Repairing the Cogs of Morrowind No. 19

Post » Sun May 23, 2010 2:02 am

I don't think it's a good idea to unpause the game while in menu mode. As for the accepted convention, I know that, Toccata. I'm not a neophyte mod maker and I try to follow the conventions whenever possible when I write my mods; I only mentioned Book Rotate as an example of how scripts can affect game objects and how they still run even if the game is paused.
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Danial Zachery
 
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Post » Sat May 22, 2010 10:55 pm

A while ago somebody posted here about a tool called TalkyMorrowind (that allowed automatic voicing of dialogue and animation in menus), the "morrowind module pack" that it was a part of among other things contained a module for disabling/enabling certain actions such as animations, time stoppage, combat etc while in menus (separately for inventory, dialogue and all other menu types) and for me it worked flawlessly apart from mge not redrawing areas of the screen that were altered by morrowind while in some menumode.
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StunnaLiike FiiFii
 
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Post » Sun May 23, 2010 9:57 am

I got the There is no compatible patch for your version of Morrowind.exe. error
Thing is, I've done all it says. It was like that already. I have v.1.6.0.1820, and never used Exe Optimizer, fpu2sse or no-CD patches..

but I had a version of MCP previously installed.

Not sure how to fix it.

EDIT: actually I'm going to do a clean re-install soon anyway, but help still appreciated
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Genocidal Cry
 
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Post » Sun May 23, 2010 3:22 am

A while ago somebody posted here about a tool called TalkyMorrowind (that allowed automatic voicing of dialogue and animation in menus), the "morrowind module pack" that it was a part of among other things contained a module for disabling/enabling certain actions such as animations, time stoppage, combat etc while in menus (separately for inventory, dialogue and all other menu types) and for me it worked flawlessly apart from mge not redrawing areas of the screen that were altered by morrowind while in some menumode.

I remember that, but I didn't know it was capable of all of that stuff outside of speech. I can't seem to locate the thing though. The only thing I find doesn't seem to have all of the files.
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Laura Elizabeth
 
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Post » Sun May 23, 2010 5:44 am

Arsuru, I hope we figure out what's wrong that you can't use those two options. Try deleting the mcpatch folder fully, then install the beta again.

I got the There is no compatible patch for your version of Morrowind.exe. error
Thing is, I've done all it says. It was like that already. I have v.1.6.0.1820, and never used Exe Optimizer, fpu2sse or no-CD patches..

but I had a version of MCP previously installed.

Not sure how to fix it.

If you moved or deleted the Morrowind.Original.exe backup file it won't have a clean version to start from, and you get that error.
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SUck MYdIck
 
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Post » Sun May 23, 2010 1:56 am

Hey all, is there any chance that MCP will be fixing the weapon reach problem. Weapon reach is always read as at least 1.00 even if in the CS the weapon has a lower number than 1.00 such as 0.80. This is really hampering my combat mod project so I was just wondering if I could hope for a fix for this problem sometime or is this not possible to fix?
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Mari martnez Martinez
 
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Post » Sun May 23, 2010 1:54 am

Hey all, is there any chance that MCP will be fixing the weapon reach problem. Weapon reach is always read as at least 1.00 even if in the CS the weapon has a lower number than 1.00 such as 0.80. This is really hampering my combat mod project so I was just wondering if I could hope for a fix for this problem sometime or is this not possible to fix?


You can adjust fCombatDistance to set the value for 1.00 smaller.
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Veronica Flores
 
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Post » Sun May 23, 2010 7:10 am

Long persuasion mechanics post moved to its http://www.gamesas.com/index.php?/topic/1097214-gameplay-mechanics-anolysis/.
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sara OMAR
 
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Post » Sun May 23, 2010 10:58 am

This is... massive. But exceptionally useful. Great thanks for your time.
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Crystal Clarke
 
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Post » Sun May 23, 2010 2:52 pm

Not sure if this is related to the bound weapon expiry fix, but recently I've ended up with some bound weapons in my inventory that do not go away, they are permanent. Possibly related to conjuring multiple types of bound weapons before the first expires.
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Miss K
 
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Post » Sun May 23, 2010 12:06 pm

Not sure if this is related to the bound weapon expiry fix, but recently I've ended up with some bound weapons in my inventory that do not go away, they are permanent. Possibly related to conjuring multiple types of bound weapons before the first expires.

Bound weapon expiry only affects the stance change function, it doesn't touch any inventory code.

It's all ready to release, just need to resolve Arsuru's problem and figure out why it does that.
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suzan
 
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Post » Sun May 23, 2010 4:14 am

Then it isn't all ready for release then, is it not?
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Marquis deVille
 
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Post » Sun May 23, 2010 1:07 am

You're meant to be excited. Or less snarky. It's just an indicator of progress in that everything else is ready.
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Ilona Neumann
 
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Post » Sun May 23, 2010 4:23 am

I don't think it's a good idea to unpause the game while in menu mode. As for the accepted convention, I know that, Toccata. I'm not a neophyte mod maker and I try to follow the conventions whenever possible when I write my mods; I only mentioned Book Rotate as an example of how scripts can affect game objects and how they still run even if the game is paused.

