Repairing the Cogs of Morrowind #25

Post » Tue May 17, 2011 3:14 pm

High enchant levels definitely allow you to recharge more from a given gem, but I couldn't tell you if it needs tweaking. It's been awhile.
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CxvIII
 
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Post » Tue May 17, 2011 4:18 pm

There seems to be a problem with alchemy when it comes to brewing potions with only the paralyze effect. Try combining rat meat with the large kwama egg. I used the console to add 100 of both of them to my inventory, and set my alchemy skill to 90. All my attempts to create a paralyze potion with these ingredients (or with other ingredients with the paralyze effect) failed, and it displayed the normal 'potion failed' message at the bottom of the screen. I

If I add saltrice to the mix (turning the effects into restore fatigue + paralyze) then I have no trouble brewing the potion.

I know that brewing paralyze potions is pretty useless but I'm still wondering what's wrong here and if it could be fixed.

t's also worth noting that the sound that normally plays when you fail to create a potion is not played at all when you fail to create paralyze potions.
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JeSsy ArEllano
 
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Post » Tue May 17, 2011 12:00 pm

About the recharge mechanic, see the http://www.gamesas.com/index.php?/topic/1097214-gameplay-mechanics-anolysis/, enchanted item recharge section. It rolls on total failure, then further rolls on how much gets recharged. It's not exactly fair, but there hasn't been a reasonable discussion on a replacement yet.
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Eduardo Rosas
 
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Post » Tue May 17, 2011 8:03 am

Hi, I have 2 suggestions:

1) GUI scaling
The only reason I still play Morrowind at 1024 x 768 is because the menus, inventory and dialogue is too tiny to read at my native 1920 x 1200 resolution. It hurts my eyes really bad. Oblivion did it right by scaling the GUI elements to be resolution-independant. I am aware of the GUI scaling options in Morrowind FPS Optimizer but its implementation is clunky, it makes the console too huge, and it's generally bothersome to run a third party app in the background.

2) Run lock
This is very annoying - the state of my "run lock" isn't saved. This is the thing where you press Caps Lock on your keyboard and the PC defaults to running. Everytime I load a saved game, the run lock is turned off and I have to press Caps Lock again. Most games save this state so you don't have to reset it all the time.

Not sure if any of these are doable, but I thought I'd post it here since I doubt the Construction Set and MWSE is powerful enough to do these.
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Jarrett Willis
 
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Post » Tue May 17, 2011 1:51 am

About the recharge mechanic, see the http://www.gamesas.com/index.php?/topic/1097214-gameplay-mechanics-anolysis/, enchanted item recharge section. It rolls on total failure, then further rolls on how much gets recharged. It's not exactly fair, but there hasn't been a reasonable discussion on a replacement yet.


Okay, at least now I now how it's figured, but all I really know is the result ingame is something that is generally useless.

I understand that enchanted items should be a finite resource unless it is a constant effect just to provide limitations for the purpose of challenge. Really, why have a dark cavern if a ring of nighteye will raise ambient light to the level of a dim day on a permanent basis. Still, it seems to me that there should be a happy medium at some point... a process expensive or difficult enough to make one not want to waste the enchantment, but that doesn't rule out use altogether.

If it cost me a hundred gold each time I used my nighteye ring, I would likely only use it when in combat or some other extreme circumstance. If it costs me 500 gold, I won;t likely be using it at all. That is kind of the choice it comes down to with recharging that nighteye ring.

Most of the time, my attempt at recharging will result in a wasted soul gem, but even if it works, my common gem with a scamp will only perhaps restore enough charge for one single use. I don't disagree with the formula as far as recharging success is concerned, but only with the extremely limited range of success that is usually attained.
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Jonathan Braz
 
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Post » Tue May 17, 2011 3:48 pm

Getting close to release are we?

Potion weight is working correctly for Secret Master's equipment now.

A suggestion: Making it so that the automatically chosen apparatuses are based only on the first one that you equip, instead of the highest quality in your inventory. Not sure if it would be better to scale to next highest or lowest. You could just remove it altogether.

