values.

swift hornet
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how would the new version affecta character like that? would i be way weaker?

past pendant
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I think

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When I say vanilla is 3-15, it's not the average at all

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15 is only when mon-maxing to the death

swift hornet
swift hornet
past pendant
swift hornet
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so maybe itll balance out, i suspect it will

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i'm just excited in general for it, because it's already a great mod, it cured the biggest gripes i have with vanilla leveling, so it can only really go up from here

past pendant
swift hornet
spark pawn
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I was wondering with this mod do major skills contribute more to attribute gains than minor skills and minor skills more than misc skills? I remember when playing modded Oblivion I used Ultimate Leveling: https://www.nexusmods.com/oblivion/mods/49134. One of the things I liked about that mod was that it took into account class specialization, favoured attributes, racial bonuses, and major skills when calculating attribute increases and I was just curious if NCGD does anything similar.

past pendant
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Specialization is not directly used, but as it gives you a bonus to the related skills and a bonus to their gain, it's easier to increase the impacted attributes

void roost
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Imo ncgdmw work nicely right now, just only lvl rising from increasing all skills makes charakter to overpowered

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I had idea to make lvl based on "top10 skills / 10" which make player with top10 skills at 100 have player level 100 but for this working, health should be calculated based on current stats like in MWSE stat-based health where player don't need increase endurance ahap asap because even on high lvl, increasing strength and endurace will make these same amount of health

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  • player don't need to start on str+end build and rush end to get the biggest HP bonus on every lvl
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  • player starting with combat HP based build don't have any profit from maxing STR+end because mage after reaching these same amount of str+end on high lvl will have these same amount of hp
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So warrior which learn magic at mid-end game have these same health amount like mage which in mid-end game increase end and str based skills

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Only profit is from race and birthsign profits like magical from int or attributes bonus which isn't count when leveling

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Some people like this e.g. me
But I know, that's can be very controversial

swift hornet
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Pretty sure you have a setting for state based hp anyway

past pendant
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state-based HP is already a setting

void roost
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Someone said that stat-based health is only checking stats to modify but health isn't only stat based -if you understand what I mean

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Your health increased every level by 5/10% but stat-based health modify when e.g. endurance is damaged by spell

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But truth is I don't check this how it's working exacly

void roost
past pendant
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if it's not checked, then it's not dynamic (exclude buffs), but it uses the same formula

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ah ok, but I don't want to start level 30 πŸ˜„

void roost
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But if it's checked then it increases with my level?

past pendant
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it always increases with your level, checked or not

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health formula is like baseHealth + (playerLevel - 1) * (4*END + 2*STR + 1*WIL)/7

void roost
past pendant
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ah yes, actually by top 10 skills, I mean their increase, not their base value

void roost
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If my math is correct XD

past pendant
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after chargen, I sum the 10 best skills, save the sum, and then each time a skill is increased, I do a new sum of the new 10 best skills and subtract the original sum, then divide by 10

void roost
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I think ot will be very ok

spark pawn
past pendant
spark pawn
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Morrowind thrives on planning. Why limit the importance of the player's starting choices? I never in a single playthrough become Arch-Mage of Mages Guild, leader of the thieves guild and leader of the fighters guild. Instead I create a new character and choose a race and class that coincide with that character's goals. I'd just prefer if those starting choices were significant throughout my playthrough rather than just the beginning.

past pendant
dawn spindle
spark pawn
swift hornet
spark pawn
swift hornet
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I enjoy the idea and concept of more freedom, but the early choices almost not mattering is definitely not my favorite.

Tho I don't have to rush endurance or do bs training misc to get full attributes per level so this mod is already 10/10 for me.

spark pawn
swift hornet
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I always pick conjuration when I make a new guy. The free ghost spell is too good and there's virtually no drawback

spark pawn
past pendant
void roost
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Maybe it should be a nice idea to give starting spells with no matter what skills he choice during character creation

swift hornet
past pendant
swift hornet
past pendant
void roost
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To get starting spells you must get min 30 skill points in related magic school to get starting spell of this school

swift hornet
void roost
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If you create e.g. orc with combat spec, then even choosing magic as major you will not enough to get starting spells

swift hornet
swift hornet
past pendant
void roost
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But for e.g. most chars with combat as major, magic as minor, even choosing magic spells will be not enough to get starting spells

past pendant
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But about skill gain boosts, you have good points

swift hornet
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I actually get 2 free spells.

past pendant
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Starting spells also depends on your willpower

swift hornet
past pendant
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It depends on your casting chances

past pendant
swift hornet
dawn spindle
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Okay, hear me out. How about minor skills total is capped at 2/3 of major skills total. Misc skills total capped at some lesser fraction.

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Perhaps misc skills are capped at some portion of major+minor. There are so many more of them

void roost
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Maybe my mistake and wrong observation

swift hornet
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And I'm not even saying it shouldn't be that way, I just think that making that choice should impact your character in some way. It should have opportunity cost.

spark pawn
# past pendant I don't get why using the 10 best skills to define the player level at any time ...

I'm not really saying that the 10 best skills scheme promotes cheesy tactics. It's more that it minimizes the importance of major and minor skill to being almost pointless beyond the beginning of a playthrough. I was wondering if the same intentions behind the 10 best skills scheme could be achieved by increasing the weight major and minor skill have on attribute and level calculations. For example, if I choose the Acrobat class, every two skill points in Acrobatics could increase speed by 1. Whilst if acrobatics were only a misc skill I would need 4 skill points to achieve the same speed increase.

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None of these numbers are hard and fast. IDK exactly how calculations work in the current version of NCGD

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By the end of a playthrough, an Acrobat and a Warrior could look completely different attribute-wise despite similar skill investment.

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This could also work the same for level calculations. If the Warrior and the Acrobat decided to invest in the same skills, yet for the Acrobat these are major and minor skills and for the Warrior these are only misc skills, the Acrobat should end up being a much higher level than the Warrior.

dawn spindle
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I like where you're going here

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Less punitive that my suggestion πŸ˜†

spark pawn
swift hornet
dawn spindle
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Capping lesser skills (or nerfing them with the mod I linked above) is the way I am seeing to keep training from making every character a universal prodigy who is all things to all factions.

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I have tweaked Useful Starting Spells (https://www.nexusmods.com/morrowind/mods/40439) and liked it. It doesn't address scummy skill choices for maximum starting spells, though. I usually addspell whatever spells I want my character to start with "for RP", though. I'd rather cheat than make degenerate starting skill choices.

past pendant
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I usually like to prevent any exploit, but we have to be careful to not distort, limit or degrade NCGD's quality just to prevent some min-maxers extremists from using unnatural and fastidious strategies

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Moreover, we have to consider NCGD in a balanced mod setup where economy mods prevent you from abusing of trainers and other game weaknesses

shut wedge
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Which is what we try to do on MOMW with Expanded Vanilla and Total Overhaul sipsshein

swift hornet
spark pawn
# past pendant I get you. There are multiple ways to consider that. But NCGD is about freedom a...

