Repairing the Cogs of Morrowind No. 20

Post » Mon Nov 22, 2010 6:46 am

I just wanted to say that all of my experience with the Fortify effect with potions holds true for Drain and Damage as well. I'm sure it was to be expected, but I just wanted to confirm.

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.

Yes, they do turn to face you if you are close enough. It is entirely possible to be close enough to activate them without them noticing you. With the GMSTs I mentioned left at the default of 192 units, their name shows, and you can activate them, but they do not turn to face you or follow your movement, no matter how long you wait.
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Roberta Obrien
 
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Post » Sun Nov 21, 2010 7:18 pm

Yes, they do turn to face you if you are close enough. It is entirely possible to be close enough to activate them without them noticing you. With the GMSTs I mentioned left at the default of 192 units, their name shows, and you can activate them, but they do not turn to face you or follow your movement, no matter how long you wait.

You can always change iGreetDistanceMultiplier, can't you? It is multiplied by Hello Setting of NPC to determine their distance of detection.
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Monika Fiolek
 
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Post » Mon Nov 22, 2010 5:47 am

With the GMSTs I mentioned left at the default of 192 units, their name shows, and you can activate them, but they do not turn to face you or follow your movement, no matter how long you wait.


Which is precisely why this is a situation which isn't best suited to a code-change solution. I don't know how far away I am from you, but we're communicating, and the chances that I'm facing you are actually pretty slim. If I wanted to have a face-to-face conversation (No pun intended. This is, after all, the root of the issue.) then I'd have to get a lot closer. If you are correct and this is something which can be adequately adjusted by game settings, then this isn't a reasonable suggestion for the code patch. Honestly, I don't see why this issue was even brought up. The issue is only of interest to people who are trying to role-play, and those are the very same people that should know to get closer before attempting to speak. True, it doesn't make much sense to have a conversation with someone whose back is turned. Neither does it make much sense to carry on a conversation with someone on the other side of the room.

Ironically, the solution to the second problem is also the solution to the first.
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Curveballs On Phoenix
 
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Post » Sun Nov 21, 2010 10:08 pm

I have this idea for a long time, custom buttons for war cry, taunt and an excuse me button. War cry can make creatures and NPCs flee. I have this idea for quest givers actually so they greet you first when you return from a job. I think same can be added to other dialog starters via a button. There are enough sound files to achieve this for races. A throat cleaning noise must be there for each race, those can be used for this job.
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Benito Martinez
 
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Post » Mon Nov 22, 2010 7:15 am

You can always change iGreetDistanceMultiplier, can't you? It is multiplied by Hello Setting of NPC to determine their distance of detection.

I'm pretty sure that is only for voice greetings.

Which is precisely why this is a situation which isn't best suited to a code-change solution. I don't know how far away I am from you, but we're communicating, and the chances that I'm facing you are actually pretty slim. If I wanted to have a face-to-face conversation (No pun intended. This is, after all, the root of the issue.) then I'd have to get a lot closer. If you are correct and this is something which can be adequately adjusted by game settings, then this isn't a reasonable suggestion for the code patch. Honestly, I don't see why this issue was even brought up. The issue is only of interest to people who are trying to role-play, and those are the very same people that should know to get closer before attempting to speak. True, it doesn't make much sense to have a conversation with someone whose back is turned. Neither does it make much sense to carry on a conversation with someone on the other side of the room.

Ironically, the solution to the second problem is also the solution to the first.

I believe the issue was brought up in the first place because Runspect wanted to know if Oblivion-like zooming could be implemented, presumably without Talky Morrowind. I only suggested the GMSTs as a possible solution. There are other reasons to lower the distance covered by those settings; 192 units is almost nine feet, or nearly one meter. You can't really activate things like levers from that far away with your hands, not to mention pickpocket someone, even though you can speak to someone that far away. Unfortunately, there are no separate settings for each situation.

Now, if someone wants zooming during dialogue in Morrowind, it may be possible with an MGE mod. I don't know enough about scripting with MGE, but I know it can zoom. I don't know if you can make it account for your distance from an NPC when zooming so as not to zoom too much or too little, though.

