Repairing the Cogs of Morrowind #10

Post » Fri May 27, 2011 5:21 am

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?

Only Hrnchamd can tell, but if only caused an FPS drop, then he probably would've implemented it - everyfeature is optional, so everyone who wouldn't the performance drop could simply have chosen to not use this fix. I think it's more likely that the code was either so convoluted that it was especially hard to understand, or that it was written in a way that made it too difficult to rewrite it in the way that would have been necessary.
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Laura Ellaby
 
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Post » Thu May 26, 2011 11:19 pm

Hello!

I'm working on a bug&balance fixing project and found one bug very annoying.
I fixed work of the traps, trap spells and use of the probes. After my fixes, traps are working as expected. Thief classes can use probes to disarm traps, warriors can try to survive, mages can set off traps from distance using telekinesis. Many traps use area effects to deal damage if you have only weak telekinesis, so you must have strong spell to avoid damage. That how it must work, but it's not working that way. Area effect of traps is broken completely. It does not deal damage even if you are in half-meter before trap and the worst mage can avoid all traps in the game by using 10 point telekinesis.
It is a very annoying bug. Is there a way to fix it? :huh:
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FirDaus LOVe farhana
 
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Post » Fri May 27, 2011 8:16 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...


Yeah i hat the same problem a while ago and thanks to a tip from john.moonsugar
i could solve it. Take a look at this thread i made about that problem at that time. :)

http://www.gamesas.com/bgsforums/index.php?showtopic=935766&hl=
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naana
 
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Post » Fri May 27, 2011 5:41 am

Area effect of traps is broken completely.
(...)
Is there a way to fix it?

Your mod sounds very interesting, but unfortunately I've never looked much into traps and so I can't be of much help there. :( It might help to know what's exactly causing the problem. Do area effect spells work at all when targeted on the player? I've never seen NPCs casting them, so I don't know. Or is it "just" a problem of traps? Also, there is currently no active development on the Code Patch, so if you're looking for a quick solution, it might be better to script around the bug. (You could determine the distance between player and trap and add the trap spell's effect to the player if he's near enough).
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Tom Flanagan
 
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Post » Fri May 27, 2011 2:25 am

Your mod sounds very interesting, but unfortunately I've never looked much into traps and so I can't be of much help there. :( It might help to know what's exactly causing the problem. Do area effect spells work at all when targeted on the player? I've never seen NPCs casting them, so I don't know. Or is it "just" a problem of traps? Also, there is currently no active development on the Code Patch, so if you're looking for a quick solution, it might be better to script around the bug. (You could determine the distance between player and trap and add the trap spell's effect to the player if he's near enough).


1.
You have seen area effect spells, I think. Daedroth creature use area effect poison spells and they work correctly, so it's a bug for the traps only.
When you set off trap, it shows effect, but do not deal any damage with it if you used Telekinesis.

For your scripting workaround. :) It can be a great workaround for modders who add one or two containers with traps, but scripting hundreds of in-game containers and doors with traps will not be a very good solution, I'm afraid.

Really, I'm not looking for a fast solution, because the project is massive (much better than "UUMPP" rival project, I hope) and still needs a plenty of time.

2.
Another bug is not a bug at all, but a suggestion. As you may know, most players use quick workaround for all speechcraft, mercantile, alchemy, enchanting and sneak skill requirements. For example, to create great potion you do not need any alchemy skill. Just create "Fortify Alchemy" spell with 100 magnitude for 1 second. It will cost 5 mana! Cast it and make your super-potion. With 5 mana points cost, the spell is available even for novice, thus ruining all game balance. "1-second" spells is really like an in-game cheat.

So, my suggestion is to limit all "fortify","invisibility","telekinesis" and all other player-improving spells to have at least 10 seconds of duration. It will not change anything in the game data, because "in-game spells"(not created by player) already have at least 10 seconds duration by default, so it will affect only "spellmaking". With this limitation, you will need 50 mana and a high restoration skill to make 100 magnitude "Fortify" spell.

Is there a way to implement this? You have changed maximum magnitude, so there must be a way to change minimum duration. What do you think? B)
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Rex Help
 
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Post » Fri May 27, 2011 12:40 am

So, my suggestion is to limit all "fortify","invisibility","telekinesis" and all other player-improving spells to have at least 10 seconds of duration. It will not change anything in the game data, because "in-game spells"(not created by player) already have at least 10 seconds duration by default, so it will affect only "spellmaking". With this limitation, you will need 50 mana and a high restoration skill to make 100 magnitude "Fortify" spell.

