[WIPz/RELz] Diablo Indentify System

Post » Fri May 27, 2011 12:24 pm

Well on the player's side, i'm going to go through with it now and test it out in my savegame.

lvl 50 is good enough i think to try and get this stuff right?

yeah that should be fine. Alot of it can be found at level 1. The unidentified items are all placed throughout levelled lists, so you never know where they might turn up :D

One enchanter sells some unidentified shortswords though, only 5. The wood elf in the blamora mages guild.
User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Sat May 28, 2011 1:27 am

OK at first load up It went all smooth.

In the span of 10 minutes I collected 6 unidentified wands and had no errors when they were ID'd or beforehand.

You said the enchanter who ID's the stuff in Balmora sells 5 Un ID shortswords? well he was the guy I went to and he didn't have any cash on him nor and swords to sell me.


This test was done with a fresh character, slightly modified by PS Ring of Level Playing. He is a lvl 50 Warrior Imperial with Gaeynor's Amulet equipped and almost full Royal Guard Armor witht he exception of Wraithguard and Saviours Cuirass.
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Fri May 27, 2011 11:50 am

OK at first load up It went all smooth.

In the span of 10 minutes I collected 6 unidentified wands and had no errors when they were ID'd or beforehand.

You said the enchanter who ID's the stuff in Balmora sells 5 Un ID shortswords? well he was the guy I went to and he didn't have any cash on him nor and swords to sell me.


This test was done with a fresh character, slightly modified by PS Ring of Level Playing. He is a lvl 50 Warrior Imperial with Gaeynor's Amulet equipped and almost full Royal Guard Armor witht he exception of Wraithguard and Saviours Cuirass.

No not the enchanter who id's stuff. The wood elf enchanter in the balmora mages guild. Galbider or something like that. lol :P

hmm so the wands are easy to come accross. Where abouts did you find them? I may have to make them less common
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Fri May 27, 2011 9:29 pm

well I found 1-2 in the newbie cave outside seyda neen, the majority were found in the crates in between the Balmora Rows on the Business District...I would say touch down the wands spawn rate in the Boxes a bit...whats the lowest you have any of the items set to spawn at?

quick edit - to be fair though, i did get almost an even number of good and bad wands when i ID'd them.
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Fri May 27, 2011 10:03 pm

well I found 1-2 in the newbie cave outside seyda neen, the majority were found in the crates in between the Balmora Rows on the Business District...I would say touch down the wands spawn rate in the Boxes a bit...whats the lowest you have any of the items set to spawn at?


Well most items are set to spawn at level 1 or 2. Some levelled lists have them spawing at 6, 8, 12 + not many though.
Think what i iwll do is remove the items from the Hlaalu, Telvanni and Redoran levelled lists. These seem to be the lists that deal with the creates/containers in the towns.

Did you find any rings? Swords? Shields?

quick edit - to be fair though, i did get almost an even number of good and bad wands when i ID'd them.

That is good. One problem i had with swords were the good heavly out wighed the bad. So i tried ot balnce it out a bit and passed it over ot the wands ect.... So balancing isnt an issuie ^_^

I will have a version 4.1 out soon which lowers the rate at which wands can be found :)
User avatar
Reven Lord
 
Posts: 3452
Joined: Mon May 21, 2007 9:56 pm

Post » Fri May 27, 2011 1:50 pm

ok someone on PES said that only the balmora guy has all the dialogue to identify items. I did a quick check in the CS and they are right. For some reason the others havnt got the dialogue though it was there in the last version :S

anyway expect it to be fixed in version 4.1 :)
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Fri May 27, 2011 11:22 pm

lol for all the times I've helped you test this mod, I've never actually noticed this XD...unless this is a newly created bug...I coulda sworn the ald-ruhn guild had a dialogued identifier...yeah they did because i kept getting that crash with the scrolls there....
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Fri May 27, 2011 3:19 pm

lol for all the times I've helped you test this mod, I've never actually noticed this XD...unless this is a newly created bug...I coulda sworn the ald-ruhn guild had a dialogued identifier...yeah they did because i kept getting that crash with the scrolls there....

lol, its a good job i check PES posts! I also commented saying people should check this thread, and gave link, as they also reported how its common to find the items and wanted them appearing at a lower rate.
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Fri May 27, 2011 8:29 pm

lol, its a good job i check PES posts! I also commented saying people should check this thread, and gave link, as they also reported how its common to find the items and wanted them appearing at a lower rate.

