Repairing the Cogs of Morrowind No. 20

Post » Sun Nov 21, 2010 9:18 pm

only read about the soulgem fix,and installed,planning to try it out ingame,however I like,very much so :celebration:

don′t really have more to add.
well, there was talk elsewhere about fixing the prices on homemade potions since they tend to be moneycows just as filled soulgems,wonder if it is something mcp could do ?
my thought was better values for positive potions,lesser for spoiled and pure negative potions (drain fatigue etc),got a tip about which gmst governing it,but haven′t a clue about how to divide it in such a manner.
just an idea.
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{Richies Mommy}
 
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Post » Sun Nov 21, 2010 6:24 pm

my thought was better values for positive potions,lesser for spoiled and pure negative potions (drain fatigue etc).


While it's true that the game mechanics don't allow you to pour a potion on a weapon, in strictly role-playing terms, how would you define a purely negative potion? It seems to me that the whole concept of positive and negative effects is highly subjective. If I'm brewing a potion to use on my sick neighbor, cure disease is positive and drain health is negative. If I'm brewing a potion to kill the cave rats that are infesting my warehouse, damage health is positive and chameleon is negative. There are quite a few spoiled potions which are part of the base game, and their nature is obvious... they are spoiled. But there are also potions of burden, paralysis, and silence in the game, and they aren't considered spoiled. So obviously, they're intentionally negative. Which means there must be a use for them. Which means they have a value.

I do agree that potions could use a similar change in value, much like the enchanted items did. If there isn't an obvious or easy method of doing so with a mod, perhaps an overall reduction of potion values would be a good patch. I imagine something asymptotic so that strong potions are worth a great deal more than weak potions, but the insanely potent potions aren't really all that much more valuable because their usefulness is limited. After all, a potion that heals 50 health is a LOT more valuable than one that heals 5 health, but one that heals 50,000 health isn't really that much more valuable than one that heals 5,000 because nobody has that much health anyway. Beyond a certain potency, the benefits of a healing potion are mostly wasted, so it should stop increasing in value, or increase so slowly that the difference is practically negligible. The same is true of magicka regen, restore attribute, resistance, and even fortify potions. So the pricing curve for potions should be steep at low levels, but flatten out as the potency increases, and eventually practically flat-line so that potions above a certain potency simply don't get any more valuable.

I'm not sure what the asymptote should be, but the most valuable alchemy item in the game that isn't unique is Ancient Dagoth Brandy at 1500 gold and the most valuable potion that isn't rare or illegal is only 175 gold. I could see it being something in that range. Perhaps a fabulously potent potion might approach 1000 gold while a merely very strong one might hit 250-500.

For that matter, I wouldn't mind seeing an adjustment between the potency and duration of a potion. As it stands, when alchemy skill increases, both potency and duration increase quickly. It would make more sense to me if duration increased more quickly while potency increased less quickly. Which makes more sense? A potion that makes you 2400% resistant to normal diseases for half an hour or one that makes you 100% resistant to normal diseases for half a day?

My "dream" solution would be to find some way to allow the player to adjust potency vs duration with a slider in the potion maker. But since that looks to be entirely beyond even Hrnchamd's rather awesome abilities, shifting the emphasis from potency to duration would be a good compromise. And since potion durations don't stack like potency does, it would reduce the exploitation of potions for those who don't intend to exploit them while still leaving it possible for those who do. (To each his own - what doesn't harm my game doesn't offend me).
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Ashley Campos
 
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Post » Sun Nov 21, 2010 3:05 pm

I'm not sure what the asymptote should be, but the most valuable alchemy item in the game that isn't unique is Ancient Dagoth Brandy at 1500 gold and the most valuable potion that isn't rare or illegal is only 175 gold. I could see it being something in that range. Perhaps a fabulously potent potion might approach 1000 gold while a merely very strong one might hit 250-500.

As a reference, I priced the grandmaster quality potions from my http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1290 mod at 250 gold each; I thought about 500, but wasn't sure if people would actually buy and use them at that price.

Oh, one thing I noticed about the custom enchantment prices was that items made with constant effect enchantments seemed to be way, way under-priced; they seemed to be priced based on the "cast on use" equivalent, and not on how many enchant points the enchantment used up (1pt Restore Fatigue CE, 2pts Restore Health CE: 60 enchant points, but price was only a few thousand gold). There should be a corresponding cheaper multiplier for one-use scrolls, but I admit I haven't tested the prices on those.

