[BETA RELz] Morrowind Patch Project 1.6.5 BETA

Post » Fri May 21, 2010 11:30 pm

Yes, and it is great that it disappears after being discussed, but I would prefer not to discuss it at all, at least not just off the boat in Seyda Neen, which is supposedly what Solstheim Undialog does. Hmmm, I should deactivate MPP and check that.
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Dark Mogul
 
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Post » Sat May 22, 2010 6:28 am

As always, amazing work. Now, does anyone know how to get Solstheim Undialog working with the MPP? I can't be the only one who doesn't like hearing about Solstheim the instant I get off the boat, but reordering mods doesn't seem to have have an effect.
I could be wrong, but I have read (and annotated in the bugfixes guide) that the MPP does deal with it. I'm not versed enough in how dialogue works to be able to tell for sure from looking at the entry. But I did notice that without any other fix, the subject disappeared after being discussed.

However, later it appeared and would not go away again, and I had recently installed TR. So, looking at it, I found a possible lead in TR's entry for Solstheim, looking at a TESPCD conflict report. And sure enough, with TR removed from my loadout, Solstheim dialogue behaves again.

Can anyone verify this for me?
Yes, and it is great that it disappears after being discussed, but I would prefer not to discuss it at all, at least not just off the boat in Seyda Neen, which is supposedly what Solstheim Undialog does. Hmmm, I should deactivate MPP and check that.


I haven't heard of any incompatibilities with Solstheim Undialog. I'll test it out, though Solstheim Undialog should overwrite any changes I've made, which is just a couple filtering checks.

---

Just noticed that one of the Khajiit vampire cattle have the slavescript instead of the cattlescript. So I'll have that fixed too.

I'm also adding a new class "Egg Miner" to seperate egg miners from regular miners. The decision was made so that topics specific to egg mining could be filtered much easier, and could be given no lore checks.

Should I fix the base item/enchanted item/cursed item stats that are inconsistent? It appears that some items have older values and weren't updated when the base items were changed in development.
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Joanne Crump
 
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Post » Sat May 22, 2010 3:46 am

Yes, and it is great that it disappears after being discussed, but I would prefer not to discuss it at all, at least not just off the boat in Seyda Neen, which is supposedly what Solstheim Undialog does. Hmmm, I should deactivate MPP and check that.


did you talk to a guard? the ones in seyda neen still will talk about solstheim with undialog. always talking about their son being shipped to frostmoth.
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SamanthaLove
 
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Post » Fri May 21, 2010 7:02 pm

I will have to check more carefully - perhaps it is something else conflicting.
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Bereket Fekadu
 
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Post » Fri May 21, 2010 4:15 pm

Thanks for your continuing hard work on this, quorn :thumbsup: On a purely selfish note, is it possible to get a list of the various reported fix mods that've been superseded by this version of the MPP? It'd make an mlox update easier :)
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Kellymarie Heppell
 
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Post » Fri May 21, 2010 11:05 pm

It does make sense that the tax records should be collected, since there are still citizens listed that haven't paid their taxes.

Speaking of which, how about getting rid of those "permacorpses" after the quest is complete? It's kind of creepy that the tax collector's naked (what, am I the only one who takes his clothes to sell to Arille?) body doesn't, you know, disappear/decompose. There are other ones, too, but I don't recall them off the top of my head. =/
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Miss Hayley
 
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Post » Fri May 21, 2010 6:09 pm

Speaking of which, how about getting rid of those "permacorpses" after the quest is complete? It's kind of creepy that the tax collector's naked (what, am I the only one who takes his clothes to sell to Arille?) body doesn't, you know, disappear/decompose. There are other ones, too, but I don't recall them off the top of my head. =/


Sounds like something lettuceman44 might address in his http://www.gamesas.com/bgsforums/index.php?showtopic=1035873, as it's not exactly a bug but rather immersion breaking weirdness.
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Miranda Taylor
 
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Post » Fri May 21, 2010 9:48 pm

Is this compatible/need with the cogs of Morrowind patch?
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Taylor Thompson
 
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Post » Sat May 22, 2010 5:18 am

Is this compatible/need with the cogs of Morrowind patch?

