Repairing the Cogs of Morrowind #23

Post » Fri May 13, 2011 9:02 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/1147393-repairing-the-cogs-of-morrowind-22/ 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/.



MCP 2.0 beta is in the works.

  • Swift casting. It's like the casting in TES IV: Patrick Stewart Is Dead, though your weapon swings rather close to your neck when you cast while holding it. Someone should really fix the weapon bone on that animation. NPCs can cast while holding weapons, and are a bit faster on the draw. Quick slots no longer cause a stance change. Ready spell stance is available at quickslot 10. Wiggly arm not included.
  • Blight storm disease disable. Avoids invisible inactive blight diseases being added in blight storms.
  • Russian Argonian swim animation. Argonian specific swim animation wasn't playing due to the translated race name.
  • Alchemy name bug fix/weight rewrite. Fixes potion weight from reducing if you make several kinds of potion in one go, and also useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.6) / (1 + alembic quality). Merged with potion name fix at the moment.
  • Movement speed fix - Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling.
  • Trainer price/stat fix - Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill.
  • Game formula corrections - GMST formula that controls fatigue generated by spellcasting is fixed (see description). PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs.
  • Creature armor rating - Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap is ignored in this case.
  • Disable put away animation controller unequip weaponready script fixchange - Removes put away weapon state on all unequips and on switches to hand to hand. This will need a lot of testing to see if anything breaks. Check what happens when weapons break, etc.
  • Pickpocket rewrite - Pickpocket mechanic was broken by default, rewrite in progress.
  • Slowfall, the companion killer - Stops companions with slowfall dying on cell transition.
  • Drain intelligence exploit - It's gone, no more free magicka.
  • Last rank display fix - doesn't display next rank for factions with less than 10 ranks that you are a max rank with.
  • Birthsign mouseover fix - corrects spell text ordering so spells and powers come under the correct headings.

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OnlyDumazzapplyhere
 
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Post » Fri May 13, 2011 8:48 am

Time for some potions!

In vanilla Morrowind, when making potions with alchemy, weight is the average of all the ingredients. This applies even if the ingredient adds nothing to the potion.
2 ingredients = total weight / 2, 3 ingredients = total weight / 3, 4 ingredients = total weight / 4

The game doesn't keep track of total ingredients properly, so it generally breaks when you make multiple kinds of potions in one go. I'm proposing to rewrite the weight formula by default rather than let it continue to be exploitable. Alembics are the one alchemy item that doesn't do much, as people rarely make negative effect potions. It's a distiller, shouldn't it make a difference to the potion concentration? What I need is a good function of alembic quality. All I have is something like this:

potion weight = total weight / (1 + 2*alembic quality)

no alembic = total weight / 1.0, apprentice = total weight / 2.0, journeyman = total weight / 3.0, master = total weight / 3.4

You see it's approximately the same progression as before, and a mid-level journeyman alembic is only 200 septims. When we compare alchemy-made potions to pre-made potions sold at merchants, we see a weight disparity. Cheap potions weigh 1.0, standards 0.75, quality 0.5 and exclusives 0.25. Common heavy ingredients are about 0.5 weight, and two of those in a potion with any alembic is 0.5 weight, already on par with quality potions. Any two light ingredients, 0.2 weight or less, are already better than exclusive potions. I'm not sure I should increase the weight of alchemy potions, so I'd like to hear what advantages or disadvantages alchemy (at all skill levels) should have over bought potions.
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Mrs shelly Sugarplum
 
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Post » Fri May 13, 2011 1:59 pm

Well, I see 6 possible (dis)advantages.
1. Effects. You have advantage if you can make potions with effects that generic potions don't provide.
2. Effectiveness. If your potions are stronger and/or last longer.
3. Weight. If your potions weight less and you can carry around more.
4. Price. If your potions are cheaper to make than buying generic ones.
5. Availability. If it is easier to make potion than to find one.
6. Quantity. If you need a lot more potions than you can buy.

What do we really have?
#1: checked, no advantage. Generic potions have all the effects you can make potions with and vice versa.
#2: great advantage.
#3: big advantage most of the time.
#4: it depends on ingredients used. Generic potions are pretty cheap (exclusive one costs 175), but you can make many potions with ingredients that cost 1-5. So most of the time we also have this advantage.
#5: yes, it is often easier to find the right ingredients than right potion.
#6: yes again. Especially if we are exploiting them.

