Repairing the Cogs of Morrowind #24

Post » Tue May 17, 2011 12:44 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.

But those warnings are there for a very good reason... to let you know that something is not right.

They are usually easily fixed with Wrye Mash anyways. (or other tools)
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Batricia Alele
 
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Post » Tue May 17, 2011 1:59 am

Requesting a fix of sorts, it's preventing the skies from being rendered as they should in lore:
http://www.imperial-library.info/content/cosmology. The Elder Scrolls isn't about realism, it's about loreism. Moons don't have shadows, "as the moons spin, they seem to become slivers or ragged crescents. These are not caused by shadows, because you can see stars through the black patches of the lunar spheres."

The problem I'm having is that the skies don't render over each over via mesh placement at all, they layer over each other via some sort of layer placement code in the engine, which is obviously wrong according to their own lore.
At the moment, the sky is layered (bottom to top), Clouds, Stars, Secunda, Masser, Atmosphere (sky color dome mesh). When it should be, Clouds, Secuda/Masser, or Masser/Secunda depending on Lunar phase, Stars, Atmosphere. I'll have to ask Hrnchamd about this.

So the skies should render in that second order, and instead of the moons shadows just reading a colour from the INI, they should actually be translucent.
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Spooky Angel
 
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Post » Tue May 17, 2011 5:08 am

But those warnings are there for a very good reason... to let you know that something is not right.

They are usually easily fixed with Wrye Mash anyways. (or other tools)


I have a fairly light mod setup and it is fairly stable as well (no issues with mlox for example).
So, the ability to skip the warnings would be nice - speeds up boot / less nagging.
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Cathrine Jack
 
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Post » Tue May 17, 2011 2:54 am

I have a fairly light mod setup and it is fairly stable as well (no issues with mlox for example).
So, the ability to skip the warnings would be nice - speeds up boot / less nagging.


I'd recommend you download Wrye Mash and the TES Plugin Conflict Detector and see what these tools tell you. Sometimes plugins are not made with the same version of the game one is using for instance and Wrye Mash can update these mods as well as your savegames. The Conflict Detector shows you every single conflict that your mods may have. Mlox can give you a recommended load order but everything else is beyond that program.
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gemma
 
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Post » Tue May 17, 2011 1:03 am

Would it be possible to remove the casting animation from being played for Powers? Most of them seem more like biological functions that kick in rather than magical spells they have to cast. I'm not entirely sure what everyone else thinks about this but I have always felt that it would help the immersion of the game as a whole, as it would make Adrenaline Rush and Berserk feel more like their names suggests.
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Stephanie Kemp
 
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Post » Tue May 17, 2011 1:36 pm

Would it be possible to remove the casting animation from being played for Powers? Most of them seem more like biological functions that kick in rather than magical spells they have to cast. I'm not entirely sure what everyone else thinks about this but I have always felt that it would help the immersion of the game as a whole, as it would make Adrenaline Rush and Berserk feel more like their names suggests.


Actually I agree here. I have wondered why the powers should be so similiar to casting a spell. It should be more along the lines of thinking it to make it happen. I think also in my opinion(I dont expect this to be done) I also always thought it was a bit odd to use something like charm on someone and not have them react at all to it and that casting it should be a bit more subtle etc things like that.
These seem like mods though and not something that needs the code patch(although mabe Im wrong, im not an experienced coder)
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LijLuva
 
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Post » Tue May 17, 2011 12:58 pm

I have a fairly light mod setup and it is fairly stable as well (no issues with mlox for example).
So, the ability to skip the warnings would be nice - speeds up boot / less nagging.

In a well maintained modded install you should have no warnings. I certainly don't (except the better bodies one that doesn't show ingame and they never bothered to fix).
I did redate the depencencies of many mods to the last version of the ems though.
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bimsy
 
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Post » Tue May 17, 2011 1:13 pm

How about the GMST fHoldBreathEndMult that supposedly makes endurance affect the amount of time you can spend under water without suffocation damage. The formula does not seem to incorporate it. Any way to add it to the game formula corrections?
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Michelle davies
 
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Post » Tue May 17, 2011 3:25 am