Ooh, I just had a thought: one thing that would make scrolls nice to enchant would be to treat them like ammo enchanting: enchant a stack of paper or rolled paper at a time; perhaps you should be able to make fewer magic scrolls than the equivalent number of ammo items, though. Enchant points for normal paper is too low to be very practical, though; there are mods that deal, in part, with this lack.
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DarkGypsy
 
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Post » Sun Nov 21, 2010 12:52 pm

For that matter, I wouldn't mind seeing an adjustment between the potency and duration of a potion.

I'm not sure and haven't tested it yet, but I think that these GMST are here just for this:
fPotionStrengthMult
fPotionT1MagMult
fPotionT1DurMult
fPotionMinUsefulDuration
fPotionT4BaseStrengthMult
fPotionT4EquipStrengthMult
fIngredientMult .
I intend to test it in a day or two.
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Jennifer Munroe
 
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Post » Sun Nov 21, 2010 9:38 pm

You can read my thread on Advanced Alchemy.
In this mod I've made some change on GMST : you also find some explanations on these.

http://www.gamesas.com/index.php?/topic/1097159-relz-beta-advanced-alchemy/
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Stu Clarke
 
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Post » Mon Nov 22, 2010 2:21 am

Excellent. I'll be making use of this information to adjust my alchemy functions. Thank you.

But while this is very useful knowledge and pretty much solves the issue I have with duration vs potency, it doesn't address the function of potion cost calculation, which I really think should still be an asymptotic function. However, if the general consensus is that mods such as this already control the potion price problem well enough with a linear price function, then I withdraw the idea entirely.
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Hot
 
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Post » Sun Nov 21, 2010 8:13 pm

I've installed MCP 1.8 and now pressing TAB crashes my game. Tried it twice, crashed twice.
I'll uninstall fixes applying to 3rd Person and see if that will resolve the issue.

Edit: Fixed the issue. It turned out that it was irrelevant to MCP.
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Rach B
 
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Post » Sun Nov 21, 2010 9:29 pm


it doesn't address the function of potion cost calculation, which I really think should still be an asymptotic function.

While I agree on many things in the mentioned alchemy thread, it still doesn′t cope with a differentiated cost for homemade potions.
To follow up a little,a positive potion would be one with a clear,positive effect like a restore fatigue without any negative effects.
Also a positive potion would be a curing potion without any negative effects while a popular moneycow like drain health+cure poison would be spoiled.
Pure burden potion would be a positive potion I think,regardless of some difficulties to achieve a clean potion of burden without use of expensive ingredients.

For strenght and duration that can be solved to some extent with using cheaper equipment like journeman gear instead of grandmaster or secret master-gear.
It is also quite easy to adjust effects on equipment in the cs,so I′m not so occupied about that,it takes a few minutes to fix it to your liking.
just throw it out here just in case some miracleman could find a solution :)
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FirDaus LOVe farhana
 
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Post » Sun Nov 21, 2010 11:21 pm

For strenght and duration that can be solved to some extent with using cheaper equipment like journeman gear instead of grandmaster or secret master-gear.

No, you've completely missed the point. The idea isn't simply to reduce both values, but to trade potency for duration or vice versa. Using lower quality gear will reduce both potency and duration, but have no effect whatsoever on the ratio between the two. In any case, DarkSCR has already pointed out the means to adjust these values and shift the proportions without needing an MCP patch, and my request for modifying the proportions has already been withdrawn.
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WYatt REed
 
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Post » Mon Nov 22, 2010 3:24 am

Is it possible to disable maxmagicka/maxfatigue drop to default values on loadgame and attribute changes? Maxhealth is not dropped like this after being adjusted by scripts or console. I'm scripting some non-vanilla equation for determining maxfatigue, and the fact that I need to find a way to keep it updated almost at all times is really annoying. It is also a pain when I need to test something many times while repeatedly adjusting PC attributes and reloading game.
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Rebecca Dosch
 
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Post » Mon Nov 22, 2010 2:52 am

Is it possible to disable maxmagicka/maxfatigue drop to default values on loadgame and attribute changes? Maxhealth is not dropped like this after being adjusted by scripts or console.

They're handled differently because Maxmagicka and Maxfatigue are calculated values while Maxhealth is not. Changing attributes by necessity requires a recalculation of a calculated value. I'm not sure how one would logically get around that, let alone what code changes would be required to implement it.
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Scared humanity
 
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Post » Sun Nov 21, 2010 11:19 pm

I have another combination for the fortify attribute issue that gave some interesting results.

The following was done by giving one attribute to ingredients 1 and 2, the next to 2 and 3, then 3 and 4, followed by 4 and 1, and so on until everything was filled. This resulted in the usual behavior of the first matched attribute being listed in the unpatched version. Patching provided me with up to six effects this time, but with one peculiarity. Adding the ingredients in this order provided me Fortify Agility, Personality, Endurance and Speed. However, upon adding ingredient #4, the effect list went blank. Reversing the order gave me the six effects, fortifying Intelligence, Strength, Luck, Willpower, Agility, and Personality.

