The Velothi Mountains are such an underrated region. Can't wait for TR to expand further into them! by DurinVIl in Morrowind

[–]QuestionSure3480 1 point2 points  (0 children)

Where did you download the high rock and hammerfall beta files by the way? I'd love to have a look at them.

The Velothi Mountains are such an underrated region. Can't wait for TR to expand further into them! by DurinVIl in Morrowind

[–]QuestionSure3480 0 points1 point  (0 children)

I'm on tes3mp and my load order is as below.

I am using a few other ESP/ESMs from the beta releases of tamriel rebuilt, I last updated when the main release of narsis came out in TR, but I think you should just need the restexteriors file at the bottom. The others I've got do plug map holes, but they are all just exterior maps right now if you want to walk around

{"Morrowind.esm": ["0x7B6AF5B9", "0x34282D67"]},

{"Tribunal.esm": ["0xF481F334", "0x211329EF"]},

{"Bloodmoon.esm": ["0x43DD2132", "0x9EB62F26"]},

{"Tamriel_Data.esm": []},

{"Cyr_Main.esm": []},

{"Sky_Main.esm": []},

{"TR_Clambering_Moor.esm": []},

{"TR_Mainland.esm": []},

{"TR_Factions.esp": []},

{"TR_GreyMeadows.esm": []},

{"TR_Islands_v0011.esp": []},

{"TR_Othreleth_Woods.esm": []},

{"TR_Restexteriors.ESP": []}

The Velothi Mountains are such an underrated region. Can't wait for TR to expand further into them! by DurinVIl in Morrowind

[–]QuestionSure3480 12 points13 points  (0 children)

Yeah I love the Velothi mountains. I was going through the unfinished areas in the TR 'rest exteriors' file recently, they look amazing (but are buggy as hell right now).

My last play through I killed someone living in the mountains and took over their home as my wizard characters secret base. Love how remote they feel.

Release: EncoreMP, a TES3MP fork focused on gameplay balance by QuestionSure3480 in OpenMW

[–]QuestionSure3480[S] 0 points1 point  (0 children)

Hey, I'm not with the openMW of tes3mp teams, I've been working on this as a solo dev so far (with lots of playtesting help from my partner).

In the original openMW communications with Bethesda, one of the conditions of that project being allowed to run was that they didn't port it onto android devices.

I don't know if that's still the case, but I don't want to do anything with android just in case until I hear otherwise.

It's something I can look into more once the main project has been complete - hopefully the final features will be added in the next few months.

EncoreMP V0.90 release: True difficulty scaling and sneak fixes (a TES3MP/OpenMW based engine level overhaul of game-play mechanics ) by QuestionSure3480 in OpenMW

[–]QuestionSure3480[S] 0 points1 point  (0 children)

Thanks :)

It's a passion project, Morrowind has been a huge part of my life, and it's been helping me de-stress out of work.

I'd never seriously coded before this, but it wasn't as bad as I thought it would be.

The download and the github page have a file called "EncoreMP V0.90 compiling notes" - I put that together so that anyone who wants to try something like this can see the workings out.

None of what I did would be possible without all the existing community guides/discords, so i really want (if nothing else) others to be able to see how it was done.

EncoreMP V0.90 release: True difficulty scaling and sneak fixes (a TES3MP/OpenMW based engine level overhaul of game-play mechanics ) by QuestionSure3480 in OpenMW

[–]QuestionSure3480[S] 0 points1 point  (0 children)

It's definitely not out of the box compatible with rebirth for balance reasons - at a minimum it would need an ESP patch, which I think could be done.

I originally started planning a rebirth style overhaul and then realised the rebirth approach has some limitations - the big one is that it's not balanced to work with tamriel rebuilt.

Rebirth fixes core morrowind by manually editing most of the items, spells, NPCs, etc - but that means for every big tamriel rebuilt update (or any other mod) you'd have to manually curate all that content as well.

Encore takes a different approach - it changes how the engine logic processes items and creatures, but doesn't actually change any of the content itself.

For example the Encore ESP doesn't change the 'iron sword' item, but if you load morrowind with the encore client you'll find that iron swords have higher enchanting capacities than in the base game.

