Repairing the Cogs of Morrowind #21

Post » Fri Apr 08, 2011 5:18 am

Ok, went back and cleaned that above paragraph up some. I was a bit whiny and frustrated when I wrote it >.>

And if anybody here needs any further convincing/argument regarding what I've proposed above, here is the relevant discussion from the main readme for my mod:

It should be noted that, despite everything I've done to the enchanting system in this mod, there's a lot more that I couldn't do due to the limitations of the Construction Set and the fact that the worst of the system's problems are hard-coded into the game. And that's where the Morrowind Code Patch comes into play. What few conessions I've actually made in the midst of my no-holds-barred beatdown of the game's horribly broken enchanting system I never would have if not for the fact that the MCP's author is currently working on a fix to address the growth rate of the enchant skill itself. Not only does the charge cost per use/enchant point ratio it offers beyond a level of about 70 or so become ridiculously low no matter what you do to it otherwise, the charge cost per use is just way too low overall.

Again, I should probably explain. Remember that enchanted items have both a zero-percent failure rate and an instant casting time, meaning that the only limitation to how fast you can dish out the pain from your enchanted codpiece of hellfire is how fast you can spam the "use" key. Many players don't really seem to appreciate the monumental significance of these features except by universally crediting them for the fact that the enchant skill essentially replaces spellcasting about an hour into the game.

Another motive to increase the charge cost per use overall is to make the enchant skill behave more like the magicka skills and less like your one-way ticket from ridiculous to ludicrous. A character with a skill level of 5 in Destruction, for example, has absolutely no chance in hell of successfully casting God's Frost, so why in the [censored] shouldn't a character with an enchant skill of 5 be equally inept at casting the exact same spell from an enchanted item? The argument that any player good enough to acquire the necessary items and souls to pull off such enchantments deserve whatever they can make out of them is [censored], because even a level 20 character is still going to svck at whatever skills he or she hasn't put any effort into developing, regardless of whatever equipment they've found.

One other interesting effect of the proposed changes above is that paying to have paper enchanted into scrolls becomes a viable, or more specifically, your only option for achieving spell effects that are too far beyond your skill level to otherwise use. Thus, in anticipation of the forthcoming release of the next version of the Morrowind Code Patch, I've raised the enchant capacity for paper so that the only (reasonable) limit to what you can get out of it is how much you're willing to pay for it.

User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Thu Apr 07, 2011 9:51 pm

A question.
How can I see which version I used?

I'm not sure if I got the latest version or not.
User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Thu Apr 07, 2011 8:36 pm

A question.
How can I see which version I used?

I'm not sure if I got the latest version or not.

The MCP version appears in the lower left-hand corner of the screen once you're at the Morrowind in-game menu. It will always show whenever you press esc to bring up the menu.
User avatar
emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Fri Apr 08, 2011 9:24 am

BTB, I don't mean to quibble, and of course, nobody is forced to use your mod... unless you manage to convince Hrnchamd to do things your way, in which case we may find there is little or no choice if we want to use MCP.

Anyway, I have a question regarding some of your logic as follows:

"A character with a skill level of 5 in Destruction, for example, has absolutely no chance in hell of successfully casting God's Frost, so why in the [censored] shouldn't a character with an enchant skill of 5 be equally inept at casting the exact same spell from an enchanted item?"


Perhaps I misunderstand but, by that logic, because I can't distill petroleum into gasoline, I shouldn't be able to propel myself down the highway at 60 miles per hour. Or, closer to home, since I can build a computer but absolutely not from a pile of raw ore, silicon, and petroleum, I shouldn't be able to communicate on the internet.

As far as enchanting itself is concerned, I have lost a fortune in grand soul gems filled with golden saints that I killed and trapped myself to a failed enchantment because my ability to cast a particular spell was inadequate... even at skill of 40 or 50, and what I try to enchant the most often is simply a constant effect nighteye.

To be sure, these days I am more interested in modding in many ways, so I don't often take a character beyond level 14 or 15, so maybe there's something I'm not seeing here.

Sir Henry Echo:
I quite agree, the previous one arrow to one charge was really preferable to the 1/4 to 1. I use MCA and the throwing darts are pretty much useless unless they are enchanted, and even enchanted, it takes about 20 or more weapons to kill any foe who has a lot of hit points or a good armor class. I once used about 50 on a Dremora Lord... of course I was running away the whole time... :)
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Fri Apr 08, 2011 2:22 am

BTB, I don't mean to quibble, and of course, nobody is forced to use your mod... unless you manage to convince Hrnchamd to do things your way, in which case we may find there is little or no choice if we want to use MCP.


