Repairing the Cogs of Morrowind #23

Post » Fri May 13, 2011 6:35 pm

It would also be logical to add a check for Nerevarine (you surely won't forget one) and for big reputation.

it is, which is why bethesda made a whole bunch of specific greetings for the neravarine that take priority over the default greetings.

as to companions, could not the same be accomplished by adding a global "HasMetPC" variable for each companion, and dialog filtered for it? basically, shouldent that just be a fairly standard convention for modders making companions? coming late to the modding party, i had a lot of accumulated knowledge to stand on, and i've designed things around the "72 hour bug", making it work for me where i could. it just seems silly to have Hrnchamd do this for us, when it seems to me that this can be done with just a global variable and two dialog entries. i'm new though, so i might be missing an important part of the puzzle.

on the topic of remembering a thief, that might best be done with a mod somehow. the way i see it, most people would remember a thief who stole from them, but some merchants might not.....because they get stolen from quite often (i suspect this is the reason for a posted guard in these shops)

my 2¢ is that disposition is a good enough indicator of who should remember you. you dont need to track factions and rank because with advancement in any faction comes a slew of disposition adjustment. thinking more on it, i like this idea immensely, as factions can make dispositions bounce around a lot, and while you may impress so-and-so with your exploits in the fighter's guild - breaking from the fighters guild to advance in the tribunal temple would lessen disposition, and thus so-and-so quietly forgets about you...
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Jeff Tingler
 
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Post » Fri May 13, 2011 9:56 am

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

  • Swift casting. Problem with cast via script should be cured.
  • Pickpocket overhaul. Updated formula. Requires testing for fun probability.
  • Alchemy changed again. Alchemy potion weight = (0.75*total ingredient weight + 0.6) / (1 + alembic quality)
  • Slowfall on companions. Should stop companions dying on interior cell transition.
  • Drain intelligence exploit fix. Stops you know what from fully restoring magicka. I kinda like this one, but people pointed out sujamma does that by itself for mediocre int character.
  • Last rank display. Prevents blank next rank progression from showing up if you are max rank in a faction with less than 10 ranks.


Pickpocket formula change:

valueTerm = fPickPocketMod * items picked up * min(1,200 * weight) or (flat -50 on close window)
valueTerm is outside fatigue multiplier
roll = 1.6*x - y + fMinPickpocketChance
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Sheila Esmailka
 
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Post » Fri May 13, 2011 9:20 am

thinking more on it, i like this idea immensely, as factions can make dispositions bounce around a lot, and while you may impress so-and-so with your exploits in the fighter's guild - breaking from the fighters guild to advance in the tribunal temple would lessen disposition, and thus so-and-so quietly forgets about you...


It is a good idea. Perhaps someone should make be a "more involved factions" release which could do dynamic adjustment of your disposition in various factions. I mean, not even as cut-and-dry as "steal the book from thieves guild to give to fighters guild" cuz that would naturally result in adjustments to those factions opinions of you; but could be like you haven't been working for the temple and they slowly like you less and less, but do a quest for the imperial cult (even that doesn't have anything to do with the temple or its members) and you face a large drop in disposition from the temple as a result of your "lack of faith".

ST
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Carys
 
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Post » Fri May 13, 2011 8:25 pm

as to companions, could not the same be accomplished by adding a global "HasMetPC" variable for each companion, and dialog filtered for it? basically, shouldent that just be a fairly standard convention for modders making companions? coming late to the modding party, i had a lot of accumulated knowledge to stand on, and i've designed things around the "72 hour bug", making it work for me where i could. it just seems silly to have Hrnchamd do this for us, when it seems to me that this can be done with just a global variable and two dialog entries. i'm new though, so i might be missing an important part of the puzzle.

It's not really just about that variable, a lot of NPC state is cleared with that, and remote companion scripting breaks as well. See the http://lovkullen.net/Emma/What_is%20the_72_hours_bug.htm on it.
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Nikki Lawrence
 
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Post » Fri May 13, 2011 5:10 am

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

[list]
[*]Swift casting. Problem with cast via script should be cured.



Indeed! Just put Julan through his paces, and seems to be well. Thank you! :)
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kat no x
 
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Post » Fri May 13, 2011 5:13 pm

It's not really just about that variable, a lot of NPC state is cleared with that, and remote companion scripting breaks as well. See the http://lovkullen.net/Emma/What_is%20the_72_hours_bug.htm on it.

believe it or not, ive read that very thread =D

it seems to me though, alot of what they are talking about can be solved by storing the information in a global. though for vanilla NPCs it would be much more of a chore to do this.
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lauren cleaves
 
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Post » Fri May 13, 2011 6:34 pm

Well, I think the overall point most people here are suggesting is that the MCP does not have to make a change to the 72 hour quirk (not calling it "bug" anymore). In fact, after looking at the "classic thread" link in the previous replies I would think that any fix from MCP may be mod breaking to those who have built in some kind of script/dialogue structure for keeping this data from being lost.

