Repairing the Cogs of Morrowind #21

Post » Fri Apr 08, 2011 8:57 am

Just back from my Masochists International meeting...

Good news everyone! I have enchanted item cooldown working. It's pegged to four seconds for now, which seems arbitrarily reasonable.

Still concerned about enchanting. I just tried to make a ring of invisibility, and the charge cost is slightly less than the magicka cost of the same spell. With my indispensible cast cost reducer mod, it works out about the same, yet the charge reservoir in the puny ring is larger than my magicka pool. Injustice! I'm considering making everything 2x or 3x charge use (as long as it doesn't break any pre-existing items). Need to review every magic item, again.

Also noticed enchanting scrolls with an NPC costs the same as if it were a normal reusable item... that needs to change.

Great news!
I agree that enchanted items' cooldown should be greater than the casting time for spells. Four seconds seems good to me.
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My blood
 
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Post » Thu Apr 07, 2011 7:06 pm

Can't get it to happen. State exact action taken + exact volume settings please.


Oh, yeah... I'm also using the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7446 mod. That probably has something to do with it.
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Matthew Barrows
 
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Post » Fri Apr 08, 2011 2:04 am

http://www.tesnexus.com/downloads/file.php?id=26348

Changes:

  • Allow scroll enchant price modifier

    Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. The price to create a cast once item is multiplied by the previously unused game setting fMagicItemOnceMult, allowing viable production of scrolls when used with a mod that adjusts that setting.

    Note patch does nothing without a GMST mod. Appropriate values for the GMST seem to be about 0.01-0.02. Test test test!

  • Enchanted item rebalance

    Enchanted items now have a cooldown of 4 seconds between uses, in order to reduce the extremely high damage possible from a zero cooldown mechanic. In comparison, spells take about 2 seconds to cast yet can fail, be silenced or magicka drained.

    Cooldown is shared between items. It does show up a no charges left message while on cooldown (guess which piece of code got hijacked). The message code is somewhat disconnected from the test so I don't know what to do about it yet.

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Max Van Morrison
 
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Post » Fri Apr 08, 2011 4:19 am

I was wondering if it is possible to change the way morrowind handles fonts in game menus/dialog/books. I play the game in 1920x1080 and the font is way too small to read (century_gothic_font_regular.fnt & Magic_Cards_Regular.fnt). But century_gothic_big.fnt looks great on the menus/dialog screen, but it cuts off text in books. Now I'm sure you guys already know about this issue, but i was wondering if this is something the mcp could fix. I'm sure a lot of people would appreciate something like this.

Btw, to all the people who work on mcp, I want to say thanks for all the great work you've done.
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Dale Johnson
 
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Post » Fri Apr 08, 2011 1:19 am

Oh, yeah. It's on my todo list after the sound issues actually. Be ready to test it out.

If you could supply some screenshots of how book text is cut off it would help. The auto layout should be able to handle it.
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Blessed DIVA
 
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Post » Fri Apr 08, 2011 12:53 am


Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. The price to create a cast once item is multiplied by the previously unused game setting fMagicItemOnceMult, allowing viable production of scrolls when used with a mod that adjusts that setting.

Note patch does nothing without a GMST mod. Appropriate values for the GMST seem to be about 0.01-0.02. Test test test!


Sounds like my cue.

I take it that the default setting is equal to the same cost as any other type of enchantment (which, in turn, is governed by the fEnchantMult GMST). Thus, fMagicItemOnceMult is a modifier to fEnchantMult?

Cooldown is shared between items. It does show up a no charges left message while on cooldown (guess which piece of code got hijacked). The message code is somewhat disconnected from the test so I don't know what to do about it yet.


Honestly, I'd just get rid of the error message altogether (if possible), even if it means getting rid of it in the appropriate situation, as well. I'm sure we *all* know what that "out of charges" sound means by now.
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Sabrina garzotto
 
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Post » Fri Apr 08, 2011 2:31 am

Now I know I looked at a book and the text was cut off, but it doesn't seem to be doing it now....... :shrug:

Maybe its just that 1 book that is messed up, I just assumed it would have done that to all the books so I set my font back to the smaller one. So I retract my request hehe.
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R.I.P
 
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Post » Thu Apr 07, 2011 9:20 pm

Now I know I looked at a book and the text was cut off, but it doesn't seem to be doing it now....... :shrug:

Maybe its just that 1 book that is messed up, I just assumed it would have done that to all the books so I set my font back to the smaller one. So I retract my request hehe.


