Repairing the Cogs of Morrowind #10

Post » Fri May 27, 2011 11:04 am

I am curious about this patch but I have not yet tried it. I do not want the game play to be altered. For instance, I disagree as to the existance of the "unarmored bug," so I would not want any patches to "fix" that. Also, to change duration/power of existing in-game spells would be Bad.

My reason for possibly trying this code patch would be to get my Morrowind to stop [censored] crashing already. That in mind: a list of specific questions.

  • Is part of the function of this patch to reduce (or even stop) crashing that may or may not be related to the motherboard gfx?
  • can the patch be reverted (UNINSTALLED) without messing up Morrowind any further
  • Will it work on a Morrowind already patched for that thing they don't like to mention here on these forums.


If any of those were answered in this thread, I am sorry: it was too much to read though.

Denying the existence of something won't make it go away. The "unarmored bug" is an actual flaw in the games handling of characters without armor on. Whatever AR it SAYS you have is ignored and treated as 0.

That's definitely worth fixing.

I just wanted to make that particular thing clear.

IIRC it dfoesn't affect in-game anything. Besides the map. Though altering some of the more annoying exploits possible I se as a good thing.

What about altering the game's formulas to make increases past 100 in a skill or attribut have diminishing returns? Is there a way to do that? It would curtail all the worst exploit offenses.
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JAY
 
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Post » Fri May 27, 2011 5:21 am

That would mess with a lot of levelling mods and isn't quite a fix in my opinion.
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dav
 
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Post » Thu May 26, 2011 10:28 pm

How would it mess with leveling mods exactly?

It may not be a fix, but some people have poor self control. Take me for instance, I justr spent 2 hours manually leveling Mysticism. I then bought about 30 levels of Alchemy from a trainer. Poor self control in action.

Just some people have poor control involving exploits.
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Nana Samboy
 
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Post » Thu May 26, 2011 9:51 pm

How would it mess with leveling mods exactly?

It may not be a fix, but some people have poor self control. Take me for instance, I justr spent 2 hours manually leveling Mysticism. I then bought about 30 levels of Alchemy from a trainer. Poor self control in action.

Just some people have poor control involving exploits.


I think that 'some people' should use Galsiah's Character Development then ;)
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kristy dunn
 
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Post » Fri May 27, 2011 9:37 am

On the trap issue. I did a little test, and found the same thing as Laugan. Traps must be set on touch to hurt anything. I get errors about invalid traps if I set them to target or self. Odd note: you can set area to 0 and still be affected. Also, only the PC can be touched I think, as any NPC I put in the way was unharmed, unless the area was large enough to hit the PC as well. In that case it can be seen as a crime if the trap kills the NPC. I think the problem with the area effect not working when triggered from a distance must be because the touch spell finds no target. It is the same as if the PC casts a touch spell with an area effect but misses their target.

That got me thinking, in addition the the things I stated earlier, (http://www.gamesas.com/bgsforums/index.php?showtopic=942375&st=40&start=40#) maybe we could add area effect to touch spells. Without needing to hit the target I mean. So just touching the air triggers the area effect.
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Tiffany Holmes
 
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Post » Thu May 26, 2011 10:18 pm

Is Hrnchamd still active on the project?
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Greg Swan
 
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Post » Fri May 27, 2011 4:29 am

I don't talk much, but I'm working on a release at the weekends. Just, difficult times.
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 9:40 am

I don't talk much, but I'm working on a release at the weekends. Just, difficult times.

What's going to be changed/added?
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latrina
 
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Post » Fri May 27, 2011 1:20 pm

I don't talk much, but I'm working on a release at the weekends. Just, difficult times.

:woot:

Take your time, you've done more than anybody has been able to so far. :D
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gandalf
 
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Post » Fri May 27, 2011 11:25 am

I think that 'some people' should use Galsiah's Character Development then ;)

I use GCD... I just really needed like 3 points of Intelligence...

The real problem is the whole "Fortify 300 points for 1 second, do this" thing... Diminishing returns (for skills only) would fix that. As it is skills increase there effectiveness linearly, which means that it can get pretty scary when you fortify skills past a certain point.

200 Block will block every melee attack you take from the front IIRC. 100 Enchant isn't nearly enough to make many enchantments (justifiable with some of the more ridiculous numbers I guess). Acrobatics at high levels is insane (even just level 100...).

Of course I think that the effects at 100 are fine, just that the fortificatioon exploit presents a problem.

Maybe a bit beyond the scope of the patch, but it would be a nice addition (in the same vein that the spell magnitude and duration changes are nice additions).