you could do a poll, though; if you wanted a consensus

Regarding my example, I'm pretty good with scripting but I have been putting off learning dialogue. Guess I should learn something about it before spouting off about "fixes" for it :facepalm:

ST
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Rusty Billiot
 
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Post » Fri May 13, 2011 12:51 pm

goodness, silentThief, you bring up a good point. all this time i've been talking about how i used the "bug" to my advantage, and i failed to appreciate how "fixing" it could break my work.

no big deal though, if you do go through with it, i'll make a note of what setting to not use in the readme till i figure out how to fix anything that may break.
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Dawn Porter
 
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Post » Fri May 13, 2011 12:03 pm

Thanks for this awesome piece of work! I just recently reinstalled Morrowind after a long long time and this code patch has made the game a ton more fun than it was before. I was wondering though, I was trying to make custom spells in game and I noticed that the cost doesn't seem to correlate with the auto calculated cost of a spell in the construction set. It seems like the spell starts off at double what it should for a 1 second spell and gets closer to the real cost as duration is increased. Is this something that the code patch could fix, or has this been fixed somewhere else maybe and I just couldn't find it? Thanks again for making me love Morrowind again!
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Donald Richards
 
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Post » Fri May 13, 2011 7:49 pm

Thanks for the new release, Hrnchamd.
valueTerm = min(1,200 * weight) or (flat -50 on close window)

Is it really just 200 * weight? Or 200 * fPickPocketMod * weight?
y + fMinPickpocketChance

Thank you.


By the way, I don't see how "that would break our existing mods that were built upon this bug" is a valid argument if every fix is optional.
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cheryl wright
 
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Post » Fri May 13, 2011 2:47 pm

Thanks for this awesome piece of work! I just recently reinstalled Morrowind after a long long time and this code patch has made the game a ton more fun than it was before. I was wondering though, I was trying to make custom spells in game and I noticed that the cost doesn't seem to correlate with the auto calculated cost of a spell in the construction set. It seems like the spell starts off at double what it should for a 1 second spell and gets closer to the real cost as duration is increased. Is this something that the code patch could fix, or has this been fixed somewhere else maybe and I just couldn't find it? Thanks again for making me love Morrowind again!

Thanks! The CS seems to intentionally use a different cost compared to in-game. In the game there is the behaviour you mentioned, and there is also a x2-3 stacking cost for multiple effects. It's likely that spell costs were supposed to be hand tuned after an auto-calculation, since leaving it on auto can give the spell to every NPC. Large minimum cost makes sense for some spells; I just accept it, and bring some potions.


Is it really just 200 * weight? Or 200 * fPickPocketMod * weight?

By the way, I don't see how "that would break our existing mods that were built upon this bug" is a valid argument if every fix is optional.

Doh, yeah, fixing that. It's good to point out what breaks existing mods because it's pretty bad if the description doesn't mention what it breaks along with what it fixes. Of course testing is the final word, and you can only test what you know could be affected.
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Hearts
 
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Post » Fri May 13, 2011 5:16 pm

after playing morrowind for many hours now, i noticed something wich may be a good addition to mcp:
while in buy/sell menu you can use the "space" key as a shortkey for the "ok" button wich is very helpful and saves time - why not enable this shortkey for the following situations:

- alchemy menu, when picking up a stack of items - "space" key as shortkey for "ok" button
- in conversation menu - "space" or "inventory" key as shortkey to exit the window just like the container menu

maybe there are even more situations wich could use a shortkey to avoid to much mousemovement.

also i want to suggest again that while swiftcasting it could be nice to blind out the weapon, because two handed weapons go through the head of the player and are swinging around to much. edit: ok i noticed this already is mentioned in your first post
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cosmo valerga
 
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Post » Fri May 13, 2011 5:56 am

Well that would be very usefull, PeterBitt. As an addition, is it possible to implement a system that when You middle mouse an item or stack in container, it instantly transports the selected content from container to inventory? Without dragging around?
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Jessica Colville
 
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Post » Fri May 13, 2011 5:44 pm

after playing morrowind for many hours now, i noticed something wich may be a good addition to mcp:
while in buy/sell menu you can use the "space" key as a shortkey for the "ok" button wich is very helpful and saves time - why not enable this shortkey for the following situations:


Dialogue Closer of Doom accomplishes this already, but it would be nice if the engine would do it itself.
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CArla HOlbert
 
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Post » Fri May 13, 2011 2:39 pm

after playing morrowind for many hours now, i noticed something wich may be a good addition to mcp:
while in buy/sell menu you can use the "space" key as a shortkey for the "ok" button wich is very helpful and saves time - why not enable this shortkey for the following situations:

- alchemy menu, when picking up a stack of items - "space" key as shortkey for "ok" button
- in conversation menu - "space" or "inventory" key as shortkey to exit the window just like the container menu

maybe there are even more situations wich could use a shortkey to avoid to much mousemovement.

also i want to suggest again that while swiftcasting it could be nice to blind out the weapon, because two handed weapons go through the head of the player and are swinging around to much. edit: ok i noticed this already is mentioned in your first post

you can use "enter" instead. seriously, it works. you can also hold shift or ctrl to pick up one or all of a stack without getting the slider. would be nice in dialogs though.
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Angela
 
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Post » Fri May 13, 2011 5:00 pm

would be nice in dialogs though.


