Repairing the Cogs of Morrowind #10

Post » Fri May 27, 2011 10:42 am

i still think fixing npc potion drinking would be a big boon. it seems like it would be a simple change from drinking a potion every frame to drinking a potion every second or two. another would be to add restore magicka potions to their drink AI, but that may be too difficult.
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Laura Samson
 
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Post » Fri May 27, 2011 3:24 am

Another magic tweak suggestion. I'd like the ability to add the same effect more than once. For example, the Scrolls of Elemental Burst all contain duplicate effects, but it's not possible to make a similar spell. Multiple summons come to mind also.
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liz barnes
 
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Post » Fri May 27, 2011 7:19 am

You can laready do multiple sumons by having multiple instances of a spell. Just create your own version of the same summon and voilla! You have multiple.
Or you could just put multiple summons in the one spell (but that makes it really tough to cast)
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Kelly John
 
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Post » Fri May 27, 2011 9:24 am

You can laready do multiple sumons by having multiple instances of a spell. Just create your own version of the same summon and voilla! You have multiple.
Or you could just put multiple summons in the one spell (but that makes it really tough to cast)

No, you cannot create a spell at a spellmaker that has duplicate effects, other than fortify attribute and fortify skill effects effects. That is probably because there are different attributes and skills to fortify.

You can, for example, make:

Fortify Alchemy 100 pts on Self
Fortify Alchemy 100 pts on Self
Fortify Alchemy 100 pts on Self
Fortify Alchemy 100 pts on Self
Fortify Alchemy 100 pts on Self
Fortify Alchemy 100 pts on Self
Fortify Alchemy 100 pts on Self
Fortify Alchemy 100 pts on Self

To make super potions. But you cannot make:

Fire Damage 20 pts in 5 ft on Touch
Fire Damage 10 pts in 10 ft on Touch
Fire Damage 1-5 pts in 10 ft for 3 secs on Touch

Or:

Summon Skeletal Minion for 60 secs on Self
Summon Skeletal Minion for 60 secs on Self

If you try to add a duplicate effect other than fortify attribute/skill, you get a message stating: "This effect has already been added."

While you can make such spells in the CS an then add them to a spell merchant or through the console, you cannot make such a spell in game; which is what I am asking for. As it is doable with fortify attribute/skill effects, it may be possible with the others.
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rae.x
 
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Post » Fri May 27, 2011 3:49 am

I just encountered something that hasn't happened to me before.I installed the patch and then I loaded my save game and my map was screwed up.It was large scaled and small scaled at the same time...When I start a new game this issue doesn't persist.Can anyone help?

EDIT: http://img21.imageshack.us/img21/8509/mgescreenshot1.jpg
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i grind hard
 
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Post » Thu May 26, 2011 10:41 pm

whoa thats creepy dothan.. haha. i would be freaked out if i were you.
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barbara belmonte
 
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Post » Fri May 27, 2011 1:17 am

I just encountered something that hasn't happened to me before.I installed the patch and then I loaded my save game and my map was screwed up.It was large scaled and small scaled at the same time...When I start a new game this issue doesn't persist.Can anyone help?

EDIT: http://img21.imageshack.us/img21/8509/mgescreenshot1.jpg


Have you tried the Mash Map Repair function?

sieboldii
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ShOrty
 
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Post » Fri May 27, 2011 4:55 am

I would also love to be able to use a spell I make myself to summon several of the same thing. :D
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Kat Ives
 
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Post » Fri May 27, 2011 8:38 am

The multiple summons on a single spell i was referring to, would involve summoning different deadra - like both a skeleton and an ancestor ghost in a single cast.
It IS possible to have a single spell:

Summon Skeletal Minion X seconds
Summon Ancestral Ghost X seconds
Summon FLame Antorach X Seconds

all on the one spell, and it will summon all three at once.

In order to get multiple summons of the same type - it's a bit more tricky and requires you have multiple spells.
Go to any spellmaker and create another copy (or a couple of copies) of the wanted summon spell, with whatever duration you like - they can be the same.
Then you can cast the original and then the custom spell and both summons of the same type will be present.
Of course this takes a bit longer to achieve, since you have to wave your hands around a couple of times, but it IS possible.

Edit:
Found a multiple summoning mod that you may be interested in:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=974
I haven't used it myself, so cannot vouch for its stability
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Nick Swan
 
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Post » Fri May 27, 2011 9:10 am

Have you tried the Mash Map Repair function?

sieboldii


Thanks, it worked.
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Tai Scott
 
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Post » Fri May 27, 2011 1:26 pm

I just encountered something that hasn't happened to me before.I installed the patch and then I loaded my save game and my map was screwed up.It was large scaled and small scaled at the same time...When I start a new game this issue doesn't persist.Can anyone help?

