Repairing the Cogs of Morrowind #21

Post » Fri Apr 08, 2011 7:11 am

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.


Actually, technically that shouldn't happen... The way Fortify Health works now, you can have ANY amount active. The way it kills you is that when the effect wears off, it subtracts the spells value from your Max HP and your Current HP. Therefore, if you take more damage than your natural health value during the spell's duration, you will drop dead when the effect wears off, completely nullifying the point of using the spell in the first place!

As a matter of fact, the way it is right now, the only logical reason that I can think of to ever use this spell is to make it so that you can survive an attack that would have otherwise killed you in one shot, and then healing before the Fortify Health effect wears off.

Please, I beg you, fix this problem!
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Chenae Butler
 
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Post » Thu Apr 07, 2011 9:35 pm

I agree with the posts above that the fortify health effect should probably be revisited, but I feel kind of bad at this point for loading you down with work >.>
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Laura Elizabeth
 
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Post » Thu Apr 07, 2011 5:09 pm

My current main issues with the game that would be nice to see fixed:

Drain - it should not be possible to restore drain effects, that's what dispel/cure disease is for.

Option for a 24 hour clock would be nice.

Enchanting/Spellmaking - by default when making "cast when used" items it makes the "on touch" type. If you make "on target" or "on self" spell and then before hitting the buy button you decide to make the revisions to the spell, it reverts back to "on touch" type. Sometimes you just forget to set it back and end up with ruined item, soulgem and lost money.
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Cheryl Rice
 
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Post » Fri Apr 08, 2011 1:43 am

Actually, technically that shouldn't happen...


It does not surprise me at all that its not working like it should for me. I don't "play" Morrowind, I "search for the next issue" Morrowind. =X
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Joie Perez
 
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Post » Fri Apr 08, 2011 6:04 am

Regarding the "loud sounds in battle" fix...

I think the same thing may also apply to items when picking them up out of your inventory. Like, go to sell a bunch if stuff and notice that every third or fourth item has a very loud "pickup" sound.
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Sammi Jones
 
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Post » Thu Apr 07, 2011 9:23 pm

Enchanting/Spellmaking - by default when making "cast when used" items it makes the "on touch" type. If you make "on target" or "on self" spell and then before hitting the buy button you decide to make the revisions to the spell, it reverts back to "on touch" type. Sometimes you just forget to set it back and end up with ruined item, soulgem and lost money.


Between this and potion naming, I think there is a wider issue. There are simply a number of settings in Morrowind that seem to revert to default when they should not.
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Nicole M
 
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Post » Fri Apr 08, 2011 8:27 am

Actually this brings up something i've wondered and hoped maybe can be fixed. In the enchanting window, i make an item, name it, get everything how i want it to work. Then when i try to enchant, success or fail i have to re-write the whole thing to get it happy. Is it possible it could stay in that window with the current settings, say if it fails i just choose another gem, or i can repeat if i wanted multiple of an item? (Early on in the game, i enjoy making clothes with restore health on them)
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Doniesha World
 
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Post » Thu Apr 07, 2011 9:05 pm

Is there a way to make the handling of big (or many at the same time) meshes faster in-game?

My new pc is way better on every aspect, except for the video-card... so it lags insanely in place I used to play smoothly.
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Christina Trayler
 
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Post » Thu Apr 07, 2011 8:06 pm

What is your new video card?
What is your soundcard? A bad sound chip can lose you 5-10 fps in Balmora?
Either way, I suspect this is outside the remit of the MCP.
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Trey Johnson
 
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Post » Thu Apr 07, 2011 8:39 pm

I know this doesn't quite come under the heading of bugs or errors, but since you managed to add collision for rain and snow, I was wondering;
Would it be possible to add footstep sounds based on terrain texture or mesh type? (grass, mud, snow etc)
Would it be possible to add weapon strike collision - ie, when my sword strikes a wall theres a sound and/or particle effect to go with it?

Apologies if this has been answered before, and keep up the great work!
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Shelby Huffman
 
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Post » Thu Apr 07, 2011 10:13 pm

Well, don't start laughing at me, but the video card is one of the kind that's implemented in the motherboard. It's an Intel GMA X4500 motherboard.
I can't find the soundcard specs but the computer is an Acer Aspire X3910. (I guess the soundcard is integrated as well.) I know it's a sh*tty computer but it's faster than my old one, just the video card seems worse. I got it for free from my dad so you don't hear me complaining...
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elliot mudd
 
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Post » Fri Apr 08, 2011 8:36 am

Well, don't start laughing at me, but the video card is one of the kind that's implemented in the motherboard. It's an Intel GMA X4500 motherboard.
I can't find the soundcard specs but the computer is an Acer Aspire X3910. (I guess the soundcard is integrated as well.) I know it's a sh*tty computer but it's faster than my old one, just the video card seems worse. I got it for free from my dad so you don't hear me complaining...

