Repairing the Cogs of Morrowind #16

Post » Sat May 28, 2011 2:02 am

I admit that I haven't trolled the threads and used the search function and so on, so I'm willing to be told to do so without any bile, but I was wondering if anyone had a before/after picture for the "Disable Map Smoothing" option? ^_^

Thanks!
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Sat May 28, 2011 2:23 am

I admit that I haven't trolled the threads and used the search function and so on, so I'm willing to be told to do so without any bile, but I was wondering if anyone had a before/after picture for the "Disable Map Smoothing" option? ^_^

Thanks!

IIRC, there's one that Hrnchamd posted to get people's feedback right before adding the feature in one of the previous threads.
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Sat May 28, 2011 12:38 am

Thanks, now I know it's there I'll take a look :)
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Sat May 28, 2011 4:34 am

@Garren
Found it - http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1026266&view=findpost&p=14897053 (thread #14).
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Fri May 27, 2011 9:01 pm

Thanks, I also found it. I think I'll leave the map as is for now :)
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Sat May 28, 2011 2:27 am

This is more of a feature request than a bug fix. However it would help may problems many people have in regards to missing resources and make mod installation easier.

Would it be possible for Morrowind to auto link to any BSA in the data files directory, negating the need to register BSAs in the ini file? Or if it would be easier on program start update the ini file to include any BSAs?
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Sat May 28, 2011 3:41 am

Whenever I modify my character's magicka amount via the console (player-> setmagicka X), and you save, or rest, or reload, or any number of things, my magicka is always rest to whatever my intelligence is. This isn't even how magicka is determined to begin with in the game (Intelligence is only a base factor, not the only factor in determining what my magicka amount should be), and it's really annoying to have to re-modify it time and again. This is made even more peculiar by the fact that editing fatigue and health levels works just fine; neither of them get reset like magicka does. So my question is, could the MCP incorporate a fix for this bug, so that it resets using the normal formula for determining magicka levels? (Or better yet, get it to not reset at all, like fatigue and health)


Anyone?
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Sat May 28, 2011 8:32 am

Bug report:

Edition: Commercial Retail (i.e. not Steam)
Version: MCP 1.6
OS: Windows XP Media Center Edition

Soul trapping doesn't happen instantly. To trap a soul you must cast soul trap, kill the critter, then save and reload (at which point it will fill one of your soul gems). If you drop your available soul gems before saving and reloading this will not work (even if you pick them back up).

Right, a few things:

1. You need an actual website for this patch, and specifically, you need a master bug list that people can consult.
2. You need documentation included with the patch that refers people to the aforementioned website.

Seriously, dude, if you're a proper coder then take the time to manage the project properly. Having to hunt down this thread just to report a bug that I wasn't even sure you weren't aware of is frankly ridiculous. Man up.

Otherwise, good work so far.
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Fri May 27, 2011 11:48 pm

Soul trapping seems to work for me without having to reload. I am running Morrowind GOTY with every patch except the one that changes the third person view.
User avatar
Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Sat May 28, 2011 1:59 am

While using all of the MCP 1.6 (except Bump/refect map local lighting, Over the shoulder third-person camera, Map Expansion, Main menu button size, and Display more accurate item weight), soul trap works just fine for me. I trapped a scamp, and presto, I had a filled soulgem. I tried dropping the soulgem, then saving and reloading, and still had a filled soulgem after I picked it up. So, did you try reverting to your original exe and checking to see if you could soul trap properly before blaming the code patch rather than some mod you have loaded?

Oh, and "Otherwise, good work so far."? That's like following an insult with "No offense." - it doesn't make it okay. We are lucky to have had Hrnchamd create the code patch, and the readme provides Hrnchamd's e-mail and a way to find this thread, but you want a website? Wow. :rolleyes: Quite the well developed sense of entightlement you have there.

