Repairing the Cogs of Morrowind #23

Post » Fri May 13, 2011 10:11 am

I wonder why did you moved the "Reduce camera clipping" from the Graphics Changes in mcp 1.8 to "Bug fixes" in mcp 1.9?

I've also a request if the "Strength-based hand to hand damage" could be active by default when you're installing the mcp.

Thanks in advance. :)
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Fri May 13, 2011 7:07 pm

I wonder why did you moved the "Reduce camera clipping" from the Graphics Changes in mcp 1.8 to "Bug fixes" in mcp 1.9?

I've also a request if the "Strength-based hand to hand damage" could be active by default when you're installing the mcp.

Camera control is more about the player than the graphics, and it should always be on. Moved to the section where everything is always on.

Hand to hand changes affect werewolves so you have to read about it before you should turn it on.
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Fri May 13, 2011 5:20 pm

Camera control is more about the player than the graphics, and it should always be on. Moved to the section where everything is always on.

I find it a little annoying, because when I enter a door (exterior to interior or vice versa) I can't see anything in that cell I'm supposed to have a clear view of instead I can only see the door from that cell I came from. :rolleyes:
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Fri May 13, 2011 8:30 am

It's quoted in this thread somewhere, you have to ready your hands for Improved Teleport to work.
:blush2: woops sorry found the post. I'll try removing the elseif ( player->GetSpellReadied == 0 ) check and report if it works!
[EDIT]quote fixed
[EDIT]confirmed, commenting that section works :twirl: , changes below for anybody interested
Spoiler

begin cdc_teleport_monitor_script; Global script watches for the player casting transportation spells and brings any companions ; and followers to the player's new position. The script won't catch propylon, Mournhold, and ; other scripted transport, but the cdc_companion_teleport_spell allows the player to summon ; them in those situations.  The special spell effect combinations involving Cure Paralyzation ; can also trigger the greater mark and recall spells which remember up to 9 locations.; This script is started from cdc_teleport_storage_script which also initializes the plugin.; The global variable cdc_teleportation is used to identify the presence of the plugin and; to control use of the teleportation spells.  If the value is greater than 1, the dialog; topic teleportation will be hidden, preventing access to the Greater Mark and Recall spells.; Setting the value negative will block all of the teleportation and companion features which; might be useful for no-teleport zones in other mods.short stateif ( MenuMode == 1 )	return; commented for compatibility with MCP Swift casting /abot;elseif ( player->GetSpellReadied == 0 )	;return	elseif ( state == 0 )									; Default monitoring state (with a spell readied)	if ( player->GetEffect sEffectDivineIntervention == 1 )

User avatar
Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Fri May 13, 2011 9:14 pm

The only key that any program or Windows doesn't use is the F12 key. I could be wrong about this but I don't think so. :)


Name *one* program that uses pause/break.
User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Fri May 13, 2011 9:13 am

Name *one* program that uses pause/break.


ooh a challenge :)

If you are using a wyse-60 emulator, Break can behave as if you hit Cntrl-C (I use this daily at work). (wyse 60 is a unix terminal type )

If you turn on auto-scroll, this is the key that "paused" the auto-scrolling....used to be a feature in Firefox....might be deprecated as I just tried it and its not working anymore.

Windows-Break brings up the system properties...give it a try.

Quoting Wikipedia (dangerous, I know): "Compact and notebook keyboards often have the Pause/Break key mapped to a function command: for example Ctrl+Fn+F11." Whatever that means.
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Fri May 13, 2011 5:43 pm

Windows-Break brings up the system properties...give it a try.


Well, I'll be damned.
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Fri May 13, 2011 5:05 pm

Name *one* program that uses pause/break.

sword of the stars.
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Fri May 13, 2011 7:17 pm

Hi Hrnchamd, and thanks again for an amazing update to an amazing patch!

I don't know if this has been asked before, and since it's hard to search through 23 forums on the same subject, I'll just go ahead and ask:

Would it be possible to implement the training limits ala Oblivion? Where if you trained five skills on a level, you couldn't train anymore and had to get the the other five increases naturally to level up. I actually liked this feature of Oblivion because it made the game longer and more challenging/immersive because the player would have to go out and explore the world, using skills to level up. With Morrowind, as it stands, a player can manage to get a couple expensive items, sell them, and then gain like 5-10 levels based on wealth alone.

