Morrowind Patch Project bug report thread

Post » Tue May 17, 2011 7:20 am

Uh, did I miss something here? Why was the download taken down? :mellow:

Quorn describes http://www.gamesas.com/index.php?/topic/1118992-morrowind-patch-project-bug-report-thread/page__view__findpost__p__16679155 and http://www.gamesas.com/index.php?/topic/1118992-morrowind-patch-project-bug-report-thread/page__view__findpost__p__16691890 how people were having issues with the patch, and the reason for the take down.

I use BTB's fixed version and have had no problems yet. And all other versions can still be downloaded from the http://www.uesp.net/wiki/Tes3Mod:UMP
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J.P loves
 
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Post » Tue May 17, 2011 6:05 am

I'm using 1.65b and the following things about it are irritating.
I actually made a personal patch to UNDO these changes:

1. Resist Paralysis base cost was increased from 0.2 to 2.0. This means some previously valid enchanted items can no longer be made. This seems like a game balance change and not a bug-fix.

2. The summoned Golden Saint corpse persist was turned on. Through summoning, it's now possible to create permanent corpses with infinite carrying capacity wherever you choose.

Also, I think it's claimed that winged twilight corpse persist was turned on, but it's actually not!
Also, I think Staada should have corpse persist on since she carries sheogorath's ring.


Resist paralysis can be considered a decimal point bug, like a large majority of values found throughout the master files. There are many errors where a value is incorrect because it is off a decimal point or two (either a magnitude of ten too high or low for instance). It looks suspiciously enough like a bug for the effect to cost so low in comparison to other resist effects, when you take into account the magic items and potion costs. Take for instance the heavy leather boots, where many of the values were ten times too high for the item (it's values are exactly the same as the netch leather boots except x10). Or Hackle-lo leaf's price being x10 too high in comparison to other plant ingredient price. If we consider these errors as intended, then we must consider just about everything verbatim as intended.
To understand decimal values, just look at how enchanting points need to be x10 for items. The devs probably were still deciding which power of ten to use for certain values. I wouldn't call these corrections as rebalancing since I'm not coming up with custom values, I'm only correcting a decimal place where appropriate.

The summons all have corpse persist checked as a fix to prevent a crash if you dispose of the summon's corpse before the effect expires. The corpses disappear as normal once the effect expires, since it's a hardcoded effect. There hasn't been any reports of this fix causing any issues so far.

I've began work on the next version, which may take a while as I no longer have as much free time to devote. I do plan on a spring release however.
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Ross
 
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Post » Tue May 17, 2011 4:09 am

It's nice to read you are working again on your great patch quorn. Don't worry about people complaints since most of us enjoy what you are doing. And take your time as 1.6.5b works already well (with small corrections made by BTB for example).
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Yvonne
 
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Post » Mon May 16, 2011 10:56 pm

It would be of help if those with issues would give specifics so they could be addressed, like conflicts or content issues. I know there's been some issues with the 'consistency' changes, like with miscellaneous items and doors.

The new version should resolve most issues as I'm working most parts/fixes from scratch. This allows me to meticulously document the changes, as well as explain the reason behind the fix.
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Gemma Woods Illustration
 
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Post » Tue May 17, 2011 12:49 pm

The new version should resolve most issues as I'm working most parts/fixes from scratch. This allows me to meticulously document the changes, as well as explain the reason behind the fix.

Kudos to you! I can well imagine how tedious that must be. In the end, though, there's no good substitute for diligence and thoroughness.

By the way, I don't suppose you are interested in any mesh fixes? For example, the kresh fiber mesh needs its faces flipped. Swrdphantom also fixed (my request) the nordic broadsword and claymore blade meshes (look face-on down the tip of the sword, the edges and middle have a gap). I have the files sitting on my hard-drive, let me know if you want them and I can send them over.

I have a bunch of other fixes, mainly bizarre vertex shading/coloring on meshes, but they aren't bug fixes so much as visual improvements.
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ShOrty
 
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Post » Tue May 17, 2011 9:53 am

The summons all have corpse persist checked as a fix to prevent a crash if you dispose of the summon's corpse before the effect expires. The corpses disappear as normal once the effect expires, since it's a hardcoded effect. There hasn't been any reports of this fix causing any issues so far.

