Repairing the Cogs of Morrowind No. 19

Post » Sun May 23, 2010 4:52 am

Yeah, characters like ':' and '_' are dificult to find to write in the console. From Spain we are using a non-official translation over the english version. The keyboards in France & Spain are QWERTY (the position of the main keys are equal to english one), but the problem is with the special characters, different for each language.

France uses AZERTY, actually. The real problem for me is finding the >, :, _, ", as they are in radically different places, and occasionally the a and q as well as the w and z get mixed up. I'm just too used to QWERTY, even if I can't type especially well. It really throws me off switching between the CS when I have to enter a lot of text; or anything for that matter, and the game to test things. It's especially bad after writing a script, and then using script functions in the console.
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BRIANNA
 
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Post » Sun May 23, 2010 9:30 am

I too, would advise against multiple souls for enchanting, unless it were included as a separate patch. I think it sounds interesting though, to be able use multiple souls to make a powerful enchantment.

I have to wonder if you haven't confused the idea of multiple souls for enchanting with the idea of requiring two or more "soul points" per ammunition item in order to enchant them. The first would be difficult if not impossible, since there is only room for one soul-gem item in the enchant-maker UI, and the fact that filled soul gems don't stack would prevent a person from placing a stack of identical gems into that spot. The second, which is what I believe Hrnchamd was recommending, was to allow one ammunition item to be enchanted for every 2 or more soul points in the selected soul gem, which would cut even the most powerful soul down to 200, 133, 100, 80 etc pieces of ammunition, depending upon the final ratio.

On the subject of removing soul value from the calculation of enchanted item price, I think that's a bad idea. While the enchanted value of an item should primarily be affected by the strength of the enchantment placed upon it (i.e. the enchantment points used), it should also take into account the original value of the item, so that an iron dagger and a daedric dagger with the exact same enchantment should have different values. But even beyond that, the soul value should also be taken into account. A sword which has the ability to do magical damage 200 times before it needs to be recharged should be worth more than an identical sword with an identical enchantment, but which was made with a smaller soul and can only be used 5 times before it has to be recharged.

Realistically, all three of these factors should have at least some weight in the new value, with the enchantment potency and original values being major considerations, and the charge reserve being a lesser one.
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Dan Wright
 
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Post » Sat May 22, 2010 6:29 pm

snip

I had a feeling that I wasn't correct, as I didn't think it was any kind of possible, but Hrnchamd's words weren't very clear either. Again though, I agree with you on all points.
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Joanne Crump
 
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Post » Sun May 23, 2010 3:01 am

67 *Beta* NPC AI casts zero cost powers
Enables NPC AI to select and cast zero cost spells like powers. The AI prefers to cast their higher cost spells, so all zero cost spells and powers are given the importance of a 20 magicka spell

This is just to say I really like this beta change; it's forcing me to rethink tactics even at the easiest difficulty settings, in a good way. No longer can I take for granted that I'll be able to roll over all opposition at Level 1.
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Batricia Alele
 
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Post » Sun May 23, 2010 3:17 am

Everything explained fine, but I cannot reproduce the issue in the place mentioned by tetchy (COE -20,26 and facing North-East with spell readied, nor even when turning around to find an angle where the glitch would appear).

And single precision IEEE-754 has 23 bits of mantissa, still leaving 5 bits for decimal part, while you are 30 cells in either direction from 0,0 (assuming there are 8192 game units per cell).

@tetchy:
I just tested it, and was about to write it, but you were first. :)


Install Tamriel Rebuilt and go away to the east. Then you can feel the flickering.
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Sweet Blighty
 
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Post » Sun May 23, 2010 5:13 am

Bound weapons no longer deselect the current spell upon expiration, however you are once again forced to equip and draw your last selected weapon/fists. This is true even if the Bound weapon expiry fix is used alone.

Under what conditions? It was working last time I looked.

