Repairing the Cogs of Morrowind #23

Post » Fri May 13, 2011 10:48 am

Please no. I have more self control than a toddler with ADD, I can keep myself from drinking 1,000 potions at any one time.


I hear this a lot in response to fixing exploits in the game that shouldn't be there in the first place, which brings me to my ultimate question of why it would bother you if we're fixing a problem that you never intended to take advantage of?
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Jeremy Kenney
 
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Post » Fri May 13, 2011 8:19 pm

I hear this a lot in response to fixing exploits in the game that shouldn't be there in the first place, which brings me to my ultimate question of why it would bother you if we're fixing a problem that you never intended to take advantage of?

It is even simpler. Every fix is optional -> complains about making a fix is pointless. If there is a demand for it and someone is willing to make such a fix, of course.

Checking for activated drinking animation seems most reasonable. Forgot about magic/paralyze resistance.
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stevie critchley
 
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Post » Fri May 13, 2011 11:50 am

Running MCP 1.9, using the spell making max magnitude patch, i attempted to create a fortify luck enchantment above 100, but these fail to work. Is this one not supported, bugged or did i do something wrong? :) tc

edit: what i should say is, i can create the item with the enchantment, but when cast on self the attributes fail to add onto my stats... where as fortify luck of less than 100 do.
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yessenia hermosillo
 
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Post » Fri May 13, 2011 5:40 am

I hear this a lot in response to fixing exploits in the game that shouldn't be there in the first place, which brings me to my ultimate question of why it would bother you if we're fixing a problem that you never intended to take advantage of?

Mostly because tweaks like these end up integrated into something else. I've seen all to many mods that are supposed to do one thing and then the author goes "Oh - and by the way I've completely nerfed this thing even though it has nothing to do with this mod ENJOY." With the talk of the various alchemy fixes being merged it's a legitimate complaint. I don't want to be punished because I want the potion naming fixed and just so happen to also want to drink one more potion than whatever that tweak allows.
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Etta Hargrave
 
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Post » Fri May 13, 2011 1:47 pm

I'm in agreement with Lattice here. There are a few things which are clearly roaming from glitch-fix territory into mod territory. The change to make potion weight affected by alembic quality, for example, and this proposed potion use limitation. The MCP 1.9 already has a Game Mechanics Changes section, so I think it'd be nice to separate some of the more moddy stuff into that.

And unrelatedly, why does the MCP require admin permission (on Win7) to run?
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carley moss
 
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Post » Fri May 13, 2011 6:31 am

Hey... Hrnch... you ever play Resident Evil 3? (or 4... or 5)

You know how they finally got sick of the "Tank" style controls and added a quick turnaround feature? Any chance something like that could go into Morrowind (back + activate, perhaps?)
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Angel Torres
 
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Post » Fri May 13, 2011 12:29 pm

Mostly because tweaks like these end up integrated into something else. I've seen all to many mods that are supposed to do one thing and then the author goes "Oh - and by the way I've completely nerfed this thing even though it has nothing to do with this mod ENJOY." With the talk of the various alchemy fixes being merged it's a legitimate complaint. I don't want to be punished because I want the potion naming fixed and just so happen to also want to drink one more potion than whatever that tweak allows.

Potion weight is merged with the name fix because it's in the same function of potion making. The weight thing is exploitable, and the code behind seems to be missing parts to update weight properly, so I thought it would be best to try a few different replacements for the weight function that people can live with, and leave that on by default. It's not a huge change and serves its purpose. Potion stacking is a different thing altogether and would go in as a gameplay option, if we came up with an agreeable idea. It might just be capping intelligence bonus to potion making at 100, if that is the worst thing. Just ask me why I'm doing blah and I will explain, less general grar and you can tell me why it won't work.


And unrelatedly, why does the MCP require admin permission (on Win7) to run?

It shouldn't unless you installed in Program Files, then it needs that to have access permission to write over the exe (same as any installer).


You know how they finally got sick of the "Tank" style controls and added a quick turnaround feature? Any chance something like that could go into Morrowind (back + activate, perhaps?)

Gamepad thing huh? There's no way to make it animate nicely within MCP. It would have to be a big input macro on another layer.
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Add Me
 
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Post » Fri May 13, 2011 6:41 pm

Gamepad thing huh? There's no way to make it animate nicely within MCP. It would have to be a big input macro on another layer.


I'm not horribly concerned with the animation... just whether or not it can be done.
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Dawn Porter
 
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Post » Fri May 13, 2011 8:25 pm

I hear this a lot in response to fixing exploits in the game that shouldn't be there in the first place, which brings me to my ultimate question of why it would bother you if we're fixing a problem that you never intended to take advantage of?

tis one reason im a couple of betas behind and havent been contributing to the discussion. its mainly stuff i dont plan on using.
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benjamin corsini
 
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Post » Fri May 13, 2011 9:21 pm

Potion weight is merged with the name fix because it's in the same function of potion making. The weight thing is exploitable, and the code behind seems to be missing parts to update weight properly, so I thought it would be best to try a few different replacements for the weight function that people can live with, and leave that on by default. It's not a huge change and serves its purpose. Potion stacking is a different thing altogether and would go in as a gameplay option, if we came up with an agreeable idea. It might just be capping intelligence bonus to potion making at 100, if that is the worst thing. Just ask me why I'm doing blah and I will explain, less general grar and you can tell me why it won't work.


