Repairing the Cogs of Morrowind #24

Post » Tue May 17, 2011 3:13 am

I completely removed MCP and reverted back to the original morrowind.exe; that solved the flickering torch issue. I guess I'll try patching again, but I won't use the lighting fixes at all. I'll let you know if the problem comes back.
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Siidney
 
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Post » Tue May 17, 2011 11:26 am

3D sound heavily screws with the audio on my pc, same doppler effects as others are getting and certain ambient sounds appear to build in volume, the low electric type hum in dwemer ruins becomes deafening after a few minutes, I'd be surprised if anyone with a modern computer can still use the 3D mode properly.

well, for me 3d sound is working great as always. i use club3d theatron agrippa on windows 7 x64 with my av-receiver and enjoy mw with hardware sound and full dolby digital. except for that sound pitching issue (i only have it when moving VERY fast) everything sounds great!

@wollibeebee - can you tell me where to get that interface mod on your screenshot?
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stevie trent
 
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Post » Tue May 17, 2011 12:12 pm

Ok...this may be a pipe dream...but is there any way to fix the dialogue topic recognition so that it checks for the exact wording and not use it's current "first come first serve" method. That way if there is a topic RAT and a mod adds RAT BURGER, the original topic doesn't get "hidden" by the new topic and never show in the game?

I know, I know, but I had to ask.
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Jamie Moysey
 
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Post » Tue May 17, 2011 11:15 am

Can't help but think that someone must have asked about this before but has anyone ever requested that the combat music be altered so that it doesnt override stream music?
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Queen
 
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Post » Tue May 17, 2011 5:58 am

Yeah, that'd be nice.
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Michelle Smith
 
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Post » Tue May 17, 2011 2:05 am

Just as a follow up. I did discover the issue is caused by too many lights in one area and, as I understand it, this is not addressed by MCP. Thanks anyway.
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Lucky Girl
 
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Post » Tue May 17, 2011 1:40 pm

Maybe I'm just crazy, but at one point wasn't there a fix in MCP for alpha channel issues between actor clothing/hair/etc and other things that use alpha channels (water)?
I thought for sure MCP had done this in the past. Was it removed?
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A Dardzz
 
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Post » Tue May 17, 2011 1:06 pm

Ok...this may be a pipe dream...but is there any way to fix the dialogue topic recognition so that it checks for the exact wording and not use it's current "first come first serve" method. That way if there is a topic RAT and a mod adds RAT BURGER, the original topic doesn't get "hidden" by the new topic and never show in the game?

Maybe one day, though I have no idea how dialogue works right now.


Can't help but think that someone must have asked about this before but has anyone ever requested that the combat music be altered so that it doesnt override stream music?

This can only practically be implemented by turning off combat music. I'm not sure if that is acceptable.


Just as a follow up. I did discover the issue is caused by too many lights in one area and, as I understand it, this is not addressed by MCP. Thanks anyway.

I suggest playing with Increase lighting falloff turned off. The increased range makes lights overlap too much in towns, I am going to remove it in the final release.


Maybe I'm just crazy, but at one point wasn't there a fix in MCP for alpha channel issues between actor clothing/hair/etc and other things that use alpha channels (water)?
I thought for sure MCP had done this in the past. Was it removed?

Nope. There's fixes for alpha channel in inventory and enchant glow in water/fog
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SexyPimpAss
 
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Post » Tue May 17, 2011 2:27 pm

Thanks for the reply, Hrnchamd, but I haven't had that one checked since the first time it was reported as causing problems (except for testing purposes).
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Juan Cerda
 
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Post » Tue May 17, 2011 6:48 am

Maybe one day, though I have no idea how dialogue works right now.


Yeah, I figured. It's actually a better answer than I expected. It's a common cause of broken dialogue ( but not the only one) because the game finds the the one topic and will never find the others (very sloppy logic). So with all the mods out there, they often cover up OC topics or topics from other mods, and never show up in game (unless you addtopic in the console). If it looked for the exact (complete) topic, that would fix it because then topics with common words won't overlap.


Darn dialogue system is such a pain.
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Makenna Nomad
 
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Post » Tue May 17, 2011 4:11 am

Seems like a case of "startsWith" instead of "equals".
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Quick draw II
 
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Post » Tue May 17, 2011 12:21 pm

Seems like a case of "startsWith" instead of "equals".


I think it's more like "contains" because the word doesn't has to be in the beginning. From what I understand it only overlaps if part of the topic is the same as the other...(i.e RAT and RAT BURGER or MY QUEST and QUEST) but not if is different or contains the word as part of another (RAT wouldn't override RATS and RAT wouldn't override RATLICIOUS).

I use TES3CMD's overdial options to see how many of my loaded mods had this particular problem and it was alot. I should add many modders today use the "add topic" function in dialogue to force the topic to show up but Bethesda didn't and probably alot of older mods.
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Lisa Robb
 
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Post » Tue May 17, 2011 12:00 pm

Nope. There's fixes for alpha channel in inventory and enchant glow in water/fog


Ah, I see. I'm sure at the moment you already have enough on your plate, but is this something that could be possible in the future? I don't spend an exorbitant amount of time in the water, but when I do it breaks immersion quite a bit to see the player or companions hair or part of their equipment disappear.
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Alan Cutler
 
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Post » Tue May 17, 2011 8:54 am

Ah, I see. I'm sure at the moment you already have enough on your plate, but is this something that could be possible in the future? I don't spend an exorbitant amount of time in the water, but when I do it breaks immersion quite a bit to see the player or companions hair or part of their equipment disappear.

