Repairing the Cogs of Morrowind #22

Post » Sat Apr 16, 2011 4:54 am

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.

The thing is, repair volume isn't randomized. Okay, try this: Go to the registry, find the HKLM\Software\Bethesda\Morrowind key and record the Master volume and Effect volume settings. Run Morrowind, move the master slider off max then back to max again. Test for loudness bug. Go back to the registry and record the new setting.
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BRAD MONTGOMERY
 
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Post » Sat Apr 16, 2011 11:41 am

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

  • Movement speed fix - Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling.
  • Trainer price/stat fix - Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill.
  • Game formula corrections - GMST formula that controls fatigue generated by spellcasting is fixed (see description). Probably more to be added here.
  • Creature armor rating - Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap is ignored in this case.


Potion weight patch still needs to be discussed and resolved. More stuff incoming for 2.0.
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Betsy Humpledink
 
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Post » Sat Apr 16, 2011 1:35 pm

This is great. Thanks!
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Alexander Lee
 
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Post » Sat Apr 16, 2011 5:46 am

"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."

To be honest I didn't see this as a good idea - the MCP has already an option to hide traps, and with couple of mods for thief classes, picklocking are getting really hard job. Maybe as an option, but not integrated with any other option. As player of only thief-class characters, I can imagine picking traps and constantly get shot by a traps when low on security skill.

Besides that, I wanted to ask about two possible options - about regionally known criminalls and werewolwes. I know theres a mod aproach about this, but can it be done via GMST or something like that?
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Baby K(:
 
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Post » Sat Apr 16, 2011 8:37 am

Changing to software sound seems to fix the loud sounds bug, so far as I can tell.
I think that was what fixed it for me earlier, though I don't remember changing it then.

Anyway, that might be worth a look.

The new beta looks good, though I'll probably wait a bit before updating.
I'm really enjoying the Oblivion style spellcasting, by the way. I haven't noticed any problems with it.
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Jimmie Allen
 
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Post » Sat Apr 16, 2011 12:47 am

i noticed that the soundeffects for fire and poison spells are inside the soundfolder but the game uses the destructions sounds instead, however the ice sounds are used.
is that something you can fix with mcp?
problem is that the original fire/poison sounds are pretty bad, but it would be a nice option for modders.
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Lakyn Ellery
 
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Post » Sat Apr 16, 2011 2:27 am

Besides that, I wanted to ask about two possible options - about regionally known criminalls and werewolwes. I know theres a mod aproach about this, but can it be done via GMST or something like that?

The crime system doesn't know about regions at all, it's not possible.

i noticed that the soundeffects for fire and poison spells are inside the soundfolder but the game uses the destructions sounds instead, however the ice sounds are used.
is that something you can fix with mcp?
problem is that the original fire/poison sounds are pretty bad, but it would be a nice option for modders.

You can edit these with the CS spell effects window.
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Vivien
 
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Post » Sat Apr 16, 2011 9:04 am

I've recently started playing again and thought the volume thing was fixed with this....but....I also get it going back up to max volume again.

Always seems to happen when a song changes, and I'm out in the wilderness. Happened several times wandering around the early Bitter Coast area.

I'll try this registry hack tomorrow and see if that makes it any better for me. I can say no amount of adjusting/stopping/restarting the game stops it from blasting me every once in a while.

Not nearly like it did back in the day when I first played this (2004) though, so it certainly has improved somewhat.

The thing is, repair volume isn't randomized. Okay, try this: Go to the registry, find the HKLM\Software\Bethesda\Morrowind key and record the Master volume and Effect volume settings. Run Morrowind, move the master slider off max then back to max again. Test for loudness bug. Go back to the registry and record the new setting.

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stacy hamilton
 
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Post » Sat Apr 16, 2011 7:35 am

I like the new magic cast feature, as well as most other things MCP has to offer. Nice work overall. :thumbsup:
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Jesus Duran
 
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Post » Sat Apr 16, 2011 9:59 am

Hey Hrnchamd,

I was wondering if looking at a bug in the GetWeaponDrawn function was in the scope of MCP. Here's MW Scripting for Dummies take on the problem:

GetWeaponDrawn will return 0 at some unusual times; when a lock pick or probe is removed through scripting or when it is broken, GetWeaponDrawn will return 0 for a few frames before you switch to Hand-to-Hand. When fighting Hand to Hand, when you equip or remove a piece of armor or clothing, GetWeaponDrawn will return 0 briefly. Thanks to Bj?rn and DinkumThinkum respectively for pointing this out.