Maybe if reading a book was in real time instead of menu mode. Would be cool to pass time reading all the wonderful books in the game instead of waiting hours for a quest to start or hunting.
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Jeremy Kenney
 
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Post » Sun May 23, 2010 7:12 am

I'm excited! And hopefully, less snarky as well.
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Connie Thomas
 
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Post » Sun May 23, 2010 11:10 am

Great work! Great great work!

ok would it be possible to kill off the "body part "whatever" not found in "whatever" " error message in the warnings.txt since it's not a real problem but leads the game to adding that for just about every piece of armor. i could be wrong but i would think removing that from being written to the warnings.txt would help lower the number of CTD's since since the game is constantly giving that out put. i have had a warnings.txt that was 4+ pages of that error.

on another note i had asked before if the game could be changed so you could make fortify attribute potions for more than one attribute but never saw a reply.
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suniti
 
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Post » Sun May 23, 2010 9:30 am

Maybe if reading a book was in real time instead of menu mode. Would be cool to pass time reading all the wonderful books in the game instead of waiting hours for a quest to start or hunting.

I don't normally like to advertise my work in another's thread and I hope Hrnchamd doesn't mind, but I did address this issue in a http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6750. If you have any questions about the mod, I have a release thread floating around somewhere unless it was pruned, or you can pm me. Thanks. :)
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Lynne Hinton
 
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Post » Sun May 23, 2010 3:46 am

I don't normally like to advertise my work in another's thread and I hope Hrnchamd doesn't mind, but I did address this issue in a http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6750. If you have any questions about the mod, I have a release thread floating around somewhere unless it was pruned, or you can pm me. Thanks. :)

It isn't real time. It seems to just randomly pick some hours. Also it's a script attached to the book right?
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Roberta Obrien
 
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Post » Sun May 23, 2010 3:50 am

It isn't real time. It seems to just randomly pick some hours. Also it's a script attached to the book right?

Well, it's as close as you're going to get. :P I still say it's a terrible idea to not pause the game in menu mode because that would require possibly rewriting scripts and could very well break them. In my opinion, it's a tweak and not a bug. Still, every aspect of the MCP can be used or not, so it'll depend on if Hrnchamd wants to bother with it.
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sw1ss
 
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Post » Sun May 23, 2010 11:19 am

Enable reflection effects on skinned models. Allows skinned objects to have shiny reflection maps.


Wait, seriosuly? :wub:
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Romy Welsch
 
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Post » Sun May 23, 2010 2:43 am

ok would it be possible to kill off the "body part "whatever" not found in "whatever" " error message in the warnings.txt since it's not a real problem but leads the game to adding that for just about every piece of armor. i could be wrong but i would think removing that from being written to the warnings.txt would help lower the number of CTD's since since the game is constantly giving that out put. i have had a warnings.txt that was 4+ pages of that error.

on another note i had asked before if the game could be changed so you could make fortify attribute potions for more than one attribute but never saw a reply.

Those messages can't cause CTDs, if the game knows about the error it usually knows not to crash. There's a fix for Better Bodies that gets rid of those on PES. I can't make fortify multi attributes potions yet, the way effects are matched isn't straightforward.

Wait, seriosuly? :wub:

It's been there since the last version, 1.7. Should I make people more aware of it?
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Captian Caveman
 
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Post » Sun May 23, 2010 1:01 pm

You're meant to be excited. Or less snarky. It's just an indicator of progress in that everything else is ready.

My apologies then. I meant no offense.
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LADONA
 
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Post » Sun May 23, 2010 2:03 am

Yes, I'm sorry too for being snappy. Is there anyone with the beta where any of the features aren't working?

I'm going to include a fix for the intimidate issue I posted in the mechanics thread. One more beta can't hurt.
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Red Bevinz
 
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Post » Sun May 23, 2010 4:43 am

with the progress you have made i think you have the right to be snappy!

the spell fix seems to be a fix on my game it stays
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Jacob Phillips
 
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Post » Sun May 23, 2010 2:14 pm

I haven't noticed any other issues or bugs, but a member of Denina's Morrowind Forum just mentioned recently that he had a problem getting the vampire skill increases to work correctly with Vampire Realism if he activated the Tribunal and Bloodmoon patches (the tribunal and bloodmoon VR patches, that is). He looked into it and managed to isolate the problem to the "Delayed Spell Crash Fix". Apparently, when that's turned on, the increases don't get applied correctly and when it's turned off, they do. I have no idea what the connection could be, since the two seem to be completely unrelated.

I suggested that he post in this thread with as much detail as he could remember about the symptoms because you're planning to release a new version soon. Unfortunately, I'm not sure that he's aware of just how soon "soon" might be. Is that enough information to look into the problem, or will you need more specific information than that?
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Steven Hardman
 
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