Are you familiar with the Make MW Fonts Utility? You might find it useful.
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Vicki Gunn
 
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Post » Fri Apr 08, 2011 1:30 am

Enchanted item cooldown seems like a good idea, but shared? This means a certain quest in Mournhold becoming pretty much unsolvable for certain characters (Altmer, non-Telvanni)...
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Bird
 
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Post » Fri Apr 08, 2011 6:09 am

Enchanted item cooldown seems like a good idea, but shared? This means a certain quest in Mournhold becoming pretty much unsolvable for certain characters (Altmer, non-Telvanni)...

really? i dont recall anything like that.
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Katie Louise Ingram
 
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Post » Thu Apr 07, 2011 6:07 pm

It could be a reference to a thing that rotates?
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Colton Idonthavealastna
 
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Post » Fri Apr 08, 2011 6:31 am

Cooldown is shared between items. It does show up a no charges left message while on cooldown (guess which piece of code got hijacked). The message code is somewhat disconnected from the test so I don't know what to do about it yet.

I see, thanks for the info.

By the way, I use http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=5818 to remove the 'no charges left' message. Could that do the trick for the cooldown?
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Tanya Parra
 
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Post » Fri Apr 08, 2011 9:30 am

Enchanted item cooldown seems like a good idea, but shared? This means a certain quest in Mournhold becoming pretty much unsolvable for certain characters (Altmer, non-Telvanni)...

buh? Magically what in Mournhold? Message me the full details.
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OnlyDumazzapplyhere
 
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Post » Thu Apr 07, 2011 6:14 pm

It could be a reference to a thing that rotates?

i dont think so, i've just browsed the main questline for tribunal, and i see nothing that requires quick uses of enchanted items. i see nothing that requires the casting of spells. i'm no expert on the expansion quests, granted, but i recently did them both, and i remember nothing of the sort.
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Ebony Lawson
 
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Post » Thu Apr 07, 2011 5:31 pm

Huh, I thought it was obvious... Gedna Relvel. The only safe way I know is to have Reflection effects summing up to 100%. The best potion gives 20% afair; Marara's Ring and Wraithguard give 20% each. You can add something by your own spells, but this is not particularly reliable. The rest remains to be obtained from *mirror robes (self-enchanted items, even daedric towershields, are no better than a Frostmirror Robe at providing Reflection). An alternative is Spell Absorption, but it is multiplicative rather than additive, so it is not enough to have two "Spell Absorption 50pts." to absorb every spell - you need a "Spell Absorption 100pts.", and the only way to get it is the Ring of Equity from the Telvanni questline.

Unfortunately both Reflection and Spell Absorption are chance based: it's not like one is getting half the damage with Spell Absorption 50 - one is getting the whole damage (up to 750 points with an Altmer) at the same time when the chance-based effects fail.

Of course, the whole quest may be an example of bad balancing by the game designers - dunno whether you should care about it at all, Hrnchamd; it could equally be a matter for the unofficial patch to settle.
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Brentleah Jeffs
 
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Post » Thu Apr 07, 2011 10:30 pm

Huh, I thought it was obvious... Gedna Relvel. The only safe way I know is to have Reflection effects summing up to 100%. The best potion gives 20% afair; Marara's Ring and Wraithguard give 20% each. You can add something by your own spells, but this is not particularly reliable. The rest remains to be obtained from *mirror robes (self-enchanted items, even daedric towershields, are no better than a Frostmirror Robe at providing Reflection). An alternative is Spell Absorption, but it is multiplicative rather than additive, so it is not enough to have two "Spell Absorption 50pts." to absorb every spell - you need a "Spell Absorption 100pts.", and the only way to get it is the Ring of Equity from the Telvanni questline.

Unfortunately both Reflection and Spell Absorption are chance based: it's not like one is getting half the damage with Spell Absorption 50 - one is getting the whole damage (up to 750 points with an Altmer) at the same time when the chance-based effects fail.