I guess I just don’t really understand the sentiment here. Morrowind is an RPG where the player’s choices have consequences. Why should the player’s starting choices during character creation be any different? I’m sure a lot of people during their first visit to Balmora joined House Hlaalu not knowing that they would be blocked from joining the other houses. Because of that possibility of making that simple error early on in a playthrough, should we allow the player to join any house regardless of any prior affiliation? NCGD isn’t part of any MOMW modlist designed for a first playthrough, so most players that use it will know that in Morrowind when some doors open, others will close. I don’t think making the player’s choices in class selection more important necessarily restricts player freedom and boxes the player in as much as it incentivises planning.

shut wedge
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We're talking about what I consider to be the original spirit of the NCGD mod, going back to the very first version by Greywander.
I have never carried on a deep discussion with them but I imagine that one of the design principles of the mod was to not restrict players' growth (based on its original code/design).
Of course that and anything else is up for interpretation, we're trying to strike a balance here.

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You're definitely not wrong and your ideas aren't bad. It's just something that we as long time players and maintainers of NCGD don't find as an easy thing to change or think about how to change in a way that fits the overall feel of the mod (again, in our views)

spark pawn
past pendant
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Here is how attribute could grow based on their related skills increases

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The growth is like a percent 0 to 1, see it as 0 to 100%

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That way, misc skills have a low impact on attributes, except if you train them to the max of course

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We have then to define what is 100% growth

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In vanilla, during a level up (10 skill increases), you can increase from 3 to 15 attribute points. On average, without excessive min-maxing, we could take 4-8 points

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If we say 4 is the max gain per level up, that means a skill can contribute up to 4/10 = 0.4

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According to the graph, a skill level 20 would then contribute to 0.4 * 0.5 = 0.2 attribute points, distributed over its 4 impacted attributes

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That 0.4 could be the slow attribute growth setting

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Normal growth could be 0.6, fast 0.8

past pendant
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But if you're able to quickly train many skills, then your mod setup has flaws

past pendant
# dawn spindle Okay, hear me out. How about minor skills total is capped at 2/3 of major skills...

That's interesting. I'm thinking about a customizable approach based on your suggestion:

  • minor skills cannot go over the lowest major skill
  • misc skills cannot go over the lowest minor skill
  • the customization could be: cannot go over X percent of the lowest skill of the higher skill category
  • with that approach, no need for the 10 best skills defining the player level, we can use the vanilla approach
golden coyote
past pendant
swift hornet
swift hornet
swift hornet
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Tbh, the only time I ever really train is with skills that are frankly way too annoying to ever level

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Or when the trainer is also a shop owner and I need a way to give them more gold so I can sell them my stuff

past pendant
swift hornet
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Both for the right price and the merchant skills.

swift hornet
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Also this idea satisfies the "char gen choices matter" topic.

As far as training itself, Idk how you could nerf it without it just being unusable. Some skills just absolutely suck to level on your own

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like if i couldn't train speechcraft, i'd need it to level like 10 times faster unironically.

past pendant
past pendant
swift hornet
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speechcraft just feels extremely annoying to use in this game lol

past pendant
swift hornet
past pendant
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if speechcraft is really important for you, set it as major and minor. This is the very purpose of the new approach

swift hornet
past pendant
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haha

swift hornet
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like it literally just never works, i have to use bug musk for literally any admire check to ever succeed

past pendant
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hmmm maybe talk about that on the momw thread, it may be a balance issue

swift hornet
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this is just the skill being awful to play, not the mod in general

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the training thing and the early game spells thing is just discussing what you COULD do, not what i do in actually play

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I just wanted to have real data when testing

swift hornet
past pendant
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IIRC I looked for random NPCs with a low speechcraft skill to ease the training, before going back to those related to my current quest

swift hornet
swift hornet
golden coyote
past pendant
golden coyote
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You can show message: "You don't have training sessions left". And add sessions count to your UI.

past pendant
dawn spindle
dawn spindle
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Sorry I haven't been up during your days to chit chat, hope you are well. I enjoy your work a lot!

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At any rate, we are discussing extending the gameplay revolution of NCGD, so it suits us to tread carefully and mindfully indeed! It seems tasteful to at least give homage to MW's vanilla character progression, despite having evolved so far from it already.

past pendant
past pendant
dawn spindle
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Maybe "...the average of your major skills which is X" even better

past pendant
dawn spindle
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Is it still good if the restriction only applies to training, then? @past pendant

dawn spindle
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Fits with the mod's name, too πŸ™‚

past pendant
dawn spindle
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Did you consider this?

when I have a -100 skill-nerfing debuff in place from ⁠Daggerfall-style advantages and…, training costs 1 septim and leaves the skill at 0 (forever). Maybe this behavior could be useful

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This behavior would make it very clear which skills can not be presently trained

past pendant
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That way the player didn't even lose 2 hours of training

dawn spindle
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This is how it looks with Special Disadvantages and Advantages

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Probably " - 1" is cleaner than "- 89234758973" πŸ™‚

past pendant
dawn spindle
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With SD&A, training costs 1 gold for "ineptitudes" and has no perceivable effect, other than costing 1 gold and 2 hours (edited for accuracy)

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Perhaps it can detect when they train at 1gp and pop the message if so

past pendant
dawn spindle
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@past pendant Ah okay, I wasn't sure if the debuff curse I referenced from the other mod would allow the skill to be 1 long enough to be detected before resetting it to 0. I can train that "disabled" 1gp skill over and over with no effect other than the 1gp cost

past pendant
dawn spindle
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Aye

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Probably a good slap on the wrist for attempting πŸ™‚

past pendant
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It has a real impact if decay is enabled

dawn spindle
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More than once, maybe twice, is madness anyway

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More power to them if they like learning the ABCs over and over, I say!

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I cannot imagine many players continuing to pay 1gp and wait 2 hours for nothing at all, especially with a warning message.

