Repairing the Cogs of Morrowind No. 20

Post » Mon Nov 22, 2010 5:38 am

I'm working on something to allow larger resolution BIKs. The code is pretty strange, honestly it's going to take a while to get working.


Woohoo! :twirl:

Am so glad - if I can do anything to help in testing please let me know am happy to create test files
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Liv Brown
 
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Post » Mon Nov 22, 2010 9:07 am

I searched "Morrowind.Original.exe" and found nothing. I'm a hundred percent sure I've never patched my exe. with anything, except MCP of course. I am running MCP as an admin unfortunately. Thank you very much for the help though. :)

I haven't figured this out yet, could it be that the Code Patch isn't able to patch the game again since it's already patched it a first time?
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Kaylee Campbell
 
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Post » Mon Nov 22, 2010 7:30 am

I have never had trouble updating MCP whenever I've kept the backup Morrowind.Original.exe. Once I used a no cd patch which actually patched Morrowind.Original.exe, then when I tried to update MCP it told me it couldn't find a compatible exe file to patch and then I think it deleted the Morrowind.Original.exe too.

In any case, you need a new exe file that is just good old vanilla 1.6.1820 without any alterations, then you need to rename that file Morrowind.Original.exe, put it in your Morrowind folder, and run MCP again. You can get the vanilla exe file by reinstalling Morrowind and Bloodmoon and patching to 1.6.1820 if necessary. Keep a spare backup of the vanilla exe in case it doesn't work so you don't have to reinstall again to get another copy. :^)
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Breanna Van Dijk
 
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Post » Mon Nov 22, 2010 10:38 am

Hmm, where is the backup Morrowind.Original.exe kept? And I guess I'll reinstall, I'm hesitant to do so but it is necessary.

What is the best way to uninstall and not lose everything?

The plot thickens... I used a copy of the exe from my other computer with Morrowind installed, not patched either, and still doesn't work...
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Samantha Mitchell
 
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Post » Mon Nov 22, 2010 3:29 am

It should be in your main Morrowind folder, along with morrowind.exe.
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keri seymour
 
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Post » Mon Nov 22, 2010 12:33 pm

What is the best way to uninstall and not lose everything?

Backup the entire Morrowind folder, uninstall, reinstall, and insert the backed up Data Files folder and Morrowind.ini into the new install. That'll keep your mods and load order. And add whatever other important things you had in there. (MGE, etc.)

@Hrnchamd, I've been playing around with the [MenuStates] variables in the ini, and it seems that if you modify them in any way, Morrowind will reset them and also reset the positions of the respective HUD parts. Can you tell from the code what these variables mean?
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Flesh Tunnel
 
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Post » Mon Nov 22, 2010 6:06 am

Hrnchamd combats piracy, bethesda should pay royalties. :)
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Sara Johanna Scenariste
 
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Post » Mon Nov 22, 2010 10:41 am

Hrnchamd, I am vaguely remembering a discussion on this forum from awhile ago and I'm hoping you can help clear it up. I think you once posted something like you had discovered where the GMSTs were stored in the code and there might be possibilities for changing their values in-game with scripts? Is that ringing any bells? If so, I was wondering, did you ever delve any deeper into that? If the GMSTs could be used as global variables that would be pretty amazing.
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Jhenna lee Lizama
 
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Post » Mon Nov 22, 2010 11:11 am

I'm aware that it's possible for the code patch to address what types of spells NPCs will cast and/or when, and I got to thinking whether or not it could allow NPCs to cast spells ther than restore health/direct damage. Like burden, silence, etc.

I'm not too familiar with how NPCs already behave in this regard, though.
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Elizabeth Davis
 
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Post » Mon Nov 22, 2010 12:51 am

Hrnchamd, I am vaguely remembering a discussion on this forum from awhile ago and I'm hoping you can help clear it up. I think you once posted something like you had discovered where the GMSTs were stored in the code and there might be possibilities for changing their values in-game with scripts? Is that ringing any bells? If so, I was wondering, did you ever delve any deeper into that? If the GMSTs could be used as global variables that would be pretty amazing.

It's up to the MWSE developers to add features, as they have a working script extension system. There hasn't been much demand or interest for it in the last two years. Maybe if you could unearth the link and get people talking about the potential.


I'm aware that it's possible for the code patch to address what types of spells NPCs will cast and/or when, and I got to thinking whether or not it could allow NPCs to cast spells ther than restore health/direct damage. Like burden, silence, etc.

I'm not too familiar with how NPCs already behave in this regard, though.

