Repairing the Cogs of Morrowind #12

Post » Fri May 27, 2011 11:55 am

Great work Hrnchamd, I'm looking forward to the next update!

I have some suggestions about fixing a part of NPC follow AI. An NPC following the player in AIfollow mode can get stuck in combat mode if the intended target dies while the NPC is pursuing the target and doesn't have a clear line-of-sight (i.e. running towards the target but hasn't drawn their weapon). The NPC won't follow unless the player uses the console to 'stopcombat'. It's easy to reproduce by having a slow NPC in follow mode, and have the player outpace the follower, and attack and kill a target around a corner/behind a door/in another hallway before the follower draws their weapon.
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Dj Matty P
 
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Post » Fri May 27, 2011 10:07 am

No no no I'm not fixing the AI. That way lies madness.
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David Chambers
 
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Post » Fri May 27, 2011 8:32 am

No, it's the same as before, damage when the opponent is knocked down. It makes the hand to hand damage increase with strength (like with weapon damage) instead of depending only on the skill level.

Ok.

Then, since there is no way to make H2H damaging health (at least I never any efficient method or mod), would it be possible to make an optional fix to change that? i.e.: damaging health instead of fatigue, or damaging health AND fatigue, or damaging fatigue PLUS a small amount of health when the enemy is standing, and making more (or standard) damage when he is lying on the ground.

I don't know what do others players think about H2H limited to fatigue damage, and then killing the opponent when he is knocked out, but it always appeared to me to be very slow and very ineffective compared to combat with weapons. And I found no advantage to play a H2H fighter in Morrowind, but must admit that I never had patience to play a long time with a H2H character, due to limitations of H2H fighting.
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April D. F
 
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Post » Fri May 27, 2011 9:44 am

I don't know what do others players think about H2H limited to fatigue damage, and then killing the opponent when he is knocked out, but it always appeared to me to be very slow and very ineffective compared to combat with weapons. And I found no advantage to play a H2H fighter in Morrowind, but must admit that I never had patience to play a long time with a H2H character, due to limitations of H2H fighting.

Well, I played a character with H2H using Aragon's Monk mod and found it adequate, even powerful. The main thing is how fast it levels; by level 11 or 12 it was at 100 and at that level, if you get in the first hit, you've won. The first 5 levels are a little hard but you just have to concentrate on mudcrabs and similar weak creatures until you get to 60-70 skill.
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Sammie LM
 
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Post » Fri May 27, 2011 1:27 pm

I don't use H2H much but one punch kills must be possible at very high skills vs weak creatures for realism. The good thing about H2H, you can go away without killing someone, "...just don't punch them twice and they shall bow on their knees." :) About H2H, I feel it needs something but I can't put my finger on it, so if you can figure out I will accept any solution...
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i grind hard
 
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Post » Fri May 27, 2011 1:59 am

@Hrnchamd
Are you interested in also including with the v1.4 release the optional menu_morrowind screens I made for v1.2 that graphically indicate the code patch? A graphical indication would compliment well the MCP version appearing in text. There are 2 versions - one which just 'watermarks' the main menu splash screen by filling in the daedric 'V' with red; and one which adds 'Code Patch' below Morrowind in the graphic.

It looks good, but I don't want to modify any other game files, would hate to overwrite other peoples' textures. I'll keep these for personal enjoyment though :)

I'm still waiting for this Russian guy to finish testing before I release 1.4.

Can anyone track down how to reproduce the removeitem bug yet?
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Horse gal smithe
 
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Post » Fri May 27, 2011 10:19 am

I may have missed something. Which RemoveItem bug is that? The one in which the encumbrance is reduced even if the item that is removed isn't in inventory? Because I would love to have that one fixed...it would really cut down on the size and CPU intensity of a LOT of scripts.

