Repairing the Cogs of Morrowind #25

Post » Tue May 17, 2011 7:38 am

This is a project to fix bugs in Morrowind that just aren't possible to do with scripting alone. It comes in the form of a patch to the Morrowind program.

The primary fix included is a large change to the savegame code to reduce the majority of crashes, corruption, and missing objects. It also makes the game properly respond to changes in your load list, making inserting and removing mods from your savegames a lot safer. There are many more smaller fixes that cover all areas of the game.

All fixes and gameplay changes included are optional, you can independently select which ones you want to use in the installer.

Compatible with English, West European, Polish, Russian and Steam editions. Compatible with MGE, MWSE, MWE, and FPS Opt 1.96. Not compatible with FPS Opt 2.0. Also, improved Russian version compatibility (supports GFM dll).

Version 1.9 is out now.
Files: http://www.tesnexus.com/downloads/file.php?id=19510 http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008


New in 1.9:

- Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu.
- Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480).
- Potion name fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present.
- Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset.
- Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls.
- Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory.
- Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion.
- On-use ring smart equip. Allows rings with an on-use enchant to be equipped along with two constant effect rings.
- Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Enchanted on-use items now have a 4 second cooldown.
- Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects.
- Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue.



See the previous threads to see how this came about:
Repairing those Cogs http://www.gamesas.com/index.php?/topic/1163185-repairing-the-cogs-of-morrowind-24/ http://www.gamesas.com/index.php?/topic/1156182-repairing-the-cogs-of-morrowind-23/ http://www.gamesas.com/index.php?/topic/1147393-repairing-the-cogs-of-morrowind-22/ http://www.gamesas.com/index.php?/topic/1114812-repairing-the-cogs-of-morrowind-21/ http://www.gamesas.com/index.php?/topic/1098021-repairing-the-cogs-of-morrowind-no-20/ http://www.gamesas.com/index.php?/topic/1095128-repairing-the-cogs-of-morrowind-no-19/ http://www.gamesas.com/index.php?/topic/1090176-repairing-the-cogs-of-morrowind-no-18/ http://www.gamesas.com/index.php?/topic/1084044-repairing-the-cogs-of-morrowind-no-17/ http://www.gamesas.com/index.php?/topic/1041353-repairing-the-cogs-of-morrowind-%2316/ http://www.gamesas.com/bgsforums/index.php?showtopic=1032219 http://www.gamesas.com/bgsforums/index.php?showtopic=1026266 http://www.gamesas.com/bgsforums/index.php?showtopic=1013291 http://www.gamesas.com/?showtopic=1009430 http://www.gamesas.com/bgsforums/index.php?showtopic=978076 http://www.gamesas.com/bgsforums/index.php?showtopic=942375 http://www.gamesas.com/bgsforums/index.php?showtopic=925813 http://www.yacoby.net/es/forum/12/9111491226747880.html http://www.yacoby.net/es/forum/12/8942761225301640.html http://www.yacoby.net/es/forum/12/8891531224348540.html http://www.yacoby.net/es/forum/12/8852991223287560.html http://www.yacoby.net/es/forum/12/8837531222826580.html http://www.yacoby.net/es/forum/12/8812671222030860.html http://www.yacoby.net/es/forum/12/8792971221418740.html http://www.yacoby.net/es/forum/12/8744651220076840.html

Now that MCP improves aspects of the graphics and animation handling, you can discuss how to make mods with these new features http://www.gamesas.com/index.php?/topic/1097585-new-graphical-modding-wth-mcp/.



MCP 2.0 beta is in the works. http://www.tesnexus.com/downloads/file.php?id=26348
Status: nearly complete

  • Swift casting. It's like the casting in TES IV: Patrick Stewart Is Dead, though your weapon swings rather close to your neck when you cast while holding it. Someone should really fix the weapon bone on that animation. NPCs can cast while holding weapons, and are a bit faster on the draw. Quick slots no longer cause a stance change. Ready spell stance is still available with the M key. Wiggly arm not included.
  • Summon related crash fix. Reduces crashes related to desummoning creatures.
  • Blight storm disease disable. Avoids invisible inactive blight diseases being added in blight storms.
  • Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). Merged with potion name fix at the moment.
  • Russian Argonian swim animation. Argonian specific swim animation wasn't playing due to the translated race name.
  • 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.
  • Trainer price/stat fix - Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill.
  • Game formula corrections - GMST formula that controls fatigue generated by spellcasting is fixed (see description). PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs.
  • Creature armor rating - Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap is ignored in this case.
  • Disable put away weapon animation transition- Removes put away weapon state on all unequips and on switches to hand to hand. This will need a lot of testing to see if anything breaks. Check what happens when weapons break, etc.
  • Pickpocket rewrite - Pickpocket mechanic was broken by default, rewrite in progress.
  • Slowfall on companion fix - Stops companions with slowfall dying on cell transition.
  • Drain intelligence exploit - It's gone, no more free magicka.
  • Last rank display fix - doesn't display next rank for factions with less than 10 ranks that you are a max rank with.
  • Birthsign mouseover fix - corrects spell text ordering so spells and powers come under the correct headings.
  • UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement.
  • Detect water level fix. GetWaterLevel returns around -1e9 for cells with no water.
  • Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description).
  • Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini.
  • Polish character corrections. Corrects dialogue font ó and ? (they normally display as O and é) when used with Better Dialogue Font Polish version.
  • Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures.
  • Item recharge rebalance. Minimum cap on amount recharged and lower total failure rate.

