Repairing the Cogs of Morrowind #25

Post » Tue May 17, 2011 3:59 pm

Try turning off hi-def cutscene support (in the mod-related category in 2.0), and state your system specs.
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Jarrett Willis
 
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Post » Tue May 17, 2011 5:59 am

Try turning off hi-def cutscene support (in the mod-related category in 2.0), and state your system specs.


That fixed it.
Sys info:
OS Name Microsoft Windows XP Professional
Version 5.1.2600 Service Pack 3 Build 2600
System Manufacturer D850MV
System Model MV85010A
System Type X86-based PC
Processor x86 Family 15 Model 2 Stepping 9 GenuineIntel ~2674 Mhz
BIOS Version/Date Intel Corp. MV85010A.86A.0067.P24.0304081124, 4/8/2003
SMBIOS Version 2.3


Total Physical Memory 768.00 MB
Available Physical Memory 243.53 MB
Total Virtual Memory 2.00 GB
Available Virtual Memory 1.96 GB
Page File Space 1.83 GB
Page File C:\pagefile.sys

Display
Name NVIDIA GeForce 9400 GT
PNP Device ID PCI\VEN_10DE&DEV_0641&SUBSYS_00000000&REV_A1\5&1092266&0&0060F0
Adapter Type GeForce 9400 GT, NVIDIA compatible
Adapter Description NVIDIA GeForce 9400 GT
Adapter RAM 1.00 GB (1,073,741,824 bytes)
Installed Drivers nv4_disp.dll
Driver Version 6.14.11.9745
INF File oem4.inf (Section005 section)
Color Planes 1
Color Table Entries 4294967296
Resolution 1024 x 768 x 85 hertz
Bits/Pixel 32
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Petr Jordy Zugar
 
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Post » Tue May 17, 2011 1:31 pm

Total Physical Memory 768.00 MB
Available Physical Memory 243.53 MB
Total Virtual Memory 2.00 GB
Available Virtual Memory 1.96 GB
Page File Space 1.83 GB


I'd have to say that's your problem right there. You need AT LEAST 1GB of physical RAM to run XP effectively, especially to run a game like MW, otherwise the system is simply swapping data on and off pagefile continuously, which is hideously slow as the hard disk access time is many orders of magnitude slower than RAM. I can't believe you've not noticed speed issues before. :ohmy:

Get yourself 2GB of memory (ideally in a 2x1GB matched pair of RAM sticks), or 4GB (2x2GB) if you're feeling flush and your motherboard supports it - it's a pretty cheap and essential DIY upgrade. Plug in and enjoy the change of pace. You'll be able to cut back on the pagefile then too, as it simply won't be needed - don't use the outdated MS guidance of 1.5x installed RAM, as this is simply unnecessary. Turn off error dumps completely (only developers or corporates ever use them) and make sure that you've turned off the "system managed" feature of the pagefile, as this causes serious disk fragmentation as it continuously grows and shrinks. Just set the min and max sizes exactly the same (no more than 1GB if you've installed more than 2GB of physical RAM), preferably on a different physical drive to that your operating system is on for best performance.

After adding memory, the best performance tweak is to run your OS and apps/games off SSD rather than a magnetic hard disk. More memory and an SSD (if your mainboard is new enough to support SATA) will give your machine a very cost-effective shot in the arm that will alter your gaming experience substantially for the better. You have my guarantee. :tops:
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Karl harris
 
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Post » Tue May 17, 2011 11:00 am

What I need is a new computer... especially if you're buying, eh? :D

I can add RAM up to 2 gigs, but the motherboard only supports RAMBUS and not all of that, either. I used to run XP and Morrowind on 256 MB RAM with this computer, untill my last upgrade, which took the CPU up from about 2.2 Ghtz with overclocking. My FPS averaged about 9 and up to 30 or so in emptier cells. That was on a GT5600 card, too. :)

However, about the XP thing, here something for you to think about...

