Repairing the Cogs of Morrowind No. 20

Post » Mon Nov 22, 2010 5:41 am

*Sigh.* And another...

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.


Actually, Fliggerty made a mod kinda like this: http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1103
It damages people rather then making them tired.
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katsomaya Sanchez
 
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Post » Sun Nov 21, 2010 7:40 pm

I've just one suggestion - would it be possible to patch the journal so that you can use larger fonts properly (made by this http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=69)? The size of the journal text is fine, but the dialogue can get rather small if you run Morrowind at resolutions higher than originally supported. Unfortunately both use the same font, just scaled up in the journal, and if you use anything larger than size 17 the topics section doesn't display correctly - some of the bookmarks get cut off (M, N, Z etc) and you get error messages when you click on a topic.
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Marquis T
 
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Post » Mon Nov 22, 2010 5:01 am

Actually, Fliggerty made a mod kinda like this: http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1103
It damages people rather then making them tired.


It was recently updated to allow damaging fatigue and health at the same time too.

I broke my windows install somehow and I gotta reinstall Morrowind. So it'll be awhile before I can test anything.
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leigh stewart
 
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Post » Mon Nov 22, 2010 1:53 am

There are a class of interesting spells that combine an offensive spell on target with a defensive spell on self that are not really possible due to the bug sometimes referred to as the "http://www.uesp.net/wiki/Morrowind:Soultrap", which results in the on-self spell becoming permanent (and not showing up in your active spells icons either).

I think it would be nice to get rid of this bug, if it is easy to do, so people can make these interesting spells at the spellmaker.

I've noticed that the permanent effects are kept in the savegame sub-record "REFR.ACDT", which is apparently actor data for the player. I can give you some offsets into the data portion of that record, if that helps, for instance, permanent water walking appears to be 200 bytes into that subrecord (not counting the header).

Edit: while I'm at it, a second request:

When people have too many savegames in their Saves directory, they start getting mysterious memory errors, the most commonly reported is:
"QuestName info in Journal "XXX" has no name string."

I did a little http://www.gamesas.com/index.php?/topic/893198-strangest-most-frustrated-problem-error/page__view__findpost__p__13093826 some time ago, and it's pretty reliable that once you get too many (some people report it happens at something over 500 saves), Morrowind loses its mind. Anyway, people post with this problem from time to time (which you can see if you search for that message), and I thought that if the MCP could fix it, that would be cool.

Thanks.
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ImmaTakeYour
 
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Post » Sun Nov 21, 2010 8:17 pm

Tarius, well, it would be cleaner with a patch, but I guess it would be too much to ask then. Thank you, it looks as good as scripts can do at all.
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chinadoll
 
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Post » Mon Nov 22, 2010 6:23 am

Shadows look nice again... What's the catch? :P
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DAVId MArtInez
 
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Post » Mon Nov 22, 2010 8:47 am

The catch, oh nothing just 9000 FPS.
j/k Very nice shadows.
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mollypop
 
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Post » Mon Nov 22, 2010 5:02 am

@Hrnchamd
Would it be possible to adjust the projected color used for your prototype shadows to be more blueish? It would be fantastic if that could also be applied to the character shadows as well.
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maria Dwyer
 
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Post » Mon Nov 22, 2010 5:00 am

The shadow colour has to match the ambient lighting, or the difference between shadow and the back of the object becomes obvious. The shadows in Solar Dipole are bluer without being obnoxious. It's hard covering all the lighting situations.
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Hella Beast
 
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Post » Sun Nov 21, 2010 5:38 pm

Incredible screen shots, and Vivec is always a favorite to see in any case. I am, as I'm sure many are, greatly looking forward to the next Skunkworks beta file.
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Svenja Hedrich
 
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Post » Sun Nov 21, 2010 9:27 pm

Is there any chance you could implement an Oblivion-style autosave feature, so that autosaves also occur when travelling, or at set intervals? I often have to redo stuff after crashes due to this.
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P PoLlo
 
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Post » Mon Nov 22, 2010 1:22 am

