#NCGDMW Lua Edition

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forest linden
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many

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and loot that enemys drop are very dependent on player level

hoary trellis
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Lvls 1-25 are very important for the experience in Vanilla and in many mods

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After that it usually is much less important

spark pawn
hoary trellis
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But you don't have to rely on reddit

forest linden
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now looking for a Daedric Tower Shield, but I dont think I am the right level for them to start dropping

hoary trellis
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It's not Oblivion

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Stats don't change

forest linden
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thank goodness

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that game was shit

hoary trellis
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Bandits won't wear daedric stuff

forest linden
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the forced levelling scaling effected items, and there wasn't much point exploring once you got the right gear

hoary trellis
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But still, you will find many more grand soul gems at lvl 20 and many more Golden Saints, for example

forest linden
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yeah

hoary trellis
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So it has some impact. Just not as much as in Oblivion and such

forest linden
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in all honestly, I think the sub mod is a bit too punishing, and means, you have to invest more to get the same result

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wisdom should have been higher, as I used a lot of skills that effects that.

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same with agilty

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I guess it really depends if you want a far harder and punishing playthrough,

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I think early game, and without that much gold, will be far tougher

hoary trellis
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That's what submod may be for. You also have many customisation in base NCGD

forest linden
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and like I said, enchant and sneak aren't easy to level

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yeah.

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sneak is worthless unless you get it to about level 50,

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but if you adjust the settings, then what is the point of base settings?

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or the sub mod for that matter

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anyway, that is my feedback

spark pawn
hoary trellis
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Yeah

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Customisation is great. Default settings is what many will use, though

spark pawn
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johnnyhostile, and mym aren't ever going to be able to create a baseline that satisfies everybody, so you have customisation.

hoary trellis
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Skill decay is a good example. Completely optional.

spark pawn
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And in my case, an attempt at a variant of NCDGMW

hoary trellis
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Or HP per lvl. Very important

forest linden
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my point was, if a user has to adjust the setttings to get a better levelling experience, then either the mod in question has poor default settings to begin with, or try another levelling mod

hoary trellis
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But you may have certain preferences

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Then you change stuff

forest linden
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true

spark pawn
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@hoary trellis What were you saying about the skill-attribute distribution?

hoary trellis
charred geyserBOT
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@spark pawn The changes seem massive when it comes to attribute growth. Very hard to give extensive feedback with no testing in this case. The philosophy seems to be different. Some of the stuff was mostly eliminated from the latest NCGD version like these random attribute growth distributions, while you seem to be going that way in order to spread points evenly. Therefore, you have things like Mercantile and Conjuration increasing STR or Block, Spear and Heavy Armor increasing INT. Relputation-based Luck will probably interest some people. All in all it fits a submod, but personally I prefer current NCGD approach. Just a matter of preference πŸ˜„

spark pawn
hoary trellis
# spark pawn I don't know if you want my justification on that.

If you want. Here is my guess: Your main idea seems to be equal points distribution for every attribute. Neither Vanilla nor NCGD base are fully "equal" when it comes to skill-to-attribute points distribution, so you changed that. Attribute totals are all the same except a very minor difference for SPE. Then you imposed some limits like no more than 60 for one attribute per skill and this caused you to spread things here and there even if they don't really make sense logically. Older versions of NCGD also had some stuff like that and most of it was removed after long discussions. I assume that your changes were made in the name of balance of attribute and skill totals. Since you cap skills at 100, you probably take that into account as well.

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btw where do you plan to post the submod? Nexus? Here? Somewhere else?

spark pawn
spark pawn
hoary trellis
hoary trellis
# spark pawn Are there any in particular that you think are illogical?

Well, when I look at the table you posted, I see heavy and medium armor skills affecting Intelligence (but not light armor for some reason), blunt weapon, spear, long blade etc. affecting Intelligence (but not axe for some reason), medium armor affecting Willpower (but not heavy armor or light armor), sneak affecting STR, speechcraft affectine END and SPE, mercantile affecting END...

forest linden
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that just messed up

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that would explain why my int was so low,

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I hardly used any of the skills that effect int

spark pawn
spark pawn
spark pawn
spark pawn
forest linden
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I prefer axe, or a 2h axe. especailly as the axes are probably the best weapons in the game

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my Daedric War Axe would like a word with you

hoary trellis
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@spark pawn With enough headcannon you can try to find an excuse for anything, but you have to admit that some of these distributions are far fetched.

forest linden
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indeed

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have to concur

hoary trellis
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They may work for you balance-wise, though. The table certainly looks "clean"

forest linden
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not sure why speechcraft affectine END and SPE, that just seems far fetched

spark pawn
forest linden
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but still far fetched in some

hoary trellis
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I like the idea of some magic skills affecting selected physical attributes. Don't always agree with the choices, but the idea was discussed previously and I hope to return to this one day datchim

spark pawn
forest linden
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so what about sneak? effecting str? I mean, that is just silly, maybe willpower, or agility, but not str

spark pawn
spark pawn
forest linden
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but str should be not a factor

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I forgot agility is the governing one, so I stand corrected there

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besides, you use sneak for pick pocketing and avoiding being seen,

spark pawn
forest linden
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you do realise that in real life snipers can remain in a certain position for hours before they get their target, I don't think str will have much to do with that, endurance on the other hand,

spark pawn
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@hoary trellis @forest linden What do you think of Willpower governing spear?

forest linden
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never really used the weapon

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sometimes swords and axes are my main weapons of choice

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I think the only way you will really see how things work is if you do a full playthough with TR rebuilt content, then maybe you will see problems or issues, regarding some skills. but that is not what I will really want to do, as it doesn't really work for my play style, from the example I gave, its too punishing.

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but I think the only way you will see your sub mod in action is just that

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but good luck with the mod, maybe someone will enjoy it

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but for me, I will keep to the original.

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which I think is better balanced

hoary trellis
spark pawn
# hoary trellis Definitely not. Willpower affects spell chance, magic resistance and Fatigue. I...

I guess it depends on how you define Willpower. I'd define it as a character's patience and nerve. Spear relies on choosing your moment well to strike. I based the Willpower pick on how the spear skill is portrayed in Smuggler's Island. Willpower still has a lot of utility as a Warrior archetype. It affects your chance of resisting paralysis and your fatigue as you mentioned. I think the Willpower choice also opens its use to hybrid builds. Just look at the Spear of Bitter Mercy.

forest linden
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Willpower is the governing Attribute for Alteration, Destruction, Mysticism, and Restoration. It affects:

Your ability to successfully cast spells of any school. This includes Conjuration and Illusion, even though they are 'governed' by Intelligence and Personality respectively (this just means that, if raised, they give bonuses to raising thos...

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its how its defined in the game

hoary trellis
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We don't have to define Willpower as its effects in-game are known

spark pawn
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And Warrior already has three other weapons skills already governed by strength. Spear doesn't rely on brute strength as much as those other skills. Endurance doesn't really make sense as a governing attribute as the distance from your target means you won't be sustaining as many hits. The only one I couldn't really rule out is Agility.

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It's also why it's the second most impacted attribute by the spear skill in the distribution.

molten oyster
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can someone pin the message containing the link to the latest ncgd?

forest linden
molten oyster
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yeah, i kinda frgot i could just google it, thats why i asked

forest linden
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no harm in asking

dawn spindle
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@spark pawn I had looked this over when it first came out, and decided I like small whole numbers better, and prefer the distribution of attribute impacts we recently revised for NCGD. I also maintain that there is some magic in the unequal column totals of vanilla, and I admit that I did not look into your design in great depth.
More mods are generally a good thing to have, so I'm in full support of the idea, of course!

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Keep in mind that I was also in favor of even reverting Security to be governed by INT, so I certainly have more reverence for some of the original design decisions of vanilla than NCGD's original author. I think @past pendant balances this tension extremely well, and is to be commended for it.

dawn spindle
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Security to be governed by INT
(Don't worry! @hoary trellis eloquently talked me out of it, and I gave ground. πŸ™‚ )

spark pawn
dawn spindle
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Can I get the ODS for attribute impacts as it stands now, please?

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...or is the .7z you linked having the latest attribute impacts .ods? Looks different from before, to be sure

spark pawn
dawn spindle
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I was looking for a canonical source of your current changes to skill-attribute distribution.

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...to review and give feedback

spark pawn
dawn spindle
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To make this more easily-read and to align the values with other similar schemes, I would first divide every value by (at least) 5, and make up the difference in the calculations. I sense that you went the way you did because it makes sense for you, so my feedback may be of marginal value.

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I think there is plenty of "mathematical space" to give flavor and balance to the attribute impacts with single-digit integers populating this spreadsheet, and such an approach is miles more understandable for the user.

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i.e. normalize the chart values to somethinga range comparable to this

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It is very hard to compare balancing decisions otherwise.

spark pawn
dawn spindle
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FWIW, in all of RL, there are inefficient and unsightly traditions that endure persistently. These ought to be changed, but one must always look for revolutionary opportunities where the gain justifies the cost, and compare short- and long-term costs, amortize them. Fun stuff!

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At the end of the day, I can only certify that my opinions are my own, and offer points and counter-points in a sense of collaborative comraderie. πŸ™‚

spark pawn
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But have enough non-favoured attribute impact that a mage can have a bit of strength too.

dawn spindle
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Well, one of the first points I aim to address is to understand the balance choices made by the original game designers, what constraints they faced, and what the aim of certain changes they made might~~ would~~ be. I don't think that the column total for STR being higher and END/PER being lower was a mindless accident, for example.

spark pawn
dawn spindle
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I would take it a step further and posit that Harder Better Faster Stronger and similar difficulty-buffing mods have come directly out of some of the widespread changes that original NCGD made.

dawn spindle
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OG devs knew that limiting END was good for their game. Without understanding the context within which that decision was made, it is probably a hasty move to go a-changin' it

spark pawn
dawn spindle
dawn spindle
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Yet another factor to bring about numerous difficulty mods IMO

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I don't think everything that the devs decided is set in stone. We shouldn't aspire to mimic their errors.
Certainly not! I also simultaneously maintain that, in the history of modding Morrowind, many babies were thrown out with the bathwater.
It seems responsible to me that modern modmakers should understand the contexts within which those vanilla design decisions were made, and change them only mindfully.
None of the original design is Gospel, to be sure! It's part of why we mod, after all.

spark pawn
dawn spindle
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Almost certainly.

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We chose to keep Spear governed by and developing END primarily for balance and character design reasons (as in vanilla), for instance

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I think the biggest revolution has been breaking away from 7:1 on the GoverningAttribute:Luck ratio, then breaking further from 7-1 to the 4-2-1 of classic NCGD. With the okay from Mr. Hostile and mym to deviate from 4-2-1, we came up with what we think is most playable and interesting.