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nothing at all
I mean, apart from the quality time with Caius πŸ˜‰πŸ’‹abscaius

swift hornet
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So what exactly is this?

dawn spindle
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...to bring some meaning to major/minor/misc under NCGW, beyond starting values/spells.

swift hornet
dawn spindle
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Well, the scope of the discussion narrowed a bit while you were away, friend. πŸ™‚

swift hornet
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I can see that lol.

dawn spindle
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Esentially because an error message cannot be displayed each time a capped skill is used in the world

swift hornet
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True. I appreciate the desire for so much transparency. Though I wish it would be easier to impliment a guide book or tutorial on how leveling works with the mod

#

That way you don't have to worry so much

dawn spindle
#

And it's confusing and cruel to users otherwise. This mod is in MOMW modlists, so kid gloves are called for

shut wedge
#

Though I wish it would be easier to impliment a guide book or tutorial on how leveling works with the mod
Hey this is a really neat idea, maybe it could be in the form of an actual ingame book

#

or even a more UI-based thing

swift hornet
#

That's what I'm saying

shut wedge
#

I'm definitely curious to hear your thoughts

swift hornet
#

It's WAY easier to warn the player upfront rather than when it's actually happening

swift hornet
dawn spindle
#

Johnny! You already made an in-game manual, and your avatar has handed it to me many times, you sly one

swift hornet
#

That's unhinged πŸ˜†

shut wedge
#

We do describe the mechanics of the mod in the README, do you find any of that lacking? Just wondering if that content is appropriate for a theoretical ingame book or if we need more/different content.

shut wedge
swift hornet
shut wedge
#

more? less? different words? Help me out πŸ™‚

swift hornet
dawn spindle
swift hornet
shut wedge
swift hornet
dawn spindle
#

Experienced players are likely to get right back into to their old favorite game post-install, and expect no changes that aren't obvious.

swift hornet
shut wedge
#

Nice, I like that

swift hornet
dawn spindle
#

So much dancing to get around UI-modding limitations. :sigh:

shut wedge
#

When you give folks the power of automatically installing + configuring 500+ mods, the biggest challenge is properly setting expectations about what they are getting.

Sure we have the FAQ, and people can look at the actual mod list, but it takes time to digest all of that and I can totally understand the excitement and wanting to just jump right in.

swift hornet
dawn spindle
#

Further, if a player is handed a library when they start, nothing will be read at all.

shut wedge
dawn spindle
#

Slippery slope.

shut wedge
swift hornet
shut wedge
#

my dream UI for the N'wah's Guide or really any other kind of tutorial UI is something like a checklist that the user can tick boxes in and get a % completed.

dawn spindle
#

I have seen some pretty divergent UI implementations in .48/.49!

shut wedge
dawn spindle
#

I have presumed that nothing major will be accomplished in this vein prior to UI dehardcode, since it would be effectively obsoleted even if still supported.

swift hornet
shut wedge
#

Ahhh, great callout. Maybe we should make it more expensive for MOMW lists.

#

I appreciate that feedback.

dawn spindle
#

To me, it's "realistic" for it to be cheap. It should just take way longer than a strider or ship. TBH not sure if it does that currently. Seems like the cheap and slow travelfare for sure though

swift hornet
swift hornet
shut wedge
#

It's hard for me to remember exactly what the methodology was for the pricing but I want to say I was trying to be close to what vanilla prices are for roughly equivalent distances.

dawn spindle
#

We are limited in what tradeoffs we can make to balance fast travel, since risk is eliminated from the equation. We have: how long it takes and how much it costs. I'm all for scaling all travel up in cost (esp. teleportation) for economic balance reasons, but it's just good design to have relative tradeoffs between the travel modes that make thematic sense (to the extent possible manipulating just two variables).

#

Buuuuut...I think we have gotten pretty far afield from NCGD on account of Johnny's book.

swift hornet
#

Did the channel turn read only for anyone else? It was like that for me this whole time after I sent my last message

swift hornet
shut wedge
#

No worries, it's a tangential discussion really

dawn spindle
swift hornet
#

So as far as NCG is concerned. I like the limiting of skills idea you made. Id definitely want it to be a limit to all growth and not just from training. As once a skill hits 30-40, the training cost is very real to be fair.

It's just once it's that expensive, you can just use the skill normally.

dawn spindle
#

We were talking about the no-manual design of NCGD and if it must be preserved or not.

shut wedge
dawn spindle
swift hornet
dawn spindle
#

I also agree with having skill capped everywhere, not sure where @mym stands. Might be we were just hammering out details and he went to bed to town in France.

swift hornet
#

France is cool. It's 1:25pm for me rn and I'd LOVE to be asleep

#

That sounds amazing

swift hornet
#

So an in game book or guide could help

dawn spindle
#

Even an additional UI is an imposition on the user.

swift hornet
shut wedge
#

I just want to say that I really love and appreciate the thoughtful discussions that have been going on in this thread. It's so awesome to have so much engagement and so many great suggestions from everyone.

dawn spindle
#

These little impositions can add up across a big modlist, and modded Morrowind becomes less fun.

swift hornet
dawn spindle
#

It still behooves us to differentiate between bare-NCGD context and MOMW list context when discussing where to go with the mod

swift hornet
dawn spindle
swift hornet
dawn spindle
#

That is not how it works with the method I proposed to mym

swift hornet
#

Method likely doesn't matter. That has always been the case in every version.

#

I'm strictly speaking of mod list users. Like the player knowing the mod is there. Or at least knowing something is doing that.

dawn spindle
#

You are πŸ’― correct about the 0/100 for progress thing, my bad.

#

You make a good case.

swift hornet
#

No worries here. I was just saying strictly for mod awareness because that was a big talking point.

I feel you'd have to be especially oblivious to not notice it at some point lol.

dawn spindle
#

...but I cannot be sure that mym took it in that way.

swift hornet
#

True. I mean worst case they didn't take it that way and we just correct it.

dawn spindle
#

He will see it, I'm sure.

dawn spindle
shut wedge
#

Yeah! Collaborative development can really be a blast, especially when we're all so passionate about the thing we're working on!

swift hornet
dawn spindle
#

It's the same amazing feel as collaborative brainstorming on projects in broader senses, very good feels.

#

It's okay Nerd, I didn't mean you 8P

shut wedge
swift hornet
swift hornet
dawn spindle
past pendant
#

What did I miss?

dawn spindle
#

Mmm, I unironically think it needs more discussion. The cursing method I shared from that other mod holds the skill at zero specifically, instead of whatever non-zero skill. Not sure if it works the same (or at all) if you are trying to limit the skill to something other than zero. This was an oversight on my part when proposing that method. Maybe you have another approach in mind.

#

We have a path forward for training caps at least.

#

...which is dynamic adjustment on entering/exiting the menu

past pendant
dawn spindle
#

Mr. Nerd is correct that we'd rather have it be for skillups as well.

past pendant
swift hornet
#

Yeah, as I mentioned i think modlist users won't actually struggle with mod awareness here because they would notice level progress not working or moving.

dawn spindle
#

they would notice level progress not working or moving
...if that is how it can be made to work at present

swift hornet
#

I mean the vanilla menu. Like players are gonna know this mod exists or something is happening then go to the FAQ.