This is why I'm suggesting that perhaps he make two different versions of the fix, though I would assume that anybody who's at all interested in the fix in the first place will be more apt to follow my lines of thinking.

Perhaps I misunderstand but, by that logic, because I can't distill petroleum into gasoline, I shouldn't be able to propel myself down the highway at 60 miles per hour. Or, closer to home, since I can build a computer but absolutely not from a pile of raw ore, silicon, and petroleum, I shouldn't be able to communicate on the internet.


See, your problem is that you're thinking with actual logic instead of game logic. And speaking from a certain degree of experience, real-world logic is the ultimate bane of any game designer's existence.

Yes, it would make more logical sense that one would be able to use an enchanted item rather than a spell. But it makes far less sense for game balance that someone would be able to far more easily use an enchanted item that in and of itself possesses more advantages (again, 0% failure rate and instant cast time) over a spell that requires more skill to successfully cast.

As far as enchanting itself is concerned, I have lost a fortune in grand soul gems filled with golden saints that I killed and trapped myself to a failed enchantment because my ability to cast a particular spell was inadequate... even at skill of 40 or 50, and what I try to enchant the most often is simply a constant effect nighteye.


I think this sort of proves the point I make in my mod's readme in that, even by the default rules, your ability to enchant things on your own is very bad. And again, this was intentional on the side of the developers. All I've really done by removing the ability altogether is discouraged/prevented players from casting "fortify intelligence 100 for 1 sec" spells on themselves to see just how much they can get away with before resorting to paying for it.

And to make things easier, my mod slashes the cost of paying for enchantments to 1/4 the original value.

To be sure, these days I am more interested in modding in many ways, so I don't often take a character beyond level 14 or 15, so maybe there's something I'm not seeing here.


That may have something to do with it, too, since a lot of the decisions I make look far ahead into character development to prevent cheese all the way down the line. I try my best not to completely [censored] the level 1 players with my changes, though :)

EDIT: I swear, this forum censors the weirdest words...
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Thu Apr 07, 2011 11:59 pm

See, your problem is that you're thinking with actual logic instead of game logic. And speaking from a certain degree of experience, real-world logic is the ultimate bane of any game designer's existence.

Yes, it would make more logical sense that one would be able to use an enchanted item rather than a spell. But it makes far less sense for game balance that someone would be able to far more easily use an enchanted item that in and of itself possesses more advantages (again, 0% failure rate and instant cast time) over a spell that requires more skill to successfully cast.


You may very well have more experience than I at game design, it wouldn't be hard to do. :) However, for some of us, a fairly high degree of logic breathes realism into the game and adds dimensions to the experience that are very enjoyable. Logic may be the bane of the designer, but meat and potatoes to the player.

I understand that game balance is necessary, a game that is not challenging will not be playable for long. However, the difficulty is not absolutely the essence of what makes a game enjoyable, but only a single facet of the whole.diamond. Perhaps more creatures and opponents who are magic resistant or have spell reflection abilities would restore the balance as well...

As far as money is concerned, we can open the console and immediately have as much gold as we care to spend. We can open the construction set, and with a mere modicum of knowledge, create spells, weapons, enchantments, and armor to make ourselves unbeatable in any fight. Hell, just toggle god mode, eh?

What I'm saying is that if a player wants to cheat, he can... but he'll only cheat himself with that fortify intell spell you're talking about. The trick and the enjoyable experience as well, is in beating the game within its own rules.

Some rules are indeed illogical and unrealistic, and in fact those are the rules that most players complain about, whether they benefit the player or the beast. If I am playing a mage/enchanter, I guarantee you that I want to be able to enchant things, eh? Logic says I should be able to... even game logic, if you think about it.
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Fri Apr 08, 2011 1:44 am

The MCP version appears in the lower left-hand corner of the screen once you're at the Morrowind in-game menu. It will always show whenever you press esc to bring up the menu.


1.6 time to update!
User avatar
Prue
 
Posts: 3425
Joined: Sun Feb 11, 2007 4:27 am

Post » Thu Apr 07, 2011 10:47 pm

You may very well have more experience than I at game design, it wouldn't be hard to do. :) However, for some of us, a fairly high degree of logic breathes realism into the game and adds dimensions to the experience that are very enjoyable. Logic may be the bane of the designer, but meat and potatoes to the player.