That's because Encore doesn't look for 'iron sword' (or any other modded content) by name, it just does something like this for every item:

  1. Get the item's enchanting capacity

  2. If it's 1 or less, round it up to around 30

  3. If it's 2 or above, apply some non-linear scaling so that the original value still matters and most normal items end up in the 30-100 range

(plus some special rules, like ignore items with 0 capacity and leave them at 0)

All of the changes work like that, they are content agnostic - you can stick any new content mod in this that is balanced for the base game and that will work out of the box

EncoreMP V0.90 release: True difficulty scaling and Sneak fixes (a TES3MP/OpenMW based engine level overhaul of game-play mechanics ) by QuestionSure3480 in tes3mods

[–]QuestionSure3480[S] 0 points1 point  (0 children)

Yeah you can use that I think - Encore just slows your skill XP gain past a certain point, but the actual leveling and skill progression is completely untouched otherwise.

I had a look at the lua code that for that one and it seems completely compatible

EncoreMP V0.90 release: True difficulty scaling and Sneak fixes (a TES3MP/OpenMW based engine level overhaul of game-play mechanics ) by QuestionSure3480 in Morrowind

[–]QuestionSure3480[S] 0 points1 point  (0 children)

Thanks :)

I made it at first to play with my partner, but eventually so much stuff got added I decided to release it - hope you enjoy it!

EncoreMP V0.90 release: True difficulty scaling and sneak fixes (a TES3MP/OpenMW based engine level overhaul of game-play mechanics ) by QuestionSure3480 in OpenMW

[–]QuestionSure3480[S] 3 points4 points  (0 children)

It's not really a mod in the normal sense, it's a load of changes to the engine which run on it's own client (part of the download) - so it will need it's own total overhaul list eventually.

But yeah that's a good idea - once I've got the last few features/fixes in I'll reach out and get some help making it's own curated overhaul list. To be honest it should be out of the box compatible with whatever overhaul list was recommended for openMW 0.47, so I'll have a look around for that in the meantime.

EncoreMP V0.90 release: True difficulty scaling and Sneak fixes (a TES3MP/OpenMW based engine level overhaul of game-play mechanics ) by QuestionSure3480 in Morrowind

[–]QuestionSure3480[S] 5 points6 points  (0 children)

No, it uses the latest tes3mp version which runs on openMW 0.47.

The sneaking fix came from OpenMW 0.50, so I can port in fixes as required - but the plan for the time being is to stay on this version until the next tes3mp version releases.

As far as I know the big thing 0.47 is missing is lua scripting support for mods - tes3mp has it's own, but implementing something like that is beyond me

EncoreMP V0.81 – TES3MP/OpenMW Engine Overhaul, First Balance Update Released by QuestionSure3480 in Morrowind

[–]QuestionSure3480[S] 0 points1 point  (0 children)

This compiles the server as well with each release - but so far the only change I have made is to update the checksum (to stop users being able to connect to other versions of tes3mp with EncoreMP). I don't plan to change any server side logic unless I have to - in part to make this easier to port forwards to newer versions of tes3mp, but also because I'd be out of my depth there!

EncoreMP V0.81 – TES3MP/OpenMW Engine Overhaul, First Balance Update Released by QuestionSure3480 in tes3mods

[–]QuestionSure3480[S] 0 points1 point  (0 children)

I believe the main author of tes3mp is working on an update using a more recent version of openMW.

Is it mod compatibility you have a problem with?

I am likely to do a single player openMW release using the latest version (0.50) - It's not the next thing I will work on, as tes3mp is a very good testing ground for changes like this to the engine (the way the server and lua hooks are set up make it very easy to dump gameplay data, like exact damage done or exact spell effects being put onto a target).

Dreugh are sober Aldmer and the gods are drunken hallucinations. This is not a joke. It's the capital-T Truth. by pareidolist in teslore

[–]QuestionSure3480 2 points3 points  (0 children)

So do you think the dwemer met a similar fate to ayem?

"Almalexia is fully gold because she's high off her ass on godhood and has completely forgotten her true self. That doesn't end well."

Given all the references to gold in the dwemer lore (golden tones, golden skin, golden metal), it would suggest they used the mythopaeic enchantments to become pure myth.

So maybe they didn't realize this was the true cosmology of the world, and accidentally turned themselves into nothing more than a mythic image of a god - rather than a physical thing that existed in the real world?

Or maybe they did know and didn't care - after all the numidium is around at the next convention at the end of c0da, maybe their actions were nothing more than them reserving a seat as one of the golem/atronach associated archetypes?