EDIT: While I was at it, I checked up on haplobartow's issue, and I can confirm that my magicka doesn't stay set to what it is changed to with the console.
User avatar
carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Fri May 27, 2011 9:53 pm

I had that soultrap issue myself twice, but I haven't said anything before here or elsewhere because I have no idea what caused it. It was working fine (with MCP), and then it wasn't - and as far as I can recall nothing changed that could affect soultrapping at all. And then it started working normally again, so I'm still in the dark. Not very helpful really.
User avatar
Brittany Abner
 
Posts: 3401
Joined: Wed Oct 24, 2007 10:48 pm

Post » Fri May 27, 2011 7:18 pm

Bug report:


...
1. You need an actual website for this patch, and specifically, you need a master bug list that people can consult.
2. You need documentation included with the patch that refers people to the aforementioned website.

Seriously, dude, if you're a proper coder then take the time to manage the project properly. Having to hunt down this thread just to report a bug that I wasn't even sure you weren't aware of is frankly ridiculous. Man up.

Otherwise, good work so far.


I am not sure if you are trolling, or just a jerk. I'll bite:

Who made you king of the coders?
Just because Hrnchamd hasn't done the things you want is no reason to attack him. How Hrnchamd chooses to spend his time is none of your business.
There is no obligation for any website, and there was a buglist listed on the previous thread: http://www.gamesas.com/bgsforums/index.php?showtopic=1032219.
Now, if you offered to create and maintain such a website then that might be something else - but the tone of your post appears (at least to me) to show a lack of faith and respect for someone whose work has improved your Morrowind experience at no cost to yourself.
Demanding things from someone who owes you nothing is not a good idea.

/end rant
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Sat May 28, 2011 10:24 am

Guys... relax. *If* this soultrap glitch turns out to be caused by the patch, I'm sure Hrnchamd would like to know about it. But even if it's not, I think Hrnchamd is sufficiently mature that he won't let one jerk derail his project - and if that jerk is indeed a troll, just use the forum's ignore feature. Works for me. ;)
User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Sat May 28, 2011 1:00 am

Its seems this is incompatible with MWSE 0.9.4a. I haven't done extensive testing but have noticed a few things thus far while using 0.9.4a: The stream music volume fix and the spell making max magnitude increase do not work. Also, the MCP 1.6 doesn't show up on the menu screen.

Is there an MWSE version that is known to be fully compatible?

Forgive me if this has been addressed in one of the other threads already.
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Fri May 27, 2011 11:53 pm

Its seems this is incompatible with MWSE 0.9.4a. I haven't done extensive testing but have noticed a few things thus far while using 0.9.4a: The stream music volume fix and the spell making max magnitude increase do not work. Also, the MCP 1.6 doesn't show up on the menu screen.

Is there an MWSE version that is known to be fully compatible?

Forgive me if this has been addressed in one of the other threads already.


I use the MWSE version that is part of MGE and haven't seen any of the problems you describe. I am not sure which 'regular' version it is the closest to, yet I guess you could also simply load MGE for its MWSE version. All of its functions are optional.
User avatar
Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Fri May 27, 2011 10:13 pm

I use MWSE 0.9.4a standalone - I haven't updated to MCP 1.6 yet but 1.5 is definitely compatible, I haven't had any of those issues with it. Are you sure MCP was installed correctly?
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Fri May 27, 2011 7:29 pm

I use MWSE 0.9.4a standalone - I haven't updated to MCP 1.6 yet but 1.5 is definitely compatible, I haven't had any of those issues with it. Are you sure MCP was installed correctly?

Quite sure. I've also tested positively that MCP 1.6 works fine without MWSE 0.9.4a.
User avatar
Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Fri May 27, 2011 11:29 pm

Hm, that's strange. No idea what the problem is then, sorry :(
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Sat May 28, 2011 9:43 am

Also, the MCP 1.6 doesn't show up on the menu screen.