The idea of a sudden "hard" cap for the intelligence bonus isn't something that appeals to me. Generally, I like that Morrowind gives me the freedom to choose how I want to play in terms of things like spell magnitudes and potions, even if I don't exploit them, and potions are a difficult area to deal with. Maybe the term involving the intelligence bonus could be modified in a different way, something smooth whose growth would become essentially zero around 100 intelligence?

In terms of preventing potions from stacking, is it possible to have some sort of diminishing returns upon the spell effects applied by drinking the potions? Rather than removing previous buff/debuffs, or telling the player "you can't drink that right now" (which I hated in Oblivion, even though, as I said, I don't consider myself to exploit alchemy), reduce the returns of such actions by some factor of how many other potions are currently giving that spell effect.

I don't know if these are feasible or not, but as stated I think smooth, natural soft limits are much better for gameplay than sudden hard limits.
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Eileen Collinson
 
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Post » Fri May 13, 2011 4:46 pm

In terms of preventing potions from stacking, is it possible to have some sort of diminishing returns upon the spell effects applied by drinking the potions? Rather than removing previous buff/debuffs, or telling the player "you can't drink that right now" (which I hated in Oblivion, even though, as I said, I don't consider myself to exploit alchemy), reduce the returns of such actions by some factor of how many other potions are currently giving that spell effect.

You have Potion resistance: 50%. I'm searching for something that makes sense as part of the world. You should certainly be able to drink three potions at once and expect something different, even though it's the same liquid inside. Compare taking one anolgesic capsule to two or more, wait, that's not magickal enough.


I've found a way to get stacks to auto pick up the whole thing in the alchemy window, and possibly other windows if people want. The dialogue menu is interesting and there is a way to bind keys to it, but it may be fragile until I check it out some more.
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Andrew Lang
 
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Post » Fri May 13, 2011 10:20 am

Potion weight is merged with the name fix because it's in the same function of potion making. The weight thing is exploitable, and the code behind seems to be missing parts to update weight properly, so I thought it would be best to try a few different replacements for the weight function that people can live with, and leave that on by default. It's not a huge change and serves its purpose. Potion stacking is a different thing altogether and would go in as a gameplay option, if we came up with an agreeable idea. It might just be capping intelligence bonus to potion making at 100, if that is the worst thing. Just ask me why I'm doing blah and I will explain, less general grar and you can tell me why it won't work.

Ah. Thank you for clarifying. It seems my impression of what you were doing was mistaken. I wasn't even aware of the weight exploit until it was brought up in this thread. I never noticed, and even after reading about it I still don't quite get how people figured it out to begin with.

Sorry if I came across as snappish. I was just trying to make a point. I don't care if people want potion limits and the like. I just don't want it being bundled with the potion name fix. :shrug:
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Carlos Rojas
 
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Post » Fri May 13, 2011 2:02 pm

Don't worry about it. It just means I have to make the documentation really clear to avoid giving a bad impression.
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LADONA
 
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Post » Fri May 13, 2011 2:50 pm

Speaking of the potion fixes... have we decided on a formula with regards to weight and the quality of the Alembic?
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Juan Suarez
 
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Post » Fri May 13, 2011 8:02 am

The current formula works for me, waiting for other people to try some of their uncommon potions. What about the swift cast binding on 0, is there a better alternative for your setup?
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elliot mudd
 
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Post » Fri May 13, 2011 1:59 pm

The current formula works for me, waiting for other people to try some of their uncommon potions. What about the swift cast binding on 0, is there a better alternative for your setup?


Well, it didn't occur to me until after I asked that the reason you did that is because 0 us one of the few keys that *can't* be set to something else in the game... otherwise I would have just suggested something obscure like "pause break".

Frankly, the ideal solution would just be to have swift casting and "0" binded to magic hands set as two different options, since the latter would only be used by people who have mods that require it.

Also, what is the current weight formula? >.>
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sarah simon-rogaume
 
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Post » Fri May 13, 2011 11:17 am

You can still get to fists up by hitting ready weapon after 0... maybe '-' would work if the keybind system isn't too painful, is that next to 0 on all laptops?

