Repairing the Cogs of Morrowind No. 20

Post » Sun Nov 21, 2010 12:43 pm

This is a project to fix bugs in Morrowind that just aren't possible to do with scripting alone. It comes in the form of a patch to the Morrowind program.

The primary fix included is a large change to the savegame code to reduce the majority of crashes, corruption, and missing objects. It also makes the game properly respond to changes in your load list, making inserting and removing mods from your savegames a lot safer. There are many more smaller fixes that cover all areas of the game.

All fixes and gameplay changes included are optional, you can independently select which ones you want to use in the installer.

Compatible with English, West European, Polish, Russian and Steam editions. Compatible with MGE, MWSE, MWE, and FPS Opt 1.96. Not compatible with FPS Opt 2.0. Also, improved Russian version compatibility (supports GFM dll).

Version 1.8 is out now.
Files: http://www.tesnexus.com/downloads/file.php?id=19510 http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008

New features in MCP 1.8:

- PlaceAtPC fix. In third person, should make objects land at the correct distance instead of at the player's feet.
- Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item.
- Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window.
- Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera.
- Spellmaker area effect cost. Fixed tiny error in cost for zero radius spells that affected enchanting.
- Spellmaker/enchant multiple effects. Enchant maker now supports multiple effects, as with the spell maker.
- Bound weapon expiry. When a bound item spell expires it no longer forces you into combat stance.
- Stable enchantment list. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order.
- Larger service windows. Makes repair, recharge, and birthsign menus larger.
- Enchanting increases item value. Value increases rebalanced.
- Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude.
- NPC AI casts zero cost powers. Allows NPCs to cast powers.
- Improved animation support. Allows better animation modding (see readme).
- Arrow enchanting. Now enchants a number of items equal to one-quarter the soul charge of the soul gem.
- Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent.
- Splash/main menu texture quality. Previous version didn't work with all texture formats for the main menu. Should work better.
- Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins).
- Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away.
- Delayed spell crash fix. Fixes issue with acquiring vampire buffs with Vampire Realism mod. Caused by a false detection when adding spells and teleporting to crypt in the same frame.


See the previous threads to see how this came about:
Repairing those Cogs http://www.gamesas.com/index.php?/topic/1095128-repairing-the-cogs-of-morrowind-no-19/ http://www.gamesas.com/index.php?/topic/1090176-repairing-the-cogs-of-morrowind-no-18/ http://www.gamesas.com/index.php?/topic/1084044-repairing-the-cogs-of-morrowind-no-17/ http://www.gamesas.com/index.php?/topic/1041353-repairing-the-cogs-of-morrowind-%2316/ http://www.gamesas.com/bgsforums/index.php?showtopic=1032219 http://www.gamesas.com/bgsforums/index.php?showtopic=1026266 http://www.gamesas.com/bgsforums/index.php?showtopic=1013291 http://www.gamesas.com/?showtopic=1009430 http://www.gamesas.com/bgsforums/index.php?showtopic=978076 http://www.gamesas.com/bgsforums/index.php?showtopic=942375 http://www.gamesas.com/bgsforums/index.php?showtopic=925813 http://www.yacoby.net/es/forum/12/9111491226747880.html http://www.yacoby.net/es/forum/12/8942761225301640.html http://www.yacoby.net/es/forum/12/8891531224348540.html http://www.yacoby.net/es/forum/12/8852991223287560.html http://www.yacoby.net/es/forum/12/8837531222826580.html http://www.yacoby.net/es/forum/12/8812671222030860.html http://www.yacoby.net/es/forum/12/8792971221418740.html http://www.yacoby.net/es/forum/12/8744651220076840.html
thread #9 may not have been archived on the forum.


Now that MCP improves aspects of the graphics and animation handling, you can discuss how to make mods with these new features http://www.gamesas.com/index.php?/topic/1097585-new-graphical-modding-wth-mcp/.
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Victor Oropeza
 
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Post » Sun Nov 21, 2010 7:49 pm

Thanks! Will dl now.
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Kate Norris
 
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Post » Sun Nov 21, 2010 12:25 pm

Thanks for your fabulous work Hrnchamd : instant download !
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Jerry Cox
 
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Post » Sun Nov 21, 2010 5:04 pm

Thanks for this. I've been using the previous version for a week or so now, and I really appreciate the change to fortified attributes and drains. This bug was my personal nemesis back when Morrowind was young.
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jenny goodwin
 
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Post » Sun Nov 21, 2010 6:43 pm

Great work! The MCP is really awesome.

