Repairing the Cogs of Morrowind #13

Post » Fri May 27, 2011 11:03 am

Could we stay on topic please.

I'm looking into fixing the lighting discontinuities (lighting failures at edges) right now, as well as an attempt to make reflect/bumps appear the same brightness as local lighting.
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Miss Hayley
 
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Post » Fri May 27, 2011 11:39 am

I don't know if this is the case for just me, but at least one aspect of the Code Patch seems to break the ability to catch diseases. Completely removing the patch fixes this, but with save game patch (and possibly other patches in the *bug fix* category as well), it will cease to work.
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Josh Lozier
 
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Post » Fri May 27, 2011 4:10 pm

Um, What? Are you certain? Because that doesn't seem to make sense. Can you see if you have immunity to diseases? This would have been reported long before now if it's truly the Code Patch's fault.

Can you check again to make sure?
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Beulah Bell
 
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Post » Fri May 27, 2011 8:52 am

It appears to be the case. My install is unmolested by any non-cosmetic mod and this is a relatively new file (no corprus part yet). I can run around the Ashlands and fight dozens of diseased and blighted creatures and loot their corpses, but to no avail. Removing all the patches under the *bug fix* category fixes it. I'm currently trying to figure out which specific fixes are causing it.
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Britney Lopez
 
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Post » Fri May 27, 2011 11:33 am

I'm looking into fixing the lighting discontinuities (lighting failures at edges) right now


Sounds like somebody is delving into solving graphical bugs again?

If you can do it, it'd be terrific!
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Nick Pryce
 
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Post » Fri May 27, 2011 5:55 pm

It appears to be the case. My install is unmolested by any non-cosmetic mod and this is a relatively new file (no corprus part yet). I can run around the Ashlands and fight dozens of diseased and blighted creatures and loot their corpses, but to no avail. Removing all the patches under the *bug fix* category fixes it. I'm currently trying to figure out which specific fixes are causing it.

Just tested it with my setup, I still caught disease and blight off spawned creatures. It took about 20 tries per corpse to catch anything, perhaps this low rate is either a bug or deceptive randomness. Turn up the disease catching GMST and test it again.

Sounds like somebody is delving into solving graphical bugs again?

If you can do it, it'd be terrific!

Just fixed it. There's no more discontinuities, but I need to check for performance implications. I know how to adjust the lighting culling distance if I have to keep it on.
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mollypop
 
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Post » Fri May 27, 2011 8:27 am

- Are projectiles (arrows, etc.) restricted to "on strike" only enchantments? Otherwise, there could be a chance to abuse some with "on use" enchantments.

Really, "on use" doesn't seem that bad to me for arrows, from a role playing perspective anyway, except that you would end up with hundreds of them...

But on the subject of absorption and reflect, is there a way to make it so reflect is checked first? I think I may have asked this once upon a time, but the Ring of Equity has both effects, 100% Absorption and something like 70% Reflect. As it stands, absorption is checked first, so spells always get absorbed and never reflected. The reflect part just serves to chug the charge faster. :(

It would be great if they could both function with one at 100%. I think something like that was mentioned not long ago, but it was deemed too complicated. Maybe it will come around one day, after all, arrow enchanting was pretty messy in the beginning.

My other wish list item is merchant gold appearing in inventory if you kill/steal from them. I know a few mods that use MSE do this, but they also do a lot of other things - and use MSE, which my chunky boot computer can't run so hot alongside Morrowind already.

That would be nice, really. But with mods it's not going to be likely I suppose, and the space could be used to fix something else. Still, one less mod is nice.

They liked around half the fixes, and have a sense of humour. Seems good to me.

Well, that's all that matters. It was funny though.

Just fixed it. There's no more discontinuities, but I need to check for performance implications. I know how to adjust the lighting culling distance if I have to keep it on.

That's awesome. You are on a roll lately. I can't tell what you like more; Morrowind or fixing it.
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sam
 
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Post » Fri May 27, 2011 10:46 am

Just fixed it. There's no more discontinuities, but I need to check for performance implications. I know how to adjust the lighting culling distance if I have to keep it on.

Am I dreaming? What's happening? :nuke: <<
Next year newbies will find a terrific game.(OT: This reminds me a dream: DNF was released in 2001 and I am in their forums on a quest of polishing it's graphics. Well, I am but with Duke Nukem 3D, it's http://www.youtube.com/watch?v=z9nVuf6OM2g which supports http://i51.photobucket.com/albums/f386/vtastek/duke3d/polymer/ss01/Microshot.jpg.)

PS. I have to find my old ini settings now.
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Danny Blight
 
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Post » Fri May 27, 2011 11:23 am

Could we stay on topic please.

I'm looking into fixing the lighting discontinuities (lighting failures at edges) right now, as well as an attempt to make reflect/bumps appear the same brightness as local lighting.