Ingredient #1AgilityLuckPersonalityWillpowerIngredient #2AgilityEndurancePersonalitySpeedIngredient #3EnduranceIntelligenceSpeedStrengthIngredient #4IntelligenceLuckStrengthWillpower


As for the Magicka display accuracy, it seems to be working as expected so far.

Edit: The order of 1, 3, 2, 4 also results in the effects list going blank upon adding the final ingredient. Most other combination's seem to yield two or four effects.
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Eliza Potter
 
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Post » Mon Nov 22, 2010 2:38 am

Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do.


Could this be tweaked so that it also includes the displays in the magicka window that aren't in the format or current/max? For example, with a brand new character, Fargoth's ring is listed as 5/20 in my magicka window. This should mean that I need 5 charges to cast and I have 20 available. The moment I cast, it changes to 5/16. If I point at it with the mouse, a window comes up that says 15/20 (which is the number of charges available in the form of "current/max" which means the patch is working) but it doesn't match the main display which should say 5/15.

Ideally, the first number would be rounded up while the second would be rounded down. Since the idea is to avoid falsely indicating a capability that isn't there, that would cause the system to err on the conservative side without leaving the impression that the player has more uses than he or she really has. It would still be inaccurate, but in a less annoying manner. I think most people would rather find out they have more uses remaining on an item than they thought than to have it suddenly and unexpected run out (inevitably at the worst possible moment).

I think this is only going to apply to enchanted items, because it's the only one for which both the cast cost and the available amount can both be fractional, or where the cast cost is variable, dependent upon player skill.
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Dawn Porter
 
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Post » Sun Nov 21, 2010 9:42 pm

I've proved the "Talky morrowind" mod. And i had an idea.

Hrnchamd, could you implement a zoom on the NPC's faces when a dialogue is active, like in Oblivion?

This will be so cool and immersive.
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Jonathan Braz
 
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Post » Sun Nov 21, 2010 6:27 pm

Hrnchamd, I think it was asked before, but I can't seem to find it. Can spells be made to cost dependent on your skill level with that school? It does work with Enchant and the charges you get, so I would hope that it's possible. Ideally, at least for me, spells would cost more than base cost below a certain level, and less above.

It's funny the things they cut out of Daggerfall, to reappear only in Oblivion. =/

I've proved the "Talky morrowind" mod. And i had an idea.

Hrnchamd, could you implement a zoom on the NPC's faces when a dialogue is active, like in Oblivion?

This will be so cool and immersive.

I find the zooming to be quite unimmersive. It makes no sense that talking to someone magically changes my perspective without the distance between myself and that person changing. I guess you could just pretend that you step closer/away, but it still feels strange to me. If it were just something that happens when an NPC whispers or something, or motions you to come closer, it would be pretty cool.
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luke trodden
 
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Post » Sun Nov 21, 2010 6:25 pm

I find the zooming to be quite unimmersive.

Me too! In first person perspective, the camera is supposed to be the player's eyes, so when a game starts yanking the perspective around and zooming in on whatever the game engine feels is appropriate at the time, it can't help but completely destroy the immersion for me. Maybe such tricks work fine in third person mode where the viewer is a disembodied floater anyway, but in first person, the camera needs to stay under the explicit control of the player at all times.
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Becky Cox
 
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Post » Sun Nov 21, 2010 2:49 pm

Me too! In first person perspective, the camera is supposed to be the player's eyes, so when a game starts yanking the perspective around and zooming in on whatever the game engine feels is appropriate at the time, it can't help but completely destroy the immersion for me. Maybe such tricks work fine in third person mode where the viewer is a disembodied floater anyway, but in first person, the camera needs to stay under the explicit control of the player at all times.



The problem is that, for example, you can talk to a NPC that has his back to the player, and that is very unreal! I prefer that the engine focus on the NPC's eyes automatically, and if it's the case, facing the NPC. Like in Oblivion that is an advance.

Although I play always in third person view, so i don't know what it would be better.
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Ricky Meehan
 
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Post » Mon Nov 22, 2010 1:54 am

The problem is that, for example, you can talk to a NPC that has his back to the player, and that is very unreal! I prefer that the engine focus on the NPC's eyes automatically, and if it's the case, facing the NPC. Like in Oblivion that is an advance.

Although I play always in third person view, so i don't know what it would be better.

