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alvazir

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alvazir

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77 comments

  1. Dubiousnpc
    Dubiousnpc
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    wow this is a serious undertaking. fair play!
  2. volklorre
    volklorre
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    Are you planning on updating for next TR release ?
    No pressure, just trying to figure out if I need to change my gameplay mod setup to play it :)
  3. BobrKulda
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  4. Fman3
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    What would you think about NOD - NPC Outfit Diversity patch? NOD has a lot of clothing and armors, many of which I think have already been handled by you or Lucas. Would be handy to have all of them as a single patch file. Especially because NOD adds "NOD" suffix to many of the equipment from other mods if they have made some edits to them so some already made patches don't work as they are. And for some reason there are also things like wigs, scarfs and dresses that have relatively high armor value. Many of those are simply different looking variants though, so not that much balancing to do but more of repetitive work... 
  5. Walkihr
    Walkihr
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    Years later of using this mod, still one of the all time hall of famers as far as I'm concerned:

    When using the BTBGISATION Merged (Complete) file, I've noticed some items having durability conflicts, such as Wormmouth Armour, Colovian Iron Armour, and some glass weapons - off the top of my head, the condition is something like 120/70 or 960/320. If you buy them you can "repair" the item to its proper value but the problem their base price is affected.

    Also, another thing I noticed: some of the Nordic Silver weapons are not balanced properly by Necrolesian's mod, because they all cost 1000 drakes, regardless of the weight or type (so a dagger costs as much as an axe or a sword!) 

    All of things mentioned above are easily noticeable in the Karthwasten Colovian Weapons Shop.

    I hope you'll update things for when the new Cyrodiil update comes:)
    1. alvazir
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      Hello! Thanks :-)

      1. 120/70, 960/320 may probably be fixed with proper patching. E.g. go through all the instances and adapt them to new stats. That's in long standing plans.
      2. I didn't want to change the "base game" values, though changed with spears and halberds. Perhaps it's time to change Nordic Silver too.
      3. Sure, new Cyrodiil will be a trigger for the update :-D
    2. Walkihr
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      Nice to hear:) If you don't mind another suggestion, perhaps a new update would consider some of the item prices, especially for the rarest, most valuable ones. I think Necrolesian made some of them too cheap, for instance, an ebony bracer costs only 500 gold. This is problematic both from a gameplay standpoint - it's not a much more expensive item than some quite lower tiers - and from a lore standpoint. Vanilla dialogue states how owning something like an Ebony full set is very valuable and prestigious among the Dunmer aristocracy. The solution, I think, would be to increase the current BTB prices for the moderate-high and the highest end items, otherwise they are too easy to buy at low levels. (So instead of 10% of the Vanilla price, maybe something like 30%?). But anyway, just a thought, I'll be sure to install your latest update!
  6. BobrKulda
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    1. alvazir
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      These mods are also in my TODO list. I'll move them to the top towards "Caldera Priory" from previous request. I am yet to complete a couple of updates for my utilities(Jobasha, Habasi). Then I am going to proceed with this task. This year I hope :-D
    2. BobrKulda
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      thats good news
    3. BobrKulda
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      also BCoM would need a small patch - mainly in Ghostgate it re adds bunch of glass items to a smith ( cell "Ghostgate, Forge" ) and in Ebonheart it add glass helmet into Cell: Ebonheart, Pilus Amatius's House

      also mines and cavernes propably need update as its esp got renamed, tells me missing master

