Repairing the Cogs of Morrowind #22

Post » Fri Apr 15, 2011 6:55 pm

I'm afraid I have a seven hour train journey ahead of me tomorrow and I may or may not have room to get the laptop out on it, so I'm not entirely sure that I'll be able to get a proper reply back to you any time soon. From the brief glance I took, everything looked fine. Can't really say for sure, especially as the only reason I'm awake now is that someone down the corridor set the fire alarm off and I'm up waiting for it to stop.

I'll do my best to take a look through it tomorrow, but not promises on my part. Sorry I can't do more.


Edit: I redownloaded it to be sure it wasn't just that I hadn't updated it properly. I can't get the explanations of the different categories to come up. As it is, it's acting as it was before. Probably a UI problem?
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Justin
 
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Post » Fri Apr 15, 2011 6:31 pm

It needs the updated exe. I just put it back into the beta download for you.
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Mr. Ray
 
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Post » Fri Apr 15, 2011 3:13 pm

Hrnchamd, do you, by any chance, know a way to fix the blood splash bug (if one changes cells while one is being hurt, the bloodsplash remains on the screen until one quits the game)?
It's not serious but it's annoying...
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jasminε
 
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Post » Fri Apr 15, 2011 9:00 pm

Maybe in the next beta. I couldn't figure it out last time I looked, it didn't always happen.
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Chad Holloway
 
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Post » Fri Apr 15, 2011 10:51 pm

Hrnchamd, do you, by any chance, know a way to fix the blood splash bug (if one changes cells while one is being hurt, the bloodsplash remains on the screen until one quits the game)?
It's not serious but it's annoying...


Take damage again and it'll go away. Jump from a height or something. It annoyed me a lot until I did that. Largely happenned to me when drowning and changing areas. I found that if you continued to drown, it'd go away becasue the blood effect would be reinitialised and would then end.
(Or something like that).


Would that help you fix it?
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Mel E
 
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Post » Fri Apr 15, 2011 4:04 pm

Thanks for the all the help, Korlus. Serious testing is hard to find.

Guess I'll release 1.9 tomorrow.
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Monika
 
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Post » Fri Apr 15, 2011 8:59 pm

Why do things tomorrow when you got nothing better to do today?

1.9 is released.
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Richard
 
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Post » Fri Apr 15, 2011 4:14 pm

This emote seems appropriate: :celebration:
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Stephanie Kemp
 
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Post » Fri Apr 15, 2011 10:06 pm

Woohoo! Nice work, Hrnchamd
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Soph
 
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Post » Fri Apr 15, 2011 5:16 pm

First and foremost, congratulations and thanks.

Secondly:

Best used with a mod that allows you to detect traps depending on skill.


How do you envision such a mod functioning? Some sort of scripted spell? Just curious what the options are here.
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Stephanie Nieves
 
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Post » Fri Apr 15, 2011 10:02 pm

Well, paint my Cadillac and call me Elvis.

I'll give the new version an install, then, and update my mod list when I have the time.

Sorry I haven't been as vocal around this thread in the last few weeks... I kinda got wrapped up working on something else (as you might have noticed) >.>
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Amber Hubbard
 
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Post » Sat Apr 16, 2011 7:50 am

Hidden traps


There's room for experimenting by modders. You could just enjoy being shocked every time you touch a dwemer mechanism. Main idea came from SilentThief's http://www.gamesas.com/index.php?/topic/1143292-wip-trap-expansion-name-is-wip-also/. Maybe an update of http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1091 would be straightforward, though it's the least subtle thing. Maybe leaving some visual hint on a container that only appears if you have sufficient security skill. Trapped doors looking strange if you have a high level of mysticism.
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Jason Wolf
 
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Post » Fri Apr 15, 2011 4:49 pm

Thanks for the update Hrnchamd! The invisible trap functionality sounds awesome. It will add a little bit to immersion :)
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Mari martnez Martinez
 
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Post » Fri Apr 15, 2011 10:19 pm

Well, I guess I know what I'll be playing with after work today. I might have to buy another probe or two.