Nope. MPP fixes stuff via the CS. The Code patch fixes things in the code. They are compatible.
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Nana Samboy
 
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Post » Sat May 22, 2010 3:40 am

Yes. MPP fixes stuff via the CS. The Code patch fixes things in the code. They are compatible.

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Kayla Bee
 
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Post » Sat May 22, 2010 4:51 am

I found these in the Ald Redaynia tower.
I used "ori" on nearby things, and all seemed to be from Morrowind.esm
Double checked in CS, these seem to be vanilla problems.

http://i118.photobucket.com/albums/o90/plutocruel/MGE12.jpg?t=1254280946
http://i118.photobucket.com/albums/o90/plutocruel/MGE5.jpg?t=1254280946
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x_JeNnY_x
 
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Post » Fri May 21, 2010 7:51 pm

I've been updating/upgrading my computer, so I haven't put that much work into the project over the last week. However, I did start back on the project last night, and will try and get things up to speed in the next few days. ^_^
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Becky Cox
 
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Post » Sat May 22, 2010 5:19 am

There appears to be couple of surplus models in Wolverine Hall,in the tower on the left as you cross the bridge, namely a tower section and a corner post piece.

http://i70.photobucket.com/albums/i109/Slartibartfast_2006/ScreenShot015-1.jpg?t=1254852115

http://i70.photobucket.com/albums/i109/Slartibartfast_2006/ScreenShot014.jpg?t=1254852217
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NEGRO
 
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Post » Sat May 22, 2010 3:34 am

Hey, thanks for this! :) Especially happy about the activators that got ownership removed.
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IsAiah AkA figgy
 
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Post » Sat May 22, 2010 2:33 am

Oh, by the way, I tested it and found out for certain that the Solstheim dialogue properly disappear under the MPP without TR activated, but TR undoes the fix and the topic reappears, apparently as under vanilla.
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Enny Labinjo
 
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Post » Sat May 22, 2010 5:57 am

Oh, by the way, I tested it and found out for certain that the Solstheim dialogue properly disappear under the MPP without TR activated, but TR undoes the fix and the topic reappears, apparently as under vanilla.


Interesting, thanks for clearing that up. ^_^

---

I'm wrapping up the next beta release, it should be finished by next week. I'm cleaning up the notes so it'll be clear what new fixes are addressed. ^_^
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Soraya Davy
 
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Post » Sat May 22, 2010 9:05 am

During a discussion on another Forum topic I have been informed that the project team is working on a low code modification level. Being specifically interested in MW NPC/PC animation system I would like to ask to consider possibility of the following modifications/improvements (I am not a programmer):

1. MW has hardcoded bone names and numbers. BTW, Oblivion does not have this limitation. Bones' nodes like "Bip01 Spine" or "Bip01 R Hand" are used for animation of NPC/PC geometry (body, clothes, armor parts) and in-game "attachment" of weapons, shield, torches. Unfortunately, unlike creatures, NPC/PC skeletons have limited number/names (hardcoded) of bones. It is not that clear why this was done by MW developers: there is no game problem when kf file (x.kf) that contains less number of animated bones is used with a skeleton file (x.nif) that contains also other bones (the way around causes CTD). MW characters are assembled (body, clothes, armor parts are attached to animation nifs) based on body parts names and not on bones names ("Shield bone" and "Weapon bone" are exceptions). "Extra" (in addition to "must have" bones) bones can be used for numerous purposes: hair/clothes/armor animation; twisted bones for more natural rotation of arms and legs; animation of additional body parts like wings, second pair of arms, two necks, etc.; stimulation of muscle contraction (size/scale bone animation is supported in MW); probably, for body shaping sliders (like in many recent MMORPGs); as well as many others. Hence, is it possible to "remove" the check in MW/TESCS exes for NPC/PC bone names/number?
2. Another problem is more difficult even to explain: there is only one working NPC animation control scripting function: "AIWander" ("PlayGroup" and "LoopGroup" are not working for NPCs in many cases and MW installations ? result animations are "corrupted", and there are no direct animation control functions for PCs). "AIWander" allows to script seven idle sequences ("Idle3-9", "Idle" and "Idle2" are not supported to my knowledge/in my experiments). Moreover, all seven idle sequences should in one file that should be attached to an NPC in the TESCS. Oblivion has not a perfect by definitely more flexible animation control/scripting system (unlimited number of idles, etc.). In ideal case as it was once proposed would be a function like "Play Animation sequence from file such and such". Anyhow, do you think it might be possible to remove the check on the number of idle sequences and fix "PlayGroup"/"LoopGroup" malfunctioning for NPCs?
I understand that more tests should be performed in order to clarify why these functions are not working for NPCs. It seems that their call results in a conflict of a scripted idle with some animation sequence called by the game engine ? low body part displays correct animation but upper part is either paralyzed or displays some other animation. MW game engine is able to play animations separately for different body parts (I guess this feature is hardcoded, e.g. head rotation in the PC direction or mouth/eyes movements).

