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

Post » Tue Jun 26, 2012 4:12 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. Also, improved Russian stuff (supports GFM dll).

Version 2.0 is out now.
Files: http://www.tesnexus.com/downloads/file.php?id=19510 http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008

New 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.
- Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned.
- Blight storm disease disable. Prevents invisible inactive blight diseases being added in blight storms.
- Alchemy name bug. Now also stops custom potion names from being reset every time a potion is made.
- Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality).
- Russian Argonian swim animation. Argonian specific swim animation wasn't playing due to the translated race name.
- Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling.
- Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill.
- Game formula corrections. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs.
- Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR.
- Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. Simplifies state detection with weapon mods.
- Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usuable, with difficulty based on weight.
- Slowfall on companions fix. Stops companions with slowfall dying on cell transition.
- Drain intelligence exploit. Prevents intelligence drained to zero from fully restoring magicka when the drain expires.
- Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings.
- 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.
- 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.
- Detect water level fix. GetWaterLevel returns around -1e9 for cells with no water, preventing mods for incorrectly thinking you are underwater.
- Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description).
- Scripted music uninterruptible. Prevents combat music from interrupting music played by mods.
- Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini.
- Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position.
- Polish character corrections. Corrects dialogue font ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version.
- Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures.
- Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats.
- Increase light falloff removed. Caused problems with lighting mods and areas with a high density of light sources, where extra lights like the player's torch would not function due to Direct3D lighting limitations. Lighting seams can be better solved with mesh partitioning.
- Enchanting increases item value. Value increases rebalanced again to avoid excessive prices with weaker enchantments in combination with weak souls.
- Show transparent clothes in inventory. Code rewritten to avoid issue that rarely caused a red screen tint and broken font rendering.
- Steam support. Redates BSAs automatically when the patch is applied.

See the previous threads to see how this came about:
Repairing those Cogshttp://www.gamesas.com/index.php?/topic/1183502-repairing-the-cogs-of-morrowind-26/ http://www.gamesas.com/index.php?/topic/1178011-repairing-the-cogs-of-morrowind-25/ http://www.gamesas.com/index.php?/topic/1163185-repairing-the-cogs-of-morrowind-24/ http://www.gamesas.com/index.php?/topic/1156182-repairing-the-cogs-of-morrowind-23/ http://www.gamesas.com/index.php?/topic/1147393-repairing-the-cogs-of-morrowind-22/ http://www.gamesas.com/index.php?/topic/1114812-repairing-the-cogs-of-morrowind-21/ http://www.gamesas.com/index.php?/topic/1098021-repairing-the-cogs-of-morrowind-no-20/ http://www.gamesas.com/index.php?/topic/1095128-repairing-the-cogs-of-morrowind-no-19/ http://www.gamesas.com/index.php?/topic/1090176-repairing-the-cogs-of-morrowind-no-18/ http://www.gamesas.com/index.php?/topic/1084044-repairing-the-cogs-of-morrowind-no-17/ http://www.gamesas.com/index.php?/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/index.php?/topic/1097585-new-graphical-modding-wth-mcp/.
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Courtney Foren
 
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Post » Tue Jun 26, 2012 5:14 am

I created this thread because the author of the previous thread hasn't been online in a few months. :)

Last couple of posts from the previous thread:

I'm having trouble getting the MCP to update to 2.0. I had 1.9 installed, I uninstalled the patches through the exe, copied the files over, and reapplied the 2.0 patch options, but it still shows 1.9 in the corner, and I don't have any of the 2.0 features. What am I missing here? I can't get it to update to 2.0 and it's sort of driving me crazy here.

edit: Aaand of course my post is reply 201 in the thread.


Just extract the archive into the Morrowind folder and click yes to overwrite then launch Morrowind Code Patch.exe (MCP 2.0). That should work.
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Khamaji Taylor
 
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Post » Mon Jun 25, 2012 10:34 pm

Some more bugs that have been accumulating:

Seems absorb spells don't restore the fortified attribute after the spell expires.

Invisibility doesn't always work. That is, enemies still notice you sometimes.

You can trap multiple souls with the same spell, similar to using different spells with soul trap, provided you can cast the spell quickly enough. Really only possible with enchanted items.

RemoveSoulGem seems to take the highest level first, when it should probably take the lowest.

Using probes, picks and hammers from a quick key doesn't always choose the same one, leaving you with a bunch of party used tools, plus they don't stay equipped when you load a game. Soul gems are replaced by an empty one of the same type if you have any in your inventory when you load.

Draining magicka below 0 still restores you to full when the effect wears off.

There is a "debt" that you acquire after using fortify magicka that has to be filled before your natural magicka is. Loading a game clears this debt. I'd say either store the debt of get rid of it. I'd guess that it's the same with fatigue and health.

It takes more game time to restore magicka with fortify max magicka effects active, than it does to remove the effects, rest, and put the items back on, since equipping an item with fortify max magicka also boosts your current magicka. Perhaps it's not really a bug, but it's not balanced. I'd suggest either making it so that more magicka is restored when resting if you have a fortify max magicka effect, proportional to the magnitude, or making it so that it doesn't also boost your current magicka.