I'm going to assume that's not the one you meant though, since it is very easy to replicate.
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Stefanny Cardona
 
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Post » Fri May 27, 2011 12:27 pm

There's a bug tracker in the opening post now, have a look. It's an inventory icon not updating kind of bug.
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Jeffrey Lawson
 
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Post » Fri May 27, 2011 1:31 pm

An update for the Steam crowd.


We updated Morrowind in the same way we did Oblivion so that the code will all live at the same addresses as it does in the retail version. The CRC of the overall file is still modified so if these tools are checking that they will need a quick update to recognize our version, but it should now be possible for them to all work with just minor updates by the authors of the tools.


http://forums.steampowered.com/forums/showthread.php?p=10578911#post10578911
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dell
 
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Post » Fri May 27, 2011 12:03 pm

I'll get 1.4 out as soon as the Russian edition test cycle is done. If it takes too long I might get a chance to add arrow bundle enchanting before it ships.

You figured something out? Great! Can you only enchant stacks?

Just have to ask, but could it be made so that inventory items have a reference? Then we could get that stolen item bug fixed. *crosses fingers*
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Sian Ennis
 
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Post » Fri May 27, 2011 5:41 am

An update for the Steam crowd.




http://forums.steampowered.com/forums/showthread.php?p=10578911#post10578911


Good job I already made a post about this.
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Latino HeaT
 
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Post » Fri May 27, 2011 4:29 am

I was checking Wakim's Game Improvements Dialog component in the editor to check its changes against LGNPC mods. I stumbled into a couple dialog entries that reference Morningstar when filtered for Month = 12. I assume this was based on some form of scripted calendar fix at the time. So I think that is another vote for Crustacean's suggestion (or for no change at all) if anyone is keeping count. I am not certain how many people still use Wakim's mods, but I'm old school so I would not think of playing without them, but then I have not played Morrowind in five years.
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Mario Alcantar
 
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Post » Fri May 27, 2011 8:28 am

There's a bug tracker in the opening post now, have a look. It's an inventory icon not updating kind of bug.


Oh, I think I know how to test it. Use the console to Equip a potion on player that you have in your inventory. It will be removed from your inventory, but the icon will still be there. Click on it at you will experience CTD. Sometimes I work around it by using AddItem immediately followed by RemoveItem to add and remove the same postion; that reset the inventory completely.
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Deon Knight
 
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Post » Fri May 27, 2011 1:45 pm

You figured something out? Great! Can you only enchant stacks?

Unless you want to enchant one arrow at a time..

Just have to ask, but could it be made so that inventory items have a reference? Then we could get that stolen item bug fixed. *crosses fingers*

You know that would be a bad idea, every alchemy ingredient and gold septim in the game would have a separate reference.

I was checking Wakim's Game Improvements Dialog component in the editor to check its changes against LGNPC mods. I stumbled into a couple dialog entries that reference Morningstar when filtered for Month = 12. I assume this was based on some form of scripted calendar fix at the time. So I think that is another vote for Crustacean's suggestion (or for no change at all) if anyone is keeping count. I am not certain how many people still use Wakim's mods, but I'm old school so I would not think of playing without them, but then I have not played Morrowind in five years.

Yeah, I still use modular WGI as well. There's no one convention that all mods use, it's just how it is. Scripting for Dummies chooses 0-11 as the month range, as do MonthFix based mods.

Oh, I think I know how to test it. Use the console to Equip a potion on player that you have in your inventory. It will be removed from your inventory, but the icon will still be there. Click on it at you will experience CTD. Sometimes I work around it by using AddItem immediately followed by RemoveItem to add and remove the same postion; that reset the inventory completely.

That's the same bug as the quick potion bug, which I've already fixed. That was specific to potion consumption.
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Cathrine Jack
 
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Post » Fri May 27, 2011 3:29 am

Unless you want to enchant one arrow at a time..

Well it would be nice, but if you can only have one or the other I choose stacks. How many arrows do you need then, and how will it work if you only have one arrow?

You know that would be a bad idea, every alchemy ingredient and gold septim in the game would have a separate reference.