#

So a direct notification when they try to level a skill past the limit might not be needed

dawn spindle
#

OH, do you mean level progress or skillup progress meter?

swift hornet
#

Level progress

#

The bar when you hover your level

#

It's even part of the modlist faq "Why doesn't my level progress bar move at all?"

dawn spindle
#

Ha! Wow, I have not seen the level progress meter since I started using NCGD. Regardless, the lack of progress on the meter will indicate nothing about capped individual skillups, just like it indicates nothing now. That pop-up is a relic of vanilla MW leveling

swift hornet
#

Also they would notice not getting the "you should rest and meditate in what you've learned" message after 10 skill ups.

swift hornet
past pendant
dawn spindle
swift hornet
swift hornet
dawn spindle
#

The level progress meter being dead weight is ancient NCGD history that cannot be changed, or it long since would have been.

swift hornet
#

I'm saying the player would literally see the progress meter not working and the level up message not showing. Then go to the modlist faq or ask about it

#

This is absolutely true because there already is an faq for this EXACT scenario that I just described lol

dawn spindle
#

They will go to #general and ask, let's be realistic! 🀣

swift hornet
#

But then they get the same answer.

#

Which is "NCG mod is doing that" then they look it up

#

See the features and what it does

dawn spindle
#

And then they update NCGW through umo and there is a stealth change

swift hornet
#

But that doesn't relate to this specific discussion about this feature.

#

A skill limitation setting isn't a stealth change anyway.

dawn spindle
#

It's a larger discussion about changing mechanics with no UI to reflect it

swift hornet
swift hornet
#

Like you have to literally go in and manually turn it on, how would you not know what happens?

dawn spindle
#

Also why does it need a UI change if it's a setting that is default off?
It's also this conversation. I'm with you.

#

I don't know that we have a graceful way to cap the skills outside of the training window. The training window is the low-hanging fruit, and arguably the bigger impact.

swift hornet
swift hornet
dawn spindle
#

I think making a succinct case for why it isn't just training that's capped would be helpful to mym. That is what he asked 17 mins ago.

past pendant
swift hornet
dawn spindle
#

We discussed skillup caps defaulting to Off

swift hornet
#

Like i want to be able to have the lame skills level fairly quickly, and not have to change settings when they get a reasonable level.

Capping natural skill ups gives me that.

You could even make the skill up limit 2 settings, 1 for training and the other for training and natural.

past pendant
#

Thx you both, give me time on that, I'll get back to you

swift hornet
#

You are the goat.

past pendant
#

For natural skill ups, I think the player earned them

#

my main issue is with trainers

#

easy level up

past pendant
swift hornet
past pendant
#

what do you mean by "qol reason for natural" ?

swift hornet
past pendant
#

ah yes

swift hornet
#

if a player uses those settings ever, it's really easy to over level that skill because it is too fast

#

because a normal player isn't gonna know the exact formula.

#

so setting a limit naturally can assist in that situation specifically

#

it gives a compromise between better qol for leveling slow skills, and not going overboard by accident

past pendant
#

about the capping formula, I don't really like the idea of using an average of the upper skill category

#

I prefer the simple concept of major skills are greater than minor skills, which are greater than misc skills, period

#

simpler to understand, and seems more coherent to me

swift hornet
#

i just prefer it exist at all

#

the method of which you decide is totally fine regardless, because it has direction

past pendant
swift hornet
#

no apologies needed, all i care about it that it exists and also can have a setting to also affect natural skill ups

#

because i do understand that most players don't havea grasp of the economy in the game like i do, and likely can't abuse training so well. They likely spend money on supplies and other stuff because their early game characters aren't as powerful

past pendant
#

@dawn spindle you said you didn't like the formula "minor skills cannot go over the lowest major skill", but do you have any other reason that "not nice"? πŸ™‚

past pendant
dawn spindle
swift hornet
#

as you could just train to your limit then level past it normally.

past pendant
dawn spindle
dawn spindle
#

I have not crunched any numbers yet.

past pendant
swift hornet
dawn spindle
#

Time never becomes a limitless resource like money does, though

past pendant
swift hornet
past pendant
dawn spindle
#

There are also couple of skills that allow AFK levelling, but they are few (without an autoclicker or Sikuli or something)

swift hornet
dawn spindle
#

@mym Just reinforcing that capping training only is 99% sufficient.

#

Also, I think the rule of: "you can't train a skill above the lowest skill in the next category up" is simple and lovely.

swift hornet
dawn spindle
#

@swift hornet , I agree that it would be fine if it applied to skillups, too. At the end of the day, each of us is responsible for not degenerating our play, and manual practice might be just how some people want to spend their play sessions.

swift hornet
swift hornet
#

as you don't even need to really spam cast for practice, they just grow really fast when you can actually cast real spells

dawn spindle
swift hornet
#

i'm also just expressing a desire for the skills i hate to level quickly but also have a limit in case i don't pay attention enough

dawn spindle
#

I usually mod better starting spells or spellcraft me up some good early spells for my char. It makes sense to me that if you have 5 or 10 in a skill, practice won't do much -- you'll be needing a trainer before you can even practice by yourself.

#

I can dream of a big switchboard in NCGD to allow users to change the leveling rate of each skill individually. That would solve your use case as well

dawn spindle
#

At that rate, just console them back down if you get too skilled. NCGD will gracefully delevel you if needed.

swift hornet
#

this is me being selfish

past pendant
swift hornet
past pendant
swift hornet
past pendant
#

the "lazy" point talks to me

swift hornet
past pendant
#

please stop make my reconsidering again and again the approach πŸ™‚

swift hornet
past pendant
#

yeah, it takes time to enter my brain... but it does

swift hornet
#

It's just a more pleasant way to skip some of the lame aspects of morrowind.. speechcraft cough cough

dawn spindle
swift hornet
dawn spindle
#

I am all in favor of capping both training and skillups. I just see training as very low hanging fruit, since the implementation is already fairly clear.

#

@swift hornet I was thinking more around just taking it over entirely so NCGD can govern based on the combination of attributes it uses for each skill instead of a single attribute.

dawn spindle
#

It's an idea to run by @past pendant

past pendant
dawn spindle
#

Yep

#

I was more imaginining the same weighting of the attributes that the mod uses for distributing attribute increases from skillups

#

...like, with enough Willpower and Personality, you might be able to raise Mysticism beyond your Intelligence. Random idea from me again. 😊

past pendant
#

Let me sleep on that. I like the concept, but I feel the impact on the whole system.