If you dispose of corpses, the spawn point spawns again when you change cells, even before the what is set by fCorpseClearDelay.

And some requests:

"Running" and jumping while sneaking, like in Oblivion.

Not drawing a weapon when equipped from a quick key if a weapon isn't drawn already.

Weakness effects only working for their duration, instead of needing only one second to boost a longer duration spell.
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Eibe Novy
 
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Post » Mon Jun 25, 2012 6:07 pm

Not drawing a weapon when equipped from a quick key if a weapon isn't drawn already.
I like this idea!

Another request - would it be possible to make the alchemy ingredient window bigger, like you've done with the repair item window? What I mean is, when you are choosing ingredients to put in a potion, the window is tiny (just one row of ingredients). I'd love it if it had a couple more rows, so I didn't always have to scroll to find the ingredients I want.

Come to think of it, the same applies to the windows where you're choosing items for a quick key.
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electro_fantics
 
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Post » Mon Jun 25, 2012 3:32 pm

I like this idea!
Yeah, it's really annoying. I've not made much use of quick keys in the past, so I never really noticed much of this stuff.

Another request - would it be possible to make the alchemy ingredient window bigger, like you've done with the repair item window? What I mean is, when you are choosing ingredients to put in a potion, the window is tiny (just one row of ingredients). I'd love it if it had a couple more rows, so I didn't always have to scroll to find the ingredients I want.
This was discussed when enlarging the other windows was. There were some problems if I recall, in making the ingredient window bigger. Even if it were just to be made longer, I'd be happy.

Come to think of it, the same applies to the windows where you're choosing items for a quick key.
I don't remember if that was brought up before, but it would be nice.
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Gracie Dugdale
 
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Post » Mon Jun 25, 2012 6:41 pm

Some more bugs that have been accumulating:

You can trap multiple souls with the same spell, similar to using different spells with soul trap, provided you can cast the spell quickly enough. Really only possible with enchanted items.
No that isn't accurate, because you can use any spell or enchanted item and how many you like with the Soul Trap effect as long the spell and the enchanted items has different names.

Using probes, picks and hammers from a quick key doesn't always choose the same one, leaving you with a bunch of party used tools, plus they don't stay equipped when you load a game. Soul gems are replaced by an empty one of the same type if you have any in your inventory when you load.
I can also confirm another oddity in Morrowind, because I know there is another bug in the game engine with every lockpicks, probes, repair hammers even Sirollus Saccus's hammer are affected by this bug. Neither MCP or MPP can fix this engine bug.

http://img507.imageshack.us/img507/3290/mgescreenshot3.png
http://img5.imageshack.us/img5/4690/mgescreenshot4m.png
http://img687.imageshack.us/img687/4926/mgescreenshot5.png
http://img824.imageshack.us/img824/4392/mgescreenshot6.png
http://img854.imageshack.us/img854/1882/mgescreenshot7.png
http://img191.imageshack.us/img191/258/mgescreenshot8.png
http://img339.imageshack.us/img339/8979/mgescreenshot9.png

And some requests:

"Running" and jumping while sneaking, like in Oblivion.
I don't think that's necessary, because you can run in sneak mode. I'm not sure about the jumping whilst sneaking thing is possible or not. :)
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luis ortiz
 
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Post » Tue Jun 26, 2012 5:01 am

No that isn't accurate, because you can use any spell or enchanted item and how many you like with the Soul Trap effect as long the spell and the enchanted items has different names.
Yes, it is accurate. I spammed an enchanted ring that drains health and soul traps, just in case on effect was reflected, and I was able to get more than one soul with the same spell. It's not the case of having more than one soul trap effect in one spell, or using multiple soul trap spells.

I can also confirm another oddity in Morrowind, because I know there is another bug in the game engine with every lockpicks, probes, repair hammers even Sirollus Saccus's hammer are affected by this bug. Neither MCP or MPP can fix this engine bug.
Pics aren't showing.

I don't think that's necessary, because you can run in sneak mode. I'm not sure about the jumping whilst sneaking thing is possible or not. :)
Since when can you run while sneaking? I notice no increase in speed at all. I know it shouldn't be a full speed run, but it could be a bit faster. Jumping would be the closest thing to sneakily climbing over a rock we can get.
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Bonnie Clyde
 
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Post » Mon Jun 25, 2012 11:17 pm

Pics aren't showing.
Try now.
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Dale Johnson
 
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Post » Tue Jun 26, 2012 5:37 am

Oh yeah, I've seen that happen. I must have forgotten to report it. I never really need to sell partly used items, so I must have forgotten about it completely.
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Sanctum
 
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Post » Mon Jun 25, 2012 4:48 pm

Oh yeah, I've seen that happen. I must have forgotten to report it. I never really need to sell partly used items, so I must have forgotten about it completely.
You know I accidentally notice it by selling a repair hammer with few uses left.
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Gavin boyce
 
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Post » Tue Jun 26, 2012 6:45 am

Hi, I was wondering if it was planned for version 2.1 to include an ability to remove a player from a faction (including removing the faction from a players faction list)? Either through scripting commands or some other way? IIRC, there was some talk about it back in March or April but we're in November now and no new version has come out...
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Lloyd Muldowney
 
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Post » Mon Jun 25, 2012 3:08 pm

You mean similar to the http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=4087 mod an item that's added into your inventory when you begin a new game.
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Misty lt
 
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Post » Tue Jun 26, 2012 1:16 am

I don't know how that mod is related to my request. It's not a console issue, it's an issue of the scripting command not existing, hence my request it be enabled/added/something.
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Nice one
 
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Post » Mon Jun 25, 2012 6:04 pm

I think you misunderstood me, because I was thinking about an item that's added into player's inventory through MCP when you launch Morrowind.