Is there a possibility to implement something like MW Optimizer's "Don't interrupt music by battle music" (I don't recall how it's called exactly) ? When You have added more explore music, for example from soundtracks, You can't even listen to it becouse a battle music kicks in every 30 seconds in wilderness, and when it's done the another explore music starts. Would it be hard to do a "fade out" effect of explore music when battle music starts and then "fade in" of the previously played explore m? Or maybe this is better suitable for MGE XE?
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sam smith
 
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Post » Tue May 17, 2011 2:16 pm

Here's an odd one. There are several styles of attack, chop slash thrust, that are determined based on how you're moving. Would it be possible to implement something that removes that movement thing, and just randomizes it? So when you're standing in place and attacking, instead of always being chop chop chop, it'd randomize it, so chop slash thrust slash slash chop? It'd just look a bit better.
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Isaiah Burdeau
 
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Post » Tue May 17, 2011 1:32 am

Here's an odd one. There are several styles of attack, chop slash thrust, that are determined based on how you're moving. Would it be possible to implement something that removes that movement thing, and just randomizes it? So when you're standing in place and attacking, instead of always being chop chop chop, it'd randomize it, so chop slash thrust slash slash chop? It'd just look a bit better.

I think that would be bad for killing everything swiftly.
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Rebekah Rebekah Nicole
 
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Post » Tue May 17, 2011 12:36 pm

I think that would be bad for killing everything swiftly.


That's why you make it optional. Plus there are mods to balance that out, like Bycote's Better Attacks.
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Sabrina Steige
 
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Post » Tue May 17, 2011 3:10 am

Here's an odd one. There are several styles of attack, chop slash thrust, that are determined based on how you're moving. Would it be possible to implement something that removes that movement thing, and just randomizes it? So when you're standing in place and attacking, instead of always being chop chop chop, it'd randomize it, so chop slash thrust slash slash chop? It'd just look a bit better.

Why would you stand in place during a fight? Also, I am believe this could probably be made with the graphics extenders macro keys.
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Chloé
 
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Post » Tue May 17, 2011 4:01 am

I might found a bug with this patch fix in the bug fixes section.

from the MCP readme:
Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug).