From a role-playing perspective, I like being able to talk to someone who has their back turned to me. Hostage situation, anyone? Good luck implementing that, though. I would like better NPC reactions. Maybe turning away from you when you talk them, or as peachykeen stated, disposition-based turning, but I don't think that is going to happen.
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Dezzeh
 
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Post » Sun Nov 21, 2010 5:01 pm

I'm pretty sure that is only for voice greetings.

Yes, and this is precisely what makes NPC turn towards PC.
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I love YOu
 
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Post » Mon Nov 22, 2010 7:01 am

First: excellent work Hrchamd, so many things I've been hoping for!

Second: If possible, it would be awesome if you could change console to another key. Maybe a thread would have to be started to determine which key is least likely to cause mod conflicts. I still see occasional threads where someone is unable to get the key to work, after trying many of the common solutions, and unable for some reason to get MGE to work. I considered making a mod to add most commonly requested mod fixes, but that would take more time than I currently have, and part of it would need MWSE. If no fix can be found, maybe I will make a mod with scripting set up so only a small change is required to perform an action.
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Albert Wesker
 
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Post » Sun Nov 21, 2010 4:30 pm

Yes, and this is precisely what makes NPC turn towards PC.

Oh, right... Oops. I was only thinking about the NPC speaking, and not turning. Oh well, then there are two options.
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FABIAN RUIZ
 
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Post » Mon Nov 22, 2010 12:59 am

Does MCP change the formula used to determine a merchant's initial price offer when buying an item from the player? If so, can you reveal what formula you use?
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Penny Wills
 
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Post » Sun Nov 21, 2010 4:23 pm

If the mercantile fix is used, the difference between merchant offer and base value is half that of normal Morrowind.
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Milad Hajipour
 
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Post » Mon Nov 22, 2010 1:35 am

..just thought of another one (if not already dealt with).

Is there a way to adjust the algorithms for how certain spells effects are calculated so we don't have to resort to http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7871. Casting of Feather, Burden, and Disintegrate are all but useless in vanilla. Going to Magic Effects in the CS and lowering the base cost (of Feather in particular) helps the spellcasting, but then potions become uber. No biggy. Workarounds such as Shade's can be used, but if it's not too difficult...

On another topic...

I don't know if this has anything to do with MCP or not, but I'm wondering if anyone else has noticed this phenomenon: after several skirmishes where a lot of summoning has taken place, I all-of-a-sudden am confronted with creatures, summoned or not, who have acquired permanent effects. I tend to use a lot of damage spells and cast Damage Speed on a summoned ghost I think by mistake. Now EVERY ghost in the game is horribly slow. Same with Dremora Lords. Could there be something in, say, the Reflect fix causing this, or should I be looking elsewhere? (Or is it an original bug that NEEDS fixing?). Thanks.
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Celestine Stardust
 
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Post » Mon Nov 22, 2010 5:09 am

Just saw the new images of the shadows http://www.tesnexus.com/downloads/file.php?id=26348, looks awesome. How's the performance/stability? :D
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Amy Gibson
 
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Post » Mon Nov 22, 2010 4:40 am

Just saw the new images of the shadows http://www.tesnexus.com/downloads/file.php?id=26348, looks awesome. How's the performance/stability? :D



Wow.


I need to look at the beta page more often!
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WYatt REed
 
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Post » Sun Nov 21, 2010 5:21 pm

These aren't the shadows you're looking for. Move along.
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Tikarma Vodicka-McPherson
 
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Post » Mon Nov 22, 2010 6:05 am

These aren't the shadows you're looking for. Move along.

So that is where you've been lately. And you just told me that it wasn't workable. Please tell me that it's workable.
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Maria Leon
 
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Post » Mon Nov 22, 2010 2:45 am

Wow.


I need to look at the beta page more often!

Just click the 'track file' button, it's what I did. :P
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Karen anwyn Green
 
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Post » Mon Nov 22, 2010 1:37 am

These aren't the shadows you're looking for. Move along.