I would also add that you get GetWeaponDrawn returning 0 when the player runs out of thrown weapons, or if the weapon breaks.

Looking at the behaviour in my scripts I would suggest that the GetWeaponDrawn function returns 0 for WeaponType -1 (fists) while the 'fists up' animation is playing, then it returns true. All other weapon types return GetWeaponDrawn as true for all frames the player is in fight mode.

I'm working with Sandman on an extensive sheathing mod, which includes sheathing off-hand weapons and a related script that slings the player's shield on their back until they draw a one-handed weapon. Adding in workarounds for this bug is becoming an irritation, and adding if, elseifs conditions I could really use to spare as TES Script limited to 255 conditions per script.

A patch for this would be most welcome if it's something you want to add.
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Laura Mclean
 
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Post » Sat Apr 16, 2011 3:14 am

About "Swift Casting" - I think it renders "At Home Alchemy" unusable, becouse You need to be in spell mode to activate te apperatus. It is possible to add spell mode to some different key? H for example?
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Lovingly
 
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Post » Sat Apr 16, 2011 3:59 pm

Good point, there could very well be some more mods that check if you have your magic hands out...
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clelia vega
 
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Post » Sat Apr 16, 2011 1:53 am

It seems that when You activate normally all apperatus and mortar as last one, You can still use this mod - but there could be some mods that need "magic stance" , as povuholo mentioned.
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Steven Nicholson
 
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Post » Sat Apr 16, 2011 6:14 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?

Weird. I have found the culprit of my problem. It seems to be my firewall (Comodo). Odd thing is if I disable (shut down) the firewall Morrowind launches, but I can't click away any message boxes. The only way to play the game with MCP applied is to run it with the firewall in game-modus.
At least I can play the game now.
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Peter P Canning
 
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Post » Sat Apr 16, 2011 4:01 pm

Weird. I have found the culprit of my problem. It seems to be my firewall (Comodo). Odd thing is if I disable (shut down) the firewall Morrowind launches, but I can't click away any message boxes. The only way to play the game with MCP applied is to run it with the firewall in game-modus.
At least I can play the game now.

I use Comodo too. Check defense+->Computer Security Policy, and see if any morrowind executable or dll is blocked.
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darnell waddington
 
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Post » Sat Apr 16, 2011 9:53 am

Good point, there could very well be some more mods that check if you have your magic hands out...

Mods can be updated to be compatible. Swift casting feature is much more needed.
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saharen beauty
 
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Post » Sat Apr 16, 2011 8:09 am

I use Comodo too. Check defense+->Computer Security Policy, and see if any morrowind executable or dll is blocked.

After adding Morrowind.exe to the "trusted files" list (Don't know if that is the correct translation, I use the Dutch version) it works perfect.
I used Comodo on my other PC as well, don't know what happened. Thanks anyway.
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Marine Arrègle
 
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Post » Sat Apr 16, 2011 6:06 am

Looking at the behaviour in my scripts I would suggest that the GetWeaponDrawn function returns 0 for WeaponType -1 (fists) while the 'fists up' animation is playing, then it returns true. All other weapon types return GetWeaponDrawn as true for all frames the player is in fight mode.

Is this the only change you need? The script function just returns the internal animation state, so I will have to make minimal changes in the animation controller to make it work. If you could demonstrate exactly why it bugs your mod, it may lead to a better solution.


About "Swift Casting" - I think it renders "At Home Alchemy" unusable, becouse You need to be in spell mode to activate te apperatus. It is possible to add spell mode to some different key? H for example?

It may be better moved to quick slot 10 ('0'), this way it's rebindable.
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meghan lock
 
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Post » Sat Apr 16, 2011 7:26 am

Is this the only change you need? The script function just returns the internal animation state, so I will have to make minimal changes in the animation controller to make it work. If you could demonstrate exactly why it bugs your mod, it may lead to a better solution.


