Repairing the Cogs of Morrowind #10

Post » Fri May 27, 2011 1:23 pm

possible dumb question, but will this work with the unofficial patch?
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Charlotte Lloyd-Jones
 
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Post » Fri May 27, 2011 1:00 am

possible dumb question, but will this work with the unofficial patch?

It's not a dumb question, just one that's already addressed in the readme. :P

They're compatible. MCP fixes the executable, UOMP fixes the data.
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Laura Richards
 
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Post » Fri May 27, 2011 9:19 am

I installed this, and it doesn't seem to work, or at least not completely. Merchants still equip gear I sell them, and the music still jumps to max volume when a mod-added song starts playing, such as the song in "Victorian Experience"

The enchanting fixes seem to have worked, at least the duration one. It's 1440 now.

When I installed it, the only option I didn't choose was the map expansion.

Something went wrong? Do I have to do something AFTER I install it? I am also running MGE (installed before Code Patch) and I'm adding and removing mods every now and then.

I did NOT enable the Showcase plugin included with the MWCP. Should I have? I was happy enough with the changes being described to me.
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Romy Welsch
 
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Post » Fri May 27, 2011 1:40 pm

The enchanting fixes seem to have worked, at least the duration one. It's 1440 now.

Something went wrong? Do I have to do something AFTER I install it? I am also running MGE (installed before Code Patch) and I'm adding and removing mods every now and then.

I did NOT enable the Showcase plugin included with the MWCP. Should I have? I was happy enough with the changes being described to me.

1440 is the default duration, the patch (if you apply it) reduces it to 300. So it seems that either applying the patch didn't work (in which case you should've gotten an error message), or you're starting a different exe than the patched one. Do you have multiple Morrowind installs and start Morrowind with the Launcher? That won't work since the Launcher always starts the exe in the path that's stored in the registry. Try to start Morrowind.exe directly, see if the changes are there now. If not, re-apply the patch.

You don't need to do anything after applying the code patch. MGE is compatible. The showcase mod does not need to be enabled, it's just for demonstration and to offer a quick opportunity to test whether the patch worked.
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Noraima Vega
 
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Post » Fri May 27, 2011 10:43 am

I only have one MW install, and I didn't move or change the path. And the changes aren't there if I use the exe directly, although I used the Launcher a few times. Only one install, though, so it shouldn't matter, right?

I'll re-apply it, then :)
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Javaun Thompson
 
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Post » Fri May 27, 2011 6:21 am

Yes, try again. You should get either an error message or a "patch successful" message after clicking on "Apply chosen patches", which do you get?
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sw1ss
 
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Post » Fri May 27, 2011 7:13 am

Error message. I probably got it the first time as well, but I was in a hurry and missed it.

I know why, too. I'm using a no-DVD patch. I switch games a lot and it's a pain to keep switching disks. *sigh* Guess no Code Patch for me.
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Amy Melissa
 
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Post » Fri May 27, 2011 5:27 am

Unfortunate, but supporting No-CD-Cracks would be a bad idea for a program that is going to be discussed on a forum where discussion of such cracks is explicitly forbidden. In the end it comes down to priorities, you'll have to decide whether a less buggy game or the convenience of not having to switch discs is more important to you.
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ezra
 
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Post » Fri May 27, 2011 4:37 am

Error message. I probably got it the first time as well, but I was in a hurry and missed it.

I know why, too. I'm using a no-DVD patch. I switch games a lot and it's a pain to keep switching disks. *sigh* Guess no Code Patch for me.

I would personally "bite the bullet" the other way and opt out of the No Disc Patch, as the MCP is pretty much vital at this point. That just seems lazy to me...I never really understood no disc patches.

And like Psyringe said, comes to priorities
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RObert loVes MOmmy
 
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Post » Fri May 27, 2011 9:42 am

Hello, I just installed MW fresh and would like to Mod it up. I downloaded the Code Patch because of the Unarmored fix, which forced me to stop playing the game a few years ago because my Mages were so weak and I didn't like having Mages wear armor. I have MW and Tribunal with the Trib patch and no other mods and it says the Patch isn't compatable with my version of MW. I unchecked the Vampire patch thinking that was it but it wasn't. Is there a Tribunal friendly version? If not, could you please make a little Unarmored fix? Thank you. :)
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Kaley X
 
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Post » Fri May 27, 2011 12:22 pm

You need the latest Bloodmoon patch (i.e., version 1.6.1820 of Morrowind) to apply the Morrowind Code patch. The MCP already supports several different localized versions, supporting earlier versions too would probably be too much effort given that very few people don't have both expansions.

You can try whether you can apply the 1.6.1820 patch to your Morrowind despite not having Bloodmoon. I've heard claims that this would update the executable (despite complaints of missing files), in whoich case the Code Patch could be applied afterwards. I haven't tested it myself though, make a backup of your install before you try it.
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Gracie Dugdale
 
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Post » Fri May 27, 2011 11:07 am

Thank you. :) I'll give it a shot. Dunno why I never managed to get BM, I'd love to use that Dog mod, lol.

Aww I just tried and it didn't work. Oh well, ty. :/
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N Only WhiTe girl
 
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Post » Thu May 26, 2011 9:42 pm

Any progress on testing the regular morrowind bug I posted earlier? http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13684043

@MetallixGirl: If I were you, I'd look for a GotY edition in stores. You get the needed Bloodmoon, plus a backup disk for if yours gets scratched.
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Aliish Sheldonn
 
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Post » Thu May 26, 2011 11:06 pm

Any progress on testing the regular morrowind bug I posted earlier? http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13684043

No - it's as much work for me than for anyone else to test that (probably much less for someone who has managed to reproduce the bug already, which I haven't), and since I'm a bit occupied at the moment, I'm hoping that one of these people does the test.

