Repairing the Cogs of Morrowind #29 (MCP)

Post » Thu Jun 20, 2013 5:02 am

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, MWSE, MWE, and FPS Opt 1.96. Not compatible with the Impulse download version, nor FPS Opt 2.0.

Version 2.0 is out now.
Download: http://morrowind.nexusmods.com/mods/19510 http://download.fliggerty.com/download-58-139


Notable features in 2.0:

- Swift casting. Allows casting from any stance, just like Oblivion, with the "ready magic" button. Ready spell stance is still available with the M key.

- Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu.

- Steam support. Redates BSAs automatically when the patch is applied.

- Optional rebalances of alchemy, soul gems, cast on use items and pickpocketing.

- UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI.

- Polish character corrections. Corrects dialogue font ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version.



2.1 is currently in beta. - http://i.imgur.com/OtdjnJd.jpg

http://www.gamesas.com/topic/1463837-repairing-the-cogs-of-morrowind-29-mcp/?p=22775216 2.1b8


See the previous threads to see how this came about:
Repairing those Cogs 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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Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Thu Jun 20, 2013 1:21 am

https://dl.dropboxusercontent.com/u/99804385/MCPbeta-6ea07d36ddec677b.7z

Install over MCP 2.0, and run the MCP program again. You should see the new beta options at the top.

Features:
  • Hit fader fix
    Prevents red damage border from getting stuck on cell change. Works better than last time.
  • Don't loot on dispose
    Prevents picking up all the items on a body when you click the Dispose Corpse button. The items will disappear with the body.
  • Attribute uncap
    Allows levelling of the eight main attributes past 100.
  • Hidden locks
    Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking.
  • Improved inventory filters
    Magic group: No weapons or apparel, now holds scrolls, potions and soul gems.
    Misc group: All misc items except enchanted scrolls and soul gems.
    This lets soul gems group together properly.
  • Light spell fix
    Fixes a lot of problems with the Light magic effect. Try it out, works best in interiors.
  • Allow faction leaving
    Allows the removal of a player from a faction, leading to new quest possibilities.
  • Slow movement anim fix
    Damn snails.
  • PlaySoundVP volume fix
    The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it.
  • Mod removal fixes
    Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal.
  • Fix enchant options on bows
    Prevents the "Cast on Strike" enchanting use option from appearing for bows.
  • Prevent empty messages
    Stops all empty message notifications from appearing.
  • StreamMusic fades out
    Scripted music fades in like regular music.
  • Hidden traps
    Probes will always use a charge when testing an object, even if there is no trap present. Charge use should work now.
  • 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.
  • Persuasion improvement
    The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen.
  • Animated container crash fix
    Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. Note that the bug was only triggered if the container doesn't share an animation with any other object in the cell.
  • 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.
  • Sound script functions fix
    Fixes the StopSound command to avoid always muting actor voices and torch noise. StopSound properly match the sound ID to be removed, if it is specified, instead of muting all actor sound. Fixes SayDone triggering on animation SoundGens and StopSound.
  • Allow short weapon reach
    Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0.
  • Mercantile fix
    Zero value items are no longer buyable or sellable for 1 gold.
  • 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.
  • Repair item fatigue fix
    Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it.
  • 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.
  • Improved descriptions.
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Austin Suggs
 
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Joined: Sun Oct 07, 2007 5:35 pm

Post » Thu Jun 20, 2013 4:47 am

It would be possible with MWSE if there was a way to store strings as global variables. Variables we can use in books now are numbers and dialog text defines.
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Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Thu Jun 20, 2013 12:08 am

No more feature requests please. Final release if it all works.

- Test the hit fader and uncapper.
- What's the problem with the scroll layout?
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Samantha Mitchell
 
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Post » Thu Jun 20, 2013 3:32 am

What's about the new Dispose Corpse's option?

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courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Thu Jun 20, 2013 11:26 am

Hit fader and uncapper both work.
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Destinyscharm
 
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Joined: Sun Jul 23, 2006 6:06 pm


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