1.) when you hold the tab-button to look at your character from the angle you like and start the animation, the game switches view to "from behind" for a short moment, then returning to the angle you picked (minor issue)
2.) the neck of the actor behaves weird during the animation (see screenshots). what causes this? note that the actor is quasi naked, so this may be hidden when using (proper) armor.
3.) with a shield attached to the casting hand, you will get serious clipping issues (again, see screenshots).
edit2:
little update already; when a torch is drawn during animation, the torch hand is fixed and won't do the casting circle movement (no screenshot added)
Can't confirm 1, it doesn't happen when I use the animation mod. The torch is supposed to work like that from vanilla, the torch holding animation for the left arm has priority over other animations.
Hi, I'm having some trouble knowing whether or not patches have really been applied. I'm using v 1.9 and have the following patches checked and the message box said it was successful:
Rain/snow collision - but rain is still falling through concrete overhangs such as the one over the door of the mages guild in Balmora.
Increase light falloff range - I'm seeing no difference in having this one checked or not checked.
Lighting Fixes Group: specifically - "Dynamic actor light update. Moving actors are relit for every frame they are in motion, but it did not take the player's light into account. Caused moving actors to flicker in towns, and actors in caves to be unlit despite the player holding a torch." - It's checked and applied, but I'm still seeing the strobe effect from hald-held torches.
On the other hand, "toggle sneak" works just fine.
Any assistance would be greatly appreciated.
Check the MCP version in the bottom left corner of Morrowind, and check the file modification date on Morrowind.exe, it should be the same time as you clicked apply patch. With rain collision, rain may clip through thin overhangs because rain particles have a volume, the best place to check is under large coverings like any bridge, a Vivec canton, Gnisis dock or similar.
Increase light falloff shouldn't make any difference except seam reduction in the best case, and a bit less lighting pop-in for torchlit objects. It may be causing more problems than it fixes when used with lighting mods, I suggest turning it off.