Repairing the Cogs of Morrowind #25

Post » Tue May 17, 2011 6:39 am

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.

Why doesn't it work?
Because it should :P
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^_^
 
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Post » Tue May 17, 2011 4:02 am

What's different about the Impulse version?
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Baby K(:
 
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Post » Tue May 17, 2011 12:12 pm

What's different about the Impulse version?


I don't know for certain, but my current theory is that Impulse added a patch (not unlike the No-CD patch) that allows Morrowind to run by checking their own online database to see if it is a legal copy. That is still only a guess. I am still educating myself here :confused:
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Daddy Cool!
 
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Post » Tue May 17, 2011 11:52 am

Is anyone aware of GUI glitches that arise from any MCP enchanting tweaks?

Please see this screenie I took yesterday: http://www.gamesas.com/index.php?/topic/1182913-having-a-repeatable-graphics-error-after-enchanting/
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Unstoppable Judge
 
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Post » Tue May 17, 2011 8:45 am

Is anyone aware of GUI glitches that arise from any MCP enchanting tweaks?

Please see this screenie I took yesterday: http://www.gamesas.com/index.php?/topic/1182913-having-a-repeatable-graphics-error-after-enchanting/

It's a known problem, if you check the MCP readme FAQ section it tells you which option to turn off. I can probably fix it better now that I understand more of the code, if you want to participate in the beta.
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Elizabeth Davis
 
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Post » Tue May 17, 2011 4:57 pm

Would it be possible to make that third ring slot for enchanted on-use rings apply to any item enchanted for on-use? I've recently gotten the Necromancer's Amulet and some very useful enchanted gloves, so it's quite irritating to have to switch back and forth between them and what is normally there.
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Kate Norris
 
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Post » Tue May 17, 2011 8:50 am

It's not going to operate correctly, the game only knows about equipping more than one ring-type item. I would have to patch a lot of the save game code first.
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oliver klosoff
 
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Post » Tue May 17, 2011 3:08 pm

It's not going to operate correctly, the game only knows about equipping more than one ring-type item. I would have to patch a lot of the save game code first.
Could you somehow trick the game into thinking it has a ring equipped? Or transfer the enchantment into a fake ring somehow that allows it to be cast without benefiting from things like armor points if that is what is being equipped?

Perhaps you can approach the problem from a different angle and remove the requirement to equip an item before you can cast its enchantment, like a scroll?
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Terry
 
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Post » Tue May 17, 2011 8:16 am

The item really needs to be equipped to record the charge use on the item. Additional item data like charge use cost, charge storage and durability are only created when an item is equipped; this allows stacking of enchanted items if they are at perfect condition, and non-stacking of partially used items. Multiple amulets may be possible but everything else is problems.
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Emma louise Wendelk
 
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Post » Tue May 17, 2011 2:16 am

Would it be possible or even sensible to have Resist Magicka only affect spell effects that are casted upon the player by something external like a trap or an enemy? I think that it goes against what the devs might have had in mind to be able to resist things like some of the negative effects on certain enchanted items such as the Boots of Blinding Speed or Fury. I think giving items, spells, potions, etc. the ability to take away from the player as well as give in a kind of "equivalent exchange" is a really interesting gameplay element. Changing Resist Magicka like this could possibly break things - I haven't given enough thought to it to be sure what could go wrong. Another way to approach it could be making Resist Magicka apply to positive effects as well as negative which would also be interesting but would probably be even more likely to break things.
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Timara White
 
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Post » Tue May 17, 2011 2:52 am

Would it be possible or even sensible to have Resist Magicka only affect spell effects that are casted upon the player by something external like a trap or an enemy?