Of course, the whole quest may be an example of bad balancing by the game designers - dunno whether you should care about it at all, Hrnchamd; it could equally be a matter for the unofficial patch to settle.

you can use potions to get the same effects (i seem to remember brewing my own that were better than 20% without super int chugging) or you can be nimble and avoid the spells and use ranged weapons to take her down from afar. as her level is set when you open her door, you can come back later, after you've gained in power (as i had to do incidentally)

there are a myriad ways to tackle this challenge, you dont have to tank it out with reflect and absorb.
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Claire Mclaughlin
 
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Post » Fri Apr 08, 2011 8:39 am

Stacking potions is something I want to avoid - I'm pretty sure that, if Hrmchand were able to do it, the MCP would long-since include a "Potions don't stack" feature. I am sure more people want such a feature than a cooldown for enchanted items. But I assume this would require quite a lot of work, since the MW engine probably has no hook for finding out how many potions are currently active...

As for fighting her with ranged weapons, that cave is not particularly good for dodging. It's more a game of luck than one of skill...
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Inol Wakhid
 
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Post » Thu Apr 07, 2011 10:28 pm

Stacking potions is something I want to avoid - I'm pretty sure that, if Hrmchand were able to do it, the MCP would long-since include a "Potions don't stack" feature. I am sure more people want such a feature than a cooldown for enchanted items. But I assume this would require quite a lot of work, since the MW engine probably has no hook for finding out how many potions are currently active...

As for fighting her with ranged weapons, that cave is not particularly good for dodging. It's more a game of luck than one of skill...

really? i found it excellent for dodging, myself. it's very easy to have her take out her own "minions" and then hit a wall nearly every cast. you just have to be aware of AoE range.

you can also use summons to distract, illusion to make her flee, or to calm. i do forget if lichs see past invisibility/chameleon, but that's an option. you might try paralyze, silence, or sound.

also try using the dwemer lightning darts, or the darts you get from the black hand gang.

even with these restrictions, it is far easier to take her on than to fight ancient lichs on daggerfall with a pure warrior. and those ones hurt themselves with their own magic.
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T. tacks Rims
 
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Post » Fri Apr 08, 2011 12:44 am

Pff, Altmers.

So, is the potion name bug gone? That's the one that will require serious testing time and possible adjustment.
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Cedric Pearson
 
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Post » Fri Apr 08, 2011 6:38 am

Pff, Altmers.

So, is the potion name bug gone? That's the one that will require serious testing time and possible adjustment.


I haven't run into any problems with it since I added the patch, and I made 40-60 potions in a row... :P
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Amber Hubbard
 
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Post » Thu Apr 07, 2011 10:56 pm

All right, I need help from someone better at math than me...

My mod sets the fEnchantmentValueMult GMST to 250.0000 (from 1000.0000), reducing the cost of paying for enchantments to a quarter of the original value.

If the fMagicItemOnceMult is indeed a multiplier to this value as I assumed (I won't have time to test it until I get off shift), then setting it from 1.0000 to 0.0400 will result in an additional 96% drop to the above value, thus resulting in an ultimate 1/100 of the original cost.

Am I right? Or high?
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Ben sutton
 
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Post » Fri Apr 08, 2011 2:10 am


Am I right? Or high?


I'd guess both. :shrug: :whistling:
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Tai Scott
 
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Post » Thu Apr 07, 2011 11:06 pm

You should run a comparison of your price level against commonly useful vendor scrolls with the same enchantment, and document it somewhere. There is that obnoxiously high stacking multiplier for enchanting with multiple effects that don't apply to things made in the editor, so run single effect comparisons. Maybe someone can suggest a better stacking mechanic?
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Dylan Markese
 
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Post » Thu Apr 07, 2011 9:34 pm

say, hrnchamd, i dont know if it's been asked before, but is it possible to "fix" bribery to raise mercantile, as was originally intended, rather than speechcraft?
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Luis Longoria
 
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Post » Thu Apr 07, 2011 9:03 pm

say, hrnchamd, i dont know if it's been asked before, but is it possible to "fix" bribery to raise mercantile, as was originally intended, rather than speechcraft?


Isn't that how it works? I just had both mercantile and speechcraft increase from bribery.
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Lilit Ager
 
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