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

Post » Tue Jun 26, 2012 1:42 am

Hrnchamd, when you have a chance, do you have any advice for patching magicka skill gain mods to be compatible with your swift casting option? Here's a http://www.gamesas.com/topic/1250922-req-compatibility-patch-for-improved-skilled-magicka-and-mcp-swift-casting/page__fromsearch__1 to a thread I started regarding the matter.


edit: doh! meant Hrnchamd not haplobartow.
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Cartoon
 
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Post » Tue Jun 26, 2012 1:53 am

@Hrnchamd,

I notice that when I cast "bound longsword", whichever weapon I had equipped at the time will be re-equipped when the spell expires. However, when I cast either "bound boots" or "bound gauntlets", whatever I was wearing is not re-equipped when the spell expires. I have not tested this behavior against all of the bound spells.

Here's my request for a fix for that when you do get to work on MCP again.

Thanks. I hope it can be fixed. :smile:

John
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Matthew Warren
 
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Post » Tue Jun 26, 2012 1:09 am

If we're requesting things, then can cast when strikes enchantments for bows be blocked from the enchanting menu until the behavior can be fixed? It's kind of annoying to realize you just spent a ton of money on a completely useless enchantment when you meant for it to be constant effect.
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Nicole Kraus
 
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Post » Mon Jun 25, 2012 6:17 pm

Hrnchamd,
Spoiler
For animators
---
The improved animation patch has support for new bones, but they have to be named correctly. The engine has three bone groups, lower body (root bone, base spine and legs), upper body (spine1 and above, right arm), and left arm (left clavicle and arm bones). For animations to work together a bone has to belong to one of these groups. The patch changes the bone checks from strict match to substring match, so you have to append to your bone's name, a bone from the group it will attach to.

Typical use would be: If you want a bone "CustomBone" to be part of the lower body group, name it "CustomBone (Bip01 Pelvis)", for upper body group "CustomBone (Bip01 Spine2)", for left arm group "CustomBone (Bip01 L UpperArm)".

A full list of acceptable non-conflicting bone names to add are (add Bip01 in front of them):
Lower body group - Pelvis, L Thigh, L Calf, L Foot, L Toe0, R Thigh, R Calf, R Foot, R Toe0, MRT, Tail
Upper body group - Spine1, Spine2, Neck, Head, R Clavicle, R UpperArm, R Forearm, R Hand, R Finger0, R Finger1, R Finger2, R Finger3, R Finger4, Weapon Bone
Left arm group - L Clavicle, L UpperArm, L Forearm, L Hand, L Finger0, L Finger1, L Finger2, L Finger3, L Finger4, Shield Bone

Try to name extra bones to the closest available bone for clearness and future use.

The list of animation names are unchanged, as they are referred to by numerical IDs in the engine. It's recommended to replace the sneak animations (there are 20 available) if you need custom animations for a single NPC, as these are unused for most NPCs.


PlayGroup / LoopGroup
---
he improved animation patch also changes PlayGroup and LoopGroup to work properly with NPCs and their bone groups. Before it would only play on the lower body, now it should cover the whole NPC.

PlayGroup and LoopGroup both play animations. PlayGroup is essentially doing LoopGroup -1. These both have optional flags, which are important in getting the animations to loop correctly.

PlayGroup groupname, flags
LoopGroup groupname, count, flags

flags = 0 (default)
The controller waits until the current animation is complete before starting the given animation. It plays the whole animation and ignores any Loop Start/End text keys. If you want to avoid glitches, the whole animation must loop cleanly.

flags = 1
The current animation will stop, and the new animation will start from its beginning. Respects Loop text keys.

flags = 2
The current animation will stop, and the new animation will start from the Loop Start key. Respects Loop text keys.

While developing a mod relying on playgroup idlename [0] and loop start/loop stop based animations, I think I found this
Spoiler
flags = 0 (default)
The controller waits until the current animation is complete before starting the given animation. It plays the whole animation and ignores any Loop Start/End text keys. If you want to avoid glitches, the whole animation must loop cleanly.
is currently potentially breaking a lot of creature/portcullis/activator/doors/levers, in short all things using animations with start < loop start < loop stop < stop ...
Would it be possible to restrict the new flags=0 behavior to NPCs animations only, and keep the standard flags = 0 (default) behavior respecting loop text keys for the rest?
[EDIT]typo
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Richard Dixon
 
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Post » Tue Jun 26, 2012 2:40 am

Is it possible to make GetSpellReadied function work with the MCP swift casting? I know that you can still go to "ready spell mode", even with the swift casting applied, although original casting mode is no longer useful with this patch. It would be great if you could make "ready spell mode" flag (?) checked when the player is casting a spell and disabled when they done the casting animation.
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Jessie Butterfield
 
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Post » Mon Jun 25, 2012 7:09 pm

NPCs always attack if the following things come together:

- use calm humanoid (100) on NPC
- their disposition changes either by persuasion, bribing or by using charm spells together with calm

It happens even with non-hostile NPCs if their disposition is 100 at the end of the dialog.
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City Swagga
 
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Post » Mon Jun 25, 2012 5:09 pm

I just want to say that I think MCP has done the best job with the 3rd person camera, far better than Bethesda has done in any of their games. How you can hold down Shift and rotate the camera and then keep walking and the camera can stay in that position is a brilliant idea. I like watching my character walk from the front or side view.

