Exploits and Mods (**SPOILERS**)

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Archived from groups: alt.games.morrowind (More info?)

So I've got a question for all y'all. I used to use exploits like the Sneak
one (where you sneak near an unmoving enemy, rest something on the keyboard,
and then go to bed, and in the morning your sneak is near 100) or the
Swimming Forever Against the Rock one, but I stopped after I started to feel
guilty, like I wasn't playing the game the designers intended...sure it was
fun to be a badass sneaker (or runner) at an early level, but I felt like I
was missing the challenge, or the point, or something like that...anybody
know what I mean?

Also with Mods, like the money mods discussed right below here. I want to
bump Creeper up to have lots of moolah, but to me it's just a way of
avoiding all the incessant trading and sleeping you have to do to sell him
anything of large value...

The point is to have fun, right? To feel a part of something important, to
grow along with your character and help them through the complex of
possibilities and dangers, blah blah. Fun, right? So why do I feel weird
when I use exploits?
 
Archived from groups: alt.games.morrowind (More info?)

DoomMunky wrote:

> So I've got a question for all y'all. I used to use exploits like the Sneak
> one (where you sneak near an unmoving enemy, rest something on the keyboard,
> and then go to bed, and in the morning your sneak is near 100) or the
> Swimming Forever Against the Rock one, but I stopped after I started to feel
> guilty, like I wasn't playing the game the designers intended...sure it was
> fun to be a badass sneaker (or runner) at an early level, but I felt like I
> was missing the challenge, or the point, or something like that...anybody
> know what I mean?
>
> Also with Mods, like the money mods discussed right below here. I want to
> bump Creeper up to have lots of moolah, but to me it's just a way of
> avoiding all the incessant trading and sleeping you have to do to sell him
> anything of large value...
>
> The point is to have fun, right? To feel a part of something important, to
> grow along with your character and help them through the complex of
> possibilities and dangers, blah blah. Fun, right? So why do I feel weird
> when I use exploits?
>
>

I have avoided exploits in my playing and still had great fun. Things
like swimming against a rock are not fun, so I don't do that.

On the other hand, incessant trading is not fun. And selling and waiting
is just as not-fun as swimming into a rock.

My belief is this: where mods make things too easy, they take away
pleasure. Where things are annoying, mods make the game more fun. It's
really up to you to determine your fun.

In my RPG's, I usually make things harder, not easier, as I'm a sicko
that way.
 
Archived from groups: alt.games.morrowind (More info?)

DoomMunky expounded thusly :

> So I've got a question for all y'all. I used to use exploits like
> the Sneak one (where you sneak near an unmoving enemy, rest something
> on the keyboard, and then go to bed, and in the morning your sneak is
> near 100) or the Swimming Forever Against the Rock one, but I stopped
> after I started to feel guilty, like I wasn't playing the game the
> designers intended...

The designers intended a product for people to buy. They expect you
will enjoy using it. Whether you play frisbee with the disks, create
uber characters, or just stare at the scenery matters not.

> sure it was fun to be a badass sneaker (or
> runner) at an early level, but I felt like I was missing the
> challenge, or the point, or something like that...anybody know what I
> mean?

Decisions that pay off short-term, may not long-term. The benefit you
get from improving whatever skill, may be quickly outgrown when things
get too easy sooner than they otherwise would have. Just naturally,
that "sweetspot" of challenge comes a bit early in this game, and peaks
too soon, I think.

> Also with Mods, like the money mods discussed right below here. I
> want to bump Creeper up to have lots of moolah, but to me it's just a
> way of avoiding all the incessant trading and sleeping you have to do
> to sell him anything of large value...

The economy was designed inconsistently. And if you're going to go
through the drudgery of getting the money out of the creeper anyway, why
not make it easier on yourself, and spend the gametime on something you
enjoy? Use a "rich creeper" type of mod, or mod it yourself (takes < 5
minutes to do), and play it like you want. You'll find you have more
money than you need, but otherwise you'll have more items sitting around
than you need. There's no outside standard to live up to. You're free.
If you find you don't like a choice you made, undo it or do it
differently with another character.

> The point is to have fun, right? To feel a part of something
> important, to grow along with your character and help them through
> the complex of possibilities and dangers, blah blah. Fun, right? So
> why do I feel weird when I use exploits?

Because somebody is watching over your shoulder and judging you? No :)
Because you're eliminating part of the game that was a boring waste of
time and no challenge anyway? No :) I give up...