Edit: Is the Enchantment Creation formula hard-coded or can I change it in the CS... Just a thought I had, as a change to enchanting to allow most non CE effects to be created would be another welcome addition.
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maya papps
 
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Post » Fri May 27, 2011 7:36 am

And those that legitimately raise stats and skill over 100? They will also get crippled for having their skills over 100. I've had my acrobatics over 100 plenty of times without cheating. (I like jumping around everywhere..its faster than running for me. ^^").
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carley moss
 
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Post » Fri May 27, 2011 1:46 pm

I agree with Pwin, it's not too logical to fix the exploit, if fixing the exploit causes more problems. :)

That being said, I've always thought two things on exploits. Those who cheat by exploiting skills only ruin the game for themselves. Otherwise, you might as well ask them to remove the console itself. :)

Bottom line, the cheaters will always find a way. I play with my luck fortified by 1600 points, and I love stacking reflect. Note that it doesn't work on traps. Which really doesn't make sense because spell absorption does. :/

The second thought, everyone will agree that there are many more different exploits that need to be fixed. Such as the absorb health "bug" that the MCP fixed. I like that, actually. Because now Monsters kill themselves. :)
Oh, and doe absorb health only affect you if you're below maximum health? Because Absorb stats and skills fortify it beyond what it is...

Anyway, the economy is apparently broken as well, but hey, I don't know. I play too many mods with way too much cash rewards. :) "Oh, yeah! Another chest full of 100,000 gold! Oh, no, 1 million." :facepalm:
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!beef
 
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Post » Fri May 27, 2011 4:00 am

I rarely train skills unless I know I'm 1 point away from a level and having issues with a quest where I feel that gaining a level will benefit me, that is, untill I reach 100 in all my skills and can no longer legitimately level, then i have no issues with using training to gain levels for the HP boost, its not significant, 10 HP per level, but it is still nice to feel like I can progress my character beyond the invisible limit.

Its mainly because I have many mods where I have altered just about every NPC/Creature to anywhere from 2 to 5 times their normal health(except for dragons from Dragon's Lair(which I actually use the meshes from Reign of fire for instead of the originals, where I gave them anywhere from 5000 for the lowest lvl, and 50000 for the highest lvl one in the lair to make it nearly impossible to become a dragon slayer without having a few extra weapons and plenty of restore magicka potions to heal with to kill it)).

Except for those below level 5(because then the game would be pretty much impossible, it makes most fights to be fights for my life to outlast anybody, which may seem extreme, but hey, when my character has optimal stats in everything(which is nearly inevitable if you play long enough) I don't want to steamroll everything with one hit, which was the case before I started messing with the CS.

Some people don't like my method of balancing by using HP and attack strengths(vivic and Almalexia hit around 50 to 200 now and both have 5k magicka and 15k HP) But its just too easy to enchant a couple of Exquisite rings with constant effect restore health 4-5(or just kill helseth and take his darn ring) and be indestructable without 10+ things hitting you in the game.

I remember when I first got Tribunal, I was so hoping for more challenge with my PC, but not once did anything touch my character because I had already completely taken over morrowind(as in was the leader of every possible faction, had 100 to all skills 100+ to most stats except luck which was like 63 and the rest were armor enchanted with constant effect ).....I didn't really want to have to restart a new game to have some challenge and feel like I was actually accomplishing something beyond knocking bowling pins down with my bowling ball of doom(or whatever rediculously OP weapon) I was using at the time.

To be honest, the game becomes pretty stagnant over lvl 20 if you don't modify things to make them harder, I could have just changed weapon damages, but I found it easier to just change npc HP and damage where I felt they weren't tough enough. I mean, I don't expect a kwama or mudcrab to ever really be hard to kill, but trained guards, and especially Vivic and Almalexia?? they are supposed to be mortals made gods!


Anyways, that was all way off topic, and I'm sorry, back on topic, I like the MCP, it does exactly what it says, and the map fix is a genuine godsend.
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vicki kitterman
 
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Post » Fri May 27, 2011 11:51 am

^Use GCD? That removes the stagnation well enough^

As for my "Over 100" thing. It's just a suggestion, and it doesn't by ny means have to kick in at an early level. In the end it really is just a bit of musing on my end, as I can't stand to use exploits when I know I'll be a god anyway.
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Taylor Bakos
 
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Post » Fri May 27, 2011 2:05 am

^Use GCD? That removes the stagnation well enough^

As for my "Over 100" thing. It's just a suggestion, and it doesn't by ny means have to kick in at an early level. In the end it really is just a bit of musing on my end, as I can't stand to use exploits when I know I'll be a god anyway.



