Repairing the Cogs of Morrowind #10

Post » Fri May 27, 2011 8:12 am

(Note: This project has been started and programmed, and is still being maintained, by Hrnchamd. I'm just starting a new thread because the previous one has reached its post limit.)

This is a project to fix bugs in Morrowind that just aren't possible to do with scripting alone. It comes in the form of a patch to the Morrowind program.

The primary fix included is a large change to the savegame code to reduce corruption, missing objects and CTDs. It also makes the game properly respond to changes in your load list, making inserting and removing mods from your save a lot safer.

Version 1.2 is out now.
Files: http://www.tesnexus.com/downloads/file.php?id=19510
The files are also available on http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008.

Version 1.2 is a minor update to addresses issues with the restore attributes fix.

Here is a summary of the current features:

- Month fix (missing Morning Star)
- Enchanted item display bug
- Mercantile bug
- Transparent clothes in the inventory
- Unarmored bug
- Spellmaking limits
- Enchanted item value increase
- Merchant equipping
- Restore attributes issue
- Stealing from knocked out NPCs
- Reflect fix
- NPC health bar change
- StreamMusic fix
- Calm spells fix
- Vampire stats fix
- ESP load order fix
- Damage fatigue change
- Map expansion
- Local ref bugfix

See the description on tesnexus for more details.

See the previous threads to see how this came about:
http://www.gamesas.com/bgsforums/index.php?showtopic=925813
http://www.gamesas.com/bgsforums/index.php?showtopic=911149
http://www.gamesas.com/bgsforums/index.php?showtopic=894276
http://www.gamesas.com/bgsforums/index.php?showtopic=889153
http://www.gamesas.com/bgsforums/index.php?showtopic=885299
http://www.gamesas.com/bgsforums/index.php?showtopic=883753
http://www.gamesas.com/bgsforums/index.php?showtopic=881267
http://www.gamesas.com/bgsforums/index.php?showtopic=879297
http://www.gamesas.com/bgsforums/index.php?showtopic=874465

Note, if this crashes your Morrowind, please fill in this crash report and PM it to http://www.gamesas.com/bgsforums/index.php?showuser=469617:

Patch version (check the readme):
Detail what happens just before it crashes:
Detail any Morrowind error messages:

And most important, in the Windows crash dialog ("blabla has encountered an error and has stopped working"), click the more details link ("to see what data this error report contains", different wording for different Windows versions), then click "to view technical information", and copy and paste the first 20 lines.
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Ludivine Poussineau
 
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Post » Thu May 26, 2011 10:23 pm

Regarding the potential Command Humanoid bug at the end of the last thread:

I know I did something similar once with Creeper (although using Command Creature, obviously). I have no idea if entering/exiting cells mattered at all, just that I kept casting Command spell effects on him while trying to make him follow me to Dren Plantation, and eventually, well, I never needed to cast any more. He just kept following me.
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Jessica White
 
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Post » Fri May 27, 2011 5:58 am

RemoveItem seems a bit glitchy.
For example, I have 5 snow wolf pelts and order a piece of armour requiring 2 pelts. I check my inventory and find that I still have 5. I drop them on the ground. When I reload I have 3 pelts in my inventory...
No wonder that my encumberance is 20-30 units below what it should be. :)
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Leonie Connor
 
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Post » Fri May 27, 2011 12:47 am

Hello,

I don't know if it would be possible, but I suppose that I should better ask.
Could the MCP be modified to repair the broken scripting functions such as http://www.uesp.net/wiki/Tes3Mod:CellUpdate? :unsure:

In any case, I give a big :thumbsup: to Hrnchamd and Psyringe for making this Code Patch.

Bjam
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matt white
 
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Post » Fri May 27, 2011 11:13 am

Certainly it would be nice to have the use of broken functions such as CellUpdate, but they don't break anything. It is functions like CellChange that only work part of the time that is so frustrating. If it is known why that function does not detect when the player teleports (except by load door) or coc's into a cell perhaps it would be possible to fix this problem.