Let's also not forget that in vanilla we can make limitless amounts of money by buying infinite ingredients and making infinite potions.

I think that is clear that custom potions have almost every advantage over generic potions. So it would be right to strip them of some of their power. Mods can make them less effective (why would your master-alchemic-character make better potions than other master-alchemics?) and impossible for economical exploitation, MCP can increase their weight, even to be heavier than generic ones. It would leave us with the advantage of price, availability and quantity.

I think it would be balanced it it starts with something heavy and goes somewhere near weight of 0.3-0.4 with top alchemy, stats and devices.
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Harry Leon
 
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Post » Fri May 13, 2011 6:54 am

Very excited about the new swift cast feature. I'm really impressed with the level of continued support your putting into this Hrnchamd - thankyou!
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Jessica Phoenix
 
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Post » Fri May 13, 2011 4:12 pm

Besides that, I wanted to ask if a summon CTD problem is known - maybe other users can confirm, but in my case when leaving an interior when there's a summoned creature in it, almost always caused CTD for me - and this happends all the way I can remember with my Morrowind installation. The second situation is when in combat with more than 2 opponents, when trying to summon the game almost always crashes - besides that game is perfectly stable. I know that this was issue with Pursuit Enchanced (pretty shame that such good and needed mod are so bugged), but I'm not using it. Maybe You can check the summon mechanics, Hrnchamd?

I've checked it before but I don't know what causes it. It doesn't happen on my install when I try it, so I don't where to start.


Why not make the MCP multilanguage?
Could you add a drop-down list to choose the language there?
And thus one could have a file mcpatch\ENG, a file mcpatch\FR, etc...

It's difficult to wait for all the translations to be up to date before releasing, it works better if it gets translated separately, when the descriptions are definitely final.


Finally the potions, how much rebalance can be done through mods, and how little can we change the game so it works well both normally and with mods?
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Joanne Crump
 
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Post » Fri May 13, 2011 12:11 pm

With mods we can change any of the above. We can adjust generic potions' effects, weight, price, quantity, availability by editing the potions themselves or the places where we can get them (mostly stores). We can adjust magnitude, duration and price multiplyers for custom potions via GMSTs and via adjusting instruments' quality. We can edit the ingredients to change available effects, cost-effectiveness and weight, indirectly. We can adjust quantity and availability by editing places where we can get ingredients. However, most of these changes would require heavy modding and would interfere with things outside of alchemy (economics, for example). The only really easy and clean things to mod is the GMSTs and instruments' quality to adjust magnitude, duration and price of custom potions. And weight currently can only be adjusted indirectly. So weight should be a primary concern for MCP, I think. Without modding potions can't really become something balanced, however. There will always be exploits because of infinite ingredients and possibility to drink as many potions as you like at any time, thus boosting any stat to infinite levels. Economics can't be fixed through patch. And you already wrote that it's impossible to check for potion drinking to implement a cooldown, IIRC. That leaves us only with weight problem.
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Lil Miss
 
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Post » Fri May 13, 2011 6:49 am

IIRC, you cannot even check for the sound of drinking a potion cuz it doesn't work properly. Perhaps with a (really twisted and complicated) check for item use tracking your potions you could come up with a scripted way to keep track of whether someone drinks a crap-ton of potions. What would be the use of that? well perhaps make it so someone drinks a ton of potions to uber-max thier stats then you apply a poison effect for the mix of all the chemicals on the player...

More to the point of the MCP, my only recommendation for this is there should be NO way to make a zero wieght potion; regardless of how good your alchemy/alembic/or what ever. By logic, the potion bottle should weigh something (even though you are not required to HAVE a bottle to make a potion)

ST
-EDIT for spelling
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Jack Moves
 
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Post » Fri May 13, 2011 8:27 pm

Original formula:
ValueTerm = 10 * fPickPocketMod * StackValue.
PC (x) = AGI*0.2 + LUC*0.1 + Sneak.
NPC(y) = AGI*0.2 + LUC*0.1 + Sneak + ValueTerm.
T = 2x + y.