I think the trick to designing a good game (or, if you want to go a step further, good fiction in general) is to make the illogical logical. "Suspension of disbelief" as some would call it.

I understand that game balance is necessary, a game that is not challenging will not be playable for long. However, the difficulty is not absolutely the essence of what makes a game enjoyable, but only a single facet of the whole.diamond. Perhaps more creatures and opponents who are magic resistant or have spell reflection abilities would restore the balance as well...


Not really. The problem at hand isn't that enchant is imbalanced against the rest of the game (though it certainly is that, too), but rather it's imbalanced against spellcasting.

It's sort of like those commercials where Visa is always bragging about how much better it is than American Express. They're hilarious because AMEX isn't Visa's main competitor - MasterCard is. It would be like me going up to a baby in a stroller and punching it to prove how tough I am.

I... sort of forgot where I was going with this.

As far as money is concerned, we can open the console and immediately have as much gold as we care to spend. We can open the construction set, and with a mere modicum of knowledge, create spells, weapons, enchantments, and armor to make ourselves unbeatable in any fight. Hell, just toggle god mode, eh?

What I'm saying is that if a player wants to cheat, he can... but he'll only cheat himself with that fortify intell spell you're talking about. The trick and the enjoyable experience as well, is in beating the game within its own rules.


I submit that you must tell the difference between "cheat" and "cheap". There are many, many things in the game which are seen in the eyes of many as legitimate strategies, and are nothing short of cheating as far as how easy it makes the game is concerned.

The fact that we have access to the game's back end is sort of moot, really. Just because we *can* hack the game into god mode doesn't mean that any of us are going to. But when a broken game mechanic is presented to us in the form of a legitimate strategy within the context of the game, it makes a lot less sense to say "no". And those are the sort of things that bother me, because I know damn well that they shouldn't be there in the first place.

Point in case: giving us access to the Construction Set and console wasn't an accident; allowing players to stack fortify intelligence potions was.

Some rules are indeed illogical and unrealistic, and in fact those are the rules that most players complain about, whether they benefit the player or the beast. If I am playing a mage/enchanter, I guarantee you that I want to be able to enchant things, eh? Logic says I should be able to... even game logic, if you think about it.


Wouldn't that same game logic say that if you were a mage/spellcaster, you should be able to custom-build your own spells?
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Fri Apr 08, 2011 7:14 am

A question just to be on the safe side.

If I have already installed an older version of MCP can I update it again?
Because so far it says that my version isn't correct or that some program changed it.
And the only program I can think of that have changed the .exe would be MCP/MWE or MWSE.

Can I uninstall all the fixes from the old version and then install the new MCP?

Or do I need to reinstall the game? -.-
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Fri Apr 08, 2011 1:36 am

Just install the new version of the MWCP, (saying 'Yes' to any overwrites) then run the patch program again.


MWE and MWSE don't alter the exe.
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Thu Apr 07, 2011 10:01 pm

anolyzing Morrowind.exe...Backing up Morrowind.exe to Morrowind.Original.exeThere is no compatible patch for your version of Morrowind.exe. Make sure your Morrowind is patched with the last Bloodmoon patch (v.1.6.0.1820). If you should have a compatible version, please check you have not installed other patches such as Exe Optimizer, fpu2sse or no-CD patches. Check the readme for more details.Patch failed to apply.


That's what it says. I got the version it says it needs installed.
I dont think MGE changes the .exe either.
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Fri Apr 08, 2011 4:18 am

BTB:

I doubt we'll ever see eye to eye on this, and in any case it will be up to Hrnchamd what to with enchanting in MCP. I think it's good that we have had an opportunity to give Hrnchamd a look at more than one viewpoint, but we are kind of hijacking the thread. If you would like to discuss this further, perhaps you could start a thread on the subject, and a poll might be nice to see if there are other opinions out there, eh?
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Fri Apr 08, 2011 3:16 am

BTB:

I doubt we'll ever see eye to eye on this, and in any case it will be up to Hrnchamd what to with enchanting in MCP. I think it's good that we have had an opportunity to give Hrnchamd a look at more than one viewpoint, but we are kind of hijacking the thread.


Not at all. This sort of discussion is exactly what the thread is here for :)

If you would like to discuss this further, perhaps you could start a thread on the subject, and a poll might be nice to see if there are other opinions out there, eh?


I may. Not really sure what I'd say, though >.>
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Fri Apr 08, 2011 2:42 am

Well, I don't want to be critical, but I think a more succinct explanation of your position with a little less rant might be a good start.:)

Maybe a poll could offer choices like A. Remove player ability to enchant weapons and items B.make it much harder for a player to use enchanted items if their enchant skill is low. C. both A and B. D. Leave as is.