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I will still get to a review of where you have gone with the skill-attribute impacts table, promise. πŸ™‚

spark pawn
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(strength + endurance / 2) * healthMultiplier + [(startEndurance + baseEndurance) * (playerLevel - 1) * retroactiveHealthMultiplier]

dawn spindle
spark pawn
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The first addend(outside the square brackets) represents the player's starting health. This actually scales with attribute gains and is subject to temporary fortify attribute effects. The second addend represents health gain as a result of player level and takes into account the starting Endurance and base Endurance without temporary modifiers.

dawn spindle
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If you grok current NCGD's health formula well enough, would you be willing to highlight the major differences from your system?

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If I am reading correctly, STR/END are now equal impact, and WIL is removed. I had hoped for WIL to be removed, but I stopped myself before wasting breath on making the case too strongly to @past pendant

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(knowing better)

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OTOH, I would not be including backdoor ways for mages to amass END. IMO, this is one of the ways that classic NCGD went wrong

spark pawn
dawn spindle
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NOR SHOULD THEY πŸ™‚

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To my eye, it was a flattening and a blandening that smacks of later Bethesda titles, and I loved about 60% of OG NCGD

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Enough to keep it around, but little enough to still feel thethat I still felt the loss of some things that were actually better in vanilla.

spark pawn
# dawn spindle NOR SHOULD THEY πŸ™‚

Well when a crucial stat like health is solely determined by Endurance I think you have to change the distribution a little bit. A pure Mage will still have significantly less health than a pure Warrior, but they won't be constantly teetering on a knife edge, and they won't be forced to dabble in skills that don't fit their archetype.

dawn spindle
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That's what magic buffs are designed to address. Play the game right! 8P

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Rogue should not be tanking in the first place, etc

spark pawn
dawn spindle
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I admit freely that my perspective is completely skewed from having a thousand hours into MW before even MADD or other early leveling mods, and having seen the progression of same

dawn spindle
spark pawn
dawn spindle
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I don't know if it would be within @past pendant 's goalset, but I could see a very cool future where a variety of leveling mods are based on NCGD's increasingly-flexible codebase...

spark pawn
dawn spindle
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In particular, I would love to blend PCP's level-up dialogue with the recent NCGD changes

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I learned on assembly and C in the dark ages, so Lua is not very daunting

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Seeing people griping about C++ is like hearing that ~TGM is too hard 🀣

dawn spindle
spark pawn
dawn spindle
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It's probably too ambitious for right now, I am guessing.

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I love that you have taken it and run with it, and will be happy to give my best feedback.

forest linden
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an level 30 now, been to some traiiners to boost skills that were low. So far I not had any real issues with anything. I still think this original version of the mod is far better balanced. just reporting in. will post again if needed. just having fun!!!!

past pendant
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do you have a specialized or generalist profile?

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I think both need to be evaluated to cover most situations

hoary trellis
forest linden
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I use the creeper to sell stuff, so money isn't a huge issue, as for achievements, completed the main story, mostly doing thief guild and fighter guild quests, did some imperial guard ones as well, need to finish them, as I been hopping from vanilla content to TR content, because of the higher faction requirements. I personally like heavy armour and using a 2h Daedric battle axe, an axe that I got from the siege of firemoth, decay, and a 1g Daedric war axe, I personally only really use axes, never used spears but sometimes swords, but that is rare.

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currently doing TR content for the fighters guide. so making good progress.

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So far, the original mod suits my play style, even though levelling is slower, but Im enjoying the pace.

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just feels more balanced

hoary trellis
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what do you mean by "original mod"?

forest linden
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sorry the mod whose channel we are using, not the sub mod

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NCGDMW Lua Edition

hoary trellis
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ah, ok, just NCGD

forest linden
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yes

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I do prefer this over vanilla levelling system, way better.

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so for me, a must have mod for any playthrough

hoary trellis
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yeah, Vanilla system is good in principle but far too cheesy and prone to min-maxing

forest linden
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or you can level up too quick, depending on what skills you pick and ignore others. in general, it just a bad system

forest linden
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I have found an issue, but not sure if its related to the mod, or a bug with the item itself, the problem is this, I am using an enchanted ring called Marara's Ring, which fortifies Acrobatics by ten points, without the ring, my acrobatics scote is 39, with 49, (so where is the problem you are wondering?) well, the problem is a trainer, with the ring equipped, I can keep training at a trainer but it seems to be odd, first, when I finished training, it says increases the skill to 62, but I keep on training, and its always 62, when I remove the ring, Im back to 39, and with the ring 49. so there is a bug here, and seems it has problems with states that are fortified. I noticed this before, and didn't think much of it, but now that I able to dupe it with another skill, I thought I would report. but not sure if this is a bug with the mod, or with openmw itself?

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if you need more info, let me know,

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and without the ring, my training at the trainer is capped

spark pawn
spark pawn
forest linden
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misc

spark pawn
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The Skill Training Capper limits training of misc skills beyond your lowest minor skill

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What's your lowest minor skill value?

forest linden
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sneak 82

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but that doesn't explain why its saying 62 after I train, when Acrobatics isn't even that high,

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I think its a problem with the fortify skills and trainers, maybe the mod is getting confused somewhere?

spark pawn
# forest linden sneak 82

Are you sure sneak is your lowest minor skill? You sent me an image earlier of your character where illusion was your lowest at 30.

forest linden
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I'm not using your mod,

spark pawn
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You linked me this image earlier of you using current NCGD.

forest linden
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will get a better pictr for the first

spark pawn
# forest linden

Already I can see that your security is lower than your sneak at 46.

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The Skill Training Capper is on by default in current NCGD settings.

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If you look at the NCGD stats menu, you should see a log of messages. Check it after trying to train acrobatics.

forest linden
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ok, your right I messed up there, but still doesn't explain why I can still constant train and still it says 62 after train

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wo;; do

spark pawn
forest linden
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not seeing any errpr

spark pawn
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I think you should see some message to the effect that "illusion is your lowest minor skill at 30. You cannot train misc skills beyond your lowest minor." The thing is it still takes your money I believe and fades to black with the Skill Training Capper setting enabled.

forest linden
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ok

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it is the skill capper at fault, turned it off, and its increasing the skill ok and saying the currect level when I train. so the capper has issues with fortify skills above the max it can train

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then its clearly a bug that needs fixing

spark pawn
forest linden
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yeah, that might be better

molten oyster
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**capping off training???????????? **i dont mind closing off extreme exploit loops...but what you folks are discussing sounds like fallout 4, all character builds are meaningless cause everyone can and has to do everything

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anyone training misc skills either needs to upgrade their attribues..or has sudden use for the misc skill that they didnt think was relevant while making the character 10h ago

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i dont know folks, think youre burning the stew, not cooking it

spark pawn
molten oyster
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limited training sessions sure work very well to irritate the player in skyrim+oblivion

dawn spindle
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Make Chargen Matter Againβ„’

molten oyster
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and to cap it all off...heres a real use case.
im playing two characters. one is a thief who doeszero dungeons/caves/burial crypts and stays in cities, lets call him woodstock.
another is a redoran+temple+main quest who is in it for the long haul, lets call him inquisitor.
the thief wouldnt have progressed upwards of level 5 if i didnt train him. and no, a thief doesnt go dungeon diving for no reason in my opinion. he steal from peoples houses to make a living. a thief who needs to use his xbow/dagger (combat skills) more often than sneak/speechcraft/illusion/security/mercantile (non combat) is a poor thief indeed. not many opportunities to level up for him is there if you cap off training! however, i can guarantee you that in tamriel rebuilt alone, you need to fight more extensively than youd presume if you only do thief guild quests. makes him completely unplayable, not that morrowind has many opportunities to play as a legit thief anyway.
the inquisitor on the other hand walks to every place. plenty of chances for him to get in fights with roadside critters, go into dungeons he spots while walking from point a to b and etc. since hes a bit vengeful, he does like fighting more than talking. this means he doesnt haev trouble levelling his major skills cause fighting is mostly what he does, thus making the game actually playable

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i think yall have lost the plot if youre capping off training. but im glad i saw that.. even if as a warning to not update ngcd anymore

dawn spindle
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but what you folks are discussing sounds like fallout 4, all character builds are meaningless cause everyone can and has to do everything
I think this is exactly what the training capper is aiming to prevent.

dawn spindle
# forest linden

This here appears to be a perfect test case for the training capper. I have never seen so many overdeveloped misc skills in my life!

molten oyster
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wrong. if i train specific skills, then i wont have a generic character who can do everything relevatively okay

dawn spindle
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It is definitely normal for a thief to rely on training more

dawn spindle
molten oyster
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and the way theyre discussing training, itll mean all my misc skills need to be at 30 for me to get 30 in lets say alchemy (a misc skill for my thief)

dawn spindle
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Walking is actually much safer in TR than on Vvardenfell, btw

forest linden
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and flying

molten oyster
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so what sounds more generic, a thief who has maybe one/two specializations in misc skills...or every misc skill at xx level?

dawn spindle
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Yes, not every character should be able to be a master alchemist

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Please keep in mind that you can always disable the feature in question. I'm πŸ’― πŸ‘‚ for better suggestions

molten oyster
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exactly, but if i need to be at level 30 to cast mark and recall reliably (myst is a misc skill cause changing clothing items got cumbersome and i keep forgetting to put my armor back on), then all my other useless misc talents (the ones that i really dont use), need to be at 30 as well, istead of being at 5/10 as usual

dawn spindle
molten oyster
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i dont think this is a good option, and for what its worth, i hope like hell the mod author doesnt put in level caps to make the game like skyrim/oblivion. as for me, never gonna fucking upgrade if this is where this mod is headed

dawn spindle
molten oyster
dawn spindle
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To my aged eyes, the universal everyman character is an anathema to RP, and boring in the long run. I'm just one voice here.
We'd hate to lose you, but if we do, I'd like to hear your better idea before you go!

molten oyster
molten oyster
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you cant plan lifes irritation. i didnt realize people were busy making mods that turned morrowind into skyrim with how training operated till like 10m ago

dawn spindle
spark pawn
# molten oyster exactly, but if i need to be at level 30 to cast mark and recall reliably (myst ...