The problem is that normally when a player has their weapon drawn and switches weapons GetWeaponDrawn consistently returns true, unless they switch to fists then you get a few frames of GetWeaponDrawn == 0. This came to light when I was testing and ran out of thrown weapons, causing my player to switch to hand-to-hand. I have scripts that are watching for a change in GetWeaponDrawn to kick in certain actions like this:

if ( Player->GetWeaponDrawn )	if ( WDrawn == 0 )		; Player has taken combat stance		Set DoStuff to 1		Set WDrawn to 1	endifelse;if ( Player->GetWeaponDrawn == 0 )	if ( WDrawn )		; Player has left combat stance		Set DoOtherStuff to 1		Set WDrawn to 0	endifendifif ( DoStuff )	; Do some stuff	Set DoStuff to 0endifif ( DoOtherStuff )	; Do some other stuff	Set DoOtherStuff to 0endif


Gettting a few frames of GetWepaonDrawn == 0 requires me to check weapon type and wait for a few frames if it's fists, then it just gets messy - which is lines of code I could use to spare given the 256 if/elseif limit in TES Script.
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Bryanna Vacchiano
 
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Post » Sat Apr 16, 2011 7:25 am

The animation state controller wants to play the put away weapon animation (GetWeaponDrawn = 0) before raising fists, while normal weapon switch just instantly swaps the weapons models without a transition. Any kind of patch to script functions will need serious testing, though. Expect something later today.
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daniel royle
 
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Post » Sat Apr 16, 2011 9:44 am

The problem is that normally when a player has their weapon drawn and switches weapons GetWeaponDrawn consistently returns true, unless they switch to fists then you get a few frames of GetWeaponDrawn == 0. This came to light when I was testing and ran out of thrown weapons, causing my player to switch to hand-to-hand. I have scripts that are watching for a change in GetWeaponDrawn to kick in certain actions like this:

if ( Player->GetWeaponDrawn )	if ( WDrawn == 0 )		; Player has taken combat stance		Set DoStuff to 1		Set WDrawn to 1	endifelse;if ( Player->GetWeaponDrawn == 0 )	if ( WDrawn )		; Player has left combat stance		Set DoOtherStuff to 1		Set WDrawn to 0	endifendifif ( DoStuff )	; Do some stuff	Set DoStuff to 0endifif ( DoOtherStuff )	; Do some other stuff	Set DoOtherStuff to 0endif


Gettting a few frames of GetWepaonDrawn == 0 requires me to check weapon type and wait for a few frames if it's fists, then it just gets messy - which is lines of code I could use to spare given the 256 if/elseif limit in TES Script.


Might need to steal that script of yours for testing. ;P
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Queen of Spades
 
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Post » Sat Apr 16, 2011 9:38 am

About "Swift Casting" - I think it renders "At Home Alchemy" unusable, becouse You need to be in spell mode to activate te apperatus. It is possible to add spell mode to some different key? H for example?


In fact, At Home Alchemy is still usuable, because it don't use GetSpellReadied.

But the last version of my mod Advanced Alchemy ( v1.3) use this function so indeed the mod is not usuable.
In this case people must use v1.21 (check tesnexus) for the moment.

I don't know if another mod conflicts with that but a little search in DataFiles shows numerous mods that use GetSpellReadied (like NOM, abotGuars, NPC enhanced for example).

Hrnchamd, your work on the MCP is incredible and the "Swift Casting" feature is great. I just hope you keep the possibility for the modders to check the function GetSpellReadied. The use of another key is a good idea.
And again good work.
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Ezekiel Macallister
 
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Post » Sat Apr 16, 2011 10:48 am

At Home Alchemy works fine for me so long as I select the Mortar and Pestle last. Selecting the Mortar and Pestle will start up the alchemy screen.

Actually, I didn't even know that selecting a tool while spell was readied brought up the alchemy menu. xD
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Johanna Van Drunick
 
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Post » Sat Apr 16, 2011 8:36 am

The animation state controller wants to play the put away weapon animation (GetWeaponDrawn = 0) before raising fists, while normal weapon switch just instantly swaps the weapons models without a transition. Any kind of patch to script functions will need serious testing, though. Expect something later today.


I thought it was linked to the animations, what would be nice from a sheathing mod perspective is if GetWeaponDrawn returns true until the put weapon away animation is complete, but I don't know if that would be possible. Anyway, many thanks for looking at this for me.



Might need to steal that script of yours for testing. ;P


*chews on cigar* Be my guest. :biggrin:
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Farrah Barry
 
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Post » Sat Apr 16, 2011 6:36 am

At Home Alchemy works fine for me so long as I select the Mortar and Pestle last. Selecting the Mortar and Pestle will start up the alchemy screen.

Actually, I didn't even know that selecting a tool while spell was readied brought up the alchemy menu. xD


With AHA, only selecting a Mortar and Pestle start up the alchemy menu.

Advanced Alchemy is a uptodate version of AHA but it use MWSE to add more features. And with AA v1.3, you need to be in spell mode to activate apparatuses and so to start up alchemy menu.
Version 1.21 use the same method than AHA.
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Devils Cheek
 
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