This would be amazing.
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Lalla Vu
 
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Post » Tue May 17, 2011 7:29 am

Would it be possible or even sensible to have Resist Magicka only affect spell effects that are casted upon the player by something external like a trap or an enemy?
I also support this suggestion. It brings many interesting possibilities for spells and enchantments.
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Russell Davies
 
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Post » Tue May 17, 2011 5:10 am

Would it be possible or even sensible to have Resist Magicka only affect spell effects that..... the Boots of Blinding Speed

Having resist magicka resist everything might be a good idea but I think you've identified the real problem; BOBS. They need to be nerfed or even removed. The enchantment level is completely out of line with everything else, they make the walking animation look cartoonish and they lead to potentially building a character that depends on them since they totally eliminate the need for speed development. The first time I found them I thought they were amazing but now I wouldn't touch them; they really distort an important part of the game IMHO.
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Josh Trembly
 
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Post » Tue May 17, 2011 9:58 am

I haven't done a lot of testing for yet, but I still think the charge returned is too high at low levels. Seems fine otherwise.

I noticed something with the enchanted item rebalanced that I really don't like. Not being able to recharge during battle. If I'm hiding behind a rock, but the game still thinks I'm in combat, I think I should be able to recharge my item. I imagine the recharge process to be a not very complicated, something like holding the gem to the item. If you can drink a potion or, for a ridiculous example, change your armor during battle, I think you should be able to recharge something. Was it there before, or did I just not notice it? You should at least add it to the description for that patch.

Disabling changing armor could be interesting, actually.

There is a mod called Pause Penalty that paralyses you for each second you are in your inventory to make up for things like this.
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Lou
 
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Post » Tue May 17, 2011 10:58 am

Disabling changing armor could be interesting, actually.

That would mean being unable to use my enchanted gloves in battle unless I equipped them ahead of time. I would despise that.
The item really needs to be equipped to record the charge use on the item. Additional item data like charge use cost, charge storage and durability are only created when an item is equipped; this allows stacking of enchanted items if they are at perfect condition, and non-stacking of partially used items. Multiple amulets may be possible but everything else is problems.

That's unfortunate. :cryvaultboy:

Would doing this mean you'd have to find out how this information is created/computed for equipped items and apply it to the selected enchantment if necessary? In that case, I wouldn't worry about ensuring that selection is carried over in a save file if that would mean editing the format. I'd just specify no spell selected for the save.

It seems to me like you'd only first need to be able to select the item without equipping, then when you try to cast, figure out the cost and remove X amount of charge from the item. But then again you'd also need some data structure somewhere for the spell menu to read the cost.

Sorry if my needling on this subject is bothering you, my inner programmer is quite interested in the problem.

Edit: That bit about game saving should apply to any other methods too. I wouldn't worry about trying to get the selection preserved in a save, just have it ignored. It's no big deal reselecting the item when you load the game.
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amhain
 
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Post » Tue May 17, 2011 5:33 am

Having resist magicka resist everything might be a good idea but I think you've identified the real problem; BOBS. They need to be nerfed or even removed. The enchantment level is completely out of line with everything else, they make the walking animation look cartoonish and they lead to potentially building a character that depends on them since they totally eliminate the need for speed development. The first time I found them I thought they were amazing but now I wouldn't touch them; they really distort an important part of the game IMHO.

BoBS is a well-known example but definitely not the best example of what I mean. My personal opinion is that I really like something that speeds up the pace of the game because after playing it for a long time you want to get around quicker but boosting Speed by 200 points is ridiculous. You can use Athletics instead but then you run into the issue of being able to literally run circles around your enemies which is bad because then you can just attack quickly and dash out of range for their counter. BTB's mod addresses this issue with a cast-on-use effect rather than constant and 50pts Speed/100pts Blind for 60s.
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Adam Porter
 
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Post » Tue May 17, 2011 4:07 pm

That would mean being unable to use my enchanted gloves in battle unless I equipped them ahead of time. I would despise that.

And shouldn't you always be ready for battle? Detect Life FTW!

Anyway, it makes about as much sense as disabling recharging. Sure you could swap a glove easily, but not a cuirass, for example. The mod I mentioned should take care of that sufficiently, at least for me. I don't think it's realistic to disable recharging during combat.
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Taylah Haines
 
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Post » Tue May 17, 2011 6:44 am

I noticed something with the enchanted item rebalanced that I really don't like. Not being able to recharge during battle. If I'm hiding behind a rock, but the game still thinks I'm in combat, I think I should be able to recharge my item. I imagine the recharge process to be a not very complicated, something like holding the gem to the item. If you can drink a potion or, for a ridiculous example, change your armor during battle, I think you should be able to recharge something. Was it there before, or did I just not notice it? You should at least add it to the description for that patch.