And me being one of them ! Hi there , thought I'd see what was going on on the inside ! This is such a potentially game altering mod for me : I loved Diablo and the thought of some Diablo elements being incorporated into Morrowind is very appealing !
What I found was an abundance of rings , shields and wands throughout the containers in cities and dungeons . This was un-merged and probably the way to go as if the odds of finding identifyable items is reduced then the chance of finding uber sets and items becomes more of a challenge . In a merged list game the situation was even more extreme : one cave ( near Caldera ; the Heirlooms for that Nord lady ) had nothing But unidentified rings !
Not that I minded , but knowing a thing is possible but extremely rare is going to engage my imagination more than everything appearing all at once .
Thanks guys !
User avatar
Gen Daley
 
Posts: 3315
Joined: Sat Jul 08, 2006 3:36 pm

Post » Fri May 27, 2011 7:30 pm

And me being one of them ! Hi there , thought I'd see what was going on on the inside ! This is such a potentially game altering mod for me : I loved Diablo and the thought of some Diablo elements being incorporated into Morrowind is very appealing !
What I found was an abundance of rings , shields and wands throughout the containers in cities and dungeons . This was un-merged and probably the way to go as if the odds of finding identifyable items is reduced then the chance of finding uber sets and items becomes more of a challenge . In a merged list game the situation was even more extreme : one cave ( near Caldera ; the Heirlooms for that Nord lady ) had nothing But unidentified rings !
Not that I minded , but knowing a thing is possible but extremely rare is going to engage my imagination more than everything appearing all at once .
Thanks guys !



woohoo another tester comes forth to share his findings...bring forth the mead and mutton!

but seriously, he does have a point. Last night when showcasing the mod for a family member to see, I came across an Un-id'd ring on almost every member of a plantation house outside vivec. and if it wasn't on their person it was in the accompanying chest by their bed. maybe in the next tweak, lower the chance of spawning down to something in the mid-midlow range of spawning...since now with this mod the way it is, (and although it's a nice money drain for me since I have too much...) I almost expect to find an Un-id'd item in every empty crate and barrel...
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Fri May 27, 2011 1:30 pm

woohoo another tester comes forth to share his findings...bring forth the mead and mutton!

but seriously, he does have a point. Last night when showcasing the mod for a family member to see, I came across an Un-id'd ring on almost every member of a plantation house outside vivec. and if it wasn't on their person it was in the accompanying chest by their bed. maybe in the next tweak, lower the chance of spawning down to something in the mid-midlow range of spawning...since now with this mod the way it is, (and although it's a nice money drain for me since I have too much...) I almost expect to find an Un-id'd item in every empty crate and barrel...

And this tester is glad to be able to ! ( Mead and mutton sounds excellent , btw , ) I guess the spawn rate that would keep a logical balance to this would be say , one unidentified item per moderate sized cave and two or three in the larger complexes . I would be peeved at having to gear my game to raising the funds to identify the unidentified items so 1 in 100 to 125 found items would be OK . Other than that ( and the two npc's not identifying items when presented to them [ Balmora was OK , other two ...um ? Sadrith Mora and Ald Ruhn didn't have identify as an option ]) I didn't find anything odd .
Thanks guys !
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Fri May 27, 2011 9:29 pm

Hey CrazyGreggy, welcome to the forums :)


Yep, gonna be working on reducing the chance of finding the items, as well as Make some more generic low level enchanted items to blance out the mod. AS well as this i will be fixing the dialogue problem with the other two people that identify the items - thanks for the detail report CrazyGreggy and Bob the lama hunter.


=MA=
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Fri May 27, 2011 6:38 pm

Hey CrazyGreggy, welcome to the forums :)


Yep, gonna be working on reducing the chance of finding the items, as well as Make some more generic low level enchanted items to blance out the mod. AS well as this i will be fixing the dialogue problem with the other two people that identify the items - thanks for the detail report CrazyGreggy and Bob the lama hunter.