Combat spells seem to be chosen by a matching all spells with a hardcoded list of offensive spell effects. It's possible to add more, but the AI really is too dumb to be let out of the house. Most of the time, the tactics are cast summon spell, then spam the damage spell with the highest magicka cost that it can cast. Status effects would get the same treatment. You could try combining damage and another effect in the same spell, with a high enough cast cost, and see if it takes to it.
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sexy zara
 
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Post » Mon Nov 22, 2010 2:35 pm

I'd just like to say I'm completely re-patched, and very happy. :) Thank you guys for the help, and thanks for a great patch!
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KU Fint
 
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Post » Mon Nov 22, 2010 12:15 pm

Combat spells seem to be chosen by a matching all spells with a hardcoded list of offensive spell effects. It's possible to add more, but the AI really is too dumb to be let out of the house. Most of the time, the tactics are cast summon spell, then spam the damage spell with the highest magicka cost that it can cast. Status effects would get the same treatment. You could try combining damage and another effect in the same spell, with a high enough cast cost, and see if it takes to it.


Well, the problem you run into with that is that you have to have an NPC skilled in multiple schools of magicka (for the most part, anyways), which will probably throw the balance off some.

Provided that they actually USE the spells in question should be good enough in most cases. I'm more worried that there are lots of potentially useful spells that they have, and just will never cast (i.e. Burden, Sound, etc.)
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Darlene Delk
 
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Post » Mon Nov 22, 2010 12:07 pm

Two issues I've noticed in my last savegame (although they're pretty old bugs). Played a long time with MCP 1.8 always active from the beginning:

- Sometimes it appears a completely black square in the World Map, instead of the normal exploration texture that applies when you explore an exterior cell for the first time. It remains that way until you revisit that cell again.

- Somehow my char is "underencumbered", meaning he can carry more weigth than he means to (as if he had a constant Feather spell applied). Example: If I empty his inventory, and add an object weighting 2.0, it still shows as like he has 0 encumbrance, etc. I think that currently he's over 14 "underencumbrance" or so.
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BEl J
 
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Post » Mon Nov 22, 2010 7:23 am

And maybe is a stupid/impossible suggestion, but seeing as the majority of crashes to desktop are due to memory size issues, couldn't the MCP add some type of "garbage collector" to help cleaning the memory that the game has already used but that is no more useful? Most of the games have it, doesn't it? (at least I haven't found many games that crashes when they run out of memory).
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DeeD
 
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Post » Sun Nov 21, 2010 11:38 pm

Provided that they actually USE the spells in question should be good enough in most cases. I'm more worried that there are lots of potentially useful spells that they have, and just will never cast (i.e. Burden, Sound, etc.)

You should check out the WGI documentation; Wakim explains the system pretty well. At least some NPCs cast Burden and Drain spells on me when using WGI.


Two issues I've noticed in my last savegame (although they're pretty old bugs). Played a long time with MCP 1.8 always active from the beginning:

- Sometimes it appears a completely black square in the World Map, instead of the normal exploration texture that applies when you explore an exterior cell for the first time. It remains that way until you revisit that cell again.

- Somehow my char is "underencumbered", meaning he can carry more weigth than he means to (as if he had a constant Feather spell applied). Example: If I empty his inventory, and add an object weighting 2.0, it still shows as like he has 0 encumbrance, etc. I think that currently he's over 14 "underencumbrance" or so.

The first one may be due to the local minimap fix. If you turn it off does it stop occurring? Second is pretty common if there's some incorrect script use of the removeitem command.


And maybe is a stupid/impossible suggestion, but seeing as the majority of crashes to desktop are due to memory size issues, couldn't the MCP add some type of "garbage collector" to help cleaning the memory that the game has already used but that is no more useful? Most of the games have it, doesn't it? (at least I haven't found many games that crashes when they run out of memory).

How do you know "the majority of crashes to desktop are due to memory size issues"?
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Stephanie Kemp
 
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Post » Mon Nov 22, 2010 3:24 pm

And maybe is a stupid/impossible suggestion, but seeing as the majority of crashes to desktop are due to memory size issues, couldn't the MCP add some type of "garbage collector" to help cleaning the memory that the game has already used but that is no more useful? Most of the games have it, doesn't it? (at least I haven't found many games that crashes when they run out of memory).


In C++ apps, most crashes are due to function calls through null pointers.
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jessica sonny
 
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Post » Mon Nov 22, 2010 6:17 am

You should check out the WGI documentation; Wakim explains the system pretty well. At least some NPCs cast Burden and Drain spells on me when using WGI.


Yeah, WGI is actually the basis of this discussion. I created a bunch of new NPC-only spells in my mod and, not knowing which effects would actually be used, only created spells with the same effects Wakim used in his mod.
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Matt Bigelow
 
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Post » Mon Nov 22, 2010 3:28 pm

I would kill to be able to have GMSTs able to be altered in-game. I have wanted that for about as long as I have been modding. I might have mentioned it in one of the older threads. Oh, the possibilities...

For the record, I'm positive that I have had NPCs cast Burden and Silence on me, without mods that would affect NPCs or spells. Probably Paralyze and Drain, too... Maybe others, I can't recall. The mage in Addamasartus casts Weakness to Common Disease on me, with no mods. =/ I don't know if that is of any use to you though, BTB.

