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Version 1.1.3
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Economy Adjuster Adjustments Summary This archive contains edited versions of the Merchant Skills and Crime modules of HotFusion's Economy Adjuster. These edited versions are based on the "BTB Edit" version by BTB, with additional changes. My version of the Merchant Skills module adds a number of service providers that were missed by HotFusion and BTB, changes the formula that determines the NPCs' new mercantile and speechcraft skills, and makes a few additional tweaks to the scripts. Also included is a version of the plugin that edits the relevant NPCs directly rather than via script. My version of the Crime module increases the bounty for theft, increases the death sentence threshold, and increases the bounty-to-jail-time ratio (decreasing time spent in jail for a given bounty). See below, and especially the included readme, for more detailed explanations. Merchant Skills HotFusion's original Merchant Skills plugin aims to increase the mercantile and speechcraft skills of Morrowind's service providers, in order to balance the game's economy and make it more difficult for the player to exploit merchants. This is done via scripts added in dialogue, to avoid editing the NPCs themselves (for compatibility reasons). There are two scripts, one for trainers and one for non-trainers. BTB's version of the plugin optimizes the method of insertion of the scripts, and adds a few NPCs that were missed by HotFusion. My version of this module basically makes two types of changes from BTB's version: (1) adding service providers that were still missed in BTB's version and fixing those who got the wrong script, and (2) adjusting the scripts themselves to change the formula and make a few other tweaks. NPCs Added or Fixed Regarding the first set of changes, a number of service providers (quite a lot, actually) were either given the wrong script or were erroneously not affected at all. Hopefully all such cases have been fixed now. The spreadsheet service_providers.ods included with this archive lists all service providers in the vanilla game affected by this plugin, separated into two sheets, one for trainers and one for non-trainers. Each sheet has columns for the NPCs' vanilla and new mercantile and speechcraft skills. Regular Script Changes The second change made in my version of the plugin is to adjust the formulas in the scripts themselves, and make a few additional optimizations. To the "regular" script (the one given to non-trainers), the following changes have been made: 1. If statements have been added to ensure that mercantile and speechcraft skills will never be lowered by the script. 2. Another if statement has been added setting a floor of 30 for the new skill values. This minimizes (but does not eliminate) the potential for the player to exploit merchants for unlimited money. (See HotFusion's original readme for a more in-depth discussion on this topic.) 3. The formula that determines the new skill values has been changed. HotFusion's and BTB's versions of the plugin use the formula level * 5. My version changes it to level * 4 + 20. This results in a minimum value of 32 for almost all service providers, while providing (I feel) a smooth difficulty curve as merchants' levels increase. Service providers of level 20 or above will have mercantile and speechcraft skills of 100. Training Script Changes The training script checks to see if the trainer's mercantile and speechcraft skill is already in their top three skills (in other words, if it's a skill that the NPC offers training in). If so, it's left alone, in order to avoid changing the level to which they train the skill. If not, it's raised to a value one lower than the trainer's third-highest skill (any higher and it would change which skills the NPC trains). My changes to the script set a cap of level * 4 + 20 for the adjusted skills. I've also made a couple tweaks to ensure that the script works as intended. Mercantile and speechcraft skills will now be set to either level * 4 + 20, or one lower than the trainer's third-highest skill, whichever is lower, unless it's already in their top three skills, in which case it will be left alone. A check is also performed to ensure that the trainer's skills will never be lowered by the script. Direct Edit Version Also included is a version of the Merchant Skills plugin that edits the relevant NPCs directly, rather than modifying their skills via scripts started by new greetings. This is a less obtrusive way of making these changes, from the player's perspective (no more "..." greetings). However, this version of the plugin is also much less compatible. The regular Merchant Skills plugin should be compatible with just about everything (at worst, some merchant added by a mod might not be affected or might get the wrong script). The "direct" version, on the other hand, will conflict with any mod that touches any of the affected NPCs (including any mod that implements Cinia Urtius). It will also not affect merchants added by mods. If you want to use this version of the plugin, I suggest using an object merger such as tes3merge to resolve conflicts. MCP "Mercantile Fix" Patch One more issue needs to be addressed here: whether or not the "Mercantile Fix" patch in Morrowind Code Patch should be enabled when using the Merchant Skills plugin. After a bit of testing, my conclusion is that yes, it should be enabled. See the included readme for an in-depth discussion. Crime The original version of