Repairing the Cogs of Morrowind #13

Post » Fri May 27, 2011 11:06 am

You would not want to fix this unless you fixed the encumbrance problem resulting from having something in your inventory that is lost due to mod removal (or some other nefarious act). It is the only way to correct the PC's resultant weight problem.

sieboldii


Not so. It is actually quite simple to fix it using Enchanted Editor. Just take everything out of inventory, then use the console to add multiple instances of a single heavy object, such as Dwemer cogs. Ensure that you add enough that there is a positive encumbrance value. Save, and then open the save in EE. Find the player reference, and remove all of the cogs from inventory there. That will reset it to 0.
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NO suckers In Here
 
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Post » Fri May 27, 2011 8:28 am

Could you do a "pure" version with only the bug fixes and no gameplay changes?
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Shae Munro
 
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Post » Fri May 27, 2011 3:14 am

Could you do a "pure" version with only the bug fixes and no gameplay changes?

You do know that any change is optional from the installer?
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Siobhan Thompson
 
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Post » Fri May 27, 2011 6:32 pm

Could you do a "pure" version with only the bug fixes and no gameplay changes?

you can choose wich fixes/gameplay changes apply ;)
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Reven Lord
 
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Post » Fri May 27, 2011 6:18 am

You do know that any change is optional from the installer?


Nope, didn't download it (as I thought it was a balance mod)
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glot
 
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Post » Fri May 27, 2011 4:22 am

Great update on the patch, there is just one issue:
The player needs to dispell/remove Blindness before applying or removing the Blindness fix. I had the Boots of Blinding Speed on when I applied the blindness patch, so the attack bonus was still there and didn't go away when the boots were removed. Wearing the boots then removing the blindness patch had the opposite effect, permanently lowering chance to hit. Since these are opposite, they cancelled each other out, so I then removed the boots and applied the blindness patch again.

I don't think there is a good way to prevent this, so it may be best just to add a warning to the patch notes. Even if there is a way to detect blindness when applying the blindness patch, I don't see a way to prevent the opposite effect if the player is blinded and completely removes the code patch. Since issue A could be used by the player to fix issue B, removing just issue A would leave no fix for issue B.
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Sunny Under
 
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Post » Fri May 27, 2011 3:59 pm

I have an idea, if I am correct, magic effects are limited, replacing the existing effects is possible, but it is impossible to add new ones, could this possibly be "unlocked"? There are many other things that could be "unlocked", such as the limited amount of idle animations (the game is limited to nine) as well as the inability to add new weather.
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Dalley hussain
 
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Post » Fri May 27, 2011 9:47 am

I have an idea, if I am correct, magic effects are limited, replacing the existing effects is possible, but it is impossible to add new ones, could this possibly be "unlocked"? There are many other things that could be "unlocked", such as the limited amount of idle animations (the game is limited to nine) as well as the inability to add new weather.

I think these are mostly beyond the scope of this code patch, however they are still interesting topics. I know Peachykeen was onto unlocking the idles earlier but i'm unsure how far he got... if Hrnchamd would like to talk about unlocking idles for animation, Peachy is prolly the guy to speak too.

I wonder what and if new spells/new weather/new idles would any effect on save games.
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GEo LIme
 
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Post » Fri May 27, 2011 12:48 pm

Great update on the patch, there is just one issue:
The player needs to dispell/remove Blindness before applying or removing the Blindness fix. I had the Boots of Blinding Speed on when I applied the blindness patch, so the attack bonus was still there and didn't go away when the boots were removed. Wearing the boots then removing the blindness patch had the opposite effect, permanently lowering chance to hit. Since these are opposite, they cancelled each other out, so I then removed the boots and applied the blindness patch again.

Thanks for finding this out! I'll be sure to add a warning in the readme with the next revision.

I have an idea, if I am correct, magic effects are limited, replacing the existing effects is possible, but it is impossible to add new ones, could this possibly be "unlocked"? There are many other things that could be "unlocked", such as the limited amount of idle animations (the game is limited to nine) as well as the inability to add new weather.

