Repairing the Cogs of Morrowind #26

Post » Sat Sep 18, 2010 6:54 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

See the previous threads to see how this came about:
Repairing those Cogs http://www.gamesas.com/index.php?/topic/1178011-repairing-the-cogs-of-morrowind-25/ 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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GPMG
 
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Post » Sat Sep 18, 2010 5:35 pm

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

  • Possible fix for red screen problem with transparent clothes in inventory option.


Still trying to get the final release out. The recharge rebalance needs more people to test and give their opinions.
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Astargoth Rockin' Design
 
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Post » Sat Sep 18, 2010 3:12 pm

Wow, I'm really looking forward to the next version!
The idea of refusing specific services is very interesting!

I held off installing the MCP for a long time but now I'm a big fan - keep up the good work! :)
(I really like the interface in particular, and the way you can choose which patches to apply... essential IMO!)
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Enie van Bied
 
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Post » Sat Sep 18, 2010 3:55 pm

For the recharge rebalance, I'm very pleased with the changes so far. Though this is coming from a magic user with an enchant level around 60, I can't tell you how well it would be working for non-magic characters. Disclaimer: this is my first game so I'm far from an expert on balance.

Finally, I have two points I'm still interested in from the last topic:
I was hoping you could do something like forcing a piece or armor or whatever type of enchanted item to be equipped into a ring slot, and the game would just ignore armor values and the like while you took advantage of the enchantment. Is that possible?

And on another subject, do you have any comment about making resist magicka only apply to external forces? The Boots of Blinding Speed are really beside the point.

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Kayla Keizer
 
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Post » Sat Sep 18, 2010 10:52 am

unfortunately i cant say much about recharge rebalance, but for my taste chars with no enchantment skill and low int should not be able to use soulgems at all.
what is the point of enchantment skill when everyone has good chances to use soulgems? i can not understand the formula you posted, but i think enchantment skill should have much more influence on recharging than int does, this way non mage classes can recharge well when they have enchantment as minor skill.

something that is currently annoying me about morrowind is, that when there are more than one of the same sounds playing - each additional sound adds 100% to the volume of the played sound, at least mono sounds.
for example when you shoot a area effect spell on a group of 5 enemies, the hit-sound is getting played at 5x volume of the original hit-sound.
your interface sound fix has nothing to do whith this does it? i tested with and without, no change.
i use to play morrowind very loud (all sounds replaced with oblivion sounds + dolby digital live = :thumbsup:) and then these ultra loud sounds are not nice ...
is that something you can fix with your magic?

edit: i remember that its recomended to have all sounds at ~75% volume but for some reason all the sound bugs that i have with this setting disapear when i have all sounds at 100%, so nevermind the above text :sweat:
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Jack Walker
 
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Post » Sat Sep 18, 2010 4:13 pm

I have another request based on problems with BTB's Game Improvements. Constant effect Fortify Health/Magicka/Fatigue doesn't work correctly in the sense that it only increases the current value rather than the maximum, meaning once you've gone below the maximum you can't get back above it. This obviously shouldn't be the case with a constant effect. Could you fix this?
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Brad Johnson
 
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Post » Sat Sep 18, 2010 6:25 am

There's already a fortify maximum health option. The other two have maximums that are auto-calculated based on attributes, they update when attributes are changed. I don't see a way to make it work reliably due to the evaluation order of spells and saving the magicka/fatigue bonus state.
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Janeth Valenzuela Castelo
 
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Post » Sat Sep 18, 2010 2:18 pm

There's already a fortify maximum health option. The other two have maximums that are auto-calculated based on attributes, they update when attributes are changed. I don't see a way to make it work reliably due to the evaluation order of spells and saving the magicka/fatigue bonus state.

Ah, okay.

What about making resist magicka only apply to effects that don't come from yourself?
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Ana Torrecilla Cabeza
 
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Post » Sat Sep 18, 2010 2:22 pm

It'll have to wait for the research phase in next beta. This one has been around for months and I'm still waiting for a tester to get back to me.
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Amy Cooper
 
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Post » Sat Sep 18, 2010 6:03 am

It'll have to wait for the research phase in next beta. This one has been around for months and I'm still waiting for a tester to get back to me.