the Crime module by HotFusion aims to make being caught committing crimes considerably more costly. It does this primarily by increasing the bounties for various crimes. It also sets the threshold for a death sentence (the point at which guards will just attack you instead of trying to arrest you) equal to one gold higher than the bounty for one murder plus one assault, so you have significantly less leeway than in vanilla before you earn a death sentence. The BTB Edit version of the plugin also increases the bounty for trespassing (unlocking owned doors and containers), which was missed in HotFusion's original. However, there are a few issues remaining in BTB's version that I aim to address in my version of the plugin: the bounty for theft, the death sentence threshold, and the number of days spent in jail. Theft Bounty Neither previous version of the plugin increases the bounty for theft. In vanilla, and with HotFusion's and BTB's version of the Crime module, the bounty for stealing an item is equal to the value of the item. My version increases the bounty to ten times the value of the item. This ensures that theft is not financially rewarding if you get caught. The readme contains a summary table of the bounties for various crimes, in vanilla, HotFusion's version, BTB's version, and my version. I recommend BTB's Game Improvements, which among many other game balance changes lowers the value of the super-valuable items. Death Sentence Threshold HotFusion and BTB set the threshold for a death sentence to 54001 gold (which is one gold more than the bounty for one murder plus one assault). I think this would be a bit too harsh even under ideal circumstances, but there's one thing that makes such a (relatively) low death sentence threshold particularly problematic: occasionally you can be charged for more crimes than you actually committed. For example, you can walk up to an NPC and murder them in front of witnesses, and instead of being charged for only one assault and one murder, you're charged for two assaults and two murders, resulting in a bounty of 108000 and an instant death sentence. This only happens occasionally, and I'm not sure what causes this bug or how to fix it, but this clearly won't do. To give the player a bit more leeway, I've changed the threshold for a death sentence from 54001 to 150000. This does not constitute a license to murder on a whim, as you'll still earn a death sentence if you go around killing people indiscriminately, and the high bounty for murder is no longer a laughing matter. Jail Time Ratio In Vanilla Morrowind, the ratio of bounty to days in jail is 100:1. In other words, you must spend one day in jail for every 100 gold of your bounty (with a minimum jail stay of one day). For each day you spend in jail, one of your skills, chosen at random, will be decreased by one (unless the randomly chosen skill is sneak or security, in which case it will be raised by one instead). HotFusion's and BTB's version of the Crime module drastically increase the bounties for crimes, but do not alter the jail time ratio. This means that the time you must spend in jail for crimes if you can't pay your bounty, and the number of skill points lost as a consequence, also increases drastically, to the point of being truly debilitating with high bounties. For one murder and one assault (bounty 54000), you will be required to spend 540 days in jail if you can't pay, which means almost 540 points of total skill loss (minus the random security and sneak gains). Losing over 500 skill points is utterly devastating to your game; you'll see a skill screen full of zeros unless you're already at a very high level. The result of this is that going to jail for murder becomes absolutely unacceptable, and players will simply reload their previous save if they get caught and are unable to pay. My version of the plugin increases the ratio from 100:1 to 1000:1. Jail time is still significantly harsher than vanilla for assault and murder, but it's now no longer so debilitating as to be unacceptable, and so going to jail might be a practical option rather than save scumming. The readme contains a summary table listing the length of jail stay for various crimes, in vanilla, HotFusion's version, BTB's version, and my version. tes3mp Conversion of Merchant Skills Also available is an optional file for tes3mp users, thanks to the work of aziwa. All the new greetings have been removed from the plugin, as the scripts are now triggered by lua code. Also included is a .lua file to be installed on the server side. See the .lua file itself for instructions. Version History Main File Version 1.1.3 - 2021-11-23 - EcoAdj Crime: Raised the bounty thresholds for a number of greetings and other dialogue entries that had been missed in earlier versions. - Removed PFP dependency (all PFP fixes are still incorporated - only the dependency has been removed). Version 1.1.2 - 2021-01-23 - Incorporated Patch for Purists fixes for 120+ Hello voice lines in the Crime plugin. Thanks to Sigourn for these fixes! Version 1.1.1 - 2020-09-27 - Incorporated Patch for Purists fixes for five greetings in the Crime plugin, most importantly the result text of the death warrant greeting. Version 1.1 - 2020-03-22 - Added "direct" version of Merchant Skills plugin that edits relevant NPCs directly rather than changing their skills via scripts. - Fixed minor script error in regular Merchant Skills module. Version 1.0 - 2019-07-24 - Initial release. tes3mp Conversion Version 1.0 - 2020-03-14 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692. -