Seconded, thirded, fourth'd, and fifth'd.

I'd like to think that each of my personalities has a say in this >.>
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Dewayne Quattlebaum
 
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Post » Fri May 13, 2011 8:07 pm

I'm adjusting to using Wrye Mash (the ver with the Installers tab) to handle unpacking and installing mods into the data files folder. It handles .zip, .7z and .rar files but not .exe files, for example.

Are Wrye Mash and MCP compatible with each other in the sense that Wrye Mash can be used to install MCP? How would I go about doing so?

If not, is there a recommended way to install MCP while whereas Wrye Mash will be used for the other mods? For example, installing MCP after I had used Wrye Mash or install MCP before using Wrye Mash to unpack mods to the Data Files folder. Or somewhere inbetween but when?

Thanks,

John
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Rhysa Hughes
 
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Post » Fri May 13, 2011 10:57 am

I'm adjusting to using Wrye Mash (the ver with the Installers tab) to handle unpacking and installing mods into the data files folder. It handles .zip, .7z and .rar files but not .exe files, for example.

Are Wrye Mash and MCP compatible with each other in the sense that Wrye Mash can be used to install MCP? How would I go about doing so?

If not, is there a recommended way to install MCP while whereas Wrye Mash will be used for the other mods? For example, installing MCP after I had used Wrye Mash or install MCP before using Wrye Mash to unpack mods to the Data Files folder. Or somewhere inbetween but when?

The patch is not a mod, and is not handled in the same manner as one.
It is a program that alters the exe of the game, simply run the patch and apply the changes you like.
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elliot mudd
 
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Post » Fri May 13, 2011 6:09 pm

If not, is there a recommended way to install MCP while whereas Wrye Mash will be used for the other mods? For example, installing MCP after I had used Wrye Mash or install MCP before using Wrye Mash to unpack mods to the Data Files folder. Or somewhere inbetween but when?


yeah, the MCP is kinda an exception, in that it patches the morrowind.exe file. Its not really a mod. You can do it whenever you want, it doesn't alter any mod installation.

The only thing to note is that all changes it makes might break some mods, and those mods have to be re-coded to circumvent the issue...no load order/install order change will eliminate it.
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Marion Geneste
 
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Post » Fri May 13, 2011 12:03 pm

@Pluto, jaredh

Thanks. In that case, probably makes most sense for me to run MCP as the very first thing rather than later.

John
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m Gardner
 
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Post » Fri May 13, 2011 9:17 pm

I think I will have to strongly recommend never to use the 'increase lighting falloff' option, because it causes more trouble in dungeons than it cures. Should I just remove it? Swift casting is now causing wild gesturing when you use an enchanted item in first person. There's no winning here, the bugs are coming out of the walls and floors.

Seconded, thirded, fourth'd, and fifth'd.

I'd like to think that each of my personalities has a say in this >.>

I will fix your itch, if you report on the sound bug, damnit.
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Alexis Acevedo
 
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Post » Fri May 13, 2011 4:09 pm

I think I will have to strongly recommend never to use the 'increase lighting falloff' option, because it causes more trouble in dungeons than it cures. Should I just remove it?

i use and like it. the only thing i need to figure out is why things look kinda like sector lighting from old games like doom and such is being used rather than dynamic lighting.... you can see "seems" in the lighting.
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luke trodden
 
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Post » Fri May 13, 2011 8:39 am

i use and like it. the only thing i need to figure out is why things look kinda like sector lighting from old games like doom and such is being used rather than dynamic lighting.... you can see "seems" in the lighting.

That's just the way lighting is (poorly) handled in the game.
There are some ini tweaks that can sorta lessen the seams, but they will basically always be visible to some degree, depending on the situation.
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Pants
 
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Post » Fri May 13, 2011 7:04 pm

I think I will have to strongly recommend never to use the 'increase lighting falloff' option, because it causes more trouble in dungeons than it cures. Should I just remove it?


Please, leave it in there.
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alicia hillier
 
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Post » Fri May 13, 2011 9:25 am

I will fix your itch, if you report on the sound bug, damnit.


By all accounts, it's fixed. I just sold a whole [censored]load of stuff to Arrille and I didn't hear the usual really loud "I'M SELLING [censored], LOL" sound that happens with every third or fourth item.
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Angel Torres
 
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