What you've described is not even how the current Skill Training Capper works. In current NCGD you cannot train minor skills beyond lowest major skill. You cannot train your misc skills beyond your lowest minor skill. There is nothing that says you have to train all of your misc skills up to 30. I'm not a huge proponent of this system. I think it would better be limited by player level and have unused training sessions carry over on levelup. Your play style seems to rely on self-imposed restrictions. Not every player is going to have the same degree of restraint, so why not have a setting you can enable manually to handle the restraint for you?

molten oyster
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my modlist is already shaky. everytime sophie talks. i get more worried.

molten oyster
dawn spindle
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@spark pawn wrote:

I'm not a huge proponent of this system
I was doubtful at first, but have been delighted with the character design implications. Noted that I do design and sometimes even play far more characters than most other users.

molten oyster
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i dont like the level skill training caps.

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thats all im saying

dawn spindle
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...and I like them being distinct in terms of capacities, character, feel, etc

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I'm still all ears for a better suggestion, and happy you have the option to disable the feature.

molten oyster
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yeah, do i look like the kinda whos happy about anything

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fucking hell

spark pawn
molten oyster
dawn spindle
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I have great empathy for how jarring it must be to come into MOMW's ideas of balance and gameplay without having prior experience with some of the mods involved

forest linden
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true

dawn spindle
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Going straight from Vanilla to 2025 MOMW? I would be so confused and sad

forest linden
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I dont mind playing with the skill capper, but what I found is still a bug of sorts, even if I can turn off the skill capper to increase beyond that. I mainly been levelling my miscs skills to gain a few more levels. (charactor level) that is the only reason why I did it

dawn spindle
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I would be stoked on the majority of things, to be sure, if I were to go from modded Morrwind.exe circa 2000's to 2025 MOMW

molten oyster
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i dont mind the balancing aspect, i am all up for the trader disposition balancing, speechcraft/mercantile nerf, potion capper, rich merchant randomizer, throw them at me, ill beat you.
my mercantile is whatever it is with zero training cause disposition resets and i use that to train mercantile
i dont really understand what they did to balance speechcraft/merc so i dont know what i need to beat
potion capper og mod was just busted, even sophie said it was badly made and hid info before suggesting a better alt that total overhaul now uses

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remove the expensive items, illl make money some other way.

forest linden
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true

dawn spindle
forest linden
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some skills are busted

spark pawn
forest linden
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some like sneak are worthless until you get them high enough

dawn spindle
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Potion Toxicity mod has served me since it was released IIRC, never an issue

molten oyster
molten oyster
dawn spindle
spark pawn
molten oyster
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i even like the skill growth and decay system. from what ive seen, im probably one of the few lunatics who has decay turned on ffs

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but level caps? fuck that

spark pawn
dawn spindle
spark pawn
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I had to change this system in NCGDMW Ultimate Leveling.

molten oyster
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but who makes a character who can do everything well anyway?

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unless youre going for power-levelling and selling every bit of scrap, have extreme patience, itll be off-limits for majority of the players

dawn spindle
molten oyster
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even my guy cannot do everything well...as is evident from the screenshot earlier

spark pawn
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@past pendant was talking about skill gains

dawn spindle
forest linden
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then I might have been mistaken about it rasing my char level, but misc skill training still effects attributes

dawn spindle
spark pawn
forest linden
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and because of the TR factions, many factions have higher requirements

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thats the other reason

molten oyster
dawn spindle
spark pawn
dawn spindle
forest linden
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for example fighter guild top rank Master Strength 35 Endurance 35 One skill at 90 and two at 35

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but you can add a plugin to bring that down

forest linden
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then I stand corrected on the leveling

spark pawn
# dawn spindle Oh, I get you.

The way the level calculation works in current NCGD is it takes your current skill level if it's a major or minor skill and subtracts it from your starting skill value. It then divides the differences by 10 to determine current player level.

past pendant
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let's continue that topic here

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I did some test, and it seems that openmw ignores the player skill fortifications, while taking into account that trainer's

#

I gave the marara ring to the trainer, he equipped it, raising his acrobatics to 81, then I set the player skill to 75, removed the marara ring from the player, disabled NCGD's training cap, and I was able to train acrobatics

#

ah yes, they say you can fortify your governing attributes

#

I misread that part

#

I think I got the fix @forest linden πŸ™‚

forest linden
#

great

past pendant
#

I just need to use the player's base skill and the trainer's modified skill

#

thx for your report

forest linden
#

np, glad to be helpful

#

bit of a bug hunter

dawn spindle
past pendant
#

but I think it's an openmw's bug, because Morrowind.exe is supposed to also use the modified skill value of the player

past pendant
dawn spindle
past pendant
#

yes

dawn spindle
#

ok

past pendant
#

I added the item to the trainer to test the fortification

#

ofc he equipped it instantaneously πŸ™‚

forest linden
#

certainly a strange bug

dawn spindle
#

not a bad item after all πŸ™‚

forest linden
#

the item is rather nice

past pendant
forest linden
#

squash it

dawn spindle
#

Doesn't it have to do with how certain buffs and debuffs are applied by various chargen mods? With a curse attached to make them permanent?

past pendant
#

curses have been removed from NCGD since openmw 0.49

#

but yes, there are abilities which modify the base value of attributes and skills

dawn spindle
#

Yes, but other mods persist in this manner alongside NCGD...

past pendant
#

spells of type ability

dawn spindle
#

I will also be testing Danae's Class Abilities alongside

past pendant
#

NCGDMW 4.1.7 released!

  • Fixed training cap feature using player's skill modified value (including fortifications) instead of base value (might be an OpenMW's bug)
  • Fixed lowering skill values with the console while decay is disabled showing a red value (decay) in the stats menu
forest linden
#

great, so fine over an existing save ok?

hoary trellis
#

@past pendant 's mods usually can be installed mid-game

forest linden
#

just checking

past pendant
forest linden
#

will do

dawn spindle
#

I started an Archer, default class, one of the cat races from an all-races mod. I talked to the guard in Seyda Neen to pick the Archer profession from Danae's Class Abillities, gaining +10 Marksman. I used Special Advantages & Disadvantages to gain proficiency in Marksman, in trade for a few ineptitudes. I coc'd to Balmora FG (BCoM), disabled the door, and made the lady trainer there a master trainer of marksman. Started with Marksman at 65, and was stopped at this point, without further messages apart from the lovely new time-spent notifications for training. I could not screenshot in time to capture the last 3 notifications, because I had previously and inadvertently set function-lock to on, sorry!

forest linden
#

fixed

dawn spindle
forest linden
#

thank you

#

hi, nice to meet you

dawn spindle
#

FRIENDS!

forest linden
#

this message will self destruct in 5 seconds,

dawn spindle
forest linden
#

over our dead bodies

#

oh yes, that FL error message isn't appearing either

#

so that been fixed in the process

#

good news all around

#

the drinks are on me

dawn spindle
#

Sorry, beat you to it! You can get second round πŸ«—
Good time these days to be enjoying these copious OpenMW mods of quality! πŸ₯‚

forest linden
#

hear hear

#

good to be back

#

awesome game engine, awesome mods, awesome mod authors and community

dawn spindle
#

There is a palpable tipping point of inertia as OpenMW-Lua comes more and more online...it really is a special time that I think many people don't appreciate enough. It is all done without a corporate structure, a purely-human effort. I'm gonna cry again O Lawdy

forest linden
#

I think the inclusion of lua will make openmw future a whole lot brighter

#

then openmw won't just be for graphic and sound mods

dawn spindle
#

I hope to survive to see the fruits of the ultimate de-hardcoding! Mind you, I am in great health at the moment.

forest linden
#

me too

#

I really love this game, been so long since I last played it

dawn spindle
#

I am glad to hear that you are well, good sir.

forest linden
#

ditto

dawn spindle
#

It's one of the few that has drawn me back repeatedly. It's interesting how TES3 and OpenMW have intertwined with my life experiences through the years, and how different Vvardenfell has seemed to me at different times. I power-read the complete books of MW from the Imperial Library recently and was overtaken by texts I had dismissed as a young adult. It's a very expansive lore, from back when that was a core mission goal for game developers. A timeless specimen, indeed!

forest linden
#

yeah, it really is a great game

#

and the later games arent even remotely that good

dawn spindle
#

Thank you for receiving my poetic waxing, and I hope it was only an ornament for this fine venue of discussion and fine mod author!

forest linden
#

and drink on me

hoary trellis
#

Yea this is peak TES in terms of lore and atmosphere.

forest linden
#

indeed it is

hoary trellis
#

Best art style as well

forest linden
#

a pity that the original was a buggy and crash fest of a game.

hoary trellis
#

Typical Bethesda experience

dawn spindle
#

The systems were more complex and engaging in prior games, (DF only once debugged, Unified, and DREAMt), but TES3 is a genuine sweep spot, for my taste

forest linden
#

sadly

dawn spindle
#

Perhaps 1000%

hoary trellis
#

I played DF but it's too much dungeon crawling IMO

#

And too much proc gen

forest linden
#

I gave it a shot, but dropped it

hoary trellis
#

Yeah

dawn spindle
hoary trellis
#

DF had realistic scale and banking and carts and that was great

forest linden
#

I don't mind dungeon crawlers, but DF just didn't grab me

hoary trellis
#

Morrowind has a great mix of everything

forest linden
#

then the later series, more shallow and more aimed towards consoles, and still a buggy as ever

#

I agree

dawn spindle
#

Aye, to me, at least, DF had a lot to admire, and losses to mourn (climbing, anyone?), and the later games have fans that like to impose horrible systems that they grew up with onto Morrowind so they can cheat it in order to experience its greatness....case in point, always-hit mods

forest linden
#

FL and this mod really breaths life in MW, more mods are icing on the cake

hoary trellis
#

Graphical mods are great

forest linden
#

sure are, don''t think I can really play with vanilla graphics anymore

dawn spindle
#

Meh, potato life for the win. MET for sure, and some normals, we good πŸ‘Œ

hoary trellis
#

Modded MW looks better than Oblivion and beats Skyrim in terms of art style

forest linden
#

skyrim, don't talk to me about skyrim lol or oblivion, both need to be in the bin

#

incinerated with fire

hoary trellis
#

I may play Skyrim with seasons mod. It's incredible that modders did it

dawn spindle
#

Where is the Beavis emoji?

hoary trellis
#

Soon we will have new TR release. I will create a new character then πŸ˜„

dawn spindle
#

I played both for a bit, but I think the continuing modding scene for MW brought me back. I was a CS Major and very entertained by the Morrowind.exe memory hacking that was going on

dawn spindle
forest linden
#

cant wait

hoary trellis
#

It's like an unofficial expansion at this point

forest linden
#

probably will require a new playthough to fully enjoy

dawn spindle
hoary trellis
#

Yes it lacks character and depth

forest linden
#

4 certainly, lack of many spells made it so, also felt small

dawn spindle
#

I wish to recognize that this is one of @past pendant's luxurious living rooms, and that this chat is not related to NCGD, except tangentially at best.
So, to relate the present discussion to the mod...what did TES4/5 ruin completely, that was back-imported to TES3 via the first editions of NCGD, in the context of the longer lineage of leveling mods like MADD and GCD? Core question IMO

forest linden
#

interesting, oblivion had a game world size of 41 kilometers, but I really don't think I even remotely explored a lot of that, I think its the forced leveling scalling, and if I remember, equipment scaled with the player, so in that regard, there was little reason to explore, once you go the best equipment, plus being a pretty crappy story to boot, there was nothing to really engage the player past the story, nothing to explore, as you have the best loot by then

#

so the world felt lifeless

#

and many caves weren't that interesting to explore either

#

quantity over quality

#

then again, with TR rebuilt, that has a game world size of oblivion,

dawn spindle
#

4.1.6

#

Sorry, I was already underway with testing when you published 4.1.7. I will reproduce the same sequence soon

past pendant
forest linden
#

what is more, it must have squashed that FL error as well, as I not seen that

#

so nice job

#

kinda of surprised, no one else noticed this before now.

