Sorry again, Hrnchamd. My internet connection died inexplicably the other day. They had to reset the regional server to fix it. I really must have terrible luck.
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.
I know that it would cause problems with scripts. I did say it would wreak havoc after all. Indeed it is a feature, but a cool one. What do you mean by "Oblivion-esque" dialogue? Everything magically freezes during dialogue in Oblivion. One thing I dislike about Oblivion is that the game pauses while you pick locks. Even with the boring way of doing it, at least it's a bit more risky in Morrowind. It would be nice if time would continue to pass in menu mode.
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.
I thought that is more what you meant. Is it possible to change the visual effect to one that is always visible, like Shield? Not that it should use the same effect, mind you. I've always thought it would be nice to know what spells are affecting the enemy. I don't think there is a very nice way to do it for such a game. Either you have icons floating over all the the NPCs, or a ton of visual effects. I would choose the visual effects, but it could be messy with too many.
Anyway, I think a warning in the patch description is sufficient. I know that not everyone reads documentation, and I don't wish flames and repetitive questions upon you, but if they don't read then they deserve to die in frustration. If they want to use mods at all, then they should read. Ancestral Guardian can always be toned down. Midgetalien made a mod to add a leveled Summon Ancestral Ghost power for Dunmer. Such a thing could outright replace the Sanctuary effect, making it more like the Oblivion version of the power if one wishes.
I agree that it's not fun to count in your head, but I still think it's an improvement. If this were real, we'd probably have to do some counting anyway.
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).
Personally, I wouldn't worry about mod compatibility if it were my project. If it were to break some mod that changes magic advancement, I'm sure new ones could be made. I could settle for a mod, though.
Well, I don't think the attribute/skill choice menus have a filter. These features come under the doctrine of self-restraint.
I see. Oh well.
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.
=( I'm sure someone out there would be willing to rework the meshes. It's beyond my current capabilities though.
Even though high detailed shadows are usable to me now, Fargoth's shadow doesn't have a head, and some others are missing other things.
I'm to assume that you know nothing of the strange compass warping I mentioned before then?
Anyway, I'll get to testing.
Edit: I'm still having the same problems regarding the bound weapons and 0 cost spells. They just don't work for me, and I don't understand it. Even with an .exe that was never touched by the patch. Permanent barter disposition is working though.
Edit 2: I'm using the Game of the Year edition of Morrowind, if it would matter. I doubt it would help, but if you need any information about my computer, just tell me.