***************************************************************** The Elder Scrolls III MORROWIND Mod: CDE Buff Clipping (A.K.A. Overbuff Kickback) ***************************************************************** Index: 1. Description 2. Installation and Requirements 3. Playing the Plugin 4. Features 5. Version 6. Conflicts & Compatability 7. Thanks 8. Notes 9. Copyright ***************************************************************** 1. PLUGIN DESCRIPTION ***************************************************************** TITLE: CDE: Buff Clipping ( A.K.A. Overbuff Kickback ) VERSION: v1.1 BY: svengineer99 CONTACT: Bethesda Forums/sveng This script enforces caps on the maximum attribute, chameleon, sanctuary and resistance buffs the player can have. Exceeding the caps can result in attribute damage, knock-down, endurance and health drains. The cap formulas are based on the underlying player attributes and personality that can be customized through global variables defined in section 3. below. Examples: ` Base Intelligence<=25, Base Personality<=25 -> Maximum Intelligence Buff = +25 Base Intelligence=50, Base Personality=50 -> Maximum Intelligence Buff = +37 Base Intelligence=50, Base Personality=100 -> Maximum Intelligence Buff = +50 Base Intelligence=100, Base Personality=25 -> Maximum Intelligence Buff = +50 Base Intelligence=100, Base Personality=50 -> Maximum Intelligence Buff = +62 Base Intelligence=100, Base Personality=100 -> Maximum Intelligence Buff = +75 Base Intelligence=150, Base Personality=100 -> Maximum Intelligence Buff = +100 Base Personality<=50 -> Maximum Chameleon/Sanctury Buff = +25 Base Personality=75 -> Maximum Chameleon/Sanctury Buff = +37 Base Personality=100 -> Maximum Chameleon/Sanctury Buff = +50 Base Personality=125 -> Maximum Chameleon/Sanctury Buff = +62 Base Willpower<=50 -> Maximum Resist Fire/Frost/Poison/Shock/Magic Buff = +25 Base Willpower=75 -> Maximum Willpower Fire/Frost/Poison/Shock/Magic Buff = +37 Base Willpower=100 -> Maximum Willpower Fire/Frost/Poison/Shock/Magic Buff = +50 Base Willpower=125 -> Maximum Willpower Fire/Frost/Poison/Shock/Magic Buff = +62 So by default personality is no longer a dump stat. The inspiration for making attribute buff maximum dependent on personality comes from the D&D v3.5 'use magic device' skill based on charisma attribute; a strong personality (acting skill) enables the pc to harness greater buffs than their base values. If not wanted, this personality contribution can be disabled in the console with 'set sve_base_per_att_buff_mod to 0' ***************************************************************** 2. INSTALLING THE PLUGIN ***************************************************************** To install the plugin, unzip the files into the Morrowind/Data Files directory. REQUIREMENTS: Morrowind, Bloodmoon, Tribunal, MWSE v0.9.5-alpha.20150829 ( or later ) [ https://github.com/Merzasphor/MWSE ] RECOMMENDED: MGE-XE v0.9.10 and MGE-XE beta v0.10.16 (or later) [ http://www.nexusmods.com/morrowind/mods/41102/? ] [ http://www.nexusmods.com/morrowind/mods/26348/? ] With MGE-XE beta v0.10.16 or later MGE-XE will use the new MWSE.dll internally (no need to launch MWSE separately) ***************************************************************** 3. PLAYING THE PLUGIN ***************************************************************** From the Morrowind Launcher, select Data Files and check the box next to the CDE_BuffClipping.esp file By default the script is inactive. To activate (or de-activate) the module, hold down the SHIFT-B(uff)-C(ontrol) keys for >1second. The first time this module is activated, it is necessary to save the native (un-buffed) state of the player (including constant effect birth sign bonuses, etc). A Messagebox will pop up asking the player to remove all enchanted item, spell and potion magic effects before proceeding. Holding down the "\" key for >0.5s will alternate between messageboxes displaying the governed stat current and maximum values. ***************************************************************** 4. PLUGIN FEATURES ***************************************************************** This mod scans the player's attribute, chameleon, sanctuary and resistance buffs every few frames, clipping them if they exceed the defined limits with formulas based on global variables customizable in the console: Scan rate = once every [global long] sve_buff_clipping_frame_count (default=4) frames Max Attribute Buff = Max ( Inherent Buff + Base Attribute * /100 + Personality * /100, ) Where = [global long] sve_base_att_buff_mod ( default=50, min=0 ) = [global long] sve_base_per_att_buff_mod ( default=25, min=0 ) = [global long] sve_min_max ( default=25, min=0 ) So Base Attribute + Personality/2 <= 50 -> Max Buff = 25 Base Attribute + Personality/2 = 100 -> Max Buff = 50, etc Max Chameleon/Sactuary/Resistance Buff = Max ( Inherent Buff + Governing Attribute * /100, ) Where = [global long] sve_base_eff_buff_mod (default 50) = [global long] sve_min_max ( default=25 ) And Governing Attribute = Personality for Chameleon/Sactuary = Willpower for Magic Resistance = Endurance for all other Resistances So Governing Attribute <= 100 -> Max Buff = 50 and Governing Attribute = 200 -> Max Buff = 100, etc Over-buff Kick-backs (negative effects) kick in starting at: buff > Max+*/100 -> attributes randomly^ become damaged buff = /100*Max -> endurance hiccup (knocked down and get back up) buff > /100*Max -> progressive endurance drain buff > /100*Max+ -> progressive health drain buff = /100*Max+ -> endurance exhaustion (knocked down and don't get back up) buff = /100*Max+ -> health exhaustion (death) Where: = Max enduracne based resistance buff, as defined above = [global long] sve_kick_back_M ( default=100, min=0 ) = [global long] sve_kick_back_B1 ( default=40, min=0 ) = [global long] sve_kick_back_B2 ( default=80, min=0 ) = [global long] sve_kick_back_B3 ( default=120, min=B1 ) ^this is a well known Morrowind engine bug, that attribute drains sometimes get converted to damage; in my testing I noticed it seems to occur in a repeatable way, but I did not do enough testing to deduce the formula for it. I actually like this semi-random kick-back; restore attribute can easily reverse it. Inherent Buffs (racial constant effect resistances, etc) are saved the first time the module is loaded; so when adding this mod to a saved game it is necessary to remove all player spell/enchantment/potion buffs before saving and loading this module for the first time (only). ***************************************************************** 5. PLUGIN VERSION ***************************************************************** v1.1 fixed Agility Clipping, Resist Magicka Reporting with "\" key ***************************************************************** 6. CONFLICTS & COMPATABILITY ***************************************************************** I don't know of any conflicts with other mods. Attribute caps are set and removed using drain attribute ability type=ability spells. Chameleon, Sanctuary and Resistance caps are set and removed using Set/ModChameleon/ DefendBonus/Resist commands. Please reports any bugs or problems at http://forums.bethsoft.com/forum/12-morrowind-mods/ ***************************************************************** 7. THANKS ***************************************************************** Merzasphor: For HUGELY expanding MWSE including xget/seteffect functionality which I requested and used in this mod Aerelorn: For pre-curser MGE Spell functionality that inspired the development of xget/seteffect CDC and the SF MWSE Dev Team: For MWSE development and release up to 0.9.4a Dave Humphries: For MWEdit Darkelfguy: for Morrowind Modding Showcases and Podcasts inspiration. The Assimilation Lab: For continuously updated Morrowind Modding Wiki entries GhanBuriGhan, Yacoby and melian: For Morrowind Scripting for Dummies Abot: For Morrowind Scripting for Smarties and countless scripting posts on the forums Bethsoft: Of course, for the game engine of and base construction set for Morrowind Everyone who commented and contributes on the Bethesda/TES/Morrowind Forums Everyone who has contributed and continues to contribute mods Anyone who I may have missed, please let me know ***************************************************************** 8. NOTES ***************************************************************** ***************************************************************** 9. COPYRIGHT ***************************************************************** This plugin is freely distributable and modifiable, as long as this readme file accompanies it and credit is given to the original author. But please remember that not everything here is my work. Refer to section 7.THANKS. By downloading and running this plugin, you acknowledge the following : - You have read and understood this readme file. - You acknowledge that the author of this plugin accepts no responsibility for damage to your game saves, operating system, computer, etc, when using this plugin. NOTE: Please do not upload this plugin for distribution without my permission. --svengineer99