If only now the 3rd person camera had more freedom to go above and below and to also zoom out from 1st person using the scroll wheel on the mouse, like how you can in TESIV & TESV. TESIII requires the Tab key to switch from 1st to 3rd. I'm not sure if MCP could fix that. It may be an issue that only OpenMW could fix.

Would implementing walking animations similar to TESV be a task for MCP or OpenMW? The side walk animations using keys E & Q are what I'm talking about.

Any ways, just wanted to say, please keep that 3rd person camera configuration in all of your future updates. It really gives traveling a very cinematic feel.
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Krystina Proietti
 
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Post » Mon Jun 25, 2012 7:02 pm

Those could be changed by themselves and added in through an override, TES, but someone would need to make them first. As for your question, it would require neither MCP nor OpenMW, but it is not an MCP project.
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adame
 
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Post » Mon Jun 25, 2012 5:12 pm

Those could be changed by themselves and added in through an override, TES, but someone would need to make them first. As for your question, it would require neither MCP nor OpenMW, but it is not an MCP project.
Thanks. I'll have to investigate it later on.
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Danel
 
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Post » Mon Jun 25, 2012 7:19 pm

I'm gonna go ahead and throw in a little request here. I would love to see an option that allows the player to cast disintegrate weapon/armor on-self and still have it do it's normal damage. Currently it ignores the damage and acts like the spell was never cast in the first place. This is preventing me from making the player's weapon take damage through an on-self disintegrate weapon spell which is essential for balancing my upcoming lock bashing mod.
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Laura Samson
 
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Post » Mon Jun 25, 2012 2:25 pm

The pickpocket overhaul is causing my crime to be reported multiple times if I get caught trying to lift an item. So far, it's applying it four times. No extra charge for getting caught while looking though. I've only just noticed it, having started a thief for the first time since the patch. It's not happening with every item, either. So far it's only happened while trying to steal Chronicles of Nchuleft from Jobasha, so I'm going to guess it's because of its value, which is at the vanilla 250, as this certainly hasn't happened with cheaper items (below the triple digits).

On a related note, I request that we can plant items. Really now.
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Amy Smith
 
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Post » Tue Jun 26, 2012 6:16 am

The archery isn't very popular in Morrowind. Not much damage and not used very much at all, by me and other people, I'm sure. In Skyrim on the other hand. Archery is very popular and it's more easy to get kills. I don't know if it's the damage or what but if you could fix the archery somehow to make it more handy than I would be very grateful.
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ashleigh bryden
 
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Post » Mon Jun 25, 2012 11:26 pm

Well it's happening without the patch too, which I have never noticed before. I've never done much picking of pockets either. What's triggering it then I don't know, because it doesn't always happen. Has nobody noticed this before? I mean really, this is pretty bad. I don't remember it being reported, at least.

The archery isn't very popular in Morrowind. Not much damage and not used very much at all, by me and other people, I'm sure. In Skyrim on the other hand. Archery is very popular and it's more easy to get kills. I don't know if it's the damage or what but if you could fix the archery somehow to make it more handy than I would be very grateful.

There are a few mods that address archery that you could give a try. I have not tried any of them so I can't say much.
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C.L.U.T.C.H
 
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Post » Mon Jun 25, 2012 5:59 pm

The archery isn't very popular in Morrowind. Not much damage and not used very much at all...
I must disagree. I use it all the time and it is by no means low damage. A Daedric or Bound bow does 50 base damage at safe distances.
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Prisca Lacour
 
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Post » Mon Jun 25, 2012 6:51 pm

If possible, I'd really like the persuasion window to pop up over the persuasion option in the topic selection box, instead of right in the middle of the screen. Disabling the persuasion option entirely to allow for entirely scripted persuasion is an idea too.

And telekinesis on books. Please. Though I think I could mod up a solution easily enough, it'd just be a little inconvenient.

Edit: I should clarify that last statement. It's not that it would be inconvenient to mod it, but the implementation would be inconvenient since it would require scripting the books.
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Robert
 
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Post » Tue Jun 26, 2012 5:17 am

I have a problem with MCP.

After playing Morrowind for a while I decided to increase the map size (so I could see the TR landmass.)

A few hours later I switched back, but now the smaller map is on top of the Vanilla map. Which means that it appears as if I am exploring the far West of the map (TR) while I am actually in the Grazelands.

Any ideas on how to fix this?
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latrina
 
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Post » Mon Jun 25, 2012 7:30 pm

I have a problem with MCP.

After playing Morrowind for a while I decided to increase the map size (so I could see the TR landmass.)

A few hours later I switched back, but now the smaller map is on top of the Vanilla map. Which means that it appears as if I am exploring the far West of the map (TR) while I am actually in the Grazelands.

Any ideas on how to fix this?