Ah, indeed that can be awkward. I think it has some role playing value though. The NPCs will usually turn to face you if you stand near them, though it is true that you can usually activate them before you are close enough to do so. There are some GMSTs you can edit to alter the distance you can activate things, but it applies to all things. Lowering iMaxActivateDist would make it more likely that NPCs will face you before you can activate them. You may want to lower iMaxInfoDist to the same amount so that the item/NPC name doesn't appear sooner than you can activate. I agree that forcing the NPC to turn could still be nice, but the zoom is just no. In third person I can see how it's helpful, but I play in first person.
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Gracie Dugdale
 
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Post » Mon Nov 22, 2010 4:14 am

Playing with the first-person camera also has a few differences from the third-person, especially as far as PC hands are concerned. If you've ever tried to load first-person hands into 3rd person space or vice versa, you'll occasionally catch vertices that literally fly away to infinity.

I agree with making them turn, or making them more likely to turn (or even a disposition-related chance to turn), that's immersive. The obnoxious yay, close-up time! dialogue in Oblivion and Fallout 3 just makes talking a pain, especially since you have to zoom in, talk, then zoom out again (it's not a long process, but the dialogue system is very slow compared to Morrowind's text-based system).
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CHangohh BOyy
 
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Post » Sun Nov 21, 2010 11:22 pm

If you've ever tried to load first-person hands into 3rd person space


How are you “loading”? First person hands (meshes) have 5 fingers with 3 joints each, they cannot be simple transferred to the third person/NPC skeleton that has 3 fingers with 2 joints. Vertices that do not have corresponding bones in a nif will indeed “fly away to infinity”.

I am not sure that idea of “forced” partial animations could be productive: we have already enough trouble with controlled by the game engine head rotations that often destroy custom animations.

:)
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Joey Bel
 
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Post » Sun Nov 21, 2010 9:16 pm

How are you “loading”? First person hands (meshes) have 5 fingers with 3 joints each, they cannot be simple transferred to the third person/NPC skeleton that has 3 fingers with 2 joints. Vertices that do not have corresponding bones in a nif will indeed “fly away to infinity”.

Before I knew the difference, I assigned the wrong meshes (first-person hand mesh) to a third-person body part and placed it in the CS. The NPC's fingers stretched in a random direction (I'm not sure where), and that's how I found out. :D
If the camera were to move to create an Oblivion-style dialogue zoom, the hands would have to be taken into account, making sure they remained in the right position relative to the camera. It all depends on how Morrowind handles the camera, because in DirectX/hardware, there is no such thing as a camera. Everything is handled by matrices moving the vertices, which could (again, depending on how it is handled) wreak havoc on any forced camera movement. I think it should work, since MGE can do a basic zoom effect, but it's just something to note and watch for.

I am not sure that idea of “forced” partial animations could be productive: we have already enough trouble with controlled by the game engine head rotations that often destroy custom animations.

Actually having the NPC turn around, though (not just moving their head) wouldn't break animations, would it? And the AI already has a routine to do that, I think.
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Bereket Fekadu
 
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Post » Sun Nov 21, 2010 11:22 pm

Well, therefore I have specified “partial” animations.
Being in general not a fan of “Oblivion-style” MW mods in this case I agree that “simple” Bip01 rotation facing PC exclusively during dialogues could be indeed reasonable. But how to achieve that without altering other game mechanics?
:)
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JUDY FIGHTS
 
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Post » Sun Nov 21, 2010 11:01 pm

Well, therefore I have specified “partial” animations.
Being in general not a fan of “Oblivion-style” MW mods in this case I agree that “simple” Bip01 rotation facing PC exclusively during dialogues could be indeed reasonable. But how to achieve that without altering other game mechanics?
:)

A global script that forces NPC's to turn towards you before speaking? Can scripts force a certain action upon an NPC, or would physically rotating them be required? :bolt: -> Research Labs
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Nina Mccormick
 
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Post » Sun Nov 21, 2010 9:42 pm

I was under the impression that the game engine automatically did this anyway. i.e. when you walk up to someone and you're not invisible, sneaking, or chameleoned, they turn towards you and give you a greeting. Perhaps if you run up on someone and immediately enter dialog, they may not have had a chance to turn. Or if you're hidden in some way, they won't turn towards you... but normally, it's a feature already built into the game that they do this. Perhaps the people that don't see it are just impatient and not giving the NPCs sufficient reaction time. If that's the problem, this seems like a problem more appropriately solved by a change in procedure than a change in code.
e.g. when you approach an NPC, just say "excuse me" and give them a second to turn and face you before trying to talk to them.
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Toby Green
 
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Post » Mon Nov 22, 2010 5:19 am

I think Toccatta is right: I have also noticed that sometimes NPCs are turning, sometimes not. Hence, that’s not a reasonable proposal for MCP modification, right?
We simply have to play correctly, by game engine rules.

:)
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Arnold Wet
 
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