Repairing the Cogs of Morrowind #22

Post » Sat Apr 16, 2011 2:42 am

Okay, I'm not seeing anything that strange in the volume calculations. Still, please turn down your effects slider to 2/3rds and re-test.

is it possible to increase the range at wich sounds are played?

Have you tried editing the sound distances in the CS?
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Christie Mitchell
 
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Post » Sat Apr 16, 2011 2:11 am

Hmm, I checked it again. Potion weight is now total ingredient weight / (number of active effects+1).

The formula works for potion brewing involving ingredients of different weights: (0.10 and 0.20) or (0.20 and 0.40) or (0.10 and 0.10 and 0.20)..., but it doesn't work when they all have the same weight (0.10 and 0.10) or (0.20 and 0.20 and 0.20)...
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quinnnn
 
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Post » Sat Apr 16, 2011 5:33 am

If you make a potion with two useful ingredients and anything else (no added effect) weighing 0.1, it makes things lighter. Compare (0.5+0.2)/2 and (0.5+0.2+0.1)/3.
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Nicole Mark
 
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Post » Fri Apr 15, 2011 11:46 pm

Hey... I just thought of something.

You know how you edited the fortify health effect to boost current health along with itself? Would it be possible to get fortify magicka/fortify intelligence to *not* do that with magicka? Otherwise, you sort of run into the same problem that you'd have in the same situation with fortify health: you can just keep equipping/unequipping a constant effect enchantment to give yourself an infinite supply of magicka.
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katie TWAVA
 
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Post » Sat Apr 16, 2011 1:30 pm

My mistake, I didn't consider the negative effects.

Potion weight is now total ingredient weight / (number of active effects+1). This means useless ingredients make it heavier but more effects make it get lighter. Is this an acceptable tradeoff?

Why the number of effects should be considered in the weight of potions?
If they are, I would rather think the more you add effects, the more a potion has to be heavy to contain all of them.
What about only considering the number and the weight of ingredients (an simple average)?: ingredients weight / number of ingredients
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Rude Gurl
 
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Post » Sat Apr 16, 2011 12:21 am

You know how you edited the fortify health effect to boost current health along with itself? Would it be possible to get fortify magicka/fortify intelligence to *not* do that with magicka? Otherwise, you sort of run into the same problem that you'd have in the same situation with fortify health: you can just keep equipping/unequipping a constant effect enchantment to give yourself an infinite supply of magicka.

Huh. Magicka max is autocalced from intelligence. Fortify magicka only boosts current magicka and not max. Wha?


Why the number of effects should be considered in the weight of potions?
If they are, I would rather think the more you add effects, the more a potion has to be heavy to contain all of them.
What about only considering the number and the weight of ingredients (an simple average)?: ingredients weight / number of ingredients

If you add four items of 0.2 weight to a potion that makes four effects, you get a potion weighing 0.2. If you use two items of 0.2 weight for two effects, you get a potion weighing 0.2. You see that the simple average has exactly the same problem? Number of effects is at least reported accurately by the potion maker.
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Adam
 
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Post » Sat Apr 16, 2011 5:42 am

Huh. Magicka max is autocalced from intelligence. Fortify magicka only boosts current magicka and not max. Wha?


Well, take the Mentor's Ring, for example, which fortifies intelligence. You have 30/30 magicka. Put the Mentor's Ring on, and you now have 40/40 magicka, whereas it should leave your current magicka at 30 and only raise your maximum magicka.

I think that fortify magicka works the same way, but I'm not certain.
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Ells
 
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Post » Fri Apr 15, 2011 11:47 pm

Hmm, I checked it again. Potion weight is now total ingredient weight / (number of active effects+1). This means useless ingredients make it heavier but more effects make it get lighter. Is this an acceptable tradeoff?

A simple solution could be something like ingredient weight / 3. Clearly the number 3 can be tweaked (something between 2 and 4 should do it). This way an useless ingredient makes the potion heavier, but you can avoid the "more effects = lighter potion" part which is a bit unintuitive.
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Farrah Lee
 
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Post » Sat Apr 16, 2011 11:16 am

Could you be more specific how it happens, and where. I have to find the exact action where it makes the sound.

I can specify an exact moment. Make a container with lots of different books. Open it and take books fast one by one (it's not required to do it VERY fast). Every second book will have twice louder sound. I think other sound inventory/trade bugs are working the same way, just harder to encounter.
Effects and master volume are on 70%, I've changed it to different values - bug persists.

That is the hard bit about patching, the consequences. The AI aims to get into ready stance before it casts anything. It's not efficient if it has a weapon out, but most early caster enemies keep casting until they run out of magicka anyway. The ready stance is also a bit of foreshadowing for the player, allowing them to prepare for the spell. I guess I could change the AI state machine so it goes from weapon equipped to ready to cast straight away, but are there any good examples of enemies that mix weapon and magick use to test with?