The error message hints at the same kind of memory confusion that happened with the local ref bug; however the MCP does not deal with magic effects. My guess is that these are two different bugs which happen to exhibit the same symptom and that the MCP does only fix one, not the other. I haven't tested it though.
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carly mcdonough
 
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Post » Fri May 27, 2011 6:33 am

what was the concensus on the NPC potion drinking bug? (where they drink a health potion every frame under a % of health rather than a longer duration)
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Julie Ann
 
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Post » Thu May 26, 2011 9:54 pm

Not sure if it would apply to this, but I noticed recently if you have some kind of Constant Effect item equipped that raises an Attribute, and then have an effect hit you that lowers it, after this is negative effect is cured, the attribute does not seem to restore. At least, I think that is how it was happening, would probably need to test further. Granted, this might also be some kind of general bug that can't really be fixed, or possibly a mod conflict somewhere in my game.

Figured I'd mention it at least though.
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DeeD
 
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Post » Fri May 27, 2011 12:55 am

what was the concensus on the NPC potion drinking bug? (where they drink a health potion every frame under a % of health rather than a longer duration)


I don't remember ... dang, I really need to complete that summary of suggestions I was preparing. Got a bit distracted with testing the new TESFaith alpha and building up the MGE documentation wiki ...
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OnlyDumazzapplyhere
 
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Post » Fri May 27, 2011 4:12 am

Not sure if it would apply to this, but I noticed recently if you have some kind of Constant Effect item equipped that raises an Attribute, and then have an effect hit you that lowers it, after this is negative effect is cured, the attribute does not seem to restore. At least, I think that is how it was happening, would probably need to test further. Granted, this might also be some kind of general bug that can't really be fixed, or possibly a mod conflict somewhere in my game.

Figured I'd mention it at least though.

Are you using madd leveler? I had several related problems with the combo. Removing the spell restore part of the patch helps.
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Farrah Lee
 
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Post » Fri May 27, 2011 1:12 pm

Are you using madd leveler? I had several related problems with the combo. Removing the spell restore part of the patch helps.

Nope, I left the vanilla leveling system in tact cause I actually don't mind it..

At work right now, I can certainly drop a mod list when I get home though if it sounds like a mod conflict.
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SiLa
 
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Post » Fri May 27, 2011 7:56 am

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.
I was poking around in MGE's documentation, and saw that http://morrgraphext.wiki.sourceforge.net/Global+Graphics#tocGlobal%20Graphics2. It has details about how the default uses the 24 and 8-bit ones, and there are some "experimental" formats which *may* fix this thing. I'm going to test them out. :lightbulb:
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luke trodden
 
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Post » Fri May 27, 2011 12:12 am

I was poking around in MGE's documentation, and saw that http://morrgraphext.wiki.sourceforge.net/Global+Graphics#tocGlobal%20Graphics2. It has details about how the default uses the 24 and 8-bit ones, and there are some "experimental" formats which *may* fix this thing. I'm going to test them out. :lightbulb:

I know about that part of the documentation (actually I wrote it ;) ), but I don't think any of the options available allow for a higher resolution stencil buiffer. Still, testing it doesn't hurt, and there's much about these buffers which I don't know.
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Jessie Butterfield
 
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Post » Fri May 27, 2011 1:04 pm

I'd been meaning to post this but I had forgotten. I seemed to get an error when using this with Piratelord's Creatures. I was going through some dwemer ruins and was attacked by one of spider variants (the cool looking ones with light bulbs on their heads :P). Every time they would cast a spell, I would get an error (it was a while back so I don't have the error, but it was something to do with spell parameters). I disabled the spellmaking magnitude and duration option and the error went away. Has anyone else had an error similar to that. If so, maybe you could post a more detailed description. Or maybe it was just me...
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Love iz not
 
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Post » Fri May 27, 2011 2:05 pm

you...are...GOD, excellent mod mate :celebration:
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Oceavision
 
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Post » Fri May 27, 2011 8:27 am

I'd been meaning to post this but I had forgotten. I seemed to get an error when using this with Piratelord's Creatures. I was going through some dwemer ruins and was attacked by one of spider variants (the cool looking ones with light bulbs on their heads :P). Every time they would cast a spell, I would get an error (it was a while back so I don't have the error, but it was something to do with spell parameters). I disabled the spellmaking magnitude and duration option and the error went away. Has anyone else had an error similar to that. If so, maybe you could post a more detailed description. Or maybe it was just me...

There was a bug in the script of the luminaire spider, causing the error message "Scale parameters for Magic Effect Fire Damage are bad.", which supposedly will be fixed in the upcoming Creatures XI. But this bug is older than the Code Patch, so it seems odd that changing Code Patch components could fix it. Are you sure that it really did? Here's a http://www.gamesas.com/bgsforums/index.php?showtopic=836725&st=120&p=12271155&hl=spider%20%20error&#entry12271155 which shows that the bug is older than the Code Patch.
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neen
 
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Post » Fri May 27, 2011 6:29 am

I know about that part of the documentation (actually I wrote it ;) ), but I don't think any of the options available allow for a higher resolution stencil buiffer. Still, testing it doesn't hurt, and there's much about these buffers which I don't know.
Heh, how'd I forget? Well, at first it looked like anything but default (well, the ones that aren't known to disable shadows completely) would crash (interior cell), but now it works fine, and there are shadows (a good sign...?). I haven't played with the setting (I'm on INTZ now) long enough to see a bleeding shadow yet, but I'll post back if it's fixed.

By the way, I saw something about fixing the thing with lighting seams on statics in an old MCP thread (first beta), but it was left out due to "terrible graphics code". Does this mean that the fix made FPS drop?
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Marine Arrègle
 
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