#

Still trainers are now working as intended.

past pendant
#

thx

#

the FL warning may happen again as I think it's related to an item which lost its enchantment. Nothing serious though

forest linden
#

ok, I will keep an eye out,

#

but I not seen it since the new update

#

I mean, I load that save that I uploaded for you, I stay in that room, and no error, I interact with the trainer, and no error, so whatever it was, doesn't seem to be happening now.

past pendant
#

hard to say how and when the warning was generated

forest linden
#

yeah, I would class it as a once in a blue moon bug and move on

#

anyway back in a bit

forest linden
#

back, going to play openmw, I'm going to keep checking the erro console once in a while, just in case, but my final word about that FL error, it only seemed to occur when after I interacted with the trainer, and not before. I could stay in that room for a while if I just stand there and zlitch. just the log about changing of music. but no error. so yeah, its a once in blue moon issue. and I have my doubts it will show up again, but you never know.

dawn spindle
# dawn spindle I will still get to a review of where you have gone with the skill-attribute imp...

@spark pawn Hey, and sorry to put this here, but I couldn't find a channel for your leveling mod.
I took some time to look at your attribute impacts table. It's really quite the opposite of recent changes to NCGD's skill distribution. Even more NCGD than original NCGD! There are very few zeroes in your table! Whereas we worked hard to come up with something with more atomic (less spread-out) attribute impacts for eachalmost every skill.
I just can't get with the headcanon redefinition of the skills in order to include INT/WIL in fighter and thief skills. I see this as one of the critical mistakes of NCGD 1.0 that was recently addressed fairly gracefully, FWIW.
The use of percentages still doesn't sit well with me -- I'm not convinced of any gains from it (apart from further diluting the distinctions between skills), and it makes attribute impacts much harder to understand. For example, do you plan to list several percentages in each skill's description?
MaybeCertainly some people will prefer this to NCGD 4.0's approach! Don't let me stop you, and I hope my thoughts can be of service to you.

dawn spindle
#

Please feel free to PM me if you'd like further discussion. I feel we should probably take it offline out of respect for mym's living room here.

#

Or, just make a discussion in #1169031292805992599 , even better!

spark pawn
past pendant
#

NCGDMW 4.1.8 released!

  • Fixed decay Lua error when decay happens
forest linden
#

great will update

void roost
#

Mod has the option to set how fast player can skill - if I set 0-100 to 200%-100% this will make 150% at 50.
It will make 50% on 150 and 0% at 200?

#

Higher skill level required more exp to level up skill?

#

I would like to make faster skilling for low lvls eg 200-100% from 0-100 and stay at 100% for 101-1000 or set another

#

e.g.
200-100% for 0-100
100-50% for 101-1000

past pendant
void roost
#

But I get 150% at 50

#

Wait I will check

void roost
#

But still is missing Test for more values like 0 25 50 75 100 250 500 750 1000 to know how it will work later

past pendant
#

You can set any value in the test option

void roost
#

I didn't know how, must to check later

#

HAPPY EASTER!

dawn spindle
#

Happy Ishtar/Isis/Astarte to everyone less than 6 or 7 timezones west of England πŸ‡¬πŸ‡§ at this time tomorrow!

forest linden
#

indeed

hoary trellis
#

Btw folks, are you using magicka regen mods? One of them is a part of the modlists. I played with it the last time. I like the fact that it affects the NPCs as well as the player. I'm not fully convinced that I like the overall gameplay effect, though, as it allows magicka regen by simply waiting. It's certainly convenient, but seem a bit too easy.

forest linden
#

its very customisiable

stray nimbus
forest linden
#

is that the one you are refering too?

fierce terrace
#

alongside another to disable enchanted items from regenerating. I always felt like building your skills and casting yourself shouldn't be outclassed by enchanted items.

past pendant
stray nimbus
#

I make it fair for my enemies through HBFS though

hoary trellis
# stray nimbus I use pharis magicka regeneration, it regenerates based on willpower, makes the ...

I'm using this as well. I sort of get the appeal but wondering whether I truly like it because I think that it makes the game easier for characters using magic. Maybe setting the base rate lower than default would be enough. The modlist also includes the Focus mod which is good because it provides limited regen until you reach very high stats but it seems strange to use both magicka regen and focus mod at the same time and that's what Expanded Vanilla has for defaults

stray nimbus
past pendant
hoary trellis
past pendant
#

BTW Pharis' mod isn't being updated anymore?

hoary trellis
forest linden
#

as long as it works

hoary trellis
#

it works

#

it's part of the modlist and doesn't really cause any issues on its own except balancing which is of course always tricky

forest linden
#

balance is always a problem

#

unless the script has a settings page, and you can adjust

hoary trellis
#

it can be adjusted

#

the regen rate, I mean

#

in the configurator

forest linden
#

thats good

hoary trellis
#

no separate rates for PC and NPCs/creatures, though

#

it's same for everyone

forest linden
#

ahh

#

seems to be the case for the one I'm using, no values for npcs,

hoary trellis
#

the good thing is that Pharis' mod does work for NPCs/creatures

#

so it's not player only

past pendant
hoary trellis
#

the fact that you can cast high cost Charm or Open or Levitation or whatever spell 2-3 times and then wait 1-2 hours to regen magicka again is one of the reasons why I don't like the regen system in this form (in Vanilla resting is not always possible and it can also be interrupted)

#

it's actually less of a problem in combat because you don't have unlimited time in combat

past pendant
hoary trellis
#

But using both seems like overkill

#

Strange that it's default for the modlist

past pendant
forest linden
#

I have been seeing this warning on and off, but for the life of me, I'm not sure what is causing it, as its in the middle of NCGDMW, or could this be linked to something else?

#

So not sure what is the culprit in this case?

past pendant
#

OpenMW should show the file name and path

forest linden
#

how do I get the filename and path? as that all it tells me, I will post this in momw general, maybe someone there can narrow down what this is

past pendant
forest linden
#

asked there, and got told its probably a harmless warning, probably a texture or normal map that hasn't got the right proportions.

swift hornet
#

I'm like maybe, finally back lol

#

what an ordeal

obsidian arrow
#

Hello, great mod, nice work. I am writing to maybe point to an error, or seek some help. I'm having issues with multi school spell casting. It won't apply skill progression to all schools in custom spell.

spark pawn
#

I think it's because of this line in skills.lua: ```lua
if false == handler.handler(state, skillId, params) then

#

You can fix it yourself by changing it to: ```lua
if false == handler.handler(skillId, params) then

#

It's line 353

obsidian arrow
#

Error changed

#

Wait, that might be wrong error, I've might tinkered in lua's, let me bring back the original and change that line

#

this is error, after just removing the state parameter

spark pawn
obsidian arrow
#

yes

spark pawn
#

did you reloadlua

obsidian arrow
#

I'm reloadlua'ing

#

but I'm completly new πŸ˜„

#

I did some changes previously to the getSkillUsedHandlers in skills.lua or the event in player.lua, but somehow the state was always missing, or not exactly in a way it should be

spark pawn
#

It will reset state

obsidian arrow
#

progress should be all the same of reset to 0?

#

seems like it reset ok, but nothing really changed

spark pawn
obsidian arrow
#

single use spell works, for multi school I still get error, with that line changed

#

Previously I've "debugged" it to line 270 in skills.lua, added there in params a useType = params.useType to give the next event of skillUsage with afterHandle set to multiSchool this one missing info in initial error

#

but it somehow moved around some parameters, but I ended up in the second screenshot error, not having valid state to provide to decay..lua methods

#

and following this if skillUsedHandlerMultiSchool had it's first argument set to state instead _ and I've provided it to the sendEvent as state = state, and in player.lua in 482 added data.state as first param, something else broke πŸ˜„

#

so I've decided to ask since I did not find a way to fix it :/

#

one thing to point is that Spell is alteration + illusion, and alteration is leveled fine, the illusion is broken

spark pawn
obsidian arrow
#

What I have changed myself was befire asking here. I forgot to clear my changes before applying your fixes. First screenshot is with my changes, but shows main issue I have on original too. Second is with your suggestion but still my changes in (probably player.lua or skills line 270). Third screen is original with only your suggestion imcluded.

#

I have just described what I did before asking here for help

past pendant
obsidian arrow
#

Ok, I think I've fixed it

#

Not only removing the state in skills.lua line 353, but I've also added state to player 482, (mSkills.applySkillUsedHandlers(state, data.skillId, data.params, data.afterHandler))

#

it seems to be fine when using single school spells, multi schools and also other skills

past pendant
#

Thx, I'll check your fix and publish a release ASAP

stray crag
#

is this why im not acquiring new levels after using racemenu?

new character but i changed my appearance and race a few times, lost all skills but now i gained 2 major skills but level still says 0/10?

forest linden
#

press the N key, it will tell you what skills you levelled

past pendant
forest linden
#

its a different style of levelling, which is why that bar is disabled

#

it wouldn't make sense with the new levelling system

stray crag
forest linden
#

it is

#

way better

#

plus you can tweak a lot os settings, including how fast or slow skills level,

#

your finding the sneak skill really slow, you can bump that up a bit, same with enchant, but if you find that some skills are levelling too fast, you can slow them down

past pendant
#

NCGDMW v4.1.9 released!

