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stachnie
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Imbalanced creatures, strange hostile NPC behaviour

Morroblivion v. 0.64 + unofficial Morroblivion patch.

1. I think creatures fighting with their claws or teeth are imbalanced. My hero is level 20+ now, heavily armored Mage (best trained skills: Conjuration 100; Alchemy around 90; Destruction, Illusion, Heavy Armor, Armorer 50+; Blades, Restoration, Mysticism 40+), a good armor (permanent bound Heavy with Adamantine greaves and Ebony shield), defaut difficulty level. A Kagouti or Alit need 3-4 hits to kill my proud hero (Daedroth only 2-3). Golden Saints, Dremora and hostile NPC's are much easier opponents.

2. I had great problems with the Egg poachers quest for Eydis. When my hero tried to attack the poachers, Kwama workers (also surprisingly dangerous) used to turn hostile and attack my hero. The solution was to run away to a previous cell and kill the one who chased my hero, one after another. The poachers themselves were modreately difficult, finally one of them turned out to be killed by the Kwama workers - they seem to attack the first one who sheathes his weapon.

It is similar when approaching Daedric shrines or bandit caves. If they see the hero, they attack him; if not, they fight among themselves. I guess their aggression level is too high and they do not recognize they are from the same faction. This is why I had not so much work in Valenvaryon (I wanted to buy master Alchemy equipment) - at least one Orc was killed by his colleagues.

S.

Daggerfall Rebu...
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I agree about Balancing the

I agree about Balancing the World, I believe Morroblivion should be balanced with Oblivion, ie Armors, Weapons, Creatures. The Kwama Creatures would attack anything that was attacking each other in Original Morrowind. Not really an issue just a nuance I suppose.

The factions, I suspect are a issue with Morroblivion. If anyone has knowledge specifically on Morroblivion Factions? Although I had a quick look and for example, Balmora doesn't have it's own faction, I assume Kwama Warriors do not either, I suspect them fighting each other is causes by they're Faction-less status.

I could possibly look at Faction Overhauls once I complete Balmora's AI Packages

stachnie
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Daggerfall Rebuilt Dev wrote

Daggerfall Rebuilt Dev wrote:

The Kwama Creatures would attack anything that was attacking each other in Original Morrowind. Not really an issue just a nuance I suppose.

Kwama Workers used to be peaceful (maybe apart from some diseased/blighted ones), Warriors and Foragers attacked on sight. I think this is a problem, because the mentioned quest usually is done early, the Workers hit really hard and their behaviour is difficult to predict (I think they are attacking the hero or a NPC in their sight who sheathed his weapon and is about to fight someone). Foragers are just a nuissance while Warriors are less dangerous because they tend to attack with their Lightning first. A partial solution is to use a long range weapon (e.g. Bound Sword instead of Bound Dagger) - I have noticed this really helps to keep a creature at a distance.

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The Kwama Workers have been

The Kwama Workers have been an issue for a long time. As Daggerfall Rebuilt Dev mentioned, it's related to the Faction relationships. Even a creature with low aggression will sometimes aggro to defend allies in their faction, regardless of whether the ally (warriors in this case) or the enemy initiated the combat. I remember 0ponyrider and I had been working on a faction patch, but that was so long ago I don't remember if we finished...

stachnie
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@Puddles: yes, indeed.

@Puddles: yes, indeed. Recently I was next to an egg mine with a Kwama Worker in front of it. At first it was peaceful but suddenly it became hostile, after a Kwama Forager appeared (my weapon was sheathed). I think Workers should have lowered aggression level - the healthy ones should only defend themselves if attacked.

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Yes, you are all correct.  I

Yes, you are all correct.  I thought I had already incorporated the necessary fixes for the Kwama Egg Poacher quest, but I guess not.  I have about 4-5 hotfix patches which I was going to merge into the cancelled 2018 Morroblivion Unofficial Patch.  I'll try to find them and just upload them in their current state so people can look through and incorporate them into whatever new fix/improvement mod is in progress.

FYI to all bug-fixers/updaters: these are issues with faction relation dispositions and its interaction with each creature's dynamically calculated aggression level [hardcoded aggression base level + faction disposition modifications + spell/effect modifications + script modifications + in-game events such as attacking NPC, stealing from NPC, etc].  Modifying the base aggression level or the faction disposition in an ESM/ESP file will only affect creatures which have not yet been spawned (ie, must start a new game to see the effects).  This happens in regular Oblivion too, but to a much lesser extent.  The reason why it is much more common in Morroblivion is because the original Morrowind had an additional value independent of Disposition and Aggression called Fight.

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I'll be picking up all the

I'll be picking up all the hot-fixes and incorporating them into the Morroblivion Improved Project, As long as I get the go ahead from Ponyrider0

If all goes well, I'll release Morroblivion Improved with Ponyrider0 canceled fixes as well as a Handful of other fixes.

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Just to clarify: the fixes

Just to clarify: the fixes themselves were not "cancelled".  It was the 2018 unofficial patch which was cancelled.  Some of these files are incomplete, works-in-progress, while others just needed more testing before I posted them as hotfixes.