I suggest this:
ValueTerm = 25 * StackWeight.
T = y + x + x * fPickPocketMod.

Just tested that out, didn't go so hot. You forgot to take the fatigue GMSTs into account, it multiplies each whole term by 1.25 (yes, including value) when full. It needs a rework. As for potions, I think it should go (total weight + 0.4) / (1 + alembic). This gives reasonable weights for light and heavy potions, a typical 2 lightest ingredient (0.1) potion with journeyman alembic is 0.3, 2 heavy ingredients (1.0) with journeyman alembic is 1.2.
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Nomee
 
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Post » Fri May 13, 2011 3:01 pm

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

  • Pickpocket overhaul. should make starting as a thief playable. Requires testing for fun probability.
  • Loud sound bug detection. Mutes sound functions that are called with a volume overflow. May or may not do anything.
  • Alchemy potion weight = (total ingredient weight + 0.4) / (1 + alembic quality), lightest potions are around 0.2 weight.


Pickpocket mechanics:
Weight is now only what you pick up, not the whole stack.
valueTerm = fPickPocketMod * min(1, 100 * weight) => ~30 * weight
Final roll = 2*x + y, seems better balanced
Check on close window remains as before, a check at -2.0 weight is >100% success for even beginner characters.
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Rhi Edwards
 
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Post » Fri May 13, 2011 10:52 am

Requires testing for fun probability.


Hehe - not sure how to fill out an error report if the fun factor is not high enough :)

Looking forward to try this on NPC's carrying keys
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Nathan Barker
 
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Post » Fri May 13, 2011 7:58 pm

Alchemy potion weight = (total ingredient weight + 0.4) / (1 + alembic quality), lightest potions are around 0.2 weight.


I like your new formula.
In comparison with merchant potions, the heaviest ones one can now create with your new formula, for example with 1 raw ebony (weight 10) and a light ingredient, using a master alembic, will be potions weighing 5.20, which far superior to the worst merchant potions.
To improve the weight of heavy potions, I'd like to suggest 2 formula variants.

In order to compare weights according to the alembic quality, I've generated a few tables (alembic_quality X total_weight).

First uses your formula: (total ingredient weight + 0.4) / (1 + alembic quality)

w\a	0	0.5	1	1.2	1.5	20.2	0.60	0.40	0.30	0.27	0.24	0.200.4	0.80	0.53	0.40	0.36	0.32	0.271	1.40	0.93	0.70	0.64	0.56	0.474	4.40	2.93	2.20	2.00	1.76	1.4710	10.40	6.93	5.20	4.73	4.16	3.47


Second uses: (total ingredient weight + 1) / (2 + 2*alembic quality)

w\a	0	0.5	1	1.2	1.5	20.2	0.60	0.40	0.30	0.27	0.24	0.200.4	0.70	0.47	0.35	0.32	0.28	0.231	1.00	0.67	0.50	0.45	0.40	0.334	2.50	1.67	1.25	1.14	1.00	0.8310	5.50	3.67	2.75	2.50	2.20	1.83


Third uses: (total ingredient weight + 1) / (2 + 3*alembic quality)

w\a	0	0.5	1	1.2	1.5	20.2	0.60	0.34	0.24	0.21	0.18	0.150.4	0.70	0.40	0.28	0.25	0.22	0.181	1.00	0.57	0.40	0.36	0.31	0.254	2.50	1.43	1.00	0.89	0.77	0.6310	5.50	3.14	2.20	1.96	1.69	1.38

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Vicky Keeler
 
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Post » Fri May 13, 2011 12:37 pm

For the alchemy potion weight formula.
It's a very good idea to include Alembic in it.

Maybe I'll use a mix between solution 1 and 3 :

Formula:
weight = (total ingredient weight + 0.4) / (1 + 3*alembic quality)

	Alembic Q					Total w	0	0,5	1	1,2	1,5	20,2	0,60	0,24	0,15	0,13	0,11	0,090,4	0,80	0,32	0,20	0,17	0,15	0,111	1,40	0,56	0,35	0,30	0,25	0,202	2,40	0,96	0,60	0,52	0,44	0,344	4,40	1,76	1,10	0,96	0,80	0,6310	10,40	4,16	2,60	2,26	1,89	1,49						(secretmaster are just in CS)

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Naazhe Perezz
 
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Post » Fri May 13, 2011 5:29 pm

Just tested that out, didn't go so hot. You forgot to take the fatigue GMSTs into account, it multiplies each whole term by 1.25 (yes, including value) when full. It needs a rework.

