Repairing the Cogs of Morrowind #24

Post » Tue May 17, 2011 7:49 am

In 1.9, the enchanted item cool down period extends to ALL enchanted items. So if I use one item, I have to wait the 4 seconds before I can use ANY enchanted item effect. That's annoying, IMHO.

i think thats just the way its supposed to be ... i love it cause it makes casting spells more important than just carrying tons of clothing with me
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Josh Sabatini
 
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Post » Tue May 17, 2011 11:33 am

i think thats just the way its supposed to be ... i love it cause it makes casting spells more important than just carrying tons of clothing with me

and now you cannot just inventory-screen-cheat all the buffs from the sixth house artifacts in rapid succession just before some tough fight :)
first i was hmpf, when the duration of the first one was nearly over at the time i activated the last one, but then i thought it's a major improvement (balancewise)

and no more machine-gun rings!
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Juan Cerda
 
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Post » Tue May 17, 2011 2:37 am

New MW player here. I'm amazed and really glad that people are still working on repairing the bugs and improving this game... cos I'm totally addicted LOL!

Hrnchamd, you may recall I made the suggestion by email about adding the version number of the patch visibly into the GUI for confirmation.

One small request if you're fixing the potion naming mechanism - please, please, PLEASE stop it replacing the name you type every time you make a potion! If I have 100 sets of ingredients and want to make 100 identical potions and give them all a unique name that isn't the default first effect for those ingredients, I have to retype the name EVERY time, and there's no copy and paste function available.

Ideal fix: when the potion is made (or fails) and the ingredient amounts decrement, if none of the ingredients stacked are totally used up, then leave the current name in place and do NOT replace with the default potion name. Only when an ingredient count drops to zero and a slot empties should the current name be removed from the dialog box (or changed if there are still ingredients that make a valid potion).

I'd really like to try the beta MCP to help debug and see how it affects gameplay - it's not a full install, so how exactly do you add it to an existing install?

I'm gonna be sad about losing the super-light potions, I've been enjoying carrying a bunch of those... but worse now will be finding somewhere to store them if you just made a coupla hundred to stock. :( Super crates anyone? BTW I'd agree with fyo that making all enchanted items suffer the same cooldown seems wrong. The rationale given IIRC was because of magicka overload in the particular item you've just used. No other item should be affected by that, but I guess keeping track of every item's cooldown as well as its recharge status is tricky to add.

I guess working pickpocketing is a reasonable trade tho. ;)
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Laura Simmonds
 
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Post » Tue May 17, 2011 3:25 am

I'd really like to try the beta MCP to help debug and see how it affects gameplay - it's not a full install, so how exactly do you add it to an existing install?

i think it's just some files you need to put in the mcpatch directory in your morrowind directory (overwriting the old ones), then run the codepatch again

BTW I'd agree with fyo that making all enchanted items suffer the same cooldown seems wrong. The rationale given IIRC was because of magicka overload in the particular item you've just used. No other item should be affected by that, but I guess keeping track of every item's cooldown as well as its recharge status is tricky to add.

hm... i think of it this way: casting spells from enchanted items should take the same time as casting a real spell (so maybe with an added animation it would feel more natural ;) instead of the cooldown)
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Brian Newman
 
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Post » Tue May 17, 2011 11:21 am

Just wanted to take a second to thank the OP, Hrnchamd. The fact that you can work thru the MCP at all is amazing, and I want to make sure that you get a good dose of "thank you" for your time/effort. NO this is not a "thank you but can you do this"... I've already had my requests addressed :D

Seriously, tho... Thank you. We don't know how you do your magic but we are very thankful for it.

ST
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Jeffrey Lawson
 
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Post » Tue May 17, 2011 3:29 pm

Seriously, tho... Thank you. We don't know how you do your magic but we are very thankful for it.

thats true. thx many times hrnchamd!
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Anthony Diaz
 
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Post » Tue May 17, 2011 1:11 pm

* Requested fixes - would it be possible to correct the usage of some of the other font colors and how they're used for coloring the status bars?
color_health is getting used for item charge bars shown in the item detail window that pops up on mouse-over - makes more sense that color_magic_fill should be used for that.

color_health is getting used for the weapon health bar that shows in the HUD under the active weapon icon - there is color_weapon_fill which doesn't appear to be utilized, but should be for the weapon health bar.

color_magic is getting used for resting / waiting bars - would be better to use color_misc for that (so it's still modifiable), or instead hardcode it to blue.

color_magic is getting used for the encumbrance bar in the inventory menu - makes more sense that color_fatigue should be used for that (so it's still modifiable), or instead hardcode it to blue.