loadorder
Spoiler
_001_ Morrowind.esm_002_ Tribunal.esm_003_ Bloodmoon.esm_004_ Morrowind Patch v1.6.4.esm_005_ Book Rotate.esm_006_ Better Heads.esm_007_ Better Heads Tribunal addon.esm_008_ Better Heads Bloodmoon addon.esm_009_ TR_Data.esm_010_ TR_Map1.esm_011_ TR_Map2.esm_012_ BT_Whitewolf_2_0.esm_013_ MCA.esm_014_ GDR_MasterFile.esm_015_ A place to stay.esp_016_ 20books.esp_017_ Underwater Ruins.esp_018_ Magus's Castle.esp_019_ telbranoramanor.esp_020_ Glass_Extension.esp_021_ Castle_Eaglestone.esp_022_ Adamantium Roundshield.esp_023_ Sris_Alchemy_BM.esp_024_ Sri Alchemy BM List Patch.esp_025_ Dragonbone_Pauldrons.esp_026_ Clean Weapon Sheaths Ultimate.esp_027_ Sleepers Robe.esp_028_ Improved Balmora 0.20.esp_029_ ImprovedAdamantiumArmor.esp_030_ CleanAreaEffectArrows.esp_031_ CleanBitterCoastSounds.esp_032_ CleanEntertainers.esp_033_ CleanHelmOfTohan.esp_034_ CleanMasterIndex.esp_035_ SiegeAtFiremoth.esp_036_ Dremora Armour Mod.esp_037_ TRIB_witchgirladvent1.esp_038_ Wizard Hats 1.0.esp_039_ Amulets and Rings 2.1 Upgrade A.esp_040_ Ghostgate_Sactuary.esp_041_ The Apartment.esp_042_ GR_Crossbow.esp_043_ BlackIndorilElite1.7.esp_044_ EM_B_Adamantium.esp_045_ EM_G_Adamantium.esp_046_ BM_S_Inn.esp_047_ full_glass_armor.esp_048_ 4 Glass Weapons.esp_049_ LOCH_Strider_Hovel.esp_050_ Village Of Mora Uvirith.esp_051_ Clean Solstheim_Castle_v1.1.esp_052_ Clean SCastle_LoKKen_Patch.esp_053_ Dragonbone Armor [v.1.2].esp_054_ TravelingMerchants_v2.2.esp_055_ constance1_0.esp_056_ Thirsk Expanded.esp_057_ Amulet of Icarian flight.esp_058_ DM_DB Armor Replacer-Exp.esp_059_ Enchanted Amulets & Rings.esp_060_ CM_Partners_3.0.esp_061_ Glass Gauntlets 10.esp_062_ Morning Star Islands 04072006.esp_063_ Daedric Armour Of Vvardenfell - Easier.esp_064_ Museum of Artifacts Improved Expanded.esp_065_ Tel Nechim.esp_066_ Secret_Master's_Alchemy_Equipment_v1.0.esp_067_ Trib_Domehome1.esp_068_ Clerical Robes.esp_069_ Better Bodies.esp_070_ DN-GDRv1.esp_071_ Westly's Master Headpack X.esp_072_ Publicans 1.1.esp_073_ Bounty Hunters 1.1.esp_074_ Brigands 1.1.esp_075_ The Neverhalls.esp_076_ Camonna Tong's violence 1.2.esp_077_ A Dagon Fel House.esp_078_ Ald-Ruhn game of three cups.esp_079_ Sorting Urns.esp_080_ Chariots.esp_081_ Oil Flask 1.1.esp_082_ Traps.esp_083_ Venefic Vials.esp_084_ Scrolls and SoulGems 1.1.esp_085_ Redaynia Village.esp_086_ Book Rotate - Tribunal v5.3.esp_087_ Golden Saint Armor.esp_088_ Enchanting Desk.esp_089_ beware of pickpockets! 1.4.esp_090_ Master Index Upgrade.esp_091_ Better Balmora river.esp_092_ Merchant Investments.esp_093_ Stalhrim Stuff.esp_094_ Better Telekinesis.esp_095_ Scout's Services 2.esp_096_ Betterarmourtmcl.esp_097_ BetterWeaponsTmcl.esp_098_ Book Rotate - Bloodmoon v5.3.esp_099_ Bloodmoon Vendor.esp_100_ Scout's Services - Companion Travel.esp_101_ UniqueFinery.esp_102_ plazahideout_v2_cleaned.esp_103_ Magicka Metamorphica.esp_104_ Skill Progress.esp_105_ Better armor (rev14_Glass).esp_106_ Jutbaer.esp_107_ Book Jackets - Tribunal - BookRotate.esp_108_ Poe Lighthouse.esp_109_ Master Trainers.esp_110_ The Sable Dragon 1.6.esp_111_ Animated Morrowind 1.0.esp_112_ Buy A House (Mournhold).esp_113_ Keyring.esp_114_ Seydaneencottage_V1.0_Clean.esp_115_ Living Statues of Malacath.esp_116_ A Free Solstheim Shack.esp_117_ DremoraLords.esp_118_ Maar Gan Hut.esp_119_ md_magebane_replacer.esp_120_ DD Ajira's Alchemy Reports.esp_121_ Serabul.esp_122_ ClaymoreEmporium.esp_123_ BB_Grimoires.esp_124_ Vurt's Solstheim Trees & Bushes Replacer.esp_125_ Book Jackets - Bloodmoon - BookRotate.esp_126_ AshlanderTentDX.esp_127_ Unique Jewelry and Accessories.esp_128_ Books of Vvardenfell.esp_129_ MCA - Guards Patch.esp_130_ MCA - TR Addon.esp_131_ Uvirith's Legacy_Final_2.0.esp_132_ Kogoruhn ruins 1.0.esp_133_ OJAI - Framerate Version.esp_134_ Advanced Alchemy.esp_135_ sm_falmerarmor_0.1.esp_136_ The_Hammer_of_Kings.esp_137_ Vurt's Grazelands Trees.ESP_138_ wm_Firemoth_IC.ESP_139_ md_daedralord_staffs.ESP_140_ Animated_Morrowind - Expanded.esp_141_ Illy's Bretons.ESP_142_ Animated Morrowind II.esp_143_ LotsOfRingsPlus.esp_144_ Huleeya_Companion.esp_145_ Serenity Island 2009.esp_146_ Buy A House.esp_147_ Balmora Lockpick and Probe Merchant.esp_148_ Balmora Soul Gem Merchant.esp_149_ Ald Velothi Transport.esp_150_ Seyda Neen Transport.esp_151_ ChaniBalmoraVendor.esp_152_ CalderaFightClub.esp_153_ hoods.esp_154_ The regulars - Sitting NPC's v2.02.esp_155_ Daedra Armory.esp_156_ hidaway001.esp_157_ Census and Excise Office.esp_158_ MournholdMagesGuild10CleanFinal.esp_159_ Av,V1.0.esp_160_ UL_Srikandy_patch.esp_161_ UL_chess_addon.esp_162_ UL_MWSE_patch.esp_163_ Lost pieces of unknown armor - Class 04.esp (clean and only for beta testing)_164_ Mashed Lists.esp