  • Fixed Lua error during multi-school spell skills progression
past pendant
obsidian arrow
forest linden
#

I have been using the openmw testing feature a lot recently, as I have upgraded to TO, so I was using the testing feature to make sure everything was ok, however, NCGDMW overrides the script that you can use, as the script sets the player to 100 for all stats, so is there a way to turn off NCGDMW if you use the tsting system, that bypasses the main story? maybe something that could be added to the test script that can turn off NCGDMW, maybe NCGDMW = false

#

at least then, it won't muck up the settings when you do play the game for real

past pendant
#

But now we can preserve chargen attributes with a setting, you should get what you want

#

set "Full" to the setting "Start Values Ratio"

forest linden
#

that will certainly help

#

thank you

tame valley
#

Hello everyone! Has anyone progressed far while using this mod? I'm trying to decide if this mod alone would give me enough difficulty so I can leave the difficulty slider in the middle, or is it recommended to put the slider to the max as well? I'm planning to do everything (main game + most of TR) on a single character. Sadly I just cannot replay a game after my first playthrough, so I want to make this first one just right in terms of difficulty.

forest linden
#

it doesn't really touch difficulty too much, if you want a balanced game, then this mod will work. the main difference, is, that while you do level slower, skills can effect several attributes, so they will auto level, so you don't touch them. you just use the skills you want. but you can adjust how fast or slow those skills develop.

#

the mod is very customizable,

hoary trellis
forest linden
#

I was going to suggest that mod, but by the sounds of it, Dahatox wanted a balance playthough on their first go, so I decided against mentioning HBFS

#

but yeah, if you want a challenge, then there are mods that can increase the difficulty

hoary trellis
#

Vanilla+TR is loooooong. Playing on 0 difficulty setting will not cut it IMO

forest linden
#

true

tame valley
#

Thanks for the suggestions. To be honest I would like it more challenging rather than balanced, but the vanilla slider on max was a bit much, or maybe I just messed up my character creation, or both. Like my one Fire Bite spell was 2 hitting almost everything, but I was dead in 1 hit from a small critter as well. I'll look into this HBFS. Does it collide with NCGDMW or do you recommend using them together?

hoary trellis
#

Vanilla difficulty slider on 100 makes you take much more physical damage (about 5-6 times as much as on 0 IIRC) so it's no wonder that you died quickly

#

I wouldn't recommend playing on 100 right from the start unless you like that sort of gameplay

#

however, it's a good idea to increase difficulty later on as Morrowind gets much easier with time

#

HBFS allows you to tweak enemy's stats, magic damage and such, so you have more options. It also has difficulty presets

tame valley
#

Presets sounds great, I wouldn't like to tweak specific enemies or stats myself, that would feel like cheating :D

tame valley
#

Alright, guess I'll have all these installed and vanilla difficulty in the middle (default), then I'll adjust later as I feel

tame valley
hoary trellis
#

HBFS also have level-scaling options btw

#

if that's your preference

#

NCGD+HBFS is a good combo

tame valley
#

hmm not sure how I feel about mobs scaling with me, it has drawbacks as well

hoary trellis
#

yes

#

it's all optional

#

you may also check out this mod - https://www.nexusmods.com/morrowind/mods/54337 - for better merchant skills and this mod - https://www.nexusmods.com/morrowind/mods/53698 - if you like to pay taxes in-game like I do

Nexus Mods :: Morrowind

Fight Morrowind's broken economy by boosting merchants' mercantile and speechcraft skills. It works with any merchant vanilla or modded and it does not alter NPC's training skills.Settings

Nexus Mods :: Morrowind

This mod implements a system for the player to pay taxes in Morrowind.

tame valley
#

lol

hoary trellis
#

πŸ˜„

#

remember to pay your taxes, citizen

tame valley
#

now this is real hardcore gameplay :D

forest linden
#

it is

hoary trellis
tame valley
#

that also sounds great. I hated that in Skyrim and in Witcher 3 as well, I installed mods so I could only drink potions outside combat lol

#

in Witcher 3 I mean

hoary trellis
#

I get you

#

witchers didn't drink potions during combat in the lore

#

they did that before combat

#

https://www.nexusmods.com/morrowind/mods/55293 this teaches the enemies (and allies btw) to heal themselves

Nexus Mods :: Morrowind

NPCs and creatures now have means to heal themselves and their partners.This is done dynamically for any vanilla or added actor, if they meet specific criteria.Works with combat teams and

tame valley
#

back to the tax topic, that also makes you not wait after every encounter to max out magicka and fatigue, might be an actually good solution

hoary trellis
#

as you can see, there are many mods which you can use to tweak difficulty

tame valley
#

yeah, thank you for the suggestions

forest linden
#

@hoary trellis regarding HBFS, it has a core path, that you need, but do you need the 01 GMST and HBFS-GMST.omwaddon as well? or is the second optional?

hoary trellis
forest linden
#

thanks

hoary trellis
forest linden
#

thanks, I just installed the core mod

loud drum
#

What settings do you guys suggest for someone who wants a very slow leveling experience, but not slow to the point where I feel I'm not making any progress at all?

#

I'd like to extend the mid game as far as I can. With how much content there is in the total overhaul list, I'd like to be able to experience most of it without stomping things

swift hornet
#

imo i think the thing mobs need in this game sometimes is cast speed, like it's easy to beat mobs under leveled by kiting well.

hoary trellis
swift hornet
hoary trellis
molten oyster
# tame valley that also sounds great. I hated that in Skyrim and in Witcher 3 as well, I insta...

the reason why thats he case is cause witcher potions are long lasting for wtchers. not all potions (none especially if you dont use cheesed self-made potions) in morrowind adhere to that rule.
youre putting at yourself at a disadvantage for no reason other than the enjoyment one gets off of cbt since witcher potion mechanics arent translaed well into morrowind as of yet (other than the toxicity feature)

hoary trellis
#

You can use potions in combat with Pause Control. The only change is no inventory pausing

pseudo vapor
#

typo in nexus description?

agile valve
#

hey I've gotten invested in a character that's made it to level 15 (wow the new Tamriel Rebuilt stuff is good) but I've just realized to my horror that spear is one of my minor skills, while restoration isn't... what's the cleanest way for me to fix that with this mod?

forest linden
#

no, if you want to respect, its possible, (using the console) but it will reset your skills and level. but no, its not possible to do that with this mod

past pendant
#

Not sure it's possible, but you could try to:

  • take a screenshot of the stats menu (to get all skill values)
  • use the "EnableClassMenu" command
  • manually set all your skills as you wish with the console
forest linden
#

I think it will remove all the spells, if you have any spell bought.

#

not sure on anything else, as I haven't used it.

past pendant
#

Ah yes you're right

forest linden
#

its a total reset

past pendant
forest linden
#

agreed

#

on both accounts. not worth it

#

and of course you have to redo the skill levels of your skills and such, its a bit of a hassle.

past pendant
#

yeah, that's why I almost added a feature to restore your skills automatically, but NCGD doesn't know how the player would do it

agile valve
#

alas, cursed to spear - oh well, thanks!

past pendant
#

It's the skills that cannot go below half of the max value, not the attributes. But as attributes depend on skill values, this is also capped somehow

#

@atomic fulcrum

atomic fulcrum
#

Oh! I see!

#

Well, that's interesting πŸ™‚

#

But I am otherwise correct, so let's say my Alchemy goes to 200, will it be minimum 100 from now on until the end of time? πŸ˜›

past pendant
atomic fulcrum
#

Great! Then I

#

will use it πŸ˜„

past pendant
#

Decay is a good feature if you like realistic behaviors

#

Using a slower skill gain can be an alternative

forest linden
#

I think its on slow for me, as it defaults to that on a TO install

past pendant
forest linden
#

will check

past pendant
#

skill reductions now use a range that reduces exponentially, we don't use the word "slow" anymore

forest linden
#

slow under skill settings

past pendant
#

ah the decay!

#

slow, is very slow I think

#

but you should ask @hoary trellis , his more expert than me on using that feature

hoary trellis
#

I used Fast decay

#

at first decay is not noticeable at all. It becomes more impactful in mid- and late-game

#

you can reset skill decay with training

#

decayed skills also progress faster until they get "normal" values

#

it's all perfectly manageable

#

it's not a big deal if your skill decreases 1 or 2 points on lvl 40 or sth

tame valley
hoary trellis
#

I'm not sure about skill gain factor but setting it low for high skills def sounds like a good idea.

#

Keep in mind that you can always use trainers as well. That costs money but it's fine. You are playing a long game here πŸ˜‰

tame valley
hoary trellis
#

Yeah, I think that it increases difficulty a lot in the long run

tame valley
#

Yeah, right, trainers might be OP on their own, so probably I should lover the growth as well from default

past pendant
#

That setting is really important for long playthroughs

tame valley
#

actually it was 125 by default for me, I lowered it to 100 now, I'm not sure why it starts that high

past pendant
tame valley
#

ah I see, also now I realized there is also decay

past pendant
#

There is a test input below the setting value useful to know how much reduction you get for a given skill level

hoary trellis
#

For such a long playthrough 100% instead of 125% may be right

tame valley
#

so maybe it's also to prevent early decay

hoary trellis
past pendant
hoary trellis
#

100% is pretty much Vanilla for skills at low lvls, right?

#

So you know what to expect

#

Then it gets harder

#

Vanilla + TR is long as fuck

#

With other content mods it's even longer

#

Many players enjoy the early game struggles btw

#

So it all depends

past pendant
tame valley
#

yeah, so having the first value high basically just makes it easier for minor skills or skills not even chosen on chargen to catch up to the main skills, but it's exponential, so everything slows down really fast

past pendant
hoary trellis
#

Some may want it harder, though πŸ˜…

tame valley
#

Anyway, I've also installed HBFS and all your other mods, @past pendant, thanks for making these. I've set a slow scaling on hard preset for now, hope it will help with my base game + TR playthrough.

#

I think these were the defaults as well.

pseudo vapor
#

Here's one more typo

past pendant
sharp sorrel
#

wow thats incredible for a lua ui

#

how did the mbsp compatibility go?

past pendant
atomic fulcrum
#

May I ask, have the starting values been rebalanced by something in the Vanilla Extended mod back, and if so--is it based on the NCGDMW? πŸ™‚ I notice my starting luck is 30 instead of 40, for example, and when I bring up the skills menu, it lists some of the starting values as having been negative. In this context, luck is 0, so it has gained +30 πŸ™‚

atomic fulcrum
#

Oh! It's another mod πŸ™‚

past pendant
#

NCGDMW 4.2 released!