There are also other animation related problems like PC animation scripting support, but I would like to start with these two.

Thank you.

:)
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luis ortiz
 
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Post » Fri May 21, 2010 10:54 pm

This may be a dumb question, but since this is a beta, is this stable enough to use instead of 1.6.4 (last official release)? I only ask as I am just finished installing morrowind, and a fixing to get ready to mod it out.
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Matthew Barrows
 
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Post » Sat May 22, 2010 4:04 am

Re: A1x2e3l
the sort of issues you describe would likely be fixed by modifying the morrowind exexutable. Which is not covered in the brief of the Morrowing Patch Project.
Instead you should be considering the Morrowind Code patch:
http://www.gamesas.com/bgsforums/index.php?showtopic=1032219

However, currently the author is on a break, and is extremely unlikely to be making any changes for the short term (6months or so)
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Paul Rice
 
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Post » Fri May 21, 2010 6:51 pm

Here's something. Several diseases have in-game descriptions that state which creatures they should be caught from, but you can never actually catch them:

Dampworm - Nix-Hound
Rattles - Nix-Hound
Rock Joint - Guar or Alit
Rust Chancre - Rat

Should the patch put these diseases back in?
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Joie Perez
 
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Post » Fri May 21, 2010 11:56 pm

During a discussion on another Forum topic I have been informed that the project team is working on a low code modification level. Being specifically interested in MW NPC/PC animation system I would like to ask to consider possibility of the following modifications/improvements (I am not a programmer):

1. MW has hardcoded bone names and numbers. BTW, Oblivion does not have this limitation. Bones' nodes like "Bip01 Spine" or "Bip01 R Hand" are used for animation of NPC/PC geometry (body, clothes, armor parts) and in-game "attachment" of weapons, shield, torches. Unfortunately, unlike creatures, NPC/PC skeletons have limited number/names (hardcoded) of bones. It is not that clear why this was done by MW developers: there is no game problem when kf file (x.kf) that contains less number of animated bones is used with a skeleton file (x.nif) that contains also other bones (the way around causes CTD). MW characters are assembled (body, clothes, armor parts are attached to animation nifs) based on body parts names and not on bones names ("Shield bone" and "Weapon bone" are exceptions). "Extra" (in addition to "must have" bones) bones can be used for numerous purposes: hair/clothes/armor animation; twisted bones for more natural rotation of arms and legs; animation of additional body parts like wings, second pair of arms, two necks, etc.; stimulation of muscle contraction (size/scale bone animation is supported in MW); probably, for body shaping sliders (like in many recent MMORPGs); as well as many others. Hence, is it possible to "remove" the check in MW/TESCS exes for NPC/PC bone names/number?
2. Another problem is more difficult even to explain: there is only one working NPC animation control scripting function: "AIWander" ("PlayGroup" and "LoopGroup" are not working for NPCs in many cases and MW installations ? result animations are "corrupted", and there are no direct animation control functions for PCs). "AIWander" allows to script seven idle sequences ("Idle3-9", "Idle" and "Idle2" are not supported to my knowledge/in my experiments). Moreover, all seven idle sequences should in one file that should be attached to an NPC in the TESCS. Oblivion has not a perfect by definitely more flexible animation control/scripting system (unlimited number of idles, etc.). In ideal case as it was once proposed would be a function like "Play Animation sequence from file such and such". Anyhow, do you think it might be possible to remove the check on the number of idle sequences and fix "PlayGroup"/"LoopGroup" malfunctioning for NPCs?
I understand that more tests should be performed in order to clarify why these functions are not working for NPCs. It seems that their call results in a conflict of a scripted idle with some animation sequence called by the game engine ? low body part displays correct animation but upper part is either paralyzed or displays some other animation. MW game engine is able to play animations separately for different body parts (I guess this feature is hardcoded, e.g. head rotation in the PC direction or mouth/eyes movements).