Dremoras use their shield spells aside from daedric weapons, Ordinators use their spells too.

Hrnchamd, I'm not sure about GetSpellReadied and GetWeaponDrawn functions possible conflicts with Swift Cast, it's better to have beta with NPC Swift Cast included to test it deeply.


P.S. Thanks for your continuing support of Russian version. Argonian animation works great!!!
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.X chantelle .x Smith
 
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Post » Sat Apr 16, 2011 10:30 am

I can specify an exact moment. Make a container with lots of different books. Open it and take books fast one by one (it's not required to do it VERY fast). Every second book will have twice louder sound. I think other sound inventory/trade bugs are working the same way, just harder to encounter.
Effects and master volume are on 70%, I've changed it to different values - bug persists.


I have the same problem simply selling items one by one as well. Every other sound is double volume.
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Ronald
 
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Post » Sat Apr 16, 2011 9:28 am

I have the same problem simply selling items one by one as well. Every other sound is double volume.


i think i have the same problem with the swamp sounds, when i run through the swamps i noticed that from time to time some sounds are played with double volume. i replaced the sounds with the ones from oblivion but as i hear you complaining about a similar problem, it thought ill post that.
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Chloe Botham
 
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Post » Sat Apr 16, 2011 11:45 am

Well, take the Mentor's Ring, for example, which fortifies intelligence. You have 30/30 magicka. Put the Mentor's Ring on, and you now have 40/40 magicka, whereas it should leave your current magicka at 30 and only raise your maximum magicka.

I think that fortify magicka works the same way, but I'm not certain.

Oh cmon, it goes back down to 30 magicka after the effect ends. Fortify magicka just increases current magicka past the maximum.


I can specify an exact moment. Make a container with lots of different books. Open it and take books fast one by one (it's not required to do it VERY fast). Every second book will have twice louder sound. I think other sound inventory/trade bugs are working the same way, just harder to encounter.
Effects and master volume are on 70%, I've changed it to different values - bug persists.

Dremoras use their shield spells aside from daedric weapons, Ordinators use their spells too.

Hrnchamd, I'm not sure about GetSpellReadied and GetWeaponDrawn functions possible conflicts with Swift Cast, it's better to have beta with NPC Swift Cast included to test it deeply.

I can't make it happen. What is your 3d audio mode set to, and does it go away if you switch modes?
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Robert
 
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Post » Sat Apr 16, 2011 12:42 pm

Oh cmon, it goes back down to 30 magicka after the effect ends. Fortify magicka just increases current magicka past the maximum.


Well, yes, it does. Problem is that you can use it, remove the constant effect item, put it back on, and get it right back. It makes for a pretty much infinite supply of magicka equal to the magnitude of the combined total of all your fortify intelligence enchantments.

And I was mistaken about fortify magicka, then. It has the same problem, in that case, except I really can't ask you to do anything about it.

EDIT: I suppose that, in the case of constant effect enchantments, fortify maximum magicka should be used in place of fortify magicka. I imagine that fortify maximum magicka also increases current magicka when it is applied, but that is something that can be corrected either through the MCP to the effect itself or scripting.
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loste juliana
 
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Post » Fri Apr 15, 2011 11:19 pm

Please actually test these things -_- Fortify int doesn't work like that either, it keeps the current/max ratio constant.

Edit: Race weight (but not height) lowers speed, which may be the cause of many a players' frustration at choosing bosmer for their new character. Should it be fixed to normal speed for all races?
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Rob Smith
 
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Post » Sat Apr 16, 2011 12:13 am

Please actually test these things -_- Fortify int doesn't work like that either, it keeps the current/max ratio constant.


Oh. I actually hadn't even thought of that. So, if you have 30/30 magicka and put on the Mentor's Ring, you go up to 40/40, but if you have 0/30 magicka, you'll stay at 0 either way. I just saw the first result in-game and assumed it would work the same way regardless of the situation.

I guess the problem is that I sometimes usually don't know enough about what I'm looking for to test very thoroughly >.<
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Mark Hepworth
 
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Post » Sat Apr 16, 2011 2:24 am

Race weight (but not height) lowers speed, which may be the cause of many a players' frustration at choosing bosmer for their new character. Should it be fixed to normal speed for all races?

It does? Weird. That doesn't really make a whole lot of sense to me, so yeah, fix it if you can.
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David Chambers
 
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Post » Sat Apr 16, 2011 1:09 am

Thank you again for all your hard work, Hrnchamd. Especially for enchant skill rebalance and cast-from-item delay.