Hrnchamd and Psyringe, I appreciate the tremendous effort and progress that has been made on this project to date.
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Kortknee Bell
 
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Post » Thu May 26, 2011 10:32 pm

RemoveItem seems a bit glitchy.
For example, I have 5 snow wolf pelts and order a piece of armour requiring 2 pelts. I check my inventory and find that I still have 5. I drop them on the ground. When I reload I have 3 pelts in my inventory...
No wonder that my encumberance is 20-30 units below what it should be. :)


I've been having a similar issue, come to think of it. For example, say I have 20 pieces of crab meat to give to one of the NPCs from Cutthroat's Minor Quest mod. I talk to him; he takes the crab meat. I click "goodbye" and open my inventory--the crab meat's still there. Go and talk to him again, pick up the quest again (you can do the quests ad infinitum if you want), and re-open my inventory...no more crab meat. :huh: Very bizarre. It's almost as if the inventory isn't "refreshing" properly.
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butterfly
 
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Post » Fri May 27, 2011 2:06 pm

Just thought i'd drop by.
while the code patch is focused on bugs, I think if hrnchamd still has the will, it would be a natural step to repair broken unused stuff.
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Adam Kriner
 
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Post » Fri May 27, 2011 12:15 pm

I noticed this at the UESP:

"Another bug exists specifically with the Fortify Personality effect. Any person you talk to while under the influence of a Fortify Personality effect, regardless of how much they liked you before, will have their Disposition lowered by the amount of the effect after the spell expires. So even if somebody has 100 Disposition towards you, if you cast a 90pt Fortify Personality spell and then talk to them while the spell is active, then when the spell wears off, their Disposition will be lowered to 10, low enough that your former friend may even attack you next time they see you. Thus, you should only use such an effect with people you don't plan to talk to ever again."

I tested it, and it seems to only count for what disposition is added over 100. Can this be fixed?
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Jani Eayon
 
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Post » Fri May 27, 2011 12:07 am

One small problem about "Allow Stealing from KOed NPC" fix: if I am attacked by an hostile NPC (ie: dark brotherhood), if I knock him down and steal his stuff while a guard is near to us, than the guard will consider I am robbing someone and catch me, despite I was attacked.

A few minor things that could be fixed for sounds (all these are hard-coded):
- taking OUT/AWAY an axe uses the same sound ID then taking OUT/AWAY a bow (it's very easy to hear in game) - both weapons should have different ID)
- there is no sound ID for taking OUT/AWAY axes: MW plays the sound for blunt weapons (and the sound for Blunt weapons are nammed "AxeOUT" and "AxeAWAY" - there should be 2 different ID for each weapon (out/away) and 2 different sounds for each weapon too (axeOUT/AWAY and bluntOUT/AWAY).
- taking OUT/AWAY throwing weapons (darts, daggers, etc.) uses the blunt sound ID and wav that for blund weapons (should have a specific ID and sound, the job was probably not finished...)
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Hannah Barnard
 
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Post » Thu May 26, 2011 9:28 pm

I have a small glitch that i haven't seen brought up in the past, cure disease.
in vinella morrowind when you cure a disease it will undo the effects of the disease(up to your base stat, usually), with the mcp allowing you to restore back to your enhanced stats, shouldn't it also allow you to cure the effect on your enhancd stat?
eg. you catch brown rot with mcp running and you have a ring with a 10 str bonus(and base stat 100), you cast cure disease, and your str goes to 100, you then have to use a restore str potion, spell, or shrine.

Is this intended, because it would appear otherwise.
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naana
 
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Post » Fri May 27, 2011 4:14 am

I have a small glitch that i haven't seen brought up in the past, cure disease.
in vinella morrowind when you cure a disease it will undo the effects of the disease(up to your base stat, usually), with the mcp allowing you to restore back to your enhanced stats, shouldn't it also allow you to cure the effect on your enhancd stat?
eg. you catch brown rot with mcp running and you have a ring with a 10 str bonus(and base stat 100), you cast cure disease, and your str goes to 100, you then have to use a restore str potion, spell, or shrine.

Is this intended, because it would appear otherwise.


Take the ring off before doing the cure disease.

sieboldii
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Alisha Clarke
 
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Post » Thu May 26, 2011 10:48 pm

I think he probably knows how to get around it in normal Morrowind, but it shouldn't *have* to work that way, is the point.

Point being that the "fortify/restore attribute" fix should apply to all cases, like drain spells (such as diseases); it currently doesn't seem to, but at least you can Restore it up to the enchanted amount now, so it's at least a hell of a lot less painful to deal with, and that I'm thankful for.
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Jeff Tingler
 
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Post » Thu May 26, 2011 10:22 pm

Quick one... Been using MCP since it came out. I'm getting some doubling if I mod a mod to move an object slightly. Can I still use wyre mash's repair all functionality?


