Repairing the Cogs of Morrowind #22

Post » Fri Apr 15, 2011 12:11 pm

This is a project to fix bugs in Morrowind that just aren't possible to do with scripting alone. It comes in the form of a patch to the Morrowind program.

The primary fix included is a large change to the savegame code to reduce the majority of crashes, corruption, and missing objects. It also makes the game properly respond to changes in your load list, making inserting and removing mods from your savegames a lot safer. There are many more smaller fixes that cover all areas of the game.

All fixes and gameplay changes included are optional, you can independently select which ones you want to use in the installer.

Compatible with English, West European, Polish, Russian and Steam editions. Compatible with MGE, MWSE, MWE, and FPS Opt 1.96. Not compatible with FPS Opt 2.0. Also, improved Russian version compatibility (supports GFM dll).

Version 1.9 is out now.
Files: http://www.tesnexus.com/downloads/file.php?id=19510 http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008


New in 1.9:

- Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu.
- Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480).
- Potion name fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present.
- Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset.
- Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls.
- Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory.
- Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion.
- On-use ring smart equip. Allows rings with an on-use enchant to be equipped along with two constant effect rings.
- Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Enchanted on-use items now have a 4 second cooldown.
- Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects.
- Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue.



See the previous threads to see how this came about:
Repairing those Cogs http://www.gamesas.com/index.php?/topic/1114812-repairing-the-cogs-of-morrowind-21/ http://www.gamesas.com/index.php?/topic/1098021-repairing-the-cogs-of-morrowind-no-20/ http://www.gamesas.com/index.php?/topic/1095128-repairing-the-cogs-of-morrowind-no-19/ http://www.gamesas.com/index.php?/topic/1090176-repairing-the-cogs-of-morrowind-no-18/ http://www.gamesas.com/index.php?/topic/1084044-repairing-the-cogs-of-morrowind-no-17/ http://www.gamesas.com/index.php?/topic/1041353-repairing-the-cogs-of-morrowind-%2316/ http://www.gamesas.com/bgsforums/index.php?showtopic=1032219 http://www.gamesas.com/bgsforums/index.php?showtopic=1026266 http://www.gamesas.com/bgsforums/index.php?showtopic=1013291 http://www.gamesas.com/?showtopic=1009430 http://www.gamesas.com/bgsforums/index.php?showtopic=978076 http://www.gamesas.com/bgsforums/index.php?showtopic=942375 http://www.gamesas.com/bgsforums/index.php?showtopic=925813 http://www.yacoby.net/es/forum/12/9111491226747880.html http://www.yacoby.net/es/forum/12/8942761225301640.html http://www.yacoby.net/es/forum/12/8891531224348540.html http://www.yacoby.net/es/forum/12/8852991223287560.html http://www.yacoby.net/es/forum/12/8837531222826580.html http://www.yacoby.net/es/forum/12/8812671222030860.html http://www.yacoby.net/es/forum/12/8792971221418740.html http://www.yacoby.net/es/forum/12/8744651220076840.html

Now that MCP improves aspects of the graphics and animation handling, you can discuss how to make mods with these new features http://www.gamesas.com/index.php?/topic/1097585-new-graphical-modding-wth-mcp/.
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Nomee
 
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Post » Fri Apr 15, 2011 1:25 pm

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

Changes:

  • Enchanted item rebalance

    Cooldown is shared between items, and only applies to cast on use items. Cast on strike and cast once items should not be affected. The out of charges message has been disabled in all cases.


  • Save game limit warning

    Warns you when you go to save and have a large number of save files (over 200) in the directory, with a message like "You have reached the limit of Morrowind saved games." It does not prevent saving, but is a reminder.

    Once you have over 300 save files, Morrowind starts to experience memory corruption trying to load all the preview images and summary. It's best to archive and clean the saves folder in the Morrowind directory before this occurs.


Please test and comment on those two, and on the documentation for all the new beta patches in the MCP program.
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Melanie Steinberg
 
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Post » Fri Apr 15, 2011 9:08 pm

Those saving game features is a good idea, but why has anyone come up with this idea before is beyond me. I guess we were just to busy playing. :biggrin:

Anyway and thanks for the update Hrnchamd. :celebration:
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Fanny Rouyé
 
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Post » Fri Apr 15, 2011 1:59 pm

Actually john.moonsugar came up with it over a year ago, but I didn't have a clue how the save UI worked then.