I'm aware that changes are made for vanilla MW, but do the current Game Mechanic Changes directly "unbalance" Wakims Game Improvements 9?
Like setting some sort of intial multiplier that lets prices/stats skyrocket?
I'm sorry if this has been asked to death.

Since the MCP addresses game mechanics, how about an ability to poison weapons, for example by drag&dropping a (spoiled) potion/poison over the weapon in the character screen. The weapons would have an one-time-cast-when-strike enchantment(something like in Oblivion), but with all good and bad effects of the potion, so that a hammer with healing properties is possible. Poison properties may not be balanced for this purpose, but we already have gamebreaker enchantments, so yeah.

With that an already messy mechanic would also need fixing: effects stacking.
Stacking between spells, enchantments and alchemy effects should still be possible, but the effects of different potions shouldn't (or spells etc.).
Maybe simple overwriting of same effects from different sources would be a good solution for spells/potions, but permanent enchantments would need a "strongest effect stays"-mechanic. This could make 100% chameleon harder to achieve.

At least weapon-poisoning would be really neat.
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OTTO
 
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Post » Sun Nov 21, 2010 10:33 am

This time, my electricity was cut. =/ *mumbles about throwing people/myself into Red Mountain* Living by candlelight was fun though.

Anyway. Removing the mcpatch folder as well as all related MCP files and reinstalling didn't solve anything.

What is this with fortifying potions? I have always been able to fortify multiple attributes with potions.

I'm beginning to think my copy is just... special. Maybe I should try reinstalling it...

Out of curiosity, do the Redguard hairs "b_n_redguard_m_hair_00" and "b_n_redguard_m_hair_05" differ in any way other than the ears for anyone? For me they are both bald with differing ears.

And Hrnchamd. I'm going to ask if you are just ignoring my inquiry about the compass pointer at this point. So, are you, or are you really just not seeing it?

At least weapon-poisoning would be really neat.

Black Hand and Fliggerty had an MWSE mod in the works that would do exactly that. There were still a few issues to be worked out. It seems to have just sort of died for now. It looked really good, aside from the bit that you could be use the positive effect of spoiled potions to your benefit when using them to poison weapons.
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Madison Poo
 
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Post » Sun Nov 21, 2010 10:50 am

I'm aware that changes are made for vanilla MW, but do the current Game Mechanic Changes directly "unbalance" Wakims Game Improvements 9?
Like setting some sort of intial multiplier that lets prices/stats skyrocket?
I'm sorry if this has been asked to death.

Since the MCP addresses game mechanics, how about an ability to poison weapons, for example by drag&dropping a (spoiled) potion/poison over the weapon in the character screen. The weapons would have an one-time-cast-when-strike enchantment(something like in Oblivion), but with all good and bad effects of the potion, so that a hammer with healing properties is possible. Poison properties may not be balanced for this purpose, but we already have gamebreaker enchantments, so yeah.

With that an already messy mechanic would also need fixing: effects stacking.
Stacking between spells, enchantments and alchemy effects should still be possible, but the effects of different potions shouldn't (or spells etc.).
Maybe simple overwriting of same effects from different sources would be a good solution for spells/potions, but permanent enchantments would need a "strongest effect stays"-mechanic. This could make 100% chameleon harder to achieve.

At least weapon-poisoning would be really neat.

Hey, thanks. There's no changes in MCP that increase stats or prices like that; I use WGI 9. Unfortunately adding things is a difficult proposition. The UI doesn't support dropping on a target weapon, nor extra one-time enchantment slots or poison duration modifiers. Stacking doesn't exist either. There can be no overwriting or use strongest mechanic because all effects are processed independently. It would require a hidden stat slot per NPC to resolve it, yet all data structures are fixed size. It's also tons of code that won't fit in the existing image.

Anyway. Removing the mcpatch folder as well as all related MCP files and reinstalling didn't solve anything.

What is this with fortifying potions? I have always been able to fortify multiple attributes with potions.

I'm beginning to think my copy is just... special. Maybe I should try reinstalling it...