Do you have a list of things you're going to be researching for the next version?
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Breautiful
 
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Post » Sat Sep 18, 2010 1:50 pm

Most of the research doesn't work out until it does, I'd rather not create any expectations. It's supposed to be foremost a bug fix patch, and it can take months to get anything done.

I have suggested before that fortify magicka enchantments should be replaced with fortify intelligence or fortify maximum magicka (multiplier) enchantments, has BTB got round to doing that?
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Danny Blight
 
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Post » Sat Sep 18, 2010 3:54 am

It seems to me that in many cases there are enough changes in each beta that some get lost in the wash when you're testing in-game. I haven't had time to test much of anything in my own mod, let alone everything in MCP, but I'll try harder. :)

The enchantment changes seem fine to me, by the way.
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Britney Lopez
 
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Post » Sat Sep 18, 2010 5:21 pm

Most of the research doesn't work out until it does, I'd rather not create any expectations. It's supposed to be foremost a bug fix patch, and it can take months to get anything done.

Ah, good point.
I have suggested before that fortify magicka enchantments should be replaced with fortify intelligence or fortify maximum magicka (multiplier) enchantments, has BTB got round to doing that?
I informed him of the problem and he is looking into it.

Edit: By the way, is total game time recorded anywhere? That is something I'd love to keep track of.
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Aliish Sheldonn
 
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Post » Sat Sep 18, 2010 3:43 am

Sorry if this is off topic, but I didn't want to start a new thread for such a simple question.

Looking at the advice on http://knotstheinane.blogspot.com/p/morrowind-modding-guide.html the author says to install the Tribunal and Blood moon patches - if I have game of the year - aren't they already patched to the most recent versions?

I can't seem to find what version they are patched to though in my GOTY box set.

thanks
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Shelby Huffman
 
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Post » Sat Sep 18, 2010 4:05 am

Sorry if this is off topic, but I didn't want to start a new thread for such a simple question.

Looking at the advice on http://knotstheinane.blogspot.com/p/morrowind-modding-guide.html the author says to install the Tribunal and Blood moon patches - if I have game of the year - aren't they already patched to the most recent versions?

I can't seem to find what version they are patched to though in my GOTY box set.

If you have GOTY, you do not need any official patches.
If you have the standard game and both expansions, (but not labelled as GOTY) then install the Bloodmoon Patch after Bloodmoon.
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Nicole Elocin
 
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Post » Sat Sep 18, 2010 5:57 pm

Alright, I have GOTY, ran the game once (just so the files are made), and installed all the official plugins, try to patch but it cant!
Please help me.
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Nitol Ahmed
 
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Post » Sat Sep 18, 2010 7:48 pm

Are there other crashes related to summoning that you say the fix reduces crashes but not "eliminates"?
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DeeD
 
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Post » Sat Sep 18, 2010 9:08 am

I'd like to make an observation about the enchant changes. I've been using MCP for quite a while but only for the basic bug fixes. For my latest character, I decided to make an Enchanter and use the several enchanting options in MCP. I Think the changes are generally good but the change to the enchanted values of self enchanted items are noticeably out of line with similar in game enchanted items. If I enchant a 5 capacity ring or sword for example, the item is worth 1500g or more while a similar in-game item is worth 50 or so. Of course, the reduction in value of filled soul gems in some ways balances that but still, the juxtaposition is jarring enough that I am considering it a failed build and I am ready to give it up. Has anyone else noticed or cared about this? Of course, most builds won't be overly affected but here I am with dozens of petty soul gems all producing valuable enchanted items. (and at 3-5 capacity they are easy to enchant taking only minor liberties like fortify luck 200 or fortify enchant 50- no alchemy abuse at all)

Comments anyone?
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Spencey!
 
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Post » Sat Sep 18, 2010 10:24 am

If I enchant a 5 capacity ring or sword for example, the item is worth 1500g or more while a similar in-game item is worth 50 or so.

Sounds kind of silly.

@Hrnchamd
Have you already come to a conclusion about adding a delay to potion-guzzling? I don't think I've seen you mention anything about it and it appears to me that it would certainly be as useful in adding balance as the "fix" you made to machinegun cast-on-use mechanics. Not to mention that, obviously, it's just a little too much to picture a character chugging dozens of potions in the time it takes his or her opponent to swing a sword.
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WYatt REed
 
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Post » Sat Sep 18, 2010 6:25 am

If I enchant a 5 capacity ring or sword for example, the item is worth 1500g or more while a similar in-game item is worth 50 or so...

