Repairing the Cogs of Morrowind #22

Post » Sat Apr 16, 2011 1:56 am

I wondered if there was ever released a pack that bundled all of the reflective armors that were made after MCP 1.4 came out...
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HARDHEAD
 
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Post » Sat Apr 16, 2011 6:11 am

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.

The function is run at load time and resolves all the constants/global variables in the script so that all mods are using the same set of objects. It's not like there aren't compiler bugs, though.

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).

You can't really trust wording or what MWSFD says, documentation is never kept updated or accurate. The only specification is the code itself. It seems to run a probability check every frame at 0.2*time in storm*disease chance, then if that passes it runs another test on time in storm which I don't get and if you don't have a blight disease already you get a random blight disease. I don't see how spells are added to the UI, there is a large amount of junk between the adding and the showing up for regular spells.

I wondered if there was ever released a pack that bundled all of the reflective armors that were made after MCP 1.4 came out...

Anyone want to make a list?
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Deon Knight
 
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Post » Sat Apr 16, 2011 7:02 am

The function is run at load time and resolves all the constants/global variables in the script so that all mods are using the same set of objects. It's not like there aren't compiler bugs, though.

it turned out the error was caused by MWedit. MWedit does not like player references to be quoted, as has been my habit. i do thank you for looking into it, though.
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Mr. Allen
 
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Post » Sat Apr 16, 2011 8:05 am

I'm not on my home computer to check this out yet, so...

About the scroll-enchanting price modifier: Can I immediately start seeing the benefits of this in my game, or do I need to use this with a mod that changes the scroll-enchanting modifiers? Sorry, I found the wording of the change a little unclear.

Thanks for your hard work!
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Connie Thomas
 
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Post » Sat Apr 16, 2011 4:41 am

I'm not on my home computer to check this out yet, so...

About the scroll-enchanting price modifier: Can I immediately start seeing the benefits of this in my game, or do I need to use this with a mod that changes the scroll-enchanting modifiers? Sorry, I found the wording of the change a little unclear.

Thanks for your hard work!


You need a mod that edits the GMST in question.

And, it just so happens that my mod does.
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laila hassan
 
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Post » Sat Apr 16, 2011 12:28 am

Oops, wrong thread opened. Keep up the great work on the Morrowind Code Patch! Loving the Cast Once rebalance.
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Jade Barnes-Mackey
 
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Post » Sat Apr 16, 2011 7:26 am

So, I went ahead and updated my mod list with the latest fixes.

http://btb2.free.fr/morrowind.html

Note that I list the fixes in the same order as the fixes are in the installer. I've noticed that the fixes from 1.9 just seemed thrown in there with little regard given to what section they actually belonged in... perhaps you might want to clean that up a bit, Hrnch?
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Jeff Turner
 
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Post » Fri Apr 15, 2011 7:51 pm

I put everything that has no noticeable effect on the base game in the default-on fixes category. HD cutscenes was primarily made to stop Morrowind crashing when you feed it something larger than 640x480. Scroll price stuff should probably go in the more visible area, I suppose. Can you remove the 256 from the front of the Map Expansion? That's the patch id. Spellmaking max. magnitude is 500, not 1000, and it's useful for feather, and even ... uh disintegrate. Yeah, so uh, Merry Christmas.
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FABIAN RUIZ
 
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Post » Fri Apr 15, 2011 6:23 pm

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

Just one feature - swift casting. It's like the casting in TES IV: Patrick Stewart Is Dead, though your weapon swings rather close to your neck when you cast while holding it. Someone should really fix the weapon bone on that animation. Morrowind could do it all along! It was only a four byte patch, though which four bytes wasn't so easy to figure out. Hopefully it can be a replacement for Fliggerty's take on it without the MWE induced crashing.
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R.I.p MOmmy
 
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Post » Sat Apr 16, 2011 6:45 am

I didn't think that I would like it, but I tried out the swift casting beta. I have to admit, it is a nice feature to have, and I may well keep it.

http://www.youtube.com/watch?v=KtkjRAMOUT4
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LittleMiss
 
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Post » Fri Apr 15, 2011 6:49 pm

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

Just one feature - swift casting. It's like the casting in TES IV: Patrick Stewart Is Dead, though your weapon swings rather close to your neck when you cast while holding it. Someone should really fix the weapon bone on that animation. Morrowind could do it all along! It was only a four byte patch, though which four bytes wasn't so easy to figure out. Hopefully it can be a replacement for Fliggerty's take on it without the MWE induced crashing.