NPCs are using 0 magicka powers, but not spells. For the powers, it seems to be working beautifully. My test NPC seems to choose to cast Dragon Skin pretty randomly, which is a good thing. I looks beautiful to see that Breton shielded. Beautiful I say. While those pesky Dunmer in Addamasartus are exceedingly difficult to hit, even with a Redguard Warrior equipped with an Iron Longsword, I think it's good. They don't always cast Ancestor Guardian right away, so you still have a good chance to off them. Any prepared adventurer should have a few offensive spells/scrolls anyway for just such an occasion.

It's good if you know what's happening. I think sanctuary should have a more obvious particle effect to demonstrate they are evading.

Also, please read this post. It was at the end of the last thread and may have been overlooked.

Moving spell effect code around is likely to break things for a while. It's a longer term thing that requires research. I tried testing drain abilities, they don't work too well; the attribute code doesn't recognize negative abilities. It needs more work to see if any changes will fit with the attribute mechanics.

I'd like to add a few more requests to the mix. Do you think that you can make it so that spells that have effects of multiple schools, can give experience to each school instead of only the lowest one when cast?

Spells belong to the school with lowest skill, I think. It's at a different level of abstraction than the spell effects. About the skeletons, I try not to touch the AI.

Lastly, and it's really nothing important, but it would be nice if Morrowind could recognize that I'm not using a QWERTY keyboard...

There is support for QWERTY/QWERTZ/AZERTY layouts in the game. Try putting Language=French under [General] into Morrowind.ini, but there may be other effects.


The second, which is what I believe Hrnchamd was recommending, was to allow one ammunition item to be enchanted for every 2 or more soul points in the selected soul gem, which would cut even the most powerful soul down to 200, 133, 100, 80 etc pieces of ammunition, depending upon the final ratio.

Yes.

On the subject of removing soul value from the calculation of enchanted item price, I think that's a bad idea. While the enchanted value of an item should primarily be affected by the strength of the enchantment placed upon it (i.e. the enchantment points used), it should also take into account the original value of the item, ...

The patch is a price increase, it has always preserved the base item value and I wish people would recognize it as such. The contribution of the soul charge is marginal at the moment and not as important as balancing actual item values. Coming up with concrete agreeable prices or price ratios for all object classes is the important thing.
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Harry Hearing
 
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Post » Sun May 23, 2010 10:20 am

Install Tamriel Rebuilt and go away to the east. Then you can feel the flickering.
Why do you assume I haven't tested it elsewhere (I have TR). I still cannot reproduce it even http://i594.photobucket.com/albums/tt30/krzymar/MW-FloatTest03.jpg (if you don't believe me). Everything looks smooth when I rotate, move, or stand still with hands prepared to do the magic.
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Cody Banks
 
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Post » Sat May 22, 2010 7:15 pm

Why do you assume I haven't tested it elsewhere (I have TR). I still cannot reproduce it even http://i594.photobucket.com/albums/tt30/krzymar/MW-FloatTest03.jpg (if you don't believe me). Everything looks smooth when I rotate, move, or stand still with hands prepared to do the magic.


Calm, I trust in you. But also you must believe in us. It should be a strange junction of harware configurations causing that.

If you are not be able to see it, never mind. It's not the end of the world. :-)
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naana
 
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Post » Sat May 22, 2010 6:50 pm

Calm, I trust in you. But also you must believe in us. It should be a strange junction of harware configurations causing that.
Could it be because I use also SSE patch from Exe Optimizer? It applied 65 patches after patching Morrowind.exe by MCP (previously there were even more patches applied by it).
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Emily Rose
 
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Post » Sun May 23, 2010 2:21 am

Looks like the Fog of War issue is still alive and well. I just got it just south of Seyda Neen. I really can't speak as technically as the rest of the group, but would a screenie be of any help?
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Ysabelle
 
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Post » Sun May 23, 2010 2:39 am

Could it be because I use also SSE patch from Exe Optimizer? It applied 65 patches after patching Morrowind.exe by MCP (previously there were even more patches applied by it).