Maybe other options as you see fit.

Or we could go on here a bit, if you think it's appropriate.
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Fri Apr 08, 2011 2:07 am

Well, I don't want to be critical, but I think a more succinct explanation of your position with a little less rant might be a good start.:)


Yeah, I'm all about the rant. It's sort of my thing.

It helps, though, because the enchant skill is not an easy thing to explain in two sentences or less.


Maybe a poll could offer choices like A. Remove player ability to enchant weapons and items B.make it much harder for a player to use enchanted items if their enchant skill is low. C. both A and B. D. Leave as is.

Maybe other options as you see fit.

Or we could go on here a bit, if you think it's appropriate.


Well, thing about option A is that it's not a function of the MCP, but rather a function of my mod, and thus probably doesn't belong in a discussion of the code patch. I think all we're really discussing here is the magnitude by which the Enchant skill's growth calculations will be altered, since we're pretty much all in agreement that it's going to be altered by the nature of making its progression linear.
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Fri Apr 08, 2011 9:18 am

Ok, the reason I'm asking about finding a way to get the old 400 charges back, is because I went and deleted it before trying the newer version, I do know the parts of the patch are modular in design so I could just reinstall the older patch and reapply the new one without the enchanted arrows option, but I no longer have the older 1.6 patch at all on my computer.. I just don't have a way to get it as the websites that advertise having it to download don't' have the older ones still on them... does anyone know where I could re download the older 1.6 patch?

Deleting the old version of a download before I try the new one isn't something I usually do I typically keep a backup.
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Fri Apr 08, 2011 7:06 am

I do know the parts of the patch are modular in design so I could just reinstall the older patch and reapply the new one without the enchanted arrows option, but I no longer have the older 1.6 patch at all on my computer.


When you install new options with MCP, the first thing it does is to either verify your Morrowind.exe code is unedited or it restores an unedited version. I don't believe you could simply change the enchanting and then install the new patch and hope to mix-and-match the features, because the feature you added with the first patch would be eliminated the moment you tried to patch it the second time. I know that isn't the answer you wanted to hear, but if that's the case, it makes your search for the older version somewhat unnecessary.

Personally, I also prefer the older method and think it would be an excellent idea for Hrnchamd to offer both options in the patch so you could select the original method or the newly balanced one. This isn't so much an issue of "choose to use it or don't" because the feature is entirely new. You can't simply choose to not patch the new limitation, because the limitation on the enchanting is part and parcel of the entire feature, meaning you're stuck with a "take it or leave it" option (accept the ammo enchanting with the new limitations or none at all). Everything else about Morrowind Code Patch is written to eliminate the "take it or leave it" aspect of patching, so it would make sense to do something similar with this one as well.
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Fri Apr 08, 2011 3:17 am

Ok no need to try and solve my Morrowind.exe problem.

Just renamed the old Morrowind.original to Morrowind replaced them and updated and now it seems to have updated it correctly.
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Thu Apr 07, 2011 9:21 pm

(snip)
...Well, thing about option A is that it's not a function of the MCP, but rather a function of my mod, and thus probably doesn't belong in a discussion of the code patch. I think all we're really discussing here is the magnitude by which the Enchant skill's growth calculations will be altered, since we're pretty much all in agreement that it's going to be altered by the nature of making its progression linear.


I think my concern is the same as that addressed by Toccatta in his post above. Will this be a "take it or leave it" bulk package, or will there be options to accept parts of the restrictions. I certainly hope that there are options.

One thing you mentioned earlier that I'd like to address is that bit about the PC making spells as well.

The following is a bit tongue-in-cheek, so don't take offense, I mean no harm, but...

Consider... in almost all RPGs the player is considered to be a "special" character. He/she is the hero, the righter wrongs who is smarter or faster or stronger than others. It's hard to picture the average scullery maid as the hero. Yet, here we are in Morrowind, and apparently the hero's mother dropped him on his head as a baby if he's a mage.

He cannot and never will have the ability that is shared by about every third mage or priest you encounter to create spells without paying someone else to do it for him. With the use of your mod, he can't create spells or enchant objects no matter what his sbilities or skill level. Now his mother didn't just drop him, she used his head for a football too, and ther is a new connotation to the "special" abilities of the hero... special education.. In reality, he probably shouldn't be a magic user at all since he can't really compete with most of the NPC mages and priests in ability. Of course, if he was just a warrior, why should he be able to repair armor or weapons, given his limitations?