I've not a mod issue and also have a loadorder from the latest version of mlox with no problems, so I don't know what's going on here and I've tried almost every thing but my current game has a CTD when I'm using the "quicksave" function (F9) in-game.
Right now I'm in Hawkmoth with Sirollus Saccus. This is the first time I had this issue and that has not happen before with an absolute clean loadorder except for this two (Advanced Alchemy.esp and Morrowind Patch v1.6.4.esm only has non-evil GMST).

What I've tried to fix is this.

1 > repair the quicksave.ess in Wrye Mash SA with no luck and got this
Spoiler
Debris GLOB:  ajrb_QuiverFill_GL  ajrb_QuiverInitialize_GL  ajrb_QuiverType_GL  ajrb_TotalArrows_GL  BE_enslogreet  BE_lezring  BE_MakeLove  BE_MakeLovePay  BE_MakeLoveTo  BE_prize  BE_rumor  dhFurnBoxMaxCharges  dhFurnBoxMaxCharges2  farrp_AlchemyTipExp  g_dh_FurnBoxCharges  g_dh_PlantCounter  g_dhfurn_EnableMove  g_dhfurn_MaxMove  g_dhfurn_MoveLeftRight  g_dhfurn_MoveUpDown  g_dhfurn_Rotate  g_dhfurn_Test  g_dhFurnPlantHarvest  Make_AlchArrows  Make_AlchBolts  Make_AlchemyTips  Make_ALTips  Make_Arrows  Make_Bolts  Make_PArrows  Make_PBolts  Make_RazorArrows  Make_RazorBolts

2 > create two fresh gamesaves and these are working but not the quicksave.ess when using F9
3 > move the quicksave.ess with Wrye Mash to re-save it in-game with no change and it still produce a CTD when I use it to quickload (F9)
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Devils Cheek
 
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Post » Tue May 17, 2011 4:10 am

The fix for save game corruption does not apply to the quicksave feature. Only with regular saving. The quicksave feature has been known for causing extreme problems with saves and it is best to avoid using it whenever possible.

I wish I could find a good article on the issues with quicksaves in Morrowind, but Google keeps giving me sites that wouldn't make good enough sources.

But the game does Quicksaving differently than how it does a regular save.
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Sierra Ritsuka
 
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Post » Tue May 17, 2011 1:02 am

The quicksave feature has been known for causing extreme problems with saves and it is best to avoid using it whenever possible.
Paradoxically, I'm using a MGE macro to auto-quicksave every 6 minutes as suggested http://www.yacoby.net/es/forum/12/8655501217697480.html and my game has never been so stable. You can still avoid reloading quicksaves for safety, but the mere fact of saving/quicksaving often seems to decrease crashes.
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Kim Kay
 
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Post » Tue May 17, 2011 12:20 am

1.9/2.0 must have some of the best things yet. The cleaner UI and on use ring slot are purely awesome. Detect life is swell, and the Drain Intelligence fix is excellent. I could go on. I must really hand it to you for this latest round.

Would you consider separating and/or changing the enchanted item cooldown from the Enchant skill weighting? As it is, you barely get any additional charges for having a high skill level as is, either from stock or custom items. Normally I'd get about 4x vanilla. I'd only end up with a ton of charges if I didn't fill something with a lot of enchant points to capacity ( which, we know, surely isn't always necessary ). Being able to have 2x, or even 1.5x sounds quite fair.

The potion weight does not allow me to make potions that weigh less than exclusive potions, contrary to what the description states. Even with Secret Master equipment, and ingredients weighing 0.10, the potions I make weigh the same. I honestly don't see 0.10 weight potions that unbalancing, as long as they could only be made with high quality gear that could concentrate the ingredients enough. I think a nice amount of people use mods to shrink the potion bottles down, too. Tiny potions just make sense.