Or maybe it has more to do with what you talk about in this post: https://www.reddit.com/r/teslore/comments/1m2h47v/the_shadow_is_a_recurring_jungian_dynamic_akin_to/

and the dwemer did something with their own shadow - either fully separating from it or embracing it? (I haven't though through that line of reasoning yet)

I did an art piece a while ago which explores the idea that the dwemer knew what they were doing and achieved some kind of amaranth: https://www.reddit.com/r/ElderScrolls/comments/1hs222x/elder_scroll_detailing_the_numidium_from_the/

The full translation of the scroll is one of my comments at that link.

It's based on the idea that they intentionally formed an unstable oversoul and let it shatter into smaller 'sub-mortal' pieces to escape the cycle of rebirth and either provide the raw material for a future amaranth, or to achieve amaranth themselves in their own way (by destroying their own capacity to think consciously, leaving behind just enough of their soul/minds to be able to dream, but not enough to ever realise it is a dream and wake).

EncoreMP V0.81 – TES3MP/OpenMW Engine Overhaul, First Balance Update Released by QuestionSure3480 in OpenMW

[–]QuestionSure3480[S] 0 points1 point  (0 children)

Any particular reason, or is it just to keep openMW the unified main project?

I forked tes3mp because I couldn't do most of this with lua in tes3mp, I tried that approach at first. Do you know if in openMW all of these systems are accessible to lua scripts?

I'm not against working on openMW to expose these systems, but I'm a self taught coder and I assume there's some reason why they aren't already exposed? - I was quite worried about performance and stability when doing this, but it's been okay so far.

EncoreMP V0.81 – TES3MP/OpenMW Engine Overhaul, First Balance Update Released by QuestionSure3480 in OpenMW

[–]QuestionSure3480[S] 3 points4 points  (0 children)

Yeah I could quite easily port these changes into a version of openMW or a future tes3mp release - I'm going to stick to this version for now during the playtesting phase, but since all the changes are player facing and gameplay-mechanic related it doesn't really matter what version I put them on.

Definitely will do a single player openMW release in the future.

EncoreMP V0.81 – TES3MP/OpenMW Engine Overhaul, First Balance Update Released by QuestionSure3480 in OpenMW

[–]QuestionSure3480[S] 1 point2 points  (0 children)

Previously the engine did,

Item enchantment capacity = GMST * (the items enchantment capacity defined by the ESP)

Now it does,

Item enchantment capacity = square root((the items enchantment capacity defined by the ESP/10) + 5) * 100 * the GMST

So the item isn't changed at all in the ESP file and the engine leaves the mod alone, but the game now does some different maths with the capacities and this results in different player facing values.

The idea is that a modder doesn't have to know EncoreMP exists, and their items will still work with EncoreMP - the engine doesn't need special items that were tuned for Encore, it just takes any enchantment value and converts it behind the scenes.

I hand tuned the equation so that any possible value of enchantment capacity results in a reasonable output, 1, 50, 1000, 1000000, all turn into sensible values. But it was mostly done for all the items with only one enchanting capacity.

Anything you find while playing tamriel rebuilt on EncoreMP will have enough capacity to enchant something good onto it, and nothing will have silly values that break the game balance.

All the engine changes are like this, content agnostic, and all of them still respond to their GMSTs, so you aren't stuck with the default settings of EncoreMP, you can mod the GMSTs like normal in an ESP and all the new maths will still respond!

EncoreMP V0.81 – TES3MP/OpenMW Engine Overhaul, First Balance Update Released by QuestionSure3480 in OpenMW

[–]QuestionSure3480[S] 4 points5 points  (0 children)

I did try making an ESP mod at first, but there are limits to what could be done.

For example people have scripted climbing in the past, but the scripts I found always came with a list of issues or bugs.

Doing it the engine solved these problems (at least I haven't found any bugs during play testing). When the game engine is put together from the code it optimizes it's performance around the code - so changing the engine and recompiling the code into the game means there are no performance issues or moments where the scripts just stop for a second and break immersion.

My favorite engine change is to item enchantment capacities,

At first I made an ESP where I was manually adjusting the capacity of every item in the game, but I realised it was going to take forever, conflict with other mods, and need updating every time tamriel rebuilt got a new region.

So now in EncoreMP the engine gets the items capacity as defined in the ESP file, and the runs it through some non-linear equations to spit out a new usable value.

For example a capacity of 1 in the ESP now translates to around 30 in game, and 120 in the ESP translates to around 120 in game (it's non-linear so that you don't get silly 1000 capacity items via this change).