There is an option in Wrye Mash – accessible by right-clicking the column header under the saves tab – to show or hide the world map gridlines when using the update map command. I'm using Yacoby's latest version, and the option is not checked by default, which, if I remember, it was in the old versions that Wrye made. Try that. The lines might still be there, but should disappear once you visit the affected cells again.

The map is saved in your save game, which is why Wrye Mash can interact with it. It's has nothing to do with the MCP. (This is mostly in response to the thread you made on the topic, which I was preparing to reply to before you posted here.)

You can zoom the map with page up/down with the patch applied, so I don't recommend uninstalling it if you are using TR or other large landmass mods.
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rheanna bruining
 
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Post » Mon Jun 25, 2012 4:27 pm

There is an option in Wrye Mash – accessible by right-clicking the column header under the saves tab – to show or hide the world map gridlines when using the update map command. I'm using Yacoby's latest version, and the option is not checked by default, which, if I remember, it was in the old versions that Wrye made. Try that. The lines might still be there, but should disappear once you visit the affected cells again. The map is saved in your save game, which is why Wrye Mash can interact with it. It's has nothing to do with the MCP. (This is mostly in response to the thread you made on the topic, which I was preparing to reply to before you posted here.) You can zoom the map with page up/down with the patch applied, so I don't recommend uninstalling it if you are using TR or other large landmass mods.

Wyre Mash can't fix the problem either. Whenever I try it on the save file it just places the new map on top of the old one. The zooming is a temporary fix I guess, but still rather annoying as the zoomed in map is of a lot lower quality than the vanilla map.
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Portions
 
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Post » Tue Jun 26, 2012 1:03 am

Wyre Mash can't fix the problem either. Whenever I try it on the save file it just places the new map on top of the old one. The zooming is a temporary fix I guess, but still rather annoying as the zoomed in map is of a lot lower quality than the vanilla map.
Yeah, I wasn't sure if it could fix it or not, since I think I had a problem with update maps a few years ago and I think I had to load an earlier save; I can't really recall though. Did you try going over the cells you have been in to let the game update the map? In either case, the zoom is a lot more tolerable than not being able to see where you are. I'd suggest perhaps a replacer for the position arrow though, since the vanilla one is pretty big with the smaller map scale.
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Damien Mulvenna
 
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Post » Tue Jun 26, 2012 12:58 am

If I recall correctly, MCP's option for turning that off does warn that it is not possible to reverse the map size on a saved game once it has been turned on.

Although if you can a way to restore it, that would be something to keep on record somewhere so that others know its possible.
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james tait
 
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Post » Mon Jun 25, 2012 4:19 pm

Thanks for your responses everyone, but it would seem that this is indeed unfixable then.

Luckily, I backed my save up right after encountering this problem so my map is fine now just zoomed out (to allow for Tamriel Rebuilt.)
If I do somehow find a fix I'll be sure to let everyone here know.
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StunnaLiike FiiFii
 
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Post » Mon Jun 25, 2012 5:45 pm

If I recall correctly, MCP's option for turning that off does warn that it is not possible to reverse the map size on a saved game once it has been turned on.

Although if you can a way to restore it, that would be something to keep on record somewhere so that others know its possible.
Thanks for your responses everyone, but it would seem that this is indeed unfixable then.

Luckily, I backed my save up right after encountering this problem so my map is fine now just zoomed out (to allow for Tamriel Rebuilt.)
If I do somehow find a fix I'll be sure to let everyone here know.

The thing is, the MCP launcher says to use Wrye Mash to fix your map if you remove that patch, and I'm pretty sure I verified it during testing. Just to be sure, I checked again, and it does, indeed, fix it, but as I said, you need to re-visit the cells where the maps overlap for the map to update. I think the problem I had might have been just that, and it was before the MCP anyway.

The MCP launcher probably should be updated to tell that you need to re-visit the cells though.
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Blaine
 
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Post » Mon Jun 25, 2012 2:23 pm

There is apparently a bug with night eye that results in a decrease in magnitude if the effect is over 50 points and applied from the same source before the original casting wears off.

I just found it http://www.gamesas.com/topic/1370335-night-eye-bug/ by chance, and while the OP was directed here, nobody saw it fit to report ti, it seems.

Someone in the thread confirmed it, as have I.

And a few ideas:

Being able to access someone's inventory if they are paralyzed.

Stealing from unconscious NPCs shouldn't be a reported as a crime so easily if they are the only ones to 'see' you. Especially if they started it! I mean, if I just go and kill them, nobody cares if I take their stuff. Taking all of their items, including what is equipped, should be possible if they are out cold. Maybe not balanced, but realistic. As such, I want.
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David Chambers
 
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Post » Mon Jun 25, 2012 11:23 pm

Something worth looking into to fix the map on a save game is wrye mash's recreate world map function. I think it will work, but make sure to disable the "draw gridlines".
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Causon-Chambers
 
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Post » Mon Jun 25, 2012 8:25 pm

Something worth looking into to fix the map on a save game is wrye mash's recreate world map function. I think it will work, but make sure to disable the "draw gridlines".

Yes, it does work. As I stated a just before my previous post, you need to revisit the affected cells for them to update in the game, but it does work.
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Sanctum
 
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