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Melly Angelic
 
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Post » Tue May 17, 2011 3:17 pm

What all still needs to be tested before the 2.0 final release?
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Astargoth Rockin' Design
 
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Post » Tue May 17, 2011 6:05 am

It kind of all works, but the documentation for the new patches needs proof reading and deconfusioning, I've got to post the updated readme too. In the code, I 'm trying to get the alchemy window not to replace custom names still, and make the alchemy rebalance turn out properly for grandmaster alembic. That's all I remember.
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Blackdrak
 
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Post » Tue May 17, 2011 2:28 am

I've had some cases where a few icons shown on the map as a result of the detect life feature remain on the map even after the spell effect has ended. Is this normal behavior? I haven't actually used the spell that much, so I'm not sure. I also haven't checked if this is only the case for NPCs.

I also have a request, could you add a feature to remove caps for attributes and skills? I use Linora's Leveling Mod, which is a very simple non-script solution to the stat issue in Morrowind, but it can't remove the cap. I also haven't found any mods that only remove the cap and are also stable and not bug prone.
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Steven Hardman
 
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Post » Tue May 17, 2011 1:48 am

Is there a way you could allow MW to accept more then 3 fonts? Did I ask this at one point? haha I dont remember.

Edit: I went and took a look at the very first posts and its funny; lots of people start proclaiming no! you cant do this!(for some reason I find it particularly amusing that darknut has the first post with a simple, you cant do this. haha) and now its one of the uniformly agreed upon things you should have.
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DAVId MArtInez
 
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Post » Tue May 17, 2011 9:50 am

The GHF link is broken, by the way.
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rolanda h
 
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Post » Tue May 17, 2011 7:17 am

i remember an issue with the fading of the spell icons - i definitely got the icon fading out when the enemy is casting his item-spells, too.
i will try to get an screenshot of that.
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Kelsey Anna Farley
 
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Post » Tue May 17, 2011 4:33 pm

I've had some cases where a few icons shown on the map as a result of the detect life feature remain on the map even after the spell effect has ended. Is this normal behavior? I haven't actually used the spell that much, so I'm not sure. I also haven't checked if this is only the case for NPCs.

I also have a request, could you add a feature to remove caps for attributes and skills? I use Linora's Leveling Mod, which is a very simple non-script solution to the stat issue in Morrowind, but it can't remove the cap. I also haven't found any mods that only remove the cap and are also stable and not bug prone.

Detect Life updates on a timer, markers might not go away for a second or two. I'm don't really want to add power levelling specific options in MCP, unless there's a game mechanic deficiency that requires something like that.


Is there a way you could allow MW to accept more then 3 fonts? Did I ask this at one point? haha I dont remember.

There's no room in the game data structure to add more fonts.


The GHF link is broken, by the way.

Thanks, it got html-quoted when I copied the link.
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Cheryl Rice
 
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Post » Tue May 17, 2011 1:42 am

Request: MW supports textures up to 2048x2048 not anything higher then that. I have been working on REALLY big meshes that require pretty damn big textures that does not repeat. 2048 is really not enough.

Just asking if there is anything that can be done to allow this? I don't really care if it works in the editor or not; i'll just have a "tiny" version texture to work with in the editor if needed and then swap to the high definition ones when play testing.
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Katie Samuel
 
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Post » Tue May 17, 2011 1:47 am

Might I also suggest re-sorting all of the fixes into the sections that they belong in? Several of them in the last update weren't.
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Darrell Fawcett
 
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Post » Tue May 17, 2011 2:13 pm

Would really love to see draw weapon on the attack button if the weapon is not out already, which you mentioned was possible. Sheathing on the action button would be great too, although it would remove the option to speak to an npc with your weapon drawn (is that ever a good thing? I know it sometimes means a disposition decrease, but does it help intimidation?) It just feels much slicker that way, especially with the swiftcasting now in (which I'm absoloutly loving btw, thankyou!)
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Alexx Peace
 
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Post » Tue May 17, 2011 11:22 am

Just looking through the list of 2.0 features and am a little confused by two things:


Pickpocket rewrite - Pickpocket mechanic was broken by default, rewrite in progress.
Drain intelligence exploit - It's gone, no more free magicka.