      and also not sure if i should use btbgisation for Tel Aruhn Chronicles if i use BCOM quest only addon ( as visual changes from Tel Aruhn Chronicles is already merged in BCOM but quest part is separate addon from BCOM patches with different name so it tells me also missing master ), and also Magical Mission Recharged was renamed
    4. BobrKulda
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      also this new great mod would need a patch Web of Mephala Morag Tong Headquarters at Morrowind Nexus - mods and community (nexusmods.com) it only add few new items, which need change values to BTB standarts
  7. mym
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    Hi, you did an incredible work here, thank you so much.
    Would you consider the btbgisation of the fantastic mod Caldera Priory ?
    https://www.nexusmods.com/morrowind/mods/52898
    1. alvazir
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      Sure. I wanted to add it for a long time. A bit later though.
    2. mym
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      Great. Keep up the good work
  8. hurrdurrmurrgurr
    hurrdurrmurrgurr
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    What kind of formula or methodology do you use for your editing? I want to create my own patches to bring other mod armours in line with BTB and the more I can blend my changes to yours the better.
    1. alvazir
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      Every time I make changes to a new batch of armors I simply check BTBGI's values. They are easily calculated but I forget those ratios as soon as the changes are made :-) I should've written down formal ratios etc for armors when I made the main bulk of the changes, but I felt no need for that due to being in a state of perfect clarity :-D

      Take Armor Rating for example. Let's imagine we try to adapt Super Glass Set with AR of 55. Vanilla Glass is 50, so that author clearly wanted that to be a bit better(+10%). BTB made glass AR 40, so I'd probably change Super Glass Set's AR to 42-44.

      Weapons are a much harder task, so I had to write everything down(ref_material.txt).
  9. ActuallyUlysses
    ActuallyUlysses
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    Hi, been using your mod with previous version of TR and other mods without issue. Thank you for your hard work :)

    Having said that, are you sure your BTBGIsation - Mainland.esp is up to date with TR_Mainland?

    With both merged and modular versions I get so many missing scripts and enchantments errors, that I seriously doubt it.
    [Edit: i don't think its a load order issue. BTB file is loaded after TR_main]

    Sorry for false report. The propblem was caused by faulty installation on my part.
    1. alvazir
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      I like problems that are resolved without my effort :-D
  10. Dwalin2012
    Dwalin2012
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    I got a somehow annoying problem in my new playthrough.... I started a new game after installing the BTBGIsation patches I needed for my mod list, but some of the master files' names in the patches don't match the names of the esp files of the latest versions of the mods I am using. For example, the "Blackthorn Barrow" mod has an esp called "Clean_Blackthorn Barrow", while the BTBGIsation patch has the master file called just "Blackthorn Barrow". There are name discrepancies like this also in these mods:

    "The legend of Omnidex"

    "Bloodskal Barrow" (now called "Stone Halls of Solstheim")

    "Mudcrab imports" (I am using the version that includes Better Bodies, while the patch is only for the version without it)

    "The White Wolf of the Lokken Mountain" (the master file name in the patch matches the overhauled version that requires Tomb of the Snow Prince, but the name of the original version's esp is different)

    "Legend of Chemua" (I am using the non-moved version, while the patch requires the moved one)

    "Siege at Firemoth" (I am using the modified version called "Legion at Firemoth")

    Will the patches still work if I change the master files in the patches to the versions of the mods I am using, or do I have to switch to the older versions of the mods, which still have the right esp names that match the master files in the patches?

    There is also a little problem with the "Sacred Necromancer Armor" mod and its patch: I am using the version included in "NOD - NPC Outfit Diversity", and to be able to use the patch, I had to change the master file in the patch from "Sacred Necromancer" to "NOD", but that didn't work unfortunately, since the prices of the armor didn't change to the BTBGIsation ones, but stayed like in the original (for example, the cuirass should have switched from 1000 to 500 etc)

    Sorry I my descriptions are somewhat confusing, but if you manage to make sense of them, could you please help? Is there a way to make those patches work with the updated versions of the mods?

    Thanks in advance. 

    EDIT: the Siege at Firemoth patch seems to be working even after changing the master file in Wrye Mash; I checked by adding the Ward of Akavir through console to my inventory, and the price is 3500, like it's supposed to be with the patch.
    1. alvazir
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      Hey! First I should say that the rule of thumb is not to use patches if something doesn't fit :-) That's the safest(and oversimplified) way. Missing few miscellaneous changes is not something that'd ruin your gameplay. Main patches with thousands of records(TR, OAAB) are the salt of the BTBGIsation and should hopefully work for everyone.