I hadn't run Exe Optimizer against the MCP patched Morrowind.exe I used for testing. Went ahead and applied it which found 60 patches, but alas I still get the jiggly mesh glitch with the same severity.
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Minako
 
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Post » Sun May 23, 2010 5:40 am

I hadn't run Exe Optimizer against the MCP patched Morrowind.exe I used for testing. Went ahead and applied it which found 60 patches, but alas I still get the jiggly mesh glitch with the same severity.
I decreased the mouse sensitivity to minimum (my standard settings in game are about 1/4-1/3 the range for both horizontal and vertical sensitivity), and I can notice it now. I guess that for higher mouse sensitivity it looks more similar when near or far from 0,0, because of larger steps in rotation.
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Lifee Mccaslin
 
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Post » Sat May 22, 2010 8:16 pm

I decreased the mouse sensitivity to minimum (my standard settings in game are about 1/4-1/3 the range for both horizontal and vertical sensitivity), and I can notice it now. I guess that for higher mouse sensitivity it looks more similar when near or far from 0,0, because of larger steps in rotation.

Hmm. I do play at the default settings, but increasing the mouse sensitivity didn't help.

I also checked against the stock animations vs animation replacers, both in conjunction with mouse sensitivity - the issue persists regardless.
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AnDres MeZa
 
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Post » Sun May 23, 2010 1:02 am

Under what conditions? It was working last time I looked.

Under every condition that I can think of. It doesn't matter if it's the only patch installed or not, if MGE is running or not, if it's a new game or not, if it's a custom spell or not, if I'm in combat or not, if I'm underwater or not... I've tested it more and it still doesn't work. Reapplying the patch doesn't do anything either. Does anyone else have anything to report on this issue?

It's good if you know what's happening. I think sanctuary should have a more obvious particle effect to demonstrate they are evading.

Well, if people suddenly begin to see Dunmer casting an Illusion spell on themselves, then they can probably bet it would be that. Would changing the particle texture for the spell do what you wish? If so then someone could make a new one just for Sanctuary. Or do you mean something more detailed?

Moving spell effect code around is likely to break things for a while. It's a longer term thing that requires research. I tried testing drain abilities, they don't work too well; the attribute code doesn't recognize negative abilities. It needs more work to see if any changes will fit with the attribute mechanics.

Well, thank you for taking the time to look.

Spells belong to the school with lowest skill, I think. It's at a different level of abstraction than the spell effects. About the skeletons, I try not to touch the AI.

Does that mean the spells are unchangeable, or just difficult? I know you don't like to touch the AI, but it sure is fun, isn't it? I kid. Save it for a rainy day? You're getting some pretty good things from messing with it.

There is support for QWERTY/QWERTZ/AZERTY layouts in the game. Try putting Language=French under [General] into Morrowind.ini, but there may be other effects.

It moves the "New" button and sometimes the "Save" button to the left a little, and the saves made from each version of the .ini aren't recognized when switching. It still overwrites the quicksaves just the same though, no matter which .ini is used. Keyboard works fine in the console though. For playing it still acts like a QWERTY, even for remapping the controls.

More ideas from me. I just type when it comes, don't kill me.

It never made sense to me that buying one fortify/drain/damage attribute/skill gave you access to the other fortify/drain/damage attribute/skill effects at the spellmaker. I don't know how much people would like it, and I assume it would be problematic, but removing that would be nice.

An old idea, actually, but it just occurred to to me to post it here. Something else that I'm sure would just wreak havoc, but it would be great if the game didn't pause while you're in menu mode. Well, except for the Escape menu. Sure, there would probably be the odd NPC walking away from you while talking, but it would make the game more interesting. It would stop the abuse of one second spells as a nice bonus.

I feel like bringing up the issue of your magicka being restored after a drain/damage intelligence spell is restored/wears off again.

On a side note, — and I have no idea why — enabling the high detailed shadows isn't affecting my frame-rate anymore, and nothing has changed in the computer. Any chance of shadow patch returning?
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i grind hard
 
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Post » Sun May 23, 2010 4:51 am

I don't think turning off the game pause during menu's would be a good idea unless there is a way for scripts to force a pause. A lot of things rely on the menu being paused while there is a menu.