What's broken about pickpocketing, and (I've never used/cast 'drain intelligence) does drain intelligence give you the cost of your spell + more magicka or something?
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Samantha Mitchell
 
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Post » Tue May 17, 2011 7:19 am

What's broken about pickpocketing, and (I've never used/cast 'drain intelligence) does drain intelligence give you the cost of your spell + more magicka or something?

The way pickpocketing was calculated in vanilla, keys and low weight low value items were the only things we had a decent chance to steal from npcs. Anything more precious, heavy or both (not exactly sure) always had the minimum pickpocket chances, even at max stats.

For drain intel, you could reduce your intelligence to 0 and then regain all your mana when it ran out.
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Emily Martell
 
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Post » Tue May 17, 2011 7:48 am

does drain intelligence give you the cost of your spell + more magicka or something?

No, it gives back full magicka. When int goes to zero, magicka goes to zero too; when int returns to full, so does magicka.
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El Khatiri
 
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Post » Tue May 17, 2011 10:12 am

I don't really want to add power levelling specific options in MCP, unless there's a game mechanic deficiency that requires something like that.

Well from what I heard, as this is my first time playing Morrowind, characters start out all different in the beginning then become similar in the end because they can't continue to specialize in their attributes. As a magic specialist I would prefer to be able to keep putting my points into intelligence and willpower when necessary rather than being forced to choose something else because they're too high. I don't agree with such an artificial limit on character progression, and it seems like a deficiency when it comes to character progression.

If the reasoning is that us mortals can only become so good at different things, then I think that should be a choice made by the player and not by the game.
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Logan Greenwood
 
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Post » Tue May 17, 2011 3:35 am

Well from what I heard, as this is my first time playing Morrowind, characters start out all different in the beginning then become similar in the end because they can't continue to specialize in their attributes. As a magic specialist I would prefer to be able to keep putting my points into intelligence and willpower when necessary rather than being forced to choose something else because they're too high. I don't agree with such an artificial limit on character progression, and it seems like a deficiency when it comes to character progression.

If the reasoning is that us mortals can only become so good at different things, then I think that should be a choice made by the player and not by the game.


Well, my mod sort of addresses that problem by lowering overall beginning stats, making it less feasible to simply dump all of your points into a single stat, and by allowing birthsign stat bonuses to carry over 100.
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Dean Brown
 
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Post » Tue May 17, 2011 2:01 am

Well, my mod sort of addresses that problem by lowering overall beginning stats, making it less feasible to simply dump all of your points into a single stat, and by allowing birthsign stat bonuses to carry over 100.
Yes, I'm using it and loving it. I'm playing Argonian with The Mage birthsign and am currently sitting at 122 intelligence. It will be awhile before I might need to put anything more into it, but I still want the option when the need arises. At this point I would have to lower the stat to 99 before leveling so I could place points in it then readd the points afterwards using the console. That solution doesn't apply to skills of course.
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Monique Cameron
 
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Post » Tue May 17, 2011 11:13 am

...122 intelligence?

How did you pull that off? The cap for that stat would be 120 with The Mage.
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aisha jamil
 
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Post » Tue May 17, 2011 11:55 am

Request: MW supports textures up to 2048x2048 not anything higher then that.

Huh? My skies are 4096x4096, and they work, and my ivy retexture is also that resolution, what do you mean they don't work, they do for me.
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Mariana
 
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Post » Tue May 17, 2011 9:51 am

...122 intelligence?

How did you pull that off? The cap for that stat would be 120 with The Mage.
When I downloaded Linora's Leveling Mod, I decided to determine what my stats would be had I used the mod from the start, then edited them all using the console. It was initially lower until I remembered that I needed to apply the bonus from my class's preferred attributes. The end result was 122 intelligence.
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Siobhan Wallis-McRobert
 
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Post » Tue May 17, 2011 2:25 am

The way pickpocketing was calculated in vanilla, keys and low weight low value items were the only things we had a decent chance to steal from npcs. Anything more precious, heavy or both (not exactly sure) always had the minimum pickpocket chances, even at max stats.

I've been wondering; does this mod actually successfully address this issue or does it actually do nothing:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8000
Changes the fPickPocketMod GMST from 0.3 to -3 causing the odds of a successful pickpocketing to increase instead of decrease based on sneak skill level.