Has anyone experienced the black worldmap square bug? I'm trying to figure out why it's doing that. Also, I'm integrating a Japanese localization so there's going to be yet another beta.
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Claudia Cook
 
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Post » Fri Apr 15, 2011 12:17 pm

Actually john.moonsugar came up with it over a year ago, but I didn't have a clue how the save UI worked then.

Has anyone experienced the black worldmap square bug? I'm trying to figure out why it's doing that. Also, I'm integrating a Japanese localization so there's going to be yet another beta.

I didn't know that and thanks for your hard work on MCP Hrnchamd. :clap:

Yes I've seen it. No matter if I'm inside or outside ingame there it's as soon I looked at the local or world map. I've no idea why. :shrug:
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ladyflames
 
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Post » Fri Apr 15, 2011 11:18 am

Yes, I've experienced the black square map bug many times. A reload always fixes it, but leaves the blackened squares black till you revisit them.
It's been around since the year dot I understand.
The received wisdom is that it happens when you cross over the corner of a cell. (i.e. where four cells meet)
This RW is of course no more reliable than the 'companion cross into new cells' issue.
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OJY
 
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Post » Fri Apr 15, 2011 2:43 pm

I was concerned the local map reveal bug fix could be causing it. Personally never remember seeing it happen, so it's hard to tell either way.

Next beta is also going to include an option to disable the Trapped information on the tooltip of a trapped object. I would like to have a good mechanic to replace it, but seeing how traps aren't likely to kill you, maybe it can be left to mods.
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Greg Swan
 
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Post » Fri Apr 15, 2011 5:51 pm

I was concerned the local map reveal bug fix could be causing it.

Not a result of the code patch I assure you. Morrowind has always done that. Wish we knew why for sure.
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Lilit Ager
 
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Post » Sat Apr 16, 2011 12:22 am

Actually john.moonsugar came up with it over a year ago, but I didn't have a clue how the save UI worked then.

Has anyone experienced the black worldmap square bug? I'm trying to figure out why it's doing that. Also, I'm integrating a Japanese localization so there's going to be yet another beta.

Is this that bug where you are walking along and then the map stops recording that you are in fact there and just leaves the black "fog"? or is this some other bug I havent experienced?

Hmm, just an idea not sure if it could be done more ideas cant hurt though. But based on the replies, perhaps something could be coded so when you are detected as going over the corner of a cell, your position would be rechecked in reference to the map. In reference if this is about something else, replace "your position would be rechecked in reference to the map" with: the map or your position could then be reloaded/rechecked.
Hmm in addition to my original first thought and assuming this isnt just a mod malfunction(unlikely given the code patch is the only one that deals with the map), does anyone know how it takes away the blackness? My first guess would be using a seperate black layer applied over the map texture which is then removed via setting the alpha on it. In regards to it turning black, when I go into a cell and this is how it ends up, it usually stops after a certain amount of time and returns to normal suggesting that it has checked and reapplied whatever was used before, the point being perhaps a faster check could occur. Ok, mabe this made sense mabe it didnt.
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Michelle Chau
 
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Post » Fri Apr 15, 2011 12:56 pm

Hrnchamd, one little MCP bug just came into my mind: Your levelup fix did indeed address the problem of losing multipliers on left-column attributes when leveling up. But with your fix, I got some attributes up to 101. Could be some plain typo in your code.
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Gemma Flanagan
 
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Post » Fri Apr 15, 2011 8:27 pm

Is this that bug where you are walking along and then the map stops recording that you are in fact there and just leaves the black "fog"? or is this some other bug I havent experienced?

Not really, while the description you gave is very close to what actually happens, I think I've fixed that bug in the last release. What I am talking about is on the world map, which gets updated as you explore the land. People report you rarely get a totally black cell instead of what should be there.

Hrnchamd, one little MCP bug just came into my mind: Your levelup fix did indeed address the problem of losing multipliers on left-column attributes when leveling up. But with your fix, I got some attributes up to 101. Could be some plain typo in your code.