View File Economy Adjuster Adjustments Economy Adjuster Adjustments Summary This archive contains edited versions of the Merchant Skills and Crime modules of HotFusion's Economy Adjuster. These edited versions are based on the "BTB Edit" version by BTB, with additional changes. My version of the Merchant Skills module adds a number of service providers that were missed by HotFusion and BTB, changes the formula that determines the NPCs' new mercantile and speechcraft skills, and makes a few additional tweaks to the scripts. Also included is a version of the plugin that edits the relevant NPCs directly rather than via script. My version of the Crime module increases the bounty for theft, increases the death sentence threshold, and increases the bounty-to-jail-time ratio (decreasing time spent in jail for a given bounty). See below, and especially the included readme, for more detailed explanations. Merchant Skills HotFusion's original Merchant Skills plugin aims to increase the mercantile and speechcraft skills of Morrowind's service providers, in order to balance the game's economy and make it more difficult for the player to exploit merchants. This is done via scripts added in dialogue, to avoid editing the NPCs themselves (for compatibility reasons). There are two scripts, one for trainers and one for non-trainers. BTB's version of the plugin optimizes the method of insertion of the scripts, and adds a few NPCs that were missed by HotFusion. My version of this module basically makes two types of changes from BTB's version: (1) adding service providers that were still missed in BTB's version and fixing those who got the wrong script, and (2) adjusting the scripts themselves to change the formula and make a few other tweaks. NPCs Added or Fixed Regarding the first set of changes, a number of service providers (quite a lot, actually) were either given the wrong script or were erroneously not affected at all. Hopefully all such cases have been fixed now. The spreadsheet service_providers.ods included with this archive lists all service providers in the vanilla game affected by this plugin, separated into two sheets, one for trainers and one for non-trainers. Each sheet has columns for the NPCs' vanilla and new mercantile and speechcraft skills. Regular Script Changes The second change made in my version of the plugin is to adjust the formulas in the scripts themselves, and make a few additional optimizations. To the "regular" script (the one given to non-trainers), the following changes have been made: 1. If statements have been added to ensure that mercantile and speechcraft skills will never be lowered by the script. 2. Another if statement has been added setting a floor of 30 for the new skill values. This minimizes (but does not eliminate) the potential for the player to exploit merchants for unlimited money. (See HotFusion's original readme for a more in-depth discussion on this topic.) 3. The formula that determines the new skill values has been changed. HotFusion's and BTB's versions of the plugin use the formula level * 5. My version changes it to level * 4 + 20. This results in a minimum value of 32 for almost all service providers, while providing (I feel) a smooth difficulty curve as merchants' levels increase. Service providers of level 20 or above will have mercantile and speechcraft skills of 100. Training Script Changes The training script checks to see if the trainer's mercantile and speechcraft skill is already in their top three skills (in other words, if it's a skill that the NPC offers training in). If so, it's left alone, in order to avoid changing the level to which they train the skill. If not, it's raised to a value one lower than the trainer's third-highest skill (any higher and it would change which skills the NPC trains). My changes to the script set a cap of level * 4 + 20 for the adjusted skills. I've also made a couple tweaks to ensure that the script works as intended. Mercantile and speechcraft skills will now be set to either level * 4 + 20, or one lower than the trainer's third-highest skill, whichever is lower, unless it's already in their top three skills, in which case it will be left alone. A check is also performed to ensure that the trainer's skills will never be lowered by the script. Direct Edit Version Also included is a version of the Merchant Skills plugin that edits the relevant NPCs directly, rather than modifying their skills via scripts started by new greetings. This is a less obtrusive way of making these changes, from the player's perspective (no more "..." greetings). However, this version of the plugin is also much less compatible. The regular Merchant Skills plugin should be compatible with just about everything (at worst, some merchant added by a mod might not be affected or might get the wrong script). The "direct" version, on the other hand, will conflict with any mod that touches any of the affected NPCs (including any mod that implements Cinia Urtius). It will also not affect merchants added by mods. If you want to use this version of the plugin, I suggest using an object merger such as tes3merge to resolve conflicts. MCP "Mercantile Fix" Patch One more issue needs to be addressed here: whether or not the "Mercantile Fix" patch in Morrowind Code Patch should be enabled when using the Merchant Skills plugin. After a bit of testing, my conclusion is that yes, it should be enabled. See the included readme for an in-depth discussion. Crime The original version of the Crime module by HotFusion aims to make being caught committing