What exactly did you change in regards to categorization? I don't notice any differences, so I would still recommend what I did before, minus perhaps the training fix. I think that, like NPC powers, if reflect is enabled by default people just going to die. Maybe add to that moving Game formula restoration to Mod related features, as this is stuff modders will use, and they should tell the user to activate this option.

http://www.gamesas.com/index.php?/topic/1163185-repairing-the-cogs-of-morrowind-24/page__view__findpost__p__17320128

The readme still doesn't mentions the service refusal filtering.

Edit: Oh yeah, what happened to the light falloff?

Edit 2: In line with the good old soul trap glitch, I think it would be pretty nifty if you could split a larger soul to fill multiple smaller gems.
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Anthony Santillan
 
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Post » Tue May 17, 2011 1:58 pm

What is HUD Mods beta? 2.0 is working fairly well by the way :3 Going to test most aspects of it, especially the casting.
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Elena Alina
 
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Post » Tue May 17, 2011 2:05 am

What is HUD Mods beta? 2.0 is working fairly well by the way :3 Going to test most aspects of it, especially the casting.

It makes several MGE HUD mods compatible with the latest version of MGE XE, it's unrelated to the Code Patch.
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Ymani Hood
 
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Post » Tue May 17, 2011 10:52 am

Most of the time, my attempt at recharging will result in a wasted soul gem, but even if it works, my common gem with a scamp will only perhaps restore enough charge for one single use. I don't disagree with the formula as far as recharging success is concerned, but only with the extremely limited range of success that is usually attained.

Then you disagree with the formula really. Maybe it shouldn't punish people trying to recharge things so much because they don't have any points in enchant skill; about 25% chance of success at 5 enchant skill. Perhaps recharging could succeed all the time, but your success chance becomes a baseline of the amount recharged and the rest is random. I haven't worked out all the consequences, so propose some other ideas.


The readme still doesn't mentions the service refusal filtering.

I just wrote something for that! Did I delete it somehow?

Edit: Oh yeah, what happened to the light falloff?

Edit 2: In line with the good old soul trap glitch, I think it would be pretty nifty if you could split a larger soul to fill multiple smaller gems.

Light falloff is gone, I should explain that in the FAQ actually. It just causes problems with lighting mods and in towns, having a torch not work is worse than lighting seams. It can be addressed through mesh splitting anyway, and it won't affect exteriors that way.

Soul gem breaking is up to mods, I can't make a UI for that with assembler.
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yessenia hermosillo
 
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Post » Tue May 17, 2011 12:42 pm

Most of the time, my attempt at recharging will result in a wasted soul gem, but even if it works, my common gem with a scamp will only perhaps restore enough charge for one single use. I don't disagree with the formula as far as recharging success is concerned, but only with the extremely limited range of success that is usually attained.

I don't think that's unreasonable when you can summon as many scamps for trapping as you like. Apparently, once you reach level 65 in enchanting, you will have something like a 100% success rate though it seems to punish the player somewhat when you go beyond that.
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Chloe Botham
 
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Post » Tue May 17, 2011 5:01 am

About the recharge mechanic, see the http://www.gamesas.com/index.php?/topic/1097214-gameplay-mechanics-anolysis/, enchanted item recharge section. It rolls on total failure, then further rolls on how much gets recharged. It's not exactly fair, but there hasn't been a reasonable discussion on a replacement yet.

High risk, low reward, easily replaced by a simple rest. The better you are at it, the worse the resulting charge. That's one weirdly balanced mechanism. Maybe it's just the way I look at it.

The way I see it the high risk is not a bad thing, but if the reward could be calculated independently from the stats as a random % of the soulgem's charge between 50 and 100%, that would make it more worthwhile to every class of characters.
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jesse villaneda
 
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Post » Tue May 17, 2011 10:11 am

Soul gem breaking is up to mods, I can't make a UI for that with assembler.

I wouldn't think a mod would be able to take a soul and spread it across multiple gems. I don't see why you would need a UI for it either. *shrugs*

But speaking of mods, in the description for the hidden trap tweak, you mention mods that allow the detection of traps based on skill level. What mods do this? I've never seen one.

On that note, any chance of fixing traps so that they can use spells on target? I know it was discussed before, but it's been a long time.

