"With this mod, disposition gain can be as low as +1"
We both know that speechcraft dice rolls are bullshit. I don't see how it's fair to compliment someone and get a +1 and say something awkward and get a -9. Great idea in theory but I'm not going to use this mod...
With this mod, your odds of success will always be at least 50%, but the resulting disposition change could be as low as +1.
The common pattern I keep seeing is -8's and -9's on most fails, and +1's and +2's for most successes. I've had multiple strings of failures 7+ long and rarely see more than 3 successes in a row. I've lost 66 points in 9 straight fails. I also have an intermittent issue when I've lost most of my progress in positive disposition points after I close merchants window and reopen to check if sticks (the biggest loss so far has been 70 points!) This has never happened in the other direction. I'm using OpenMW with the permanent disposition option turned on in the settings.
I've tested this on a handful of merchants today and posted a bug report.
I'm on Vanilla MW and seeing about the same thing.
It's really nice to have that 50/50 shot of fixing some NPC you failed all the way to 0, but overall...this is just too much clicking to get someone to 100. I was feeling less put upon to do it with the old system.
Speechcraft (and honestly disposition in general) is one of the single most broken things about Morrowind. This mod really doesn't fix it. I see 50% chances on my save with 20 Speechcraft...I see 50% chances on my save with 60 Speechcraft. In the end, this feels even more pointless than what I was getting before.
I honestly don't know if anything could be written to truly "fix" it. I mean...this mod does roughly what it says on the tin, but I'm still frustrated up the wazoo whenever I have to waste time grinding some NPC to whatever disposition to unlock the action/dialogue/prices.
I never encountered this issue. Are you sure the issue is caused by this mod? Do you have any Fortify Personality or Charm effects active that might be interfering?
If it does seem to be caused by this mod, could you provide some more details on your setup? Are you playing with the classic engine or OpenMW? Are there any other mods that might be conflicting?
If you use intimidate successfully on an NPC, their disposition drops when you next speak to them. If you successfully do it a bunch to 100, it will be 0 when you talk to them next.
Unfortunately still incredibly irritating and time wasting with 100 Speechcraft. It's still a 50/50 chance for increase or decrease and the increase can still be 1 point and the decrease can still be -10. I still find myself struggling to get 90 and bounce between 60 and 80 with 100 SC for 10 minutes. This mod also makes bribing worthless.
Speechcraft in the base game is a poorly designed system. This mod makes it a lot less annoying to use, but there are still plenty of problems with the skill. In both this mod and the base game, you can level speechcraft to 100 before leaving Sellus Gravius' office, simply by clicking one button repeatedly -- this mod just makes that problem more apparent, because you are less likely to bomb his disposition, and more likely to get successes even if you do. Bombing the disposition of NPCs was pretty much the only cost to practicing speechcraft in the base game, and this mod largely does away with it. Maybe a limitation in the number of times you can make speechcraft checks on an NPC per day would help with the practice problem, though it still leaves speechcraft as a rather dull system.
For what this mod sets out to fix, it does it well, and I recommend you try this mod out.
This comment hits the nail on the head, without diminishing returns on spam clicking speech options this mod simply does nothing but reduce the time you need to spam click your speech crafting skill up, which there are already other mods that do the same job but also re-balance the leveling rate for all skills.
Hopefully in the future this mod will inspire a real "speechcraft rebalance" mod that rebalances the whole system which is desperately needed.
There is an amazingly simple solution to this problem that doesn't require any mods at all.
Just...don't. Don't sit there spamming speech just to level it up, just use it when you need it like any other skill. Don't intentionally break the game and then complain that it's broken. That's like opening up the console to enable god mode and then complaining that the game's too easy. You're actively choosing to break the game and then complaining that it's broken.
That is exactly what I do when I play -- it doesn't mean that the system isn't flawed. If a skill can be practiced without risk or cost, it probably shouldn't be a skill. We don't need a "Breathing" skill, and Speechcraft gets awfully close to that.
>> Just...don't. This!! Speechcraft is only one of many skills that can be easily and artificially advanced in this way. Jumping everywhere you go breaks Athletics. Standing in shallow water letting fish pound on you breaks Armor. Standing in a corner with a weight on the "sneak" key breaks Sneaking. And etc. etc. Just don't play that way.
Is an useful mod for new character :), i reached mercantille 45 at level 2 (btw is my 1º abilitie, so was more easy), then i unistalled, kinda like buffed too much my character at this moment.
46 comments
We both know that speechcraft dice rolls are bullshit. I don't see how it's fair to compliment someone and get a +1 and say something awkward and get a -9. Great idea in theory but I'm not going to use this mod...
I've tested this on a handful of merchants today and posted a bug report.
Does this mod NOT play nice with OpenMW?
It's really nice to have that 50/50 shot of fixing some NPC you failed all the way to 0, but overall...this is just too much clicking to get someone to 100. I was feeling less put upon to do it with the old system.
Speechcraft (and honestly disposition in general) is one of the single most broken things about Morrowind. This mod really doesn't fix it. I see 50% chances on my save with 20 Speechcraft...I see 50% chances on my save with 60 Speechcraft. In the end, this feels even more pointless than what I was getting before.
I honestly don't know if anything could be written to truly "fix" it. I mean...this mod does roughly what it says on the tin, but I'm still frustrated up the wazoo whenever I have to waste time grinding some NPC to whatever disposition to unlock the action/dialogue/prices.
If it does seem to be caused by this mod, could you provide some more details on your setup? Are you playing with the classic engine or OpenMW? Are there any other mods that might be conflicting?
For what this mod sets out to fix, it does it well, and I recommend you try this mod out.
Hopefully in the future this mod will inspire a real "speechcraft rebalance" mod that rebalances the whole system which is desperately needed.
Just...don't. Don't sit there spamming speech just to level it up, just use it when you need it like any other skill. Don't intentionally break the game and then complain that it's broken. That's like opening up the console to enable god mode and then complaining that the game's too easy. You're actively choosing to break the game and then complaining that it's broken.
If a skill can be practiced without risk or cost, it probably shouldn't be a skill. We don't need a "Breathing" skill, and Speechcraft gets awfully close to that.
This!!
Speechcraft is only one of many skills that can be easily and artificially advanced in this way.
Jumping everywhere you go breaks Athletics.
Standing in shallow water letting fish pound on you breaks Armor.
Standing in a corner with a weight on the "sneak" key breaks Sneaking.
And etc. etc.
Just don't play that way.