#

πŸ‘‹ πŸ’€

dawn spindle
#

Bon soir mon frere

dawn spindle
#

I have been self-enforcing the "rules" we discussed for skillcaps in NCGD. It's not too much different from how I have been developing characters specifically for distinctness. It has been my preferred way for a long time. I am able to constrain myself to it, but understand that others don't have the self-control. Of course, I think everyone should play MW and drive a car more like I do! Just gotta force them to. πŸ˜‰

past pendant
#

After discussing with @shut wedge, we won't limit natural skill increases for now. Only training will be capped using the new rule major > minor > misc

past pendant
#

For now I prefer to test the new rule we elaborated together

dawn spindle
past pendant
#

Me too 😁

dawn spindle
#

Oh wow, what a combinatorial nightmare!

past pendant
#

True

dawn spindle
#

Mehdi had me nodding on his first proposal up until Alchemy got Speed.
Is there a spreadsheet available of current NCGD governing skills matrix? I would like to visually diff Mehdi's 2nd proposal

past pendant
#

I can share you a copy of my Google sheet if you want πŸ˜…

#

Mehdi is me

#

But there is already an ODS sheet in NCGD archive

dawn spindle
#

Standing by, unless you need anything from me in order to share.

dawn spindle
#

What is "Lord Chop" and what is the third set of values, please?

past pendant
#

Lord Chop is the guy who opened the issue

#

Third table is my proposal

dawn spindle
#

Thank you

#

Initially, I think this is the only change I could defend:

#

I have to say that balancing that spreadsheet is like having a melee battle in a phone booth!

#

@past pendant

past pendant
dawn spindle
#

That is a good point. I need to really dive into this and keep balance in mind.

#

It reminds me of solving Ken-Ken puzzles. 😁

#

I will do my best to provide you some feedback of value!

swift hornet
swift hornet
#

You don't really need to limit training for skills anyway because training is only really really busted for making a skill not be at 10 lol.

Once a skill is at roughly 50, you can't even train it realistically anyway because you gotta find a trainer for it.

#

It's not so much about self control or whatever. It's more about what we originally discussed about the major/minor choices mattering.

dawn spindle
#

Laziness and self-control are a part of the same spectrum.

#

take whatever magic skill you want as a major and get the free spells
The skill-capping we have discussed would address this squarely, I believe.

swift hornet
#

I'm aware. I'm just illustrating my point that I'm not sure what training limiting in this fashion actually does. Because the training limit is already when almost everyone stops anyways because a skill is only unusable when it's lower than 30-35.

dawn spindle
#

That is a big assumption on your part.

swift hornet
#

I don't really think so. Because training after level 50 is already extremely inconvenient to the player as there's only a handful of trainers in the game able to even do it.

#

Once you hit 40 in a weapon skill, you almost never miss except vs very agile enemies, and once you hit 30-35 in a spell skill. You have at least a 50-60% chance to cast virtually any spell.

#

And alchemy becomes entirely self sufficient the moment you hit 25-30. I tested it last night at the request of one of my friends and I trained alchemy from like 9 to 25

#

Then made potions for an hour and it was lvl 100.

dawn spindle
#

How you play is not how everyone plays, believe it or not! And the skill that is least tempting to train makes a poor example against capping training as discussed.

swift hornet
#

But that's my whole point tho.. alchemy literally never needs to be a major or minor skill. It can always be misc and just be level 100 anyway.

I'm not saying anyone even has to change anything. This is a setting default off after all. I'm just saying why I'd likely never turn it on because I have to self manage anyway.

dawn spindle
#

I get where you are coming from. If mym and johnny both nix it, seems like all you can do is make your best case and offer constructive ideas, and move on to bigger and better things.

swift hornet
#

That's what I'm doing currently lol. I'm presenting numbers to actually reference, not coming from a place of "hey 2 out of 100 gamers are gonna exploit this"

#

I mean hell the mod literally let's you change skill gain settings lol.

dawn spindle
#

Well, to be fair, you have included "appeal to majority" among your many fallacious arguments. πŸ™‚

swift hornet
#

Anyone can just say you get 1000% skill progress for making a potion or talking to an npc once.

swift hornet
dawn spindle
#

Yeah, NCGD was part of a long evolution of leveling mods. It's pretty different from MW leveling, and raises new issues.

swift hornet
#

If i was the only person who felt this way, i wouldn't really say anything except bringing it up maybe once.

dawn spindle
#

I'm fully down with being free of rest-to-level and min-maxing attribute gains per level.

swift hornet
dawn spindle
#

The flattening of the skills out of maj/min/misc was a cost.

swift hornet
#

They could literally make 30 overall bad decisions with development and it's still better than vanilla

dawn spindle
#

True

swift hornet
#

I'm just expressing and explaining that concern specifically. And I'm just also trying to understand why capping training does anything at all.

dawn spindle
#

Picking your least favorite skills as maj/min so that enemies would be underleveld...you think that this would be foreseen.

swift hornet
#

Because the most you're doing is stopping the play from gaining MAYBE 10-15 skill levels

dawn spindle
#

I guess you don't refer to the list of master trainers very often.

swift hornet
#

Or even expert

dawn spindle
#

Training becomes exponentially efficient. Practice doesn't. Does that help?

swift hornet
#

But training becomes also exponentially way more expensive and inconvenient.
Especially with for the right price.

Also practice does with NCGD because most skills level faster the higher you make them.

dawn spindle
#

Income is also exponential. Inconvenience is a lack of knowledge and experience.

#

Also practice does with NCGD because most skills level faster the higher you make them.
This is settings-dependent and not true in MOMW lists.

swift hornet
dawn spindle
#

The player's real life time is not exponential, so practice loses, even with expensive spells.

#

Yes, I assume magicka-based

swift hornet
#

But most players aren't going to amass the money required to train that high anyway. If they can, then capping training definitely doesn't do anything because you can afford it.

dawn spindle
#

But most players aren't going to amass the money required to train that high anyway.
This is so, so, so wrong.

#

Capping means disallowing training whatsoever, not just making it expensive.

#

We were not on the same page at all! πŸ˜†

swift hornet
#

It literally doesn't. Because you can just train the lower skill. What on earth are you talking about?

#

If you're able to afford expert or even master level training. Then training up to that point is almost a non issue.

dawn spindle
#

Okay, I was wrong there haha. But the runaround becomes an extra cost. There we are again with time being the real resource.

swift hornet
dawn spindle
#

I have definitely teleported around between trainers to bump up lesser skills strictly for the attribute gains, so I could eventually train up my dominant skill further.