The default color for color_misc appears to be the same as that used in the status bars for initializing data, game / cell loading, and remaining air underwater, but changing the value does not appear to influence the color of those bars - request that it affect those bars if possible.

The drowning status bar color appears to be hardcoded for red - request that the color_health value influence that if possible.

Making these changes would allow for more flexibility in user-modded color schemes, not to mention more intuitive and sensible color associations based on the ini value names. -_-


[edit] here's a couple few more:color_magic is getting used for the disposition bar in the dialogue menu - would be better to use color_misc for that (so it's still modifiable), or instead hardcode it to blue.color_magic is getting used for the encumbrance bar in companion share menu - would be better to use color_fatigue for that (so it's still modifiable), or instead hardcode it to blue.color_health is getting used for the weapon health bar that shows in the repair menu - would be better to use color_weapon_fill for that. 


I second that. The color bars are not suitable for all the gui's. For example my x-sand theme lacks on this aspect:
http://postimage.org/image/2ttx3whr8/
I would need soft colors in bars to better contrast for dark font.
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Isaac Saetern
 
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Post » Tue May 17, 2011 10:13 am

Since everybody else is asking for things, it would be nice to see the current minutes displayed in the wait dialog (T key) and not just the current time in hours
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Alyna
 
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Post » Tue May 17, 2011 3:57 am

I moved the links to reddish brown to match with the journal buttons for consistency within the journal interface. It was just something for consideration.

It does seem to look better with red instead of blue with your lighter text. I'm considering fixing the fill bars at least.


One small request if you're fixing the potion naming mechanism - please, please, PLEASE stop it replacing the name you type every time you make a potion! If I have 100 sets of ingredients and want to make 100 identical potions and give them all a unique name that isn't the default first effect for those ingredients, I have to retype the name EVERY time, and there's no copy and paste function available.

It may or may not be possible, let me check again.

BTW I'd agree with fyo that making all enchanted items suffer the same cooldown seems wrong. The rationale given IIRC was because of magicka overload in the particular item you've just used. No other item should be affected by that, but I guess keeping track of every item's cooldown as well as its recharge status is tricky to add.

The rationale is working gameplay. If each item has a separate cooldown then it will move from spamming one ring to spamming four rings with quick keys.


Since everybody else is asking for things, it would be nice to see the current minutes displayed in the wait dialog (T key) and not just the current time in hours

Its main purpose is for waiting, not a pocket watch. You should get a time display mod or some kind of timekeeping item mod.
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Monika
 
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Post » Tue May 17, 2011 12:08 am

Just dropping by to say that you are awesome. The inability to spam with equipped magic item is awesome. :)
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No Name
 
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Post » Tue May 17, 2011 12:49 pm

that enchantment nerv is so good for gameplay, so i was thinking again about cast on strike enchantment...
i never liked that even the most powerfull enchantments where wasted on every little scrib or something.

that may not be everyones taste but: what about limiting cast on strike enchantments to powerfull attacks (holding mouse a little longer)?
like everything in mcp this would be optional and at least i would realy enjoy that - will give a little extra spice to the powerfull attacks...

ok ok ok ... ill better shut up now :sweat:


nevermind ... that would not work with the ai i think
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Steve Bates
 
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Post » Tue May 17, 2011 2:25 pm

>Its main purpose is for waiting, not a pocket watch. You should get a time display mod or some kind of timekeeping item mod.

OK, I only suggested it because Oblivion shows the current minutes in the waiting dialog.
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Richard Thompson
 
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Post » Tue May 17, 2011 2:17 am

Been playing with 2.0 for a bit, having space close dialog and picking up stacks by default are both excellent changes, just throwing an idea out but would it be possible that when hot keying a light source such as a torch or lantern that the game recognizes similar items that have different ID’s? (E.g you hotkey the object “torch_77” until it runs out, when you hit the hotkey to equip a new torch it doesn’t recognize that you have 2 “torch_128” and 3 “torch_256” in your inventory, forcing you to have to keep resetting the hotkey to the right type). It might be a bit outside the scope of MCP, but it would prove pretty useful, especially to those who use lighting overhauls.

