Repairing the Cogs of Morrowind No. 17

Post » Mon Mar 08, 2010 9:19 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.

development status between alpha and fnal? :P
When i hunt down some big bugs i'll report them.
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Samantha Jane Adams
 
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Post » Mon Mar 08, 2010 11:12 pm

It's done cookin'.

New features in 1.7:

- Toggle sneak. Sneak key toggles sneak mode on or off.


So my ToggleSneak.esp file says "Hold left ctrl + left shift to toggle. press left shift again to toggle off". Obviously you have to have sneak mapped to left ctrl. However, it has not yet worked for me. Anybody else have this mod and have this problem? I'm looking forward to 1.7 if it i'll fix this for me, because having to hold down Ctrl for minutes on end makes me simply not sneak. Not worth it.
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Josh Trembly
 
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Post » Mon Mar 08, 2010 5:29 pm

So my ToggleSneak.esp file says "Hold left ctrl + left shift to toggle. press left shift again to toggle off". Obviously you have to have sneak mapped to left ctrl. However, it has not yet worked for me. Anybody else have this mod and have this problem? I'm looking forward to 1.7 if it i'll fix this for me, because having to hold down Ctrl for minutes on end makes me simply not sneak. Not worth it.

I was able to get the one key version working by just using the mwse in mge. Note you will no longer need the mod for toggle sneak with 1.7
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Claire Mclaughlin
 
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Post » Tue Mar 09, 2010 12:29 am

Note you will no longer need the mod for toggle sneak with 1.7

Obviously. I'll look at my MGE I guess, see if I can get it working there.
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Charlie Sarson
 
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Post » Mon Mar 08, 2010 10:54 pm

Obviously. I'll look at my MGE I guess, see if I can get it working there.


Also make sure that the mge mwsw is the only one running.
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kennedy
 
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Post » Mon Mar 08, 2010 4:18 pm

Good thing about the MCP is you can choose which fixes to enable ;-)


Oh, I know, and I like the increased spell magnitude. I was just saying I like having the cap even higher at 1000, rather than the new patch, which is 250.

TOGGLE SNEAK. Playing a stealth character may be a tad more pleasant now. The other stuff is cool, too. Totally downloading.


I agree, I've been trying out the sneak toggle, and it makes stealth so much more fun. My next character will definitely be stealth when finals end =)

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.


Consider us spoiled by MGE; in general, the beta revisions have pretty much "just worked" (at least for me), sometimes with minor difficulties, but rarely anything traumatic.

Apologies if I missed a clear definition of it in my reading of the thread, but what is the functionality of the beta patch? Is it the changes to PlayGroup which were mentioned a page or so back?



Edit:

Something I've been meaning to ask about for a while now. I've noticed in working on my [WIP] project that the PlaceAtPC and PlaceAtMe functions, while working great in first person mode, seem to break down in third person mode. For example:

First person:
----------------
PlaceAtPC "Fargoth" 1,200,0 (or) Player -> PlaceAtMe "Fargoth" 1,200,0

When either of these lines executes, from console or from a running script, Fargoth correctly appears 200 units in front of the player.


Third person:
-----------------
PlaceAtPC "Fargoth" 1,200,0 (or) Player -> PlaceAtMe "Fargoth" 1,200,0

When either of these lines executes, from console or from a running script, Fargoth appears... but always at the player's exact location, never offset by the 200 units. Can anyone else duplicate this behavior, and if so, would it be something that the MCP could fix :icecream: ?
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Tha King o Geekz
 
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Post » Mon Mar 08, 2010 4:42 pm

Hrnchamd -

Thanks for version 1.7. Your continued work on this is very much appreciated.

I have a question: does the MCP completely eliminate the local ref bug? More to the point, is there any value to renumbering refs in mods when the MCP is in play?
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Elea Rossi
 
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Post » Tue Mar 09, 2010 3:46 am




...(snip)
Consider us spoiled by MGE; in general, the beta revisions have pretty much "just worked" (at least for me), sometimes with minor difficulties, but rarely anything traumatic.

Apologies if I missed a clear definition of it in my reading of the thread, but what is the functionality of the beta patch? Is it the changes to PlayGroup which were mentioned a page or so back?



Edit:

Something I've been meaning to ask about for a while now. I've noticed in working on my [WIP] project that the PlaceAtPC and PlaceAtMe functions, while working great in first person mode, seem to break down in third person mode. For example:

First person:
----------------
PlaceAtPC "Fargoth" 1,200,0 (or) Player -> PlaceAtMe "Fargoth" 1,200,0

When either of these lines executes, from console or from a running script, Fargoth correctly appears 200 units in front of the player.


Third person:
-----------------
PlaceAtPC "Fargoth" 1,200,0 (or) Player -> PlaceAtMe "Fargoth" 1,200,0

When either of these lines executes, from console or from a running script, Fargoth appears... but always at the player's exact location, never offset by the 200 units. Can anyone else duplicate this behavior, and if so, would it be something that the MCP could fix :icecream: ?