The autosave idea would be great.
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Tessa Mullins
 
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Post » Sun Nov 21, 2010 10:37 pm

Is there any chance you could implement an Oblivion-style autosave feature, so that autosaves also occur when travelling, or at set intervals? I often have to redo stuff after crashes due to this.
The autosave idea would be great.
Not sure if you guys use MGE but you can set that up so that it regularly autosaves:
  • Launch macro editor
  • Under the drop down box labeled "macro type" select 1, 2, 3 or 4
  • Under function, enter the number of seconds you would like between each autosave
  • On the keyboard display select F5 so that it turns green
  • Check the box labeled "trigger enable"
  • Press "save"

You can also define keys to start or stop the autosave trigger from continuing.
  • Select any unused key on the keyboard display so it turns green
  • From the drop down box labelled "unused" change to "start trigger' or "end trigger"
  • Select the corresponding trigger from the drop down box labelled "macro type" that you defined before (I.E., 1, 2, 3 or 4)
  • Press "save"

Not sure who posted that originally, I've got mine set at 300 seconds, with no start / end keys. Works well.
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David John Hunter
 
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Post » Mon Nov 22, 2010 7:27 am

Is it possible that the MCP alters unenchanted ebony cuirasses? I'm having a problem where the standard, unenchanted ebony cuirass appears to have an "enchanted item" effect (it's slightly different though). I'm really perplexed by this because I deactivated all my mods and it still happens. I don't have any pluginless ebony armor mesh/texture replacers that I know of (does anyone know the name of the ebony cuirass mesh/texture by the way, so I can check?)
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Flutterby
 
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Post » Mon Nov 22, 2010 4:23 am

The shadow colour has to match the ambient lighting, or the difference between shadow and the back of the object becomes obvious. The shadows in Solar Dipole are bluer without being obnoxious. It's hard covering all the lighting situations.

With MGE and Morrowind, the lighting has to be done twice. What about a deferred shading method? Disable Morrowind sun lighting, set ambient to full, diffuse, specular, normals buffers and one shader to light them all. I am flying high again, ain't I? :hehe:

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch19.html

http://www.realtimerendering.com/blog/deferred-lighting-approaches/
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J.P loves
 
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Post » Mon Nov 22, 2010 7:41 am


(does anyone know the name of the ebony cuirass mesh/texture by the way, so I can check?)
Believe it's Meshes\A\A_Ebony_Cuirass.nif

Ground mesh:
Meshes\A\A_Ebony_Cuirass_GND.nif
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Talitha Kukk
 
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Post » Mon Nov 22, 2010 10:33 am

Believe it's Meshes\A\A_Ebony_Cuirass.nif

Ground mesh:
Meshes\A\A_Ebony_Cuirass_GND.nif


Alright, in that case I'm sure I don't have any meshes replacing my ebony cuirass mesh, and I've disabled all .esps and .esms except morrowind, bloodmoon, and tribunal. Does everyone else's unenchanted ebony cuirass look fine?
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Dustin Brown
 
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Post » Sun Nov 21, 2010 9:55 pm

Alright just a bump and an update:

I installed a completely new morrowind with no changes made to the game (except official patches), and replaced the .exe with my MCP exe. I consoled an ebony cuirass onto my character before and after the installation of MCP, and I confirmed that the problem is caused by the code patch. I don't know why this would be, and I'd appreciate if any other MCP users could just check to see if their ebony cuirass looks weird.

Apart from that, I'm loving the bugfixes!
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matt white
 
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Post » Sun Nov 21, 2010 8:18 pm

I'd appreciate if any other MCP users could just check to see if their ebony cuirass looks weird.