The weight formula is in the OP beta changes and the last beta release post. Alchemy potion weight = (0.75*total ingredient weight + 0.6) / (1 + alembic quality)
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jason worrell
 
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Post » Fri May 13, 2011 8:17 pm

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

  • Birthsign mouseover display. Spell text and heading order fixed.
  • Shortcut keys improved. Dialogue is closable with space bar (may stop working if multiple windows with key input open, in which cases does it occur?).
  • Shortcut keys improved. Whole stacks are picked up by default now, the shift key instead opens the quantity window. Hopefully I got all the cases where items can be picked up, but it needs checking. Except the merchant and loot windows don't always run the same function... whyyyyy.

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Kayla Keizer
 
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Post » Fri May 13, 2011 7:37 pm

You can still get to fists up by hitting ready weapon after 0... maybe '-' would work if the keybind system isn't too painful, is that next to 0 on all laptops?


I think it is.

And the problem is that the "ready hands" animation apparently takes longer with the patch than before. If I program a button for 0, then 4 for example, and 4 is a weapon hotkey, then I'll still end up with my magic hands out. Before, it would have given me the weapon I had keyed to 4.

EDIT: well, the *real* problem is that it makes unarmed a two-key quick function rather than a one-key quick function. I could have my button set for 0, then F, but because of the problem I mentioned above, I'd still end up with magic hands out. I think this explanation makes a bit more sense.

The weight formula is in the OP beta changes and the last beta release post. Alchemy potion weight = (0.75*total ingredient weight + 0.6) / (1 + alembic quality)


Ok, good, then I shouldn't need to alter the settings in my mod any.

[*]Shortcut keys improved. Dialogue is closable with space bar (may stop working if multiple windows with key input open, in which cases does it occur?).
[*]Shortcut keys improved. Whole stacks are picked up by default now, the shift key instead opens the quantity window. Hopefully I got all the cases where items can be picked up, but it needs checking.


I think I'm going to leave now before I start humping your leg.

EDIT: No, I actually need to ask... can you explain how the dialogue closure with the spacebar works? Does it, for example, emulate the clicking of the mouse on the "goodbye" option, or what?

I ask because, right now, one of my gamepad buttons is mapped to the left mouse click (which is the command for activate) rather than to the spacebar. If the "activate" controller button, however, could completely displace any situation where a click was needed, then I could map it to the apcebar, instead, and thus use the MGE macro editor to make left click use AND activate.
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Rob Davidson
 
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Post » Fri May 13, 2011 12:56 pm

EDIT: No, I actually need to ask... can you explain how the dialogue closure with the spacebar works? Does it, for example, emulate the clicking of the mouse on the "goodbye" option, or what?

I ask because, right now, one of my gamepad buttons is mapped to the left mouse click (which is the command for activate) rather than to the spacebar. If the "activate" controller button, however, could completely displace any situation where a click was needed, then I could map it to the apcebar, instead, and thus use the MGE macro editor to make left click use AND activate.

Yeah, it binds all key input to the goodbye button, and calls the same function as clicking on goodbye if it's the spacebar. It doesn't mesh with control menu keybinds because none of the UI does.
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Alexandra walker
 
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Post » Fri May 13, 2011 12:12 pm

Yeah, it binds all key input to the goodbye button, and calls the same function as clicking on goodbye if it's the spacebar. It doesn't mesh with control menu keybinds because none of the UI does.


Hmm...

So, any chance you can do something similar with the take all (containers) and dispose of corpse (bodies) buttons?

Of course, in asking this, I realize that I can't just totally displace the left click mapping on my controller, since it would leave me unable to click on topics or items in inventories >.<
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Andy durkan
 
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Post » Fri May 13, 2011 9:04 pm

Dispose of corpse causes instant respawn when you leave the cell, which is terrible. I would hate to accidentally take all if I double hit space too.

Blah, all the service windows that use text entry kill the key bindings in other windows. I'm seeing why they cut it.
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Pete Schmitzer
 
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Post » Fri May 13, 2011 6:11 pm

Ok, maybe I should rephrase my question...

Would it be possible to assign (insert key here) to dispose of corpse/take all? What you've done for dialogue certainly proves that it should be indeed *possible*... what key you use for it is irrelevant.
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Alba Casas
 
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Post » Fri May 13, 2011 7:11 am

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

  • Swift cast. Ready jazz hands casting hands key moved to '-'. Not rebindable anymore.
  • Shortcut keys improved. Dialogue is closable with space bar, even after using services. Patched all 12 places, what a pain.
  • Shortcut keys improved. Whole stacks are picked up by default now, the shift key instead opens the quantity window. Should work fine everywhere, check please.


Attaching any keybinds to the loot window is going to be another pain. If you're taking everything you'll have to make an effort. :P


Edit: Stealing items from the world runs a ray cast for all actors nearby and if that succeeds, an immediate NPC awareness check (from Gameplay Mechanics). Sneak is not required, if you're out of sight you can't be detected. Sneak does affect the NPC awareness check.
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Cody Banks
 
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Post » Fri May 13, 2011 4:44 pm

Would Code Patch ever be able to add option for occlusion culling or backface culling? Really is a shame they didn't have it in there 9 years ago.
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Farrah Barry
 
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