First, I would say that the revisions "just working" is quite an accomplishment in itslelf, eh? I'm not sure what MGE has to do wiht anything here other than some extended scripting which is nothing like what MCP does.

Second, I can confirm your 3rd person place bug... I have a tent/yurt mod which is almost done, but if you set up the yurt in 3rd person you find yourself trapped in the middle of a nearly invisible yurt. You can click on the yurt and enter it (but when you come out, you're right back in the middle) or take it down and switch to first person and it's fine. Kind of an annoying nuisance, at any rate.
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noa zarfati
 
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Post » Mon Mar 08, 2010 11:27 am

First, I would say that the revisions "just working" is quite an accomplishment in itslelf, eh? I'm not sure what MGE has to do wiht anything here other than some extended scripting which is nothing like what MCP does.


Well, he was asking what "beta" meant to people here... and I was just pointing out that MGE has made the term "beta" a lot less scary (at least for me!)


Second, I can confirm your 3rd person place bug... I have a tent/yurt mod which is almost done, but if you set up the yurt in 3rd person you find yourself trapped in the middle of a nearly invisible yurt. You can click on the yurt ans ecter it (but when you come out, you're right back in the middle) or take it down and switch to first person and it's fine. Kind of an annoying nuisance, at any rate.


A nuisance in some cases... absolutely horrible in others.
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Rich O'Brien
 
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Post » Mon Mar 08, 2010 9:23 pm

I once had a campfire mod (don't remember the name) that added fire hurts to a placable campfire... If you placed it in 3rd person, you would be standing in the fire and taking damage before you realized what was going on...
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Sophie Louise Edge
 
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Post » Mon Mar 08, 2010 7:35 pm

There is a beta for the animation changes in the usual place.


Where is this “usual place”? I see no betas on the bottom of the list/

:)
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Dina Boudreau
 
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Post » Tue Mar 09, 2010 2:20 am

Where is this “usual place”? I see no betas on the bottom of the list/

:)

http://www.tesnexus.com/downloads/file.php?id=26348
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Jordyn Youngman
 
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Post » Mon Mar 08, 2010 8:18 pm

I hadn't planned on mentioning it, but since the subject of placed items came up, perhaps I should, as it's connected in some sense... I've noticed also that placed lights like NOM's campfire usually don't actually cast any light, and the same is often true for lights that are disabled and then enabled at a different time.

The campfire is a bit disturbing, because in a small area you expect a fire to cast enough light to see for at least a little ways... I've seen other people mention about disabled lights, and the workaround is to move them instead of disabling them, but I haven't seen a solution for the fire.
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KiiSsez jdgaf Benzler
 
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Post » Mon Mar 08, 2010 9:47 pm

- Toggle sneak. Sneak key toggles sneak mode on or off.
- Loud armor / shield fix. Fixes occasional ridiculously loud armor hit sounds.

I'm really looking forward too test this feature and fix. That last fix remind me of a mod called http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1426 by Jintao 2003 / updated 2005. As I can remember from when I used this mod it didn't fixed as many sound problem as I expected. I'm sure this one will finally make this old mod obsolete. Congretz with the new version :foodndrink:
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Catharine Krupinski
 
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Post » Tue Mar 09, 2010 2:06 am

It's done cookin'.

V 1.7 works like a charme. Thank you so much for all your efforts. You rock :rock:

#snip#
- Enable reflection effects on skinned models. Allows skinned objects to have shiny reflection maps.
#snap#

Does that mean that even bodyparts can now have (pseudo) reflective areas like eyes, teeth or fingernails (claws)? That would be an outrageously awesome breakthrough :ahhh:
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Czar Kahchi
 
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Post » Mon Mar 08, 2010 8:13 pm

I hadn't planned on mentioning it, but since the subject of placed items came up, perhaps I should, as it's connected in some sense... I've noticed also that placed lights like NOM's campfire usually don't actually cast any light, and the same is often true for lights that are disabled and then enabled at a different time.

The campfire is a bit disturbing, because in a small area you expect a fire to cast enough light to see for at least a little ways... I've seen other people mention about disabled lights, and the workaround is to move them instead of disabling them, but I haven't seen a solution for the fire.


Looks like you've http://www.gamesas.com/index.php?/topic/1052325-early-wipz-possible-nom-30/page__view__findpost__p__15265417 http://www.gamesas.com/index.php?/topic/1052325-early-wipz-possible-nom-30/page__view__findpost__p__15265454 in [Early WIPz] of NoM thread :)
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Davorah Katz
 
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Post » Mon Mar 08, 2010 4:09 pm

@ Alexir:
You're right, I definitely missed that... It's really great to have a solution for the campfire!
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matt oneil
 
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Post » Mon Mar 08, 2010 5:30 pm

Thanks for the new version. It works fine, as ever.