crimes considerably more costly. It does this primarily by increasing the bounties for various crimes. It also sets the threshold for a death sentence (the point at which guards will just attack you instead of trying to arrest you) equal to one gold higher than the bounty for one murder plus one assault, so you have significantly less leeway than in vanilla before you earn a death sentence. The BTB Edit version of the plugin also increases the bounty for trespassing (unlocking owned doors and containers), which was missed in HotFusion's original. However, there are a few issues remaining in BTB's version that I aim to address in my version of the plugin: the bounty for theft, the death sentence threshold, and the number of days spent in jail. Theft Bounty Neither previous version of the plugin increases the bounty for theft. In vanilla, and with HotFusion's and BTB's version of the Crime module, the bounty for stealing an item is equal to the value of the item. My version increases the bounty to ten times the value of the item. This ensures that theft is not financially rewarding if you get caught. The readme contains a summary table of the bounties for various crimes, in vanilla, HotFusion's version, BTB's version, and my version. I recommend BTB's Game Improvements, which among many other game balance changes lowers the value of the super-valuable items. Death Sentence Threshold HotFusion and BTB set the threshold for a death sentence to 54001 gold (which is one gold more than the bounty for one murder plus one assault). I think this would be a bit too harsh even under ideal circumstances, but there's one thing that makes such a (relatively) low death sentence threshold particularly problematic: occasionally you can be charged for more crimes than you actually committed. For example, you can walk up to an NPC and murder them in front of witnesses, and instead of being charged for only one assault and one murder, you're charged for two assaults and two murders, resulting in a bounty of 108000 and an instant death sentence. This only happens occasionally, and I'm not sure what causes this bug or how to fix it, but this clearly won't do. To give the player a bit more leeway, I've changed the threshold for a death sentence from 54001 to 150000. This does not constitute a license to murder on a whim, as you'll still earn a death sentence if you go around killing people indiscriminately, and the high bounty for murder is no longer a laughing matter. Jail Time Ratio In Vanilla Morrowind, the ratio of bounty to days in jail is 100:1. In other words, you must spend one day in jail for every 100 gold of your bounty (with a minimum jail stay of one day). For each day you spend in jail, one of your skills, chosen at random, will be decreased by one (unless the randomly chosen skill is sneak or security, in which case it will be raised by one instead). HotFusion's and BTB's version of the Crime module drastically increase the bounties for crimes, but do not alter the jail time ratio. This means that the time you must spend in jail for crimes if you can't pay your bounty, and the number of skill points lost as a consequence, also increases drastically, to the point of being truly debilitating with high bounties. For one murder and one assault (bounty 54000), you will be required to spend 540 days in jail if you can't pay, which means almost 540 points of total skill loss (minus the random security and sneak gains). Losing over 500 skill points is utterly devastating to your game; you'll see a skill screen full of zeros unless you're already at a very high level. The result of this is that going to jail for murder becomes absolutely unacceptable, and players will simply reload their previous save if they get caught and are unable to pay. My version of the plugin increases the ratio from 100:1 to 1000:1. Jail time is still significantly harsher than vanilla for assault and murder, but it's now no longer so debilitating as to be unacceptable, and so going to jail might be a practical option rather than save scumming. The readme contains a summary table listing the length of jail stay for various crimes, in vanilla, HotFusion's version, BTB's version, and my version. tes3mp Conversion of Merchant Skills Also available is an optional file for tes3mp users, thanks to the work of aziwa. All the new greetings have been removed from the plugin, as the scripts are now triggered by lua code. Also included is a .lua file to be installed on the server side. See the .lua file itself for instructions. Version History Main File Version 1.1.3 - 2021-11-23 - Raised the bounty thresholds for a number of greetings and other dialogue entries that had been missed in earlier versions. - Removed PFP dependency (all PFP fixes are still incorporated - only the dependency has been removed). Version 1.1.2 - 2021-01-23 - Incorporated Patch for Purists fixes for 120+ Hello voice lines in the Crime plugin. Thanks to Sigourn for these fixes! Version 1.1.1 - 2020-09-27 - Incorporated Patch for Purists fixes for five greetings in the Crime plugin, most importantly the result text of the death warrant greeting. Version 1.1 - 2020-03-22 - Added "direct" version of Merchant Skills plugin that edits relevant NPCs directly rather than changing their skills via scripts. - Fixed minor script error in regular Merchant Skills module. Version 1.0 - 2019-07-24 - Initial release. tes3mp Conversion Version 1.0 - 2020-03-14 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692. Submitter Necrolesian Submitted 11/04/2021 Category Overhauls & Expansions