Out of curiosity, do the Redguard hairs "b_n_redguard_m_hair_00" and "b_n_redguard_m_hair_05" differ in any way other than the ears for anyone? For me they are both bald with differing ears.

And Hrnchamd. I'm going to ask if you are just ignoring my inquiry about the compass pointer at this point. So, are you, or are you really just not seeing it?

That's not good. We have to fix your stuff!

You're using the secret Dwemer 1.9 beta and it didn't seem to multiple effect me when I tried it with vanilla, really. The compass pointer, I had to find out how to uninstall my custom one to notice anything, I see what you mean. The texture UVs are off for some reason, it's bizzare and I don't understand, how can you even make a bug like that?
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W E I R D
 
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Post » Sun Nov 21, 2010 12:46 pm

Congratulations on and thanks for the 1.8 release!
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Kirsty Collins
 
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Post » Sun Nov 21, 2010 5:56 pm

Coooooooooooooooolllllllllllll!!!!!!!!!!!!
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Eileen Collinson
 
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Post » Sun Nov 21, 2010 7:32 pm

Firstly: Many thanks for the new release! Most of the major bugs have been ironed out now, but it's still great to have a fix for all those annoying, niggly little problems like random spell deselection and the clipping camera. As well as all the new features you've added, of course.

I'm just going to repost a question/suggestion from the end of the last thread:

Would it be possible to increase the number of stat multipliers you're allowed to choose at level-up? I don't mean the multipliers themselves, I mean the number of attributes that can be selected for an increase on the level-up screen (currently fixed at 3). This would eliminate the 'micro-management of skills' problem at a stroke without having to use complicated, script-heavy mods like GCD.

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Adrian Powers
 
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Post » Sun Nov 21, 2010 7:11 pm

That's not good. We have to fix your stuff!

You're using the secret Dwemer 1.9 beta and it didn't seem to multiple effect me when I tried it with vanilla, really. The compass pointer, I had to find out how to uninstall my custom one to notice anything, I see what you mean. The texture UVs are off for some reason, it's bizzare and I don't understand, how can you even make a bug like that?

You're telling me. I've tried the last beta for 1.8, 1.8, and the 1.9 beta. Are NPCs supposed to be able to cast 0 cost spells as well, or is it limited to powers. If it's only powers then it has always worked for me. If they are supposed to be casting spells too, then it's failing me.

As for the multiple fortification, I see that potion making doesn't seem to take into account the multiple fortification effects. I tried with a set of custom ingredients that would result in fortifying everything, but it only fortified one attribute. A potion made in the CS that fortifies every attribute does work for me though, and that is what I meant with my initial comment.

Using the beta patch, and depending on how I set up the effects, it's allowing from as little as two to as many as five so far.

The following combination always results in just fortifying Agility without the patch or only Agility and Endurance with it.

Ingredient #1AgilityEnduranceIntelligenceLuckIngredient #2AgilityEnduranceIntelligenceLuckIngredient #3PersonalityStrengthSpeedWillpowerIngredient #4PersonalityStrengthSpeedWillpower


The following results in fortifying only Intelligence without the patch, and Intelligence, Personality, Willpower, Luck, and Strength with it. Varying the order gives differing numbers of effects.

Ingredient #1WillpowerPersonalityIntelligenceSpeedIngredient #2EnduranceAgilityIntelligenceLuckIngredient #3AgilityStrengthEndurancePersonalityIngredient #4LuckSpeedStrengthWillpower


I hope this can be fixed. I have a big alchemy mod that I work on when I feel like it that could possibly depend on this. I wasn't aware of this issue before.

Thanks for clarifying the compass issue. Can it be fixed? I'm assuming so if it's as simple as a texture. If so it could be reported to the MPP. Anything to say about the Redguard hairs? I'm hoping I don't have an incomplete BSA or something...

Well, I'm going to reinstall Morrowind and see if the bound weapon fix works.

I wonder what disaster will befall me next. =/
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stephanie eastwood
 
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Post » Mon Nov 22, 2010 2:43 am

I'm just going to repost a question/suggestion from the end of the last thread:

Would it be possible to increase the number of stat multipliers you're allowed to choose at level-up? I don't mean the multipliers themselves, I mean the number of attributes that can be selected for an increase on the level-up screen (currently fixed at 3). This would eliminate the 'micro-management of skills' problem at a stroke without having to use complicated, script-heavy mods like GCD.

