Morrowind Patch Project v1.6.4

Post » Fri May 04, 2012 7:28 am

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

Glad to oblige.
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loste juliana
 
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Post » Fri May 04, 2012 7:05 am

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

Odd, I don't believe I have ever heard of or used this mod. All I can say it that adding the patch project 1.6.5-BETA made the enchantment level required for a constant effect to be higher than anything that existed in game, and removing the patch project fixed the problem. Perhaps someone merged your mod in with this version of the patch project - though, my experience wasn't a problem with soul gems, it was a problem with needing items with a much higher enchant.... which do not exist.
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Sammygirl
 
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Post » Fri May 04, 2012 10:23 am

Morrowind Patch 1.6.x does not change anything like that. You probably have disabled another esp along with the esm, because it was dependent on the patch esm.

BTB settings disables creating CEs completely by increasing the required soul to 2,000 (while golden saints have 400). But you said that you can create very weak CEs. I cannot confirm that with MW Patch 1.6.5, not even with BTB edited version.

The Gamesetting changes from MW Patch are only s... type, tooltipp messages, message boxes and the like. E.g. sSoultrapSuccess: "You have trapped a soul."

I propose to post your mod list.
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Cameron Wood
 
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Post » Fri May 04, 2012 2:37 pm

I'm unable to recreate the problem. The only reason I got into this issue was because someone asked me to debug her game, and I was surprised to find that my game was also having the same problem, and it appears that there are others that are having problems with their constant effect enchanting options being disabled. All I can do is relate my experience and if the problem ever arises again, I can post my mod list - though, according to Wrye Mash, none of them have patch project as a master. Removing 1.6.5 also removed the problem, but adding it back into the game did not re-create the problem. Either way, my problem is fixed, and that's how I fixed it.
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ANaIs GRelot
 
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Post » Fri May 04, 2012 6:53 pm

What about the Steam version of the game? Which of these must be used?
The Steam version is GOTY (with Bloodmoon) so use the 63b.
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Saul C
 
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Post » Fri May 04, 2012 10:03 am

The Steam version is GOTY (with Bloodmoon) so use the 63b.
Yes, but it's not the version that were sold on discs. I don't remember what number it is for the discs but the Steam version is 1.6.1820.
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Dagan Wilkin
 
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Post » Fri May 04, 2012 5:23 pm

1.6.1820 is the latest Bloodmoon patch. It's ok.
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Michelle Chau
 
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Post » Fri May 04, 2012 6:47 am

I'll throw in my two cents' here. I'm not trying to be an ass, but I know you all have been using computers and computer programs for more than a week. It's called "feature creep" and it happens in nearly all programs that are updated. Ever have a messenger program that you adored in it's infancy which after ten updates got so many new "features" it became unusable?

Whether a program (or a mod) has one author, or five, it's nearly impossible to draw the line and know where to stop "improving" it. As soon as one is released, half of the author's first responses to it are: "you should do this in the next release". In addition, since mods are written by people, the definition of "bugfix" becomes subjective.

Personally, if I'd worked on MPP, I would have been irritated by the demands for an explanation and wouldn't even bother to give one, now. It's a huge mod created by many different people over the years and it does a lot of good. And, though I shouldn't have to remind this community of it, it is free. You are free to use it, or not. You are even free to constructively criticize it or not. I don't think permission to demand why something was included or not is in the readme. Even if it were an official "paid-for" DLC, the tone in here is bordering on rude. It passed ungrateful in the OP.

/crotchety old-lady
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Leanne Molloy
 
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Post » Fri May 04, 2012 1:42 pm

Hit some wrong buttons so I will just summarize:
I think asking for documention is fine and is good practice anyway. If they wanted to make changes that are questionable, document it anyway. If they want to add their opinion, just use a separate version.
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koumba
 
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Post » Fri May 04, 2012 10:34 am

I won't argue with you about documentation. Everything should be documented in any mod which claims to address bugs or fixes. However, I do maintain that what is canon versus what is a bug is highly dependent on opinion beyond fixing something that is obviously broken, like an quest; even then, *how* the fix is implemented is *still* highly subjective.