EDIT: http://img21.imageshack.us/img21/8509/mgescreenshot1.jpg

Have you tried the Mash Map Repair function?

sieboldii

Thanks, it worked.

I had this problem when I removed the Code Patch to test something. Wrye Mash didn't help one bit though.


snip

I know you can have different summons in the same spell, or multiple spells of the same summon. I was referring to having multiple of the same effect in one spell.
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Gisela Amaya
 
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Post » Fri May 27, 2011 10:42 am

I have an question, possible answered before.

Is it possible to add new animations?

The last I heard, it would take adding new strings. That would take more space in the executable.
I recently came upon a tool which allows me, so far as I know (testing it harder now), to add space to the sections of an executable. Also reorder them, or simply add sections. If it's possible to add references to the strings, I may be able to make space for them.
Edit: And I mean adding strings by adding note track notes.
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Daniel Brown
 
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Post » Fri May 27, 2011 2:44 am

Edit: And I mean adding strings by adding note track notes.

I understand what a string of characters is in computer science/programming terms, but have no idea what you mean by "note track notes". I'm assuming you mean expanding and writing to the executable's PE .data section... correct?
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matt
 
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Post » Thu May 26, 2011 9:52 pm

Right. Morrowind animations are defined by, and currently limited by, the valid notes allowed (Idle1: start and such). If more noted were added, new animations would be possible.

I don't know how to add the references to the new notes (or I would) but I think one of the problems is space. If the section containing the notes (could be .data, don't remember) is extended to allow for new strings, and so, new notes, new animation sequences (FallOver1 and such) could be possible.
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JR Cash
 
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Post » Fri May 27, 2011 12:33 am

I'm new to morrowind and I am having trouble with this patch. I extracted the file to the morrowind directory(or at least what I believe is the morrowind directory) and ran the program. The problem is that it does not patch the files because it says it can not find morrwind.exe. Any help would be nice. Thanks.
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Andrew
 
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Post » Fri May 27, 2011 2:16 am

I'm new to morrowind and I am having trouble with this patch. I extracted the file to the morrowind directory(or at least what I believe is the morrowind directory) and ran the program. The problem is that it does not patch the files because it says it can not find morrwind.exe. Any help would be nice. Thanks.

Assuming you are on a Windows OS, if you installed on C, it should be place in C:\Program Files\Bethesda Softworks\Morrowind. If not, replace C with whatever drive. If you have modified the .exe previously, The MCP will not recognize it. You may have to reinstall Morrowind or install it to a different directory and take the .exe from there. It's a good idea to keep a backup of your .exes.
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Tina Tupou
 
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Post » Fri May 27, 2011 5:24 am

Assuming you are on a Windows OS, if you installed on C, it should be place in C:\Program Files\Bethesda Softworks\Morrowind. If not, replace C with whatever drive. If you have modified the .exe previously, The MCP will not recognize it. You may have to reinstall Morrowind or install it to a different directory and take the .exe from there. It's a good idea to keep a backup of your .exes.



That is the directory I extracted to. I did not modify the .exe previously, not including patching it with the latest released patch for bloodmoon. The MCP appears in the data files of morrowind, but MCP still does not recognize it. I tried uninstalling morrowind then reinstalling it and trying again but it still says that it could not find morrowind.exe. Also, how do I make backup files of my .exes?
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Gavin boyce
 
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Post » Fri May 27, 2011 2:50 am

What language version of Morrowind are you using? Do you have Tribunal installed?

The code patch automatically makes a backup. If you want another though, find the exe file, right-click on it, and select copy. Go to where you want to put the backup, right-click, and select paste. Rename by right-clicking and selecting rename, or by left clicking where the name is.
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Ilona Neumann
 
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Post » Fri May 27, 2011 11:05 am

I think I found another bug. If you have an item in a quickslot and use it until you have none left, you will still have one in your inventory. Clicking on this "ghost item" will casue a CTD. Obtaining more of x item does not remove the ghost item. Directly replacing the item in the quickslot does. However, deleting the item from the quickslot and then replacing it, without first exiting the quickslot menu often caused a CTD for me when using the new item in the quickslot. I got a Pointer Memory Error once when clicking on the ghost items resulting in a Restore save, which upon loading the ghost item was gone. Saving and reloading/exiting gets rid of the ghost item too. I was able to repeat this consistently, and it worked for only for items chosen from the "Inventory Menu".
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Philip Rua
 
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Post » Fri May 27, 2011 1:27 pm

What language version of Morrowind are you using? Do you have Tribunal installed?


