GCD was the main inspiration for Yalsm, but, by design, it kept high the importance of initial decisions. A skill with a low initial value is more difficult to increase and (not sure I recall correctly) does increase less the abilities. Even if you can change the behavior editing few scripts, I decided to make my own.sir_herrbatka wrote:Yes, I see your point. The mod has a sense (and a skill list makes sense a lot), but to me it's just a hack around broken system. No offense, GCD (I like this one a lot) is a hack as well, and there is just no oder way to fix anything in MW.
About the ``hack around'' I can only say: welcome to the world of closed source! A world where silly and meaningless limitations force people to find absurd solutions by try and error. The fun thing? Lots of people still see it as normal!
I also posted a topic called ``when to fork'' about the idea.sir_herrbatka wrote: I didn't know that doing something like this would be even possible with MW.
OTOH with openmw you would be able to fix morrowind mechanics for everybody joy
I know that BTB page, I personally like some modifications and dislike some others. To me removing the possibility of forging items is not an improvement at all! On the other hand I like his new ingredients.trikorder wrote:I wonder if you know this mod list compiled by btb. This guy wrote a lot but if you are interested on Morrowind economy design flaws and solutions among many other things, you might consider reading it. On top of that I found myself laughing out loud many times by reading this. This supposed to be a consistent set of compatible mods, however I did not try myself all of them out, but I used quite a few out of these mods.
Beside I find the name ``BTB's Game Improvements'' annoying. Maybe it is just me, but I would never say that something of mine is an improvement. I just try to explain the reasons I do not like something and why and how I changed it. The matter if the game with my mod is better or worse is not anything I can say for everyone.
An other annoying point is the restrictive license, but I guess the fault is actually of Planet Elder Scrolls accepting non-free (as speech) stuff.
Once again, good or bad is not something I can say for everyone. The mod just tries to fix a point of the game I do not like much.ElderTroll wrote:@ezze
Your mod is a good idea. It could make the game feel more epic and rewarding by having the player frequently die as they pit themselves against powerful opponents.
If a player thinks: -lets try to fight more powerful opponents to increase my skills quicker- or -let's create a new powerful destruction spell and cast in the wilderness to improve my skills- to me my mod was a success.
Vanilla Morrowind instead suggests: -make an extremely weak spell and cast it continuously- and -do not seek hard enemies! fights rats! 100% hit rate is the best you can do-