A character with minimal sneak skill will have the default 5% minimum chance as before but higher skill levels now increase the odds of success toward the default 75% maximum.

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Sheeva
 
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Post » Tue May 17, 2011 12:01 pm

The way pickpocketing was calculated in vanilla, keys and low weight low value items were the only things we had a decent chance to steal from npcs. Anything more precious, heavy or both (not exactly sure) always had the minimum pickpocket chances, even at max stats.

For drain intel, you could reduce your intelligence to 0 and then regain all your mana when it ran out.


Ah, so people were abusing it by casting "Drain Intelligence on Self"?

EDIT: Hrnchamd, I'd also like to request a very important feature that would be a huge boon to large, quest-intensive mods (like all the province mods and most landmass mods): The ability to remove the player from a faction. Currently, you can be expelled from a faction, but you are still counted as a member of it by the game, your status is simply "expelled". A command in the console or a box to check in the MCP window that will remove the player from the faction when expelled would really help with quests and also enable people who play vanilla MW be able to join other Great Houses after getting expelled by their first one. If that's not possible, maybe it's possible to trick the game into thinking you have not joined the faction when status is set to expelled?
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jessica Villacis
 
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Post » Tue May 17, 2011 2:42 am

Well from what I heard, as this is my first time playing Morrowind, characters start out all different in the beginning then become similar in the end because they can't continue to specialize in their attributes. As a magic specialist I would prefer to be able to keep putting my points into intelligence and willpower when necessary rather than being forced to choose something else because they're too high. I don't agree with such an artificial limit on character progression, and it seems like a deficiency when it comes to character progression.

If the reasoning is that us mortals can only become so good at different things, then I think that should be a choice made by the player and not by the game.

It's not the best way to go about improving progression in my opinion, if you need more magical capability you should turn to modding. An expensive and difficult spell sequence and rare reagents could give you extra magicka multiplier and a willpower bonus, or cast chance and regeneration bonuses throught an added ability. Straight scaling willpower could lead to you resisting every spell, too much strength leads to weapons that break in a few strokes because you're hitting so hard. It's more achievable and tunable through modding, it needs to be worked out first.


I've been wondering; does this mod actually successfully address this issue or does it actually do nothing:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8000
Changes the fPickPocketMod GMST from 0.3 to -3 causing the odds of a successful pickpocketing to increase instead of decrease based on sneak skill level.

A character with minimal sneak skill will have the default 5% minimum chance as before but higher skill levels now increase the odds of success toward the default 75% maximum.


This mod makes items easier to pickpocket the more expensive they are; a 5 sneak character can pickpocket daedric items with maximum chance. I'm not sure how many people really know how to test thoroughly.
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Chase McAbee
 
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Post » Tue May 17, 2011 1:32 pm

It's not the best way to go about improving progression in my opinion, if you need more magical capability you should turn to modding. An expensive and difficult spell sequence and rare reagents could give you extra magicka multiplier and a willpower bonus, or cast chance and regeneration bonuses throught an added ability. Straight scaling willpower could lead to you resisting every spell, too much strength leads to weapons that break in a few strokes because you're hitting so hard. It's more achievable and tunable through modding, it needs to be worked out first.

That's an interesting point, I'll try looking for some mods that do that.

Though, in the case of willpower, according to the UESP wiki, the magic resistance from willpower only applies to paralyze and silence effects. If that is true, then high willpower wouldn't seem like a problem if it only makes you immune to those effects.

As for strength, yea that does seem like an issue. If you had, for example, 200 strength instead of 100, how much of a negative effect would it have?

I'm assuming that for strong enemies, the increased damage done per hit would be worth the damage done to the weapon. But when dealing with weak enemies, you'd still fully damage the weapon even if you did 10 times the damage needed to kill the enemy. If that is the case, perhaps you make it so damage done to the weapon factors this in? Basically, if you do hit enemy A for 100 damage, and only 10 is needed to kill it, then you'll only do 10% of the damage to your weapon as normal. Would doing this make high strength feasible?
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{Richies Mommy}
 
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Post » Tue May 17, 2011 8:34 am

Not sure if you saw my edit before you replied, Hrnchamd, but just in case, here is some IRC pvssyr that might be relevant on how to do such a thing:

Factions only have 10 ranks, no?
<~Haplo> correct
smallest data type is a byte, so 8 bits
you need 3 bits to list 10 ranks, so take the top 2 and use them as expelled/left flags
or, there's already an expelled flag, so store having left in that
in theory, you could store 8 pieces of information in that expelled flag
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Catherine Harte
 
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