Is there a way to implement this? You have changed maximum magnitude, so there must be a way to change minimum duration. What do you think? B)

I don't know if this will help much; a Breton with a Restoration major will still be able to cast this at level one and it just puts it off a few levels for everyone else. Plus, any character can make a bunch of intel potions at level one and make an enchantment to do the same thing... I always do. There are so many ways to get insanely powerful in MW that the only answer is self control. This is a problem that always eats away at me when my character gets too strong but what's the answer? The game puts magic everywhere and adds multiple ways to use it; and almost requires it in some circumstances.

BTW: This is one of the things I like about Mount&Blade. It's totally unambiguous; you cheat or you don't. There are no serious exploits that interfere with character development and its excellent combat.
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Danii Brown
 
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Post » Fri May 27, 2011 7:56 am

1) Absorption and Reflection spells usually have 5 second durations

2) Traps use an "on touch" designation I think, and it very well could be hardcoded. I'm not sure how to work around it...
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oliver klosoff
 
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Post » Fri May 27, 2011 8:47 am

I don't know if this will help much; a Breton with a Restoration major will still be able to cast this at level one and it just puts it off a few levels for everyone else. Plus, any character can make a bunch of intel potions at level one and make an enchantment to do the same thing... I always do. There are so many ways to get insanely powerful in MW that the only answer is self control. This is a problem that always eats away at me when my character gets too strong but what's the answer? The game puts magic everywhere and adds multiple ways to use it; and almost requires it in some circumstances.

BTW: This is one of the things I like about Mount&Blade. It's totally unambiguous; you cheat or you don't. There are no serious exploits that interfere with character development and its excellent combat.

I think you're right. It's not an absolute solution. Restoration mages are still super-powerful and if you are not restoration mage, you can enchance your Restoration in hours with trainers and so on. I will look for other workarounds, but it may be a temporary solution especially if used together with increased spell costs. I can increase "Fortify" mana costs 5 times and it will solve the problem(even for potions), but with "1-second spells" it will not help at all. I will need tremendous increase in costs and that will ruin other things for non-cheating players.

1) Absorption and Reflection spells usually have 5 second durations

No, I mean only pure self-improving spells. I hope that there is a way to limit duration only on Fortify and other "cheating" spells.
2) Traps use an "on touch" designation I think, and it very well could be hardcoded. I'm not sure how to work around it...

Yes, it may be the same effect as when you use some "on touch" spell and it will not deal you damage even if you are in area. And of course it may be hard-coded, but this is why MCP patch was created - to deal with such hard-coded bugs, isn't it?
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Isaiah Burdeau
 
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Post » Fri May 27, 2011 12:38 am

When you set off trap, it shows area effect, but do not deal any damage with it if you used Telekinesis.

That works for me, I've never seen traps fail to hit me if I'm close to them. :) Even with Telekinesis.
What's wrong with traps as they are? You can absorb them and reflect them.

Also, Reflect is more unbalancing then any other cheat spell in the game. It can make you absolutely invulnerable to all spell damage and effects.
Also, I think it's impossible to actually create a reflect spell that has more than 40 magnitude for more than 35 seconds, before the cost hits 1200 magicka. :)

As I've said in the past ten threads, don't penalize the cheaters more so than they already do by cheating. Unless you want Dagon's job.
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james tait
 
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Post » Fri May 27, 2011 8:14 am

That works for me, I've never seen traps fail to hit me if I'm close to them. :) Even with Telekinesis.
What's wrong with traps as they are? You can absorb them and reflect them.

Also, Reflect is more unbalancing then any other cheat spell in the game. It can make you absolutely invulnerable to all spell damage and effects.
Also, I think it's impossible to actually create a reflect spell that has more than 40 magnitude for more than 35 seconds, before the cost hits 1200 magicka. :)

As I've said in the past ten threads, don't penalize the cheaters more so than they already do by cheating. Unless you want Dagon's job.

If you are close, telekinesis is not working even if enabled, so you need to set it off from distance.

I'm not sure what you mean about Reflect spell. As you said, it's very hard to create at least 40 magnitude. And plenty of creatures have reflect_60 in their abilities, but it does not save them at all...
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Kit Marsden
 
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Post » Thu May 26, 2011 11:37 pm

I don't quite understand what you're saying, are you saying that telekinesis doesn't work? Or that the trap itself doesn't work? Because from a distance it looks like an on-touch spell from most traps. Up close, and I get my face melted off. :) Although I don't use Telekinesis that much.

