Repairing the Cogs of Morrowind #21

Post » Fri Apr 08, 2011 2:52 am

The bug with inventory is still there.
I did the tax collector murderer mission and it said she took the ring and when I closed the dialogue it was still in my inventory.
None of my mods have anything to do with that item and my saves were as clean as they could get.

:cry:

It's hard to test this bug. It doesn't do it right after a load. I have to play a bit before I see it, and it can affect anything leaving my inventory other than dropping it.
I just tried reinstalling Morrowind with MCP 1.8 and am looking to see if that did anything.

Edit: Reinstalling didn't help. It just happened again to nelos onmar's note.
I have that part of the patch checked that supposed to fix it but it does not work.
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TIhIsmc L Griot
 
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Post » Thu Apr 07, 2011 6:36 pm

My mcp 1.6 is gone forever bone head me had overwritten it.

I would like to add a suggestion in light of this...

1) If the arrows you enchant have the same exact name...

2) Have the same base arrows...

3) Also having the exact same effect settings for its enchant...

4) They become stack-able....

It feels kinda silly to have say 20 stacks of 25 arrows with the same exact name, base arrow, and enchantment effect settings...

If its not possible oh well....
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Kay O'Hara
 
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Post » Fri Apr 08, 2011 4:32 am

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. :)


Hmm... I could probably add some in my mod >.>

Actually, yep, I just found the perfect candidates.
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rebecca moody
 
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Post » Thu Apr 07, 2011 10:48 pm

My mcp 1.6 is gone forever bone head me had overwritten it.

I would like to add a suggestion in light of this...

1) If the arrows you enchant have the same exact name...

2) Have the same base arrows...

3) Also having the exact same effect settings for its enchant...

4) They become stack-able....

It feels kinda silly to have say 20 stacks of 25 arrows with the same exact name, base arrow, and enchantment effect settings...

If its not possible oh well....


Actually, I still have all of the incremental Beta patches to MCP. I could give them to you, but I think I would need Hrmchnds permission because they were betas and not for public release.
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Joie Perez
 
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Post » Fri Apr 08, 2011 1:53 am

Hi Hrnchamd,
Maybe you can do something to limit the number of potions that can be drink by the player at one time.
Because with scripting (even with MWSE) its very difficult to do this.
See this thread :
http://www.gamesas.com/index.php?/topic/1116351-did-anyone-ever-come-up-with-a-way-to-limit-the-number-of-potions/

You say in post #10
It's possible to cap level ups on minor and misc stats

Maybe it's easier to remove the actual limit (100 -> 200) on attributes and skills and then we can make a new version of GCD which can be even better with far less complex scripts...
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Naughty not Nice
 
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Post » Thu Apr 07, 2011 8:37 pm

Wow. I was away for a long time. But remeber this project start at a time I peeked at the forums.

This project got very far. Just the amount of fixes are impresive.
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Love iz not
 
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Post » Fri Apr 08, 2011 7:27 am

Haven't seen Hrch around in awhile. I hope he hasn't gotten one of those "life" things. I hear they tend to detract heavily from modding time >.>
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Brandon Wilson
 
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Post » Fri Apr 08, 2011 12:33 am

Hrnch takes classes and, at least where I live, they started up about a month ago. I'm assuming he is taking classes this semester as well. But it coincides with Hrnch's absence. So he's probably just busy with schooling.

He may not have time to work on anything until some vacation times comes around.
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evelina c
 
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Post » Fri Apr 08, 2011 12:23 am

I recall he took a well earned break before when he had classes. Trawling through the executable is very hard work. He has my fullest admiration. I wouldn't care to, and I program for a living.
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anna ley
 
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Post » Fri Apr 08, 2011 6:26 am

Wow, yeah... I just went back and looked over what I have written on my mod list about the MCP and, yeah, this thing *definitely* needs a good updatin'.
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Flesh Tunnel
 
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Post » Thu Apr 07, 2011 5:11 pm

Morrowind just uses the crt heap, it doesn't work like Oblivion at all. Not even multithreaded. You can't assume anything like that will work too well.


Thanks for the report. I think the local lighting option assumes there is a base texture before the reflection map, so it breaks if it is missing. There's so many render states, and I did not think of that situation. It's a lot of code to check every possibility, so I will see what can be done.


Hi Hrnchamd - were you able to fix the issue with bumpmap/reflective local lighting for Phijama's meshes?
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Adriana Lenzo
 
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Post » Thu Apr 07, 2011 5:27 pm

Just a note about enchanting in the current version. I notice that now, if I spend about 150 gold to buy 25 steel darts worth 6 gold each, and I take a common soul gem filled with a scamp that is valued at 300 gold and use it to enchant those darts with a destruction spell like shock, I end up with 25 enchanted darts that do 4 to 7 damage, but are now worth 13 gold each.