  • Fixed Starwind descriptions missing the new attribute impact info
  • Fixed skill descriptions using title case for attribute names (vanilla descriptions use lowercase)
  • Fixed death counter generating an error for midgame updates
  • Added a setting to change the stats menu width
noble phoenix
#

Do these starting attributes look normal? I am on Total Overhaul. It felt weird to start with 60 strength as a Breton and my tagged attributes are Int and Agility

#

also, will skill ups increase my health or only level ups?

past pendant
#

and you have multiple strength-based skills with high values

noble phoenix
#

Ahh, okay. I understand. You don't think that's too much to start with, do you? I usually do long plays and end up fighting power creep.

past pendant
#

it's pretty high indeed

#

you can try to change the "start values ratio" and pick the value that produce the best starting attributes

#

it's safe to change it midgame

#

with "Full", you'll get your chargen attribute values

#

and they will grow only with new skill increases

noble phoenix
#

it doesn't really change them much, at Full I'm down to 56 strength. Still seems pretty high for a level 1 boy. Would it change anything to have these settings this way then roll a new character?

dawn spindle
dawn spindle
noble phoenix
#

I'll try rerolling and seeing if I have more reasonable attributes by that. I suppose it won't be a real issue, I'm playing on max diff and can always reduce my skills and stats later.

past pendant
dawn spindle
#

...and the rest of mym's suite of excellent mods

noble phoenix
#

I'll probably check it out, but I avoid adding anything to these modlists. I'm simply unlucky/not great with umo and modding so I end up borking everything when I do lol

dawn spindle
#

You can act more freely with LUA mods, without consequence

noble phoenix
#

When I made a new character with Full at start, and no changes to the class, he started with 40 strength. I definitely didn't up any skills enough to get the extra 16 on that other pc

dawn spindle
#

In particular, this body of mods should not mess you up. They're just affecting NPC behavior in immersive ways, using a layer that the geniuses of OpenMW have abstracted far, far away from the worries we had about updating mods mid-playthrough all through the Morrowind.exe years. LUA gameplays mods have been πŸ’― good to go for me midstream or no

noble phoenix
#

I think I'm also worrying too much about the stats, tbh.

dawn spindle
#

Tweak it until you like it

noble phoenix
dawn spindle
#

I fear that am not free to engage further at this time, for the hour draws late. Please allow me to leave you with my fondest regards in exchange for my leave. πŸ™‡β€β™‚οΈ

past pendant
forest linden
#

@noble phoenix which modlist are you using? as there is a race respec mod, that rebalances races, I can't remember which modlists inclue this, but the TO certainly does, might that be it?

#

otherwise, I'm not sure what else it could be

noble phoenix
noble phoenix
past pendant
noble phoenix
past pendant
#

ah perfect

noble phoenix
#

here is the most recent save from that character

#

they are in the documents OpenMW folder fyi

past pendant
#

will check as soon as possible

noble phoenix
#

No rush, thank you for the assist! I was literally so early on I started a new pc after freshly installing today just to have it easier. plus, I'm not great at updating mods so I figured it would be easier to just redo the list now before I have too many issues lol

forest linden
#

this is what I get when I load the above save, also I checked the race respec mod, the author doesn't touch the breton Attribute wise

#

I dont have birthsign respec mod, installed.

#

not sure what other mod effecrs stats this way, but there clearly something, another mod that is responsible? something that is package with TO?

past pendant
past pendant
noble phoenix
#

When I played last (a few months ago) my character started with roughly 30 strength. Same modlist and same build/race

#

I know there's also a setting in the scripts somewhere to change how race affects speed but I can't remember where. I'm sure there's other things

forest linden
#

Dagoth Ur Voice Addon.esp
BirthsignsRESPECted.esp
pharis-magicka-regeneration.omwaddon
pharis-magicka-regeneration.omwscripts

stray crag
#

Hey looking for a simpler answer, still not sure how math exactly works here vs vanilla leveling: how viable is it to use a character use weapons that are not his minor or major skills with this

forest linden
#

you can use any weapon, you like, skills in the misc section level up a lot slower then those in the major / minor, but that shouldn't stop you from using a weapon you don't have a major or minor.

#

it will level up slower

#

but if you want to increase the gain for misc skills you can

#

this mod is very customisable

stray crag
#

Whats the default setting for skills, 100/100/60?

forest linden
#

100/100/50 I think

#

but each skill can be adjust as well

stray crag
#

Ah so making it 100/100/80 itll be slightly faster for minor skills

forest linden
#

yes

#

but if you go right down, the settings page, you will see each skill, there you can fine tune how fast or slow they level

#

so you can do lot of fine tuning

#

especailly increase tricky ones like sneak and enchant

#

100/100/80, that will effect misc skills, not minor, as they are still on 100 with that example

#

have to go for a bit, back later

noble phoenix
#

Was it changed recently that now misc skills no longer level you up? Or am I making that up entirely? I could've sworn I was leveling on ever skill increase. My last character was level 48 and had no major skills even close to 100

forest linden
#

it was changed, misc skills dont give you char levels, only major and minor

nova moth
#

An option to keep that behavior would be nice if feasible(if people want less class restrictive leveling like Skyrim I guess)

noble phoenix
#

Okay, I thought so. I definitely would prefer it that way, even if misc skills level gain is cranked waaaaaaay done. I'll still end up leveling minors, for attributes. But it'll feel like less of an investment and will make me more likely to only train with money for added attributes. But, I imagine this will assist with the eventual power build up, if I'm leveling from fewer sources then it won't be as broken as quickly. I'll give it a chance before my final decision lol

forest linden
#

Something I just noticed, when I use the N key to see the stats, it no longer seems to show how many attributes, have been increased, pretty sure the older versions had something like speed x2, willpower x2 if those attributes have been increased. fairly sure that info was under luck, it would be nice to have that info,

#

unless there was a reason why that was removed?

#

maybe have it besides the message log, have the time closer to the messages and put the attribute increase info besides that?

past pendant
#

What you want is a part of growth

#

But we already have many columns

forest linden
#

I just thought this version had it as well as some point, but maybe mistaken

forest linden
#

guess I was mistaken, nevermind

past pendant
#

I just had 3 reports on Nexus of characters stuck at level 1, even after increasing more than 10 times a major skill.
I'm unable to reproduce that bug. Has anyone here recently started a new game with a recent version of NCGD?

fiery oak
#
[16:42:04.052 E] L@0x1[scripts/ncgdmw/player.lua] onFrame failed. Lua error: [string "scripts/ncgdmw/skills.lua"]:51: attempt to perform arithmetic on a nil value
[16:42:04.052 E] stack traceback:
[16:42:04.052 E]     [string "scripts/ncgdmw/skills.lua"]:51: in function 'setSkillGrowths'
[16:42:04.052 E]     [string "scripts/ncgdmw/skills.lua"]:102: in function 'updateSkills'
[16:42:04.052 E]     [string "scripts/ncgdmw/player.lua"]:187: in function 'updateGrowth'
[16:42:04.052 E]     [string "scripts/ncgdmw/player.lua"]:298: in function <[string "scripts/ncgdmw/player.lua"]:293>
[16:42:04.052 E]     [C]: in ?

I'm getting these stack traces when I reloadlua in my starwind tests just now, not sure if related

#

Also this one:

[16:42:06.869 E] L@0x1[scripts/ncgdmw/player.lua] onFrame failed. Lua error: [string "scripts/ncgdmw/decay.lua"]:90: attempt to compare number with nil
[16:42:06.869 E] stack traceback:
[16:42:06.869 E]     [string "scripts/ncgdmw/decay.lua"]:90: in function 'updateDecay'
[16:42:06.869 E]     [string "scripts/ncgdmw/decay.lua"]:132: in function 'onFrame'
[16:42:06.869 E]     [string "scripts/ncgdmw/player.lua"]:300: in function <[string "scripts/ncgdmw/player.lua"]:293>
[16:42:06.869 E]     [C]: in ?
noble phoenix
# past pendant I just had 3 reports on Nexus of characters stuck at level 1, even after increas...

I installed my list a couple days ago and have started a new pc. So far nothing like that has happened to me. We did speak about those weird chargen stats I was having, but after your mod updated and I reinstalled the list, and made a new pc, the stats appeared to look more what you might expect. I'm currently level 2 with 50% prog to next level. If there's anything I can try to assist you lemme know.

past pendant
fiery oak
#

off beta

past pendant
#

oh

#

with the last version of NCGD?

fiery oak
#

yea I rolled this install like a day or two ago

past pendant
past pendant
#

NCGDMW v4.2.1 released!

  • Fixed too early NCGDMW initialization during normal chargen (Morrowind and Starwind)
past pendant
fiery oak
#

yea man I'm working on the list rn

#

I gotchu

stray crag
#

is there a version of this that doesnt reset your stats on enableracmenu?

past pendant
hoary trellis
past pendant
#

I'm unsure, but what I fixed could cause unexpected results

#

I realized that with a normal chargen, the profile was initialized multiple times. That's not supposed to break things, but we never know

#

I did all my recent tests with OpenMW's test mode and a Quick Chargen mod, but the vanilla chargen has specificities I forget to test again

#

it's quite tedious to test every feature in every scenario each time to change something that could impact other features

#

NCGDMW now has a LOT of features and a lot of settings, which makes testing a bit hard

stray crag
stray crag
#

so basicly we cant reedit appereance in openmw?

#

without losing stats i mean

past pendant
#

something could be done maybe to make it possible: Save stats before the special menus and then restore the stats

noble phoenix
#

@past pendant apologies for the random ping, but I was just wondering if you think these attributes look correct? I'm just testing out stuff and curious.

noble phoenix
#

Awesome, thank you!

stray crag
#

can I slow these down midgame? for some reason some of my stats jump much higher if i change back to 100

stray crag
#

so with gentler racemenu, im not getting spells and stats wiped

#

but after reset, i get same stats back

#

but then whatever I grew, gets added on top

forest linden
#

Ok, I'm noticing a strange thing with the sneak skill, or should I say the stat on the main stats page, which has your character, every time I use sneak, the stat usually turns green, and can jump widly from a small increase from base, or to a pretty large increase from base. base value is 65, I seen it go as high as 80 once. when I enable sneak. as soon as I disable sneak, the value generally reverts back to 65. I am not wearing anything that can effect sneak. So not sure what is wrong.