Also, Reflect is a hard spell to create, but if you can get 100% constant effect Reflect, you are invulnerable to all spells.
So, if you manage to kill a king, you get a ring that does that. It makes you immune to all traps as well.
So, if you're going to suggest nerfing the cheat fortifies, you might as well find a way to nerf Alchemy and Fortify luck scrolls Because hey, if you don't, and just nuke spells, you'll just annoy the crap out of a bunch of mages. :)

Leave it to the cheaters to ruin their own fun. Trust me, I'm a cheater, so I know this.
Also, stop trying to push Meruhns Dagon out of a job. :)
OH, and 60% != 100%.
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David John Hunter
 
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Post » Fri May 27, 2011 1:41 am

I don't quite understand what you're saying, are you saying that telekinesis doesn't work? Or that the trap itself doesn't work? Because from a distance it looks like an on-touch spell from most traps. Up close, and I get my face melted off. :) Although I don't use Telekinesis that much.

Yes, it works like on-touch spell when you set it off from distance. But I have area effect spell in trap, so where is my area effect?. I think it will be a great feature (for balance, for modders and just visually) if area effect will work as intended.
Also, Reflect is a hard spell to create, but if you can get 100% constant effect Reflect, you are invulnerable to all spells.
So, if you manage to kill a king, you get a ring that does that. It makes you immune to all traps as well.
So, if you're going to suggest nerfing the cheat fortifies, you might as well find a way to nerf Alchemy and Fortify luck scrolls

I understand that Morrowind has a full bunch of different balance flaws, but still I want to try to fix it all (yes, yes, I'm Dagon.. :) ). "1-second" spells are just a good start in my view.
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Cedric Pearson
 
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Post » Fri May 27, 2011 4:40 am

Perhaps it's area of effect is 1 foot. :) That won't hit you if you're ten feet away. Again, though, I'm still not getting what your saying, sorry. Are you saying it's bugged because it switches to on touch? Because I've noticed from triggering traps, that it has a very very small range of effect. So, what's the problem here? Can you give me an example? Because I'm trying, but I think I'm getting confused by what you're saying. :(

Also, what's a one second spell? the soul trap glitch? :)

I'm serious, I just don't see what's bugged with the traps?
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Kira! :)))
 
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Post » Fri May 27, 2011 3:47 am

Perhaps it's area of effect is 1 foot. :) That won't hit you if you're ten feet away. Again, though, I'm still not getting what your saying, sorry. Are you saying it's bugged because it switches to on touch? Because I've noticed from triggering traps, that it has a very very small range of effect. So, what's the problem here? Can you give me an example? Because I'm trying, but I think I'm getting confused by what you're saying. :(

Also, what's a one second spell? the soul trap glitch? :)

I'm serious, I just don't see what's bugged with the traps?


He has set a trap to use an area effect spell. But when trying to open the chest from a distance, there is no area effect spell. Correct me if I'm wrong?

As for one second spells, he means the cheating kind for Alchemy and Enchanting. A lot of people will simply Fortify Enchant 100 for 1 sec or Fortify Alchemy for 1 sec (which is fairly easy to do ingame i guess, never tried myself) in order to have 100% success rates as long as your in the enchant/alchemy menus.
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Kahli St Dennis
 
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Post » Fri May 27, 2011 12:31 am

But the area of effect has to be big enough to affect you in the first place. Unless it's even more messed up. Because I thought he was talking about default traps. I've played plenty of mods, but I've never seen custom made traps for chests. Rugs yes, but not chests.

I think that the area of effect has to be high enough to effect the target if it's far enough away. :)

As for those two 1 second cheats. People who use that are really silly, because fortify luck does it with more effect, well, minus the enchantment. Has to be about 9000 or so. :)

But for anything else, luck of 1600 will be successful in anything. Including casting spells.
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Adam Baumgartner
 
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Post » Fri May 27, 2011 11:59 am

Because I thought he was talking about default traps.
But for anything else, luck of 1600 will be successful in anything. Including casting spells.

Well, I think he's trying to change default traps from onTouch to Area. And he has managed to change it, however, even though he changed it it still doesn't work as an area effect. Again, correct me if I'm wrong?

I was using those two 1 sec spells as an example. ;P He wants to make the minimum duration for Fortify 10 secs, so that you can't simply do Fortify Att/skill for a few secs.
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adame
 
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Post » Fri May 27, 2011 10:53 am

Oh ,okay, well, I'm wrong then, I think. :) Okay at the 10 second duration, although I don't think it really makes a difference at all. I'd rather you all remove the soul trap glitch. :)
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Jessie Butterfield
 
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Post » Fri May 27, 2011 10:45 am

Well, I think he's trying to change default traps from onTouch to Area. And he has managed to change it, however, even though he changed it it still doesn't work as an area effect. Again, correct me if I'm wrong?

