Repairing the Cogs of Morrowind #27 (Morrowind Code Patch)

Post » Mon Jun 25, 2012 7:00 pm

what's the difference between morrowind python and morrowind code patch?
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Karen anwyn Green
 
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Post » Tue Jun 26, 2012 5:16 am

what's the difference between morrowind python and morrowind code patch?

A Morrowind Python most likely inhabits the ash swamps of Kragenmoor, while the Morrowind Code Patch fixes instabilities in the code and expands on what's possible in game.
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Evaa
 
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Post » Mon Jun 25, 2012 11:22 pm

what's the difference between morrowind python and morrowind code patch?
If you're talking about the two different installations, they're exactly the same except that the former requires Python installed for it to work. Get the executable version and don't worry about the hassles of dealing with Python.
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kevin ball
 
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Post » Mon Jun 25, 2012 9:52 pm

kinda expected that it is the same... so i just installed the normal version. thank you :)
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casey macmillan
 
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Post » Mon Jun 25, 2012 7:59 pm

Would it be possible to fix it so either mechants won't buy items with a value of 0 more for more than 0 or if that's not possible, they will only sell them for a minimum of 1? This is currently the only thing exempted from the fix that makes it so merchants won't buy items for more than what they'll sell them for.
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Kill Bill
 
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Post » Tue Jun 26, 2012 1:19 am

Is Hrnchamd even active anymore? He hasn't once posted in this thread and he stopped posting in the last one too pretty early on, as I recall.
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Natasha Biss
 
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Post » Mon Jun 25, 2012 8:52 pm

He posted in the MGE XE thread, like 2 days ago.
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Jennifer Munroe
 
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Post » Mon Jun 25, 2012 9:37 pm

I guess I should clarify: Is Hrnchamd even working on MCP anymore?
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Jerry Jr. Ortiz
 
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Post » Mon Jun 25, 2012 7:12 pm

Yeah, Hrnchamd is quite active: http://www.gamesas.com/topic/1331115-shelter-from-magnus-blaze-8/page__st__90 Though whether or not he is actively working on MCP, I wouldn't know. MGEXE appears to be his top priority right now. MGE(vanilla)? This is the MCP thread. I have no clue where the MGE(vanilla) thread is.
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teeny
 
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Post » Mon Jun 25, 2012 5:30 pm

Whoops, Freudian slip since I saw Minamir post about MGE XE. I meant MCP. I guess I will look at the MGE XE thread
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Kelly Osbourne Kelly
 
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Post » Mon Jun 25, 2012 5:48 pm

Actually another question I had was with MCP and Madd leveler. I know about the conflict, but I'm not clear about whether this applies to those using the cap remover files or if one could use the base files without any issue (since that keeps the normal 100 level cap). What I've seen is people who seem to have the cap remover in the list of mods loaded so I'm not clear if this incompatibility is with Madd leveler as a whole or just its cap remover esps.
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Beat freak
 
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Post » Tue Jun 26, 2012 12:33 am

I got an little qustion for you Hrnchamd

As we have additional bone support, would it be possible to...

Compleatly trash old skeleton and animations and create new ones with better more "boned" skeleton?
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Glu Glu
 
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Post » Mon Jun 25, 2012 7:08 pm

Thanks to Exorince for making this thread.

I guess I should clarify: Is Hrnchamd even working on MCP anymore?
I want to finish MGE XE soon, because working on all of these things is tiring. After that definitely.

Actually another question I had was with MCP and Madd leveler. I know about the conflict, but I'm not clear about whether this applies to those using the cap remover files or if one could use the base files without any issue (since that keeps the normal 100 level cap). What I've seen is people who seem to have the cap remover in the list of mods loaded so I'm not clear if this incompatibility is with Madd leveler as a whole or just its cap remover esps.
Not too clear myself. I never got a good detailed error report on what goes wrong with it, as testing levelups is very time consuming.

I got an little qustion for you Hrnchamd

As we have additional bone support, would it be possible to...

Compleatly trash old skeleton and animations and create new ones with better more "boned" skeleton?
The game requires bone names to do animation blending, like ready magic / holding a shield while moving, and direct access to spine bones for aiming bows. I don't think it cares about which bones are linked together, just rig more bones and link to the pelvis?
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Josh Sabatini
 
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Post » Tue Jun 26, 2012 3:17 am

A humble request:
Just a patch to make the Summoned Creatures take the initiative when a npc starts a fight against my mages. Like make then use the companions AI from Tribunal without the inventory thing.

