Repairing the Cogs of Morrowind No. 20

Post » Mon Nov 22, 2010 3:00 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'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.

Charge cost depends on your current Enchant skill level, if it's too low then you will get a high charge cost.
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{Richies Mommy}
 
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Post » Mon Nov 22, 2010 2:08 pm

Hrnchand, there's been a request on GHF to add the ability to wear more than two rings. Is this something you would be interested in looking into? Thanks.
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Jessica White
 
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Post » Mon Nov 22, 2010 12:51 am

I'm still working on MGE XE for the moment. Still, I could do something quickly.

My reply from GHF:
...
It may be possible to just not equip cast on use rings when you select and use their spell.

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Aman Bhattal
 
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Post » Mon Nov 22, 2010 2:46 pm

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

Now this I would be intrested in seeing :)
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Scotties Hottie
 
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Post » Mon Nov 22, 2010 3:46 pm

Here's to two years of MCP development!

:cake: :celebration:
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james reed
 
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Post » Mon Nov 22, 2010 5:25 am

Cheers :foodndrink:. Fantastic job!
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alyssa ALYSSA
 
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Post » Mon Nov 22, 2010 10:15 am

It may be possible to just not equip cast on use rings when you select and use their spell.

Now that would be really nice. I have a ring of lock picking that I have to unequip, then reequip one of my CE ring whenever I use it.
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lexy
 
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Post » Mon Nov 22, 2010 3:11 pm

...and superb it has been! Great work Hrnchamd. Deeply felt thanks from me!!
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Rob
 
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Post » Mon Nov 22, 2010 1:27 pm

Charge cost depends on your current Enchant skill level, if it's too low then you will get a high charge cost.


Well, I feel stupid now. I didn't know that at all. :)

Thank you. I am so sorry for a wall of text post.
Geez, this is embarrassing...
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Hope Greenhaw
 
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Post » Mon Nov 22, 2010 6:36 am

Here's to two years of MCP development!

:cake: :celebration:

Thank you, Hrnchamd, for making Morrowind a cleaner, stabler, and far less annoying place to be! The MCP is one of the things that no Morrowind player should ever go without!
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Claire Vaux
 
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Post » Mon Nov 22, 2010 4:32 am

Hi Hrnchamd! Remember me? I'm the one that was helepd you with Polish MCP support (exes, keyboard support). :)

I have one minor request - language selection box/menu. Like, you open MCP and somewhere in the window you can select particular language, should be useful for those that do not speak English fluently. I can translate needed files, but it will take a while.

Send me a PM if you are eager to do this ;)
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bonita mathews
 
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Post » Mon Nov 22, 2010 8:49 am

I stumbled across this quote while surfing the internet.
"Also, I noticed that loading screens are actually animations, because when I record the game at 60 FPS the loading screen always is about 2.5 seconds long while normally playing, it is less than a half a second long(on FPS ~200+)."


http://www.youtube.com/watch?v=T_fFApDyki4

:lightbulb:
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Cat Haines
 
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Post » Mon Nov 22, 2010 12:42 pm

hello!

there is so,ething thst I'd like to know if it is possible.

Increasing your enchant skill, the cost of each enchanted item's charge, decrease. is it possible to stop this?
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Tai Scott
 
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Post » Mon Nov 22, 2010 1:02 am

Er, doesn't it stop at 100 Enchant anyway?

Stopping it from decreasing means you'd have to somehow magically balance the charge costs yourself, and that's a lot of work. Like, months, okay, weeks. Not to mention your mod would be incompatible with any spell mods.
Literally, any changes to any spell in the game would wreck the charge cost changes.

After all, it's not balanced at 5 enchant, and it's probably not balanced at 100 enchant either.
I mean, I'd think you'd have to look at every single spell in the game, and change the charge cost for them all individually. And then you'd have to do a lot of testing to make sure it's fair and balanced.

Like the Morrowind Economy when you don't cheat. If resting 24 hours counts as cheating.

Plus, you'd ruin the only reason to have enchant at 100. :) Other than relatively fast charge regeneration.

I feel embarrassed for not knowing how enchant works though, see my post on the last page and the one above on this page.
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Juan Suarez
 
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Post » Mon Nov 22, 2010 12:24 am

hello!

there is so,ething thst I'd like to know if it is possible.

Increasing your enchant skill, the cost of each enchanted item's charge, decrease. is it possible to stop this?

Salve!

The enchant skill scaling is hard coded to:
charge use = base use * (110 - enchant skill) / 100


If I remove the scaling it is as if all characters had 10 enchant skill for this purpose. I could replace the scaling with a fixed multiplier, you may want to experiment with commonly used items to see what a useful enchant level is. The formula is hard coded in 6-7 places so it won't take too long to make a patch.
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Anna Kyselova
 
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Post » Mon Nov 22, 2010 12:22 pm

I don't know if this has already been addressed, but there's an issue with NPCs and CE items: it seems that whenever an NPC crosses a cell, any CE items they have turn negative. For example: a CE fortify strength of 10 points becomes a CE item of drain strength. The actual enchantment doesn't change, but the effect does. If this has already been addressed, feel free to ignore it. If it hasn't, would it be difficult to fix? As it stands, it's a pain because we can't outfit our companions with CE items less they turn negative. Thanks.
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Miguel
 
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Post » Mon Nov 22, 2010 1:29 pm

I have never heard of that bug, Jac.
That is weird.