I'd thought that you couldn't recharge during battle in vanilla? To me this is a balance issue that makes the game more challenging because you're forced to plan out your battles rather than rushing in. There is a good argument for having it work either way, but my personal preference is to be unable to recharge during combat but those who want to be able to use Soul Gems during combat should be given the option to do so because it does open up interesting gameplay opportunities. As for the imagining of the recharge process, it can be as complex or simple as you like as their aren't really any hints as to how that works.

Disabling changing armor could be interesting, actually.

Agreed. Perhaps only cuirasses and greaves? This would kind of limit the usage of the Bound armour spells. I'm kind of on the fence about this one because it would make planning for battle more interesting but at the same time you should be able to change certain types of armour if you're hiding behind a rock and you know, honestly, I don't even really need to change armour in battle very often at all so it's almost not even an issue to me. I tend to prefer carrying only armour that I have equipped to preserve mobility and fatigue. I guess clothing is a big element here and I'm not sure how enchanted clothing should play into things. Changing a glove is a minor thing but changing pants underneath greaves is not so that would need to be limited to just pants and shirts I think.

There is a mod called Pause Penalty that paralyses you for each second you are in your inventory to make up for things like this.

Sounds interesting but that might become annoying after awhile...
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Karen anwyn Green
 
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Post » Tue May 17, 2011 4:28 pm

Sounds interesting but that might become annoying after awhile...

Being penalized because I have too many spells to be able to select what I want from quick slots without opening the menu seems silly to me.
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Chase McAbee
 
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Post » Tue May 17, 2011 9:21 am

50pts Speed/100pts Blind for 60s.

Reducing the speed bonus to 50 was my first attempt to make them reasonable but even that bothered me eventually so now I just don't use them. I can appreciate the sort of thing that BTB and others before him have tried to do to balance the game but I will not use any game balancing mods. If there's a problem I just try to maintain the discipline to avoid being cheap. To me, game tweaking can easily get out of hand once you start making changes. I love the CodePatch but I only use it for its stability and a few real bug fixes.
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Richus Dude
 
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Post » Tue May 17, 2011 7:49 am

Reducing the speed bonus to 50 was my first attempt to make them reasonable but even that bothered me eventually so now I just don't use them. I can appreciate the sort of thing that BTB and others before him have tried to do to balance the game but I will not use any game balancing mods. If there's a problem I just try to maintain the discipline to avoid being cheap. To me, game tweaking can easily get out of hand once you start making changes. I love the CodePatch but I only use it for its stability and a few real bug fixes.

Tweaking really can get out of hand because everything is so interrelated but I think it's a worthy thing to go about because the game was not designed for people to play for 5 or 10 years and as such there are a huge number of balancing issues to look at.

I think the way I would handle the BoBS is perhaps 50pts Athletics/50pts Blind for maybe a shorter duration and adjust the charge cost so it's somewhat more prohibitive to use. You may not be aware that BTB's mod turns off auto-recharge on enchanted items so you need to manually recharge everything which changes things quite a bit. I don't like the idea of just forcing myself not to use an item I know is unbalanced when I can just balance it. There are a lot of holes in the game that can be patched up with simple methods. And, honestly, tweaking items like this can be fairly entertaining because you have to juggle a lot of variables in your head sometimes to get the numbers right.

Being penalized because I have too many spells to be able to select what I want from quick slots without opening the menu seems silly to me.