Please?
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Carys
 
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Post » Mon Jun 25, 2012 2:21 pm

The game requires bone names to do animation blending, like ready magic / holding a shield while moving, and direct access to spine bones for aiming bows. I don't think it cares about which bones are linked together, just rig more bones and link to the pelvis?

Done a little research on this and:

Attempt 1
Tried to link new bones to left arm bone, rigged some model to it, in game it was like, when i equip armor piece with modified skeleton, the added part just floats in the air, it does not respond to player movement, and sometimes part of the model streches into some far away place

Attemp 2
This time i linked the bone to pelvis bone and it doesn not show ingame

So any ideas?
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Campbell
 
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Post » Mon Jun 25, 2012 4:13 pm

Attempt 1
Tried to link new bones to left arm bone, rigged some model to it, in game it was like, when i equip armor piece with modified skeleton, the added part just floats in the air, it does not respond to player movement, and sometimes part of the model streches into some far away place

Attemp 2
This time i linked the bone to pelvis bone and it doesn not show ingame

Bones need to be part of the character base nif as well to be able to link to and animate. Did you name the bones properly like the guide in the MCP readme? There is also a limit of 4 bones per NiTriShape.
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Chloe Mayo
 
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Post » Mon Jun 25, 2012 4:04 pm

ok i know you are currently working on mgexe, but maybe you could tell me if the following bugs could be fixed via mcp:
  • when you are underwater the "undrwatr.wav" sound is played in a endless loop.
    if you are underwater and take a door to another underwater cell, the loop stops playing until you go above water and dive again.
  • when traveling with mages guild teleport, the "mystC.wav" sound is playing.
    this sound is playing very choppy or not at all because it seems to start before the loading time and not after
  • sometimes the torch sound is missing but i dont realy know the reason. it seems to happen more often with torches that where already used, and sometimes on cell change
  • level up sound is sometimes missing or choppy when reading skill books (dont know, this might also be related to GCD)
  • with the shortcut key improvement selected i can click on a stack in a container, press space, and the container gets closed and iam supposed to have the item in my inventory --> but the item is not visible until i open another container
  • can you slow down the rest progress bar so one can actualy the hours count down?
thanks!
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x a million...
 
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Post » Mon Jun 25, 2012 2:44 pm

can you slow down the rest progress bar so one can actualy the hours count down?

Anything but this. Please don't make it any slower.
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Mrs Pooh
 
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Post » Mon Jun 25, 2012 11:17 pm

If it was any slower on my machine, I could really take a nap during the wait, however, I can see where it might be a nice option to have if I ever upgraded to a real gaming rig.
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Sunny Under
 
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Post » Tue Jun 26, 2012 4:50 am

My computer is a beast as far as Morrowind is concerned, and I can see the hours count down; it's about 120bpm
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Emily Rose
 
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Post » Mon Jun 25, 2012 6:48 pm

didnt knew that this is dependant on the pc?! maybe its my ssd that makes it so fast.
but i still think it would be nice to have it counting down at the same speed for every pc.
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Marie Maillos
 
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Post » Tue Jun 26, 2012 4:18 am

The computer I use is fairly old, but it counts the hours when waiting very fast, and I can read it just fine. I absolutely hate how long it takes in Oblivion and Skyrim. I imagine that has more to do with updating the AI though, with the schedules and all. The only nice thing is that you can cancel it. Or take a drink... or stretch... or something.
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Jack
 
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Post » Tue Jun 26, 2012 2:49 am

Hi, I would like to know if the MCP is still being developed?
Because I would like to suggest an improvement of the journal by implementing a pagebreak function. I like playing the game (only with the improved mods and MCP) but it is bugging me totally when I enter the journal and find many pages only filled half because of this 20 line maximum.
Would it be possible to give a pagebreak function to the journal with the possibilities the MCP offers?

My second question refers to a post regarding the sales of items with 0 durabilty. Wouldn't it be more "realistic" to remove these items completely instead of repairing them? It sure is convenient to repair an item that reached its zero back to its 3000 but actually the item shouldn't exist any more in my opinion.

And last but not least: Hi there.
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Natasha Biss
 
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Post » Tue Jun 26, 2012 6:18 am

Hrnchamd is currently working on finishing http://www.gamesas.com/topic/1340389-shelter-from-magnus-blaze-9/. He has stated that he's going to return to this after MGE XE is finished sometime in the future.
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Tyrel
 
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Post » Tue Jun 26, 2012 12:48 am

And last but not least: Hi there.

Definitely not least - welcome to the forums Connaugh - I'm sure your first post was much more intelligent than mine :wavey:
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Emily Jones
 
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