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

Post » Mon Jun 25, 2012 8:05 pm

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.

Oh crap, I missed your post.
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Rusty Billiot
 
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Post » Tue Jun 26, 2012 2:56 am

Just found that casting light over and over darkens the area little by little. I usually used night eye to train illusion since light was so ugly before.

If the new lighting option from XE is enabled, you get some fun, cumulative http://imgur.com/a/IN07P#0 going on that makes all the textures look like neon. I think I managed to get something like that by messing with the .ini before, but could never reproduce it. It reminds me of the glowing stuff from the Falmer caves in Skyrim, which looked kinda cheap. Like stained glass from some 90's CRPG. Or something. It gets a lot worse than that, but I wasn't about to link a ton of images.
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Ray
 
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Post » Mon Jun 25, 2012 9:41 pm

Found bug to report!

If you have shield with no body part assigned ( it happened to me in last version of arktwend - there was goblin buckler which I fixed later to look like chitin shield) than ti will pop up in alchemy and enchanting menus when clicking cancel button on choosing ingredient or items. And it leads to CTDs during alchemy and enchantig while working flawless as shield.

I guess it may be like top of the iceberg for some memory bug or so. It is fully reproductable bug.
PS sorry for bad english.

And another one before I forgot:

If you eat many ingredients that drain fatigue and many ingrediens that restore it (like if you disposed corpses of too much crabs and corprus zombies and now eat all their meat to get rid of encumberance and also to level alchemy skill) Than you craracter will fall to the ground like if its fatigue got negative, but you will already have full fatigue and never will be able to get up from ground.
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Alexander Lee
 
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Post » Mon Jun 25, 2012 4:53 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.
No. Just uninstall MCP then reinstalled it again, but without checking the Tamriel Rebuilt map option. :smile:
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Heather Dawson
 
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Post » Tue Jun 26, 2012 4:34 am

One-click item transfers, anyone? I'm getting so tired of dragging items. It's the only thing I can really complain about in Morrowind. If you have another inventory open, clicking on an item would just move it between its inventory and yours. Just like the when bartering.
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yermom
 
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Post » Mon Jun 25, 2012 5:18 pm

You can still do the one item selection by just hold down the Alt/Ctrl/Shift button I think not sure which one though.
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james kite
 
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Post » Tue Jun 26, 2012 3:51 am

You can still do the one item selection by just hold down the Alt/Ctrl/Shift button I think not sure which one though.
You're talking about selecting a single item from a stack, he's talking about clicking a stack once to make it appear in his inventory rather than dragging it from one window to another.
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Darrell Fawcett
 
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Post » Mon Jun 25, 2012 9:50 pm

Not sure if it's best to post this here or in the Hardware forum, but if I want to reinstall Morrowind on a different hard drive, would the code patch still work if I just overwrote the newly installed folder with a copy of my current folder and .exe that's already been patched?
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Taylah Haines
 
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Post » Tue Jun 26, 2012 2:49 am

Not sure if it's best to post this here or in the Hardware forum, but if I want to reinstall Morrowind on a different hard drive, would the code patch still work if I just overwrote the newly installed folder with a copy of my current folder and .exe that's already been patched?

I think it should, though it's not a big deal to patch it again. You might just be able to copy your folder and change the installed path in the registry. I warn that I haven't tried it, but I see no reason it wouldn't work.
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Josh Trembly
 
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Post » Tue Jun 26, 2012 6:09 am

I think it should, though it's not a big deal to patch it again. You might just be able to copy your folder and change the installed path in the registry. I warn that I haven't tried it, but I see no reason it wouldn't work.

I can confirm that simply duplicating your morrowind folder and using the appropriate path for the launcher in that folder does indeed work, no installation required.
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Louise Dennis
 
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Post » Tue Jun 26, 2012 3:36 am

One-click item transfers, anyone? I'm getting so tired of dragging items. It's the only thing I can really complain about in Morrowind. If you have another inventory open, clicking on an item would just move it between its inventory and yours. Just like the when bartering.
Doesn't the Code patch have this feature already?
For me the items get simply tranfered when I click on them. No need to drag. Close the container with spacebar then.
I use MCP 2.0, but I haven't found the feature which need to be selected in the MCP options window. Maybe it's already in by default.

€:Ah I see what you mean. The above feature what I described only works when there is one item (or stacked items) in a container. If you have different items you still need "take all", or "open container", left-click the item, close container...open container..repeat
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Sheila Reyes
 
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Post » Tue Jun 26, 2012 12:01 am

If you have different items you still need "take all", or "open container", left-click the item, close container...open container..repeat

I do this often, actually, though doing it for many items can get confusing for the fingers. It should work without the MCP as well. You can right-click to close as well, which I often do when taking a single item. It's still too many clicks though.

Edit: You know, faster mouse wheel scrolling in menus would be pretty nice too.

