Repairing the Cogs of Morrowind #10

Post » Thu May 26, 2011 11:57 pm

Now all we need is an unofficial patch to the CS, to add some of the missing functions and correct a couple of other sticking points.

The lack of any way to identify an equipped weapon, to apply either damage or repair to an equipped or inventory item, or add a "damaged" item to the game through scripts has stopped me in at least 3 cases now, and I haven't been able to come up with "workarounds". For all intents and purposes, those partially completed mods are as good as dead unless someone manages to pull off a "minor miracle" like the code patch. I'm sure there are a handful of other functions which certain modders would gladly trade a body part for.....
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HARDHEAD
 
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Post » Fri May 27, 2011 11:50 am

I'm sure there are a handful of other functions which certain modders would gladly trade a body part for.....

Does any one have a spare right knee? My mum could use a new one. :deal:

Does MWSE have the functions you need, Kovacius? If not, perhaps you can ask the creator to add them into a new version of MWSE. :)
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Naughty not Nice
 
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Post » Thu May 26, 2011 10:06 pm

ok thanks. hopefully by the end of the week i will have found most of my morrowind mods. :) im downloading a few a day to keep from burning out.
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Anna Watts
 
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Post » Fri May 27, 2011 11:53 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.
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Cat
 
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Post » Fri May 27, 2011 9:01 am

As a part of some research about quicksaves and game stability, I came across http://www.gamesas.com/bgsforums/index.php?showtopic=865550&st=0 from August 2008. The main theory presented is that the process of saving (not saving and reloading, just saving often) increases game stability, possibly because the game flushes out data before saving the game. While this is not directly related to the MCP, I wonder if there has been any further research about this theory.

Hrnchamd, when you worked on the local ref bug fix, did you by chance stumble across any flushing / garbage collection mechanism that gets triggered upon saving?
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Trevor Bostwick
 
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Post » Fri May 27, 2011 1:01 am

Hmmm... I just used the update and now my journal isn't seeming to update for any of the stages in my Morag Tong quests. I haven't tried other quests yet but I'm wondering if anyone else is experiencing this? Is there an 'easy' way to roll back to the previous version?
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dav
 
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Post » Fri May 27, 2011 1:47 pm

Journal: Never had any issues.
Rollback: Just run the Code Patch again and un-tick the options you don't want; or take the morrowind.original.exe (MCP's backup) and rename it to morrowind.exe.
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Jaki Birch
 
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Post » Fri May 27, 2011 12:05 am

Thanks - tried that. Now I'm getting frequent freezes that require a complete system restart.
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Alada Vaginah
 
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Post » Fri May 27, 2011 11:41 am

Before you reran it, did you back up to the original Morrowind.exe (when you run the code patch, it makes a copy of the unpatched .exe file in the Morrowind Folder (Morrowind.Original.exe). I would assume rerunning the code patch on the patched .exe would case some big problems (and may have possibly overwritten the unpatched backup with simply a patched backup). If that is the case, it would probably mean you need to either have your own backup of the original .exe around, or you may have to fully un/reinstall (which would be the worst case scenario).

If you do have to un/reinstall, make sure you backup any files you are gonna want to get back in again in the same way (Data Files, Saves, etc).
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BrEezy Baby
 
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Post » Fri May 27, 2011 12:49 pm

As I understand it, every time you run the code patch, it takes the backupped original EXE, applies the chosen patches, and saves it as morrowind.exe. It does not simply backup the current EXE as original.
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Steve Fallon
 
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Post » Fri May 27, 2011 7:42 am

I took a copy of the Morrowind exe that I keep in a seperate install for testing purposes and pasted into my playing folder. I think I uninstalled all the patch componants after that though...

So I've reapplied my clean Morrowind.exe and it seems to be running properly so far, ran into the dungeon killed a few badies, got killed a couple times. Didn't complete a quest to check on the journal updating though. Now lets see if patching it again causes the same problems. Fingers crossed!
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Juanita Hernandez
 
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Post » Fri May 27, 2011 1:15 pm

After reapplying the patch - I'm still getting pretty regular freezes :(
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koumba
 
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Post » Fri May 27, 2011 12:07 am

Which ones of the patches did you apply?
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Trish
 
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Post » Thu May 26, 2011 11:52 pm

1.2
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Amie Mccubbing
 
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Post » Fri May 27, 2011 1:12 am

After reapplying the patch - I'm still getting pretty regular freezes :(

Which version of Morrowind (language / patch level) do you have? Which external programs do you use? Also, could you post your mod list please?

Your description seems to indicate that the MCP *is* interacting with something to cause the crashes, although that would be odd since v1.2 seems to work very well for months now.
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Georgia Fullalove
 
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Post » Thu May 26, 2011 11:49 pm

While playing with Necessities of Morrowind, I realized that after drinking, my intelligence wasn't restored because it was fortified by Mentor's Ring. I checked the NoM esp, and the effects are curses. I imagine fixing this would be like fixing the restore attribute bug.

On another note, I thought of some more features I'd like to see if possible.