      Let's go through them step by step:
      Spoiler:  
      Show

      1. The Legend of Omnidex.
      I've skipped the update to the latest version(and reported potential incompatibilities to the author). AFAIK the items are unchanged in previous and the latest versions, so patch may be used safely. You may drop the "bad" master's subrecord from the header with tes3cmd:
      tes3cmd modify --type tes3 --run "\$R->delete({i=>[1,2]})" "BTBGIsation - LegendOmnidex.esp"
      2. Bloodskal Barrow.
      For some reason I continue using old version with the comment to the new version stating "not yet as feature rich as previous version from 2018". I should look at it again one day. Will place a comment on this patch too. Please abstain from using this particular patch. Items IDs or meshes etc may have changed.

      3. Mudcrab imports.
      I'll make auto-patcher to bring the changes of BTBGIsation despite the meshes used(most work is already done with Habasi). For now I'd skip this particular patch with BB version(meshes are different most probably).

      4. The White Wolf of the Lokken Mountain
      I use ESP version from RandomPal. AFAIK that's the only difference to your setup with ESM used. I'd probably consider changing to ESM version in future. You may drop the "bad" master's subrecord from the header with tes3cmd:
      tes3cmd modify --type tes3 --run "\$R->delete({i=>[1,2]})" "BTBGIsation - BT_Whitewolf_2_0_HOTV.esp"
      5. Sacred Necromancer Armor
      I suppose NOD version changed IDs of the items. The patch works pretty simple - it overwrites the items' records.
    2. Dwalin2012
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      Thanks for the clarifications, they were really helpful!
      However, about the "White wolf of Lokken" mod: I don't use as esm, but an esp like you, it's just I use this version:

      https://www.nexusmods.com/morrowind/mods/27306?tab=files

      rather than the overhauled one, because the other one is dependent on "Tomb of the Snow Prince" which moves Solstheim to another position, creating incompatibilities with some mods that required the original position for Solstheim. That's unless I have confused something about the versions of the mod (i am still experimenting with my load orders)....Anyway, I always used the esp for the Lokken mod, since it allows to move it more freely in my load order, which wouldn't be the case with an esm; in my load order, Lokken has to be loaded below the Roscrea mod, otherwise part of the island landscape is cut off.

      EDIT: But what about the Blackthorn Barrow patch? Can it be used with the "Clean Blackthorn Barrow" version of the mod?
    3. alvazir
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      1. Lokken
      RandomPal usually tries to keep IDs intact. So I suppose Lokken patch may be used.

      2. Bloodskal Barrow
      I don't know. I'd not use the patch IMO. Item IDs, textures etc may have changed compared to the legacy version.
    4. Dwalin2012
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      Yes, I understand about Bloodskal Barrow, the last question was about Blackthorn Barrow, a different mod which also has a patch here...
    5. alvazir
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      I'm sorry. I've misread the "blackthorn" with "bloodskal" :-) I've just checked, my plugin comes from https://www.nexusmods.com/morrowind/mods/49232(patched for TOTSP). The records are the same. So yes, it's usable with original plugin.

      I think of the ways to improve the patches with your findings. For example "Blackthorn Barrow":
      1. The start should be improving description for some secondary mods, e.g. "Blackthorn Barrow" may be used both original and Sigourn's replacement patch.
      2.1. Should I add another(identical) plugin with different master records? That's problematic, because there may be 3-4 versions of the mod plugin.
      2.2. Simply duplicate the patch with master record removed?
      3. Do I have to make changes from 2.1 or 2.2(or both) for all the plugins or just make targeted improvements for those revealed by you?
    6. Dwalin2012
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      I don't know which would be better, to be honest, I am not good at modding...The 1st option would be a good solution imo: updating the descriptions, so the players know which patches could be manually updated in Wrye Mash by changing the masters. Not sure about the option 2.2, with the masters removed, whether the patch would work differently and what specific differences would there be?