Repairing the Cogs of Morrowind No. 17

Post » Mon Mar 08, 2010 8:19 pm

After running CreateMaps, it appears that all the cells were mapped. However, it left a few odd side effects (these didn't persist after I reloaded a saved game):

1. The sky was black (i.e. blank, not like, dark or night time, but black. Ex: 000000 (or is it FFFFFF?)
2. Probably related to #1, my local view in my minimap was also blank and black.
3. Random parts of my minimap (world view) were a very light grey, while others were normal.
This one might be unrelated to the CreateMaps thing:
4. When I reloaded the game to an earlier point, none of the NPCs were moving. They also did not attack me when I attacked them, or even draw their weapons. However, they did say their hostile sound bites: "There is no escape!" No bounty was added to my character. This persisted across my saved games. I didn't try with a completely re-loaded Morrowind.

Createmaps automatically turns off sky, scripts, AI and other things to speed up the mapping process, it's a vanilla feature. You can turn them back on with the Toggle* commands. The only thing I'm concerned about is #3 light greyness, it may be the shallow water colour. If it's a serious issue please provide a screenshot.

I have a few more things to bring up:
1. Last thread, I made a request that appeared to go unnoticed (except by tronvillain, who verified my report):

Unlike health, magicka and fatigue are auto-calculated stats which are updated when intelligence or endurance are modified. It's hardcoded and not specific to the PC so I am wary of changing it.

2. I thought I brought this up somewhere in one of the previous threads but I couldn't find it since I had noticed the problem. It also may be outside the scope of the Morrowind Code Patch. At any rate, here is the issue: In Windows 7 and Vista, the Region Paint screen remains grey until you click on an existing cell (read: by clicking, you are painting a cell). This reoccurs every time you re-open the Region Paint screen/window. This is a problem because it marks the .esp or .esm I am working on as modified, and also paints a random cell with the first active region (Azura's Coast, I think). Naturally, this is a very big problem for landmass mods, or mods that simply modify or make use of regions.

It seems like Windows bad behaviour and I don't have the motivation to track down TESCS bugs for now.
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Sammykins
 
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Post » Mon Mar 08, 2010 9:41 pm

Createmaps automatically turns off sky, scripts, AI and other things to speed up the mapping process, it's a vanilla feature. You can turn them back on with the Toggle* commands. The only thing I'm concerned about is #3 light greyness, it may be the shallow water colour. If it's a serious issue please provide a screenshot.


Unlike health, magicka and fatigue are auto-calculated stats which are updated when intelligence or endurance are modified. It's hardcoded and not specific to the PC so I am wary of changing it.

It's odd that magicka is the only stat that doesn't work properly in this case.

As for the greyness, I don't think it is a serious issue, since no one that I know uses a saved game file for CreateMaps runs and saves afterward. So it's not a big problem.
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gary lee
 
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Post » Mon Mar 08, 2010 4:01 pm

When I switched to the set with “_r” (just delete the suffix) the briast bone animations were simply ignored by the game engine. Interestingly, in MW creatures this is not happening. There should be a flag specific for NPC to ignore such bones.

Still researching - the game loads all the data correctly, but never creates a keyframe controller for the briast bone. If it doesn't recognize the bone name, then the animation mixer just doesn't animate that bone. I'll see what I can do about it.

It's odd that magicka is the only stat that doesn't work properly in this case.

As for the greyness, I don't think it is a serious issue, since no one that I know uses a saved game file for CreateMaps runs and saves afterward. So it's not a big problem.

You must not be reading it right. Magicka and fatigue both work differently, both are auto-calculated when their base stats change. Intelligence is one of the two base stats that magicka depends on. Stamina also has two base stats, agility and endurance. The grey cells may affect anyone who takes screenshots of the world map, which I guess could be used in TR. I would like to know how serious it is.
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Dan Scott
 
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Post » Mon Mar 08, 2010 3:14 pm

Hi Hrnchamd, and thank you for all of your work! You're an invaluable resource for the ES community.