If you could elaborate a bit more. Does it apply equally to the right column attributes? You can use a multiplier to get a stat over 100 on the level up screen, but it clamps to 100 when you finish the level up. Did you have any birthsign or other ability bonus on that stat. I want to believe in a simple explanation, but looking at the list so far..
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des lynam
 
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Post » Sat Apr 16, 2011 1:38 am

Hrnchamd, one little MCP bug just came into my mind: Your levelup fix did indeed address the problem of losing multipliers on left-column attributes when leveling up. But with your fix, I got some attributes up to 101. Could be some plain typo in your code.

That is how the level-up was supposed to function in the game.

If you're lucky enough, or plan carefully, you can get over 100 with your last multiplier for that attribute.
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yermom
 
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Post » Fri Apr 15, 2011 3:24 pm

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

Changes:

  • Hidden traps

    Objects no longer indicate if they are trapped.


  • Japanese localization

    Can you read Japanese? I think it lets you have Shift-JIS text in dialogue.


Please test the savegame warning patch. Is the message clear enough? In every language? It uses the sMaximumSaveGameMessage GMST.

If there's any option that needs fixing, this is the last chance.
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Bee Baby
 
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Post » Fri Apr 15, 2011 6:25 pm

Ah, strange. It seems to be an artifact of the levelup window, and attributes are sent back to 100 directly after the levelup.
Strange because I remember having to set them back manually using the console...
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Heather Stewart
 
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Post » Fri Apr 15, 2011 9:41 pm

  • Hidden traps

    Objects no longer indicate if they are trapped.



Dude, thats just... evil... and awesome... evilsome! I think I'll have to hotkey my probes.

Will you know that a container is actually trapped after probing it and seeing 'Disarm trap failed', while safe ones will give no message? Or can it be so hardcoe that probing any container, trapped or not, gives that message and consumes an use of the probe? :evil:
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AnDres MeZa
 
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Post » Fri Apr 15, 2011 8:31 pm

It looks like MCP 1.9 is being wrapped up, but I have a request or suggestion for the next patch on behalf of Sandman and I - if it's possible...

In the Construction Set when creating clothing or armour there's a Biped Object of Weapon that currently doesn't seem to do anything. It would be a huge boon for us folk trying to create weapon sheathing mods if we could attach body parts to this and have them visible in addition to any worn clothing and armour.

If the Weapon biped object could display another clavicle mesh, for example, it would allow for the easy creation of backpacks, quivers, sheathed weapons, etc. without having to manually edit each mesh, creating a mesh for every clavicle in the game. This would reduce the size, complexity and workload of weapon sheathing mods such as the one we are working on for all the stock equipment by a factor of 20.
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Dustin Brown
 
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Post » Fri Apr 15, 2011 6:31 pm

Or can it be so hardcoe that probing any container, trapped or not, gives that message and consumes an use of the probe? :evil:

That's only hardcoe until you get used to poking everything. What is really evil is that sometimes, a very low percent of the time, when you probe a trapped object it will say you've succeeded, but really the trap is still live and just waiting for you to....
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Steve Bates
 
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Post » Sat Apr 16, 2011 3:43 am

That's only hardcoe until you get used to poking everything. What is really evil is that sometimes, a very low percent of the time, when you probe a trapped object it will say you've succeeded, but really the trap is still live and just waiting for you to....


Now that's my kind of hardcoe. Why should you REALLY know if you succeed until you actually open it.
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Brian LeHury
 
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Post » Fri Apr 15, 2011 6:20 pm

If the Weapon biped object could display another clavicle mesh, for example, it would allow for the easy creation of backpacks, quivers, sheathed weapons, etc. without having to manually edit each mesh, creating a mesh for every clavicle in the game. This would reduce the size, complexity and workload of weapon sheathing mods such as the one we are working on for all the stock equipment by a factor of 20.


That sounds amazingly useful. Awesome work!


That's only hardcoe until you get used to poking everything. What is really evil is that sometimes, a very low percent of the time, when you probe a trapped object it will say you've succeeded, but really the trap is still live and just waiting for you to....


Really? :o

Seriously though, by itself it doesn't do much. There are a few things like this in the Code Patch. Do you think they should be put under another title? Off the top of my head I can also think of the map fix (for TR), maybe the interface changes for International people, over the shoulder third person camera (I think it needs MGE to work?). Maybe hi-def cutscene support? Gloss map fix?

Since mods usually warn you if they need this, I think it's something the average user could skim over without them needing to be included with everything else.