Corpse persists for all summons is a messy decision. What about using
if (OnActivate == 1)
Return
Endif
on all summons? I think it will solve CTD issues just because we will not have button for "corpse disposing".
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marina
 
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Post » Tue May 17, 2011 12:30 pm

quorn: :clap: This is one great day for Morrowind!
Feel free to use whatever I did and improve on my edited dialogue as well. Also I could help out with scripting, but probably you won't need my help...

Globule: thanks for the link, but BTB doesn't seem to address the Bar Brawl bug (which is, IMHO, the most important issue of MPP1.6.5 beta). And otherwise it seems to be disjoint from my fix. By the way, does anyone have an idea what the third of the following three points is about?

For the curious, the two problematic edits that I removed are as follows:

? An attempt to fix the behavior of the "Pilgrim's Path" book resulted in CTDs when attempting to read it from your inventory. Note that this problem is not unique to the latest version of the MPP.

? Edits to the "Threads of the Webspinner" dialogue rendered it impossible to receive Mephala's Skill.

? I also went and fixed some dialogue from Bloodmoon that threw some dude out into the middle of the ocean or some [censored] when you got done talking to him. Or something. I forget the details, honestly.

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Tiffany Castillo
 
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Post » Tue May 17, 2011 1:26 am

to quorn there is a project going on that is completly rebuilding the morrowind engine not sure I can link it though ( its a legit btw)

I can send you a message or email if your interested
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meghan lock
 
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Post » Mon May 16, 2011 11:02 pm

Sounds great quorn, your hard work is appreciated!

to quorn there is a project going on that is completly rebuilding the morrowind engine not sure I can link it though ( its a legit btw)

I can send you a message or email if your interested

I don't see how that has any relation to this project?
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Mel E
 
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Post » Tue May 17, 2011 2:45 am

>Corpse persists for all summons is a messy decision. What about using [no activate script] on all summons? I think it will solve CTD issues just because we will not have button for "corpse disposing".

There would then be no way to loot summons. Probably I'm outvoted, but I like this exploit :)
Also, this change would effectively break the soulgem conveyor belt item.

Hmm... I wonder what other exploits were fixed by MPP. I remember something about a guy giving you infinite potions, and another guy giving infinite money.
At least the bloat + ash yam potions, drain skill training, drain intelligence magicka restoration, target glitch spells/enchantments, reverse variable magnitude effects, and two-stage enchantment tempering still work.
I can't remember if item duplication still works.

Anyway, I don't think malcontents like me or ancient mods should be a reason for ceasing MPP.
Thanks for your work Quorn - even if I have to mod 1 out of 1000 bugs back in it is much appreciated!
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Angela Woods
 
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Post » Tue May 17, 2011 1:36 am

quorn: :clap: This is one great day for Morrowind!
Feel free to use whatever I did and improve on my edited dialogue as well. Also I could help out with scripting, but probably you won't need my help...

Globule: thanks for the link, but BTB doesn't seem to address the Bar Brawl bug (which is, IMHO, the most important issue of MPP1.6.5 beta). And otherwise it seems to be disjoint from my fix. By the way, does anyone have an idea what the third of the following three points is about?


Bar Brawl bug?

And the third point is that there is some dialogue that transports the speaker to some random cell, except that the cell coordinates were input incorrectly in the dialogue, so nothing happens. Fixing the coordinates reveals that it sends him so some ass-end nowhere grid somewhere out in the ether.
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James Rhead
 
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Post » Tue May 17, 2011 9:39 am

I'm sorry, but fixing an exploit isn't a problem with MPP. It is intended to fix things in the game that don't function as they should and an exploit fits right in there. if you want to exploit things unfairly to break the balance of your own game that is your own prerogative, but it is hardly a reason to pester quorn for fixing it.
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victoria gillis
 
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Post » Mon May 16, 2011 11:20 pm

It would be of help if those with issues would give specifics so they could be addressed, like conflicts or content issues. I know there's been some issues with the 'consistency' changes, like with miscellaneous items and doors.