Comments anyone?


I've often thought that a lot of enchanted items in MW are seriously under-valued. Maybe that's the problem (in which case I'm sure there are plenty of mods out there that address this).

Example: Amulet of Opening - Open 20 pts = 8 Gold... I mean, really!? It's much more use than a lockpick at the start of the game, and cheaper.
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nath
 
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Post » Sat Sep 18, 2010 5:01 am

I've often thought that a lot of enchanted items in MW are seriously under-valued. Maybe that's the problem (in which case I'm sure there are plenty of mods out there that address this).

Example: Amulet of Opening - Open 20 pts = 8 Gold... I mean, really!? It's much more use than a lockpick at the start of the game, and cheaper.

I think you may be right. Maybe I'm looking at this backwards; maybe the MCP changes are proper and it's the vanilla game that's wrong. The problem for me is that when changes like this diverge far from vanilla, I get the vague sensation of cheating which makes me want to stop playing. I guess I have to think about this some more. :)
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Lady Shocka
 
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Post » Sat Sep 18, 2010 5:40 am

A couple of suggestions (if you're still taking suggestions):

- SetAngle currently doesn't work for actors, so when remembering the player's position to teleport them back there later, the angle cannot be restored. I don't see why this should be the case.

- The special variable CharGenState can be used to disable saving, but it also has some negative effects, such as disabling quick keys. It would be cool if another value could be programmed in that disables saving without disabling quick keys.
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sally coker
 
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Post » Sat Sep 18, 2010 4:12 pm

@Hrnchamd
Have you already come to a conclusion about adding a delay to potion-guzzling? I don't think I've seen you mention anything about it and it appears to me that it would certainly be as useful in adding balance as the "fix" you made to machinegun cast-on-use mechanics. Not to mention that, obviously, it's just a little too much to picture a character chugging dozens of potions in the time it takes his or her opponent to swing a sword.

If a quaffing limit is put into place, please don't make it like Oblivion's ( failed ) static limit. I think limiting it to one potion per x seconds is not only more reasonable, but more realistic. What would be really nice is if you could queue up items in the inventory, and then they get used during play. One potion at a time for example, but while you are dodging the enemy's sword. Balance, convenience, and realism right there.

I think you may be right. Maybe I'm looking at this backwards; maybe the MCP changes are proper and it's the vanilla game that's wrong. The problem for me is that when changes like this diverge far from vanilla, I get the vague sensation of cheating which makes me want to stop playing. I guess I have to think about this some more. :)

Danjb has it, really. Balancing is a pain because you can't balance one thing without affecting the rest. I'm fine with most of the MCP changes to enchanting. The only thing I don't like is the new scaling, but I think it really only applies to the standard enchantments and any enchantment where you would use the full capacity. Something that uses a lower capacity probably still gets a fair amount of extra charges, but I think not getting even one from the the stock items isn't fair. I'll say it again, but 1.5x or 2x seems like a more reasonable balance, though it might be too much for low capacity enchantments. *shrugs*

Bottom line, future balancing mods need to consider the changes made by MCP, and I believe that the MCP does a good job of balancing where mods can't.

- SetAngle currently doesn't work for actors, so when remembering the player's position to teleport them back there later, the angle cannot be restored. I don't see why this should be the case.

There are a bunch of functions that are broken or don't work how you would expect. I don't see why AddItem can't take variables, but it can't, and it really should since it's allowed in dialogue. I know MWSE can do it, but I can't even begin to comprehend why MWSE should even be needed for it in the first place. It seems like something that should have been possible from the beginning.

I'd love to see this and the other functions fixed as well.
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jodie
 
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Post » Sat Sep 18, 2010 7:23 pm

I don't see why AddItem can't take variables, but it can't, and it really should since it's allowed in dialogue
I think reason is dialog result code is not precompiled to Morrowind p-code like complete scripts, it is interpreted on the fly
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Karen anwyn Green
 
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Post » Sat Sep 18, 2010 6:24 am

After looking at http://www.gamesas.com/index.php?/topic/1187015-oblivion-player-new-to-morrowind/, it occured to me to at least put forward this suggestion:

How about being able to delete saves in-game?
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Jack
 
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