One other thing is that when you're including some changes like rebalancing the enchant skill effect (on items uses), would it maybe be possible to have something like a drop-down menu on how much it effects it? I know that 10x is far too much for 100 skill, but would it be possible to have a selection of, say, three different values? Peaking at something like 5, 2.5 and 1.33 times the number of uses at 100 skill? That way when applying such a large change, players have more of an ability to choose, rather than just "Well, I'd like the effect, but 1.33 is far too low..." or what have you.
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Marquis T
 
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Post » Fri Apr 15, 2011 6:59 pm

In the Construction Set when creating clothing or armour there's a Biped Object of Weapon that currently doesn't seem to do anything. It would be a huge boon for us folk trying to create weapon sheathing mods if we could attach body parts to this and have them visible in addition to any worn clothing and armour.

If the Weapon biped object could display another clavicle mesh, for example, it would allow for the easy creation of backpacks, quivers, sheathed weapons, etc. without having to manually edit each mesh, creating a mesh for every clavicle in the game. This would reduce the size, complexity and workload of weapon sheathing mods such as the one we are working on for all the stock equipment by a factor of 20.

If only you could specify a Weapon type in the body part editor. Stuff is going to require screwing around in enchanted editor to start with.

Seriously though, by itself it doesn't do much. There are a few things like this in the Code Patch. Do you think they should be put under another title? Off the top of my head I can also think of the map fix (for TR), maybe the interface changes for International people, over the shoulder third person camera (I think it needs MGE to work?). Maybe hi-def cutscene support? Gloss map fix?

Since mods usually warn you if they need this, I think it's something the average user could skim over without them needing to be included with everything else.

One other thing is that when you're including some changes like rebalancing the enchant skill effect (on items uses), would it maybe be possible to have something like a drop-down menu on how much it effects it? I know that 10x is far too much for 100 skill, but would it be possible to have a selection of, say, three different values? Peaking at something like 5, 2.5 and 1.33 times the number of uses at 100 skill? That way when applying such a large change, players have more of an ability to choose, rather than just "Well, I'd like the effect, but 1.33 is far too low..." or what have you.

I'm not sure what you mean by another title. Which parts don't make sense?

There are classes of patches for modders. Some make no impact on the base game at all, so they can safely default to on, like hi-def cutscenes and gloss map fix. Some don't and end up in the changes categories. Can I assume people will read the first line of a description at least? :P

If you read back a thread on the rationale for the enchant changes, you will see that 5x uses is equivalently crazy to 10x uses when compared to the scaling of cast spells. As a matter of choice, balancing multiplicative bonuses works in a pretty narrow range; too much numerical freedom is confusing to some people (like our friend BTB), so the choices should be where it really matters. As in, This sounds fun! Nope not my taste!
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Emzy Baby!
 
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Post » Fri Apr 15, 2011 4:47 pm

I'm not sure what you mean by another title. Which parts don't make sense?

There are classes of patches for modders. Some make no impact on the base game at all, so they can safely default to on, like hi-def cutscenes and gloss map fix. Some don't and end up in the changes categories. Can I assume people will read the first line of a description at least? :P


I meant another category - like putting under "gloss map fix" (and others like it) under the heading "Mod Enablers" or the like.

It's not about people not reading the description - I was more suggesting it so people don't have to read the description. It's just things like that where they can knowingly look over things without having to go through them all one by one, and can enable them later. It's just a minor UI change that I thought might make it just a tiny bit easier to use. Not much, but a tiny bit.

Another I thought about was giving each of the categories a brief description. As it stands, if you go over one, it'll give you whatever description you had up last. Nothing major, but I'd write them up for you if you wanted me to.


If you read back a thread on the rationale for the enchant changes, you will see that 5x uses is equivalently crazy to 10x uses when compared to the scaling of cast spells. As a matter of choice, balancing multiplicative bonuses works in a pretty narrow range; too much numerical freedom is confusing to some people (like our friend BTB), so the choices should be where it really matters. As in, This sounds fun! Nope not my taste!


No, I understand why you did it. My point to counter that would be that unlike with spells, enchant doesn't do as much. An item's uses won't increase, whereas a mage's base magicka will. A person may be playing with plugins to vastly increase max magicka. As a person levels up, they get far, far more use out of their spells, with things like spell failure going away as well. Just 10% spell failure adds a lot to things like that.
As you increase any magic-based skill, it gives other (minor) benefits, and the whole magic system scales. It scales better for some races/birthsigns than others, obviously, and I know that at 5x, it's still "crazy" in terms of comparison, however, what else is Enchant good for? I know 5x is equally crazy, but 2.5x is far less so. Personally, I like the idea of the fix, but I think that when you get to being that low, individual levels, or indeed 5 or 10 levels of enchant make such a small difference overall that it would be nice to have it set to maybe 2.5 instead.