OMG

You, sir, are awesome, just awesome.
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Jason White
 
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Post » Fri May 27, 2011 5:08 pm

Has anyone ever brought up the topic of a proper no-glow? The esps that set RGB to black effectively disable my bump maps.
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David John Hunter
 
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Post » Fri May 27, 2011 5:32 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6984
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RaeAnne
 
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Post » Fri May 27, 2011 12:06 pm

Tried that BEFORE the plugins actually. I dunno if it works as intended but, but the enchanted weapon still glows red or green depending on wot the enchantment is. I think it is because of the bumpmapping that it shows up in fact, the original objects may be quite alright with this.
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Miss Hayley
 
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Post » Fri May 27, 2011 11:02 am

I think Pluginless NoGlow works well, I haven't got any problems with it, and it certainly removed all glows from the game.
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Kristina Campbell
 
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Post » Fri May 27, 2011 3:33 am

Yup must be the bumpmap that does it then
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Camden Unglesbee
 
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Post » Fri May 27, 2011 3:44 am

Could we stay on topic please.

I'm looking into fixing the lighting discontinuities (lighting failures at edges) right now, as well as an attempt to make reflect/bumps appear the same brightness as local lighting.


Are we talking about 'checkerboard lighting' issue here? :blink:
Sir, you gonna be the hero of both Nirn and Earth if you succeed! :foodndrink:
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Your Mum
 
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Post » Fri May 27, 2011 3:00 am

What I've found: if you apply bumpmap to something it overides the gladwrap on enchantment, BUT, the coloured glow remains, and acts as if you tinted the environment map.
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Mason Nevitt
 
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Post » Fri May 27, 2011 2:43 am

This will likely be the last time I bring this up, unless I think of another idea of course. :P

The stolen item issue. Gold can have an owner, be stolen, and then the ownership tag is removed when it is placed into your inventory. If it would be possible to remove the ownership tags on stolen items when you pick them up, then we would have a solution. It would be more realistic that way, as if you aren't seen taking it, then no one can know who it belongs to. Of course, the owner should be able to recognize their belongings, so the guards should be able to take it... But stolen gold isn't removed from the inventory when you are arrested. You would still be given a bounty for the value of the item stolen if you are caught, so I don't find it terribly unbalancing. Mods can always be used to make thievery more difficult. Or if there could be a way to remove the ownership after a certain amount of time passed, so you would have to be "on the run".
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stephanie eastwood
 
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Post » Fri May 27, 2011 1:07 pm

What I've found: if you apply bumpmap to something it overides the gladwrap on enchantment, BUT, the coloured glow remains, and acts as if you tinted the environment map.

You mean as is recounted here:-
http://niftools.sourceforge.net/wiki/Morrowind/NifSkope_Tutorial_1
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Andrew Perry
 
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Post » Fri May 27, 2011 7:47 am

is it possible to have enchant casting use the spellcasting animations rather than just firing off the effect? it may just be enchant casting pointing to spell fire instead of spell cast


any chance about looking at this? I always wondered if casting through enchanting was broken since there was no animation or delay.
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^~LIL B0NE5~^
 
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Post » Fri May 27, 2011 3:13 pm

i'd like to ask a question... are these patches something the morrowind community continued to do after bethesda stopped caring about morrowind? :D
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Josh Dagreat
 
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Post » Fri May 27, 2011 3:37 am

i'd like to ask a question... are these patches something the morrowind community continued to do after bethesda stopped caring about morrowind? :D

I had a terrible mod conflict that broke LCV and made NPCs disappear. After reading about the cause, the local ref thing, it was the last straw and I had to start fixing the mess. It started with small things, then Psyringe came along and convinced me to research the local ref bug with his help. Twelve months later..
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..xX Vin Xx..
 
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Post » Fri May 27, 2011 6:46 am

You mean as is recounted here:-
http://niftools.sourceforge.net/wiki/Morrowind/NifSkope_Tutorial_1

No, not as was recounted there. Not quite. "meaning the appearance will be the same enchanted or not" that is a false statement, it will still glow the enchantment colour, and the bump mapping doesn't quite work right depending on what colour it is.
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Steven Nicholson
 
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Post » Fri May 27, 2011 2:00 pm

"it will still glow the enchantment colour"
Not for me it doesn't. Doesn't glow at ALL!
"that is a false statement"
I have a pair of boots that are enchanted, do not glow and lol at that. (grin)
Have you followed all the steps? Sounds like you are doing something wrong.
The bump mapping is added AND then disabled. No glow or visible effect.
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lolli
 
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Post » Fri May 27, 2011 5:32 am

I had a terrible mod conflict that broke LCV and made NPCs disappear. After reading about the cause, the local ref thing, it was the last straw and I had to start fixing the mess. It started with small things, then Psyringe came along and convinced me to research the local ref bug with his help. Twelve months later..


so basically, this is the next level of must have patches after bethesda stopped providing updates for morrowind?
i mean, they don't change the game in huge ways, add extra monsters or megasuper weapons, it just improves gameplay by fixing bugs, patches and things that the original developers overlooked?
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FABIAN RUIZ
 
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Post » Fri May 27, 2011 5:55 am

"it will still glow the enchantment colour"
Not for me it doesn't. Doesn't glow at ALL!
"that is a false statement"
I have a pair of boots that are enchanted, do not glow and lol at that. (grin)
Have you followed all the steps? Sounds like you are doing something wrong.
The bump mapping is added AND then disabled. No glow or visible effect.

No no like I said I'm wasn't talking about the same thing as the article. Bumpmapping isn't being used to stop the effect here, it's used for err, bumpmapping. It's the enchantment effect that's ruining my bumpmap. Okay so maybe that wasn't a false statement.
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Janeth Valenzuela Castelo
 
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