Repairing the Cogs of Morrowind #34 (MCP)

Post » Mon Nov 09, 2015 7:47 am

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/1543348-repairing-the-cogs-of-morrowind-34-mcp/?p=24459302



See the previous threads to see how this came about:
Repairing those Cogs http://www.gamesas.com/topic/1538330-repairing-the-cogs-of-morrowind-33-mcp/ http://www.gamesas.com/topic/1513140-repairing-the-cogs-of-morrowind-32-mcp/ 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/.
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Siobhan Wallis-McRobert
 
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Post » Mon Nov 09, 2015 9:28 am

I found the problem I posted about http://www.gamesas.com/topic/1538330-repairing-the-cogs-of-morrowind-33-mcp/page-8#entry24457030. It was one change in a little mod I put small tweaks in. Changing the GMST fBaseRunMultiplier from 1.75 to 2 makes the bug happen. I disabled all mods and made a new test .esp with only this GMST change, and I can't reproduce the bug without this test mod enabled.

Edit: just tried again. 10 times with the GMST, got the message 8/10 times. 10 times without, 0/10 times.

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Susan Elizabeth
 
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Post » Sun Nov 08, 2015 11:15 pm

Thanks to the mod that fixed that title slip-up.

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BRIANNA
 
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Post » Sun Nov 08, 2015 10:19 pm

My condolences...
Good thing there was an integrated one (and that it's acceptable for MW, too).


Couldn't confirm this, across two MCP versions (the second one is the latest beta, the first one... not entirely sure what it was :D). FWIW I tested using the same scenario (spell and NPC) as you described. I've also played with this feature previously and didn't notice any problem like this (although there was a different problem allowing to activate/converse with NPCs in combat in some older versions).
If this happens to you without mods loaded, post your version of the game and MCP, should help.
Maybe you're just trying to open the inventory before the NPC is actually KOed (1-second-duration spells aren't instant, and from what Hrnchamd has said, don't apply instantly, either), or something?

(Hrnchamd, could future MCP betas say their real version on the pause display, or something? There have been many, now. And ideally the patcher program, too.)

EDIT: Mercilessly ninja'd while testing. Happens. :D
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patricia kris
 
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Post » Mon Nov 09, 2015 7:02 am

Oooo, was it "Repairing the Clogs of Morrowind"?
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Tiffany Holmes
 
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Post » Mon Nov 09, 2015 2:49 am

Hahahaha!
...Sorry for the spam post.
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mike
 
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Post » Mon Nov 09, 2015 5:01 am

Edit: Figured it out. It depends on the AI state, looting is only allowed if there is knockout and the AI is moving to attack. If your sneak or chameleon is high enough, the AI cannot see you and bypasses the knockdown test. There is also a similar problem if the AI can't find a path to you, it will be in a flee state which also bypasses the knockdown test.

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{Richies Mommy}
 
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Post » Sun Nov 08, 2015 8:31 pm

OK, just tried with a clean install of Morrowind GOTY Edition with only MCP beta 26 and only default options except Exhaust NPCs and Allow Stealing, and the test mod with only the fBaseRunMultiplier GMST change, and can still reproduce it. Clagius Clanler only has an Extravagant Pants, Shirt and Shoes in his inventory. I found also it only happens with the 500pt Damage Fatigue spell, not a 100pt spell cast twice that I tried before enabling without the Spellmaking Max. Magnitude Increase patch. When trying against the first bandit in Addamasartus cave, it does not happen.

Here's the http://s000.tinyupload.com/index.php?file_id=00870508704744307436 I used to test, if that helps with reproducing. I just cast the selected spell named "e" at him from right there, wait until he starts to drop down from exhaustion, and press space to try to access his inventory, and most of the time I get the message instead of his inventory.

Edit: changed "beta 15" to "beta 26", I misread the last beta release post.

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Courtney Foren
 
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Post » Mon Nov 09, 2015 7:46 am

Thanks for taking the time to make that test. Even with that save file and a fBaseRunMultiplier mod, I can't reproduce the problem. I really suspect it's a modified model blocking line of sight enough for the AI to get confused. I have a prospective fix in development.

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Gisela Amaya
 
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Post » Sun Nov 08, 2015 10:18 pm

http://www.nexusmods.com/morrowind/mods/26348/ is available.

All the beta 15 features,

Spoiler

  • Bound items expiry fix. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires.
  • Incorrect item sound fix. Changes inventory pickup and drop sounds for axes to blunt weapons, and throwing weapons to arrow sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds.
  • Separate axe inventory sounds. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon.
  • Repair item fix. Fixes inventory problems/crashes with repairing bound weapons and armor by disabling the repair of bound items.
  • Disintegrate weapon fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects on hit.
  • Strength-based hand to hand damage. No longer affects werewolves. Thanks to raym for identifying werewolfclawmult.
  • Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound; the game now uses morrowind.ini settings NearWaterOutdoorID for nearby water in exteriors, and NearWaterIndoorID for interior water.
  • 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC.
  • Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. Fixed a problem with clearing stolen flags for jail sentences.
  • Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip.
  • Russian fixes. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider.
  • Compatibility. Allows patching of the Cenega TES Anthology version of Morrowind, English and Polish versions. A few character input problems in the console remain.
  • Fix enchant options on ranged. Prevents the "Cast on Strike" enchanting use option from appearing for bows and crossbows.
  • Drop command fix. Fixes the script command "Drop" to drop items at the actor's feet instead of near the player or where the player is looking.
  • Creature voiceover modding. Allows modded creatures to play Hello and Idle voiceovers.
  • Createmaps/fillmaps fix. Fixes the fillmaps command to display locations from all mods instead of just Morrowind.
  • Level-up stats bug fix. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups.
  • Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock.
  • Weapon reach issues. Fixes fHandToHandReach to work for the player too, not just for NPCs.
  • Shortcut key improvements. When examining a container, you may take all items by pressing the "Ready Weapon" key.
  • Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant with spare soul gems.
  • Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter.
  • Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost.
  • Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. Previously the item would be placed, but the game would not save the new item unless the player has visited the target cell. Affects the PlaceItem and PlaceItemCell commands.
  • Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. * Fixed calculation bug that caused frozen creatures.