I checked a full suit of ebony with both regular and tower shield. The cuirass is the only part that seems to be reflection mapped, and only when equipped. After taking a look at the mesh information, it looks like the file enviro 01.TGA is the reflection map texture.
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Stat Wrecker
 
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Post » Mon Nov 22, 2010 7:15 am

With MGE and Morrowind, the lighting has to be done twice. What about a deferred shading method? Disable Morrowind sun lighting, set ambient to full, diffuse, specular, normals buffers and one shader to light them all. I am flying high again, ain't I? :hehe:

What will deferred renders buy? It will probably be slower. Deferred shading requires material ID tracking and a material buffer to be able to apply lighting correctly. Normal buffers still won't allow normal mapping at all. G-buffers are incompatible with multisampling. Alpha textures still need a separate forward render after everything else, so you have to buffer all the alpha draw calls.

I installed a completely new morrowind with no changes made to the game (except official patches), and replaced the .exe with my MCP exe. I consoled an ebony cuirass onto my character before and after the installation of MCP, and I confirmed that the problem is caused by the code patch. I don't know why this would be, and I'd appreciate if any other MCP users could just check to see if their ebony cuirass looks weird.

Looks like Bethesda left in a reflect map. You can fix it by opening the mesh in NifSkope and deleting the NiTextureEffect node.
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GabiiE Liiziiouz
 
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Post » Mon Nov 22, 2010 7:22 am

I have no idea if this has been discussed before, so my apologies in advance if it has been.

Is it within the realm of the code patch to add new item slots to the game? This could open up quite a bit of modding when it comes to clothing, and it would solve a long standing issue with current "weapon sheath" mods.

Is it possible or am I thinking too big?
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lolli
 
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Post » Sun Nov 21, 2010 10:11 pm

What will deferred renders buy? It will probably be slower. Deferred shading requires material ID tracking and a material buffer to be able to apply lighting correctly. Normal buffers still won't allow normal mapping at all. G-buffers are incompatible with multisampling. Alpha textures still need a separate forward render after everything else, so you have to buffer all the alpha draw calls.
..

Since we don't have those, material IDs, I thought we can benefit from the one unified lighting solution. I think the incompatibility problems are solved in new hardware.

Cryengine 3
Unreal 3
Uncharted 2
Killzone 2
GTA 4
Stalker

3 of them offer day night cycles, all are using some kind of deferred rendering approach. This will take the 6-8 light limit and we can light the distant land too. But this is probably too experimental.
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Sarah Edmunds
 
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Post » Mon Nov 22, 2010 6:17 am

I did a little http://www.gamesas.com/index.php?/topic/893198-strangest-most-frustrated-problem-error/page__view__findpost__p__13093826 some time ago, and it's pretty reliable that once you get too many (some people report it happens at something over 500 saves), Morrowind loses its mind. Anyway, people post with this problem from time to time (which you can see if you search for that message), and I thought that if the MCP could fix it, that would be cool.

Thanks.


This one might be difficult for even the amazing Hrnchamd to do, but, there's an easy fix for it.

Back up your saved-games by taking them out of the Morrowind saves folder and put them somewhere else.

Morrowind takes longer to load up the saved games menu the more/larger saves you have in there, in my experience. Why you'd want more than 10 games in that folder at any time is a mystery to me.
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Sheeva
 
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Post » Sun Nov 21, 2010 11:56 pm

Its awersumei!
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Bambi
 
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Post » Mon Nov 22, 2010 5:39 am

This one might be difficult for even the amazing Hrnchamd to do

I suspect it's just walking off the end of an array, in which case, it's probably not too hard.

The problem is that the error is mysterious to the average player as the warnings and failure symptoms do not indicate the underlying problem is the number of savegames in any way, so the easy solution does not occur to them until they post in the HW/SW forum and get the advice to try reducing the number of saves. There appears to already be an error message related to this situation: sMaximumSaveGameMessage -> "You have reached the limit of Morrowind saved games. Please delete a Morrowind saved game and try again" which might serve to work as part of the fix if it is not easy to fix it so the player can keep an arbitrary number of saves.

Anyway, we do see people reporting this error on a fairly regular basis, so that probably means a whole lot more people out there are encountering it, but just giving up thinking that all their savegames have mysteriously been corrupted. So, I just thought I'd throw it out there for consideration.
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Anna Beattie
 
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