Now if only I could use the enchant editor to trap doors myself, and then convince NPCs to try to open them. :whistling:
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Avril Churchill
 
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Post » Fri Apr 15, 2011 6:45 pm

Great update, thx!
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Kevin S
 
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Post » Fri Apr 15, 2011 6:01 pm

Why is it that there is only progress here when I don't check? Serriously, I last checked just two days before 1.9 beta 2... In any case, it's looking as good as ever. I do have a question regarding the multiple fortify potions. Where you able to get it to allow more than the six effects I got in my testing?
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Marcin Tomkow
 
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Post » Fri Apr 15, 2011 11:42 pm

Hrnchamd, i'm having an inexplicable "Need more room for zero pointers in Script::ReplaceGlobalsInData" as detailed in http://www.gamesas.com/index.php?/topic/1122624-scripting-woes/page__view__findpost__p__16843425, and http://www.fliggerty.com/phpBB3/viewtopic.php?f=24&t=3737

i was wondering if MCP could do anything about this, as ReplaceGlobalsInData is not a script that is accessible. i have not pinned the culprit down yet, but my testing so far seems to indicate that something in my declared variables is causing it, (as the error crops up if the extended functions are commented out, or even deleted, but the variables remain. even if they are commented out)

i know MCP isnt a magic cure all, and you likely have much more important things to do than to accommodate just me, but i figured that there is no harm in asking.
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Tyrone Haywood
 
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Post » Sat Apr 16, 2011 7:10 am

I never realized this was broken, but it would be nice to see a fix :)
From MWSFD:
Testing player blight disease (forum info / Rocket):
Any time the current weather is blight, the player will have blight diseases added to them
without any effects evident. They cannot be removed with cure blight spells and
getBlightDisease will continue to return 1 for ever after unless they're removed by
removeSpell. Next time you see blight weather though, they will be back. The engine picks
random blight diseases, including any added by mods, with the exception of those that contain
the corprus spell effect. You end up with them all very quickly.

As a guess, I would say it's a feature (according to lore, you can catch blight disease from
exposure to blight storms) that is bugged and was subsequently disabled, without the code
being removed. So we have this side effect. It actually breaks Bethesda's own game elements
in that the Tribunal Shrines no longer give the message that you are not infected by blight
when they should. The reason I suggest it is bugged is that the chance to catch blight disease
from blight storms is 0.10 and yet you get them very quickly. Way too quickly. It would get
annoying, even if the chance was reduced further. You catch it often enough just from the
creatures as it is.
To disable this you need to modify the ini file. In the section [Weather Blight] you will find
Disease Chance=.10 Set this to zero. If you then load a game where the player is currently in
Red Mountain region, it appears that you will need to wait for a weather change to occur
before the new setting takes hold (from blight to blight). Until then, you will continue to have
them added by the engine.
Further notes:
Auto-added blight diseases that aren't showing effects make the player effectively immune to
those diseases, since the spell cannot be re-added without first removing it (use
RemoveSpell).
The dialogue function PC Blight Disease is still a reliable test, as it only returns 1 if disease
effects are present. I don't know of any reliable way of testing player blight disease by script
without modifying the ini file, but GetSpellEffects can be used for individual diseases (there
are only four besides Corprus in the unmodded game) if necessary.

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Kate Schofield
 
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Post » Sat Apr 16, 2011 3:27 am

Why is it that there is only progress here when I don't check? Serriously, I last checked just two days before 1.9 beta 2... In any case, it's looking as good as ever. I do have a question regarding the multiple fortify potions. Where you able to get it to allow more than the six effects I got in my testing?

It gets a bit confused with multiple effects with the same effect ID in the same ingredient still. It's not really working in general yet.