Could you tell me how you pulled of the ring trick, if it's really not another slot? Please tell me we can really equip more.

A suggestion that I think came to me from that: Would it be possible to remove the effects granted by an on use item if you unequip it? I don't think it'd really be my thing, as it doesn't fit my logic, but I think some might like it. I also saw mention of using magic items that aren't equipped. If it's possible to do something with other items like what was done with the ring, it would make sense for it to be possible. Holding up some Pants of Flaming Balls to rain fire upon a foe shouldn't make them replace your own pants. Especially in battle. That'd just be a silly thing to do.

Oh yes, I wanted to bring up removing the pause while in menu mode again. I know there was some concern about it breaking scripts, and I'm sure some would still have some problems. However, MenuMode is still called anyway, right? So many scripts could probably continue to work as intended.
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Elizabeth Lysons
 
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Post » Mon May 16, 2011 11:29 pm

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

Changes
  • MCP program updated. Redates BSAs automatically. ESMs look like they are localization specific so I'm not touching them. Detects upgrades of Russian text.dll and repatches them.
  • Patches recategorized, new default patch selection. Please check all descriptions for first impression clarity.
  • Armor display fix. Inventory armor rating text updates properly to cover spell effects and other changes to AR.

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KRistina Karlsson
 
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Post » Tue May 17, 2011 4:11 am

Whoa, nice, so this is where you have been! I'll test in the morning after work, I'll give feedback then, thanks for this! :D
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Cagla Cali
 
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Post » Tue May 17, 2011 11:52 am

Armor display seems to be working. On question though. I know I tested the elemental barriers back when I first got involved here, and it seemed like they reduced physical damage. I'm just wondering if you know for sure if they do or not. I like the new patch organization. Everything is clear to me. A few things of note, however.


  • The readme doesn't contain the stated information regarding the use of the service refusal filtering in mods.
  • I also realized something with the merchant equip fix. It states that it doesn't affect if an item is added by script. My question is, why? What if a modded wants to add items via script and have the merchant still not equip them? They can always force equip with the script anyway.
  • I would suggest putting the reflected spells fix under game mechanic changes. While I like it, I can see how some people might not want it on by default, and depending on perspective, it can be seen as not bugged in the first place.
  • I would suggest also considering the placement of show transparent clothes in the inventory fix also. While I agree that it is a bug fix, if it does go wrong for someone, hopefully needing to activate it themselves would mean that they were more likely to have read the description for it. Of course, if they would have read it they probably would have read it in it's current place anyway.
  • Show NPC health bar on healing, in my opinion, doesn't belong under bugfixes. I think it would fit better under interface changes.
  • As with the reflected spells fix, I can see how people might not want the training price/stat fix to be on by default. You could see it as fooling the trainer with magic, for example. So it may be better placed with gameplay mechanic changes.
  • The creature armor rating fix might be better suited to being in gameplay mechanic changes, as, as you stated, creatures have no natural armor rating. Maybe rename it "Allow creature armor rating", and stick it under the mod related features. Or maybe it is fine where it is, since I can see the bug in not shield not working for creatures in the first place. Oh well, something to think about.
  • You said that the multiple attribute fortify potions still had some issues if the ingredient had the same effect ID multiple times in the same ingredient, and that it's not really working in general yet. If this is still an issue, it might be worth adding to the description.



I suggest putting the following into new category for visual changes, or sticking them with the mod related features, instead of being with bug fixes.

  • Show transparent clothes in the inventory
  • Enable reflection maps on skinned models
  • Gloss map fix
  • Hi-def cutscene support.


Something I forgot to mention before, but I was wondering if you could do anything about it. I know it is documented, but both GetSpell, and RemoveSpell just don't work with powers. GetSpell always returns 0, and RemoveSpell, well, doesn't remove the spell.

Also, my thoughts on the Race variation in speed fix. While I understand that beings with the same speed should move their legs at the same speed, shorter beings have shorter legs, and should cover less distance in a comparable stride to something with the same speed but a longer stride. Maybe I'm mistaken, but I thought the height also had something to do with movement speed.

I completely forgot to praise the shortcut key improvements also. I thought it should have been like that for a long time, especially because I've seen this behavior elsewhere.
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kirsty joanne hines
 
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Post » Tue May 17, 2011 11:33 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.

There's several torch equip mods that can do this. They just try to equip each possible torch or lantern in turn. There's no usable definition of similar item that can be coded in, you have to use a list of acceptable objects.