Unless there is a way to add a 'hook' that scripts can use to 'unpause' the game during menu mode. That way it shouldn't affect the way the game normally plays but might allow for quite a few things (including an oblivion-esque dialog).

I don't really know if that is possible though and I feel thats more of a 'feature' than an engine fix. It would be neat and open up a lot of new ways of doing things/new possibilities though.
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Lily Something
 
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Post » Sun May 23, 2010 12:58 am

There's not much I can do about float accuracy, so if people could do some more testing on the beta features it would be cool. I want to release this week, but it has to work first.

Looks like the Fog of War issue is still alive and well. I just got it just south of Seyda Neen. I really can't speak as technically as the rest of the group, but would a screenie be of any help?

Not really, instructions on reproducing it is what matters. Unless it's surprisingly different to the usual bug behaviour.

Well, if people suddenly begin to see Dunmer casting an Illusion spell on themselves, then they can probably bet it would be that. Would changing the particle texture for the spell do what you wish? If so then someone could make a new one just for Sanctuary. Or do you mean something more detailed?

You only see a visual on casting, for the next 59 seconds things look normal. That's a long time. If there were something visible for the duration, it would demonstrate when the power runs out. Which makes people happy.

The problem with the spell experience change is the amount of code required to check all the effects and update the experience counters. Then you have to check compatibility with other magic advancement mods and who's going to bother testing that... I prefer minimal changes in a place that makes the best impact. You could make a mod that checks for casting sounds and spell cost, and adds experience with MWSE (maybe).

It never made sense to me that buying one fortify/drain/damage attribute/skill gave you access to the other fortify/drain/damage attribute/skill effects at the spellmaker. I don't know how much people would like it, and I assume it would be problematic, but removing that would be nice.
...
I feel like bringing up the issue of your magicka being restored after a drain/damage intelligence spell is restored/wears off again.

Well, I don't think the attribute/skill choice menus have a filter. These features come under the doctrine of self-restraint.

On a side note, — and I have no idea why — enabling the high detailed shadows isn't affecting my frame-rate anymore, and nothing has changed in the computer. Any chance of shadow patch returning?

Stencil shadows depend a lot on mesh quality for good performance. If there's a hole in any visible mesh, then the stencil gets drawn all over the screen multiple times, which kills framerate dead (and causes aritfacts). Almost all large statics aren't manifolds. It's not workable.
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Mimi BC
 
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Post » Sun May 23, 2010 7:35 am

Apparently the animation patch makes animated shop banners glitch. Also came across another little bug: you cannot rest while "not on the ground" and consequently not while levitating, however when levitation ends rest becomes immediately available in midair, and you continue falling after resting.
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CORY
 
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Post » Sun May 23, 2010 1:16 am

I have noticed one thing new. I turned on the rain/snow blocked by statics option, which works fine most of the time. If I stand under a dense tree, it doesn't rain where I am, but I can see rain in the distance. However, if it is snowing, and I stand under a tree, it seems like *ALL* of the snow stops, even in the open.

Am I imagining things?
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Carlitos Avila
 
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Post » Sun May 23, 2010 12:17 am

If you don't increase the weather radius, there won't be any particles generated far enough from the tree. The closest layer of particles is normally the most noticeable, that's why the weather radius is low by default. I recommended some ini edits in the patch description.
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Chloe Lou
 
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Post » Sat May 22, 2010 9:49 pm

Not really, instructions on reproducing it is what matters. Unless it's surprisingly different to the usual bug behaviour.


The catalyst for this behavior is almost always getting into and out of fights. If you're looking for an exact spot to test, try just to the left of the dock that the Imperial Prison Ship uses. Slaughterfish will come along and attack you, and a chunk of empty ocean to the south eventually gets revealed as a result.
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Natalie Taylor
 
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Post » Sat May 22, 2010 7:30 pm

@Morovir:
But remember, that when you increase rain and snow ranges more than to the values that are in the patch description (for example when you use MGE with 3rd person camera offset movement macros, and you want to see the falling rain or snow farther when you zoom out), you also need to increase "Max Raindrops" / "Max Snowflakes", so density of rain and snow doesn't change.
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Bird
 
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Post » Sun May 23, 2010 3:09 am

Report:

Under normal gameplay, the stable alphabetical Enchanted Items menu and Bound Weapon Expiry fix are ideal for me, even to the point that a previously-equipped item that becomes broken receives the appropriate 'can't equip' message upon expiry.

