Repairing the Cogs of Morrowind #21

Post » Thu Apr 07, 2011 11:05 pm

Yeah I see that bug, it's somewhat bad string handling like the name bug. I don't know if I can fix it yet.

Just 2 more remarks about this (not bugs):
- when you do alchemy and put 2 ingredients with no common effect, Morrowind is asking a name (not a bug, since MW cannot find a common effect), however it is possible to mix the 2 ingredients as usual (with or without name)... and then it creates nothing. But the behaviour of the alchemy panel is the same as usual (it won't warn you and will let you "mix" -- and loose -- the ingredients).
- when you mix 3 ingredients, but only 2 have common effect and are sufficient to create the position, others useless ingredients placed in the alchemy panel will also be used (for nothing). Example:
restore health ingred. + restore health ingred. = restore health potion
restore health ingred. + poison ingred. + restore health ingred. = the same restore health potion, while the poison ingred. (and/or any other ingred. placed) is used and lost as well.

I don't know what is going on there, it sounds like something an attached script or alchemy mod would do. Have you tested it with no mods?

I have just tried with no mod activated and with a new game. I get the same result... but I found the reason, it's a well known problem in fact, I just had forgot it!
- if, in the game, I tape in the console: additem ingred_xxxx_01 50, then I got a group of 50 ingredients in my inventory, no problem. If I do the same with any scripted ingredient (the culprit!), for example "cursed daedras heart", I get 50 units of this ingredient. I forgot that MW cannot group scripted ingredients (bug or limitation of the engine?).
- The problem was the following: in the construction set, I made a .esp and put in a chest 21 ingredients of each kind, included scripted ingredients. In the game, when I open the chest, I find groups of 21 ingredients for common ingredients (no problem), but for scripted ingredients, I thought there was a group of 21 (grouped) + 21 units... so 42 ! In fact the first group of 21 ingredients was not scripted (same appearance and same icon, but not the same ID). Only the others 21 (not grouped) where these cursed ingredients (with a script attached).
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Reanan-Marie Olsen
 
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Post » Fri Apr 08, 2011 12:00 am

I've been thinking about drain a bit more and was wondering could it be changed to function more like "fortify max value" but in reverse? This way the max value of a stat would be lowered and there would be nothing to restore. Does that make any sense or is it just wishful thinking?
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james tait
 
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Post » Thu Apr 07, 2011 11:19 pm

I've been thinking about drain a bit more and was wondering could it be changed to function more like "fortify max value" but in reverse? This way the max value of a stat would be lowered and there would be nothing to restore. Does that make any sense or is it just wishful thinking?

As the game doesn't track fortify and drains separately, this would cause problems with other game mechanics that use base value. e.g. Training costs. It would really need a review of every game mechanic again. It may make more sense to limit restore so it doesn't affect drains, though the current patch only affects attributes and not skills.


Further comments in the http://www.gamesas.com/index.php?/topic/1147393-repairing-the-cogs-of-morrowind-22/ please.
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Tha King o Geekz
 
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