I was wondering, would it be easy to correct the pseudo disposition changes in bargaining? The bug where, every time you offer a deal to a merchant and get refused, their disposition drops one point, but resets when you exit dialogue (it also fails in the reverse--gained points via accepted deals are lost as well)?

Would this be easy to fix? If it is, then I'd love to suggest it. Of course, you're busy and all, but if you found time to fix that, it would be amazing!
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Vivien
 
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Post » Mon Mar 08, 2010 11:03 pm

I have to exercise judgement with patches. On the face of it, for disposition to be modified then be reset again seems a strangely useless game mechanic. However a gameplay design doesn't just have to provide believable consequences to your actions, it also has to consider the worst case effects. It would be easy to abuse just by buying and selling a cheap object until disposition is maximized, and once players know of the possibility many cannot resist the temptation. This is why it is not classified as a bug, but a compromise in the original design.

A better way to think about it is to suggest an alternative mechanic similar to the existing one that should work robustly for most players and contribute to the idea of bartering. Perhaps the disposition drops should be linked to septims traded, maybe disposition drops should be permanent but not increases, or increases could be disabled. Consider it for a while.
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Lucy
 
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Post » Mon Mar 08, 2010 6:03 pm

Max disposition, and disposition change rate should be an attribute for each merchant('s character) individually, imo. I don't know the inner works much, but this seems to be the right way. As it is like that in real life.
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Jeff Turner
 
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Post » Mon Mar 08, 2010 8:34 pm

If it doesn't recognize the bone name, then the animation mixer just doesn't animate that bone. I'll see what I can do about it.


Let me know whether you need another kind of test examples. I guess this one bone is the “easiest”. Not-valid bone is named “Bip01 briastBone”. You could try to rename it back (in all four files) to something else but valid e.g. “Bip01 L Finger42”.


:)
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Jose ordaz
 
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Post » Tue Mar 09, 2010 1:56 am

The minimap-turning-grey incident only occurs after a createmaps run.
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Spooky Angel
 
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Post » Mon Mar 08, 2010 9:07 pm

Intelligence is one of the two base stats that magicka depends on.

Off topic... What's the other stat for magicka?
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candice keenan
 
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Post » Mon Mar 08, 2010 6:04 pm

Off topic... What's the other stat for magicka?
Willpower?
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Queen Bitch
 
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Post » Mon Mar 08, 2010 8:27 pm

It's the magicka multiplier. You can look up game mechanics on uesp.net.
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Len swann
 
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Post » Mon Mar 08, 2010 11:36 pm

It's the magicka multiplier. You can look up game mechanics on uesp.net.

Sorry, I thought you meant another attribute. :blush: All clear now. :)
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XPidgex Jefferson
 
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Post » Mon Mar 08, 2010 2:29 pm

On NPC animation, I've found where to turn on animation for bones not in the standard skeleton, and patched PlayGroup to always play the animation for the whole body. The last problem is animation names, the game uses hardcoded animation numbers for most functions, so there's some more layers to research. I'll be releasing v1.7 first, the documentation needs polishing. If anyone has things that need clarifying in the descriptions or readme please tell me.
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Maddy Paul
 
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Post » Mon Mar 08, 2010 9:43 pm

I've found where to turn on animation for bones not in the standard skeleton, and patched PlayGroup to always play the animation for the whole body.


That’s fantastic!!! A breakthrough!!! :foodndrink: :intergalactic:

I was so scared that animation mixer is an unavoidable obstacle (NPCs have it, creatures, probably, not). I hope that the “normal work” of the MW animation mixer would not be altered by this patch.
I do not think that ideal situation with animation scripting functions (so to say “PlayGroup animation from file NN”) is within this outstanding patching project. But what do you think about using fake names (à la fake bone names), e.g. “PlayGroup, SneakForward2c, 1”. In the “reality” attached to an NPC “SneakForward2c” might contain any other useful in a particular case animation. Of cause this is a provisorium and will replace for this particular NPC original “SneakForward2c” animation but will definitely increase the number of attached sequences (now it is only 7 idles).

