Repairing the Cogs of Morrowind #26

Post » Sat Sep 18, 2010 10:02 am

Is there any potential to expand on the dialogue system and have colour coding for topics that have been looked at already or topics exclusive to a particular NPC or topics related to quests etc? Seems like it wouldn't be something simple you can just hack in but I think it's worthwhile to consider since it would make the dialogue system more intuitive. I like the dialogue system, but it could use some enhancements. Knowing which topics are just general topics that every NPC has without even needing to read the titles would be useful. Having topics ordered in a similar fashion would also be nice.
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Nick Tyler
 
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Post » Sat Sep 18, 2010 4:48 am

Is there any potential to expand on the dialogue system and have colour coding for topics that have been looked at already or topics exclusive to a particular NPC or topics related to quests etc? Seems like it wouldn't be something simple you can just hack in but I think it's worthwhile to consider since it would make the dialogue system more intuitive. I like the dialogue system, but it could use some enhancements. Knowing which topics are just general topics that every NPC has without even needing to read the titles would be useful. Having topics ordered in a similar fashion would also be nice.


Ooh, I like the idea of colour-coded dialogue. I think it makes sense to have the topics ordered alphabetically though... otherwise it could get really confusing.

Also, one more idea (sorry!), the CellUpdate function is broken, but it would be a really useful function if you could get it working!

Thanks, and keep up the great work!
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le GraiN
 
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Post » Sat Sep 18, 2010 6:50 am

Is there any potential to expand on the dialogue system and have colour coding for topics that have been looked at already or topics exclusive to a particular NPC or topics related to quests etc? Seems like it wouldn't be something simple you can just hack in but I think it's worthwhile to consider since it would make the dialogue system more intuitive. I like the dialogue system, but it could use some enhancements. Knowing which topics are just general topics that every NPC has without even needing to read the titles would be useful. Having topics ordered in a similar fashion would also be nice.

I terms of roleplay, I prefer finding out which topic is relevant for me on my own.
Knowing in advance which topic will lead to a journal entry sounds like cheating or playing a RPG-action game (à la Diablo).
Nevertheless I have no problem with that as long as it is optional.
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Causon-Chambers
 
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Post » Sat Sep 18, 2010 7:15 am

@Mym
I see your point but I would at least like it set up so that topics I've already viewed were darkened or something like that. I suspect that it's not possible because the game would need to keep track of a lot to do this since certain NPCs have personalized responses to common topics, but I like the idea of making the dialogue system easier to use.
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Ronald
 
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Post » Sat Sep 18, 2010 5:36 am

Not sure if this is too difficult or wanted by anyone else in the community but would it be possible to make it so enchantments do not make items ignore normal weapon resistance? The idea has been in my head for months and I think it would add a lot of flavor to combat, as currently there are more weapons in the game with that option ticked then not and it simply defeats the value of it. This would additionally make the enchantment you put on a weapon a much more important process. I would really like to see this happen, and am curious what others think about the idea.
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Robyn Howlett
 
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Post » Sat Sep 18, 2010 9:40 am

Good idea, Malek. Not sure if I know what you're saying about about the enchanting becoming a more important process. Do you mean attempting to target weaknesses?
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ijohnnny
 
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Post » Sat Sep 18, 2010 6:51 pm

Good idea, Malek. Not sure if I know what you're saying about about the enchanting becoming a more important process. Do you mean attempting to target weaknesses?


What I mean is that if enchantments did not auto tick the ignore normal weapon resistance then for items like chitin and iron the only way to harm ghosts or daedra is if the enchantment itself were to deal damage. You would have to put more thought into enchanting weapons as the effectiveness they offered would be significantly more singular. For example if you were to attack a ghost with an iron axe that did frost damage on strike the weapon would be just as useless as the non-enchanted version and if instead it did fire damage it would only be effective so long as it had charge. By implementing this feature it seems to me like it would greatly improve the strategy needed for a fight and the worth of resistances in a melee would raise across the bar as well.
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Heather Dawson
 
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Post » Sat Sep 18, 2010 7:41 am

I agree with you Malek. Having to put more thoughts into weapon enchantments and increasing the value of higher quality materials is a good thing imo.
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Greg Cavaliere
 
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Post » Sat Sep 18, 2010 8:59 am

Big thanks for MCP!

How about increasing size of UI? Most people use high resolutions now.
FPS optimizer does it but item descriptions dont stick to screen edge, when you approach a door you have to look up to see description.

Is there an active MPP thread?
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Charlotte Buckley
 
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Post » Sat Sep 18, 2010 1:55 pm

Is there an active MPP thread?

The closest is the http://www.gamesas.com/index.php?/topic/1118992-morrowind-patch-project-bug-report-thread/, but it's not really active. But Quorn is still currently working on redoing the patch to eliminate some issues.
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Rachel Eloise Getoutofmyface
 
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Post » Sat Sep 18, 2010 5:15 am

Some question about MCP and Power to the people [by Knef]... sorry if it's a stupid Question...

Power to the people is obsoleted by the MCP?

From MCP Readme:
"NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder."
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Lily Something
 
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Post » Sat Sep 18, 2010 7:30 am

I've got a simple request if it's not too much trouble. Would it be possible to include a patch for the weapon reaches to read accurately when they are set below 1. This would be absolutely fantastic for any weapon overhaul mods that try to make daggers/shortswords have less of a reach than longswords.
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Etta Hargrave
 
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Post » Sat Sep 18, 2010 8:08 pm

Hi there. :) Just wanted to drop a note that I started to fool around with Morrowind again, so I'm checking up on what happened during the time I was away. Nice to see how the MCP has come along - also, huge thanks to Hrnchamd for still keeping my name on the project. :) I just re-read some of the old threads of us tackling the local ref bug, and went nostalgic. ;)
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Natalie J Webster
 
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Post » Sat Sep 18, 2010 5:38 pm

Just a few feature/fix requests; sorry if they don't belong here, I don't know where else to post them.

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.

Would it be possible to do damage scaling like this, but make it apply only to the PC and expose it to scripts? It seems like everyone and their mother is making "Oblivion style combat" mods these days, but none of them are worth using because they're all missing this crucial element.

Constant effect enchantments on equipment have unpredictable results when worn by NPCs. Sometimes they work, sometimes they don't. Often when they do work, they'll randomly stop working before long. This makes traveling with NPC companions a lot less fun than it should be.

Sometimes the tooltips on items stop appearing. I figured out that you can fix this by going into the options menu and back, but it's still really annoying when it happens.
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TRIsha FEnnesse
 
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Post » Sat Sep 18, 2010 4:08 pm

Sometimes the tooltips on items stop appearing. I figured out that you can fix this by going into the options menu and back, but it's still really annoying when it happens.


A quicker way to resolve this is simply to mouseover items in the characters inventory portrait. That should cause the tooltip to start working again.
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Kayla Oatney
 
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Post » Sat Sep 18, 2010 6:53 am

A quicker way to resolve this is simply to mouseover items in the characters inventory portrait. That should cause the tooltip to start working again.

I could be wrong, but I remember that not working. The tooltips on the portrait items just refused to show up like all the others.
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Skrapp Stephens
 
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Post » Sat Sep 18, 2010 5:54 am

What I usually do is either go into a barter menu which always works or press F1 to access the hotkey menu, choose the Inventory Item option and mouse over something in there and that usually fixes it.
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Jason Wolf
 
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