Damn. Forgot that it changes your chances from 75% to 125%, not from 50% to 100%. Applying FatigueTerm to ValueTerm seems insane.
Weight is now only what you pick up, not the whole stack.

This is great. Allows to pick items slowly by a small amounts.
valueTerm = fPickPocketMod * min(1, 100 * weight) => ~30 * weight
Final roll = 2*x + y, seems better balanced
Check on close window remains as before, a check at -2.0 weight is >100% success for even beginner characters.

What did you do with iPickMinChance and iPickMaxChance? If you aren't using them, then please add iPickMinChance to X somewhere. It won't be noticeable in vanilla, but will give some flexibility for modding.
I don't think that 2x is a good idea. If we leave ValueTerm out of FatigueTerm multiplyer (and I strongly suggest we do it, since it is complete nonsense) then it means that with your top thief (x=162) you'll have 162 advantage over top NPC (y=162), so you are able to steal items with weight 3 with ~70% chance. If we take an average NPC (y = 62), then it is even worse: weight 6 with ~80% chance. With your starting thief (x=75) you will be able to steal items with weight 1 from a commoner (y=25) with 95% chance. I think that weight 1 shouldn't be available right from the start and weight >2 shouldn't be accessible at all (remember - it is heavy weapons and bulky devices, big books, armor pieces).

While I like the idea of ValueTerm being adjustable via GMST, current formula leads us to superthieves. Big direct multiplyer doesn't seem to be working - with FatigueTerm T is just too big with a big stats, even on both sides. With low multiplyer the chances are too low. That's why I think that we should use lesser multiplyer and direct boost instead.
With FatigueTerm applied:
Top thief = 162;
Starting thief = 75;
Top NPC = 162;
Average NPC = 62;
Commoner = 25.


Weight = 0.

T = x * 2 - y.
Top thief vs top NPC - 162%.
Top thief vs average NPC - 262%
Starting thief vs average NPC - 88%.
Starting thief vs commoner - 125%.

T = x * 1.5 - y.
Top thief vs top NPC - 81%.
Top thief vs average NPC - 181%
Starting thief vs average NPC - 50%.
Starting thief vs commoner - 87%.

T = x * 1.3 - y.
Top thief vs top NPC - 49%.
Top thief vs average NPC - 149%
Starting thief vs average NPC - 35%.
Starting thief vs commoner - 72%.

Again - chances are too low on low levels and too high on high levels. Still, I'd suggest using 1.5 and + iPickMinChance with some multiplyer around 5. There will still be problems with highlevels being able to steal very heavy items, though. I think that to make it always fair we will still need mods. By the way, we have unused GMST fHoldBreathEndMult that is set to 0.5 by default and can be used to make this formula even more flexible.

As for potions, I think it should go (total weight + 0.4) / (1 + alembic). This gives reasonable weights for light and heavy potions, a typical 2 lightest ingredient (0.1) potion with journeyman alembic is 0.3, 2 heavy ingredients (1.0) with journeyman alembic is 1.2.

Well, that is good for standart ingredients, but leaves heavy ones like ebony and scrap metal completely out of use. While it is like this in vanilla, I think that there are very little logic in this. You are making a potion. Your final product includes a bottle and some liquid. How heavy can it be? Yes, the weight should vary, but only to some degree. I suggest leaving ingredients' weight out of this formula completely and using only number of ingredients, skill and quality to make potions with weight 0.25-1 (or 0.5-2 if you want some balance with generic ones).



Oh, and I've just noticed that I wrote "T = x + y" everywhere, meaning "x - y", and nobody seems to have noticed.) Fixed it where I could.
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Matt Terry
 
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Post » Fri May 13, 2011 4:52 am

In comparison with merchant potions, the heaviest ones one can now create with your new formula, for example with 1 raw ebony (weight 10) and a light ingredient, using a master alembic, will be potions weighing 5.20, which far superior to the worst merchant potions.