=MA=

Thanks for that !
Been sniffing around and spotted another glitch : the items available from Galbedir ( Balmora's Mage Guild Enchanter ) when purchased and taken to Kurgon ? to be IDed are recognized as unidentified , you pay over 300 and then , to quote " The unidentified item is removed from your inventory " . OK , thats normal but they are not replaced with an identified item which means they just..... disappear . Haven't found any others to purchase so I can't check if this a problem with purchased items . Tried it with short swords and a shield , all disappeared after "identification" or perhaps I should say , as a prelude to identification . I hope that is detailed enough for you to work out where the problem is .
Keep smiling , CrazyGreggy
Attendum : I double checked and bought a shield which was correctly processed but two swords disappeared so only swords are affected . I'll check with one of the other enchanter/merchants and buy a sword from them , try to ID it with Kurgon in Balmora and report back .
Cheers ! ..... slurp.! ...... drinking mead.....ahhhh!
PS : Back again .. bought a sword from the guild enchanter/merchant in Vivec and it was identified correctly , so this glitch really only affects swords purchased from Galbedir . Any shields , wands and rings from her are identified correctly too .
Hope this helps .
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Fri May 27, 2011 10:08 pm

Thanks for that !
Been sniffing around and spotted another glitch : the items available from Galbedir ( Balmora's Mage Guild Enchanter ) when purchased and taken to Kurgon ? to be IDed are recognized as unidentified , you pay over 300 and then , to quote " The unidentified item is removed from your inventory " . OK , thats normal but they are not replaced with an identified item which means they just..... disappear . Haven't found any others to purchase so I can't check if this a problem with purchased items . Tried it with short swords and a shield , all disappeared after "identification" or perhaps I should say , as a prelude to identification . I hope that is detailed enough for you to work out where the problem is .
Keep smiling , CrazyGreggy
Attendum : I double checked and bought a shield which was correctly processed but two swords disappeared so only swords are affected . I'll check with one of the other enchanter/merchants and buy a sword from them , try to ID it with Kurgon in Balmora and report back .
Cheers ! ..... slurp.! ...... drinking mead.....ahhhh!
PS : Back again .. bought a sword from the guild enchanter/merchant in Vivec and it was identified correctly , so this glitch really only affects swords purchased from Galbedir . Any shields , wands and rings from her are identified correctly too .
Hope this helps .

This sounds like an engine glitch, as there is only One unidentified shortsword (as opposed to each merchant have their "own"). Its a known engine bug, that sometimes using the commands "remove item" and "additem" can cause the script to jump and not add the item. This is espically common when its all happening in the same script ( which is why i removed the scrolls of identify) though its espically rare when dealing with dialogue as the normal game does this quite alot.

Theres nothing i can do about that bug i am afraid :(
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Fri May 27, 2011 10:22 pm

This sounds like an engine glitch, as there is only One unidentified shortsword (as opposed to each merchant have their "own"). Its a known engine bug, that sometimes using the commands "remove item" and "additem" can cause the script to jump and not add the item. This is espically common when its all happening in the same script ( which is why i removed the scrolls of identify) though its espically rare when dealing with dialogue as the normal game does this quite alot.

Theres nothing i can do about that bug i am afraid :(

Oh OK . I guess we just have to accept that swords from merchants might not be identifiable . So far its just swords from Galbedir in Balmora as well as Folms Miriel in Caldera that are affected . Other than that , I look forward to having a full set of "of the Zodiac " items ! ( You did include them ? He asks hopefully ....) Cheers guys !
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Fri May 27, 2011 3:31 pm

Oh OK . I guess we just have to accept that swords from merchants might not be identifiable . So far its just swords from Galbedir in Balmora as well as Folms Miriel in Caldera that are affected . Other than that , I look forward to having a full set of "of the Zodiac " items ! ( You did include them ? He asks hopefully ....) Cheers guys !

well thats the thing - its rare, which means not everyone will experience what you have ( i havnt for example). also have you checked your inventory fully? As all of the swords look the same so far :D

As for Zodiac items, i didnt include all of them and those that i did are mostly rings ;) ( i.e ring of the thief, tower ring ect....)

Glad your enjoying the mod :)
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Fri May 27, 2011 7:05 pm

well thats the thing - its rare, which means not everyone will experience what you have ( i havnt for example). also have you checked your inventory fully? As all of the swords look the same so far :D

As for Zodiac items, i didnt include all of them and those that i did are mostly rings ;) ( i.e ring of the thief, tower ring ect....)