I did try scripting this from every angle using the basic scripting system that came with Morrowind, and wasn't able to create a training limiting ESP that either worked perfectly or didn't disable some other feature from the game.

Thanks again, for all your work. It is MUCH appreciated :)
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Fri May 13, 2011 11:17 am

Hi Hrnchamd, and thanks again for an amazing update to an amazing patch!

Would it be possible to implement the training limits ala Oblivion? Where if you trained five skills on a level, you couldn't train anymore and had to get the the other five increases naturally to level up. I actually liked this feature of Oblivion because it made the game longer and more challenging/immersive because the player would have to go out and explore the world, using skills to level up. With Morrowind, as it stands, a player can manage to get a couple expensive items, sell them, and then gain like 5-10 levels based on wealth alone.

Hi! Unfortunately I can't add anything that needs to save data in the save file, it's too easy to break and cause problems with a critical part of Morrowind. Perhaps you could role-play spending all your wealth on a giant stuffed guar instead, then you won't have any to spend on training. More seriously, I never remember where trainers are until I bump into them and train a level or two before forgetting about them, and the rest of the money goes into buying butterfly gardens, antique chairs (too many stools in Morrowind) and fancy clothes.
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Fri May 13, 2011 5:05 am

Hi Hrnchamd, and thanks again for an amazing update to an amazing patch!

I don't know if this has been asked before, and since it's hard to search through 23 forums on the same subject, I'll just go ahead and ask:

Would it be possible to implement the training limits ala Oblivion? Where if you trained five skills on a level, you couldn't train anymore and had to get the the other five increases naturally to level up. I actually liked this feature of Oblivion because it made the game longer and more challenging/immersive because the player would have to go out and explore the world, using skills to level up. With Morrowind, as it stands, a player can manage to get a couple expensive items, sell them, and then gain like 5-10 levels based on wealth alone.

I did try scripting this from every angle using the basic scripting system that came with Morrowind, and wasn't able to create a training limiting ESP that either worked perfectly or didn't disable some other feature from the game.

Thanks again, for all your work. It is MUCH appreciated :)


BTB's Game Improvements at least addresses the concept, though it takes a somewhat different approach.
User avatar
joseluis perez
 
Posts: 3507
Joined: Thu Nov 22, 2007 7:51 am

Post » Fri May 13, 2011 8:59 pm

Hi! Unfortunately I can't add anything that needs to save data in the save file, it's too easy to break and cause problems with a critical part of Morrowind. Perhaps you could role-play spending all your wealth on a giant stuffed guar instead, then you won't have any to spend on training. More seriously, I never remember where trainers are until I bump into them and train a level or two before forgetting about them, and the rest of the money goes into buying butterfly gardens, antique chairs (too many stools in Morrowind) and fancy clothes.


Yeah, that makes sense. I wonder if there is any way to add a function "istrainer" to the dialogue function drop-down. Because the primary obstacle with my current (broken) method is the fact that all service refusals are bundled together, meaning if you add a condition under which they are refused, it affects ALL services. I wonder if I could use MWSE to fix this. Haven't played with it much. Perhaps it will be the giant stuffed guar for me.

I read the whole of forum #23, and I have to say there are some very cool improvements you're working on. I'd like to add my voice to capping the effect of intelligence on potion making somewhere around 100, even if it's a soft, never-ending cap, like the square root of addition intelligence (e.g., 102 int would net you 101 in potion making usability, 104 would net 102, 109 would net 103, 164 would net 108, 200 would net 110, 1100 would net 200...).

BTB's Game Improvements at least addresses the concept, though it takes a somewhat different approach.


That looks very interesting, and from what I read on your page, it combines a few mods I've already used. I'll have to check it out.
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Fri May 13, 2011 8:58 pm

I wonder if I could use MWSE to fix this. Haven't played with it much. Perhaps it will be the giant stuffed guar for me.