Are you certain it happens all the time? Because...wow. That's pretty weird.

Also, Hrnchamd, at the rate of new features you're adding into Morrowind, Bethesda might have to pay you. :)

And I'm so glad you work on a patch basis, I.E. everything is modifiable.
I mean, some of your features you added, er, to be honest, you probably shouldn't have given into the pressure. :)
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Laura Tempel
 
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Post » Mon Nov 22, 2010 5:20 am

Emma did some research awhile back and came up with those conclusions. I think she suggested adding a CE spell shield to a companion and watch what it does: eventually the egg bubble around the NPC would disappear because the effect was no longer being applied. I can dig up her findings if anybody's interested, but that should be for another thread. :)
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Kira! :)))
 
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Post » Mon Nov 22, 2010 2:30 pm

I did hear about that as well. I always avoid giving my companions anything with a CE on it.
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Kara Payne
 
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Post » Mon Nov 22, 2010 9:09 am

Salve!

The enchant skill scaling is hard coded to:
charge use = base use * (110 - enchant skill) / 100


If I remove the scaling it is as if all characters had 10 enchant skill for this purpose. I could replace the scaling with a fixed multiplier, you may want to experiment with commonly used items to see what a useful enchant level is. The formula is hard coded in 6-7 places so it won't take too long to make a patch.



in my MW adventures, spells are unused. I use only enchanted items. Spells may fail, and reduce my magicka. The enchanted items instead, never fail, do not require an animation (while I am casting a spell, I may be interrupted if attacked), and thanks to this scaling, with enchant 100 I can summon a Storm Atronach with 11 points.

I'd say, the enchant level, should be 50, so we'll have a fixed level for anyone, that is in the middle between the lowest and highest.
The real use of the enchant skill, should be to make enchanted items. But this may be made changing the "fMagicItemOnceMult". (in my game, I changed it from 3, to 250). Galbedir, the bosmer enchanter in the mages guild of Balmora, with her 40 something enchanting skill, can enchant everything if I pay her. Why can't I do the same? :)

There is something last, I'd like to know if possible :). The price you pay to an enchanter to enchant a ring (that can be used multiple times) and a scroll, (that can be used only once), is the same.
I found a game setting that according to MSFD is unused, and it is the ""fMagicItemOnceMult"". I guess this is the value of what I am looking for. The cost to enchant a scroll, should be reduced to 1/20. Is it possible?
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Ash
 
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Post » Mon Nov 22, 2010 3:52 pm

Some information on the CE issues with NPCs for those that are interested:

[edit]: Emma's old forums may disappear, so here's a more permanent link: http://emmates.proboards.com/index.cgi?board=morrowind&action=display&thread=6

From Emma's site:

MY COMPANION SEEMS TO LOSE STRENGTH ALL THE TIME!!

The most common reason for this is that you have given your companion an enchanted item. Many enchantments, for instance fortify and feather, works reversed on companions and will instead drain or burden. This usually doesn't happen instantly, but as soon as you start to move around in the game-world and changes cells, this is bound to happen.
So, keep these kind of enchanted items for yourself, and give your companion good, non-enchanted items instead!

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Shelby McDonald
 
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Post » Mon Nov 22, 2010 2:54 am

I don't know if this has already been addressed, but there's an issue with NPCs and CE items: it seems that whenever an NPC crosses a cell, any CE items they have turn negative. For example: a CE fortify strength of 10 points becomes a CE item of drain strength. The actual enchantment doesn't change, but the effect does. If this has already been addressed, feel free to ignore it. If it hasn't, would it be difficult to fix? As it stands, it's a pain because we can't outfit our companions with CE items less they turn negative. Thanks.



this happens also for the costant restore health effect on enchanted items for Npcs. but it doesn't turn negative, just doesn't work after a cell change.
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Brittany Abner
 
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Post » Mon Nov 22, 2010 1:28 pm

Many weird things can happen to companions on a cell change.
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Gill Mackin
 
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Post » Mon Nov 22, 2010 3:49 pm

Here's to two years of MCP development!

:cake: :celebration:

Already? Seriously? *eats days old cake*

Cheers... and... stuff!

I'm not good at these celebratory things.

So, did you miss my inquiry, or have you just been ignoring me all this time?

I am all for skipping the equipping of rings that aren't constant effect, by the way. That has always been terribly annoying. Would that apply to amulets, and other items as well?
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trisha punch
 
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Post » Mon Nov 22, 2010 3:08 am

The enchanted items instead, never fail, do not require an animation (while I am casting a spell, I may be interrupted if attacked), and thanks to this scaling, with enchant 100 I can summon a Storm Atronach with 11 points.


Yeah, that's a little weird. I agree.
However, one spell being easy to put on a ring doesn't mean Enchant is totally broken. :)

After all, if he does change charge costs, he still has to make sure it's balanced for every single magic spell in the game.
Also, how many enchantment points is that Storm Atronarch, anyway?
How many seconds can you summon him for?

Because every time I've tried to make a constant effect summon anything beyond a dremora, they tend to be a bit expensive enchantment point wise. Like, can't even be put on a Daedric Tower Shield.
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Benjamin Holz
 
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