I'm playing with extra "mage hospitality." The Balmora mages welcomed
me by rearranging their dorm area -- removing one of the beds and
putting in a set of shelves, adding a few chests, and substituting a
larger closet. It makes adventuring more convenient and adds to the
enjoyment.

Past a certain level, I calm down the cliff racers. While initially
they are an important part of the game, they become just an annoying
nuisance with no positive effect.

One of the first things I modded was the day length. With a 48 minute
RT day, it just seemed like the sun was racing around. I set it to 2
hours RT = 1 day game time, which sort of felt better.

Bottom line is that it's your game. Make it yours! Play it with no
money. Play it with no weapons. Play it with a blind character.
Nothing you do is irreversible.

-mb
 
Archived from groups: alt.games.morrowind (More info?)

Excellent response, mark. What I get from it (and what I've heard in the
past) is that if something is weird or unpleasant about the game, or my
enjoyment of it is faltering, using my imagination can revive the
experience, or compensate for something I find too easy/boring/unfun/weird.

So, yeah, I have a habit of turning a neat thought into a banal little
observation/cliche...

I've found that my tank Redguard is picking up lots of spell knowledge
(because those spells are so great!) but I don't want all that...the
solution is that he is slowly going to forget spells, and instead become a
collector and creator of useful enchanted items, so that he can hopefully
enjoy the benefits of magic without becoming yet another fighter/spellcaster
hybrid, a type I find myself playing all too often...
 
Archived from groups: alt.games.morrowind (More info?)

mb i totaly agree with you. the game is to fast.
when you changed the global stat "Timescale" what did you set it to?

also, did you have to start a new game for it to take effect?
 
Archived from groups: alt.games.morrowind (More info?)

Dushichka expounded thusly :

> mb i totaly agree with you. the game is to fast.
> when you changed the global stat "Timescale" what did you set it to?
>
> also, did you have to start a new game for it to take effect?

Default is 30, which makes 1 min RT = 30 minutes game time. I set it to
12. Playing 2 hours was an average session for me, and it seemed to fit
to have a day be that long.

Not sure if it changes an existing game :/ It's testable.

It was my first mod - TimeScaleVanity, as I had to change the Vanity
mode timeout since it was always flipping to 3rd person mode when I was
just hanging out...

-mb
 
Archived from groups: alt.games.morrowind (More info?)

markB wrote:

> Past a certain level, I calm down the cliff racers. While initially
> they are an important part of the game, they become just an annoying
> nuisance with no positive effect.
>
> One of the first things I modded was the day length. With a 48 minute
> RT day, it just seemed like the sun was racing around. I set it to 2
> hours RT = 1 day game time, which sort of felt better.

Think you could refresh my memory on how to do those two? I know you can
calm the cliff racers through the console (though I forget how) but
doesn't that go back to default after you end a game session?

And the day length... is that just a modification in the morrowind.ini file?
 
Archived from groups: alt.games.morrowind (More info?)

what i'd like to see is a sort of D&D style magic system.
You buy spells but put them in a spell book. You learn the spell then rest
to remember it, but you only remember it through use, so if you ignore a
spell for too long, you "forget it" and must re-learn it from the spell
book.
 
Archived from groups: alt.games.morrowind (More info?)

Sentientfluid expounded thusly :

> markB wrote:
>
>> Past a certain level, I calm down the cliff racers. While initially
>> they are an important part of the game, they become just an annoying
>> nuisance with no positive effect.
>>
>> One of the first things I modded was the day length. With a 48
>> minute RT day, it just seemed like the sun was racing around. I set
>> it to 2 hours RT = 1 day game time, which sort of felt better.
>
> Think you could refresh my memory on how to do those two? I know you
> can calm the cliff racers through the console (though I forget how)
> but doesn't that go back to default after you end a game session?
>
> And the day length... is that just a modification in the
> morrowind.ini file?

Using the Construction Set, open all the .esm files you have or the
saved mod will have some troubling errors.

TimeScale is in Gameplay/Globals. The 30.00 means 1 min. RT = 30 min
gametime.

The Cliff Racers are in the Object window, Creatures tab. Open each of
the 3 types, open the AI, and set Fight down from 90. I set regular CRs
to 80, and the Blighted and Diseased to 81. Still get an occasional
attack, but it's a rare surprise :)

If you add the Cliff Racer mod to a savegame, it will take a while for
the adjusted ones will respawn. Killing them off speeds that up.

-mb
 
Archived from groups: alt.games.morrowind (More info?)

I have no qualms cheating with this game. It is most definitely made for it
and the monetary situation (early in the game) just about requires it.

