Oblivion Spellcasting & Toggle Sneak problems

Post » Wed Dec 07, 2011 1:32 pm

So I finally got MGE, MWSE and MWE all working together (as in - the game doesn't CTD or do some weird zoom in and out thing) but I can not get Fliggerty's Oblivion style spellcasting or Yacoby's Toggle Sneak to work. I don't get any error messages and vanilla spells and sneak works just fine. It's like they almost aren't installed at all. I've got them both down at the very bottom of my mod list, except for the mashed lists, right under the MWE_Base.esp. and I've disabled MWSE in MGE. Enabling it there and getting rid of the MWSE .exe and .dll didn't seem to help either.

And what the heck am I supposed to type in the console to make sneak work? The readme says:

"Open MGE
Go to the input tab
Open the Macro Editor
Click on the key you use to sneak
In the Macro Editors title bar, it should now show the hex value of the key
Convert the hex to decimal (google hex to decimal)
Open the MW console and type:
set YAC_SNK_SneakKey to ###"

I'd like to use the V key which MGE tells me is 0x2f and I've found several different hex to decimal converters that all give me different answers. All I know is it's apparently not -209 or 47 and NaN and 2f both return an error.

Any help, or even just sympathy, is very much appreciated. TIA!
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Heather Kush
 
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Post » Wed Dec 07, 2011 9:03 am

For Toggle Sneak, you need to use the version of MWSE in MGE.
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Prisca Lacour
 
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Post » Wed Dec 07, 2011 12:17 am

The Code Patch changes the sneak button to work like Oblivion.
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Jynx Anthropic
 
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Post » Wed Dec 07, 2011 2:31 am

For Toggle Sneak, you need to use the version of MWSE in MGE.


Ok, I've moved the MWSE files out of my Morrowind folder and enabled it in MGE and there's still no change. I'm using version 1.1 of the sneak mod. Is there a more recent one, maybe?
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Multi Multi
 
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Post » Wed Dec 07, 2011 4:05 am

Just use the Toggle Sneak that comes with the Code Patch.
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Siobhan Thompson
 
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Post » Wed Dec 07, 2011 8:08 am

Just use the Toggle Sneak that comes with the Code Patch.


What code patch is this?
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Kortniie Dumont
 
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Post » Wed Dec 07, 2011 5:53 am

What code patch is this?

Look http://www.tesnexus.com/downloads/file.php?id=19510.
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Silvia Gil
 
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Post » Wed Dec 07, 2011 1:35 am

Look http://www.tesnexus.com/downloads/file.php?id=19510.


Thanks!! I had no idea this existed and it looks incredibly useful.

Edit: aaaaaaand that completely broke it. :confused:
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Lil'.KiiDD
 
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Post » Wed Dec 07, 2011 12:13 am

Can you explain what you mean?

The Code Patch shouldn't break anything.
Using its Toggle Sneak feature alongside any other sneak toggle mod will probably cause problems. Disable the other one, repair/update your save with Wrye Mash. Then apply the patch again.
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Andy durkan
 
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Post » Wed Dec 07, 2011 2:14 am

Can you explain what you mean?

The Code Patch shouldn't break anything.
Using its Toggle Sneak feature alongside any other sneak toggle mod will probably cause problems. Disable the other one, repair/update your save with Wrye Mash. Then apply the patch again.


I unchecked Toggle Sneak. And Oblivion Style Casting... just in case, and have fiddled with the load order a bit, including the archives in the Morrowind.ini, but every single time I get a CTD before any of the intro clips get a chance to play. What I've been doing is launch Morrowind Enhanced, which flags FPS_Optimizer (v 1.9.6.0) to auto-launch. Initially, the Optimizer was giving me an error message so I deselected it and tested it by itself from the .exe in the Morrowind file but it still wouldn't run. So I unselected it in the MWE box and I don't get that error anymore but Morrowind itself refuses to load. I've tried both the file that the patch creates and the Morrowind.Original.exe file that it backs up and neither one works. I get a few seconds of black screen with a wait cursor and then it crashes.

There is also a possibility that this could be a shader problem. I hesitate to mention that because up until now any load or CTD problems have been fixed by opening MGE and getting clearing the active shaders that I've tried to add and putting everything back to "factory settings". This is the first obstacle I've run into that couldn't easily be reversed by re-configuring every single setting in there to default. But in all fairness, I was trying to run the Code Patch at the same time as trying out a new shader chain.

I know, that's stupid of me, and I'm almost tempted to just do a complete re-install at this point, starting with the MGE and the MCP and then see about getting shaders to work. But if I could avoid all that headache, that would be even better.
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carly mcdonough
 
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Post » Wed Dec 07, 2011 12:51 am

sumdumguy, what version of Morrowind you using?

The patcher currently requires Morrowind.exe 1.6.0.1820, that is, fully patched Bloodmoon or GOTY edition. It cannot patch if Morrowind has already been modified with another program such as Exe Optimizer, fpu2sse or a no-CD patch. You may run the other programs _only after_ this patch is applied.

This patch is tested and compatible with MWSE, MWE, MGE and FPS Optimizer 1.96. It is not compatible with FPS Optimizer 2.0.


Yesterday I reinstalled Morrowind twice, to properly configure MGE, MCP, AnimKit and other... it's not difficult :)
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Mel E
 
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Post » Wed Dec 07, 2011 9:51 am

sumdumguy, what version of Morrowind you using?



Yesterday I reinstalled Morrowind twice, to properly configure MGE, MCP, AnimKit and other... it's not difficult :)


Just in case this helps anyone else... I found http://code.google.com/p/mlox/downloads/list today and it recommended unchecking the code patch. It still works without the .esp being ticked. It rearranged a couple of other things too and now it all works. That simple.
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Christine Pane
 
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Post » Wed Dec 07, 2011 1:50 pm

The .esp file that comes with Code Patch is, as it's title says, just a showcase of MCP features. It is not required by any of MCP features.
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Samantha Jane Adams
 
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