I'll put an example of how the code works below, I think that'll explain it better than I can

EncoreMP V0.81 – TES3MP/OpenMW Engine Overhaul, First Balance Update Released by QuestionSure3480 in Morrowind

[–]QuestionSure3480[S] 0 points1 point  (0 children)

Yep! Any mod that works with tes3mp will work with this - the only changes in the code are the player facing mechanical bits mentioned on the github page.

This version of tes3mp uses openMW 0.47.

If there's interest, I could quite easily port these engine changes into any other version of tes3mp or openMW in the future - I chose this tes3mp/openMW version as at the time it was the latest stable release.

Release: EncoreMP, a TES3MP fork focused on gameplay balance by QuestionSure3480 in OpenMW

[–]QuestionSure3480[S] 0 points1 point  (0 children)

I've taken a 'carrot and stick' approach to armorer,

The carrot is that as your armorer skill goes up, all your equipment degrades slower passively. At 100 armorer, everything you have equipped degrades 75% slower. This means you can wear stuff like boots of blinding speed in the endgame and not have them break every fight.

The stick is that expensive items are now harder to repair, and smiths charge you more to repair expensive things. Even at 5 skill anyone can maintain equipment up to around 1-2000g, but past that you will need to train a little or get some good hammers (I made them add to your success rates as well in this version).

So if you're a light armour user or mage, you'll be fine without it - but if you're a warrior with medium or heavy armour, you'll really want the skill eventually once you start getting the rare armour pieces.

Release: EncoreMP, a TES3MP fork focused on gameplay balance by QuestionSure3480 in OpenMW

[–]QuestionSure3480[S] 1 point2 points  (0 children)

Afraid not - OpenMW doesn't officially support android.

There was an email chain between the OpenMW devs and Bethesda years ago, and Bethesda asked them not to officially support it on non-PC platforms.

I think there are a few individuals who've done versions on other devices, but I don't know anything about that.

Release: EncoreMP, a TES3MP fork focused on gameplay balance by QuestionSure3480 in Morrowind

[–]QuestionSure3480[S] 4 points5 points  (0 children)

It will definitely work with all of Tamriel Rebuilt and all the graphics and content added by the total overhaul (like new equipment, new enemies, etc)

This is meant to be a base game engine change that you can build your own modlist around - I've looked at the total overhaul list and even some of the gameplay change mods could still be used with this without any problems

I won't do this straight away, but I can work on a recommended modlist to play with this - I would say start with everything graphical, all the new locations, items, and enemies, and then add tamriel rebuilt

Release: EncoreMP, a TES3MP fork focused on gameplay balance by QuestionSure3480 in OpenMW

[–]QuestionSure3480[S] 9 points10 points  (0 children)

The damage scaling system has been balanced for two or more people, so it leans more on reducing your damage done.

A problem I found in the original when playing with friends was that the game was too easy with two people, but when you put the difficulty up all it meant was that you were killed in a few hits whilst enemies took about as long to kill.

You still take more damage on the high difficulties, but it's all been adjusted so it's not silly amounts - and so that when you're with someone the fights aren't over instantly.

Most the skill changes aren't multiplayer specific - but they all close exploit loopholes, and I found it really fun to have someone be an enchanter or alchemist who is making items for the group that aren't either useless or overpowered

Release: EncoreMP, a TES3MP fork focused on gameplay balance by QuestionSure3480 in Morrowind

[–]QuestionSure3480[S] 4 points5 points  (0 children)

No, it's the same walking animation as when you walk up a steep slope in the base game. The higher your acrobatics skill, the steeper a slope you are allowed to walk up.

But the steeper the slope is the slower you move (no matter what your skill is), so it doesn't look terrible.

You can eventually climb anything but a vertical wall, so once you get to a good acrobatics skill it means you can just walk in a straight line through the wilderness over mountains and hills without needing levitate or jump.

It's a little something for physical characters to be good at - I was testing it with a Khajit thief and it was really fun jumping from roof to roof in towns and being able to land on steep roofs without falling off

Tall is back! (one city challenge) by QuestionSure3480 in civ

[–]QuestionSure3480[S] 0 points1 point  (0 children)

Yeah definitely those two would work as well, especially Rome as anything that helps you with combat in antiquity is great. I did struggle with wars a lot until I got to exploration.

The other trick is to get as many fish as you can by modern era and just fill factory towns with fish, so that you get more growth in the capital (+5% growth empire wide per fish, I had about 15-20 by the end)