I have also been thinking that the showcase needs to be updated. I've been thinking that for a long time, but with 2.0 coming, it might be a good occasion, if you think it would be worthwhile. I have enough confidence in my abilities to do so and am willing to, unless Psyringe is still around somewhere and wants to continue it. I don't know how long it will take me though, and I'd like to know what should be included. Some things are probably too difficult to setup a test for, like the companion slowfall issue ( I don't know how commonly it comes up; I have not used companions much. ), or not really necessary, like the blight storm fix. Not to mention that there is at least one typo in the book; the spellmaker max magnitude is incorrectly listed at 250.

It's also somewhat intimidating, but I thought I'd mention it.
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Flutterby
 
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Post » Tue May 17, 2011 8:56 am

Wow, I'm glad we're having this discussion. Considering this is my first Morrowind game, and I'm playing as a Sorcerer who makes good use of enchanted items, I've always been irritated with how I can go through the trouble of acquiring soul gems then waste them just like that. I got tired of it pretty quick, so I busted my ass to get Azura's Star at level 7 or something so I didn't have to deal with wasting gems. It is extremely tedious though to repeatedly summon things to trap in items and recharge everything, especially when the recharge fails or only restore a pitiable amount of charge.

If the process could be changed to be less of a pain, it would be very much appreciated. I don't have any expert opinion to offer on the matter since I'm still new to the game of course.
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Far'ed K.G.h.m
 
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Post » Tue May 17, 2011 7:00 am

Potion weight is working correctly for Secret Master's equipment now.


OK, now I'm a little concerned. Surely this code just uses the given numerical quality of the equipment and doesn't need specific fixes for specific named items?

I'm thinking particularly of Lexa's Dwemer Alchemy mod here, which adds a new set of alchemy apparatus with values between Grandmaster and Secret Master. Since you could have a mod with any arbitrary apparatus quality value like this one (or changes to vanilla values), whatever this code is doing MUST support that, and not presume that you only have vanilla Apprentice/Journeyman/Master/Grandmaster/Secret Master apparatus with unchanged vanilla quality values... :glare:

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

Alchemy name fix. Now also prevents the game from changing a custom potion name. It only updates the name when you change equipment or ingredients.

I just saw this. Hrnchamd, you're a star! Thanks!!
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Robert
 
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Post » Tue May 17, 2011 1:47 am

Switching from 1.9 to 2.0 (v14) is giving me a strange effect with my shaders.

My journal is transparent (in that you can see the black outline of objects through it), my HUD icons are semi-transparent (as opposed to always being on top), and my inventory screen ends up blurry (motion/focus blur shader included with Morrowind Overhaul, normally the shaders wouldn't effect the inventory screen at all).

I attempted to select all the same things I did before for 1.9 (plus the new features), but my question is is the problem on MGE's side or MCP's side?
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Tracey Duncan
 
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Post » Tue May 17, 2011 3:40 pm

Switching from 1.9 to 2.0 (v14) is giving me a strange effect with my shaders.

My journal is transparent (in that you can see the black outline of objects through it), my HUD icons are semi-transparent (as opposed to always being on top), and my inventory screen ends up blurry (motion/focus blur shader included with Morrowind Overhaul, normally the shaders wouldn't effect the inventory screen at all).

I attempted to select all the same things I did before for 1.9 (plus the new features), but my question is is the problem on MGE's side or MCP's side?

It's the UI display quality fix that conflicts with MGE that can't disable shaders on the UI after this fix
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Floor Punch
 
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Post » Tue May 17, 2011 12:44 pm

It's the UI display quality fix that conflicts with MGE that can't disable shaders on the UI after this fix


Perfect fix. Taught me to read the fine print <_>
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Lauren Dale
 
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Post » Tue May 17, 2011 3:22 pm

Perfect fix. Taught me to read the fine print <_>

I'm not 100% sure about this but I think that with MGE XE this problem is solved, since Hrnchamd works with MGE XE.
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Alkira rose Nankivell
 
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Post » Tue May 17, 2011 4:17 am

I don't think that's unreasonable when you can summon as many scamps for trapping as you like. Apparently, once you reach level 65 in enchanting, you will have something like a 100% success rate though it seems to punish the player somewhat when you go beyond that.


I have a few questions for you... First, what skill in the game will generally result in failure with a skill level of 65? Remember. I'm not talking about creating a constant effect super artifact here, just recharging simple items. For instance, how often do you fail to cast "Open" when your alteration is at 65? How often do you fail to open a "50" lock when your security skill is 65? How often do you fail to conjure that scamp when your conjuration is at 65?