I'm fairly positive this is indicative of a failed install of the MCP
User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Sat May 28, 2011 12:38 am

I'm fairly positive this is indicative of a failed install of the MCP

This only happens when I load with the MWSE in question. I've used MCP successfully before this. MCP works just fine without 0.9.4a. I know how to install mods and things of this nature. I have well over 100 mods installed in my game. I've uninstalled and reinstalled the MCP to confirm. I've used the versions on Fliggerty's site as well as TESNexus just to make sure. When I load without MWSE the "MCP 1.6" shows up like it should on the menu screen. With all due respect, I'm pretty sure its not a failed install, but I could be wrong. If someone can confirm that they use 0.9.4a and don't have the problems I do, I'm open to suggestion.
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Sat May 28, 2011 5:03 am

I use the MWSE version that is part of MGE and haven't seen any of the problems you describe. I am not sure which 'regular' version it is the closest to, yet I guess you could also simply load MGE for its MWSE version. All of its functions are optional.

I'll try this version tomorrow and see if I get different results. I can't use the other MGE features but would happy to use this version if it works.
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Fri May 27, 2011 9:28 pm

Just wanted to drop in and say THANKS!

This patch has somehow almost halved my loading times and made the whole game feel smoother! :D
User avatar
Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm

Post » Fri May 27, 2011 6:01 pm

PPPPPPPPPPPPPPLLLLLLLLLLLLLLEEEEEEEEEEEEAAAAAAAAAAAAASSSSSSSSSSSSSEEEEEEEEEEEEEE
EEEEEEEEEEE Hrnchamd have a go at making an extended map, even if just to prove me a fool, it would be really great to see it have endless or much large border limits

I know it may seem like im bugging you but it would be really great to give it a go. Even if it fails i think its worth it
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

Post » Sat May 28, 2011 2:30 am

PPPPPPPPPPPPPPLLLLLLLLLLLLLLEEEEEEEEEEEEAAAAAAAAAAAAASSSSSSSSSSSSSEEEEEEEEEEEEEE
EEEEEEEEEEE Hrnchamd have a go at making an extended map, even if just to prove me a fool, it would be really great to see it have endless or much large border limits

Isn't the map expansion one of the first features that the code patch had? Unless you're talking about something else completely.

http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot1-5.jpg :)
User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Sat May 28, 2011 5:46 am

This only happens when I load with the MWSE in question. I've used MCP successfully before this. MCP works just fine without 0.9.4a. I know how to install mods and things of this nature. I have well over 100 mods installed in my game. I've uninstalled and reinstalled the MCP to confirm. I've used the versions on Fliggerty's site as well as TESNexus just to make sure. When I load without MWSE the "MCP 1.6" shows up like it should on the menu screen. With all due respect, I'm pretty sure its not a failed install, but I could be wrong. If someone can confirm that they use 0.9.4a and don't have the problems I do, I'm open to suggestion.

@eltrane
This might have something to do with how apps see windows file names (i.e. short vs long). MCP renames the original Morrowind.exe (short name morrow~1.exe) and creates a new patched copy (short name morrow~2.exe; the number will be something other than 1). You can verify this by opening the command prompt and changing to the Morrowind folder, then type the following:
dir morr*.exe /x

( the /x is important as it will list both short and long names for the file )

MWSE v0.9.4a launcher might be looking for the original short name. To force the short name of the patched copy back to morrow~1.exe, follow these steps:
1. Temporarily rename Morrowind.Original.exe to xMorrowind.Original.exe
2. Paste a copy of Morrowind.exe to the Morrowind folder
3. Rename Morrowind.exe to zMorrowind.exe
4. Rename 'Copy of Morrowind.exe' to Morrowind.exe
Morrowind.exe should now have the short name morrow~1.exe.

Now try launching MWSE and check in-game for the MCP v1.6 tag. If that worked, then you can revert the rename for xMorrowind.Original.exe and delete zMorrowind.exe.


PPPPPPPPPPPPPPLLLLLLLLLLLLLLEEEEEEEEEEEEAAAAAAAAAAAAASSSSSSSSSSSSSEEEEEEEEEEEEEE
EEEEEEEEEEE Hrnchamd have a go at making an extended map, even if just to prove me a fool, it would be really great to see it have endless or much large border limits

I know it may seem like im bugging you but it would be really great to give it a go. Even if it fails i think its worth it

@SGMonkey
You must of missed http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1041353&view=findpost&p=15097626 by Hrnchamd. ;)
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

PreviousNext

Return to III - Morrowind