In other words, i improved the capabilities of my darts, but they are now worth 325 gold, or some 1/3 less than the value of materials I used. Sounds like a government project to me... or socialist economics... :).
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Rachel Tyson
 
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Post » Thu Apr 07, 2011 10:21 pm

M'kay, well I finally got around to updating my mod list, complete with far more accurate commentary on the MCP.

There's still quite a few fixes I couldn't explain, so if anybody wants to help me fill in the blanks, I'd appreciate it.
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Noely Ulloa
 
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Post » Fri Apr 08, 2011 7:24 am

I got an request (if you have time) it may be not doable,
Ok as i like to developing new modding techniques for the benefit of our Holy Morrowind Empire Community?
I tried to remake some stuff including animated textures and multiple UV maps
http://img97.imageshack.us/i/13752269.jpg/
That red molten part on the chest is animated with NiUVController node, the model itself has multiple UVmaps so i could sepatare that scrolling molten effect from rest of model, while it looks good in nifskope it dont work well in game.
First: NiUVController don't work on skinned meshes (nothing works with the skinned meshes in this game :brokencomputer:) , so i unrigged the mesh just see at least if the animation works, while this time animation played, it was not looking as it supposed. In nifskope NiUVController was animating the first UVset (0 the flames) without affecting the second set (1 that includes base texture with alpha layer, that gives shape to the molten effect). In the game the UVscrolling animation was affecting both UV sets totaly breaking my effect. It looks bit compliced but thats how it looks like.
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XPidgex Jefferson
 
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Post » Thu Apr 07, 2011 7:04 pm

Have you seen this new utility? => http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=78
A large plethora of plugins are available, but many modify the same object. TES CS and Morrowind only takes the changes from the last file modifying it, some important changes can be lost.

Being unhappy with the options of mergers, I've built this to hopefully close the gap. It works by working on a per-File, per-Record, per-SubRecord basis, making notes what actually changes, and what doesn't allowing it to carry them forward. By breaking the main data blocks into fields or groups. This allows specific sections and not whole entries to be replaced.

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priscillaaa
 
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Post » Thu Apr 07, 2011 6:09 pm

I know Hrnchamd hasn't been around, but I thought someone else might be able to enlighten me on a recent event.

I have Morrowind installed on 3 different drives on the same computer... I only have MCP in the Morrowind folder on my C: drive, but when I start games on the other two MCP v1.8 is active and running, whether I want it to be or not.

Since I don't want other mods (including MCP) for some testing purposes, I'd like to have it only effect the install where MCP is installed. As a workaround, I change the name of the Bethesda Softworks folder on C:, and that apparently disables it.

I was wondering if there is a less annoying way to configure MCP for only one drive?
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Raymond J. Ramirez
 
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Post » Thu Apr 07, 2011 7:49 pm

I know Hrnchamd hasn't been around, but I thought someone else might be able to enlighten me on a recent event.

I have Morrowind installed on 3 different drives on the same computer... I only have MCP in the Morrowind folder on my C: drive, but when I start games on the other two MCP v1.8 is active and running, whether I want it to be or not.

Since I don't want other mods (including MCP) for some testing purposes, I'd like to have it only effect the install where MCP is installed. As a workaround, I change the name of the Bethesda Softworks folder on C:, and that apparently disables it.

I was wondering if there is a less annoying way to configure MCP for only one drive?

It is already working for only one installation. Perhaps you've patched others too or something wrong with the shortcuts(if you are using them). Check the shortcuts path in their properties and editing date of Morrowind.exe files.
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JeSsy ArEllano
 
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Post » Thu Apr 07, 2011 11:31 pm

It is already working for only one installation. Perhaps you've patched others too or something wrong with the shortcuts(if you are using them). Check the shortcuts path in their properties and editing date of Morrowind.exe files.


The shortcut paths are correct... the Morrowind.exe on the other drives go back to the last install date... (long before I was using MCP), and the Morrowind on C: shows as modified 9-17-10. i'm fairly certain that's the date Installed MCP 1.8.

Also, the data files as shown in the launcher reflect the correct mods (which are different) on each install.
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Brandon Wilson
 
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Post » Thu Apr 07, 2011 8:26 pm

I believe MW uses a registry entry that points to the executable. You may be out of luck with trying to run a non-MCP version unless you want to rename the MCP'ed version to something else like morrowind.bak.
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Brentleah Jeffs
 
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Post » Fri Apr 08, 2011 2:40 am

First of all, I just thought I'd weigh in on enchanted items. To me, certain items should have an "always works" effect. For example, any unique enchanted item (which is essentially an artifact) and constant effect items. These just say "reliable" to me. On the other hand, I think adding a failure chance to normal enchanted items (including player-made non-CE items) would be good for balance. I see little wrong with Enchant doubling as D&D's "Use Magic Device" skill. I don't know how practical this would be in execution, but that's my take.