The only mods I've used are the ones provided by Bethsoft. Which did
nothing for my character. I'm still leery of using "rogue" (for lack of a
better word) mods. Although lately I've come very close to installing the
mod to get rid of cliff racers. As someone pointed out in another response
to this post, after awhile they're a serious annoynce. I recently came out
of a tomb to have 12 cliff racers waiting for me! Seriously irritating!

Anyway, I believe the creators of the game built it the way they did
intending for players to make it as fun for themselvs as they could. Hence
the ability to modify the world with the construction kit.

When I start a new character I always make a "pure" save so I can go back
when I don't like decisions I've made for it. Otherwise I just start over.
Which I've done many, many, many times. Still haven't completed the main
quest in fact. Although, I might this time.

So, I say do whatever makes the game enjoyable for you. You can always
start over!

Jenn

"DoomMunky" <MunkyNorth@literotica.org> wrote in message
news:iO_Bc.14182$Wr.11085@newsread1.news.pas.earthlink.net...
> So I've got a question for all y'all. I used to use exploits like the
Sneak
> one (where you sneak near an unmoving enemy, rest something on the
keyboard,
> and then go to bed, and in the morning your sneak is near 100) or the
> Swimming Forever Against the Rock one, but I stopped after I started to
feel
> guilty, like I wasn't playing the game the designers intended...sure it
was
> fun to be a badass sneaker (or runner) at an early level, but I felt like
I
> was missing the challenge, or the point, or something like that...anybody
> know what I mean?
>
> Also with Mods, like the money mods discussed right below here. I want to
> bump Creeper up to have lots of moolah, but to me it's just a way of
> avoiding all the incessant trading and sleeping you have to do to sell him
> anything of large value...
>
> The point is to have fun, right? To feel a part of something important,
to
> grow along with your character and help them through the complex of
> possibilities and dangers, blah blah. Fun, right? So why do I feel weird
> when I use exploits?
>
>
 
Archived from groups: alt.games.morrowind (More info?)

markB wrote:
> Sentientfluid expounded thusly :
>
>>markB wrote:
>>
>>Think you could refresh my memory on how to do those two? I know you
>>can calm the cliff racers through the console (though I forget how)
>>but doesn't that go back to default after you end a game session?
>>
>>And the day length... is that just a modification in the
>>morrowind.ini file?
>
> Using the Construction Set, open all the .esm files you have or the
> saved mod will have some troubling errors.
>
> TimeScale is in Gameplay/Globals. The 30.00 means 1 min. RT = 30 min
> gametime.
>
> The Cliff Racers are in the Object window, Creatures tab. Open each of
> the 3 types, open the AI, and set Fight down from 90. I set regular CRs
> to 80, and the Blighted and Diseased to 81. Still get an occasional
> attack, but it's a rare surprise :)
>
> If you add the Cliff Racer mod to a savegame, it will take a while for
> the adjusted ones will respawn. Killing them off speeds that up.
>

Thanks for the info! Though opening all the .esm files brings up a
question...

Everytime I open the .esm files for Morrowind, Tribunal, and Bloodmoon
all at one time, I get about a bazillion error messages saying something
doesn't match something else and asking if I want to continue running
the executable. Clicking Yes in answer to all bazillion of them allows
me to continue editing. No shuts down TESCS (obviously). Is this just
something that happens to me or is it normal?

~Senti
 
Archived from groups: alt.games.morrowind (More info?)

Sentientfluid expounded thusly :
> markB wrote:
>> Sentientfluid expounded thusly :
>>
>>> markB wrote:
>>>
>>> Think you could refresh my memory on how to do those two? I know you
>>> can calm the cliff racers through the console (though I forget how)
>>> but doesn't that go back to default after you end a game session?
>>>
>>> And the day length... is that just a modification in the
>>> morrowind.ini file?
>>
>> Using the Construction Set, open all the .esm files you have or the
>> saved mod will have some troubling errors.
>>
>> TimeScale is in Gameplay/Globals. The 30.00 means 1 min. RT = 30 min
>> gametime.
>>
>> The Cliff Racers are in the Object window, Creatures tab. Open each
>> of the 3 types, open the AI, and set Fight down from 90. I set
>> regular CRs to 80, and the Blighted and Diseased to 81. Still get
>> an occasional attack, but it's a rare surprise :)
>>
>> If you add the Cliff Racer mod to a savegame, it will take a while
>> for the adjusted ones will respawn. Killing them off speeds that up.
>>
>
> Thanks for the info! Though opening all the .esm files brings up a
> question...
>
> Everytime I open the .esm files for Morrowind, Tribunal, and Bloodmoon
> all at one time, I get about a bazillion error messages saying
> something doesn't match something else and asking if I want to
> continue running the executable. Clicking Yes in answer to all
> bazillion of them allows me to continue editing. No shuts down TESCS
> (obviously). Is this just something that happens to me or is it
> normal?