MWSE can be used to find out what kind of trader an npc is.
xGetService (details in the spoiler)
Spoiler

Combines the features of xIsTrader, xIsTrainer, and xIsProvider in a single function with one return value. The service values are shown in the following table and if an NPC offers more than one service the sum of the service numbers will be returned. The mask parameter can be used as a filter to limit the return value to only consider the services indicated.
Value Service
1 Barters for Weapons
2 Barters for Armour
4 Barters for Clothing
8 Barters for Books
16 Barters for Ingrediants
32 Barters for Lockpicks
64 Barters for Probes
128 Barters for Lights
256 Barters for Alchemical Apparatus
512 Barters for Repair Tools
1024 Barters for Miscellaneous Items
2048 Sells Spells
4096 Barters for Enchanted Items
8192 Barters for Potions
16384 Provides Training
32768 Provides Spellmaking Service
65536 Provides Enchanting Service
131072 Repairs Armor and Weapons
Use a mask of 16384 to see if the NPC is a trainer and the function will either return 16384 or 0. Use a mask of 96 (32+64) to see if the NPC sells thieving equipment. The value returned could be 0, 32, 64, or 96, but won't any other values even if the NPC provides other services too.

User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Fri May 13, 2011 8:40 am

Do you think that in version 2.0 you can implement the Oblivion style spell casting so that we can have a weapon drawn and cast a spell at the same time? Unless there are those who are opposed to that.
User avatar
Eve(G)
 
Posts: 3546
Joined: Tue Oct 23, 2007 11:45 am

Post » Fri May 13, 2011 12:45 pm

Do you think that in version 2.0 you can implement the Oblivion style spell casting so that we can have a weapon drawn and cast a spell at the same time? Unless there are those who are opposed to that.


:D Check out the latest betas. Its already working.

There are some instances that spell readied is checked, so Hrn is still trying to come up with a good key to use for spell ready stance.

In the last beta, spell readied stance was binded to the '-' key, but thats also the previous spell key by default.
User avatar
Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Fri May 13, 2011 8:11 pm

That looks very interesting, and from what I read on your page, it combines a few mods I've already used. I'll have to check it out.


Let me know what you think (in my topic, of course).
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Fri May 13, 2011 9:38 am

Yeah, that makes sense. I wonder if there is any way to add a function "istrainer" to the dialogue function drop-down. Because the primary obstacle with my current (broken) method is the fact that all service refusals are bundled together, meaning if you add a condition under which they are refused, it affects ALL services. I wonder if I could use MWSE to fix this. Haven't played with it much. Perhaps it will be the giant stuffed guar for me.


using the method pwin listed, you can use a script to get that, then transfer that value to a local variable and use THAT as a dialog conditional. the only problem is you'd have to add this script to everyone you wanted to do this trick to, or add that code to pre-existing scripts on service providing NPCs. just a tad bid tedious for my taste.
User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Fri May 13, 2011 6:02 pm

wow! i just noticed how great swiftcast is working with torches http://img819.imageshack.us/g/mgescreenshot385.jpg/
the character is just using the free hand! isnt that possible with weapons too? would be so cool

edit: ok this would propably not work with two handed weapons or torch+weapon ... but casting with torch in hands is much enjoyable!
another edit: i guess its possible with cs (how? :whistling:) but i think it would be good option for mcp: brighter torches/larger lightning radius (i already use "increase lightning falloff")
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Fri May 13, 2011 7:25 am

wow! i just noticed how great swiftcast is working with torches http://img819.imageshack.us/g/mgescreenshot385.jpg/
the character is just using the free hand! isnt that possible with weapons too? would be so cool

edit: ok this would propably not work with two handed weapons or torch+weapon ... but casting with torch in hands is much enjoyable!
another edit: i guess its possible with cs (how? :whistling:) but i think it would be good option for mcp: brighter torches/larger lightning radius (i already use "increase lightning falloff")

Heh, you could go all Skyrim style with needing a free hand for casting. :P
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

Post » Fri May 13, 2011 2:43 pm

wow! i just noticed how great swiftcast is working with torches http://img819.imageshack.us/g/mgescreenshot385.jpg/
the character is just using the free hand! isnt that possible with weapons too? would be so cool


On my todo list is to check out swiftcasting with these cool looking casting animations:
http://www.tesnexus.com/downloads/file.php?id=29555

Here's something maybe MCP can fix - I can't be the only one that finds this annoying. When you have a stack of items equipped - thrown weapons, bolts or ammo and then you pick up from the ground or a container more of the same item, it starts a new separate unequipped stack. So, in a big fight I often find myself having to go into the menu and add the handful of retrieved arrows back into the equipped stack.