#

It's a mechanic.

swift hornet
dawn spindle
swift hornet
#

You can and will. It doesn't change the gameplay loop at all. Because you just do what you were doing anyway.

dawn spindle
#

The fast choice is turboclicking training. The making of the money for it is the adventuring part of the game. I have to say that I basically never ever practice, because it's lame and boring to click click click and watch a number go up. I'd rather play Progress Quest.

#

Perhaps this is why only capping training makes great sense to me.

swift hornet
#

You can just train the lower of the major/minor skills like you already would.

dawn spindle
#

...it makes you figure out how to teleport around and make it happen

swift hornet
#

But you just said that isn't an issue because that's just player knowledge and skill..

dawn spindle
#

Hard to address your points individually when they are so rapid.

#

The playing of the game is the gaining of the knowledge and the skill. Not clicking in a corner.

swift hornet
swift hornet
dawn spindle
#

The money->skill mechanic of training is fundamental to the game. Corner-clickers need not be catered to.

swift hornet
dawn spindle
#

Hunting mudcrabs is different. Running instead of teleporting is, too.

swift hornet
#

My entire angle is that the capping of training doesn't actually change the loop in any way at all. You still just train the lower skills like you already wanted to for attribute gains.

dawn spindle
#

But those take time and decision-making

swift hornet
#

What you need to do in order to teleport around and afford all of it is the exact same

swift hornet
dawn spindle
swift hornet
#

It really isn't though. How is it any different. You even admitted that money isn't an issue because you can already afford master training.

dawn spindle
#

Making a plan to teleport around and which skills when, how to move the money if you are smart and play with .01 gold weight, etc...all of this is a metagame as old as Morrowind.

swift hornet
#

Which gives attributes anyway..

#

Also .01 gold weight isn't in any modlist for openmw

#

So this point is massively moot.

dawn spindle
swift hornet
dawn spindle
swift hornet
dawn spindle
dawn spindle
swift hornet
dawn spindle
#

Like I was saying earlier about differentiating that?

swift hornet
#

Were talking about the overall players. You JUST said how you play isn't how everyone else plays.

dawn spindle
swift hornet
#

You didn't get misquoted but okay lol.

I'm just not sure how you can say how I play isn't how everyone else plays, while also talking about gold weight, which I guarantee not many people use.

I also don't see how capping training does anything when it doesn't alter the loop that you literally said was "as old as morrowind" nothing was misquoted here.

past pendant
#

🀯

#

I hear you both

#

After dinner I'm take time to integrate the arguments

swift hornet
# past pendant After dinner I'm take time to integrate the arguments

My whole thing isn't bashing or anything. I'm just trying to understand what this type of capping actually does. Hear me out.

This is a setting that is default off, so the only people that actually want this on are people that have a tendency to exploit training too much, and want something that prevents them. The issue lies with the cap is what it actually does to prevent anything.

As all you need to do is raise your lower end Major/minor skills in order to then train your misc skills, the problem is that doing this gives you attributes, so you are already incentivized to do it. So it doesn't really do much to prevent anything, as the inconvience of training other skills is already rewarded with attribute gain. The monetary cost is also not relevant because if you can already afford expert/master training, you can certainly afford cheaper training.

If anything, training should be capped based on something that is more difficult to directly increase, which is the issue i'm having with finding an alternative. I'm not directly suggesting it be scrapped or changed, i'm just really unsure what this setting actually does to prevent anything.

past pendant
#

I agree with you on the fact that the training skill capping will not prevent abuses

#

But I think it will be more fastidious

#

I think NCGD should add discreet safeguards, but should not try to solve every issue in Morrowind

#

like I said, economy mods partially solve the training issue

#

also, skill settings partially solve the natural progression of misc skills (lower gains)

#

I think setting a hard cap on natural progression, even if it's a setting, will generate miscomprehension and frustration

swift hornet
#

but they people that DO turn it on, how does it actually stop them, when they are already rewarded for the slightly extra effort?

past pendant
swift hornet
swift hornet
#

the only real casualty from not capping natural skill ups is that alchemy is still a 100% free roll. you just never ever make it major/minor as it's effortless to raise to whatever you want.

past pendant
#

but I see that as an alchemy skill issue, not a leveling issue

#

meaning I'm not sure NCGD should do something for that

swift hornet
past pendant
#

maybe mods like Alchemical Hustle could do something on that

swift hornet
#

enchanting, speech, mercantile, repair are all way more annoying to raise

shut wedge
#

And at the opposite end you have a few skills that are stupid hard to level up, yep you nailed it and I'd add sneak to that too

swift hornet
swift hornet
past pendant
shut wedge
#

My hope is that as the Lua API grows we can make gameplay mods to affect those more impactfully

swift hornet
#

because you essentially have to make them a major skill in order for them to increase at a reasonable rate

#

in NCGD i unironically have sneak, speech, enchant, merc, and repair at almost 5-10 times the growth speed

past pendant
swift hornet
past pendant
#

true, then you'll have to take your time to progress at a normal pace

swift hornet
past pendant
#

there are GMSTs for sneak that really help

swift hornet
#

so is the leveling progression gonna be the same?

past pendant
past pendant
swift hornet
past pendant
#

ah yes

#

we've been expecting you

#

player level will be same as vanilla

swift hornet
molten oyster
#

mym, what about adding training cost increase to your GMST plugin for HBFS?

past pendant
molten oyster
#

Ah gotcha

past pendant
#

I don't want to cover every popular and good mods πŸ™‚

swift hornet
#

i'm just gonna download all of your mods and run it

past pendant
molten oyster
#

I personally use a mod to double training costs so I'm not tempted into abusing it lol

void roost
#

Probably the best idea to make harder to fast increase attributes related do misc skills

#

If someone will train misc skills via using them it very fair

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But train all misc skills to higher levels because they are very cheap can be very obvious

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Because of training, character sheets of players aren't these same value

swift hornet
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Because as I've said like a billion times. Early training shouldn't be touched in any significant way, early training is fine because skills just aren't usable at 20 or below. You're too inept to actually level them on your own.

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It's even pretty realistic, as if you suck really bad at something, you need to be taught how to do it right before you can practice it on your own.

past pendant
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I'm not satisfied with my current new formula for attribute growth

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using the related skill levels is not enough to prevent misc skill increase abuses

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I'm thinking I could apply the same skill growth factor for misc/minor/major skills to attribute growth too

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default GMSTs for skill growth are major * 1.25, minor * 1, misc * 0.75

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maybe those ratios are not enough

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I think it would be better with:

  • major skills make their attributes grow at 150%
  • minor skills make their attributes grow at 100%
  • misc skills make their attributes grow at 50%
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"chargen choices matter"

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or maybe 100% for both major and minor, and 50% for misc, because both major and minor skills define your profile.
Or major 125%, minor 100%, misc 50%

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@swift hornet @dawn spindle @shut wedge I'd like your opinion on that

past pendant
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I just tested with major 100%, minor 80% and misc 40% and it seems well balanced

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with a base growth of 0.5 attribute point per skill increase when at 100%

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meaning that major skills can give you up to 5 attributes points per 10 increases (a player level up)

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this is with the attribute "slow growth" setting

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normal growth is +50%, fast growth +100%

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note that the skill level is no more a factor of attribute growth

swift hornet
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Misc skills should contribute very little to attributes. Maybe minor 90% and misc 30%

As you said minor skills make up your character just like major ones do.