Second, while you may summon as many scamps as you want (assuming you have the opportunity to sleep and regenerate your magicka) How many suitable soul gems can you carry without a pack mule? Remember, the 100% success rate only indicates success, not that you are really going to get any benefit out of that success that is worthwhile.

If your level 30 enchanter with an enchant skill of 100 and an intel of 100 gets a roll of 1 on the random roll, he will get about three points of recharge out of that grand soul gem with the golden saint soul. Does that sound reasonable?

Last but not least, is the availability of soul gems. If you have two or three items that you might want to recharge, and it's possibly going to take 3 or four gems to fully recharge each one of them, you're suddenly carrying 9 to 12 pounds of rocks with you everywhere you go. Where do you get all those gems? How many gems will you have to carry to fully recharge your Amulet of Shadows with the 1200 capacity just once?

I think most of us think there are plenty of soul gems in the game, but I'd be willing to bet that very few players regularly recharge enchanted items with them.
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Emma-Jane Merrin
 
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Post » Tue May 17, 2011 1:54 am

I have a few questions for you... First, what skill in the game will generally result in failure with a skill level of 65? Remember. I'm not talking about creating a constant effect super artifact here, just recharging simple items. For instance, how often do you fail to cast "Open" when your alteration is at 65? How often do you fail to open a "50" lock when your security skill is 65? How often do you fail to conjure that scamp when your conjuration is at 65?

Second, while you may summon as many scamps as you want (assuming you have the opportunity to sleep and regenerate your magicka) How many suitable soul gems can you carry without a pack mule? Remember, the 100% success rate only indicates success, not that you are really going to get any benefit out of that success that is worthwhile.

If your level 30 enchanter with an enchant skill of 100 and an intel of 100 gets a roll of 1 on the random roll, he will get about three points of recharge out of that grand soul gem with the golden saint soul. Does that sound reasonable?

Last but not least, is the availability of soul gems. If you have two or three items that you might want to recharge, and it's possibly going to take 3 or four gems to fully recharge each one of them, you're suddenly carrying 9 to 12 pounds of rocks with you everywhere you go. Where do you get all those gems? How many gems will you have to carry to fully recharge your Amulet of Shadows with the 1200 capacity just once?

I think most of us think there are plenty of soul gems in the game, but I'd be willing to bet that very few players regularly recharge enchanted items with them.

You bring up some good points. I use BTB's Game Improvements, so recharging naturally over time is disabled, but there is an ample supply of soul gems from vendors around the world. Even then, I usually only buy soul gems when I need to make money by filling and reselling them. Otherwise its just a waste of money to use them for recharging when I have Azura's Star. Of course, if soul gems succeeded all the time, and with a decent amount of charge at least, I would keep more around for recharging stuff on the go since I find it tedious to stand next to a bed, summon, soul trap, use destruction spell, and attempt a recharge repeatedly for several minutes. That is definitely one of the least enjoyable things to do in Morrowind for me.
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sally coker
 
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Post » Tue May 17, 2011 5:36 am

Then you disagree with the formula really. Maybe it shouldn't punish people trying to recharge things so much because they don't have any points in enchant skill; about 25% chance of success at 5 enchant skill. Perhaps recharging could succeed all the time, but your success chance becomes a baseline of the amount recharged and the rest is random. I haven't worked out all the consequences, so propose some other ideas.




A proposal from the ranks of the relatively unskilled? :D Okay, here goes.
As I mentioned, I really don't see an issue with the first part of the formula that determines a boolean success or fail:

"x = (enchantTerm + intelligenceTerm + luckTerm) * fatigueTerm"

so I would then add:

if x > 100: x = 100
roll 100, success if roll < x"

That would remove the "punishment" for a too high skill level, and set x to a more equitable number for the computation of magnitude that follows.

I do not really know what is possible, or how to do it, but it occurred to me that a modifier on the roll would be worthwhile if it could be done without too much difficulty.

This is the part I would change:
"on success restore charge: soulgem charge * (roll / x)"

If roll was modified with a plus 5 or 10, and reduced from a random 100 to a random 90 or 95 respectively. I spent a while playing with it, and 10 seemed a bit much, but 5 would offer improvement without a big swing the other way.

