Repairing the Cogs of Morrowind #24

Post » Tue May 17, 2011 10:38 am

The usual way to deal with a stolen item that's giving problems is to fire up enchanted Editor, open the save game and remove the item from the list of stolen items. Not a problem.

The games' handling of stolen items is a bit primitive, so it doesn't surprise me Hrnchamd feels there is nothing that can be done to help here.

Well, I wouldn't say it's not a problem. I was just bringing it up again because I had another idea. *shrugs*

I don't know if this has been suggested already, but would it be possible to have Morrowind save screenshots as PNG instead of BMP files? That would be a massive timesaver as I end up converting all of my screenshots individually.

Anyway, great work so far guys! I think what makes this brilliant is the way all of the modifications are optional. Thank you for making it that way :)

As suggested, you could use MGE. Another option is batch conversion in an image editing program.

@Hrnchamd: Speaking of the elemental barriers, they do affect arrows. I know some people don't like it, so I'm suggesting it. It would be pretty nice if the NPC health bar could show when they take damage from them as well.
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Alex Blacke
 
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Post » Tue May 17, 2011 4:46 am

What is the exact formula for determining soul gem value with the rebalance option? I have the dumb tonight and I can't seem to brain it at all.
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AnDres MeZa
 
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Post » Tue May 17, 2011 7:35 am

I just realized that we've been coasting on a beta release for awhile now, and the list of new features is starting to get a bit... copious.

I say this because the subject matter seems to be drifting towards stuff that will probably end up being held off until the next release.
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Ashley Clifft
 
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Post » Mon May 16, 2011 11:50 pm

This beta could set my computer on fire every time I ran the game but I would still need it for swift casting. Is it really a beta if it's mandatory?

IMO, finish testing swift casting and then release 2.0 with just that change.
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Liv Brown
 
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Post » Tue May 17, 2011 3:53 am

What is the exact formula for determining soul gem value with the rebalance option? I have the dumb tonight and I can't seem to brain it at all.

value = http://forums.bethsoft.com/index.php?/topic/1163185-repairing-the-cogs-of-morrowind-24/0.0001x^3 + 2x, where x is soul points. I should stick it in the readme.

definitely not 0.001x^3, nope.
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Fiori Pra
 
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Post » Tue May 17, 2011 12:30 am

value = http://forums.bethsoft.com/index.php?/topic/1163185-repairing-the-cogs-of-morrowind-24/0.001x^3 + 2x, where x is soul points. I should stick it in the readme.

Thanks, but don't you mean 0.0001x^3 + 2x?
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Jennie Skeletons
 
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Post » Tue May 17, 2011 12:02 pm

value = http://forums.bethsoft.com/index.php?/topic/1163185-repairing-the-cogs-of-morrowind-24/0.0001x^3 + 2x, where x is soul points. I should stick it in the readme.


I had tried to figure it out before myself, but that +2x part is what had me so confused.
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kat no x
 
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Post » Tue May 17, 2011 2:35 am

Since we can assign items to either the left or right foot and ankle, do you think it's possible to make footwear separate?
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Penny Wills
 
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Post » Tue May 17, 2011 11:12 am

Perhaps this belongs here... when you use a double TCL (ToggleCollision) command, both from console and scripting, the second TCL will noticeably zap the player to the floor (or to the 3rd person view camera position, I am not sure) at least for one frame no matter what kind of script positioning/levitation is affecting the player. Fixing this could help making mods for riding big/tall creatures.
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Craig Martin
 
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Post » Tue May 17, 2011 1:57 am

The reason I asked about the soul gem formula is that I'm trying to determine the soul value of a filled soul gem reference from its gold value. I'm not aware of any other way to do it. With vanilla MW this is simple division, but it doesn't look like this is possible with your formula.

Edit: never mind! With algebraic wizardry, it can be done.
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Hairul Hafis
 
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Post » Tue May 17, 2011 1:53 pm

Any chance you could get Morrowind to not remove collision from misc items? It would be great to use books for a boost to get to that hard to reach place, for example, or to have pillow forts that you can't walk through.
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quinnnn
 
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Post » Tue May 17, 2011 11:05 am

I'm sorry for a silly question, but though - is it possible to make the game use different models for filled and empty soulgemm?

And one more question: could you explain how to work with additional bones? Is it possible to add them only to NPC's skeleton or I can create, e.g. a clothes animated with extra bones? Is it possible to increase the number of fingers in the basic skeleton (5 instead of 3)? What exactly should I do to make it work? Could you make a brief tutorial?
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matt
 
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Post » Tue May 17, 2011 3:55 pm

Any chance you could get Morrowind to not remove collision from misc items? It would be great to use books for a boost to get to that hard to reach place, for example, or to have pillow forts that you can't walk through.

There's http://www.tesnexus.com/downloads/file.php?id=7626 if you want to build pillow forts with collision. It uses a scripted workaround though, the misc item doesn't actually have collision.
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Greg Cavaliere
 
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Post » Tue May 17, 2011 9:08 am

There's http://www.tesnexus.com/downloads/file.php?id=7626 if you want to build pillow forts with collision. It uses a scripted workaround though, the misc item doesn't actually have collision.

Oh yes, I remember that mod. I was just using the pillow fort as a humorous example though. Scripting every misc. item would be prohibitive.
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liz barnes
 
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Post » Tue May 17, 2011 1:08 pm

So, do we know what formula or conditions are applied when some NPC casts blindness? And I know that it makes the screen darker if it hits the player, but what are the penalties (to hit, for example)?

ST
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scorpion972
 
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Post » Tue May 17, 2011 8:38 am

And I know that it makes the screen darker if it hits the player, but what are the penalties (to hit, for example)?

