Morrowind Patch Project v1.6.4

Post » Fri May 04, 2012 8:03 am

Why does the Morrowind Patch Project v1.6.4 change the Resist Paralysis base cost to 2 instead of 0.2? I'm really starting to get annoyed at some of these obscure changes that don't seem like fixes but more like, "I just felt like changing ****".
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Robyn Howlett
 
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Post » Fri May 04, 2012 2:40 pm

I know what you mean. That's why I still use the last Thepal version 1.6.3. It's always worked for me and I've never found a good reason to update it.
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Manuel rivera
 
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Post » Fri May 04, 2012 7:18 pm

I think Slartifbartifast is making an ultimate bug fix compilation mod right now. If there is something post 1.6.3 that is incorrect, I'd report it in his thread. Maybe he'll fix it.
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Tiffany Castillo
 
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Post » Fri May 04, 2012 10:18 am

I know what you mean. That's why I still use the last Thepal version 1.6.3. It's always worked for me and I've never found a good reason to update it.

I might have used that if I was more knowledgable on the modding scene but unfortunately I was not and I imagine that it's a bit too late to change now (Might cause corruption or conflicts, who knows?). It's just so odd though. I really don't see the reason as to why they changed it to 2.0. I always wondered why Resist Paralysis was the same base cost as Resist Magicka when Resist Magicka is far more useful and now I have my answer. Sort of.

Someone changed it in the Morrowind Patch Project but I'd at least like to hear why. What is the reasoning behind the change? Is someone trying to play a balance developer and releasing a mod under the guise of bug fixes? What gives?
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Kevan Olson
 
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Post » Fri May 04, 2012 10:08 am

It's not too late. Here it is:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2083

It won't cause any problems to change over, I've done it myself.
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Quick Draw III
 
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Post » Fri May 04, 2012 4:58 pm

It's not too late. Here it is:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2083

It won't cause any problems to change over, I've done it myself.

I'll try it, but I'm a bit confused as to the required mods section of it. Not sure how I go about downloading it. So I have to download the required mod then the one you linked me to?

* Get patch22b.rar
* Then Get patch63b.rar

Right?
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Gill Mackin
 
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Post » Fri May 04, 2012 10:58 am

I still think an explanation is deserved.
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Jonathan Montero
 
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Post » Fri May 04, 2012 3:06 pm

I'll try it, but I'm a bit confused as to the required mods section of it. Not sure how I go about downloading it. So I have to download the required mod then the one you linked me to?

* Get patch22b.rar
* Then Get patch63b.rar

Right?
No, the description is confusing. The 22b is for vanilla MW. If you have Bloodmoon, you just need the one 63b, the one I linked.
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Loane
 
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Post » Fri May 04, 2012 5:20 am

The 10x base cost for Resist Paralysis also bothered me. I edited it out in my copy of the esp.

IIRC the justification for it was that the other Resist spells cost 2.0, so Resist Paralysis should too. But was it really a bug?
It's arguable that paralysis is rather rare and should be cheaper than the other effects. Who knows what the developers intended?

The reason it bothers me so much is I like to make a lot of the enchantments designed by SR71. (This guy designed a ton of cool enchantments on GameFaqs years ago.)
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Dan Endacott
 
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Post » Fri May 04, 2012 6:22 am

I was running "Morrowind Patch v1.6.5-BETA.esm" and it made enchanting constant effect items impossible. That's not fixing a bug, that's a game balance change. I am disappoint. The work involved to try to narrow down which mod was messing with my game was really annoying.

Reverting back to v1.6.3 gives me this warning and crashes the game:
"Matching IDs: furn_pillow_01

Morrowind Patch v1.6.3.esm: type Activator
Unique Jewelry and Accessories.esp: type Static"

I don't know why patch project created a new object - hopefully it's to fix a bug where the object was required to finish a quest and not just something they felt like doing.
I edited tealpanda's jewelry mod and saved a new version of it with the static pillow saved with modified name "furn_pillow_01a"
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CRuzIta LUVz grlz
 
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Post » Fri May 04, 2012 8:14 pm

I was running "Morrowind Patch v1.6.5-BETA.esm" and it made enchanting constant effect items impossible. That's not fixing a bug, that's a game balance change. I am disappoint. The work involved to try to narrow down which mod was messing with my game was really annoying.

Reverting back to v1.6.3 gives me this warning and crashes the game:
"Matching IDs: furn_pillow_01

Morrowind Patch v1.6.3.esm: type Activator
Unique Jewelry and Accessories.esp: type Static"

I don't know why patch project created a new object - hopefully it's to fix a bug where the object was required to finish a quest and not just something they felt like doing.
I edited tealpanda's jewelry mod and saved a new version of it with the static pillow saved with modified name "furn_pillow_01a"
Yea I would have to agree, now they are just going beyond what they need to do. Its one thing to fix bugs, but to change something that obviously isnt is not a great idea.
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Rachel Cafferty
 
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Post » Fri May 04, 2012 11:26 am

But was it really a bug? It's arguable that

If it is "arguable" and it doesn't break the game, it doesn't belong in a "safe"/ universally accepted mod that claims to simply fix bugs. Once you have opinions of modders involved in a bug-fixing patch project, it ceases to be a bug-fixing patch project. It becomes a virus that slips in disguised as something else.
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Danny Warner
 
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Post » Fri May 04, 2012 9:33 am

I still think an explanation is deserved.