On a separate note, there is one thing I have been desperately wanting to see from MCP. As yet I am disappointed. If at all possible, can the next version please...please make it so that custom potion names don't clear every time you click the "Make Potion" button? I often use creative names for multi-effect potions, and it takes too long for renaming each one. Especially when making them in bulk.
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Gemma Flanagan
 
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Post » Fri Apr 08, 2011 9:25 am

I believe MW uses a registry entry that points to the executable. You may be out of luck with trying to run a non-MCP version unless you want to rename the MCP'ed version to something else like morrowind.bak.
Yeah, that's what I thought but it looks like the only thing in there is "Installed Path":
HKEY_LOCAL_MACHINE\SOFTWARE\Bethesda Softworks\Morrowind\\Installed Path
The shortcut paths are correct... the Morrowind.exe on the other drives go back to the last install date... (long before I was using MCP), and the Morrowind on C: shows as modified 9-17-10. i'm fairly certain that's the date Installed MCP 1.8.

Also, the data files as shown in the launcher reflect the correct mods (which are different) on each install.
What happens if you start one of the non-MCPd executables directly rather than going through the Morrowind Launcher? Maybe the launcher always launches the EXE that's in Installed Path..?
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Ross Zombie
 
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Post » Thu Apr 07, 2011 11:27 pm

Yeah, that's what I thought but it looks like the only thing in there is "Installed Path":
HKEY_LOCAL_MACHINE\SOFTWARE\Bethesda Softworks\Morrowind\\Installed Path
What happens if you start one of the non-MCPd executables directly rather than going through the Morrowind Launcher? Maybe the launcher always launches the EXE that's in Installed Path..?


The launcher will always start the last installed exe. I had that problem awhile ago when I installed a second MW. I thought I broke it because MGE wasn't running anymore, but it turned out that even though the launcher had the correct modlist, it was still launching the new install instead of the first one.

I just stopped using the launcher. I posted here (mod forum) and everyone seemed to agree that the launcher has some issues and its better to just create shortcuts to Morrowind.exe.
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Lil Miss
 
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Post » Thu Apr 07, 2011 9:16 pm

The launcher will always start the last installed exe. I had that problem awhile ago when I installed a second MW. I thought I broke it because MGE wasn't running anymore, but it turned out that even though the launcher had the correct modlist, it was still launching the new install instead of the first one.

I just stopped using the launcher. I posted here (mod forum) and everyone seemed to agree that the launcher has some issues and its better to just create shortcuts to Morrowind.exe.


That's all it took. Making a shortcut to the exe works like a charm. Thanks to everyone for your efforts and input.
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Tom
 
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Post » Fri Apr 08, 2011 2:20 am

Well, I have a requested change for the MCP that would make my mod less POINTLESS:

Make Fortify Maximum HP actually DO something useful!

The way that the game is designed now, fortified HP serves absolutely NO purpose in this game. The effect NEEDS to be changed so that when you receive damage in battle, it is subtracted from the fortified health first, and not your natural health. In this way, it will act as a simple preemptive heal that is balanced by being more costly to use and maintain than regular restoration.

The second thing that is a problem is that with my mod, state-based HP is a little wonky... You see, right now, the way things currently are, if you increase your HP by temporarily fortifying your endurance or strength, it is a little risky because when the effect wears off, the damage you have taken will be recorded and you will risk dropping dead suddenly. However, I believe that this can be modified using scripting, and simply setting my mod to record percentile damage instead of flat damage. This would make fortifying your health MUCH more effective, because when the effect wore off, your health would be adjusted according to the percentage of health that you had lost.
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Sakura Haruno
 
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Post » Fri Apr 08, 2011 5:49 am

Well, I have a requested change for the MCP that would make my mod less POINTLESS:

Make Fortify Maximum HP actually DO something useful!

The way that the game is designed now, fortified HP serves absolutely NO purpose in this game. The effect NEEDS to be changed so that when you receive damage in battle, it is subtracted from the fortified health first, and not your natural health. In this way, it will act as a simple preemptive heal that is balanced by being more costly to use and maintain than regular restoration.

The second thing that is a problem is that with my mod, state-based HP is a little wonky... You see, right now, the way things currently are, if you increase your HP by temporarily fortifying your endurance or strength, it is a little risky because when the effect wears off, the damage you have taken will be recorded and you will risk dropping dead suddenly. However, I believe that this can be modified using scripting, and simply setting my mod to record percentile damage instead of flat damage. This would make fortifying your health MUCH more effective, because when the effect wore off, your health would be adjusted according to the percentage of health that you had lost.


I second this. Hell, I didn't even have to take damage for Fortify Max HP to kill me. I had a constant effect enchantment on a cuirass, and I could put it on and take it off, and immediately die because of it, regardless of anything that's hit me inbetween.
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Alisia Lisha
 
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