:celebration:
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Tracey Duncan
 
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Post » Mon Mar 08, 2010 7:36 pm

Gah, you could have contacted me Hrnchamd, I would have been glad to test. I haven't really been following things here, but I did drop by on occasion to check progress on the MCP. Glad to see another version released at any rate. One question though, why decrease the spell magnitude cap from previous versions?
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Stephanie I
 
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Post » Tue Mar 09, 2010 2:08 am

I can't believe I haven't posted here sooner.
The code patch is awesome!
I never play without it.

It's one of a few things that are almost mandatory for playing Morrowind.
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Amy Gibson
 
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Post » Mon Mar 08, 2010 3:41 pm

Being able to resize all the in game windows is great and the quality improvement with the splash screens and menu is really noticeable.

Thanks for a great release :)
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Floor Punch
 
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Post » Tue Mar 09, 2010 1:17 am

I have a question: does the MCP completely eliminate the local ref bug? More to the point, is there any value to renumbering refs in mods when the MCP is in play?

We did a lot of testing on that one, and as far as I know it does. Two mods adding things to the same cell works fine, but as always there is the possibility of rare situations that do strange things. I don't feel the need to run things through Mash myself.

One question though, why decrease the spell magnitude cap from previous versions?

The magnitude slider was just too fiddly, I would have liked to make it logarithmic but it didn't work out. Not too user-friendly. There were other cool features that had to be cut to release in the cycle. I was working on fixing the potion window; that enter your name bug that I could never make happen, and making the ingredient window display all ingredients at once. That thing doesn't have any support for multiple rows of icons so I need to transplant the inventory control code, hard to figure out any of it.
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Laura Simmonds
 
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Post » Mon Mar 08, 2010 4:51 pm

Sorry I'm late to the party, 1.7 is a great stride in repairing the cogs Hrnchamd!!!

Ok, now to my concern, I know, I know, too bad I didn't see this thread sooner, but if you happen to continue developing this, is there any way you could look into how morrowind handles ram usage? I've noticed, watching ram usage on my G15 while playing, that morrowind regularly, and very quickly gobbles up ram on my system(I have 8 gig on Vista64 btw).

While on the Prison ship at the very begginning of the game it climbs from ~30% to 45% before I can even exit the ship, and it doesn't dump used ram between cells, so within about 30 minutes or so my ram usage is up in the 70% range, which just seems terribly innefficient, and for w/e reason if it gets up to 85% the game ctd's(could be Vista's pagefile causing the problem...I guess) but anyways, its just very annoying to have to save, quit, and reload every ~45 minutes just to avoid out of memory crashes.

I wouldn't say anything, except that morrowind is the ONLY game I have ever experienced to have this problem, for instance playing TESIV for over 4 hours straight, my ram usage never went over 35%, so I know its not neccesarily a Vista issue so much as a morrowind issue......If you ever have the time...or if you can even do anything about it as I don't exactly know how much the .exe is to blame, and can take a look into the issue, I, and I'm sure many others would be very grateful!

TBQH, I'm already very grateful for what you have done for us so far, so if its not possible to fix, or if you just don't want to waste time with it, no worries, I just figured if anyone can do anything about it, its you. :P


Thank you again for doing such a wonderful job on this fantastic program. :foodndrink:
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Colton Idonthavealastna
 
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Post » Tue Mar 09, 2010 3:25 am

and making the ingredient window display all ingredients at once. That thing doesn't have any support for multiple rows of icons so I need to transplant the inventory control code, hard to figure out any of it.

It would be very cool if you'd be able to figure this out! :)
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Arnold Wet
 
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Post » Mon Mar 08, 2010 6:58 pm

The magnitude slider was just too fiddly, I would have liked to make it logarithmic but it didn't work out. Not too user-friendly.


Then perhaps you could offer two patch options, one with the larger magnitude, and one with the smaller, more precise magnitude. MCP does include certain "contingency" options that are only intended to be turned on when a person has a particular hardware configuration or is suffering from a particular problem. Could this not be handled just like those, with the 250 magnitude turned on and the 1000 magnitude turned off by default? It would certainly be less work (I would presume) than trying to find a way to make the 1000 cap as precise as the 250 cap. That way, the end-user can select either better precision or higher magnitude, depending on which is considered more important.

I have spells I like to create that take advantage of the ability to have a magnitude in the 300-500 range, so if that option is no longer available after version 1.6 then I guess I'm stuck at 1.6 and unable to take advantage of any of these newer features. Or is it possible to run the 1.6 version and only turn on the magic magnitude patch, and then run later versions, turning on everything except the magnitude patch? I'm not averse to the extra step, but I get the feeling this isn't going to be a valid workaround.
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CArlos BArrera
 
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