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?

Well, draw weapon, possible. Minimap serves a purpose for detect spells, it's zoomed in a bit much though. I know how to fade out UI elements now; the straightforward fade at full bar just doesn't work with morrowind as the magicka and fatigue bar is likely to be permanently on the screen, unless you like walking everywhere. There's no way to add new animations unfortunately.


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?

There's a minimum value of 1 per item on transactions. I guess it could filter items with value 0 from displaying in the barter window, as I'm not sure how to destroy items cleanly.


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

Maybe, have to research it.


Requesting a fix of sorts, it's preventing the skies from being rendered as they should in lore:

So the skies should render in that second order, and instead of the moons shadows just reading a colour from the INI, they should actually be translucent.

Morrowind with Bloodmoon intentionally draws a backfill for the moons so nothing shows through. It probably looked weird with the Bloodmoon, and the lore was a handwave to cover up their derp. You can change this by making the backfill mask textures (tx_mooncircle_*) transparent.


How about the GMST fHoldBreathEndMult that supposedly makes endurance affect the amount of time you can spend under water without suffocation damage. The formula does not seem to incorporate it. Any way to add it to the game formula corrections?

It seems to penalise low endurance characters far too much to be on by default, and it doesn't make too much sense as a mechanic, high hp characters have an hp buffer for drowning already, low hp characters have double problems. Although everyone knows wizards can't swim...
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sam
 
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Post » Tue May 17, 2011 12:40 am

Would you consider separating and/or changing the enchanted item cooldown from the Enchant skill weighting? As it is, you barely get any additional charges for having a high skill level as is, either from stock or custom items. Normally I'd get about 4x vanilla. I'd only end up with a ton of charges if I didn't fill something with a lot of enchant points to capacity ( which, we know, surely isn't always necessary ). Being able to have 2x, or even 1.5x sounds quite fair.

Bring more soulgems to recharge, or least that's how it should go. It's just really unfair to have 4x scaling compared to magicka scaling, enchant skill should probably go to adjust other convenient things like charges restored or cooldown time.

The potion weight does not allow me to make potions that weigh less than exclusive potions, contrary to what the description states. Even with Secret Master equipment, and ingredients weighing 0.10, the potions I make weigh the same. I honestly don't see 0.10 weight potions that unbalancing, as long as they could only be made with high quality gear that could concentrate the ingredients enough. I think a nice amount of people use mods to shrink the potion bottles down, too. Tiny potions just make sense.

Oops, it should be a little less at about 0.20 for grandmaster. Got to check it again. The problem is the weakest character with 30 str at the beginning can carry 1500 potions at 0.10 weight, I'm not sure someone should be able to carry that many hits around.

Could you tell me how you pulled of the ring trick, if it's really not another slot? Please tell me we can really equip more.

The game supports any number of items in a category if there's no conflicting body parts, but all the equip functions only account for multiple rings. For everything else it gets confused about body parts and unequip status when you try to swap.

A suggestion that I think came to me from that: Would it be possible to remove the effects granted by an on use item if you unequip it? I don't think it'd really be my thing, as it doesn't fit my logic, but I think some might like it. I also saw mention of using magic items that aren't equipped. If it's possible to do something with other items like what was done with the ring, it would make sense for it to be possible. Holding up some Pants of Flaming Balls to rain fire upon a foe shouldn't make them replace your own pants. Especially in battle. That'd just be a silly thing to do.

This just reflects the impracticality of pants as a magical weapon.

Oh yes, I wanted to bring up removing the pause while in menu mode again. I know there was some concern about it breaking scripts, and I'm sure some would still have some problems. However, MenuMode is still called anyway, right? So many scripts could probably continue to work as intended.

Except for all the scripts that assumes nothing moves or dies during menumode. Imagine your companion wailing on an Ash Vampire while you're engaging in polite conversation. "Nerevar, our great plot leader calls you to" *urrrrk* *script waits for dialogue response* *stare at corpse* *script still waiting* *tumbleweed*


Armor display seems to be working. On question though. I know I tested the elemental barriers back when I first got involves here, and it seemed like they reduce damage. I'm just wondering if you know for sure if they do or not. I like the new patch organization. Everything is clear to me. A few things of note, however.

They never gave armor rating, it's just a resist + some kind of damage aura spell.