It's a little niche, it's not the kind of thing I would consider putting in MCP; not a bugfix, or universally useful. I'll research how difficult it is to modify for now, as it would need a number of balance testing revisions.

You're telling me. I've tried the last beta for 1.8, 1.8, and the 1.9 beta. Are NPCs supposed to be able to cast 0 cost spells as well, or is it limited to powers. If it's only powers then it has always worked for me. If they are supposed to be casting spells too, then it's failing me.

It's only powers, the other spell selection functions I couldn't figure how to restructure neatly.

As for the multiple fortification, I see that potion making doesn't seem to take into account the multiple fortification effects. I tried with a set of custom ingredients that would result in fortifying everything, but it only fortified one attribute. A potion made in the CS that fortifies every attribute does work for me though, and that is what I meant with my initial comment.

Using the beta patch, and depending on how I set up the effects, it's allowing from as little as two to as many as five so far.

I didn't even have to ask for testing or link the beta :) thanks.

Thanks for clarifying the compass issue. Can it be fixed? I'm assuming so if it's as simple as a texture. If so it could be reported to the MPP. Anything to say about the Redguard hairs? I'm hoping I don't have an incomplete BSA or something...

It's the texture coordinate generation code. How they managed to do that to something that should just rotate... I don't know where to start looking yet.
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Nicole Mark
 
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Post » Mon Nov 22, 2010 3:04 am

Noticed a little glitch in the render engine when toggling out of casting stance while moving - if you have hands up in the casting stance then use the toggle key to put hands down while also moving the player left, right, forward, or back, the hands will flash on screen again momentarily. Seems to happen more often moving left or right.


[edit] hang on a sec - looks like this might be due to an animation replacer or better bodies meshes.

I'm doing some further testing and will report back.


[2nd edit] eliminated animation replacers and better bodies as the cause. There's no glitch with just the stock game and MCP applied, but becomes noticeable as mods are added or if MGE is loaded (with our without MCP). Seems to be a timing issue, maybe screen refresh is responsible, or the additional scripting overhead. My average framerate is ~20 fps with mods, MGE and MCP applied, but I notice this glitch regardless of whether framerate is low or high. :shrug:
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Janeth Valenzuela Castelo
 
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Post » Sun Nov 21, 2010 1:27 pm

Well, reinstalling did absolutely nothing to remedy the situation. =(

It's a little niche, it's not the kind of thing I would consider putting in MCP; not a bugfix, or universally useful. I'll research how difficult it is to modify for now, as it would need a number of balance testing revisions.

I don't dislike the idea, really. I think it would just lead to a lower maximum level for most people if they can pump more stats more quickly. It'd really just result in lower maximum health, since they will still be as powerful otherwise. I'd rather have properly uncapped attributes though. I guess that used in conjunction you with a hard uncapper you could still reach a pretty high level, but you'd still likely be too strong for your level.

It's only powers, the other spell selection functions I couldn't figure how to restructure neatly.

Ah, I see. I guess 0 cost spells aren't really as important anyhow, but still...

I didn't even have to ask for testing or link the beta :) thanks.

Seems logical to me to test when there is a new beta. As long as I'm actually following progress, that is. :P

It's the texture coordinate generation code. How they managed to do that to something that should just rotate... I don't know where to start looking yet.

Ah, well don't worry too much about it. Unless you want to, of course. I wouldn't waste space to fix it. It's harmless, even if a bit odd looking.

Noticed a little glitch in the render engine when toggling out of casting stance while moving - if you have hands up in the casting stance then use the toggle key to put hands down while also moving the player left, right, forward, or back, the hands will flash on screen again momentarily. Seems to happen more often moving left or right.


[edit] hang on a sec - looks like this might be due to an animation replacer or better bodies meshes.

I'm doing some further testing and will report back.


[2nd edit] eliminated animation replacers and better bodies as the cause. There's no glitch with just the stock game and MCP applied, but becomes noticeable as mods are added or if MGE is loaded (with our without MCP). Seems to be a timing issue, maybe screen refresh is responsible, or the additional scripting overhead. My average framerate is ~20 fps with mods, MGE and MCP applied, but I notice this glitch regardless of whether framerate is low or high. :shrug:

I've noticed this since I upgraded to MGE SVN 178, which I think caused me to loose a few more FPS. I missed 175, so I can't comment on it. I'm using no replacers. In my experience, it only happens when my FPS drops well below 10, which, for me, only happens with MGE installed with distant land enabled ( and even then, not always ).

