Repairing the Cogs of Morrowind #36 (MCP)

Post » Fri Mar 11, 2016 7:11 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 2.2 is out now.

Download: http://morrowind.nexusmods.com/mods/19510 http://download.fliggerty.com/download-58-139



Notable features in 2.2:


- Shortcut key improvements. When examining a container, you may take all items by pressing the "Ready Weapon" key.

- 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.

- Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip.

- 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.

- Strength-based hand to hand damage. No longer multiplies werewolves' damage.

- Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting.

- Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects.



- Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio.

- Loud interface/gameplay sounds fix. Fixes many more occurrences of maximum volume sounds, including the Dwemer ruin hum.

- 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.

- 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.

- Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels.

- Map-texture conflict fix. Allows "_land_default.dds" to be replaced with a texture of a different size, without breaking the world map.



- Around 100 other patches.


2.3 is in beta testing - http://www.gamesas.com/topic/1571346-repairing-the-cogs-of-morrowind-35-mcp/?p=24957692



See the previous threads to see how this came about:

Repairing those Cogs http://www.gamesas.com/topic/1571346-repairing-the-cogs-of-morrowind-35-mcp/ http://www.gamesas.com/topic/1543348-repairing-the-cogs-of-morrowind-34-mcp/ 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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sam westover
 
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