Hrnchamd, have you figured anything out in regards to the multiple fortify/drain effects of potions? Was any of my information at least helpful? If you need anything else, I could try some more combinations.
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Ebony Lawson
 
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Post » Mon Nov 22, 2010 11:14 am

The mage in Addamasartus casts Weakness to Common Disease on me, with no mods. =/

None? I've only had him cast that on me when Auto-calc is unchecked on that annoying ranged fire spell he uses.
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how solid
 
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Post » Mon Nov 22, 2010 3:26 am

How do you know "the majority of crashes to desktop are due to memory size issues"?



Well, to be completely honest, its a pretty simple thing to deduce.

I have a g15 keyboard and EVGA Precision running on its LCD screen, I have 8gb of ram, of which ~25% is used for system resources(well actually most of it is probably being set aside for superfetch, but that is besides the point).

I have applied the 4gb patch to MGE and morrowind, 99 out of 100 crashes and EVGA Precision is reporting between 73 and 77% of ram in use, which would mean that morrowind has used ~4 gb of ram and hasn't cleared it.

Prior to installing the 4gb patch the same thing would occur between 47 and 51% ram used or roughly 2 gb.

Since I know roughly how much ram is being used by Vista, and adding the 4gb patch increased my play to crash time two fold, I am almost positive(and I mean 99.999%) that ram usage is indeed the culprit for the majority of ctd's in morrowind.

Edit: Just want to clarify, I am not trying to sound demanding about getting a fix like this, especially since I would have no idea on how to do it myself, I just was trying to explain how I know that it is almost certainly a leading cause of crashes with this game, it doesn't mean that it would ever be an easy fix.
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Auguste Bartholdi
 
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Post » Mon Nov 22, 2010 10:20 am

None? I've only had him cast that on me when Auto-calc is unchecked on that annoying ranged fire spell he uses.

Indeed, none at all. What ranged fire spell are you talking about? He casts Firefist, which is a touch spell, once he has cast Weakness to Common Disease ( which is ranged ) a few times. I have never had him cast a ranged fire spell on me — auto calculated or not — regardless of mods used.
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Bonnie Clyde
 
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Post » Mon Nov 22, 2010 8:28 am

Would the MCP be able to fix the bug where a head mesh set up as an item of clothing or armour won't animate properly when the NPC speaks? It's not exactly game breaking but would make MCA better. ;)

And what about adding the ability to block missile weapons with the shield? The fact that even a character with 100 block skill can't use his shield to deflect an arrow seems a bit lame. Cheers
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how solid
 
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Post » Mon Nov 22, 2010 4:03 pm

- Sometimes it appears a completely black square in the World Map...

http://www.gamesas.com/index.php?showtopic=1107265

I first encountered this problem quite some time ago.
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latrina
 
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Post » Mon Nov 22, 2010 9:42 am

Yeah, WGI is actually the basis of this discussion. I created a bunch of new NPC-only spells in my mod and, not knowing which effects would actually be used, only created spells with the same effects Wakim used in his mod.

I've extracted a list of what the AI spell selection regards as offensive spells:

Burden
Fire Damage - Shock Damage - Frost Damage - Poison
Drain Attribute - Drain Health - Drain Magicka - Drain Fatigue - Drain Skill
Damage Attribute - Damage Health - Damage Magicka - Damage Fatigue - Damage Skill
Weakness To Fire - Weakness To Frost - Weakness To Shock - Weakness To Magicka
Weakness To Common Disease - Weakness To Blight Disease - Weakness To Corprus Disease
Weakness To Poison - Weakness To Normal Weapons
Disintegrate Weapon - Disintegrate Armor
Paralyze - Silence - Blind - Sound - Soultrap
Absorb Attribute - Absorb Health - Absorb Magicka - Absorb Fatigue - Absorb Skill
Turn Undead

Of course you will need to test everything first, as this is not the whole of the spell selection criteria.
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Gemma Woods Illustration
 
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Post » Mon Nov 22, 2010 7:36 am

Hi. Something weird is going on that I've noticed.
After recently updating the MCP, I have noticed that for some reason that 100% chameleon, to enchant a item, requires a charge cost of 517.
It also takes 500 enchant points, but that makes sense. :) Some mod added items are the only ones capable.

I used to be able to use Golden Saint souls for enchanting 100% chameleon. Which a charge of 400.
Now, I'll need Vivec's soul.

Is that some bizarre side effect of the Morrowind Code patch?
I've tested every mod that has a chance to affect the base cost of the Chameleon spell, but they all read 1.
Which is default. Not to mention, I don't think that's the charge cost..Fortify Strength is 15.
I only noticed this after updating the MCP.

I have the Enchanting increases item cost activated. But it's the only activated mod that should effect spell charge costs. Not that it should. At least, according to the description.

I've also noticed a marked increase in the charge cost of several other spells. Restore Health, and all.

I'm certain it's possible that a mod is somehow affecting it, but uh, how? None of the mods I have added even touch the enchantment charge costs.

So, did somehow my Morrowind enchantment charges get broken?
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Kelly Tomlinson
 
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