Repairing the Cogs of Morrowind #16

Post » Sat May 28, 2011 7:03 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.

Morrowind Code Patch is fully compatible with UMP, MGE, MWSE and MWE. It should work with the Steam edition of Morrowind now. Also, improved Russian version compatibility (supports GFM dll).

Version 1.6 is out now.
Files: http://www.tesnexus.com/downloads/file.php?id=19510
The files are also available on http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008.

New features in 1.6:
- Fortify maximum health. Fixed a conflict with chargen where birthsign attribute bonuses were not applied correctly.
- Map/UI filter disable. Now applies only to the world map.
- Item weight display. Allows weight to be displayed to two decimals of precision.
- Guild guide prices (travel via Guild of Mages). Fixed to charge amount displayed instead of base price.

Just ironed out that last issue with the fortify health patch. I feel like retiring for a couple of months for now.

See the previous threads to see how this came about:
Repairing those Cogs 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/bgsforums/index.php?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.gamesas.com/bgsforums/index.php?showtopic=911149 http://www.gamesas.com/bgsforums/index.php?showtopic=894276 http://www.gamesas.com/bgsforums/index.php?showtopic=889153 http://www.gamesas.com/bgsforums/index.php?showtopic=885299 http://www.gamesas.com/bgsforums/index.php?showtopic=883753 http://www.gamesas.com/bgsforums/index.php?showtopic=881267 http://www.gamesas.com/bgsforums/index.php?showtopic=879297 http://www.gamesas.com/bgsforums/index.php?showtopic=874465
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Sat May 28, 2011 1:21 am

Just ironed out that last issue with the fortify health patch. I feel like retiring for a couple of months for now.

And you deserve it! :goodjob:
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Fri May 27, 2011 8:40 pm

Just out of curiosity, has anyone explored the possibility of limiting the number of potions that can be drank within a certain time frame (a 'la Oblivion)?

I see that the patch has done something similar with NPCs, but not the player.
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Sat May 28, 2011 12:48 am

Congrats and thanks Hrnchamd! Enjoy a break
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Fri May 27, 2011 8:34 pm

- Guild guild prices. Fixed to charge amount displayed instead of base price.

Guild Guide? The mages guild teleporters?
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Sat May 28, 2011 8:27 am

Hoo. Wonder how many times I cut and paste that typo. Yes, I meant the guild teleporters. That fix is mostly aimed at mods that increase travel prices.
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Sat May 28, 2011 2:35 am

How about we not add that BTB. :)

I need to update to 1.6. I've been busy way too much.
Looks good so far. How about fixing the Reflect issue where it's impossible to get 100% reflect from two 50% spells? This makes getting reflect useless unless it's maxed already.
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Sat May 28, 2011 3:28 am

Thanks for the update Hrnchamd, enjoy your break.
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Sat May 28, 2011 10:33 am

In lower-right corner of main menu screen I see "MCP 1.5". Am I doing something wrong or you just forgot to change that to 1.6?


Edit: Ah, nevermind. I've downloaded it again from Fliggerty's site and it works now.
User avatar
Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Fri May 27, 2011 10:21 pm

Awesome, another fantastic update to one of my favorite projects out there.

Great stuff Hrnchamd, downloaded and applied to my game already, and it works like a charm. As always, your work has been most appreciated, enjoy the more than well earned break!
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Fri May 27, 2011 11:39 pm

Just out of curiosity, has anyone explored the possibility of limiting the number of potions that can be drank within a certain time frame (a 'la Oblivion)?

I see that the patch has done something similar with NPCs, but not the player.


I wouldn't consider the amount of potions a player can drink to be a bug. In my opinion it's a gameplay choice that is more properly addressed with a mod rather than the MCP.

Many players, myself included, aren't bothered by it in the least.
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Sat May 28, 2011 5:36 am

It still says MCP 1.5 in the bottom left corner of the screen when starting the game BTW.
User avatar
stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Fri May 27, 2011 11:01 pm

I get 1.6 in my corner.
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Sat May 28, 2011 4:23 am

That's kind of what I said, Orlop. Great minds think alike. :)

Thank you for fixing the Fortify Health thing again, Hrnchand.
What about the Reflect issue though?
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Sat May 28, 2011 4:31 am

I get 1.6 in my corner.

Ah I see, I downloaded it too quickly so I re-downloaded 1.5! :P
User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Sat May 28, 2011 7:13 am

I don't want to see any more requests in this thread. Just dancing and drunkenness and setting fire to the undead.
User avatar
Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Fri May 27, 2011 7:18 pm

Thank you so much for all that you have done... let's light up those zombies!
User avatar
Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Sat May 28, 2011 9:55 am

Heck yeah!

Hrnchamd surly deserves :foodndrink: and crazy mad props!
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Sat May 28, 2011 12:32 am

Whoop whoop!!!

Amazing stuff!!!

3 Cheers!!!
User avatar
Samantha Mitchell
 
Posts: 3459
Joined: Mon Nov 13, 2006 8:33 pm

Post » Sat May 28, 2011 8:19 am

Sorry, Hrnchand. I'll get back to the drunkeness. :(
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Fri May 27, 2011 11:24 pm

Another update! Awesome! Thanks, Hrnchamd!
User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Fri May 27, 2011 10:15 pm

Just popping in for the drinks... And the file. ;)
Nice job, Hrnchamd. I envy your skills. :)
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Sat May 28, 2011 4:22 am

Take your time coming back Hrnch. Just don't stay gone forever. :)

^^ Thanks for all the hard work!

*dances*
User avatar
Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Post » Sat May 28, 2011 8:54 am

Yay! Fortify Health is now useful!
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Fri May 27, 2011 6:38 pm

Excellent. Thank you very much. I am glad that there are people still working on Morrowind. I especially like the Unarmored skill fix. I have a few suggestions:

I know it isn't really a bug but how about making Hand-to-Hand damage health instead of fatigue?

Fliggerty's Improved Hand-to-Hand does this.
Secondly, how about removing the 100-point limit for skills and attributes?

Thirdly, how about a hard coded magicka regeneration? Can you add variables so that one could adjust it in the construction set?

Galsiah's Character Development does this.
Another feature would be to disable running when fatigue drops to zero.

Necessities of Morrowind Does this.
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Next

Return to III - Morrowind