So, I'm proposing a second roll (random 95) to determine magnitude then modified with a +5 in the last computation.

so it would look something like:
on success restore charge: soulgem charge * [(roll95 + 5) / x)]

I'm sure I've not got the right syntax, but I think the idea is valid with the two changes. At any rate, it is a proposal, eh? :D
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[ becca ]
 
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Post » Tue May 17, 2011 4:27 am

I suppose I'll offer some thoughts thin about the formula.

I think failure to recharge should be relatively rare, so at enchant L1, you should have 75% chance to succeed, and 100% chance to succeed at L50. Perhaps at higher levels (75+) you could get a small chance of not destroying the soul gem.

For amount recharged, I think 50% of gem at enchant L25 and below, 75% at L50, and 100% at L75+

Luck would factor into both of course.

On second thought, that would make it seem harder to raise enchant skill at lower levels if your experience rewarded depending on whether or not you succeed. So perhaps 100% chance to succeed always with amount recharge depending on skill, intelligence, and luck.
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Michelle Serenity Boss
 
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Post » Tue May 17, 2011 12:31 pm

I suppose I'll offer some thoughts thin about the formula.

I think failure to recharge should be relatively rare, so at enchant L1, you should have 75% chance to succeed, and 100% chance to succeed at L50. Perhaps at higher levels (75+) you could get a small chance of not destroying the soul gem.

For amount recharged, I think 50% of gem at enchant L25 and below, 75% at L50, and 100% at L75+

Luck would factor into both of course.

On second thought, that would make it seem harder to raise enchant skill at lower levels if your experience rewarded depending on whether or not you succeed. So perhaps 100% chance to succeed always with amount recharge depending on skill, intelligence, and luck.


Very few things in life (or Morrowind) have a 100% success rate. That is in part the source of pleasure that comes with accomplishment..

Like life, the more you do a thing in Morrowind, generally the better you are at it and the easier it is to do. The idea that a kindergarten artist will be able to paint the Mona Lisa is a bit ludicrous, but with time and practice that individual may accomplish something like that and much more. That is the force which drives us in game and in life, eh?

So as it pertains to this discussion, I think that it's a good thing to have a chance of failure, but that the degree of success should reflect ability and materials used
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Noraima Vega
 
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Post » Tue May 17, 2011 2:11 am

Very few things in life (or Morrowind) have a 100% success rate. That is in part the source of pleasure that comes with accomplishment..

Like life, the more you do a thing in Morrowind, generally the better you are at it and the easier it is to do. The idea that a kindergarten artist will be able to paint the Mona Lisa is a bit ludicrous, but with time and practice that individual may accomplish something like that and much more. That is the force which drives us in game and in life, eh?

So as it pertains to this discussion, I think that it's a good thing to have a chance of failure, but that the degree of success should reflect ability and materials used

Yes, but recharging is a two step process. There is a chance to succeed or fail, then a roll for how successful the recharge is, which can be a pitiable amount sometimes. I think it needs to be more balanced. Making it so you always get something out of the gem even if it isn't everything is a good start in my opinion.

I don't have the option of waiting around for stuff to recharge naturally thanks to BTB. :sweat:
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jaideep singh
 
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Post » Tue May 17, 2011 4:11 am

Yes, but recharging is a two step process. There is a chance to succeed or fail, then a roll for how successful the recharge is, which can be a pitiable amount sometimes. I think it needs to be more balanced. Making it so you always get something out of the gem even if it isn't everything is a good start in my opinion.

I don't have the option of waiting around for stuff to recharge naturally thanks to BTB. :sweat:


Sure, as a sorcerer or enchanter, or mage, you feel that you should always get something out of a recharge attempt. Suppose though that you are a Nord Barbarian with an enchant skill of 5 and an intelligence of 30. Do you really suppose he should be able to do the same things with soul gems as your sorcerer?

About BTB... Well BTB and I have had differences in the past, but here's the thing. You are looking for a mechanic to fix a condition imposed by a mod, but this is the game itself we're discussing. A lot of people (like me) don't use BTB's improvements for one reason or another, but we still want some realism and challenge involved in our game. Maybe you should approach BTB about mitigating that recharge condition in some fashion, I don't think you are going to get many people to agree with a 100% success rate.

I agree that the reward should be greater than what is usually given by the normal mechanic.
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kat no x
 
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