The new pickpocket system also seems to be working pretty well, as a character with 50 sneak/security the system felt pretty fair with what I could and couldn’t get away with.
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Vivien
 
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Post » Tue May 17, 2011 3:32 pm

Just some ideas to throw into the dream pot, sorry if they dont come under repairs so much;

Draw weapon when the attack key is pressed (would have to be a compliment to quickspell) and sheathe with the action button? This is ala Oblivion and removes the need for ready weapon/ spell clunkiness entirely.

The only purpose the minimap seems to serve is as a compass direction. Would be far more graceful + immersive if it were turned into a minimal compass instead.

Any way to make health/ magika/ fatigue bars fade out individually if they are full (or in fatigues case, near full)?

Possible to finally assign a different anim set to levitation?

Like I said, just some ideas. And like others have said, thankyou for all the work you've done so far :)
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Sophh
 
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Post » Tue May 17, 2011 1:31 am

The only purpose the minimap seems to serve is as a compass direction. Would be far more graceful + immersive if it were turned into a minimal compass instead.


You can actually resize the minimap and switch it to the large map by locking it in the inventory menu so that it is more useful. The default size is simply minimized as not to take up much of the HUD.
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Melissa De Thomasis
 
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Post » Tue May 17, 2011 4:00 pm

I'd like to link to http://www.gamesas.com/index.php?/topic/1168252-mod-requestdiscussion-revised-theft/page__view__findpost__p__17206440 here as a feature request, since it's probably something only a code patch can provide hooks for, although I'm aware how unlikely it is to be implemented. :(
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lauraa
 
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Post » Tue May 17, 2011 6:21 am

So, I've been trying to think of a way to fix an exploit, and I'm fresh out of ideas.

It seems that if you have an item with a value of 0, you can sell them to vendors for 1 gold apiece, and then proceed to buy a whole stack of them back for just 1 gold for the bunch.

And let's say, for the purposes of this argument, that there's no easy way to just make the items valued at 1 gold.

Would there be any way to either remove worthless items from a merchant's inventory when they acquire them, or maybe just have the system treat a value of 0 as a value of 1?
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Facebook me
 
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Post » Tue May 17, 2011 11:39 am

The current mercantile fix completely breaks trading.

Basically, fixing the bug has exposed even more serious flaws in the system making it impossible to sell large-value items (without giving them away).

The disparity between buy and sell prices is simply way too high now that the bug has been fixed (i.e. the fix reveals a much greater problem, IMHO).

With the bug fix, 15k items (for example) are easily purchased for 10k or less with decent mercantile. The same item can be sold again for 13-14k to the same merchant, meaning that this will drain ALL the money from EVERY non-creature merchant. That makes it useless to try and sell more and more expensive items (buying the less-expensive ones on subsequent days) in order to sell those very expensive items. The merchant will quickly run out of (non-stocking) items, as well as gold. The result is that big-ticket items can no longer be sold to non-creature merchants without giving them away.

I'm convinced that the mercantile bug (which causes artificially low prices when you try to SELL) was hiding this massive problem. Basically, the bug was kinda-sorta making up for the more fundamental flaws. It could even have been introduced on purpose, for all I know...

If at all possible, one easy way to MITIGATE the issue would be to use a multiplier on the discount you get when buying from a merchant. If current "1", this multiplier should be less than 1 (maybe even a tenth). The result would be that merchants would always sell at prices much closer to the "true" value of an item, making the system work again.
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gandalf
 
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Post » Tue May 17, 2011 12:37 pm

Hrnchamd, can you fix the AddItem/RemoveItem bug related http://www.uesp.net/wiki/Tes3Mod:AddItem?
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Jonathan Braz
 
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Post » Tue May 17, 2011 2:59 pm

The current mercantile fix completely breaks trading.

Basically, fixing the bug has exposed even more serious flaws in the system making it impossible to sell large-value items (without giving them away).

The disparity between buy and sell prices is simply way too high now that the bug has been fixed (i.e. the fix reveals a much greater problem, IMHO).