So, I guess it makes sense that if this poor addled hero is ... Oh, say... King Arthur, he shouldn't be able to use Excalibur.Or Thor, then he can't use his hammer, or Perseus unable to use the gifts of the gods even if he wanted to.

So, I say give us options to help this poor mentally challenged hero in his endeavor to become the Nerevarine. Ask not what your PC can do for you, but what the heck can your PC do when he can't do anything? Options are the only way out!

/End psychotic episode.
User avatar
kiss my weasel
 
Posts: 3221
Joined: Tue Feb 20, 2007 9:08 am

Post » Thu Apr 07, 2011 9:07 pm

"He cannot and never will have the ability that is shared by about every third mage or priest you encounter to create spells without paying someone else to do it for him."

There is least one mod that implements this (via a book). The technique works really well.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Fri Apr 08, 2011 2:04 am

Hrnchamd, I just want to say again thank you.
I don't seem to be having a single problem thanks to this mod.
User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

Post » Fri Apr 08, 2011 3:20 am

"He cannot and never will have the ability that is shared by about every third mage or priest you encounter to create spells without paying someone else to do it for him."

There is least one mod that implements this (via a book). The technique works really well.


Sure, but that's the point... without a mod, the hero can't do it. BTB's mod removes the ability for the player to enchant, and the suggestion is that the hero shouldn't even be able to use an enchanted sword unless he has a good enchant skill level. All I really want is for that to be an option within MCPS General enchant changes rather than as toccatta put it a "take it or leave it" package..
User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Fri Apr 08, 2011 12:24 am

Well, we'll see what Hrch says when he comes back around. I'm sure he's up for pleasing both halves of the debate, as I'd imagine that making things an either/or option wouldn't be much work.

As for the fact that there are things that other NPCs can do that the player can't... well, yeah, there's lots of things NPCs can do that you can't, just like in the real world. The player is special, yes, but it's not like the player is a GOD or anything >.>

On an entirely separate note, I have yet another issue to bring to the table... is there a way to address the fact in the game's coding that multiple soul trap effects can be used to harvest multiple souls from the same creature.
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Fri Apr 08, 2011 1:05 am

Well, we'll see what Hrch says when he comes back around. I'm sure he's up for pleasing both halves of the debate, as I'd imagine that making things an either/or option wouldn't be much work.

As for the fact that there are things that other NPCs can do that the player can't... well, yeah, there's lots of things NPCs can do that you can't, just like in the real world. The player is special, yes, but it's not like the player is a GOD or anything >.>

On an entirely separate note, I have yet another issue to bring to the table... is there a way to address the fact in the game's coding that multiple soul trap effects can be used to harvest multiple souls from the same creature.


Well sure, there are things some NPCs can do that the PC can't... but if the class is the same or very similar, and levels are the same or similar, one would expect comparable skills in their shared field, eh? At least that's my take on it.

As to the soul trap thing, I had no idea such a thing was possible. That doesn't seem very reasonable or logical.
User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Fri Apr 08, 2011 4:52 am

When you install new options with MCP, the first thing it does is to either verify your Morrowind.exe code is unedited or it restores an unedited version. I don't believe you could simply change the enchanting and then install the new patch and hope to mix-and-match the features, because the feature you added with the first patch would be eliminated the moment you tried to patch it the second time. I know that isn't the answer you wanted to hear, but if that's the case, it makes your search for the older version somewhat unnecessary.

Personally, I also prefer the older method and think it would be an excellent idea for Hrnchamd to offer both options in the patch so you could select the original method or the newly balanced one. This isn't so much an issue of "choose to use it or don't" because the feature is entirely new. You can't simply choose to not patch the new limitation, because the limitation on the enchanting is part and parcel of the entire feature, meaning you're stuck with a "take it or leave it" option (accept the ammo enchanting with the new limitations or none at all). Everything else about Morrowind Code Patch is written to eliminate the "take it or leave it" aspect of patching, so it would make sense to do something similar with this one as well.


Ok, I'll give it a try but I've done quite a bit of fiddling I may have over written it. :facepalm: Its not like the game was ever designed to allow the custom enchanting of stacks of arrows to begin with any way I hope the next tes would allow for such a feature.

Added a bit later: If I can't get it back I can count my blessings that I can do it at all I was looking forward to getting soul trap arrows. :)
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

PreviousNext

Return to III - Morrowind