Your original question isn't something that the patch could or would even address. Getting better hardware is your best option.
(And using the FPS Opt. to pull in the fog when your FPS drops helps in most situations.)
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GRAEME
 
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Post » Thu Apr 07, 2011 5:57 pm

Fear not, a computer is only as good as its weakest component. Best thing to do is start saving for a graphics card and sound card. Neither actually has to be all that impressive for Morrowind. Almost the cheapest you can find will be good enough, or at least much better than what you have.

Do check that you have spare slots and what kind of graphics card is needed (PCI-E or AGP). Even a cheap AGP card (NVidia GForce 5xxx or 6xxx for example) will be loads better and should be quite cheap. if you can track one down.
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Symone Velez
 
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Post » Thu Apr 07, 2011 7:25 pm

Well, don't start laughing at me, but the video card is one of the kind that's implemented in the motherboard. It's an Intel GMA X4500 motherboard.
I can't find the soundcard specs but the computer is an Acer Aspire X3910. (I guess the soundcard is integrated as well.) I know it's a sh*tty computer but it's faster than my old one, just the video card seems worse. I got it for free from my dad so you don't hear me complaining...
Fear not, a computer is only as good as its weakest component. Best thing to do is start saving for a graphics card and sound card. Neither actually has to be all that impressive for Morrowind. Almost the cheapest you can find will be good enough, or at least much better than what you have.

Do check that you have spare slots and what kind of graphics card is needed (PCI-E or AGP). Even a cheap AGP card (NVidia GForce 5xxx or 6xxx for example) will be loads better and should be quite cheap. if you can track one down.
Well it's a laptop so he's a bit limited in upgrades...

Looks like the sound is some flavour of Realtek chip, based on these http://www.laptop-software.com/acer-software/acer-aspire-x3910-windows-xp-7-drivers/. Try http://www.cpuid.com/ for more info on the mobo.

Have a look at ChaosTony's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2644, Mouse's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=565 and Brash's http://morrowind4kids.com/mw4kfiles/LowFatMorrowind/.
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no_excuse
 
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Post » Thu Apr 07, 2011 7:48 pm

Have a look at ChaosTony's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2644, Mouse's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=565

These will probably help, but first I would suggest using the "Hide small objects" option that the FPS Optimizer has, and see what results you get.
That way nothing is actually removed from the game. Instead, small objects aren't rendered until you get near them.
Works great when I play on my weak laptop.
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Chelsea Head
 
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Post » Fri Apr 08, 2011 2:55 am

This may have already been addressed, and it's by no means a major bug, but here it is: in the original engine, the "Resurrect" scripting command goes annoyingly beyond the call of duty and resets inventory, disposition, fight settings, etc. along with reviving the target. Is there a way of reworking the "Resurrect" command to not just respawn the NPC/Creature but simply bring it back to life? Not game-breaking, but it might open up a few doors for necromancy mods and such. B)

Is this possible/feasible? Or is it a better suggestion for projects like OpenMW or MWSE?
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Anna Krzyzanowska
 
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Post » Thu Apr 07, 2011 11:36 pm

*crashes through skylight*

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

Featured:
  • Magicka display accuracy - updated, now covers magic menu items' charges remaining
  • Hi-def cutscene support - up to 2048x1024, recommend 1280x720; please check if aspect ratio works properly
  • Allow multiple fortify potions - still not working quite right
  • On-use ring smart equip - extra equip slot for on-use ring, please test
  • Enchanted item charge use rebalance - very light scaling with enchant skill (also needs a better name, ideas please)


Planned:
  • Save game limit warning - to avoid memory corruption
  • Enchanting window interface oddities
  • More loud sound bugs
  • Other things people wanted


I'll try to make some replies to previous questions when I have good answers.
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Lovingly
 
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Post » Thu Apr 07, 2011 5:39 pm

*crashes through skylight*

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

Featured:
  • Magicka display accuracy - updated, now covers magic menu items' charges remaining
  • Hi-def cutscene support - up to 2048x1024, recommend 1280x720; please check if aspect ratio works properly
  • Allow multiple fortify potions - still not working quite right
  • On-use ring smart equip - extra equip slot for on-use ring, please test
  • Enchanted item charge use rebalance - very light scaling with enchant skill (also needs a better name, ideas please)


Planned:
  • Save game limit warning - to avoid memory corruption
  • Enchanting window interface oddities
  • More loud sound bugs
  • Other things people wanted


I'll try to make some replies to previous questions when I have good answers.