While I agree, I don't think we'll get one.

No, the description is confusing. The 22b is for vanilla MW. If you have Bloodmoon, you just need the one 63b, the one I linked.

Alright, thanks for clearing that up. I wasn't sure because it was stating that the other one was required so it made me *Scratch head* and what have you.

The 10x base cost for Resist Paralysis also bothered me. I edited it out in my copy of the esp.

IIRC the justification for it was that the other Resist spells cost 2.0, so Resist Paralysis should too. But was it really a bug?
It's arguable that paralysis is rather rare and should be cheaper than the other effects. Who knows what the developers intended?

The reason it bothers me so much is I like to make a lot of the enchantments designed by SR71. (This guy designed a ton of cool enchantments on GameFaqs years ago.)

I was trying to edit the esm but I'm not sure how to do it since it's an esm file and not an esp. I fear that If I do something I might break it.

In any case, if that's the real justification then I think it's a load of bullocks. The other resist spells cost more because they do more and are more useful. Resist Paralysis just protects you against paralysis, that's it. Something like Resist Magicka protects you against all sorts of spells. Furthermore, even if they think it's out of whack, it's not evidently a bug and they're overstepping their boundaries when trying to package a mod of fixes. Emphasis on the word fixes.

They're playing balance developers and I'm personally not interested in getting a mod like that. The reason I got the patch project to begin with was to fix bugs, not alter the vanilla gameplay. I personally wanted to re-experience Morrowind vanilla style like I did many years ago (My first TES game) and when the patch project throws something off it really irritates me because I'm trying to experience the vanilla game, not someone elses idea of balance and obscure gameplay changes. Then it gets even more irritating when I'm reading something on the UESP and it doesn't match up with my game, so I turn off the patch project and whooola, that was the problem.

I was running "Morrowind Patch v1.6.5-BETA.esm" and it made enchanting constant effect items impossible. That's not fixing a bug, that's a game balance change. I am disappoint. The work involved to try to narrow down which mod was messing with my game was really annoying.

Reverting back to v1.6.3 gives me this warning and crashes the game:
"Matching IDs: furn_pillow_01

I was actually using that one (I had to switch from v1.6.4 because it breaks the Sanguine Items quest - the look on my face when I wasn't able to get the quest reward after having retrieved all those items was priceless >.<). So it gives you crashes and warnings? Damn.

But you're saying that Morrowind Patch v1.6.5-BETA.esm also messes with constant effect items? In what way? I'm feeling really irritated right now. (>.Ox)

If it is "arguable" and it doesn't break the game, it doesn't belong in a "safe"/ universally accepted mod that claims to simply fix bugs. Once you have opinions of modders involved in a bug-fixing patch project, it ceases to be a bug-fixing patch project. It becomes a virus that slips in disguised as something else.

I whole heartedly agree.
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Kaley X
 
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Post » Fri May 04, 2012 12:13 pm

But you're saying that Morrowind Patch v1.6.5-BETA.esm also messes with constant effect items? In what way? I'm feeling really irritated right now. (>.Ox)

It made it impossible to create them. Fortify attribute 1 pt constant effect on exquisite amulet with golden saint soul - probably the best you'll get if at all. Someone making the patch felt that making constant effect magic items should be disallowed.

This was brought to my attention by a player on the Morrowind facebook group who asks me for help from time to time, and having just recently installed any patch projects, I hadn't tried to enchant yet - so I'm glad she brought it to my attention so that we could both remove the patches. She used 1.6.4, so the problem is in 1.6.4 as well as 1.6.5, though she has not been able to remove the problem due to other technical difficulties on her end.
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Rozlyn Robinson
 
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Post » Fri May 04, 2012 10:13 am

It made it impossible to create them. Fortify attribute 1 pt constant effect on exquisite amulet with golden saint soul - probably the best you'll get if at all. Someone making the patch felt that making constant effect magic items should be disallowed.

This was brought to my attention by a player on the Morrowind facebook group who asks me for help from time to time, and having just recently installed any patch projects, I hadn't tried to enchant yet - so I'm glad she brought it to my attention so that we could both remove the patches. She used 1.6.4, so the problem is in 1.6.4 as well as 1.6.5, though she has not been able to remove the problem due to other technical difficulties on her end.
Wait a moment, 1.6.4 effects constant enchant items? I am not so sure of that. I admit it has been a while since I last played so mabe I got it after I had already enchanted stuff. However, my last game save is dated from after 1.6.4 came out and I know I had constant enchant items that I made in that game. I suppose it would be best to test this to make sure.
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Sheila Reyes
 
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Post » Fri May 04, 2012 4:55 pm

It made it impossible to create them. Fortify attribute 1 pt constant effect on exquisite amulet with golden saint soul - probably the best you'll get if at all. Someone making the patch felt that making constant effect magic items should be disallowed.