This is a bit crazy. Reducing ebony weight will have the same effect, and why are you making potions out of rocks anyway. :) A mod could do ebony > crushed ebony powder or something. These heavy items don't have any unique alchemical value. You can still eat them though.


What did you do with iPickMinChance and iPickMaxChance? If you aren't using them, then please add iPickMinChance to X somewhere. It won't be noticeable in vanilla, but will give some flexibility for modding.
I don't think that 2x is a good idea. If we leave ValueTerm out of FatigueTerm multiplyer (and I strongly suggest we do it, since it is complete nonsense) then it means that with your top thief (x=162) you'll have 162 advantage over top NPC (y=162), so you are able to steal items with weight 3 with ~70% chance. If we take an average NPC (y = 62), then it is even worse: weight 6 with ~80% chance. With your starting thief (x=75) you will be able to steal items with weight 1 from a commoner (y=25) with 95% chance. I think that weight 1 shouldn't be available right from the start and weight >2 shouldn't be accessible at all (remember - it is heavy weapons and bulky devices, big books, armor pieces).

I'll move valueTerm out of fatigue. iPickMinChance still provides lower cap on pick chance. Maybe we can use roll = 2 * (x - y) + iMinPickChance? More relative advantage, negative chance is still negative. NPCs on the same skill level as you pick at minimum, you need a fortification for that kind of work.
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Marnesia Steele
 
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Post » Fri May 13, 2011 8:05 pm

Can't wait to get home to try this out!
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Motionsharp
 
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Post » Fri May 13, 2011 4:47 pm

I'll move valueTerm out of fatigue. iPickMinChance still provides lower cap on pick chance. Maybe we can use roll = 2 * (x - y) + iMinPickChance? More relative advantage, negative chance is still negative. NPCs on the same skill level as you pick at minimum, you need a fortification for that kind of work.

That's the problem - when you and your target are even in something you should have ~50% chance of winning, not 0%. But only when you actually have some skill yourself, because discovering a thief is more intuitive than picking pockets. So in case "worst thief ever against clumsiest commoner ever" thief should have minimum chance, but with average thief vs average thief-spotter or master thief vs master anti-thief chances should be around 50%. The problem is that simple "x - y" formula only models first situation, while "x * z - y" models them all badly, except for some situations with average thief and target. So logically thief's advantage should rise with bigger stats, but only to some extent. Something like this: T = x + min(x * 1.5, 50) - y.
Top thief vs top NPC - 50%.
Top thief vs average NPC - 150%.
Starting thief vs average NPC - 50%.
Starting thief vs commoner - 87%.

I don't think iPickMinChance is necessary as a lower cap. 5-20% is still nothing. If we add it to T, we will have a minor boost and good moddability. We can also add some cap on final T to prevent player from stealing heavy items even with big advantage. Something around 120-150%. I would still prefer a cap on weight, though.
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Anthony Santillan
 
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Post » Fri May 13, 2011 6:56 am

I'm not too worried about late game craziness, getting sneak to 100 takes a long time unless you exploit the whole thing, and the late game is not difficult for other classes either. The most important thing is not to scare off fresh characters (level 1-3) from trying new things, leaving room for mistakes. I think I'll try a 1.6 multiplier for this. I agree the weight restrictions should be a bit tighter for realism (maybe set valueTerm = 200 * weight), but it might be bad for the new player.
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barbara belmonte
 
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Post » Fri May 13, 2011 10:51 am

I'm not too worried about late game craziness, getting sneak to 100 takes a long time unless you exploit the whole thing, and the late game is not difficult for other classes either. The most important thing is not to scare off fresh characters (level 1-3) from trying new things, leaving room for mistakes. I think I'll try a 1.6 multiplier for this. I agree the weight restrictions should be a bit tighter for realism (maybe set valueTerm = 200 * weight), but it might be bad for the new player.

I'm not talking about late-game difficulty - it's non-existent, of course, I'm just worried about the fact that if thief's chances are too high, he could pick something unrealistically heavy. Why don't you want to just put a simple cap? This way you could balance early game properly without so much problems.
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Vahpie
 
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Post » Fri May 13, 2011 7:11 am

I don't know, it just feels like too hard a limit, as if people will realise they can't progress in that direction.