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This compliments whatever training balance you want to impliment because now you're not being heavily rewarded for the supposed inconvenience. Thus making it actually inconvenient.

This + training cap or like I suggested, more heavily exponential cost. As low level training is honestly totally fine and even necessary.

past pendant
swift hornet
past pendant
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on test it on a new game, and using the console to increase the skills

swift hornet
past pendant
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DMV?

swift hornet
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There's always a huge line, it's hot, and smelly lol

dawn spindle
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Real slice of life! Everyone but the rich must go.

swift hornet
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Wym?

dawn spindle
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Sorry, I am not familiar with the word you used.

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Walk Yer Mom?

swift hornet
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Yes I'm aware it should be wdym, which some people also use.

dawn spindle
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Well, she has been gaining weight, and it's nice to have her crap somewhere besides the yard for once. Neighbors like to see her.

swift hornet
dawn spindle
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That's what I meant!

dawn spindle
swift hornet
dawn spindle
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Everyone goes to the DMV but rich people.

swift hornet
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You can avoid the dmv if you're rich?!

dawn spindle
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...who have representatives.

swift hornet
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Gah I need to be a millionaire

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For literally just that reason.

dawn spindle
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Nah just ride dirty. And keep the talk here about NCGD. πŸ˜›

swift hornet
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My fault. I'm good at lowering the total IQ of others around me.

past pendant
swift hornet
past pendant
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It's automatically done

swift hornet
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Oh sick.

dawn spindle
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Yeah never used that one myself.

past pendant
dawn spindle
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Noted. I should be able to test sometime today. Attribute vs. Skill growth ratio, that all to look at?

past pendant
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You'll inevitably get different values, and the idea is to evaluate whether attributes and the player level are coherent with skills

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Also, check NCGD's stats menu to see stats on attributes

dawn spindle
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Okay. I'll plan to speedrun it with player->setskill and opening the NCGD menu in between, if that will work.

past pendant
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The starting values are now the real chargen values

past pendant
dawn spindle
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I have to say that I have grown addicted to spell-based stat/attr/skill buffs from mods, since they do an end-run around NCGD's math, coming after.

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(Things like Class Abilities and Special Advantages & Disadvantages.)

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So I'm curious what you mean here, how they were not before:

The starting values are now the real chargen values

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You mean when NCGD fires, the stats come out to what chargen would have made without it?!? No way

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I'm probably overdue to spin through the NCGD docs again.

swift hornet
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so how exactly does the training cap work with this version? I can't train major skills either?

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asking because i made a new character and i can't train any skill at all.

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i've actually checked every possible skill for reference, I can't train anything at all

spark pawn
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Any idea why when updating NCGD on an ongoing save, my character is cured of vampirism?

spark pawn
# swift hornet mym blessed you this day

I don't know how much of a blessing it really is. In Total Overhaul, vampirism is pretty OP. You get like 60 additional attribute points and +20 to several skills.

swift hornet
past pendant
spark pawn
spark pawn
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like a scaling bonus

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Maybe specialization as well, with skills under your specialization contributing more to attribute growth?

swift hornet
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what is the attribute growth rate for this version exactly? it might be too low as a bug unless my math is off

past pendant
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Specialization will make skills increase faster, which will also make their impacted attributes increase faster.

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I don't think we need to double that bonus.

past pendant
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I gave all the details above

dawn spindle
swift hornet
past pendant
# swift hornet normal

the math is simple: with major skills (default to 100% factor), you can get up to 5 attributes points per player level and slow growth

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the it's 7.5 with normal growth speed

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but, it's 7.5 distributed over 3 impacted attributes

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with such settings, my level ~20 char got a similar attribute growth distribution

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I'm not sure if it's enough, that's why I'm asking for your help with your tests πŸ™‚

swift hornet
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what about minor skills specifically though

past pendant
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@swift hornet you're right on training caps, there were a bug

swift hornet
past pendant
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might be a bit less, because of the decimals

swift hornet
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when it should be 6

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but if it's a little off, that's obviously fine

past pendant
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ah yes, decimals: you have remainings waiting to be completed with more skills

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remember: each skill impacts 4 attributes with the following proportions: 4, 2, 1 (+1 for luck)

swift hornet
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i see now, it was 5 for the first 10 increases, and it was 6 for the next 10

past pendant
past pendant
dawn spindle
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I have really come to count on the attribute bonuses from starting skills to round out races that otherwise lack in certain areas.

past pendant
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that makes me think that another approach could have been to just ignore chargen attributes and completely define them based on skills

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but it would be frustrating for the player who carefully builds his character

dawn spindle
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I would riposte that further erosion of the meaning of major/minor should be avoided.

dawn spindle
swift hornet
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I personally never had an issue with certain races being better at stuff than others. I mean, orcs are renowned for their battle prowess, they should have a natural leaning towards martial combat.

past pendant
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You don't get what you asked

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Chargen choices...

dawn spindle
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I usually come out ahead, which helps me like it, I think. But I really liked CRAP, the race mod that set default skills to 20 before racial bonuses instead of 40. The gravy skill bonuses from NCGD at level one (sometimes making you level two, even) sort of needed it for balance.

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I'm on TR races now, or I'd still be CRAPping.

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I do wonder if all of the MOMW list balancing efforts will need revision if NCGD isn't pouring out the gravy skillups at chargen.

past pendant
dawn spindle
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Believe it or not, I think I remember seeing you jump in for exactly that!

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And the documentation... datchim

past pendant
dawn spindle
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If the "economy" of skill points at chargen changes, balancing may need tweaking.

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For convenience, I have called the extra skill points from NCGD at chargen "gravy".

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No gravy changes things.

past pendant
dawn spindle
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Yes, the skill points generate the attributes. Lack of gravy attributes probably doesn't affect balance pacing as much as lack of gravy skills, but still.

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Attributes are also skillcaps, so there is a ripple effect when they start lower.