In almost every WIP thread that involves "fixes" there is constant debate concerning what is a bug and what was intentional.
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courtnay
 
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Post » Fri May 04, 2012 7:40 pm

I don't expect most people to be aware, but quorn, the last person to work directly on the patch, advised everyone to go back to using 1.6.3b. http://www.gamesas.com/topic/1118992-morrowind-patch-project-bug-report-thread/page__view__findpost__p__16679155

Some may know that I have been intending to continue the patch, and I have long before quorn took it up. Honestly, all versions of the patch seem to have something or another problematic. I can certainly see how the patch has perhaps exceeded its purpose. My intention was always to just start the whole thing over, trying to be as objective as possible and not touch vanilla settings or break things, even if it means leaving things in an 'incorrect' state (like the issue of 'fixing' cell or topic names). Some of those decimals are really questionable, but that should probably be left to balancing mods. Some would even say that poorly placed objects are outside of the scope of the patch. An good example: The Urshilaku burial caverns have a bunch of bottles of skooma that you can't reach because they are under rocks and stuff. It's pretty obvious that they are leftovers from a sloppy copy/paste job, since they are all oriented the same way. You can either re-position them or delete them. As Elaura said, it's highy subjective. Highly.

It's really a huge mess, and ideally something could just be decided upon and people would universally use the UMP and compatibility would never be an issue, people would update old mods and everything would just work, but this isn't an ideal world. If it were, we'd never have to make this thing.

I'm sure someone will always disagree with something anyway. quorn may very well be right in saying that it isn't worth it, but I want my own game to be fixed a certain way, so doing this in addition isn't such a big deal to me.
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jessica Villacis
 
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Post » Fri May 04, 2012 8:06 pm

I won't argue with you about documentation. Everything should be documented in any mod which claims to address bugs or fixes. However, I do maintain that what is canon versus what is a bug is highly dependent on opinion beyond fixing something that is obviously broken, like an quest; even then, *how* the fix is implemented is *still* highly subjective.

In almost every WIP thread that involves "fixes" there is constant debate concerning what is a bug and what was intentional.

So what you're trying to tell me is that it's highly subjective on whether or not to up Resist Paralysis' base cost by 10x? Really now? Was there a developer who stated it was a bug? Is it a game breaking bug? Where's the subjectivity? It's not there. The only reason someone would change that is if someone felt the need to play balance developer and sell it as a bug fix mod. That's it. You don't like my tone? Too bad.

As much of an apologist as you are for these types of mods being released, I'm still free to criticize it and demand explanations even though I know I probably wouldn't get one from the authors (Although the forum members might still have some insight) regardless of tone.

It's easy to say, "Don't like it, don't use it." Sure. Lets go that route. I want to alter that a bit. Don't like it. Complain about it. Demand explanation which can be answered by a forum of my peers. Don't like my thread? Don't like my tone? Don't read it and don't reply in it.
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liz barnes
 
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Post » Fri May 04, 2012 6:20 pm

Scanning through http://www.gamesas.com/topic/966509-release-morrowind-patch-project-v164/ for "resist paralysis", it seems like the cost is the result of switching to auto-calculate.
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Matt Bee
 
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Post » Fri May 04, 2012 8:16 am

Scanning through http://www.gamesas.com/topic/966509-release-morrowind-patch-project-v164/ for "resist paralysis", it seems like the cost is the result of switching to auto-calculate.

That's just the particular spell. Doing a quick look through the construction set, the "Resist Paralysis" circinate spell is set to a spell cost of 300 in vanilla. It auto-calculates to 15. However, the patch project goes ahead and changes the base cost of the Resist Paralysis effect (Emphasis on effect) to 2.0 and it auto-calculates to 150. So yeah, it's not really a result of switching to auto-calculate.
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Kirsty Collins
 
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