Repairing the Cogs of Morrowind #32 (MCP)

Post » Sun Jan 18, 2015 8:27 pm

Morrowind Code Patch

This is a project to fix bugs in Morrowind that just aren't possible to do with scripting alone. It comes in the form of a patch to the Morrowind program.

The primary fix included is a large change to the savegame code to reduce the majority of crashes, corruption, and missing objects. It also makes the game properly respond to changes in your load list, making inserting and removing mods from your savegames a lot safer. There are many more smaller fixes that cover all areas of the game.

All fixes and gameplay changes included are optional, you can independently select which ones you want to use in the installer.

Compatible with English, West European, Polish, Russian and Steam editions. Compatible with MGE, MGEXE, MWSE, MWE, and FPS Opt 1.96.
Not compatible with the Impulse/Gamestop download version, nor FPS Opt 2.0.


Version 2.1 is out now.
Download: http://morrowind.nexusmods.com/mods/19510 http://download.fliggerty.com/download-58-139


Notable features in 2.1:

- Hang on loading fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading.

- Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu.

- Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. You can reverse cycle by holding down the Ctrl key. It will only select spells, not powers or magic items. The spell selection only operates after the inventory is open. Any menu which takes key input will turn off the feature until the inventory is next opened.

- Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen.

- Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. Scrolls have their text area increased to fill the available space as much as possible. Realigned for default book texture. Journal bookmark menu has a new layout. Texture replacers need to be adjusted to fit.

- Around 100 other patches.



2.2 is in beta testing - http://www.gamesas.com/topic/1501085-repairing-the-cogs-of-morrowind-31-mcp/?p=23875332



See the previous threads to see how this came about:
Repairing those Cogs http://www.gamesas.com/topic/1501085-repairing-the-cogs-of-morrowind-31-mcp/ http://www.gamesas.com/topic/1482710-repairing-the-cogs-of-morrowind-30-mcp/ http://www.gamesas.com/topic/1463837-repairing-the-cogs-of-morrowind-29-mcp/ http://www.gamesas.com/topic/1461096-repairing-the-cogs-of-morrowind-28-mcp/ http://www.gamesas.com/topic/1244500-repairing-the-cogs-of-morrowind-27-morrowind-code-patch/ http://www.gamesas.com/topic/1183502-repairing-the-cogs-of-morrowind-26/ http://www.gamesas.com/topic/1178011-repairing-the-cogs-of-morrowind-25/ http://www.gamesas.com/topic/1163185-repairing-the-cogs-of-morrowind-24/ http://www.gamesas.com/topic/1156182-repairing-the-cogs-of-morrowind-23/ http://www.gamesas.com/topic/1147393-repairing-the-cogs-of-morrowind-22/ http://www.gamesas.com/topic/1114812-repairing-the-cogs-of-morrowind-21/ http://www.gamesas.com/topic/1098021-repairing-the-cogs-of-morrowind-no-20/ http://www.gamesas.com/topic/1095128-repairing-the-cogs-of-morrowind-no-19/ http://www.gamesas.com/topic/1090176-repairing-the-cogs-of-morrowind-no-18/ http://www.gamesas.com/topic/1084044-repairing-the-cogs-of-morrowind-no-17/ http://www.gamesas.com/topic/1041353-repairing-the-cogs-of-morrowind-%2316/ http://www.gamesas.com/bgsforums/index.php?showtopic=1032219 http://www.gamesas.com/bgsforums/index.php?showtopic=1026266 http://www.gamesas.com/bgsforums/index.php?showtopic=1013291 http://www.gamesas.com/?showtopic=1009430 http://www.gamesas.com/bgsforums/index.php?showtopic=978076 http://www.gamesas.com/bgsforums/index.php?showtopic=942375 http://www.gamesas.com/bgsforums/index.php?showtopic=925813 http://www.yacoby.net/es/forum/12/9111491226747880.html http://www.yacoby.net/es/forum/12/8942761225301640.html http://www.yacoby.net/es/forum/12/8891531224348540.html http://www.yacoby.net/es/forum/12/8852991223287560.html http://www.yacoby.net/es/forum/12/8837531222826580.html http://www.yacoby.net/es/forum/12/8812671222030860.html http://www.yacoby.net/es/forum/12/8792971221418740.html http://www.yacoby.net/es/forum/12/8744651220076840.html

Now that MCP improves aspects of the graphics and animation handling, you can discuss how to make mods with these new features http://www.gamesas.com/topic/1097585-new-graphical-modding-wth-mcp/.

User avatar
Nicole Coucopoulos
 
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Post » Sun Jan 18, 2015 11:58 pm

When looking at the mercantile skill in the construction set you can see "successful bribe" under actions with a use value of "1.00". Correct me if I'm wrong, but isn't this a clear sign that bribing was intended to raise mercantile, and that it not doing so is a bug?

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Robert Jr
 
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Joined: Fri Nov 23, 2007 7:49 pm

Post » Mon Jan 19, 2015 6:02 am

There is a bug when adding leveled items to NPCs. Leveled items added by a script to an NPC that player met will never be converted to real items.

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Nicole Kraus
 
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Joined: Sat Apr 14, 2007 11:34 pm

Post » Mon Jan 19, 2015 9:40 am

Arrrgh! That damned CellChanged Function Bug!
It is known, but I thought it was fixed already by vanilla patches or MCP... Nope. It's still ruining quests, mods & other stuff. CellChanged function still does not return true when the door is scripted.
Steps to reproduce:

  • Add any script to exterior door
  • Add any script to some object (NPC) in interior where we were teleported by that door. Script should contain "if ( CellChanged == 1 )" function
  • ( CellChanged == 1 ) will never return true

Tried with different scripts on doors and messagebox to check true/false. I hope it's fixable.

P.S. BTW, you didn't reply to:

Do you think that it's a bug?

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Kayla Bee
 
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Joined: Fri Aug 24, 2007 5:34 pm

Post » Sun Jan 18, 2015 7:36 pm

Not really, as tool development can often lag behind the intended behaviour of the game. Improvements on in-game mechanics can occur ahead of fixes to the construction set. Inside the game code, bribing actually levels both speechcraft and mercantile, but the mercantile section is broken due to incorrect use of variables. It's also unlike every other skill, as it exercises more than one skill. It's a difficult decision to find the real intention, because it requires a full review of all the functions that affect bribes.

I'm a little tired of minor bugs like this, which mods have to adapt to already. I'm looking for things that really affect player experience.

If you read the last thread, it's complex and due to the design of the script system. There's no easy solution.

I don't know what to do with 2h + shield that makes sense. Without a shield, you lose an enchanted item slot and armor rating, and I don't know how to unequip the shield safely. Similar inventory bugs caused the problem with arrows.
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Rachyroo
 
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