:D Sweet, I'll try it out later today!
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Dark Mogul
 
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Post » Fri Apr 08, 2011 1:12 am

Weeeeeeeeee! :ahhh: Great update, gonna try this out ASAP!
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Jessica Stokes
 
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Post » Thu Apr 07, 2011 8:44 pm

I'll definitely try these out soon, good work! (It annoyed me quite a lot to have to reequip both of my constant-effect rings after equipping a cast-one-use ring.)

Meanwhile here's an issue I'm having with your mercantile fix... Not that I found it bad. It definitely fixes a Morrowind bug. The problem here is that this Morrowind bug was probably deliberately introduced in order to hide another bug: that at mercantile skill 100 and with 100 disposition (both of these conditions are rather easy to meet if one plays for long, but I guess mercantile around 80 would suffice already) I can sell stuff to some traders and buy it back for double price. And iterate this ad infinitum. Your fix made this bug resurface. Maybe rather than capping the price merchants pay by the price merchants sell the items at, you should try it the other way round (or, better, make this an alternative)? The downside is that things would become more expensive for the player at high mercantile levels, but most players should already bathe in money at high mercantile levels, and usually one doesn't buy too much from merchants in MW.
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Bones47
 
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Post » Thu Apr 07, 2011 8:24 pm

I will definitely try the beta, as those are some interesting fixes!

However, I've got a request as well. Is there any way to trick the engine into treating pools above sea-level as water? I was thinking there might be some way to override the water logic for these pools, so that you can create actual water (or something approximating it). Ideally, this would be done with an activator that would temporarily set the water level to something above zero when you are in that cell.

Obviously, making the main water mesh appear at that level would be inappropriate for most things, so I was thinking that the pool should only behave like water in terms of splashing sounds and swimming. You would have to provide the water layer. However, this would allow for real mountain lakes and such.
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Julie Ann
 
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Post » Fri Apr 08, 2011 8:01 am

Welcome back! Looks like you have a load of superb stuff for us as usual.
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Ysabelle
 
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Post » Thu Apr 07, 2011 9:44 pm

Thank you Hrnchamd, instant download!
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patricia kris
 
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Post » Fri Apr 08, 2011 6:41 am

Meanwhile here's an issue I'm having with your mercantile fix... Not that I found it bad. It definitely fixes a Morrowind bug. The problem here is that this Morrowind bug was probably deliberately introduced in order to hide another bug: that at mercantile skill 100 and with 100 disposition (both of these conditions are rather easy to meet if one plays for long, but I guess mercantile around 80 would suffice already) I can sell stuff to some traders and buy it back for double price. And iterate this ad infinitum. Your fix made this bug resurface. Maybe rather than capping the price merchants pay by the price merchants sell the items at, you should try it the other way round (or, better, make this an alternative)? The downside is that things would become more expensive for the player at high mercantile levels, but most players should already bathe in money at high mercantile levels, and usually one doesn't buy too much from merchants in MW.


With Hrnchamd's mercantile fix in place, you can close the exploit via normal modding in the CS. I'm using a modified version of BTB's merchant scripts (which in turn are a modified version of HotFusion's originals) plus a couple of GMST edits, and in testing a character with ~85 mercantile skill and 100 disposition, I still couldn't buy an item back for more than I sold it for. The only downsides of this approach are that: the fix needs to be in place at the start of your game; bartering is positively brutal at the start of the game (I'm ok with this - gives a nice incentive to working on mercantile); I never tested to see if mercantile scaled exponentially in effectiveness like the enchant skill (such that 100 is much more effective than my tested value of 85); HotFusion's scripts are necessarily limited in how they affect trainers, to prevent all trainers in the game from being master trainers in mercantile and speechcraft.
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Epul Kedah
 
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Post » Fri Apr 08, 2011 1:01 am

On-use ring smart equip - extra equip slot for on-use ring, please test

testing, seems to work perfectly, this was one of the most annoying things for enchanters, thanks! :twirl:
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Monika
 
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