This was brought to my attention by a player on the Morrowind facebook group who asks me for help from time to time, and having just recently installed any patch projects, I hadn't tried to enchant yet - so I'm glad she brought it to my attention so that we could both remove the patches. She used 1.6.4, so the problem is in 1.6.4 as well as 1.6.5, though she has not been able to remove the problem due to other technical difficulties on her end.

Oh, I thought you were talking about enchantment point costs. Honestly, I've payed to have all of my constant effect enchantment items done, so I can't really say either way if it's effected constant effect item making without an enchantment merchant. I've made enchantments, just not of the constant effect variety.

Wait a moment, 1.6.4 effects constant enchant items? I am not so sure of that. I admit it has been a while since I last played so mabe I got it after I had already enchanted stuff. However, my last game save is dated from after 1.6.4 came out and I know I had constant enchant items that I made in that game. I suppose it would be best to test this to make sure.

Hmm, I'm not sure what would be the most effective way to test this. Got any ideas?
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JaNnatul Naimah
 
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Post » Fri May 04, 2012 1:32 pm

You know, I have been playing a mage seriously for the first time, and I can't seem to make a constant effect enchantment. I remember being able to do it before, but I can't seem to do it now.
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Kim Bradley
 
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Post » Fri May 04, 2012 6:26 am

No, the description is confusing. The 22b is for vanilla MW. If you have Bloodmoon, you just need the one 63b, the one I linked.
What about the Steam version of the game? Which of these must be used?
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Ilona Neumann
 
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Post » Fri May 04, 2012 6:32 pm

I only use merchants to make constant effect items. I had 1.6.5 beta installed and it would not work - the spell cost or whatever was just too high for any enchantment to hold a constant effect fortify attribute. I removed it and it started working again.

My friend who pointed it out to me had the 1.6.5 BTB edit installed, and had the same effect that I was having, though I have not tested it myself. She has not been able to remove it
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Kirsty Collins
 
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Post » Fri May 04, 2012 6:17 pm

You know, I have been playing a mage seriously for the first time, and I can't seem to make a constant effect enchantment. I remember being able to do it before, but I can't seem to do it now.

Which version of patch project do you have?
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Thema
 
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Post » Fri May 04, 2012 7:12 pm

I only use merchants to make constant effect items. I had 1.6.5 installed and it would not work - the spell cost or whatever was just too high for any enchantment to hold a constant effect fortify attribute. I removed it and it started working again.

My friend who pointed it out to me had the 1.6.4 BTB edit installed, and had the same effect that I was having, though I have not tested it myself. She has not been able to remove it

Hmm. I'm not seeing any inconsistencies with the point costs in terms of enchantment points besides Resist Paralysis (With or without the patch). Could it be the particular version that I have doesn't have that issue? I'm currently using "Morrowind Patch v1.6.5-BETA.esm" (The name of the esm file) which I got because the previous one that I had ("Morrowind Patch v1.6.4.esm") bugged out the Sanguine items quest.

I forgot where I got it (I found a link @ the gamespot forums I think through the use of google when searching for the Sanguine items quest bug if I recall correctly). BTB sounds familiar too so maybe it's his version or something.

Edit:
This was a while ago but I believe I got it here. http://btb2.free.fr/morrowind.html - http://www.sendspace.com/file/mmaydw
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Catherine N
 
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Post » Fri May 04, 2012 1:35 pm

The not being able to enchant CE items comes from my mod, not from the patch.
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Haley Merkley
 
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Post » Fri May 04, 2012 3:17 pm

The not being able to enchant CE items comes from my mod, not from the patch.

Not sure what mod you're talking about but I'd like to thank you for fixing the issue with the Sanguine items quest. Really saved me a lot of trouble and irritation. :D
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D IV
 
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Post » Fri May 04, 2012 4:02 pm

The not being able to enchant CE items comes from my mod, not from the patch.

Which mod are you referring to?

I had this patch:
Morrowind Patch v1.6.5-BETA.esm
"Morrowind Patch v1.6.5
Morrowind Patch Project
Created from the work of ThePal, Baldurdash, quorn, and TES3 Community
(requires Morrowind.esm, Tribunal.esm & Bloodmoon.esm to run)"

My friend had this patch:
"GameFile5=Morrowind Patch 1.6.5 Beta (BTB Edit).esm"

I removed "Morrowind Patch v1.6.5-BETA.esm" and the problem with the enchantments was fixed.
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Amanda Leis
 
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Post » Fri May 04, 2012 6:23 am

I'm referring to the "Settings" plugin from BTBGI.

It disables the creation of CE enchantments by making the required soul value retardedly high.
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Daniel Lozano
 
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