Meaning? I'm guessing a ton of lag and memory issues? Boo...
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Len swann
 
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Post » Fri May 27, 2011 5:03 am

Well it would be nice, but if you can only have one or the other I choose stacks. How many arrows do you need then, and how will it work if you only have one arrow?

Meaning? I'm guessing a ton of lag and memory issues? Boo...

Separate references means like items won't stack in inventory.

Realize that enchanting individual items will give them unique ids, so enchanting arrows one-by-one with the same enchantment will also prevent them from stacking together. Better to do 'em in stacks. :nod:
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Angelina Mayo
 
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Post » Fri May 27, 2011 3:00 am

Separate references means like items won't stack in inventory.

Realize that enchanting individual items will give them unique ids, so enchanting arrows one-by-one with the same enchantment will also prevent them from stacking together. Better to do 'em in stacks. :nod:

You know, I thought that might be the case. I just thought it only did that if there were scripts on the items.
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[ becca ]
 
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Post » Fri May 27, 2011 5:32 am

Can I ask if the steam version is close to being patchable?
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Sandeep Khatkar
 
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Post » Fri May 27, 2011 4:15 am

Not really; it's a different file layout and I don't have a test group for it yet.

I'll release 1.4 tonight, Steam support is pencilled in for 1.5.
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JERMAINE VIDAURRI
 
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Post » Fri May 27, 2011 8:28 am

Not really; it's a different file layout and I don't have a test group for it yet.

I'll release 1.4 tonight, Steam support is pencilled in for 1.5.


Oh well, still got my retail .exe.
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Yvonne Gruening
 
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Post » Fri May 27, 2011 10:08 am

@Hrnchamd
Will thrown weapons also be enchantable in stacks?
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Gen Daley
 
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Post » Fri May 27, 2011 10:49 am

@Hrnchamd
Will thrown weapons also be enchantable in stacks?

Oh, that would be fantastic! And arrows, too?
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Hannah Barnard
 
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Post » Fri May 27, 2011 4:50 pm

That's the same bug as the quick potion bug, which I've already fixed. That was specific to potion consumption.


Ah, ok. I understand. I'll see if I can figure out how to reproduce the other bug then and get back to you.

While on the topic of potions, if you use Equip to make an NPC drink a potion, they aren't affected by it. The potion will be removed from inventory, but they won't exhibit any of the effects. Is that something that you might be able to take a look at?

Thanks again for working on this some more...!
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Rachel Eloise Getoutofmyface
 
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Post » Fri May 27, 2011 12:39 am

Will thrown weapons also be enchantable in stacks?

Only things that go into the ammo slot can be enchanted right now, which excludes thrown weapons. I wrote the stack enchanting code so it's possible to add anything, but the whole concept isn't entirely balanced yet. I'm going to wait for feedback on the release today.

While on the topic of potions, if you use Equip to make an NPC drink a potion, they aren't affected by it. The potion will be removed from inventory, but they won't exhibit any of the effects. Is that something that you might be able to take a look at?

Equip doesn't even appear to remove potions from their inventory. I think potions are more of a casting effect really.. like scrolls dissolved in alcohol or something. Cast doesn't do anything either.
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butterfly
 
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Post » Fri May 27, 2011 1:13 am

See the description on tesnexus for more details.


the only thing I can find on that site about details is:

...
Read the readme.
...

Summary of fixes:

- Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. The mod loader can now identify inserted and deleted mods properly, by matching their filenames. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues.
- Map expansion. Increases the area shown on the map to cover all of Tamriel Rebuilt. Optional. Now with zoom.

... and over 30 more fixes and new features like arrow enchanting!


Which still doesn't really give enough detail. Could you possibly make the readme a separate link as well?
Mostly I want to see just what you have done in regards to enchanting so I can comment. But my bandwidth is low (it rolls over in two days) so I don't want to download the whole thing.
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Dona BlackHeart
 
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