#

dont think I have seen this happen before, but thought I would report it.

jolly raven
thin mortar
#

do you by chance have sol's combat pack? could be the sneak step drain feature

forest linden
#

will check, probably do

#

yes that is it,

#

confirmed, it was that

#

so not a bug

#

thanks

#

I wondered what it could have been

stray crag
#

temp fix for gentler menu, at least for custom races

#

#1369732825661837475 message

charred geyserBOT
#
Attachment(s)
stray crag
#

the problem of additive double growth hoever still persists on attributes

#

but one can manually reduce those

stray crag
past pendant
#

Did you try the NCGD's reset procedure?

stray crag
past pendant
stray crag
#

got it boss

#

sorry, im confused, these are obvious steps of course

past pendant
#

I meant NCGD's reset procedure

#

After the race menu

sharp sorrel
#

one surveils the fortify health buffs, and modifies the max hp according to the delta it observes (it modifies max hp like +x hp when a fortify health buff is applied, and -x hp when it runs out)

#

the other writes to the modifier property of skills and attributes

#

according to buffs getting applied/running out it observes

#

if NCGD forces a certain max health value, regardless of what it was before, that would break the fortify health mod

stray crag
noble phoenix
#

I was thinking of turning on the magicka refunding thing, but wasn't sure if it would be too OP or anything. Would love any info from anyone who has used it. I do have pharris' magicka regen but it's set decently low at like .06 I think

hoary trellis
#

I've never used this. I don't think it's necessary to make spells cheaper. Magic is powerful enough as it is.

noble phoenix
#

That's where my mind is at. I like the idea but feel like it would only make me more op

void roost
#

It refund/return some Magicka from successful casted spells.
On refund skill start at 1 and Magicka Refund Multiplier set to 5 it allows me to comfortable use some spells on non-magic-oriented character (if successes), hybrid gameplay is very nice with mage birthsign.
If want to play as Berton/Altmer with aperience or atronach birthsign, it can be op and allow to spam spells like there is no tommorow

jolly raven
#

@past pendant Not sure if you know about this already, apparently NCGDMW is now incompatible with Quicktrain

past pendant
# jolly raven

Thx for the notice.
I realize than now we handle the skill increases from training, I forgot to manually play the skill raise sound.
Easy to add it, but I don't get the renaming to "Skill Raise" issue

jolly raven
#

@modest thorn Hey, could you please elaborate on the Quicktrain/NCGDMW issue?

past pendant
#

with or without the sound playing, the log note gets updated and I can see the trainer logged

jolly raven
#

I think the issue might be that the training dialogue window doesn't open itself again after training?

past pendant
past pendant
#

I checked Quick Train's code, but I don't get how its code could work

#
local delay1 = 0.1
local delay2 = 0.5
local function UiModeChanged(data)
    local newMode = data.newMode
    local arg = data.arg
    if newMode == "Training" then
        async:newUnsavableSimulationTimer(delay1, function()
            local soundPlaying = ambient.isSoundPlaying("skillraise")
            if soundPlaying then
                async:newUnsavableSimulationTimer(delay2, function()
                    local soundPlaying = ambient.isSoundPlaying("skillraise")
                    if not I.UI.getMode() and soundPlaying then
                        I.UI.setMode("Training", { target = arg })
                    end
                end)
            end
        end)
    end
end
#

when the training window opens, there is no sound playing, thus "soundPlaying" is always false

jolly raven
#

@blissful ingot Could you help here, please?

past pendant
#

It works this way:

local delay1 = 0.1
local delay2 = 0.5
local prevTarget
local function UiModeChanged(data)
    if data.newMode == "Training" then
        prevTarget = data.arg
    elseif data.oldMode == "Training" then
        async:newUnsavableSimulationTimer(delay1, function()
            local soundPlaying = ambient.isSoundPlaying("skillraise")
            if soundPlaying then
                async:newUnsavableSimulationTimer(delay2, function()
                    local soundPlaying = ambient.isSoundPlaying("skillraise")
                    if not I.UI.getMode() and soundPlaying then
                        I.UI.setMode("Training", { target = prevTarget })
                    end
                end)
            end
        end)
    end
end
#

NCGDMW 4.2.2 released!

  • Fixed missing skill raise sound during training
modest thorn
blissful ingot
#

It uses the sound from the training to detect if it needs to be re opened

#

I did just replace the training UI as well

past pendant
blissful ingot
#

it checks if data.oldMode == "Training"

past pendant
blissful ingot
# past pendant I only see the newMode check
local function UiModeChanged(data)
    if data.newMode == "Training" then--this checks if the training window is opening, and saves the target so it can be reopened later
        prevTarget = data.arg
    elseif data.oldMode == "Training" then--if the training window is closing, we start a timer
        async:newUnsavableSimulationTimer(delay1, function()--The timer waits a second or so, and checks if the skillraise sound is playing, if it is then we reopen the training window
            local soundPlaying = ambient.isSoundPlaying("skillraise")
            if soundPlaying then
                async:newUnsavableSimulationTimer(delay2, function()
                    local soundPlaying = ambient.isSoundPlaying("skillraise")
                    if not I.UI.getMode() and soundPlaying then
                        I.UI.setMode("Training", { target = prevTarget })
                    end
                end)
            end
        end)
    end
end
past pendant
modest thorn
#

IDK what UI logic changed but it works in 4.1

blissful ingot
#

Though it wouldn’t work right if the game was unpaused somehow for the window

past pendant
past pendant
#

I did not test my code without Pause Control though

late granite
#

Is this mod compatible with vanilla quests that alter attributes?

past pendant
void roost
#

How NCGDMW lua Edition works right now?
Some time ago we talk about leveling based on top10 skillf from all not only Majon/Minor but Misc should also increase level when is higher than Major/Misc skills.
For test i set exp from running to 999 and reach 150 Athletics but level progress stay at 0%

#

Only Major and Minor skills are counted to level like vanilla?

past pendant
#

We decided to tend towards "chargen choices matter"

fierce terrace
#

Love how the mod is now. I remember using it before, it always felt like I was getting too powerful too quickly. With my current settings it feels more like I'm getting "average" levelups which feels a lot better.

#

Less of a pain in the ass, automated, but not OP

forest linden
#

its more rewarding that is for sure. a lot slower, but every level means something

past pendant
#

I always preferred MW during early games, that's why I added the exponential skill gain reduction in NCGDMW: To stay weak as long as possible πŸ™‚

fathom dew
#

I like slower leveling. It's not like you have to worry about running out of quests or places to explore these days 😁

gloomy meteor
#

hey, I'm pretty sure this may be a stupid question but this mod is probably not mid-savefile compatible right? πŸ˜… (wish I could search in threads on discord)

past pendant
gloomy meteor
#

:ooo ohhh thank you!!

past pendant
#

But you'll lose any exceptional attribute bonus, like the +2 strength given by the naked Nord quest

#

You can add them though, after you load your game save with NCGD enabled, using console commands, I you remember them

gloomy meteor
#

that's fine for me, thank you!

past pendant
#

Hey guys, I'm working on a consequent update that scales some skill gains based on their success chance.
The goal is to reward the use of complex skills, and refrain the player from farming XP with too easy skills.

#

MBSP will be replaced by this new feature.

#

And now I'd like to remove the magicka refund feature, because:

  • magic is already very powerful
  • it only adds benefits, without counterparts
  • it's almost equivalent to a spell cost balance mod
#

Does any of you have any solid argument against its removal?

void roost
#

I'm using it because allows for more mage-only build on non magic races like Berton or Altmer where player have less Magicka - spell cost some Magicka so you need this amount to cast, if failed then you lost Magicka, if success you get some refund for eg. Another cheaper spell.

#

It's more balanced than sone Magicka regeneration per secounds

#

This mechanic makes me to use weaker spells with higher cast chance in combat when I need to really cast then and thx to refund I can play more a spell caster than weak staff fighter

#

But with mechanic what makes leveling magic skills easier above default 10 Magicka cost make me tomtry practice magic in cities where I don't need a high success chance but a refund allows me to practice more if I get success spell

past pendant
#

thx for explaining, I will preserve that feature then

void roost
#

You know... It's your modification, you can do with this whatever you want.

Maybe you can make a separate mod with Magicka refund mechanic, because you are right - Magicka refund isn't something what influence on character leveling in direct way

past pendant
#

that is true, but now players are used to find that feature in NCGDMW. And creating a new mod is fastidious πŸ™‚

forest linden
#

I dont think I have that enabled, so as an option, it worth keeping, not sure its worth making another mod for

#

but again, its your mod mym, do what you think is right

past pendant
worthy kindle
# past pendant And now I'd like to remove the magicka refund feature, because: - magic is alrea...

Magic isn't powerful, it's simply another avenue you can use to solve problems. It's also not one thing, it's a multitude of other skills, and each of the skills gain power without interferring with the others, they simply aren't connected, except that all the magic skills draw from the same limited pool of magicka. The benefit to using an open spell is the same benefit to purchasing a master probe from Hlaalu mansion in Balmora, except failing an open costs you very little, whereas not only do you lose the time of casting, which is slower than almost all other actions in the game, you also lose the magicka of the spell without earning it back. The magicka refund takes that sting and makes it a little less punishing. On a lore level, it doesn't make sense that failing to cast a spell should use all the magicka of a success in the first place, When you miss with a swung weapon, it still took you energy to move it, thus the fatigue loss. However, it's not like you're misfiring the spell, you simply aren't casting it on a fail. In summary, refunding magicka evens out the magic experience by taking the sting of losing both magicka and time, which realisticly will only cause people to save scum, for characters when they are weaker, without any undue benefits being conferred when a character has a high enough level where their spell casts all have a high chance, and is lore friendly to magicka in the Elder Scrolls.

#

The Magicka refund is suprisingly well balanced, great design actually, since it balances a weaker character without conferring any strength to an already strong character.

past pendant
forest linden
#

yeah, well thought out that

fierce terrace
#

I agree that magic simply is not as powerful as people seem to think. Destruction and Conjuration are far less reliable and powerful offenses compared with hitting enemies with your own weapons beyond the very early stages of the game. Enchantments are better than self-casting in virtually all scenarios because they do outright regenerate and can be cast much more quickly. On top of that any decent fighter will simply be casting offensive spells alongside every single swing of their weapon via enchantment.

The only thing is that Chameleon + Telekinesis are way better for stealth than Sneak, but that's more because Sneak is broken.

#

I play with a magicka regen mod and this mod's refund on my Argonian mage with a modded Apprentice birthsign that gives just +1.0x Magicka per Intelligence in exchange for a less potent downside, and it's felt great. Balanced just right. I still end up relying on my backup shortsword anyways due to all the spell reflect throughout the upper enemy tiers.

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Oh, and a mod that disables enchantments from regenerating

#

Vanilla self-cast magic needs a lot of help imo

worthy kindle
# past pendant That is well presented. It makes sense. The only part we could debate on is the ...

I think losing a small percentage of the spell cast on fail makes sense, but again, magicka is the divine energy of Magnus. If you fail to cast a spell that would have sent a 50 foot fireball out, and nothing misfires or changes in the environment on a cast fail, I think that lore wise, it makes sense that you only burnt a little magicka to fail. Like how if you light a match to light a bonfire, and the match goes out, the bonfire can still be lit at a different time. Is it a little ridiculous to apply the laws of thermodynamics to TES's magick system? Yes, but I think it's satisfying when there's parity between what we see and what we expect. Ergo, a cast fail should lose I think only 10-20% of the magicka that would be expended on a successful cast.

nova moth
#

If we're thinking about lore then failing a spell should have self destructive consequences ShurgZeroTwo

void roost
#

If make that cast fail drain only % of Mana need for cast fireball then you could still cast 5 fireballs like in vanilla

#

Extra Magicka for success vs less lost Magicka on fail

#

Nice will be to see both in NCGDMW

past pendant
dawn spindle
# past pendant MBSP will be replaced by this new feature.