Its a great mod, I personally don't care for it(purely because I'm anol and like clean looking stat sheets :o which I know is retarded, but I can't help it.....seriously, don't laugh :P), but it is easily the most thorough balancing mod I've come accross.
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Tasha Clifford
 
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Post » Fri May 27, 2011 6:31 am

@matilija
Its a great mod, I personally don't care for it(purely because I'm anol and like clean looking stat sheets ohmy.gif which I know is retarded, but I can't help it.....seriously, don't laugh tongue.gif), but it is easily the most thorough balancing mod I've come accross.

Sorry. You what...? :blink: Not sure if I understood you right..
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kelly thomson
 
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Post » Fri May 27, 2011 5:03 am

@matilija

Sorry. You what...? :blink: Not sure if I understood you right..

He means he likes everything nice and even.

GCD is what keeps me playing now, that and the Wakim's stuff... Actually struggled to be archmage (well... kinda struggled) this time around!

But I'm wandering a little now I guess. Hmmm...

Is there a way to change the way equipping a shield works with 2H weapons? Apparently you still get the AR boost. Is there a way to remove that (while retaining the enchantment I suppose...)? Or is that something for the UUMP?

I can never tell.
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Michelle davies
 
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Post » Fri May 27, 2011 8:29 am

Is there a way to change the way equipping a shield works with 2H weapons? Apparently you still get the AR boost. Is there a way to remove that (while retaining the enchantment I suppose...)?

I've never understood peoples beef with this. You can't block with the shield. What do you expect? For it to magically disappear because you have a two handed weapon? Equipping with a two-handed spear and a shield was a recognized technique! If you wielded a two handed weapon with a shield, you slung it on your back, or if a small enough one, on your off arm. It still gave a degree of protection, especially against ranged attacks.
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Grace Francis
 
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Post » Fri May 27, 2011 7:14 am

Yes well...

Considering that it's on your back it's not going to be of much use in the average Morrowind combat, where you're facing your opponent.

Edit: And we've alreadey got magic hammerspace, and it does indeed "just disappear" when you're using a 2H weapon.
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Bitter End
 
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Post » Fri May 27, 2011 9:15 am

I don't talk much, but I'm working on a release at the weekends. Just, difficult times.


^_^
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Julie Ann
 
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Post » Thu May 26, 2011 10:16 pm

This may have already been covered, but I would just like to put my 'wishlist' here, some of there may not be problems with the .exe but anyway:

Constant effect borking - make it a requirement that min=max when creating a CE item. That way no more 1-X items with 50 equips to get that 'perfect' value
- make it that effects are re-applied whenever a buff ends - no more 100% magicka resist for 1 sec then equip blinding speed boots

Multiple soultrap borking - only one soul per unit, so you cannot cast X differnet soultrap spells for X souls from a single source

"Cannot rest here" message - could you change it do it displays the time/date too - it can be annoying to want to use the rest interface just to find out the time, when it is disabled due to there being 'enemies nearby'

on another note:

Did you have an economy fixer in mind to go with the merchantile patch? In the readme it recommends you should use one, but I was wondering which one in particular you had in mind. The current one appears to provide a significant boost to your batering ability when there is no economy mod present.
just to note, without the merchantile patch I tend to get best selling prices when relations are at 40, 35 and I get offered less, 50 and I get offered more.
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Charlotte Buckley
 
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Post » Fri May 27, 2011 1:50 am

I don't talk much, but I'm working on a release at the weekends. Just, difficult times.


No hurry Hrnchamd, you've done wonders here already. I hope things get better for you.

Another thought I had, was to make NPCs able to cast 0 magicka spells, just like the PC.

I doubt it's possible, but more accessory slots for extra rings and amulets or things like quivers and sheaths would be neat.
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мistrєss
 
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Post » Fri May 27, 2011 12:37 am

I don't talk much, but I'm working on a release at the weekends. Just, difficult times.

No pressure, but how are things going?
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Chris Guerin
 
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Post » Fri May 27, 2011 1:40 am

I dig what you guys have done. An suggestion popped into my head just now, so I searched out this thread.

Make bows "on strike" enchantment transfer to the arrow when shot.
(i.e. so that it would actually work :hehe: )
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brandon frier
 
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Post » Fri May 27, 2011 7:03 am

I don't talk much, but I'm working on a release at the weekends. Just, difficult times.

Hello Hrnchamd: I sent you PM few weeks ago about H2H combat, but apparently, you did not notice it.
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sharon
 
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