If I was purchasing more ammo from a trader, I would expect it to start it's own unequipped stack, but to me it would make more sense that if a ranged ammo item is collected from the ground or a container that is already equipped it's automatically added into the equipped stack.
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Fri May 13, 2011 6:36 pm

Here's something maybe MCP can fix - I can't be the only one that finds this annoying. When you have a stack of items equipped - thrown weapons, bolts or ammo and then you pick up from the ground or a container more of the same item, it starts a new separate unequipped stack. So, in a big fight I often find myself having to go into the menu and add the handful of retrieved arrows back into the equipped stack.

If I was purchasing more ammo from a trader, I would expect it to start it's own unequipped stack, but to me it would make more sense that if a ranged ammo item is collected from the ground or a container that is already equipped it's automatically added into the equipped stack.

This is a bit awkward. There are at least three add item functions - picking up one from a world reference, container/npc inventory to inventory transfer and direct item creation in the inventory. It already distinguishes inventory transfers by equipping items you drop on your portrait or not. The count of equipped ammunition is tracked as a separate number from the standard inventory structure, it's not too elegant. I may not be able to catch every case unless there's a lot of testing.
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Fri May 13, 2011 6:03 am

This is a bit awkward. There are at least three add item functions - picking up one from a world reference, container/npc inventory to inventory transfer and direct item creation in the inventory. It already distinguishes inventory transfers by equipping items you drop on your portrait or not. The count of equipped ammunition is tracked as a separate number from the standard inventory structure, it's not too elegant. I may not be able to catch every case unless there's a lot of testing.

Then, I would say I can live with occasionally equipping additional ammunition. :)
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Fri May 13, 2011 5:42 am

On my todo list is to check out swiftcasting with these cool looking casting animations:
http://www.tesnexus.com/downloads/file.php?id=29555


That mod has always been of interest to me and from what I can tell goes beautifully with swift-casting. I just wish I could get that animation to work for me as its provided install method seems to be a fluke.

As for the code patch all of these new additions are wonderful and way more than what I would have expected to be possible. Perhaps one bug that I believe has gone unattended thus far would be the one mentioned in Xiran's Better Music System Readme.

This is maybe related to a Morrowind bug: I found out that sometimes killing an enemy (at first I thought they were only Coprus Stalkers and Lame Corpruses, but there could be many others) his/her HPs won’t drop to zero. Since this mod checks for enemy HPs this would result in not stopping battle music. I’ve seen that when this problem occurs, a corpse could still have from 1 to 5 hp.

User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Fri May 13, 2011 9:13 pm

This is maybe related to a Morrowind bug: I found out that sometimes killing an enemy (at first I thought they were only Coprus Stalkers and Lame Corpruses, but there could be many others) his/her HPs won’t drop to zero. Since this mod checks for enemy HPs this would result in not stopping battle music. I’ve seen that when this problem occurs, a corpse could still have from 1 to 5 hp.

This is pretty difficult. If GetHealth returned zero when the actor reaches its dead state, that could work. Can anyone think of any conflicts this would cause?
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Fri May 13, 2011 2:33 pm

That mod has always been of interest to me and from what I can tell goes beautifully with swift-casting. I just wish I could get that animation to work for me as its provided install method seems to be a fluke.

On the discussion thread of the mod there's some instructions written by damien22:

Find and Install the Morrowind AnimKit by liztail, just folow the readme to get it up and running properly

Now in the %morrowinddir%/data files/animations/base_anim
(this folder tree will be made if you installed the anim kit correctly) , find the gender your character is.

In that folder locate the Spellcast;Touch/Target/Self.kf , these 3 files you will replace with the XNewcasting.kf from the awsome animation pack you just downloaded^^

In order to do that, simply make 3 copies of Xnewcasting.kf and then rename each one with Spellcast; Touch.kf , Spellcast; Target.kf and Spellcast; Self.kf , then copy/paste/replace the files in the base_anim folder with your newly created ones, run the anim kit program and press the apply anim mod and VOILA! your new casting animations are set!.

I also have no experience with morrowind animation moding and figured this procedure out after tinkering on my own for a while ( the really awsome casting animations were worth it^^) , so there probably is a much smarter and easer way of doing it, but this one works for me and i hope it will help for others like me that have problems folowing the instructions in the readme file.

I haven't had a chance to check it out myself yet (big project), but at a first read through at least that seems like it should work.
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

PreviousNext

Return to III - Morrowind