Maybe that's just me, but I thought that if you could add it (I don't know how easy it would be to add), having multiple options would let more people feel "good" about using it. I know I'm probably in the minority here, but I think that when you're changing anything like that, customisation (when it doesn't take too much effort to add) is a very nice thing to have.
Maybe I'm looking into this a bit too far?

I understand numerical freedom is confusing to some people, but in my experience, when they're going through a giant list like this patch and are reading what you have as notes for each of them, saying "My personal preference is..." will mean 80% of them (figure picked out at random, but I think it's a large number) will pick that because it sounds good, unless they have a preference already. Then they pick something else.


Or am I just being awkward?
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electro_fantics
 
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Post » Fri Apr 15, 2011 11:38 pm

If only you could specify a Weapon type in the body part editor. Stuff is going to require screwing around in enchanted editor to start with.


I was wondering if this object could be used to persuade the engine to render two different meshes attached to the same bone, eg. the clavicle. However, I see what you mean - I'm guessing that the Construction Set simply doesn't have any code linking the Weapon object to a specific body part. Which would mean messing around in Enchanted Editor or having someone patch MWEdit, etc.

Well, that's bad news for Sandman, poor guy has to create twenty-something meshes for every shield and two-handed weapon mesh in the game to realize weapon sheathing that lets a player keep all his armor...

Also, I want to take the opportunity to say thanks for all the work you put into MCP, it's an invaluable addition to the Morrowind world.

Edit: Typos
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Gaelle Courant
 
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Post » Sat Apr 16, 2011 2:34 am

I meant another category - like putting under "gloss map fix" (and others like it) under the heading "Mod Enablers" or the like.

It's not about people not reading the description - I was more suggesting it so people don't have to read the description. It's just things like that where they can knowingly look over things without having to go through them all one by one, and can enable them later. It's just a minor UI change that I thought might make it just a tiny bit easier to use. Not much, but a tiny bit.

Another I thought about was giving each of the categories a brief description. As it stands, if you go over one, it'll give you whatever description you had up last. Nothing major, but I'd write them up for you if you wanted me to.

Sure, I think the categories could do with some context. The file mcpatch/describe.txt is editable (and translatable) so you can test these things out.


No, I understand why you did it. My point to counter that would be that unlike with spells, enchant doesn't do as much. An item's uses won't increase, whereas a mage's base magicka will. A person may be playing with plugins to vastly increase max magicka. As a person levels up, they get far, far more use out of their spells, with things like spell failure going away as well. Just 10% spell failure adds a lot to things like that.
As you increase any magic-based skill, it gives other (minor) benefits, and the whole magic system scales. It scales better for some races/birthsigns than others, obviously, and I know that at 5x, it's still "crazy" in terms of comparison, however, what else is Enchant good for? I know 5x is equally crazy, but 2.5x is far less so. Personally, I like the idea of the fix, but I think that when you get to being that low, individual levels, or indeed 5 or 10 levels of enchant make such a small difference overall that it would be nice to have it set to maybe 2.5 instead.

Maybe that's just me, but I thought that if you could add it (I don't know how easy it would be to add), having multiple options would let more people feel "good" about using it. I know I'm probably in the minority here, but I think that when you're changing anything like that, customisation (when it doesn't take too much effort to add) is a very nice thing to have.
Maybe I'm looking into this a bit too far?

Enchanted items provide diversity for spell schools you may not be skilled in, not to mention the powerful artefacts of Tamriel. Enchant skill also increases charge regained by using soul gems, lower chance of recharge failure and ability to self-enchant (GMST mod probably required). After playing for long enough, it's nice to push people out of their comfort zone of enchant usage by making it a long term character choice. Soul gems and stored charges provide a magicka pool in excess of nearly all mages, per item. The primary benefit is shifted from charge efficiency to the other mechanics, evoking a bit more of the complexities of magicka. A lot of people didn't realize recharges could fail because they were so rarely used, for example.