I don't know if this can qualify as a bug, but I have noticed that swimming sounds are acting somewhat strange.
First of all, they are repeating faster when you are swimming faster (more speed/athletics). In order to be in sync with the animation, I suppose. That's normal. First strange thing is that they are repeated with different intervals in 1st/3rd-person view. In 3rd-person they seem to be in sync with the animation. Why act different in 1st-person view then? Second strange thing: animation and sound are synced in 3rd-person mode only when you are "walking"-swimming. If you try to "run"-swim then sounds begin to repeat much faster, too fast for the animation. Tested it on a dunmer with various speed/athletics values.

I would also like to know your opinion on a few suggestions/requests. I already wrote about most of them, but you didn't respond back then, being busy with lights and shadows.

1. Maxfatigue/maxmagicka dropping to default every time some attribute is changed or savegame is loaded. I'm trying to use different formulae for maxfatigue/maxmagicka, but the game keeps rolling everything back to default. Would it be possible to disable this behavior completely? Since it is optional no harm would be done. Maybe some other modders would also appreciate this.
2. It would be very nice to have a fix for fFatigueSpellBase/Mult GMST formulae. Currently spell fatigue cost = (Magicka Cost * fFatigueSpellBase * Encumbrance% * fFatigueSpellMult). It should add Encumbrance% * fFatigueSpellMult like in the other equations, not multiply by it.
3. How about a possibilty to make cast-on-self AOE spells? It would allow some interesting spells like mass healing or fire storm.
4. Pickpocketing mechanics. Covered in http://www.gamesas.com/index.php?/topic/1095128-repairing-the-cogs-of-morrowind-no-19/page__view__findpost__p__16038471 post.
5. Activating fDamageStrengthBase and fDamageStrengthMult GMSTs?
6. Taking creature's armor rating into account while determining damage done?
7. Is it by any chance possible to have something bad happen when you fail to disarm a trap? For example, random chance to activate a trap.

And last request. It's been half of a year already, so may I ask you again if you have time to look into that list of GMSTs in http://www.gamesas.com/index.php?/topic/1097214-gameplay-mechanics-anolysis/ thread?
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KiiSsez jdgaf Benzler
 
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Post » Sat Apr 16, 2011 12:11 am

I would also like to know your opinion on a few suggestions/requests. I already wrote about most of them, but you didn't respond back then, being busy with lights and shadows.

1. Maxfatigue/maxmagicka dropping to default every time some attribute is changed or savegame is loaded. I'm trying to use different formulae for maxfatigue/maxmagicka, but the game keeps rolling everything back to default. Would it be possible to disable this behavior completely? Since it is optional no harm would be done. Maybe some other modders would also appreciate this.
2. It would be very nice to have a fix for fFatigueSpellBase/Mult GMST formulae. Currently spell fatigue cost = (Magicka Cost * fFatigueSpellBase * Encumbrance% * fFatigueSpellMult). It should add Encumbrance% * fFatigueSpellMult like in the other equations, not multiply by it.
3. How about a possibilty to make cast-on-self AOE spells? It would allow some interesting spells like mass healing or fire storm.
4. Pickpocketing mechanics. Covered in http://www.gamesas.com/index.php?/topic/1095128-repairing-the-cogs-of-morrowind-no-19/page__view__findpost__p__16038471 post.
5. Activating fDamageStrengthBase and fDamageStrengthMult GMSTs?
6. Taking creature's armor rating into account while determining damage done?
7. Is it by any chance possible to have something bad happen when you fail to disarm a trap? For example, random chance to activate a trap.

And last request. It's been half of a year already, so may I ask you again if you have time to look into that list of GMSTs in http://www.gamesas.com/index.php?/topic/1097214-gameplay-mechanics-anolysis/ thread?

I feel I have more energy now, your GMSTs will get documented.

1. They also recalculate when you change any of the attributes they depend on, and NPC stats work the same. It seems a bit dangerous to work with, the game may break if it assumes too much.
2. Okay, will fix it in the next beta.
3. Self cast spells don't generate any checks of nearby objects at all, it applies directly to the caster's active spell effects. Maybe if touch spells hit yourself if you miss a target, but that means I have to change 300 if statements for checking the casting type. You see the problem.
4. You will have to make up a lot of scenarios for easy/hard situations and play around, because it's mostly about getting the formula right.
5. I don't know, is this to make all melee less powerful?
6. Creatures don't have base AR, but I make any shield spell bonuses work properly.
7. Maybe, but it's probably better done in a mod.
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Josh Sabatini
 
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Post » Sat Apr 16, 2011 11:23 am

I have an 'interesting problem' with MCP: every time I open Morrowind after patching I get a black screen and my PC freezes. This is after a clean install GOTY edition (CD-version patched 1.6.1820) on a windows 7 64 bit OS. Without the patch Morrowind just works. I have used MPC before on a different PC and I love it. So does anyone knows what's wrong?
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Donald Richards
 
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Post » Sat Apr 16, 2011 5:07 am

I have an 'interesting problem' with MCP: every time I open Morrowind after patching I get a black screen and my PC freezes. This is after a clean install GOTY edition (CD-version patched 1.6.1820) on a windows 7 64 bit OS. Without the patch Morrowind just works. I have used MPC before on a different PC and I love it. So does anyone knows what's wrong?