Glad your enjoying the mod :)

Yus ! I am , thank you for making it . I have checked my inventory so no joy . At the moment , the Morrowind only game disc is going for $2.00 Au so I will grab a new one and see if I get the same problem , though before that will try a straight Morrowind , Tribunal and Bloodmoon game with Diablo ID loaded as the only mod .....just in case !
Thanks man !
PS Just tried the raw load and no joy though I did get a Dull Short sword ! I'll pick up a new copy and re-install ( at least that tells me it isnt a mod conflict and I hope will be rectified by a new copy of the main game unless the issue is being caused by the expansions ! )
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Sat May 28, 2011 2:26 am

HM, I wonder if it could be a conflict with another mod midge, because my swords are doing exactly what his did...upon ID they disappear with the 300 gold...i think i should call the guards...that mage is stealing my stuff...but yeah, it doesn't seem to matter where the swords came from because the ones i tried came from finding in the wild and other various locations...i tried it with 4 un-id'd shortswords and lost them all...but if CG can get the swords to work with a clean install and only running this, then my idea is that it could possibly be conflictign somehow with another mod that changes the levelled lists or the NPC's that have any of the items or that ID them...


who knows, mayvbe i'm just one of those rare lucky few whose game can't handle the almighty-ness of Diablo...
User avatar
kitten maciver
 
Posts: 3472
Joined: Fri Jun 30, 2006 2:36 pm

Post » Fri May 27, 2011 3:03 pm

HM, I wonder if it could be a conflict with another mod midge, because my swords are doing exactly what his did...upon ID they disappear with the 300 gold...i think i should call the guards...that mage is stealing my stuff...but yeah, it doesn't seem to matter where the swords came from because the ones i tried came from finding in the wild and other various locations...i tried it with 4 un-id'd shortswords and lost them all...but if CG can get the swords to work with a clean install and only running this, then my idea is that it could possibly be conflictign somehow with another mod that changes the levelled lists or the NPC's that have any of the items or that ID them...


who knows, mayvbe i'm just one of those rare lucky few whose game can't handle the almighty-ness of Diablo...

Hey Bob , tried a new game with just the Big three officials and patches with The Identify system as the only extra mod and still came up with the same sword glitch so then I peeked under the hood . Midget , can you check your spelling in the mod script ? I'm seeing identify spelled about three or four different ways and , Newbie that I am , was wondering if this why things are glitching up ? Also , the "bad " result short swords are being IDed correctly . Thanks guys ! Looking forward to the next update !
Also , I'm finding scrolls of Identify in necromancers loot chests ( spotted about a half dozen in my main play through ), just thought I'd mention it as I thought you had removed them .
Greg
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Fri May 27, 2011 2:35 pm

Hey there,

ok i have a day or so off from everything thanks to christmas break so i am going to be working on this. The new upadte will most likly have to be realeased in a new thread, as hteres not many posts left in this one.

If all goes well the update will be out some time later tonight.



Untill then feel free to comment, give ideas ect...

=MA=
User avatar
Richard Dixon
 
Posts: 3461
Joined: Thu Jun 07, 2007 1:29 pm

Post » Fri May 27, 2011 4:06 pm

Hey there,

ok i have a day or so off from everything thanks to christmas break so i am going to be working on this. The new upadte will most likly have to be realeased in a new thread, as hteres not many posts left in this one.

If all goes well the update will be out some time later tonight.



Untill then feel free to comment, give ideas ect...

=MA=


Looking forward to it Midge ! Hope you had a grand Christmas ! Cheers from Australia .
User avatar
Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Fri May 27, 2011 12:05 pm

just a thought but would it be better to remove all the items from the levelled lists then place them within their own levelled list then place that in the levelled lists.

Lost? Let me explain, at the moment the items are placed in current levelled lsits which means you can find a sword a ring and shield all at once. However if i place them in their own then place them into the existing lists it means that if you find an item it wont be with a bunch of other unidentified stuff. Simples. I hope lol.

What are your thoughts?
User avatar
Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Fri May 27, 2011 3:00 pm

Lists within Lists would be better. Especially for this, so the items appear more dispersed.
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Fri May 27, 2011 10:54 am

Lists within Lists would be better. Especially for this, so the items appear more dispersed.

Well i just finished doing that :) - Now theres less chance of finiding the items but more spread out. The Diablo lists are broken into the following: Diablo weapons, Diablo Jewelry, Diablo shields and Diablo Items (Diablo items contains all three lists)

This way if its a "bandit loot" instead of having the 3 lists and there for the chance to find a ring, sword or shield for example, the list contains "diabloitems" meaning that if your lucky enough for the list to pick that list, then you will get only one of the diablo items (though theres a chance of nothing ;) )
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Fri May 27, 2011 12:19 pm

Ok nearly finished the update, which includes:

-Fixed script for shortswords
-Fixed dialogue for NPCs who identify the items


Anyone want to test this?
User avatar
Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

PreviousNext

Return to III - Morrowind