If maximum difference is 1.6*160 - 25 = 231, then there is a natural limit of 2.31/0.3 = 7.7 weight stolen. If we double the valueTerm then the natural limit is 3.85. For early game, 1.6*75 - 25 = 95, with 2.0 weight it's 95 - 0.3*200 = 35 at the moment, or -25 with double valueTerm. Similarly, picking a 1.0 weight item goes from risky (65%) to very risky (35%).
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Christine Pane
 
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Post » Fri May 13, 2011 4:15 pm

Well, it seems fair enough. Still, I must ask for a iPickMinChance addition. It is very important for modding and will hardly be noticeable in vanilla.
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carla
 
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Post » Fri May 13, 2011 4:41 pm

This is a bit crazy. Reducing ebony weight will have the same effect, and why are you making potions out of rocks anyway. :) A mod could do ebony > crushed ebony powder or something. These heavy items don't have any unique alchemical value. You can still eat them though.

Ok ebony seems wrong as an ingredient.

So lets consider 2, 3 or 4 hides/leather/hearts/eggs/... which have a total weight between 2 and 4.
Using a master alchemy set, your formula produces potions weighing between 1.09 and 2, which is far greater than the expected 0.25 of the merchants' exclusive ones. My formula variants offer a more reasonable weight (0.68 to 1.14 or 0.54 to 0.89).
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Laura Samson
 
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Post » Fri May 13, 2011 12:09 pm

I started a new character, a bosmer with agi and speed as favorite attributes, with sneak as a major skill. At level 1 I was able to steal the Nerano Manor Key off of Nerano.
So far I'm happy with the new pickpocket mechanics.
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meghan lock
 
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Post » Fri May 13, 2011 2:36 pm

- Potion name fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present.


Thanks for this! My latest character is an alchemist, and this was driving me insane.

I found another bug with the MW engine yesterday while I was trying to make a spectral Ash Ghoul creature. I wanted it to glow red like the Sixth House candles, but when I added a red light source (non-carryable) to its inventory it just glowed white/yellow like a normal torch. I tried a bunch of other colours but no luck. :shrug:

Obviously it's not game-breaking, but it would be useful for modders if this was fixed. Flame Atronachs could glow orange, Frost Atronachs blue, etc. Just an idea. :)
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Zoe Ratcliffe
 
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Post » Fri May 13, 2011 11:02 am

So lets consider 2, 3 or 4 hides/leather/hearts/eggs/... which have a total weight between 2 and 4.
Using a master alchemy set, your formula produces potions weighing between 1.09 and 2, which is far greater than the expected 0.25 of the merchants' exclusive ones. My formula variants offer a more reasonable weight (0.68 to 1.14 or 0.54 to 0.89).

I would say it is more incentive for the player to mix heavy and light ingredients. I think exclusive potions sound like they are made with the more expensive items like diamonds, with the same spell effect. That could explain the price and weight. Your option 2 is interesting, more fixed weight and less influence from ingredients, I will have to run an anolysis of effects exclusive to heavier/rarer ingredients. There's nothing wrong with a 1.0 potion, it's going to be a lot more powerful than anything you buy, so you shouldn't be carrying too much. Look how much the alcohols weigh, and they still have their use. Still thinking about changes, though.


I started a new character, a bosmer with agi and speed as favorite attributes, with sneak as a major skill. At level 1 I was able to steal the Nerano Manor Key off of Nerano.
So far I'm happy with the new pickpocket mechanics.

He's level 19, but looks like he never levelled sneak - it's at 7. So good stats for a quest target, heh. This is the kind of thing that I want to see happen, it could lead to good situations. Have you been caught yet? Anyway, thanks for testing.
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Lifee Mccaslin
 
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Post » Fri May 13, 2011 1:26 pm

I did some more pick pocketing tests. I was able to successfully pickpocket an npc while being detected, as long as the item was light (0.10 was the weight of the item i was stealing). So something is a little off, it's like it's not checking to see if the player is successfully sneaking.
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Jesus Sanchez
 
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