It's not possible to fix without drawing every alpha twice, or rewriting the engine; I don't think I can fix this one.
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KiiSsez jdgaf Benzler
 
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Post » Tue May 17, 2011 12:26 am


This can only practically be implemented by turning off combat music. I'm not sure if that is acceptable.



Don't flame me for not understanding, but combat music doesn't override the main menu music. Is it possible that this knowledge could have any influence?
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Hot
 
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Post » Tue May 17, 2011 8:59 am

Hrnchamd, do you think it would be possible to make a patch to display the male version of apparel items on female argonians instead of the female one?
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Princess Johnson
 
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Post » Tue May 17, 2011 3:17 pm

Don't flame me for not understanding, but combat music doesn't override the main menu music. Is it possible that this knowledge could have any influence?

Yeah, I've seen the special case for the title music in the code. Not sure about how to apply it to streammusic yet, that's what I'm aiming for.


Hrnchamd, do you think it would be possible to make a patch to display the male version of apparel items on female argonians instead of the female one?

It's not difficult. I guess it would make less trouble than patching every mod.
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Rebekah Rebekah Nicole
 
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Post » Tue May 17, 2011 8:24 am

It's not difficult. I guess it would make less trouble than patching every mod.

I think that would be a really good addition to MCP. I never liked how it was done in mods because due to the engine's limitations it usually involved poor solutions and/or was straining the resources.
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Tessa Mullins
 
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Post » Tue May 17, 2011 2:24 am

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.

I hope this is an option. One can hardly call it a bugfix since speed differences due to size/mass are natural.
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dell
 
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Post » Tue May 17, 2011 3:01 am

I hope this is an option. One can hardly call it a bugfix since speed differences due to size/mass are natural.


All the changes have been optional, I don't see why this one wouldn't be. When you consider that one part of the formula to determine speed was working, while the other wasn't, I think it's fair to call it a bug - especially when it results in some races being much faster while others being slower - especially the bosmer taking a speed penalty when everything in lore refers to them as being the most 'speedy' or races. That's not even mentioning the freakishly and unrealistic speed orcs tend to have due to this bug. For a ranged character, running into an orc is an exercise in frustration.
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WYatt REed
 
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Post » Tue May 17, 2011 7:38 am

Hrnchamd, do you think it would be possible to make a patch to display the male version of apparel items on female argonians instead of the female one?

This would be great, especially if it isn't too much work for you. :)
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Emmi Coolahan
 
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Post » Tue May 17, 2011 5:18 am

Mytch
Ah thats an excellent news, thanks. Oblivion also has base racial speed differences, so its hardly unintended. Arent bosmer just "agile" and live in forests, seems just right, since they dont have the need to run quicky through lengthy open spaces, like some barbarians in their open steppes, or whatever these barbarians are living in, doing their barbarian stuff.
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jessica Villacis
 
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Post » Tue May 17, 2011 10:07 am

Mytch
Ah thats an excellent news, thanks. Oblivion also has base racial speed differences, so its hardly unintended. Arent bosmer just "agile" and live in forests, seems just right, since they dont have the need to run quicky through lengthy open spaces, like some barbarians in their open steppes, or whatever these barbarians are living in, doing their barbarian stuff.


Well, I think we're going a bit off-topic, but I agree that racial difference aren't unintended. If you look at the base stats for races, they are quite at ends with the reality of how it works due to this 'bug.' Bosmer have a base starting speed of 50 across the board, which is only equaled by male Argonians and Dunmer. Not surpassed by any race. Orcs, on the other hand, have a base starting speed of 30 - which is the lowest amount available (the only other that start with 30 base are male Altmer/Bretons and female Imperials). I can see the 'berserker speed' kind of view of Orcs and Nords, but I think that is probably something that shouldn't be available right off the boat.

If you would like to really feel the difference, try creating a male Orc/Bosmer and load in the Bosmer after walking around for a bit on the Orc. It's a pretty incredible difference.
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dav
 
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Post » Tue May 17, 2011 11:07 am

Is it possible to prevent vendors from instant-restocking via code patch? I know there is a mod by piratelord that addresses this gamebreaker, but this one also adds other things I don't want.

This gameplay mechanic is almost as bad as in Oblivion, where vendors have an unlimited amount of gold.
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Heather Kush
 
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Post » Tue May 17, 2011 5:42 am

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

Changes
  • Scripted music uninterruptible. Prevents combat music from interrupting music played by the StreamMusic script command.
  • Argonian clothing choice. Makes Argonian females prefer to wear male versions of armour and clothing. To avoid looking like a mammal.
  • Vanity camera lock. Vanity mode locks + camera tilt and distance unrestricted.
  • Alchemy potion weight rebalance. Manually moved to its own patch option.
  • Enchanted item rebalance. Enchanted item use causes the HUD spell icon to fade in as the cooldown cools down.


Still needs testing
  • Disable put away animation on unequip. Not heard anything about this yet, may be canned.
  • Journal text colouring. Does it look better with the recommended settings?


The beta feature list is getting really long now. I would like to make a real release soon, if the testing all gets done.
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Elisabete Gaspar
 
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