XP requirements as per Microsoft:
Minimum:
233 MHz CPU *
64 MB of RAM (may limit performance and some features) *
1.5 GB of available hard disk space *
Super VGA (800 x 600) or higher-resolution video adapter and monitor
CD-ROM or DVD drive
Keyboard and Microsoft Mouse or compatible pointing device

Recommended:
300 MHz CPU *
128 MB of RAM *
1.5 GB of available hard disk space *
Super VGA (800 x 600) or higher-resolution video adapter with at least 8 MB of video RAM and monitor
CD-ROM or DVD drive
Network adapter
Sound card and speakers
Keyboard and Microsoft Mouse or compatible pointing device

As a matter of fact, I can run Oblivion with 30 or so mods without too much trouble. but I know newer games won't fly.
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Charlotte Lloyd-Jones
 
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Post » Tue May 17, 2011 12:30 pm

I can add RAM up to 2 gigs, but the motherboard only supports RAMBUS

OK... :facepalm: That certainly dates it. Yep, complete upgrade long overdue I'm afraid. You'll be lucky to find RAMBUS upgrades now.

However, about the XP thing, here something for you to think about...

XP requirements as per Microsoft:

Er, yes, but apart from being laughably optimistic those are just to run Windows - not anything else while you're running Windows. :biggrin: Especially not something as resource-hungry as a game.
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Elle H
 
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Post » Tue May 17, 2011 7:03 am

Hrnchamd => is it possible to have a Select All's option in MCP?
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Elizabeth Lysons
 
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Post » Tue May 17, 2011 8:44 am

Hrnchamd => is it possible to have a Select All's option in MCP?

You really shouldn't go selecting every patch just because it's there. Some are only recommended for certain situations, and others my have negative consequences if you're not prepared.
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Horse gal smithe
 
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Post » Tue May 17, 2011 6:36 am

Yes, but it's more fast to select all options and deselect somes options after ^^
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GRAEME
 
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Post » Tue May 17, 2011 2:44 pm

I have another suggestion. Apparently experience gained from using bound armor is applied to the light armor skill. Could it be made so either you can somehow choose which armor skill it is applied to or perhaps have it applied equally to all?

And now that I think about it, perhaps it would be best to make it select the highest leveled armor skill and apply the experience to that one?
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c.o.s.m.o
 
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Post » Tue May 17, 2011 5:31 am

I have another suggestion. Apparently experience gained from using bound armor is applied to the light armor skill. Could it be made so either you can somehow choose which armor skill it is applied to or perhaps have it applied equally to all?

And now that I think about it, perhaps it would be best to make it select the highest leveled armor skill and apply the experience to that one?

I'd like it to either go to unarmored or conjuration (in the interest of fairness, I should state that I don't really use either). If it were conjuration though, the rate of experience gain would have to be really, really low to balance it, I think.
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Louise
 
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Post » Tue May 17, 2011 9:40 am

Well, I'd expect it to go to light armour since, technically, you're just wearing a piece of light armour just the same as any other piece of armour except it was conjured and has magical properties.
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Anna Krzyzanowska
 
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Post » Tue May 17, 2011 4:16 pm

I'd like it to either go to unarmored or conjuration (in the interest of fairness, I should state that I don't really use either). If it were conjuration though, the rate of experience gain would have to be really, really low to balance it, I think.

I don't know about unarmored, I don't use it. I wouldn't prefer it because I utilize medium armor as a Sorcerer and would like bound armor to count towards it. Does its benefit stack with whatever armor you're wearing?

As for conjuration, you get the experience from the spell casting. Using an enchantment to summon bound armor shouldn't give you conjuration experience.

Well, I'd expect it to go to light armour since, technically, you're just wearing a piece of light armour just the same as any other piece of armour except it was conjured and has magical properties.

I suppose it is light in the sense of weight, but that is it and not really good as far as game mechanics go, in my opinion.
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I’m my own
 
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Post » Tue May 17, 2011 6:02 am

I suppose it is light in the sense of weight, but that is it and not really good as far as game mechanics go, in my opinion.

Well, yeah, if you're using medium armour then it must be annoying. If I were going to use bound equipment a lot, I would just use light armour rather than medium. Not sure if I think simply leveling whatever armour skill you use rather than light armour exclusively is a great idea, but I guess it would make medium armour a bit more viable.
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Adrian Morales
 
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Post » Tue May 17, 2011 1:22 am

I suppose it is light in the sense of weight, but that is it and not really good as far as game mechanics go, in my opinion.