I don't know how the median player picks options, so someone has to tell me how it is. The rebalances probably need a brief explanation to help the decision. I'll try and write something.
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Darian Ennels
 
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Post » Fri Apr 15, 2011 8:51 pm

Minor changes that I think would read better in the descriptions (suggestions in red):

Probably ought to read:

53 Magicka display accuracy
Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. For example, previously it would have shown you had10 magicka when you actually had 9.5 magicka, but you could not cast a 10 magicka spell.

Also affects the 'charges remaining' display for items in the magic menu.


I wasn't sure about the name. To be honest, I like yours, even if it's not 100% accurate as to what it does.


Another description I wasn't too fond of was:

18 Exhaust NPCs with damage fatigue
Normally, NPCs collapse with exhaustion when their fatigue goes below zero. This is normally caused by either: drain fatigue spells or hand to hand combat, but damage fatigue could never reduce it to below zero.
Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires.



Another minor one:


40 Strength-based hand to hand damage
Normally, hand to hand damage is only based on the skill level of the character using it. This option makes it vary with strength. The damage is equivalent to the original Morrowind damage at 40 strength and increases linearly up to 2.5x at 100 strength.

WARNING: This may cause werewolves to become lethal killing machines. You may want to mod werewolf damage or turn this off to compensate.


Another minor one:

Would it be possible to list the examples on a new line. i.e:

42 Spellmaker area effect cost
Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. This makes the area effect multiplier (1 + area^2/400).

Examples:
20ft radius costs twice as much as a single target spell, 30ft radius costs 3.25x, and 40ft radius costs 5.0x.


Another minor suggestion:

5 Merchant equipping fix
When selling to a merchant, normally they equip any item they can use of greater value than what they were already wearing, resulting in it being no longer possible to buy that item back.
Now any NPC that barters should no longer equip anything you sell them. Note this does not affect what they are currently wearing when you apply the patch.

For compatibility, it does not prevent a merchant equipping anything if a script adds items to the merchant's inventory.



Also, for main descriptions, maybe:

-1 - Graphics changes -
Fixes graphical issues that are otherwise hard-wired into the Morrowind game code. It also allows for mods to make better use of the game engine than was otherwise available before.


Short and to the point, I think.

-2 - Game mechanic changes -
These changes fix issues with Morrowind game mechanics, or alter the way game mechanics work. Many of them are optional and change the feel of the game, often making it harder and more realistic. Some of these settings can and will have a dramatic effect on your game.


Still fairly short and a reasonable explanation?

-3 - Interface changes -
The changes listed here largely alter in game menus and can be used to help compatibility with certain mods, or high resolution screens.


That one didn't feel quite right, but I couldn't think of much better to put?

-4 - International -
Adds greater compatibility for localized versions of Morrowind.


Short and sweet? Or just short?

-5 - Bug fixes -
Fixes the many bugs in Morrowind's code that otherwise could not be fixed from within the game engine. These options are all advised to be enabled.



I think I'm pretty much at the quote limit, but I hope that helped? I'm not sure if you'll use any of the suggestions, but I like to think that I'm able to write such things reasonably, if not amazingly well.


Edit:
Also a potential problem with the code patch .exe:

When viewing the description, some of the descriptions are now quite long, and when it's not particularly tall from top to bottom, the bottom can be cut off with no scroll bar to scroll down. Would it be possible to add a scroll bar to the description option that came in when necessary, as you have on web-pages etc? I don't know how difficult this would be to add in, and I doubt it's a problem for many people, but Morrowind being an older game, it's often played on older hardware.
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Sarah Kim
 
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Post » Sat Apr 16, 2011 2:51 am

That was quite useful for lexical clarity, though I would like to know if any of the explanations are conceptually unclear as well.

When viewing the description, some of the descriptions are now quite long, and when it's not particularly tall from top to bottom, the bottom can be cut off with no scroll bar to scroll down. Would it be possible to add a scroll bar to the description option that came in when necessary, as you have on web-pages etc? I don't know how difficult this would be to add in, and I doubt it's a problem for many people, but Morrowind being an older game, it's often played on older hardware.

The UI is fully reflowing, so you can just resize the window. I don't expect anyone to, though, if it needs to scroll I would say the description is too long already. I only see one option, the enchant rebalance, getting too long on my PC. Do multiple things overflow badly?
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Laura Elizabeth
 
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