V:These aren't the shadows I am looking for.
H:You want to go home and rethink your life.
V: I want to go home and rethink my life.

Just saw the new images of the shadows http://www.tesnexus.com/downloads/file.php?id=26348, looks awesome. How's the performance/stability? :D

It looks 5 FPS from the upper left corner numbers. But that doesn't mean anything.
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Shelby Huffman
 
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Post » Sun Nov 21, 2010 7:54 pm

I disbelieve the illusion (take 20).

Are those thumbnails depth buffers from the light's PoV? That one looks like the sun in most of the shots (and might be matching up with the shadows). What method are you using to calculate the shadows?
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MARLON JOHNSON
 
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Post » Mon Nov 22, 2010 3:50 am

Should this not be discussed in the graphics MCP thread?
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YO MAma
 
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Post » Mon Nov 22, 2010 1:56 am

Yet another suggestion: could it be possible to enable Armor Rating for creatures? Currently their AR is ignored in damage calculations, so, for example, dremora's shield is absolutely useless. Pretty frustrating.
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*Chloe*
 
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Post » Mon Nov 22, 2010 8:29 am

Just saw the new images of the shadows http://www.tesnexus.com/downloads/file.php?id=26348, looks awesome. How's the performance/stability? :D


:blink: Hrnchamd, you sir are a god. (What are you thinking, wavin' your hand like that?)
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Susan
 
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Post » Mon Nov 22, 2010 12:01 am

I have a major problem, one I call the "Red Hue of Death"

Every time a major inventory change happens, IE, something is dropped out of my inventory or is unequipped, the whole screen takes on this annoying red hue. Text Letters are enveloped in a yellow box surrounding them. Normally, its just annoying, but with MGE's Saturation shader, its just plain blinding. I've found that exiting the current cell clears it up, though due to the forementioned MGE shader its very difficult to do at times. So does alt-tabbing, though the later doesn't work if i'm playing in windowed mode, which I am these days.

I'd like to have a way to get rid of it permanently.
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jadie kell
 
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Post » Sun Nov 21, 2010 6:47 pm

Just out of curiosity, is there any way to get cell-based water levels? (like in Oblivion) It would be really nice to have real mountain lakes, and not lakes that just look like water, but that you can't swim in.

This one might be a toughie, but it would be really nice if you could drop an activator in a cell to alter the water level for that cell.
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WYatt REed
 
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Post » Mon Nov 22, 2010 2:36 am

I have a major problem, one I call the "Red Hue of Death"

Every time a major inventory change happens, IE, something is dropped out of my inventory or is unequipped, the whole screen takes on this annoying red hue. Text Letters are enveloped in a yellow box surrounding them. Normally, its just annoying, but with MGE's Saturation shader, its just plain blinding. I've found that exiting the current cell clears it up, though due to the forementioned MGE shader its very difficult to do at times. So does alt-tabbing, though the later doesn't work if i'm playing in windowed mode, which I am these days.

I'd like to have a way to get rid of it permanently.

Listed in the MCP readme, which you should read:

Q: My screen is tinted red / My mini-map looks strange / Text is a solid block of colour. What's going on?
A: Try turning off the "transparent clothes in the inventory" option. That fix does change the rendering methods the engine uses, and rarely causes other graphics issues with certain graphics cards. It's hard to tell what the problem is, these bugs depend a lot on graphics drivers.
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Sara Johanna Scenariste
 
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Post » Mon Nov 22, 2010 8:30 am

*Sigh.* And another...

1. How about an option to disable Enchant skill influence on cost of using magic items? They are already overpowered even without it. It is bad enough to be able to fire fireball from some ring five times within a single second. With maxed out enchant skill you can do it 50 times and more. Can't call it balanced.
2. Option for hand-to-hand skill to make it damage health instead of fatigue or health and fatigue? Ideally: normal damage to fatigue and (damage to health * max((swing force - 0.5), 0)) or something like this. So that you still can knock someone out with light punches without harming him while being able to kill a rat with a few mighty strikes without spending half an hour on kicking fatigue out of it.
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Sammygirl
 
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