Forcing low FPS via the .ini, even without MGE installed, seems to give the same effect for me.
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Anna Krzyzanowska
 
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Post » Sun Nov 21, 2010 8:44 pm

It's a pity that weapon poisoning cannot be easily implemented.
But is it possible to change the alchemy mechanism (mortar&pestle) in a way that one can create a throwable weapon (in potion disguise or something) with the right enchantments, besides the normal potion creation?
I know there are some mods that let you create throwing potions, but as far as I know those are not that intuitive.

An other alchemy related thing is invisible ingredient effects that become visible when a potion is made. I like that I can also utilize unknown effects (in contrast to Oblivion), but wouldn't it be more "realistic" if the unknown effects stay unknown in the potion Quickinfo. That way you have to test potions out and check the statscreen until the alchemy skill is high enough.

I think I don't have any other ideas. I hope TES5 is bit more intuitive..
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Chantelle Walker
 
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Post » Mon Nov 22, 2010 1:33 am

Thank you, Hrnchamd, for making the MCP so successful. I'm prepping the Tribunal menu for release, and I'll be sure to point everyone in this direction.
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Jessica Colville
 
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Post » Sun Nov 21, 2010 12:44 pm

How to upgrade from 1.7 to 1.8? I can't find the instructions in the readme. Do I just delete the old MCP folder or what?
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kristy dunn
 
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Post » Mon Nov 22, 2010 1:32 am

How to upgrade from 1.7 to 1.8? I can't find the instructions in the readme. Do I just delete the old MCP folder or what?

That would be the cleanest way to upgrade if you don't mind MCP forgetting what patches you had selected. Otherwise you could save the file named 'installed' located in the v1.7 '...\Morrowind\mcpatch' folder and copy it back into the v1.8 install before running that version - remember to select any additional new patches you want and reapply all chosen patches.
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Jeremy Kenney
 
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Post » Sun Nov 21, 2010 3:30 pm

Always happy to see new versions of the MCP released. But I do have one question. What exactly does, "- Larger service windows. Makes repair, recharge, and birthsign menus larger.", mean? Is this where if say a birthsign had too many effects for the menu to show you will now be able to see them all? Okay...I had two questions then I guess. :shrug:
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xxLindsAffec
 
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Post » Mon Nov 22, 2010 1:53 am

Always happy to see new versions of the MCP released. But I do have one question. What exactly does, "- Larger service windows. Makes repair, recharge, and birthsign menus larger.", mean? Is this where if say a birthsign had too many effects for the menu to show you will now be able to see them all? Okay...I had two questions then I guess. :shrug:


That's correct. :) And it works wonders. I can't say exactly for the repair and recharge menus, but the birthsign screen will now show all powers and spells for a selected birthsign where previously it would get cut off.
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zoe
 
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Post » Mon Nov 22, 2010 12:57 am

http://fr.tinypic.com/m/aln443/1 you can see the new service window. A lot more convenient if you ask me.
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Music Show
 
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Post » Sun Nov 21, 2010 10:34 pm

I realize that it might seem like a request of limited usefulness, but is there any chance that the Move, MoveWorld, Rotate, and RotateWorld commands could be patched to accept float variables in addition to the literal values they are currently limited to?

If not, no worries, but it can't hurt to dream ^_^
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JESSE
 
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Post » Sun Nov 21, 2010 8:15 pm

I was wondering is there a list of things currently being worked on/considered for the next version of MCP?
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Shiarra Curtis
 
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Post » Mon Nov 22, 2010 3:59 am

Hi Guys, I have been away awhile. I see there has been a fix released for soulgems:

"- Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude."

Can anyone tell me how the fix works?

I looked into the issue a long time ago, but couldn't find a way to allow customisability AND retaining standard pricing functionality while unmodded.

http://www.gamesas.com/bgsforums/index.php?showtopic=1009853&st=10
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Rik Douglas
 
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Post » Sun Nov 21, 2010 1:53 pm

If you read the patch description in the MCP program there's more information and a price list.
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Love iz not
 
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