I am using the North American version of Morrwind and I do have Tribunal installed.
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Ernesto Salinas
 
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Post » Fri May 27, 2011 10:53 am

I've been told that MWSE can't alter the condition of items either in inventory or equipped, but I've got no clue if it allows alterations to the condition of randomly generated items. So far, any damaged items in the game have been placed and then altered. If you lower the condition of an item (not a reference to an item) from 200/200 it would become 150/150, not 150/200, so you can't put a damaged item in a random list.

Merchants in the game have damaged items only because the individual item was pre-placed in their shop and THEN damage was applied, they never get more. It's probably why you find corpses with weapons and armor in perfect condition: easier than having to hand-apply the damage to each item.

Versions of MWSE after and including v0.9.4 do in fact have the ability to change the condition. The problem you are talking about is the fact that items do not have a "damaged" node until it is damaged, so setting the current condition won't do anything until that node is added. I managed to work around that and make it work. Download the newest version of MWSE and take a look at the sample esp included: http://sourceforge.net/projects/mwse

So you can place a random item via script, get reference to it, and damage it.


It occurs to me to wonder why no one ever talked about having the bug with stolen items fixed. Upon first looking at the issue, it would seem that making it so that PayFine properly cleared away the stolen items list would fix the issue. Actually I think it goes a bit deeper than that. The real problem is not just that you can never again sell that item to the owner, but that you can never sell an item with the same base ID to that merchant ever again. I think that the fix for this would be to store the stolen object's reference ID rather than base ID, then ensure that PayFine clears it. That will limit the entire system to only include the exact items that you stole, rather than all similar ones. I realize it's probably too late to bring this up, I should have thought of it when hrnchamd was actively creating this.

Oh, and if he does take it up again, how about CS bugs as well? You know how much it would help if he could eliminate the bug that creates "evil" GMSTs?
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Breanna Van Dijk
 
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Post » Fri May 27, 2011 3:42 am

It occurs to me to wonder why no one ever talked about having the bug with stolen items fixed. Upon first looking at the issue, it would seem that making it so that PayFine properly cleared away the stolen items list would fix the issue. Actually I think it goes a bit deeper than that. The real problem is not just that you can never again sell that item to the owner, but that you can never sell an item with the same base ID to that merchant ever again. I think that the fix for this would be to store the stolen object's reference ID rather than base ID, then ensure that PayFine clears it. That will limit the entire system to only include the exact items that you stole, rather than all similar ones. I realize it's probably too late to bring this up, I should have thought of it when hrnchamd was actively creating this.

Oh, and if he does take it up again, how about CS bugs as well? You know how much it would help if he could eliminate the bug that creates "evil" GMSTs?

I actually mentioned this some time ago. http://www.gamesas.com/bgsforums/index.php?showtopic=911149&st=100&p=13360633&#entry13360633

A CS patch was mentioned briefly. I would personally like the ability to add a script to a static and maybe expand the character limit for object names.

Actually, I'd like to add a script to everything that you can't already. Imagine adding scripts directly to spells.
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Farrah Barry
 
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Post » Fri May 27, 2011 1:47 am

This would involve changing the structure of an ess file, which so far the patch eschews. Might break Enchanted Editor for a start, which I'd pass on for a start. (As is well known, Enchanted Editor is the best fix for this 'oversight' at present).
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Elizabeth Davis
 
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Post » Fri May 27, 2011 3:07 am

Enchanted Editor can be used to add a script to anything that the engine can read a script on. Also, using MWSE, it is possible to target a script on something like a static and thus accomplish essentially the same thing to an extent.

As for fixing the stolen items bug, I don't believe it will require any structures at all. All that would need to be changed is acquiring the base ID of the object (which MWSE can do, so we already know the memory addresses of this) and fixing PayFine to actually clear confiscated items from the list.
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meg knight
 
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Post » Fri May 27, 2011 5:09 am

Enchanted Editor can be used to add a script to anything that the engine can read a script on. Also, using MWSE, it is possible to target a script on something like a static and thus accomplish essentially the same thing to an extent.

I thought of trying Enchanted Editor not long after posting. I don't want to go off topic too much here, but I tried copying my script to a static in the Enchanted Editor and found two things:

1. Enchanted Editor isn't recognizing static IDs from the master files. If I rename them or create a new ID, they are recognized.

2. Unless I did it wrong, copying a script to a static doesn't work. The records are copied, but they are unknown and the scripts don't show up in game.

I am currently looking through MWSE functions, but I'm up past my bedtime and I can't deal with it right now. =D
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Jonny
 
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