Normal with all 3. You can just hit Y all the way through, or add this
to your morrowind.ini :

AllowYesToAll=1

That'll turn Cancel into a "Yes to All."

-mb
 
Archived from groups: alt.games.morrowind (More info?)

markB wrote:
> Sentientfluid expounded thusly :
>
>>markB wrote:
>>
>>>Sentientfluid expounded thusly :
>>>
>>>
>>>>markB wrote:
>>>>
>>>>Think you could refresh my memory on how to do those two? I know you
>>>>can calm the cliff racers through the console (though I forget how)
>>>>but doesn't that go back to default after you end a game session?
>>>>
>>>>And the day length... is that just a modification in the
>>>>morrowind.ini file?
>>>
>>>Using the Construction Set, open all the .esm files you have or the
>>>saved mod will have some troubling errors.
>>>
>>>TimeScale is in Gameplay/Globals. The 30.00 means 1 min. RT = 30 min
>>>gametime.
>>>
>>>The Cliff Racers are in the Object window, Creatures tab. Open each
>>>of the 3 types, open the AI, and set Fight down from 90. I set
>>>regular CRs to 80, and the Blighted and Diseased to 81. Still get
>>>an occasional attack, but it's a rare surprise :)
>>>
>>>If you add the Cliff Racer mod to a savegame, it will take a while
>>>for the adjusted ones will respawn. Killing them off speeds that up.
>>>
>>
>>Thanks for the info! Though opening all the .esm files brings up a
>>question...
>>
>>Everytime I open the .esm files for Morrowind, Tribunal, and Bloodmoon
>>all at one time, I get about a bazillion error messages saying
>>something doesn't match something else and asking if I want to
>>continue running the executable. Clicking Yes in answer to all
>>bazillion of them allows me to continue editing. No shuts down TESCS
>>(obviously). Is this just something that happens to me or is it
>>normal?
>
>
> Normal with all 3. You can just hit Y all the way through, or add this
> to your morrowind.ini :
>
> AllowYesToAll=1
>
> That'll turn Cancel into a "Yes to All."
>
> -mb
>
>

Much better, thanks :)
 
Archived from groups: alt.games.morrowind (More info?)

On Wed, 23 Jun 2004 21:11:51 -0600, Sentientfluid
<sentientfluid@hotmail.com> wrote:

>Everytime I open the .esm files for Morrowind, Tribunal, and Bloodmoon
>all at one time, I get about a bazillion error messages saying something
>doesn't match something else and asking if I want to continue running
>the executable. Clicking Yes in answer to all bazillion of them allows
>me to continue editing. No shuts down TESCS (obviously). Is this just
>something that happens to me or is it normal?

Yes, this is because the addons change things in a way the Construction
Set wasn't originally designed to expect. If you read the first box
carefully, you should be able to just click Cancel to ignore all.
--
Greg Johnson
Give your child mental blocks for Christmas.
 
Archived from groups: alt.games.morrowind (More info?)

"Greg Johnson" <gsj@labyrinth.net.au> skrev i en meddelelse
news:n2jkd0pdrmp00u3r1junf0j406g97amroj@4ax.com...
> On Wed, 23 Jun 2004 21:11:51 -0600, Sentientfluid
> <sentientfluid@hotmail.com> wrote:
>
> >Everytime I open the .esm files for Morrowind, Tribunal, and Bloodmoon
> >all at one time, I get about a bazillion error messages saying
something
> >doesn't match something else and asking if I want to continue running
> >the executable. Clicking Yes in answer to all bazillion of them allows
> >me to continue editing. No shuts down TESCS (obviously). Is this just
> >something that happens to me or is it normal?
>
> Yes, this is because the addons change things in a way the Construction
> Set wasn't originally designed to expect. If you read the first box
> carefully, you should be able to just click Cancel to ignore all.
> --
> Greg Johnson
> Give your child mental blocks for Christmas.

open your morrowind.ini file and add this line somewhere:

allowyestoall=1

This will give you a third box (when you load a game)
with the text ("yes to all") so you can skip all those
error messages. In the constructor set the "cancel"
option does the same

merlin