That item could be similar to Ring of Console, but not have the console commands instead were scripted so that you can remove the player from a faction including a faction removal of player's faction list.
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Anna S
 
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Post » Mon Jun 25, 2012 6:19 pm

I guess that would be one way of doing it, albeit awkwardly. My point in posting, however, is to request that the ability for "faction removal from a player's faction list" be made possible somehow, since right now it's not possible. There is no script function to do what you are suggesting. Hence my request. If the scripting function were added/created/whatever somehow, then the item wouldn't actually be necessary, so looking back on it, the item suggestion would just be redundant and not very friendly to the 4th wall.
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Justin
 
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Post » Mon Jun 25, 2012 4:03 pm

Edit: I've suspected it for a while now, but I'm now quite certain that disposition can be more than 100, though GetDisposition will only ever return 100 at most. At the very least, it seems to affect bartering.

And to add to the sneakiness, sneaking while levitating would be super awesome.

When equipping a item with an on use enchantment, automatically equipping the enchantment to the active spell would be nice, perhaps only if there isn't a spell equipped already.

You know I accidentally notice it by selling a repair hammer with few uses left.
Come to think of it, I might have reported it before. So many threads...

Accidents are the way I've found pretty much everything that I have contributed. That, and a little curiosity. ;)
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Victoria Vasileva
 
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Post » Mon Jun 25, 2012 5:03 pm

To add even more to the sneakiness, if your sneak state could somehow be preserved when you exit water/swimming mode, that would be great. And on that note, being able to cast ranged spells from the surface of the water would be nice. You can use marksmen weapons, so it only seems normal.

Also, I think something should be done about negative items restocking immediately. Perhaps they should restock after 24 hours, like gold. Permanently removing items from the restocking number when they are stolen is likewise something that I'd like to see changed.

And since I'm on the subject, and I don't remember if I mentioned this before, gold can have an owner, be stolen, and the owner data removed. It should be possible then, for the other items, somehow.

Oh, and something else. Spells are off center when aiming. I've gotten used to compensating for it, so I guess I never thought to mention it before.

And one other thing, it would be nice to preserve the enchantment on recovered arrows. I think that may have been mentioned before, not sure.
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Philip Rua
 
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Post » Tue Jun 26, 2012 6:14 am

i add this to the long list:

NiFlipController (used for texture animation) seems to animate UV Set 0 only . Morrowind/TESCS doesn't care if texture slots UV set is set to higher than 0. Very Disappointing.

Anyway, as a workaround, I duplicate the 'problem' mesh, scale/move it a bit, copy UV Set 1, overwrite UV Set 0 and use a NiFlipControler for animating this UV Set. Sometimes I get alpha blending issues, though.
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Peter P Canning
 
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Post » Mon Jun 25, 2012 4:55 pm

Hrnchamd => can you extend further the Maps extension support, please?

Because it seems for Cyrodiil's project and other expansion project, their maps don't appear completely with your fix in MCP.
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DAVId Bryant
 
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Post » Tue Jun 26, 2012 5:40 am

What are the software requirements for MCP?
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Aaron Clark
 
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Post » Mon Jun 25, 2012 11:48 pm

What are the software requirements for MCP?
If your computer can successfully play Morrowind, then there's no concern. It's just a patch that alters the exe.
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Kelly Upshall
 
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Post » Tue Jun 26, 2012 6:43 am

What about the problem where flying creatures fall through statics when killed?
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Calum Campbell
 
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Post » Tue Jun 26, 2012 1:41 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.
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KRistina Karlsson
 
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Post » Mon Jun 25, 2012 6:59 pm

I would like to see that too, the summon creatures are a good use as companions but sometimes lack intelligence.
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Dustin Brown
 
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Post » Mon Jun 25, 2012 4:26 pm

- When playing in windowed mod (800x600 with MGE XE), during the chargen process, the birth sign window is too long (and cannot be resized), so the 'ok' & 'cancel' buttons do not display on the screen and there is no way to go on playing:
http://img214.imageshack.us/img214/2801/mgescreenshot024.jpg

- despite the bug sound fixed in previous versions, there is still a problem with sound level. When all volume are set to 0 in options, there are still sounds regularly (but not always) audible: creatures sounds, step sounds, environment sounds, etc. Moreover, the main volume bar does not affect other volumes (i.e. Music, etc.)
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James Smart
 
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