With the bug fix, 15k items (for example) are easily purchased for 10k or less with decent mercantile. The same item can be sold again for 13-14k to the same merchant, meaning that this will drain ALL the money from EVERY non-creature merchant. That makes it useless to try and sell more and more expensive items (buying the less-expensive ones on subsequent days) in order to sell those very expensive items. The merchant will quickly run out of (non-stocking) items, as well as gold. The result is that big-ticket items can no longer be sold to non-creature merchants without giving them away.

I'm convinced that the mercantile bug (which causes artificially low prices when you try to SELL) was hiding this massive problem. Basically, the bug was kinda-sorta making up for the more fundamental flaws. It could even have been introduced on purpose, for all I know...

If at all possible, one easy way to MITIGATE the issue would be to use a multiplier on the discount you get when buying from a merchant. If current "1", this multiplier should be less than 1 (maybe even a tenth). The result would be that merchants would always sell at prices much closer to the "true" value of an item, making the system work again.


Why would the merchant run out of gold? They are supposed to run out of gold only to replenish it after 24 hours. Also, may this be related to the notoriously low Mercantile value of most merchants in general? What was the Mercantile skill and disposition of the tested merchants?
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FirDaus LOVe farhana
 
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Post » Mon May 16, 2011 11:28 pm

The current mercantile fix completely breaks trading.

Basically, fixing the bug has exposed even more serious flaws in the system making it impossible to sell large-value items (without giving them away).

The disparity between buy and sell prices is simply way too high now that the bug has been fixed (i.e. the fix reveals a much greater problem, IMHO).

With the bug fix, 15k items (for example) are easily purchased for 10k or less with decent mercantile. The same item can be sold again for 13-14k to the same merchant, meaning that this will drain ALL the money from EVERY non-creature merchant. That makes it useless to try and sell more and more expensive items (buying the less-expensive ones on subsequent days) in order to sell those very expensive items. The merchant will quickly run out of (non-stocking) items, as well as gold. The result is that big-ticket items can no longer be sold to non-creature merchants without giving them away.

I'm convinced that the mercantile bug (which causes artificially low prices when you try to SELL) was hiding this massive problem. Basically, the bug was kinda-sorta making up for the more fundamental flaws. It could even have been introduced on purpose, for all I know...

If at all possible, one easy way to MITIGATE the issue would be to use a multiplier on the discount you get when buying from a merchant. If current "1", this multiplier should be less than 1 (maybe even a tenth). The result would be that merchants would always sell at prices much closer to the "true" value of an item, making the system work again.



If the bug existed the whole time, it should be apparent that when they tested the bug existed and things like mercantile skill were not balanced around a fix being used. They were balanced around the bug existing. Playing with the mercantile fix should really be done with an accompanying mod to fix problems like the merchants having way too low mercantile skill themselves. I've been using Merchants and Taxes which makes things reasonable for me, though it's not for everyone.

As for the 'no value' exploit. Are you really spending time making one gold at a time exploiting this bug? You can get gold faster just playing legit. The only person you would be robbing is yourself.
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sam westover
 
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Post » Tue May 17, 2011 5:10 am

The disparity between buy and sell prices is simply way too high now that the bug has been fixed

from BTB's modlist (http://btb2.free.fr/morrowind.html) i quote:

As I explained in my commentary for HotFusion's Economy Adjuster mod, the infamous "mercantile bug" isn't really a bug. It's the deliberate result of shoddy gameplay design and lazy programming, and it's effectively removed by a mod (Economy Adjuster) which corrects the gameplay issues that it was created to restrain in the first place. This "fix" is therefore entirely unnecessary.

so yea, just use the economy adjuster instead of it (preferably the BTB-edited version, it's barely noticeable with just "..." in the dialogue window when the changes take place)
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Everardo Montano
 
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Post » Tue May 17, 2011 12:46 pm

Is it possible to make the character turn in the direction of the camera in third person view? Also some sort of cursor for third person would be nice, can't see where I'm swinging my sword damit! :D
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Nice one
 
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Post » Tue May 17, 2011 11:21 am

Also some sort of cursor for third person would be nice, can't see where I'm swinging my sword damit! :D

Adul made it: http://adul.net/index.php?p=dl_mwmods_third_person_crosshair
It works perfect :)
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Elea Rossi
 
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Post » Tue May 17, 2011 3:00 pm

Would be nice for Morrowind to load all mods without complaining about them; skip the clicking "Yes To All" part everytime I start Morrowind.
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Project
 
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