I know it reduces the target's accuracy. I don't know by how much though.
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GRAEME
 
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Post » Tue May 17, 2011 1:21 am

Has anyone ever noticed that trying to cast a spell, drink a potion, or eat an ingredient that grants waterwalking in the swampy areas, while in the water, gives you the message saying that you cannot cast this effect right now? The "terrain_bc_scum_##" meshes seem to be interfering somehow. Disabling them prevents this from happening. Any clue as to why?

It has nothing to do with the waterwalking fix.

Edit:

You know, ownership data gets removed from gold when it's picked up. Could the same be applied to all items? Sure, it might be a little too easy, but at least you can still be caught. But, then, I guess the items won't get removed if there is a guard there either... Hmm...
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Milagros Osorio
 
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Post » Tue May 17, 2011 5:23 am

You know, ownership data gets removed from gold when it's picked up. Could the same be applied to all items? Sure, it might be a little too easy, but at least you can still be caught. But, then, I guess the items won't get removed if there is a guard there either... Hmm...


Honestly, there's no point in allowing guards to take your stolen stuff, since you can just drop everything at your feet and they'll ignore it.
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Lizzie
 
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Post » Tue May 17, 2011 9:46 am

Honestly, there's no point in allowing guards to take your stolen stuff, since you can just drop everything at your feet and they'll ignore it.

Heh, tried that after clearing out the Council Club in Balmora. Stripped down to just pants to make sure nothing got taken... and ended up naked! I still can't remember where I stole some pants. :rolleyes:
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Antony Holdsworth
 
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Post » Tue May 17, 2011 11:54 am

See, now I have a mental image of a guard chasing down a man naked from the waist up, taking his pants, and leaving.
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Lyd
 
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Post » Tue May 17, 2011 12:52 am

Honestly, there's no point in allowing guards to take your stolen stuff, since you can just drop everything at your feet and they'll ignore it.

That is just a blatant exploitation, and you know it. I find that strange coming from someone that has made a large balancing mod. In any case, they should only be able to take it if it was recently stolen, so removing the flag after a certain time still seems like the best option if it is possible. Now, if you could throw something out of a window, or in a ditch, or at least place it far enough away to pretend... Another reason to let the game run in MenuMode! *ahem*

Mentioning again, because I don't think there was ever an answer. Magicka cost scaling with skill level.

Also, while searching to see if that was answered, I came across this old idea. http://www.gamesas.com/index.php?/topic/1013291-repairing-the-cogs-of-morrowind-13/page__view__findpost__p__14764133

Did you ever have a look at that?
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Mason Nevitt
 
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Post » Tue May 17, 2011 7:22 am

That is just a blatant exploitation, and you know it. I find that strange coming from someone that has made a large balancing mod. In any case, they should only be able to take it if it was recently stolen, so removing the flag after a certain time still seems like the best option if it is possible. Now, if you could throw something out of a window, or in a ditch, or at least place it far enough away to pretend... Another reason to let the game run in MenuMode! *ahem*

Mentioning again, because I don't think there was ever an answer. Magicka cost scaling with skill level.

Also, while searching to see if that was answered, I came across this old idea. http://www.gamesas.com/index.php?/topic/1013291-repairing-the-cogs-of-morrowind-13/page__view__findpost__p__14764133

Did you ever have a look at that?


You would think that there would be a way to mke it so any items up to a certain distance counting as recently stolen would be picked up by the guards if laying on the ground.(or just removed away to the nearest evidence chest) Could even have the time limit for them to count as stolen scale with cost, so the more expensive an item, the longer it counts as stolen. If this is possible, which I assume it is, this gets around the exploitation.
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Elisha KIng
 
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Post » Tue May 17, 2011 3:48 am

When I first started playing morrowind I played on the xbox,andI became very familiar with how the game runs under xbox. In the xbox version of the game, if you drop excessive amounts of stuff it puts it into a "lootbag". This comes into play over the idea of dropped items, and perhaps you could make it so it picks up all dropped items, puts ones with stolen flag into evidence chests, and discards other items.

I would not know if the PC version even hasa lootbag, or if you could tapinto this. I don't know how feasable this would be, just putting it out there.

ST
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Epul Kedah
 
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Post » Tue May 17, 2011 4:15 am

That is just a blatant exploitation, and you know it. I find that strange coming from someone that has made a large balancing mod.


Of course it's a blatant exploit, but it's not one that can be fixed. Basically, I deal with exploits in one of three ways:

1: Fix it. This is by far the most preferable option, and the one I will take if I can.

2: Remove it. If fixing it isn't an option, then I just amputate as close to the problem as I can. An example of this would be in the "Spells" plugin from my mod where I remove spellmaking/enchanting privileges for certain spell effects.

3: Ignore it. This is the unfortunate last resort I have to take if both fixing it and removing it won't work, and that's the case with stolen items. With this option, the best thing you can do is play damage control and at least make the offending mechanic as subtle as possible by taking away anything that might draw attention to it. In other words, since guards have no real way to take stolen goods from you, then they shouldn't even try.
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sunny lovett
 
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Post » Tue May 17, 2011 2:26 pm

since guards have no real way to take stolen goods from you, then they shouldn't even try.

I disagree. Over time, players tend to get larger inventories full of all kinds of doodads and it becomes difficult to keep track of what's stolen. This creates an incentive to not carry stolen goods as most players don't want to have to empty their entire inventories whenever a guard arrests them.

It would be unrealistic to have guards confiscate stolen items that just happened to be in the cell nearby because items can be hidden where guards would not look. Not that realism is a huge deal in a fantasy game, but I like the idea of being able to hide items.

As far as I can see, the only true solution to this problem would be to overhaul the entire crime system and, for now, this seems to be out of our reach.
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Allison Sizemore
 
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