In a couple of hours, you've managed to remove 75% of the gameplay frustration I've been enduring for years.

I'm naming my first born Hrnchamd.
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Vickytoria Vasquez
 
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Post » Sun May 23, 2010 5:42 am

First of all, thank you for all your hard work, Hrnchamd. MCP is a true ray of hope for my dream of making myself (not always by myself) a perfect Morrowind.

Second, I have a few suggestions (for many years already), if you would be so kind to react on them at least somehow. I'm modding Morrowind and thus studying it, seeking to understand how it works and to change almost everything according to my taste and to my idea of balance. I've collected information (mostly by testing, but also on forums and in some guides such as MSfD) about almost every GMST that CS offers to change, and some of them are sadly broken partly or completely. Here are some of the most potentially useful ones that I can think of.

1. fFatigueSpellBase and fFatigueSpellMult. This two were clearly intended for making spellcasting to be fatigue-consuming. They are disabled now, game ignores them. Is there any way to bring them back to life?

2. fDamageStrengthBase, fDamageStrengthMult. Same problem. Game always takes 50 as base value and every point of strength as a 1% increase/decrease in melee damage (except for HtH). This is a very valuable GMST for modding melee damage balance.

3. iDispTresspass. This one's just doesn't always work. I failed to understand what may be the problem.

4. iDispKilling. Same problem. If PC kills one NPC, another NPC will always attack PC, but not always lower his disposition towards him.

5. fDispAttackMod. Another problem. In case of first hit being instakill the game thinks that there was a killing, but no attack. Frankly, I cannot remember, why I thought that this is important, but I still think it is a bug.

6. fDispBargainSuccessMod, fDispBargainFailMod. These two are disabled, Morrowind uses iBarterSuccessDisposition and iBarterFailDisposition instead. It would be a great modders' advantage to have means to make permanent disposition changes due to barter instead of the useless temporary ones that we have now. It sounds much more realistic, too. If this is too hard or time-consuming to make, maybe making two currently working modifiers permanent is an option?

Also, I wonder if it is possible to make those changes, related to enchanting prices and soulgems, adjustable by user before applying the patch? Same thing about calculating strength in a hand-to-hand damage formula. All these settings are potentially very useful and important in adjusting game balance, but may require great deal of testing to find optimal values, which may also vary from mod to mod. It would be very nice to have the ability to control, whether it would be a strength with a base value of X and mod value Y AND a skill that influences damage formula, or only a skill, or only an attribute, for example. And all these options, related to prices and accounting of base soulgem value, same thing with them. Actually, if it can be done at all (and not too time-consuming), it would be most wonderful to be able to adjust maximum of available changes.

Thanks for your time, and my apologies for my English, which, as can be seen, is not my native language.
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Britney Lopez
 
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Post » Sat May 22, 2010 8:22 pm

Thanks for your time, and my apologies for my English, which, as can be seen, is not my native language.


Dude, you speak better English than most people who have it as their first language.
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clelia vega
 
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Post » Sun May 23, 2010 10:03 am

1. fFatigueSpellBase and fFatigueSpellMult. This two were clearly intended for making spellcasting to be fatigue-consuming. They are disabled now, game ignores them.

Check out my mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8002. It's been so long since I made this that I honestly can't remember what those do, but I THINK I wouldn't have used them if they didn't work.

It would be a great modders' advantage to have means to make permanent disposition changes due to barter instead of the useless temporary ones that we have now.

I agree.

All these settings are potentially very useful and important in adjusting game balance, but may require great deal of testing to find optimal values, which may also vary from mod to mod.

I agree.

Dude, you speak better English than most people who have it as their first language.

I agree. :lol:
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e.Double
 
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