I was using those two 1 sec spells as an example. ;P He wants to make the minimum duration for Fortify 10 secs, so that you can't simply do Fortify Att/skill for a few secs.


You're right. I even set area effect of 150 for strongest trap spells. No difference.

And for my Fortify suggestion, you're right again. Thanks for help, Pwin. :)

Okay at the 10 second duration, although I don't think it really makes a difference at all.

As I said, with vanilla Morrowind you need 5 mana to add yourself 100 fortify of any skill. But with limitation and 5 times cost increase, you will need minimum of 250 mana to add yourself 100 fortify. Big difference in my view.
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Lucky Boy
 
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Post » Fri May 27, 2011 2:48 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.
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Jack Walker
 
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Post » Fri May 27, 2011 8:59 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.

I can't help with the rest of your questions, but http://www.elricm.com/nuke/gallery/albums/Personal/MCP_Code_Patch_Install.jpg is the installation screenshot of MCP. You can easily uncheck what you don't want installed. One thing you might try is downloading the file and running through the "tutorial" included in the .esp file before installing the game. The .esp file does not install the patch.

And now I'm curious about the thing they don't want mentioned. Hmm...
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sophie
 
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Post » Fri May 27, 2011 7:19 am

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.

Fair enough - that's why all MCP components are optional. If you don't want the changes to spellmaking and the "unarmored" skill, you simply don't activate them, you can still activate the others. :)

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?

Yes. The "save corruption fix" component changes several things about Morrowind's reference management, and fixes a couple of bugs that were related to the original method, most notably the "local ref bug". If your crashes happened dueto Morrowind's reference management, then there's a good chance that the MCP can improve the situation. If something else was causing the crashes, then the MCP probably can't help with those. Unfortunately, it's very hard to determine whether or not the reference management played a role in your crashes, so your best shot might be to simply try it out and see if it helps.

can the patch be reverted (UNINSTALLED) without messing up Morrowind any furhter

Yes. The patch automatically creates a backup of your original Morrowind.exe, and you can revert to that if you want to. The patch changes nothing apart from patching Morrowind.exe (okay, it does add an - optional - demo plugin, but you can simply delete it if you don't want it).

Edit: If you're not sure whether you want to keep the MCP, I recommend keeping a savegame from before you installed it. There is a risk that a game that was saved with the MCP will not load without the MCP installed - this cannot be changed, because the reason is that the references in the savegame trigger the bugs in the original exe which the MCP had fixed.

Will it work on a Morrowind already patched to function without the CD

No. As with regular patches, you need an original (i.e. untampered-with) Morrowind.exe for the patching process. If you changed your Morrowind.exe and don't have a backup, then you may have to reinstall Morrowind (and patch it to 1.6.1820) to get the exe you need. (You can backup your current Morrowind installation, then delete the folder, reinstall to the same folder, grab the exe, delete the folder again, then restore your backup - that will allow you to get the exe without messing up any registry paths.)
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Inol Wakhid
 
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Post » Fri May 27, 2011 10:56 am

Will it work on a Morrowind already patched for that thing they don't like to mention here on these forums.


No!

sieboldii
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Danielle Brown
 
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Post » Fri May 27, 2011 7:01 am

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.

As a Code Patch user, I can tell you that it has eliminated almost all my crashes and I recommend it highly. The only crash I have left is the time based (every 90 minutes of play) one I've had since the beginning - on two different computers.
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Daramis McGee
 
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Post » Fri May 27, 2011 3:37 am

- Enchanted item value increase

Does anyone recall the formula that the game uses to calculate the gold cost of a spell when (for example) creating the enchanted item? http://www.gamesas.com/bgsforums/index.php?showtopic=961976. Does the formula relate magicka cost to gold cost? Help a modder out! :icecream:
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megan gleeson
 
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Post » Fri May 27, 2011 6:57 am

It occurs to me that one-second spells are only useful because time stops when menus are open. If time kept on going, a one-second spell wouldn't last long enough to be terribly useful.

Of course, I haven't thought long and hard about this. There may be problems with time passing while the menus are open.

And yes, you can revert to a non-patched morrowind.exe easily. I do when testing mods, just in case. Just make a copy of morrowind.exe before running the patch, or use the morrowind.original.exe that the patch creates.
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Alba Casas
 
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