The new version should resolve most issues as I'm working most parts/fixes from scratch. This allows me to meticulously document the changes, as well as explain the reason behind the fix.


Oh, wow, I totally missed this.

Welcome back, Quorn.

And the only bug I remember telling you about way back when that I don't recall ever making it into the patch is the equipment lying on the table inside Fort Pelagiad that weren't assigned an owner.
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claire ley
 
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Post » Tue May 17, 2011 1:20 am

Corpse persists for all summons is a messy decision. What about using
if (OnActivate == 1)
Return
Endif
on all summons? I think it will solve CTD issues just because we will not have button for "corpse disposing".


I thought about this solution at the time, which does solve the issue of 'looting' summons, but there was enough discussion against this fix. Corpse persist allows the player the option to still loot corpses if they want, without the side effect of accidently disposing. I'll let the community decide how to pursue this.

Oh, wow, I totally missed this.

Welcome back, Quorn.

And the only bug I remember telling you about way back when that I don't recall ever making it into the patch is the equipment lying on the table inside Fort Pelagiad that weren't assigned an owner.

I remember I didn't get around to ownership issues last time. Most of the ownership issues reported don't really matter in the scope of things unless the item needed to belong to a certain merchant npc or faction/variable. Reason being that NPCs that report crimes don't care who owns an item, just that it's being stolen. However, I do try to fix issues where there's items that should belong to someone, but don't.
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Stace
 
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Post » Tue May 17, 2011 4:45 am

However, I do try to fix issues where there's items that should belong to someone, but don't.


Yeah, the issue is that you can just watlz right up and take everything except the sword, I believe, which is the one thing on the table that has an owner.
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Chris Jones
 
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Post » Tue May 17, 2011 6:57 am

Some minor bugs with MPP1.6.5:

Beginning Meet Sul-Matuul (Main Quest) Caius says next:
Spoiler
...So. Zainsubani says Sul-Matuul and Nibani Maesa at Urshilaku camp are the heads of the Nerevarine cult. So I'm sending you to speak with them. Tell them your story, and have them test you against the Nerevarine prophecies. As heads of the Nerevarine cult, they can best judge whether you satisfy the prophecies. When you've spoken with them, report back to me. Here's 200 drakes for expenses. And pick up essential supplies at Fort Moonmoth.

Thing is after mentioning "essential supplies" there doesn't appear any topic about it. So you can't receive the remaining info of whom to talk to at Fort Moonmoth and Somutis Vunnis along with Crulius Pontanian don't give you anything.
Solution:
In the essential supplies topic change function/variable from A1_11_ZainsubaniGift>=50 (a mistake) to A1_11_ZainsubaniInformant>=50

Another derp is with "Brallion's Ring" quest. Topic here:
http://www.gamesas.com/index.php?/topic/1154633-brallions-ring/
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Anna Watts
 
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Post » Tue May 17, 2011 1:40 pm

Scientific Breakthrough Bump!

Discovered a black hole in Maran Adon. Here's the pic:

http://content.foto.mail.ru/list/opanihuya/_myphoto/i-93.jpg
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Big mike
 
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Post » Tue May 17, 2011 5:39 am

Thanks for the input, I'll begin to process them. ^_^

For Brallion's Ring, does this still happen when the Morrowind Code Patch is disabled (or at least the option for 3 rings)? I remember testing and stealing the ring fine. I'm curious because how you said adding another ring would allow Brallion's to appear.
The value was set to 0 mainly to designate it as a quest item, and also to prevent a bug from the UMP where the ring's value was set to exquisite, and thus Brallion would equip it.
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Elle H
 
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Post » Tue May 17, 2011 5:17 am

Thanks for the input, I'll begin to process them. ^_^

For Brallion's Ring, does this still happen when the Morrowind Code Patch is disabled (or at least the option for 3 rings)? I remember testing and stealing the ring fine. I'm curious because how you said adding another ring would allow Brallion's to appear.
The value was set to 0 mainly to designate it as a quest item, and also to prevent a bug from the UMP where the ring's value was set to exquisite, and thus Brallion would equip it.