It's important to know that the game automatically assigns the armor type according to the armor weight. You cannot create a 0 weight medium armor. The closest you'll get is an armor set respecting the weight restrictions found http://www.uesp.net/wiki/Morrowind:Medium_Armor with an additional enchantment of feather to eliminate the weight difference.
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Honey Suckle
 
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Post » Tue May 17, 2011 4:20 pm

Yes, but it's more fast to select all options and deselect somes options after ^^

I have thought this would be useful, but I figured it would lead to more people with problems because they will read even less.

I have another suggestion. Apparently experience gained from using bound armor is applied to the light armor skill. Could it be made so either you can somehow choose which armor skill it is applied to or perhaps have it applied equally to all?

And now that I think about it, perhaps it would be best to make it select the highest leveled armor skill and apply the experience to that one?

You can adjust the weight of bound equipment in the CS, and add a feather effect to each bound effect enchantment to match the weight. Then it's useful for medium and heavy armor as well.

Edit: You could also use MWSE to make separate sets for medium and heavy, as the above method will replace the standard spell.
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Alberto Aguilera
 
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Post » Tue May 17, 2011 6:39 am

Would it be possible to remove the weight limit for items in containers? That has recently become extremely annoying.
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Sammygirl
 
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Post » Tue May 17, 2011 3:04 am

Would it be possible to remove the weight limit for items in containers? That has recently become extremely annoying.

There's a weight limit?

Isn't there some bug that makes items in containers vanish occasionally? This has kept me from ever really using containers for storage. I would rather just position valuable items around in my hideout for safekeeping.
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Heather M
 
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Post » Tue May 17, 2011 11:17 am

Surely there has to be some limit on how much you can put in a container... Ideally it would be volume, or shape, but the game doesn't have an ability to track that. Weight is the only way (assuming every item is the same consistent density) . But even then, there are annoying anomalies - how many spears (long, thin items) do you think you should be able to fit in a short, fat chest? <_<

BTW, if all you want to do is get more storage in your hideout with what is effectively a tweak/cheat (removing weight limits) then just console yourself in some of the Caius Cosades chests instead of crates. Highest weight limits in the game, and you get a few neat booty items thrown in. :tongue:

Isn't there some bug that makes items in containers vanish occasionally?

I keep hearing about this bug, but I guess it must be very specific to places or or individual chests. FWIW, I've kept large numbers of items stored in the "public" crates in Balmora and Vivec for long periods of time, and in houses I've occupied after their owner's unfortunate demise , and never lost anything. :shrug:
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Judy Lynch
 
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Post » Tue May 17, 2011 12:04 pm

New bug to report. Removing a spell from the player that is currently selected doesn't remove the spell from the active spell window, and it is still available for casting. Persists until a new spell is chosen, even on reload. This happens with or without the MCP.

Edit: I also meant to say that it doesn't happen with enchanted items.

Would it be possible to remove the weight limit for items in containers? That has recently become extremely annoying.

If you want more room, increase the limit in the CS. Or do you mean make items in containers have no weight? Then you wouldn't know what they weigh when you want to take them.

There's a weight limit?

Isn't there some bug that makes items in containers vanish occasionally? This has kept me from ever really using containers for storage. I would rather just position valuable items around in my hideout for safekeeping.

Yes, the limit is how much you can weight you can put into a container. I've never heard of a bug such as you describe in MW, but in OB items are removed from the contents list if you put too many in, but they are still there, and can only be gotten by removing other items or pressing "Take All". I'm guessing that the lack of a limit in OB is the cause and there is then a problem with the memory or something. The weight of containers is 0 in OB, but doing that in MW prevents you from putting anything in. Increasing the limit in the CS and adding a bunch of stuff might do something in MW like what happens in OB, but it's just a guess. It would surely make the container load slowly though.

Surely there has to be some limit on how much you can put in a container... Ideally it would be volume, or shape, but the game doesn't have an ability to track that. Weight is the only way (assuming every item is the same consistent density) . But even then, there are annoying anomalies - how many spears (long, thin items) do you think you should be able to fit in a short, fat chest? <_<

No kidding. I would kill for something like Diablo's inventory system at least. Grids FTW! Just give each container it's own grid shape, limit what you can carry without pockets, or bags. It could be pretty cool if you had to open containers or backpacks. Imagine jumping stones over a river and dropping your bag in and all your stuff spilling out and washing away. That is the kind of inventory I want. If handing items could be practical, that is.