I flipping luv you Hrnchamd. I've been wanting this so bad for the new combat mod I've been working on. TYVM.
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vanuza
 
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Post » Fri Apr 15, 2011 7:37 pm

Mother of God... it's actually possible.
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Rhysa Hughes
 
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Post » Sat Apr 16, 2011 4:28 am

Swift casting is beautiful thing and this http://www.tesnexus.com/downloads/file.php?id=29555. makes a pretty great compliment to it I feel (Would be perfect if the animation got smoothed out a bit). But while testing I noticed that NPC types still use the standard ready spell stance. Will that get addressed or is it something separate in the code?
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A Boy called Marilyn
 
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Post » Sat Apr 16, 2011 8:19 am

I'm not at home now and won't be for the next couple of weeks (hence the mod pack not being released yet). I'll see if I can test it out, but otherwise, the feature looks good from the video!
(I'll also see if I can get my modpack testers onto it, since they've largely got nothing to do right now).
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kat no x
 
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Post » Sat Apr 16, 2011 2:31 am

I didn't think that I would like it, but I tried out the swift casting beta. I have to admit, it is a nice feature to have, and I may well keep it.

http://www.youtube.com/watch?v=KtkjRAMOUT4


Great video :-)

I agree Hrnchamd, that bone really needs reworking.
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Del Arte
 
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Post » Sat Apr 16, 2011 7:21 am

Judging by the video, the 1st person view is okay, but indeed the 3rd person one could do with reworking.
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Nick Tyler
 
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Post » Sat Apr 16, 2011 1:29 am

This is incredible.
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Lucie H
 
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Post » Sat Apr 16, 2011 5:13 am

That's great, though possibly a bit unbalancing if NPCs can't play along as well. Also, will this make it so we block while casting? In vanilla you can't block with the casting hands up, but presumably you would still be able to block while casting using this?
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Nicholas C
 
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Post » Fri Apr 15, 2011 9:12 pm

Oh wow.
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maddison
 
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Post » Fri Apr 15, 2011 9:45 pm

Swift casting is beautiful thing and this http://www.tesnexus.com/downloads/file.php?id=29555. makes a pretty great compliment to it I feel (Would be perfect if the animation got smoothed out a bit). But while testing I noticed that NPC types still use the standard ready spell stance. Will that get addressed or is it something separate in the code?

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?


That's great, though possibly a bit unbalancing if NPCs can't play along as well. Also, will this make it so we block while casting? In vanilla you can't block with the casting hands up, but presumably you would still be able to block while casting using this?

You can block as long as the casting animation isn't playing. Casting while holding a shield isn't too pretty, though.
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Natalie Taylor
 
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Post » Sat Apr 16, 2011 2:09 am

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

Just one feature - swift casting. It's like the casting in TES IV: Patrick Stewart Is Dead, though your weapon swings rather close to your neck when you cast while holding it. Someone should really fix the weapon bone on that animation. Morrowind could do it all along! It was only a four byte patch, though which four bytes wasn't so easy to figure out. Hopefully it can be a replacement for Fliggerty's take on it without the MWE induced crashing.


:drool:

This is the best post-Christmas gift ever. (Also, "Patrick Stewart is Dead" is my new favorite subtitle for Oblivion.)
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P PoLlo
 
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Post » Fri Apr 15, 2011 9:26 pm

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.
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Jordan Fletcher
 
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Post » Fri Apr 15, 2011 7:31 pm

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?


If you use the patch to allow NPCs to use their powers, most dunmer use their sanctuary power. Thank god I'm playing a mage character at the moment, as that almost constant 50 sanctuary would get annoying.
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Lisa Robb
 
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Post » Sat Apr 16, 2011 12:07 am

Dunmer sanctuary is 60 seconds, it really does need modding. I suggest there should be a visible sanctuary VFX so you know about it and can tell when it wears off.

I want to incorporate the BSA redate for Steam users somewhere, should it be in MCP or left to MGE?
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Blackdrak
 
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Post » Sat Apr 16, 2011 6:29 am

Wouldn't the BSA redate need to be applied to both MCP and MGE to be effective for the end-users? Granted, perhaps I'm over-thinking it, but for consistency's sake I think it'd be better for Morrowind and for MGE's distant land generator to treat BSAs the in the same manner.
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Cameron Garrod
 
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