:)
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Kay O'Hara
 
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Post » Mon Mar 08, 2010 3:40 pm

Fantastic work by the sounds of it Hrnchamd. I think your contributions to Morrowind are up there with Liztail's and the Better Bodies Team!
Just superb work!
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Emilie M
 
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Post » Tue Mar 09, 2010 12:55 am

It's done cookin'.

New features in 1.7:

- Toggle sneak. Sneak key toggles sneak mode on or off.
- Inventory bugs. Now also fixes an issue with items sticking in inventory when they were supposed to removed by a quest or script.
- Inventory bugs. Fixed a previously introduced bug where soul gems didn't update properly when soul trapping using only touch spells.
- Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame.
- Loud armor / shield fix. Fixes occasional ridiculously loud armor hit sounds.
- Unrestrict menu size. Allows stats menu and magic menu to be resized without limit.
- Enable reflection effects on skinned models. Allows skinned objects to have shiny reflection maps.
- Createmaps fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete.
- Polish keyboard support. Allows typing of Polish characters in-game.
- Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality.
- Spellmaking max. magnitude. New magnitude limit changed from 1000 to 250.
- Transparent clothes in inventory. Should no longer cause the mouse cursor to sometimes have a thin black outline.
- Enchant glow in fog. Slightly optimized, should no longer be linked to transparent clothes fix.
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Dean
 
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Post » Mon Mar 08, 2010 7:51 pm

Splendid! I look forward to upgrading later today. The only thing I don't care for is the reduction of the spell maximum magnitude, as it allowed high level mages to feel ridiculously powerful if they so desired, but I can live with that in exchange for all the other new features.
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Trevi
 
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Post » Mon Mar 08, 2010 12:25 pm

Great, been looking forward to 1.7! :)
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Leticia Hernandez
 
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Post » Mon Mar 08, 2010 10:54 pm

Thanks for the release!!

Splendid! I look forward to upgrading later today. The only thing I don't care for is the reduction of the spell maximum magnitude, as it allowed high level mages to feel ridiculously powerful if they so desired, but I can live with that in exchange for all the other new features.


Good thing about the MCP is you can choose which fixes to enable ;-)
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Silvia Gil
 
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Post » Mon Mar 08, 2010 1:17 pm

TOGGLE SNEAK. Playing a stealth character may be a tad more pleasant now. The other stuff is cool, too. Totally downloading.
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Matthew Aaron Evans
 
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Post » Mon Mar 08, 2010 8:34 pm

I hope people enjoy it. There is a beta for the animation changes in the usual place. It does what I said before, but player attack animations are a little buggy at the moment.
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Dominic Vaughan
 
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Post » Mon Mar 08, 2010 11:24 pm

I hope people enjoy it. There is a beta for the animation changes in the usual place. It does what I said before, but player attack animations are a little buggy at the moment.

I really enjoy playing with the improvements done by you / MCP. Thanks a lot! Great Work! MCP ROCKs! :rock:
I'll go and check out the latest beta.
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Skivs
 
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Post » Tue Mar 09, 2010 1:24 am

Would we run into problems when using it alongside an animation replacer such as the one Dirnae made?
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Kellymarie Heppell
 
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Post » Mon Mar 08, 2010 9:54 pm

It is meant to be used with animation replacers, however I don't recommend using the beta unless you are testing it. Combat does not work well. I wonder what beta really means to most people these days.
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Kill Bill
 
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Post » Mon Mar 08, 2010 4:32 pm

Relax, I wasn't going to try it out anyway until it was finalized :P
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Lloyd Muldowney
 
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