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Deep waters.

past pendant
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You mean the next NCGD version will nerf players?

golden coyote
# past pendant the training cap should be fixed with this archive

I started this build. My level lowered from 19 to 14. I like it. Most of my attributes stay at same level. Only personality fall from 80 to 60. Surprisingly my HP jumped from 49 to 114, but I was able to tune it in settings.
This build looks promising. Big thanks.

dawn spindle
past pendant
past pendant
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You'll just be less dependent of your skills

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It's roughly the same except when starting attributes don't match the skills you selected

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Like, if you maximized your strength attribute at chargen, but only selected magic skills, then you'll see a big difference between current and next version of NCGD

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Thank you all for the talk πŸ‘‹ πŸ’€

dawn spindle
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Sweet dreams, thanks for what you do!

dawn spindle
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I had the foresight to remove constant effect gear for a couple, at least.
My brain is scrambled from the results, and I no longer have any thoughts at all. It's pleasant, really.

swift hornet
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So for when you wake up or whenever, I can now train stuff, but the message saying i can't still shows. It still tries to tell me nothing can be trained

swift hornet
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few bug reports: Some misc skills can just be trained anyway, I had block as a misc skill, it originally prevented me from training it past 15 which is my lowest minor skill, then after leveling up, i was able to train it indefinitely all the way to 100.

also if you train a misc skill right after leveling up, it immediately levels you up then de-levels you. This only applies to misc skills, as the moment you gain any player level progress, it stops.

past pendant
past pendant
swift hornet
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I have tried to replicate all of these bugs, It's "kinda" consistent. I'm not exactly certain what i'm doing to cause it. Especially the infinite training misc skills.

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it feels like the trainers themselves are what's bugged? because sometimes it still caps me like intended.

past pendant
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you really helped me with your tests, thx

swift hornet
swift hornet
past pendant
swift hornet
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I didn't give great explanations lol. I'm trying to allow video recording for morrowind so I can just show you the bug happening in the future if anything happens.

past pendant
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that bug was easy, as I just removed some old code used to clear old curses required with openmw 0.48

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but diseases were also cleared...

dawn spindle
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I did not change any settings. I was dropping into expanded-vanilla, so I just replaced the mod files, noting that I needed to copy ncgdmw.omwscripts to ncgdmw-dev.omscripts before the game would init.

past pendant
dawn spindle
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My bad!

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I don't remember having ever touched that setting. At any rate, attribute growth is Standard.

past pendant
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do you agree with lower and higher attribute values?

dawn spindle
dawn spindle
dawn spindle
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I really like being able to coax out a more robust Altmer, a wiser Orsimer, or a stronger cannibal elf. My instinct is to demand that back.

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Plus, isn't it kind of racist to tell a little Redguard boy that he can't grow up be the most powerful wizard in Tamriel? trollvehk

past pendant
dawn spindle
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It stands to reason that the doing of the thing enhances its associated attributes. That's the basis of NCGD. I think it's appropriate to have that be retroactive in light of the presumed skillups that preceded chargen.

past pendant
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Anyway, I'm thinking on a setting to control that: Percent of chargen attributes preserved.
50% would be similar to the current version. 100% would be my current dev

dawn spindle
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The complexity added by multiple governing attributes is a big part of the magic of NCGD. It also adds "realism", nuance.

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Replayability

dawn spindle
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Here is a weird one: what about "attribute decay", if no associated skills are leveled?

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I still need to do some chargen and training on the new build.

dawn spindle
past pendant
past pendant
# dawn spindle "Attribute Pliability" or "Racial Adaptability", roughly?

The concept could be pretty easy:

  • 100% attribute preservation: Untouched chargen values, and only use skill increases
  • 0% attribute preservation: set chargen values to 0 and use full skills values
  • 50% attribute preservation: half of chargen attributes, and half of chargen skills + skill increases
dawn spindle
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I mean, on the lower end of the raciality vs. professionality scale, could a nerdy orc be weaker than chargen?

past pendant
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Would presets be better than a percent value? Like 0, 1/4, 1/2, 3/4, 1 ?

dawn spindle
dawn spindle
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MOMW is giving a 9.39~% bonus to attributes.

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I really enjoyed CRAP, as I've mentioned. ("Attributes are now lower across the board, by a lot. The "average" attribute value is now 20, half of vanilla one.") I think I'll love the beta, because there is no CRAP for TR. I think it's a great direction to go.

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I could see great value in being able to adjust even how much race contributes to attributes.

past pendant
# dawn spindle MOMW is giving a 9.39~% bonus to attributes.

Thx. What matters is not the average, because I can change globally the growth to match the old average.
What we should consider is whether the up and down differences are legitimate or not. And also how the growth evolve from low player level to high level

swift hornet
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i want whatever option makes my power actually make sense for the level i am, as we have discussed.

dawn spindle
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I'm 100% on board with relatively lower levels and attributes now. I have seen the πŸ’‘

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It's only "lower" because current momw ncgd is a little bit "splashy with the gravy"

past pendant
dawn spindle
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Current beta is much closer to how chargen plays out in vanilla, feels like.

past pendant
past pendant
swift hornet
past pendant
dawn spindle
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I know two versions right now: "beta" and "momw". Beta is relatively lower than momw in levels and attributes. Closer to vanilla

past pendant
dawn spindle
dawn spindle
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I was open about feeling nerfed, but that's relative to the gravy train that's been going with NCGD as it has been for a while. When I first started using NCGD, it felt fairly cheaty, specifically on the attribute start and growth.
Perhaps a moot question at this point, but was that part of the carrot that brought over everyone who adopted it?

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Maybe not moot at all. How will everyone cope? πŸ€”

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I was an early adopter.

past pendant
dawn spindle
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I have noticed that effect, and it pushed me to more archetypical characters, for sure.

past pendant
past pendant
dawn spindle
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Trying to make this easier to read in pop-up timeframe.

dawn spindle
dawn spindle
void roost
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I would just delete word "any"

dawn spindle
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Needs to be clear that it's the lowest Major, not the highest, no?

void roost
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if you list the lowest major/minor, why to say "you cant exceed any skill"

dawn spindle
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Not listing those. Listing skills prohibited from training and why, upon entering the training menu or trying to train a prohibited skill.

void roost
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ok, so it's needed because i didn't understand

dawn spindle
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I opted against putting them both because it was a bit much to take in at popup speed. It gets busy, but maybe okay.

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(My colors are horrible πŸ˜… )

void roost
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maybe just "Misc skill (red)Speechcraft may not exceed (blue?/green?) Mino %skillname%"

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and every skill will generate his own popup

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1 question - minor may not exceed miajor, and misc-minow while traing for money or always, even during skill use?

void roost
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during skill use it's skill training too

dawn spindle
dawn spindle
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^ That was a johnny call btw.

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Imagine getting a popup every time you use a skill that is at its cap.