Well, I've put some thought into it, and my design would be thus:

* discounts starting at 50 skill level (not sure how this best works with multi-school spells)
* looking something like:
** 50 skill - 1mp discount
** 60 skill - 2mp discount
** 70 skill - 3mp discount
** 80 skill - 5mp discount
** 90 skill - 8mp discount
** 100 skill - 13mp discount (fibonacci!)
** etc.```
The spell refund is just more OP gravy from original MBSP, so reining it in would be a good thing. It fits with the trend of balance mods toward lengthening the early- and mid-game.
#

I do like the idea of a caster having "free" spells after refund, as long as we are talking just cantrips to start

#

Failures always cost full MP

dawn spindle
dawn spindle
#

Just one man's take. I would welcome any feedback, questions, or especially apocalyptic critiques

#

The fibonacci thing is just a vanity. Somewhere between linear and exponential seems apt.

oak herald
#

hi - would it be possible to have an option for making magicka work more like health instead of directly tied to intelligence?

#

like you gain more on level up based on your stats

signal hound
#

Hi. So far, love the ease this mod provides.
Question: Playing on Steam Deck, I’m having trouble seeing the full stats menu for NCGDMW. NCGDMW allows width adjustments but not height. Any suggestions to make this work?

past pendant
past pendant
void roost
#

Hi @past pendant I have little request for your mod.
NCGDMW allows to train up to 1000 speed and athletics.
I know, there is possibility to cap separate attributes and skills but i would like to not blocking theses.

A few days ago a modification appeared that removes the influence of load on movement speed and jump height: https://www.nexusmods.com/morrowind/mods/56642

I've been thinking about the possibility of "locking" movement speed and jump height to a certain level for a while now, so that regardless of the speed attribute, athletics skill, the maximum speed cannot be greater than X.

This would allow you to run and jump at the desired maximum without worrying about further skill/attribute development.

This modification could have an optional disablement of the influence of load on speed, as in the above mod. The "Burden" effect, which adds load, should affect the player anyway.

Nexus Mods :: Morrowind

Removes the encumbrance-based penalties to movement speed and jump height. Being overencumbered will still stop you from moving. Compatible with everything.

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I'm asking you because your mod allows to increase movement speed and jump height to abnormal values - probably it will be very hard but imo even 100 speed and athletics looking weird and 100 acrobatics make me "DON'T TOUCH JUMP KEY!"

#

Functionally is good - faster player so shorter travel time, higher acrobatics so higher jump height but sometimes, more for immersion, I and probably few other "specific" peoples would limit theses.

#

Option for disable influence encumbered to movement speed and jump height would be nice if encumbered would be calculated based on modified movement speed and jump height not from statistics - with 200 STR SPD ATH and ACR, even with 999/1000 of weight would be faster than limited max speed at 100.

fiery oak
#

I think you should be able to accomplish this by scaling the speed of the various movement animations.

void roost
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Settings could look like:

RUN SPEED LIMITER
Acrobatics: ... (default: empty - if possible)
Strength: ...
Athletics: ...
Speed: ...
Unencumbered : Yes/No (default: no)

And player who set eg. 80/60/no would have movement speed and jump height like he have 80 athletics, 60 speed and 0 load. But still if overencumbered will be unable to moving.

#

Maybe it could be made with easier than settings above - 3 options for max movement speed, max jump height and "Unencumbered".

past pendant
fiery oak
#
local animation = require 'openmw.animation'
local gameSelf = require 'openmw.self'

local RATE = 0.5

I.AnimationController.addTextKeyHandler('', function(group, key)
  if not group:find('walk') or not group:find('run') then return end
  animation.setSpeed(gameSelf, group, RATE)
end)
#

Somethin' like that.

#

This is a bit aggressive as it would take over in all circumstances, sometimes in an invalid way, like when levitate is overriding native movement speed

#

But think should work for start

#

You straight up cannot manipulate the direct movement speed or jump height, no way. Part of how the internal character controller can do this is by graditating between zero and nonzero values of self.controls.movement, that can be handy too but more likely to be difficult to manage/breaking

#

But also gradiating between zero and nonzero values instead of just using 1 I think is basically also just scaling the animation speed, so

void roost
#

@past pendant sorry for next ping but I need your help
Shields Up mod which allows manual shield control working on block skill reduction to 0 when shield isn't rise but when rised, weapons skills and speed are reduced by %.
But after restoration e.g temple/shrine I got additional skills levels equal to reduced value.
Even after turned off Shields Up and/or NCGDMW after using restoration values are higher than should.
I.NCGDMW.ResetStats() didn't help.

Any idea?

#

Ok, evermind - i used player->setspeed etc to set values to levels which are in Stat Menu

#

Thx for your help because i found this in readme of your mod

boreal dome
#

is there a command for adjusting my character level for this mod? player->setlevel X doesn't seem to be working as expected
Edit: Nvm, no longer needed. Just wanted to check what my max health would look like at higher levels. I found another way.

hallow sentinel
#

Can I ask questions about the ultimate levelling version of this mod here, or this is specific to only the original

forest linden
#

that has its own channel now

forest linden
#

thanks, I was looking for it

#

got beaten

daring flax
#

i'm confused about what the point of the progressive training duration option is?

spark pawn
daring flax
#

but why?

spark pawn
past pendant
scarlet depot
#

Hey my friend, I forgot, or perhaps I misunderstood, but is there some potential for conflict with mods such as RUN! or Shields Up? Thank you as always

past pendant
#

For Run I don't know. I suppose @shut wedge knows

scarlet depot
#

Ty

scarlet depot
#

It appears that the restoration problem has been fixed in the most recent update from today

void roost
#

Yup
It was Shields Up mod problem

shut wedge
scarlet depot
shut wedge
#

Cool cool, thanks for following up πŸ™‚

timid sleet
#

For some reason I can level up and my skills can increase but my attributes never increase. Even if I train a skill for 20 or 30 levels. I tried increasing the growth rate to Fast as well.

past pendant
timid sleet
#

I looked in there earlier and didn't see anything that appeared to correspond to NCGD lua. I've since changed to NCGD Ultimate leveling and that appears to work perfectly.

south furnace
#

does the 'state based hp' setting mean that if you fortify (or damage) endurance (or strength, or willpower), your maximum hp will change to match that?

south furnace
#

oh that's exactly what I was looking for, nice

past pendant
#

Hey guys, with @hoary trellis we designed a new feature to scale the skill uses, in the same vein of the mod Skill Uses Scaled, but with different mechanics.

It affects magicka skills, weapon skills (except marksman), armor skills, security (unlock and disarm), athletics and acrobatics (jump and fall).

It's an important update that directly affects the character progression balance and we would love to get feedback on it.

Here is the current beta, already well tested.
To ease the tests, I added a debug (ugly) notification system that can be enabled in the new "SKILL USES SCALED SETTINGS" section, please try it to see in real time the gains based on your performance, the risk or the success chance.

Here is the draft changelog:

  • New skill progression scaling approaches based on: Skill success's chance, action's danger, action's performance (on by default, concepts designed with @hoary trellis)
  • Those approaches were inspired by @Grey's wonderful mod "Skill Uses Scaled", but differ in their mechanics, check the settings page for more details
  • Replaced Magicka Based Skill Progression approach with a success chance-based approach
  • Security's unlocking and disarming gains now based on a success chance-based approach
  • Weapon skill gains now based on a success chance-based approach
  • Armor skill gains now based on a risk-based approach
  • Acrobatics' jump and fall gains now based on a risk and a performance-based approaches
  • Athletics gains now based on a performance-based approach
  • Restored default acrobatics gain (0.15) for jumps
  • Restored default enchant gain (0.0) for cast on strike uses
#

@scarlet depot @forest linden @swift hornet @dawn spindle @shut wedge

hoary trellis
#

Congrats on this important update @past pendant . It was a lot of work, but the new systems serve as a natural improvement over Vanilla's static scaling and the min-max % gains are customisable. It can also be turned off for each skill type so it should be fun for everyone as Vanilla version is still there. It always bothered me that fighting rats gave same weapon and armor skill increases per hit as fighting skeleton champions, spam jumping in one place gave same skill increases as reaching high places or jumping over deep holes, casting 5% chance spells gave same skill increases as casting 80% chance spells, wall running was as good as a marathon, unlocking lvl 10 lock was as good as unlocking lvl 100 lock etc. It should now be far more dynamic. IMO a perfect fit for that "N" in the mod's name.

scarlet depot
past pendant
hoary trellis
#

Make notes if there is no skill progress at all

#

And if you encounter sth like this, press F10 for debug console and copy the report about the skill

void roost
#

very nice - must to check this!

Any ETA when you change magicka refund for success casting to % lowering magicka lost if casting fail?
Previously i said that refund allows me to play more as mage but with higher exp for success if cast chance is low, lowering fail cast cost will work better and in summary if 100% success the amout of casted spells will be these same like in vanilla.

It's possible to add option to reduce spells magicka cost related to related magic school skill level?

rare stone
#

I'm not sure I like magic XP scaling on success chance, seems like it has the potential to make leveling very slow at the high end when you don't really have an organic need to make more powerful spells that you have a substantial chance of failing to cast

past pendant
hoary trellis
rare stone
past pendant
rare stone
#

Also getting more XP for doing low-chance things puts you in a weird state where you get more XP for doing stuff while you're drained of fatigue which seems odd to me

rare stone
hoary trellis
rare stone
#

Fair enough

past pendant
#

it's like a double penality: low chances and low gain

rare stone
hoary trellis
void roost
past pendant
void roost
#

Yes
Something like Skyrim perks which reduce specific spell levels of specific magic school to half of based value.

#

More as a separate mod

rare stone
#

I guess to try to point out the thing that irks me more specifically: This character uses illusion all the time, but it's the only spell school they use. They don't have any of the star signs that fortify their magicka. I can cast this Sanctuary spell one (1) time before needing to chug potions to do any more casting. With cost-based scaling that gets me a decent chunk of XP, but chance based scaling it gets me almost nothing and I physically can't cast a spell that has a much higher chance of failure

past pendant
forest linden
#

will give it a whirl, looks to be a good update, sorry for the late response, been playing the game.

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will give t a go when I file it back up

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ok to upgrade mid save? just checking