Try running MCP as an Admin(right click, run as admin) when patching morrowind, this could very well be a case of UAC being difficult.
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Sabrina garzotto
 
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Post » Sat Apr 16, 2011 10:05 am

1. They also recalculate when you change any of the attributes they depend on, and NPC stats work the same. It seems a bit dangerous to work with, the game may break if it assumes too much.

Well, game works fine without HP being recalculated at every corner. Recalc of NPC and PC stats is a single piece of code? Are they not separated?
3. Self cast spells don't generate any checks of nearby objects at all, it applies directly to the caster's active spell effects. Maybe if touch spells hit yourself if you miss a target, but that means I have to change 300 if statements for checking the casting type. You see the problem.

Got it. Pity.
4. You will have to make up a lot of scenarios for easy/hard situations and play around, because it's mostly about getting the formula right.

You mean situations like "newbie rogue vs experienced merchant" or something more specific?
5. I don't know, is this to make all melee less powerful?

It is to make melee moddable. More specific to make influence of strength on damage moddable.
Current formula for melee damage: Damage dealt = weapon damage * (50 + Strength) / 100. These GMSTs are set by default (I checked just now) to 50 (Base) and 0.1 (Mult). So it should look like this: weapon damage * (fDamageStrengthBase + Strength) * fDamageStrengthMult / 10. This way it will not alter anything in the game just by turning this option on, but will allow modders to alter the impact of strength on melee.
6. Creatures don't have base AR, but I make any shield spell bonuses work properly.

How about shields (goblins, etc)? I don't remember if there are creatures with actual armor pieces. Still, shield spell would be pretty good and enough for modding.
7. Maybe, but it's probably better done in a mod.

I have a hard time imagining how one can make script that would affect traps in general and not just specific ones. Fail can be detected via sound, but can exact spell that should be cast on a player be determined at all?

I feel I have more energy now, your GMSTs will get documented.

2. Okay, will fix it in the next beta.

Thanks.
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katsomaya Sanchez
 
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Post » Sat Apr 16, 2011 1:10 pm

Well, game works fine without HP being recalculated at every corner. Recalc of NPC and PC stats is a single piece of code? Are they not separated?

The player is just another NPC off the boat, there's nothing special about stat handling.

You mean situations like "newbie rogue vs experienced merchant" or something more specific?

As many as possible, with exact stat numbers and fair probabilities for success.
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Scott
 
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Post » Sat Apr 16, 2011 9:43 am

Would it be possible to apply the Cast Once GMST to the chance of success?

EDIT: I mean the chance of successfully enchant an object with a Cast Once enchantment yourself. It's the same as Cast When Used.

I looked into this and if you just applied the GMST the chance of success would be 50-100x normal. It's just too much, skill level should determine it more than anything since you don't need more than a bundle of cheap soulgems to attempt scroll making.


Dremoras use their shield spells aside from daedric weapons, Ordinators use their spells too.

Hrnchamd, I'm not sure about GetSpellReadied and GetWeaponDrawn functions possible conflicts with Swift Cast, it's better to have beta with NPC Swift Cast included to test it deeply.

P.S. Thanks for your continuing support of Russian version. Argonian animation works great!!!

NPCs don't actually stop readying their hands when starting to attack, they just go straight from weapon ready to casting, without putting away the weapon. The cast seems to end in spell ready stance, so it should be okay. You really have to load up a mod that uses GetSpellReadied to see if it makes a difference.
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marie breen
 
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Post » Sat Apr 16, 2011 3:20 am

Okay, I'm not seeing anything that strange in the volume calculations. Still, please turn down your effects slider to 2/3rds and re-test.


Re-tested. At 2/3rds volume for the effects slider, I can't seem to replicate the randomly louder "repair failure" SFX problem. Bumping the volume back up to max, it happens almost like clockwork. I should add that I have hardware acceleration enabled in both these instances.
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Abi Emily
 
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Post » Sat Apr 16, 2011 6:05 am

Try running MCP as an Admin(right click, run as admin) when patching morrowind, this could very well be a case of UAC being difficult.

Thanks, but I forgot to mention that I already tried that. Another peculiar thing: after I reboot and try to patch again, none of the boxes are selected, although they obviously were before.
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Trey Johnson
 
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