plus more recently...

  • Summoned creature crash fix. Updated to correct a problem with the fix which crashed when a summon killed its own summoner with a spell.
  • Knocked out NPCs. Updated so it only affects stealing, and no longer allows dialogue or other interaction with NPCs. Now applies to all AI states.
  • Water environment sound fix. Works when moving from underwater to cells with no water, instead of leaving the underwater sound playing.
  • Mercantile fix. Repairs on minorly damaged items that appear to cost 1 gold, now correctly deduct that 1 gold.
  • Enchanted item rebalance. Updated. The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready.
  • Improved animation support. The player can now display idle animations through the use of playgroup/loopgroup scripting.
  • Loud interface / armor sounds fix. Fixes many more occurances of maximum volume sounds.
  • Position/PositionCell fix. Fixes an issue with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell.
  • Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have.
  • Travel cost fix. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger.
  • Trainer price/stat fix. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.
  • Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators.
  • Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map.
  • NPC behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light equipping.
  • Followers that are knocked down will no longer be forced to follow you in a glitchy knockdown state. They will stay down until their fatigue becomes positive.
  • NPCs fleeing from combat use the correct flee distance, instead of fleeing a very short distance and stopping all actions. Only relevant with modded AI settings.
  • Ammo damage tooltip. Item tooltips will now show the damage range on ammunition.
  • Incorrect inventory sounds fix. Also allows use of GetSoundPlaying with the skillraise sound. Includes training.
  • Alchemy naming/stacking fix. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion.
  • StreamMusic / master volume fix. Fixes the registry data type of the "3D Sound Quality" setting.
  • Larger service/chargen menus. Now increases the size of merchants' spells service and repair service menus.
  • Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. Corrects some UI layout bugs caused by switching resolution in-game. Should fix menu glitching on fullscreen alt-tab while in menu mode.
  • Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level.
  • NPC AI casts zero cost powers. Moved to "Mod related features" section, now recommended for use with a mod.
  • Inventory bugs fix. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers.
  • Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map.

This may be the last version before release. Maybe.

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Jessica White
 
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Post » Mon Nov 09, 2015 9:28 am

This may sound odd, but are those values stored in single bytes? For my current character, I've done a LOT of training at first level. Oddly enough, despite having trained alchemy and enchant very high and moderate values for security and conjuration, my intelligence skills are showing at 3. I'm not entirely certain what the initial values are, so I haven't calculated an exact value, but I'm guessing that it's likely supposed to be 259, but it rolled over once.

Not that it's likely to affect too many people, but if it doesn't cause incompatibility problems, could those values be converted to words instead of bytes? I don't think people will go over 256 very often, although it's possible depending on one's play style. Increasing those variables to 2 bytes would eliminate the issue entirely.

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Naomi Ward
 
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Post » Sun Nov 08, 2015 9:56 pm

Latest update fixed the bug, thanks Hrnchamd!

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Peetay
 
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Post » Mon Nov 09, 2015 5:13 am

You're correct about the bytes! It's not possible to modify data types at all, as that changes the size of structures and the offsets of all data located after those values. That means checking every possible memory access to the containing structure, which is impractical. The only practical solution is to clamp the value at 255.

That's great, thanks for the fast feedback.

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Anthony Santillan
 
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Post » Sun Nov 08, 2015 8:49 pm

My only real concern is preventing the number from rolling over, and the actual value (once it goes beyond 10 or so) really isn't an issue... so clamping the value sounds like a good and simple solution.

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Iain Lamb
 
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Post » Mon Nov 09, 2015 12:48 am

I wonder if the bold marked text could cause http://www.gamesas.com/topic/1511208-rel-uviriths-legacy-33/page-6#entry24445254 issue I got with Sara, a companion in UL 3.x. Why I ask is simple, her replenish magicka script worked without a single issue in UL 2.0, but in UL 3.x she is just standing still and nothing happens.

Sara's animation is frozen, but her dialogue seems to work and she follow my movement when changing position if I stand next to her.

Thanks for the update! :)

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Kit Marsden
 
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Post » Sun Nov 08, 2015 8:53 pm

This is easy to test, just see what happens running the mod from a Morrowind.exe with that MCP option disabled. If this solves the problem, then there may be some incompatibility between mod and the MCP option, else problem is not in the MCP option
[EDIT]quoting
[EDIT2]wait. or are you saying you got the problem before applying this last MCP option? then what happens applying the patch option? even in this case, this should also answer to your question
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~Sylvia~
 
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