Well, it would be more annoying for some players than for others certainly. I like the idea of giving the player an incentive to reduce time spent in the menu but it might not work properly in this kind of game especially if you are trying to scroll though a huge list of spells. On that subject, I would like to see the spell list receive some attention because it's always seemed kind of awkward to use to me once you get into having a long, long list.
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Devils Cheek
 
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Post » Tue May 17, 2011 9:14 am

Trying to fix the Boots of blinding speed is kind of pointless. Sure, they're broken. Same with the amulet of surroundings. But these items are only appealing because they're broken. If you try to fix them you're just going to create a situation where the only people who would use your mod are people who aren't going to abuse them to begin with. People who want to have 200 extra speed or 80% chameleon will simply not install that change. Trying to nerf their abilities just turns them into another generic item which will never be used because there are many other items which serve the exact same function.

I think the way I would handle the BoBS is perhaps 50pts Athletics/50pts Blind for maybe a shorter duration and adjust the charge cost so it's somewhat more prohibitive to use.


BoBS are a constant effect item and thus don't require charges. BTB's game changes might alter that, but that's somewhat outside the scope of design for the code patch.
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Queen
 
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Post » Tue May 17, 2011 2:41 am

Trying to fix the Boots of blinding speed is kind of pointless. Sure, they're broken. Same with the amulet of surroundings. But these items are only appealing because they're broken. If you try to fix them you're just going to create a situation where the only people who would use your mod are people who aren't going to abuse them to begin with. People who want to have 200 extra speed or 80% chameleon will simply not install that change. Trying to nerf their abilities just turns them into another generic item which will never be used because there are many other items which serve the exact same function.

That's perfectly okay. BTB's mod is seeking to balance out the game. People who prefer a lack of balance would obviously not install it and I don't see an issue there. People who prefer balance may really appreciate such a comprehensive mod and that why BTB is going to the trouble.

For a player like myself, having access to 200pts Speed is just bananas because the vanilla game is already easy enough without it. At the same time, I'd like an item that boosts speed but something much more toned down. And that's what this is about. I'm not telling anyone else how to play their game, but I want to make it clear that there are people out there who would prefer certain items to be toned down.

BoBS are a constant effect item and thus don't require charges. BTB's game changes might alter that, but that's somewhat outside the scope of design for the code patch.

Well, I guess we're off-topic here but I was suggesting how I'd change those Boots of Breaking Game and I would most certainly be switching them to cast-on-use. I'm not suggesting that MCP have anything to do with this kind of a change. My original suggestion was to have Resist Magicka not apply to things like those boots and then their general "overpoweredness" was brought up.
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stevie critchley
 
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Post » Tue May 17, 2011 2:13 am

Well, I don't mean to suggest that BTB's mods are irrelevant. I think it's a lot more important in situations in which the thing that is being altered is either an unavoidable function or a function which serves other purposes outside the broken mechanic in itself. Alchemy and enchanting might be the prime examples, as they tend to become naturally way overpowered, especially when using mods which increase difficulty where such advantages are more noticeable.

As for the magicka fix: I think that wouldn't be a bad idea. One thing that I would like to see as well is something similar for spell absorption - not absorbing spells which are positive. Several mods that I have use scripted events in which an NPC casts a spell on you, and when that spell gets absorbed it can be particularly frustrating, as sometimes those spells are necessary for a quest or the reward for completing the quest. However, I'm aware that a lot of people use this affect with shrines to get easy magicka refills, which may not necessarily be a negative change either.
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LADONA
 
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Post » Tue May 17, 2011 1:34 pm

As for the magicka fix: I think that wouldn't be a bad idea. One thing that I would like to see as well is something similar for spell absorption - not absorbing spells which are positive. Several mods that I have use scripted events in which an NPC casts a spell on you, and when that spell gets absorbed it can be particularly frustrating, as sometimes those spells are necessary for a quest or the reward for completing the quest.

Do you know of any vanilla quests that have this problem? I think it's a good idea as I can't think of how absorbing positive effects really adds any gameplay value but it's not something I'm especially salivating at the thought of like I am with Resist Magicka since I haven't yet run into that kind of problem.
However, I'm aware that a lot of people use this affect with shrines to get easy magicka refills, which may not necessarily be a negative change either.

This is definitely an issue. Though, if a player wants to do this they can just use Summon Ancestral Ghost. Spell Absorption itself needs more restrictions I think. I really don't like the Atronach 50% bonus.
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Jennifer May
 
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