The readme doesn't contain the stated information regarding the use of the service refusal filtering in mods.
Still writing it.

I also realized something with the merchant equip fix. It states that it doesn't affect if an item is added by script. My question is, why? What if a modded wants to add items via script and have the merchant still not equip them? They can always force equip with the script anyway.
It's a different function used by other parts of the engine, it affects companions and stuff so I didn't change it.

I would suggest putting the reflected spells fix under game mechanic changes. While I like it, I can see how some people might not want it on by default, and depending on perspective, it can be seen as not bugged in the first place.
Absorb spells are exploitingly easy by default, so it's reflected in the patch defaults.

I would suggest also considering the placement of show transparent clothes in the inventory fix also. While I agree that it is a bug fix, if it does go wrong for someone, hopefully needing to activate it themselves would mean that they were more likely to have read the description for it. Of course, if they would have read it they probably would have read it in it's current place anyway.
It's in the FAQ, I mean what can ya do.

Show NPC health bar on healing, in my opinion, doesn't belong under bugfixes. I think it would fit better under interface changes.
I should just rename the category to on by default fixes.

As with the reflected spells fix, I can see how people might not want the training price/stat fix to be on by default. You could see it as fooling the trainer with magic, for example. So it may be better placed with gameplay mechanic changes.
Fooling them to train you from 0 to 1 skill for but meaning you go from 90 to 91 is not particularly coherent unless the training was magickal itself.

The creature armor rating fix might be better suited to being in gameplay mechanic changes, as, as you stated, creatures have no natural armor rating. Maybe rename it "Allow creature armor rating", and stick it under the mod related features. Or maybe it is fine where it is, since I can see the bug in not shield not working for creatures in the first place. Oh well, something to think about.
It only matters for the bonelord in the base game, but it's something. Could do with a rename.

You said that the multiple attribute fortify potions still had some issues if the ingredient had the same effect ID multiple times in the same ingredient, and that it's not really working in general yet. If this is still an issue, it might be worth adding to the description.
Okay.


I suggest putting the following into new category for visual changes, or sticking them with the mod related features, instead of being with bug fixes.

Show transparent clothes in the inventory applies to the base game female chainmail cuirass, and maybe something or other in Bloodmoon.

Something I forgot to mention before, but I was wondering if you could do anything about it. I know it is documented, but both GetSpell, and RemoveSpell just don't work with powers. GetSpell always returns 0, and RemoveSpell, well, doesn't remove the spell.

Also, my thoughts on the Race variation in speed fix. While I understand that beings with the same speed should move their legs at the same speed, shorter beings have shorter legs, and should cover less distance in a comparable stride to something with the same speed but a longer stride. Maybe I'm mistaken, but I thought the height also had something to do with movement speed.

No idea about powers, they don't have the same type as regular spells and are ignored for dispels and similar stuff.

Size doesn't correlate all that well to speed, or T-Rexes would have been breaking the sound barrier. Small people are pretty light, so have less mass to move, and mass scales more than leg muscle cross section (cubic vs quadratic). There's still vascular, oxygen intake, and a load of other differences that make being tall a bit better. 35% is ridiculous in a gameplay way though, it's like the other guy is on a horse.
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patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Tue May 17, 2011 1:37 am

http://www.youtube.com/watch?v=3MuYiad_oQo is my example of Bump maps in action...these ones are animated too! :P


omg I tried to make something like that myself a while ago and couldn't get it to work... DO WANT. Where can I get this?
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Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Tue May 17, 2011 11:45 am

Here his latest mod => http://www.mediafire.com/?bfxx5rtq2mr14rj (5 Mo)
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Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Tue May 17, 2011 3:31 am

Morrowind with Bloodmoon intentionally draws a backfill for the moons so nothing shows through. It probably looked weird with the Bloodmoon, and the lore was a handwave to cover up their derp. You can change this by making the backfill mask textures (tx_mooncircle_*) transparent.

OHH BOY! Their fix can be reversed? Awesome, I'm totally going to try that when I get home. Even though it was a herp derp, the lore was pretty cool, and the effect looked pretty cool on http://rainbow-colors.deviantart.com/art/Morrowind-nights-135439833 I had made, and I'd love to see how it looks on the beta moon textures I made.
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April D. F
 
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Joined: Wed Mar 21, 2007 8:41 pm

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