To be honest I never used the MCP's option "on-use ring smart equip". And i haven't disabled MCP for testing - instead i loaded GOTY + MCP (without MPP) and Brallion's jewelery was showing as it should. So i blamed it on you :tongue:
...but then again is it possible for MCP and MPP to mess with each other?

oh, and p.s.
you :rock:
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kat no x
 
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Post » Tue May 17, 2011 9:58 am

Bar Brawl bug?


In case this has not cleared up yet: I am talking about the bug (which I have http://www.tesnexus.com/downloads/file.php?id=36373) which made Seler (the guy who starts brawls with everyone in the Raven Rock tavern) disappear from the tavern (or, rather, get teleported to an unreachable point) if MPP 1.6.5beta is loaded. This was due to MPP 1.6.5beta fixing a syntax error in a PositionCell command. This sounds very much like the dialogue bug you have mentioned, only that it's in a script and not in a dialogue, and that it teleports Seler rather than the player.
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Nikki Morse
 
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Post » Tue May 17, 2011 8:45 am

Minor diolog derps:

The latest rumors (by Mevil Molor for searching in cs) about Mavon Drenim falsely addresses him as SHE:
"Mavon Drenim heard the Morag Tong was after her. She's prepared an ambush in the Telvanni Tower in Vivec."
+
While executing this writ Bretons in the Telvanni canton tower will greet you with:
"You're from the Morag Tong, aren't you? Mavon Drenim is upstairs, but she's been expecting you. Don't tell her I warned you."

Same with "little advice" about Estirdalin (a female Altmer Mage at Balmora Guild of Mages); she's reffered to as He.
"If you want to know everything there is to know about being a mage, let me suggest Estirdalin at the Balmora Mages Guild... He's smart, friendly, and ready to talk."

Another misprint in "little advice" from bards about Ales Julalanie.
"If you are interested in the life of a bard, you should speak with Ales Julalanie. She is can be found entertaining travelers with her tales at the Pilgrim's Rest in Molag Mar..."

Drelasa Ramothran at the Pelagiad Halfway Tavern when asked about "Thieves Guild", provided you joined the faction, says:
"Welcome, %PCRank %PCName..." in cs but in-game it's "Welcome, % Myhero..."
Probably because of a poorly put samefaction speaker condition.
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Ridhwan Hemsome
 
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Post » Mon May 16, 2011 11:02 pm

Thanks for the reports! Actually I'm going just correct some of the issues in the last release, and add the new reports, and have the 1.6.5 patch hosted at PES fairly soon.

I'll work more on the dialogue filtering, it's definately been one of the bigger facets to tackle on this project.
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Mr.Broom30
 
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Post » Tue May 17, 2011 3:14 am

After some thought, I decided to remove the majority of naming consistency changes from the project. After some discussion, I came to the conclusion that naming conventions consistently isn't a bug fix per se, so I will be reverting the majority of those changes. I plan on having the MPP 1.6.5 be cleaned of perceived personal preferences. :\

When I resume development on MPP 2.0, I'll start a new thread which will go into further depth to discuss and review fixes. I have some interesting ideas to help facilitate too, I'll keep everyone posted. ^_^
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john page
 
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Post » Tue May 17, 2011 2:03 am

Bar Brawl bug?

My guess is that it refers to a Raven Rock quest:
http://www.uesp.net/wiki/Bloodmoon:Bar_Brawl

I had issues with it, too (Seler Favelnim was missing).

EDIT: Didn't see there was already a reply to this.
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Darlene Delk
 
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Post » Tue May 17, 2011 1:13 am

Another quick report:

? Lowered Stendarr's Hammer (museum version) chop damage from 160 to 100

Or maybe it's the non-museum version that's incorrect. Either way, there's a discrepancy.
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LuCY sCoTT
 
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