Thanks
-KWM
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Daniel Brown
 
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Post » Fri May 27, 2011 4:04 am

Quick one... Been using MCP since it came out. I'm getting some doubling if I mod a mod to move an object slightly. Can I still use wyre mash's repair all functionality?

Yes, the MCP is compatible with Wrye Mash.

The MCP can prevent doubling when you *remove* or *add* mods because it fixes a bug in the way Morrowind checks for load order changes. However, when you *update* a mod tha's already active, then the MCP can not match the references correctly if you change their numbering (which happens easily since the construction set renumbers them every time you save a mod). The Morrowind engine doesn't have any functions where such a check could be hooked into without writing it from scratch. So, if you change any references in a mod, you should make an Updater from the old to the new version with Wrye Mash. Mash's documentation tells you how; it may seem a little complicated at first but it's essential when you're making changes to mods that are already active. (Alternatively you could run "Repair All", which is easier to do, but you will lose some of the information in your savegame if it contains references which can be matched to more than one reference in the plugin).
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Shelby McDonald
 
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Post » Fri May 27, 2011 12:18 pm

Take the ring off before doing the cure disease.

sieboldii


that was a hypothetical situation.. i use the 1-X enchantments, and that means reequipting everything xtimes to get optimal results, not fun, better then vinilla, but still not enjoyable
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Kristina Campbell
 
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Post » Thu May 26, 2011 10:29 pm

I'd appreciate if someone could test whether the local ref fix takes care of this issue(http://www.gamesas.com/bgsforums/index.php?showtopic=831127):
If a summon spell ends after the player has left the cell, any abilities or diseases on the summoned creature remain in the game's memory, while the creature does not. When the player loads a save where this has occurrred, it gives errors like failed to load spell "brown rot", continue running executable?. The player can click through the errors, and the message is not given on saves made afterward. The issue doesn't appear to cause further problems, but it's better to be safe than sorry.
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sexy zara
 
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Post » Fri May 27, 2011 4:24 am

Haven't seen it since I started running with the patch. I'll see if I can generate a test case when time allows.
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Siobhan Wallis-McRobert
 
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Post » Fri May 27, 2011 2:10 am

I've had a problem with Madd Leveler and the code patch: Fortify intelligence doesn't wear off normally; sometimes it starts to drop and then stays at a high level and sometimes it goes negative. This has happened in two separate games. I have used Madd leveler for years so I assume it's a conflict with the code patch, perhaps the restore attribute changes. Has anyone else come across this? Otherwise, I really like this mod and have had no other problems.
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Dark Mogul
 
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Post » Thu May 26, 2011 11:14 pm

There was a known incompatibility between the MCP and MADD leveler. I don't recall offhand whether the problem was resolved, it was a while ago. You can disable the "Restore Attributes" fix in the MCP setup and still keep all the other features if you want to.
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City Swagga
 
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Post » Fri May 27, 2011 7:38 am

There was a known incompatibility between the MCP and MADD leveler. I don't recall offhand whether the problem was resolved, it was a while ago. You can disable the "Restore Attributes" fix in the MCP setup and still keep all the other features if you want to.

Thanks for the answer, I'll do that.
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Oceavision
 
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Post » Fri May 27, 2011 8:19 am

ive been away for awhile now so forgive my newbishness. what exactly is the difference between this and the unofficial morrowind patch. do they conflict or are they seperate things.
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james reed
 
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Post » Fri May 27, 2011 12:37 am

This patches the EXE to fix engine bugs and the unofficial morrowind patch fixes the scripts, dialogue etc
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Jeneene Hunte
 
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Post » Fri May 27, 2011 12:59 am

if this patches the exe file does it then conflict with morrowind script extender or does mwse work differently than oblivions which also added functions to the exe file.
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JD FROM HELL
 
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Post » Thu May 26, 2011 9:36 pm

if this patches the exe file does it then conflict with morrowind script extender or does mwse work differently than oblivions which also added functions to the exe file.

The MCP is compatible with MWSE. Have a look at the readme, it explains the basics around the code patch.
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Nikki Morse
 
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Post » Fri May 27, 2011 8:34 am

if this patches the exe file does it then conflict with morrowind script extender or does mwse work differently than oblivions which also added functions to the exe file.

MWSE doesn't interface with the executable, it just adds new scripting commands for the engine to use. I use the patch with MWSE/MGE with no problems.
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Emily Rose
 
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