1. The ability to add area effect to cast-on-self spells. You could heal yourself and your companions at once! Or outfit them with bound armor and weapons!
2. Summons on target so you could summon a creature near a distant enemy. I know you can do this with Fliggerty's "Enhanced Summons", but it needs MWSE.
3. Being hurt by your own spells blast radius.
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Rhysa Hughes
 
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Post » Fri May 27, 2011 8:10 am

The patch is working fine on my game but I have a slight problem. I can't use fps optimizer anymore it keeps saying I don't have a validated exe. I have this patch installed and after that I ran exe optimizer and ever since I've added this patch I can't use fps anymore. Is there some work around I can use so I can use fps with this patch?
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Brandon Wilson
 
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Post » Fri May 27, 2011 6:24 am

The patch is working fine on my game but I have a slight problem. I can't use fps optimizer anymore it keeps saying I don't have a validated exe. I have this patch installed and after that I ran exe optimizer and ever since I've added this patch I can't use fps anymore. Is there some work around I can use so I can use fps with this patch?

Which version of the FPS optimizer are you using? 1.96 runs fine with the MCP, including exe validation.
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Claire
 
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Post » Fri May 27, 2011 7:17 am

Which version of Morrowind (language / patch level) do you have? Which external programs do you use? Also, could you post your mod list please?

Your description seems to indicate that the MCP *is* interacting with something to cause the crashes, although that would be odd since v1.2 seems to work very well for months now.



There's a good chance it might not be the MCP causing this problem. It was the only thing I messed with before starting my game - but it has been over a month since I last played Morrowind and since after uninstalling MCP again and reinstalling my clean exe I experienced another freeze; I'm half inclined this is just my games way of kicking me in the nuts for not playing with it for so long. I was running 1.2 fine before I stopped playing it seems improbable that even if I screwed something up attempting to install the update patch from 1.1 to 1.2 when I was already running 1.2 would have screwed things up that badly.

So I'm going to try it again tomorrow and see if I'm still getting my issues before I post all that and have you go through the trouble of looking it over. I'd hate to put you through that much inconvienance when it might just be my game - playing with me :embarrass:
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Cash n Class
 
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Post » Thu May 26, 2011 11:53 pm

It seems that curses that damage an attribute can be cured with a restore attribute effect. This breaks curses added by mods. Maybe this is why curses and the remove curse effect are not in the game? Can it be made so that a curse can only be removed with the remove curse effect?
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marina
 
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Post » Fri May 27, 2011 11:23 am

Which version of the FPS optimizer are you using? 1.96 runs fine with the MCP, including exe validation.


Well maybe its not working cause I'm using version 2 of fps optimizer I'll try v. 1.96 and see if it works.
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Charleigh Anderson
 
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Post » Fri May 27, 2011 1:42 am

The forum search turned out empty so...

My char was born under the Lady and went to an altar to get his atributes fixed, when I went into menumode again I saw he had over a 100 endurance
and his personalty got raised to and they were shown in white.
The same thing happened later to an other char.
So I was wondering has enyone else had this problem?
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Jay Baby
 
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Post » Fri May 27, 2011 2:00 pm

Awesome project, I'm returning to MW in the next weeks, and I'll try this fantastic patch, keep up the good work!
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Taylor Tifany
 
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Post » Fri May 27, 2011 11:55 am

Would it be possible to fix the dreaded terrain blending bug? Though I have Texture Fix, many areas are changed by other mods and therefore seam-y again. Also, can you fix that bug where light is cut off at the end of one static? Example: a candle makes light, but it has a big seam on the edge of one static used in making the interior. What about that shadows-showing-through-the-ceiling bug?
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Eibe Novy
 
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Post » Fri May 27, 2011 10:15 am

Would it be possible to fix the dreaded terrain blending bug? Though I have Texture Fix, many areas are changed by other mods and therefore seam-y again. Also, can you fix that bug where light is cut off at the end of one static? Example: a candle makes light, but it has a big seam on the edge of one static used in making the interior. What about that shadows-showing-through-the-ceiling bug?

Unfortunately, I think all three bugs are very unlikely to be fixed with the methods used by the MCP.

Terrain blending: While the limitation to blend a maximum of two textures *may* be a bug in the respective algorithm (in which case it would be easier to fix), it's more likely that the developers simply didn't deem a three-texture merge necessary, or too costly forperformance, and therefore never implemented it. In that case, fixing the issue would require a new and more complex algorithm to be written. It's possible, but very difficult.

Lighting seams: Again that's not a bug, but a limitation of the engine - Morrowind calculates the light level for one point of a surface and then applies it to the whole surface, so when you're walking along large surfaces, you'll have very visible seams. Fixing this would require rewriting the way how Morrowind handles light, it's not a matter of couple of faulty bytes that need tweaking.

Shadows: Not sure about that one, but it might be a limitation of the way how Morrowind uses an 8-bit stencil buffer for shadows (and a 24-bit z-buffer for anything else). It could be that 8 bits are just too inaccurate. That's just guessing on my part though.
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Hannah Whitlock
 
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