There are also other animation related problems like PC animation scripting support, but I would like to start with these two.

Thank you.

:)


I relayed this to the Morrowind Code Patch thread. This project is for fixing master file errors. ^_^

This may be a dumb question, but since this is a beta, is this stable enough to use instead of 1.6.4 (last official release)? I only ask as I am just finished installing morrowind, and a fixing to get ready to mod it out.


It is by all means stable like the official release; just keep in mind this is a beta, so using this means one is testing to make sure the newer content is working as intended, and looking for errors to report. The beta releases are updated more frequently.

Here's something. Several diseases have in-game descriptions that state which creatures they should be caught from, but you can never actually catch them:

Dampworm - Nix-Hound
Rattles - Nix-Hound
Rock Joint - Guar or Alit
Rust Chancre - Rat

Should the patch put these diseases back in?


I did implement this in an early UUMPP beta, and removed it because of complaints, because common diseases became really common. I had to add some new creatures to levelled lists, namely 'diseased slaughterfish', 'diseased dreugh', 'diseased guar', 'diseased nix-hound', etc...and I've added the undead diseases to all the undead; 'brown rot' & 'chills'. I also added the blight diseases to corprus creatures. I had many complaints that this was too much of a tweak making diseases more common, and that it will interfere with creature plug-ins like Piratelord's.
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Lillian Cawfield
 
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Post » Sat May 22, 2010 6:14 am

Are you going to add an enchantment to Foeburner?
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Ella Loapaga
 
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Post » Sat May 22, 2010 9:10 am

I did implement this in an early UUMPP beta, and removed it because of complaints, because common diseases became really common. I had to add some new creatures to levelled lists, namely 'diseased slaughterfish', 'diseased dreugh', 'diseased guar', 'diseased nix-hound', etc...and I've added the undead diseases to all the undead; 'brown rot' & 'chills'. I also added the blight diseases to corprus creatures. I had many complaints that this was too much of a tweak making diseases more common, and that it will interfere with creature plug-ins like Piratelord's.


I'm not sure how something like that would interfere with creature plug-ins, but whatever. I would've preferred it.

Maybe someone should release it as a standalone mod, then.
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Bedford White
 
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Post » Fri May 21, 2010 7:37 pm

I'm not sure how something like that would interfere with creature plug-ins, but whatever. I would've preferred it.

Maybe someone should release it as a standalone mod, then.


Agree.
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Kate Murrell
 
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Post » Fri May 21, 2010 6:17 pm

Hmm... you're wrapping up according to a post you wrote four days ago... that means a new bug to fix isn't likely to make it in, huh? :)

Just in case, though -- and apologies if it has already been brought up or dealt with -- but I found http://img200.imageshack.us/img200/9563/mgescreenshot010.jpg little crack on the east side of the Pelagiad walls.

EDIT: While I'm here, I might as well amend with another one. I just discovered the BetaComment feature a while ago, so I will use it to give objects with more specificity from here on out if I report them.

This is a simple one. Kollop floating in mid-water.

10/25/2009 (14:45)	Morrowind.esm	7/17/2002 (16:59)	Gluby	kollop_03_pearl	Azura's Coast Region (17,9)	139377	78289	-558	"This kollop is floating in mid-water, not fixed in MPP"

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Connie Thomas
 
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