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.
I was talking about constants stored in the data segment.
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.
It isn't quite as simple as this. Which flag are you going to overload with this new meaning; if it's playing with the value entry then some items have 16 bits for value while others have 32 bits. Not only do I have to disable the skill-based price changes but also invent a way to negate haggling over the value of a fixed item, or just disable it. Not many people have shown interest enough to work other effects on the trading system that may be required.
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.
It would be nice but I think it's a bit too much trouble.
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. :^)
It's a bit difficult to tell if a spell only contains good effects, but an approximate way could be to allow Restoration school spells to land without being absorbed.
I have a question, is the upgraded fisticuff damage the fatigue damage or the health damage while unconcious, or both? and since this is a bug fixer, do you mean Bethesda intended for it to be this way, cocked up implementing it, and did not even realise it was such? Thankyau
Edit: Oh and I really don't mind the wee bugs I'm not likely to notice, I'd just like the game to crash less. If so which is the most stable version of this? I'm on 1.3 at the mo I fink
It's an optional gameplay change that should affect both kinds of damage. It just seems like an oversight that strength doesn't do anything when it does in Daggerfall and Oblivion. Every version fixes a few more crash bugs, I'm working on inventory/UI crashes and 1.4 fixed some.