Adding anything new like that requires inserting new data all over the place, typically there's no slack space in the exe to fit anything more in. You have to code around every single access which is too much work. Also, each magic effect requires its own function, animations need AI modification to recognize it exists, and the weather is the closest thing to possible I guess.
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Josephine Gowing
 
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Post » Fri May 27, 2011 11:25 am

...and the weather is the closest thing to possible I guess.

So what must be done to get the weather to work? From what I've learned the whole way the weather is set up (the actual weathers etc.) are through the INI, seeing as Bloodmoon adds weather, it would probably be a good idea to check out the weather related codes (and I have no idea how this sort of patching/coding works, so correct me if I'm wrong) before and after bloobmoons install, it may give some clues of how the whole thing is manipulated.

While we're talking about weather though, there's something I'd like to mention, Morrowind's skies are set up using a giant dome mesh that hovers over the camera and appears behind everything, but it only has one layer for textures to go, while Oblivion has two, could it be possible to allow this double-layered sky? I could provide the mesh...
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Jeff Turner
 
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Post » Fri May 27, 2011 4:21 pm

Here's another http://www.gamesas.com/bgsforums/index.php?showtopic=1014195&st=4&# for MCP - before first save of a new game the gender of first person hands remains male.

Props go to Illuminiel for mentioning and explaining it. B)
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Rachel Cafferty
 
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Post » Fri May 27, 2011 6:13 am

I was wondering if this has ever been brought up. The scripts to add things to leveled lists are broken, if they're used the lists revert to vanilla only + whatever the list adds.
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Richard
 
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Post » Fri May 27, 2011 6:07 am

Adding anything new like that requires inserting new data all over the place, typically there's no slack space in the exe to fit anything more in. You have to code around every single access which is too much work. Also, each magic effect requires its own function, animations need AI modification to recognize it exists, and the weather is the closest thing to possible I guess.


Last I saw, Morrowind had a few hundred kilobytes of empty space (end of segments mostly) lying around the executable. I'd have to check again to tell you exactly how much and where, but I know there's a decent bit. Dunno if it'll help, but if you call a function you've added there, and use your new function to call the old function, it may work (replace the original call to A with a call to the new B, then have B call A before returning). I don't know how calls work in asm as far as memory (shouldn't touch any registers but... esp? I'm really not sure), but that may be possible.



Also: I make a little progress on this a while back, but a fix for the limits of animation can be somewhat achieved by removing the note tag checks. Instead of adding new valid tags, just remove the check entirely and it may work. I once made a penguin play the group thisthat using a script. PlayGroup would need fixed (the script/console command) to make it really functional. However, removing the check (it needs removed on loading models, running the script command (two places I think), and the console command) does fix the issue.
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Bloomer
 
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Post » Fri May 27, 2011 3:35 pm

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
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Ash
 
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Post » Fri May 27, 2011 9:00 am

There is a bug with main menu buttons after patching. If you will try to enter options, or click on Load, and cancel after that, then the menu will be just in halph of its size.
P.S. thanks for this "menu" option).
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Brooks Hardison
 
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Post » Fri May 27, 2011 6:16 am

Posting in the right thread:

I encountered a bug in Morrowind which is a recently occurred one.
With vanilla Morrowind(No expansions, no MGE, no MCP, no, nothing) as well as a fully modded one,
one of the console commands is broken. I thought it was not a big issue and related to MGE updates when I first encountered a while ago(It was working in May '09). But now I need that command and it is not working.

TWA(Toggle water)

All the other commands are working properly, with the exception of TW(toggle world) which disables everything but water.

Obviously I need confirmations, anyone can try to reproduce it. Thanks. If you are using MGE, you have to disable distant land first to see vanilla water...
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Josee Leach
 
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Post » Fri May 27, 2011 3:26 am

I see that no one likes the idea of forcing a merchant to buy an item at its base value price. It would be an extremely powerful option to modders that want to fix the economy and create a new one not based on on coinage, (like mine). All it would consist of is making the modder set a flag on an item and then the merchant code check and make sure that flag isn't set. MWSE isn't capable of doing this afaik.
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Lizbeth Ruiz
 
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Post » Fri May 27, 2011 11:07 am

I completely missed this, and only found it a couple says ago. I was still following thread #12. Real life has kept me away from the computer, so I blame that. Though I haven't tested everything, you can assume that I find everything is working unless I post something otherwise. I say this because I don't know how often I will be able to test in the coming days. This release looks great though.
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Penny Courture
 
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Post » Fri May 27, 2011 6:57 am

There is a bug with main menu buttons after patching. If you will try to enter Options, or click on Load, and cancel after that, then the menu will be just in half of its size.
P.S. thanks for this "menu" option.