Hrnchamd, i'm having an inexplicable "Need more room for zero pointers in Script::ReplaceGlobalsInData" as detailed in http://www.gamesas.com/index.php?/topic/1122624-scripting-woes/page__view__findpost__p__16843425, and http://www.fliggerty.com/phpBB3/viewtopic.php?f=24&t=3737

i was wondering if MCP could do anything about this, as ReplaceGlobalsInData is not a script that is accessible. i have not pinned the culprit down yet, but my testing so far seems to indicate that something in my declared variables is causing it, (as the error crops up if the extended functions are commented out, or even deleted, but the variables remain. even if they are commented out)

In the code, it errors out with this message where there's more than 10 variables or constants of some kind. It's in the function that resolves things like NPC and reference names into pointers to the thing in memory, if that helps.

I never realized this was broken, but it would be nice to see a fix :)

How should it work, really? The feature is incomplete so we either make up a variation or cut it.
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bonita mathews
 
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Post » Sat Apr 16, 2011 12:26 am

How should it work, really? The feature is incomplete so we either make up a variation or cut it.

Any way to make the blight from storms curable by "cure blight" spells, potions, ingredients? It wouldn't be as annoying, I imagine, if it was curable, right?

Is there any code for time delay? In other words, if the game tries to give a disease every 1 seconds (of real-world time) (a 1sec check? Is that the right terminology?), that would be really annoying, even at 10% chance. If the game only attempts to give blight every, say, 5 or 10 real-world minutes (how many in-game hours?), that might be more bearable.

What do you think?
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Sian Ennis
 
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Post » Sat Apr 16, 2011 1:48 am

Any way to make the blight from storms curable by "cure blight" spells, potions, ingredients? It wouldn't be as annoying, I imagine, if it was curable, right?

Is there any code for time delay? In other words, if the game tries to give a disease every 1 seconds (of real-world time) (a 1sec check? Is that the right terminology?), that would be really annoying, even at 10% chance. If the game only attempts to give blight every, say, 5 or 10 real-world minutes (how many in-game hours?), that might be more bearable.

What do you think?

this and the fact that blight storm added blights dont even show up in your "affected by" HUD elements. i remember seeing a mod not too long ago that implemented it, along with reducing the chance to catch blight by having "anti-blight" gear (like the telvanni dust helm) equipped. not sure if the mod was more than just an idea or how far along in development it is (or even what its name is) but i do remember seeing it in the past month or two.

In the code, it errors out with this message where there's more than 10 variables or constants of some kind. It's in the function that resolves things like NPC and reference names into pointers to the thing in memory, if that helps.

heh, that's the problem, i'm not doing an operation that involves more than two variables. i'm not sure how the MWSE functions relate to this, but thanks for the info anyway, i'll figure it out eventually.
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Chloe Botham
 
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Post » Sat Apr 16, 2011 2:50 am

That would be Melchior's mod. (still WIP)
But since this Blight Weather function is broken, that element of his mod is just theoretical as of now. (unless he's done some scripting I don't know of)
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Victor Oropeza
 
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Post » Sat Apr 16, 2011 7:13 am

edit: never mind need to read the thread before I ask lol
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Kira! :)))
 
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Post » Fri Apr 15, 2011 5:36 pm

this is awesome. I've not been paying much attention here lately and bam this happened!!

Awesome work Hrnchamd!

ST
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Caroline flitcroft
 
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Post » Fri Apr 15, 2011 10:58 pm

The way it was worded when I skimmed through the ini file last meant I thought it was a 10% chance of catching blight per blight storm? I'd also think that that would be easiest to code, but perhaps not the easiest to code perfectly.

(i.e. every time you enter a blight storm, or a blight storm starts, a random number between 0 and 1 is generated. If it falls under 0.1, you get blight).


Thing is that that would effect you every time you left/entered a blight storm (and so would be very nasty in Ald'Ruhn, say). Maybe a better example would be:

Every time you enter a blight storm, a 3 minute (real time) timer is started. At the end of every minute, it checks to see if you're still in a blight storm. If you are not, it is cancelled. At the end of the third minute, a random number is generated....

That means you need some exposure, it needs to be prolonged, and you can catch multiple blights from one storm, but only if it's lengthy and you're out in it without break for three minutes, go inside, come back out, and are out again for another three minutes?
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HARDHEAD
 
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