Edit: Plus, the open, click, close method doesn't work for putting items into a container.
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Makenna Nomad
 
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Post » Mon Jun 25, 2012 10:20 pm

I can confirm that simply duplicating your morrowind folder and using the appropriate path for the launcher in that folder does indeed work, no installation required.
Alright, I'll give it a try then. Having to repatch the .exe for Timeslip's fix and the SSE and remembering what options I chose from MCP was making me wary. And I was worried about trying to edit the registry because there were a lot of entries that included the Morrowind directory. Thanks!
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Ladymorphine
 
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Post » Tue Jun 26, 2012 3:19 am

You're talking about selecting a single item from a stack, he's talking about clicking a stack once to make it appear in his inventory rather than dragging it from one window to another.
Like you do in Oblivion nor Skyrim.
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Sunny Under
 
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Post » Tue Jun 26, 2012 1:14 am

Like you do in Oblivion nor Skyrim.

Yes, or as I said, like bartering. It is sure easier on the hands that way.

Oh, and if something could be done about arrows disappearing when a bound longbow ends. If it could at least just fire, it would possibly be better than it just vanishing.
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josie treuberg
 
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Post » Mon Jun 25, 2012 9:09 pm

Fonction UsedOnMe :
The Morrowind Scripting for Dummies say about :
UsedOnMe, “Object ID” (returns Boolean/short)
if ( UsedOnMe, Misc_pot_redware_01 )
According to helpfile:
"Returns true if the “Object ID” has been used on the calling object. This is used for scripts
that make objects do certain things of the player uses an object on it."
According to current knowledge this function is broken.

See also the script UseTest in Morrowind.esm

It would be very useful to have it fixed, if possible...
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Vicki Blondie
 
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Post » Mon Jun 25, 2012 3:14 pm

From some testing I've done, it seems like you can't have a weapon disintegration spell added to the player by a script actually do anything unless the weapon has less than full health. If the weapon has full health, you can get a scripted weapon disintegration spell to affect it, but only if the weapon itself is what has the script that adds the spell to the player. But then you lose the ability to stack the weapon in your inventory because it has a script attached to it. I'm not sure if this can be fixed, but it would be nice to see in some future version of MCP.
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michael danso
 
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Post » Mon Jun 25, 2012 11:29 pm

One-click item transfers, anyone? I'm getting so tired of dragging items. It's the only thing I can really complain about in Morrowind. If you have another inventory open, clicking on an item would just move it between its inventory and yours. Just like the when bartering.
with the feature to automaticly pickup a whole stack via MCP i found a nice little trick for fast pickup:
when you just want one item stack from a container (e.g. gold from a corpse or the ingredient of a plant) you just have to click on the stack and then press spacebar - the item is transferred into your inventory but is not visible until you open another container.
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Marine Arrègle
 
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Post » Mon Jun 25, 2012 9:45 pm

Is MCP project still alive ?
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Doniesha World
 
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Post » Tue Jun 26, 2012 6:26 am

Fonction UsedOnMe :
The Morrowind Scripting for Dummies say about :


See also the script UseTest in Morrowind.esm

It would be very useful to have it fixed, if possible...
This. Of course in some cases there is a workaround with MWSE or even vanilla functions but for game performance and stability sake this function deserves to be fixed.
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Mr. Allen
 
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Post » Mon Jun 25, 2012 8:47 pm

with the feature to automaticly pickup a whole stack via MCP i found a nice little trick for fast pickup:
when you just want one item stack from a container (e.g. gold from a corpse or the ingredient of a plant) you just have to click on the stack and then press spacebar - the item is transferred into your inventory but is not visible until you open another container.

This does the same as right-clicking after selecting the object, but is marginally slower.

Is MCP project still alive ?

Probably. Hrnchamd surly has other things to do. I think MGE XE has been more his focus for now, and I think he has school as well.
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Floor Punch
 
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Post » Tue Jun 26, 2012 12:30 am

Just had an idea. How about expanding the number of skills an NPC can train you in? Five seems a reasonable number, which would usually be the major skills of their class, but it would also make sense if they could train ten, which would usually end up being all of the skills in their class.
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Jesus Lopez
 
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Post » Tue Jun 26, 2012 6:10 am

Hey, I was just wondering if it's possible to add support for AZERTY keyboards. Wouldn't be to hard to implement I guess and would be a super addition for some of the community.
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Jack Moves
 
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Post » Mon Jun 25, 2012 11:17 pm

Hey, I was just wondering if it's possible to add support for AZERTY keyboards. Wouldn't be to hard to implement I guess and would be a super addition for some of the community.

You can re-map the keys with the existing engine's options.
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Bonnie Clyde
 
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Post » Mon Jun 25, 2012 2:41 pm

Hey, I was just wondering if it's possible to add support for AZERTY keyboards. Wouldn't be to hard to implement I guess and would be a super addition for some of the community.
You can do that with the remapper in MGE, I had to do it to get mine working with the Dvorak layout.
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Glu Glu
 
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