I can confirm this also. Occurs anytime the Main Menu is displayed - before a game is loaded/started, or during a loaded game.

----------------------------------------

Enchanting arrows/bolts/thrown weapons works nicely. Thanks for that Hrnchamd!
Tested with petty thru grand soulgems, and stacks of each type of ammo/weapon - in each case the max number enchanted was the soulgem charge value; each newly enchanted set of items stacked together in inventory. :thumbsup:
One suggestion tho would be to multiply the enchantment cost by the count in the stack when paying for enchanter services. As it is now, cost is just for the enchantment regardless of how much ammo is in the stack - same cost whether enchanting 1 arrow or 400 arrows. :mellow:
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Rhiannon Jones
 
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Post » Fri May 27, 2011 4:41 pm

In my opinion, with vendor enchanting most of the cost is for the service and the guaranteed success rate. They don't charge more for enchanting an ebony staff than a chitin dagger, for the same enchant. It also encourages saving up a decent soul for enchanting lots of arrows. Small amounts of arrows can be made yourself if you have enough skill.
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StunnaLiike FiiFii
 
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Post » Fri May 27, 2011 1:37 pm

Oh, before I forget again, another feature I thought up awhile ago. Can you remove the limitation in the spell maker that requires you to already have a spell effect ready for casting in your spell list in order to use it in a custom spell?
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Rob
 
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Post » Fri May 27, 2011 5:18 pm

So what must be done to get the weather to work? From what I've learned the whole way the weather is set up (the actual weathers etc.) are through the INI, seeing as Bloodmoon adds weather, it would probably be a good idea to check out the weather related codes (and I have no idea how this sort of patching/coding works, so correct me if I'm wrong) before and after bloobmoons install, it may give some clues of how the whole thing is manipulated.

While we're talking about weather though, there's something I'd like to mention, Morrowind's skies are set up using a giant dome mesh that hovers over the camera and appears behind everything, but it only has one layer for textures to go, while Oblivion has two, could it be possible to allow this double-layered sky? I could provide the mesh...

So Hrnchamd, what's you take on this?
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FoReVeR_Me_N
 
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Post » Fri May 27, 2011 2:53 pm

So Hrnchamd, what's you take on this?


Out of curiosity, have you tried this yourself? It seems like loading the object into blender, "shift+d" to create a copy of the original, then "s" to scale it a tad smaller. Add an alpha node and wouldnt that do the trick?
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Joe Bonney
 
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Post » Fri May 27, 2011 7:16 pm

Out of curiosity, have you tried this yourself? It seems like loading the object into blender, "shift+d" to create a copy of the original, then "s" to scale it a tad smaller. Add an alpha node and wouldnt that do the trick?

Yes, I have, unfortunately it will only show the same texture on each layer, and you can't add alpha nodes, it will make the clouds appear in front of objects.
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hannaH
 
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Post » Fri May 27, 2011 3:50 am

I haven't played Morrowind in a while so I'm not sure that I remember this 100% accurately and I'm not sure if it's been discussed here before or not. Anyway, I believe it is the case in the game that reflected spells are never absorbed by your character or by NPCs, no matter how much spell absorption is currently affecting the target of the reflected spell. If I am remembering that correctly, then I think it would be awesome if the code patch could make it so reflected spells have a chance of being absorbed.

Also, I asked a while ago if it would be possible to make it so "good" spell effects are not absorbed by the spell absorption spell affect. As things stand now, it's pretty much impossible for a character born under the sign of the Atronach to ever receive a blessing from any shrine in the game. :^( Since almost all of my characters are born in that time frame, I would love to see this issue corrected as well. IIRC, Hrnchamd said that this would be a relatively easy fix the last time I suggested it so I'm really hoping this one may actually be included. :^)
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Juliet
 
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