On the subject of containers, re-spawning without being organic would be truly awesome. I know it can be done with scripts, but one less thing to deal with is always better.
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JaNnatul Naimah
 
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Post » Tue May 17, 2011 11:06 am

Just the rumour of such an item-eating bug terrifies me.

Currently, my favourite way to store items is to just use the Hall of Mileitho in the Clockwork City which leads to the Imperfect/Sotha Sil Domes because that area is almost set up perfectly to serve as a museum with all its shelf space and also you can easily teleport there at any time.

Yes, the limit is how much you can weight you can put into a container.


I am aware of this limit. I definitely don't know everything about this game, but, after over half a decade of playing it, I am pleased to report that I'm very familiar with the container weight limit B) It seemed that Inverness Moon may have found some kind of hardcoded weight restriction on containers and if that's the case I'd like to hear more about it.
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Rob Smith
 
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Post » Tue May 17, 2011 5:49 am

Like IanB2I feel there has to be some limit to what average containers will hold. the idea that every container in the game should be a "bag of infinite holding"really doean't add up (that's a pun, eh?). There are a large number of mods that provide storage containers that hold huge amounts (1,000 pounds or more) and making them is probably the simplest thing you can do in the construction set.

The vanishing bug really isn't a bug, it is a somewhat chaotic function caused by a housecleaning every 72 hours. Items usually don't vanish, but you have to be careful about the ownership of the containers you use. If you rent a bed in a pub for instance, the chest that sits at the foot of the bed is owned by the publican and your stuff will likely disappear. I've lost things that way before I learned what was happening... and a couple of item specific quests were broken.

The crates and urns out on the street by and large have no ownership assigned, but you will notice that NPCs will sometimes (though rarely) be watching and get you busted when you take things out of them. Items left in Display cases that are not actually containers are the safest, and you can always just find a room and dump stuff on the floor in there. Nobody ever sweeps, it seems.
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Ray
 
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Post » Tue May 17, 2011 1:56 am

If you want more room, increase the limit in the CS. Or do you mean make items in containers have no weight? Then you wouldn't know what they weigh when you want to take them.
Ah, thanks. Something I read gave me the impression that this was hard-coded.
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Monika
 
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Post » Tue May 17, 2011 1:31 pm

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

  • Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned.
  • Item recharging rebalance. Readjusted to have a min and max cap, see below.
  • Default patch choice and descriptions for beta patches updated again, check them please.


The summoned creature problems should be finally fixed, it's been known for a long time, but it was hard to figure out what was going wrong. There is an unsummon function, but it seemed to leave spell effects on the creatures still alive if you unsummoned them by leaving the cell, or through any other mechanism that isn't killing the creature (e.g. dispel, killing summoner). There were two sources of problems, effects active on the player that reference the summon as a caster, and creature abilities and self-cast spells remaining active. There seem to be two separate functions that cover the cleanup of those spells, which were hard to identify. I can't be sure it's all fixed, but it doesn't seem to crash any more. Please test it out with enemy summons, and see that they behave if you kill them normally as well.


Item recharge function with 2.0beta17 rebalance option:

luckTerm = 0.1 * luckif luckTerm < 1: luckTerm = 1     [changed]intelligenceTerm = 0.2 * intelligenceif intelligenceTerm > 20: intelligenceTerm = 20if intelligenceTerm < 1: intelligenceTerm = 1x = (enchantSkill + intelligenceTerm + luckTerm) * fatigueTermroll 100, success if roll < 2*x     [changed]on success:     [changed]y = roll in range [0.6, 1.0]y = min(x * y, 100)restore charge = soulgem charge * (y / 100)

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Rudy Paint fingers
 
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Post » Tue May 17, 2011 12:57 pm

That summoned creature crash must be why my game crashed more than once when casting a large area dispel on a summoned creature and its summoner.
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Zach Hunter
 
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Post » Tue May 17, 2011 2:19 pm

I recently got the Impulse Morrowind GotY edition because my kids got to my original disk and destroyed it. I have noticed that the MCP 1.9 doesn't work with this edition of Morrowind. Is there anything you can do with your new 2.0 version that can make it work with the Impulse version?

Thanks in advance.
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maya papps
 
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