Repairing the Cogs of Morrowind #13

Post » Fri May 27, 2011 11:44 am

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
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Kaylee Campbell
 
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Post » Fri May 27, 2011 12:31 pm

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


They are all stable, the newer versions just offer more changes. If you don't want any of the new features in a new version there really isn't a reason to upgrade.
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Lady Shocka
 
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Post » Fri May 27, 2011 4:07 am

I have a quick question about removing landmass mods. Back in vanilla Morrowind, your map wouldn't auto update after removing mods that add new land, bu you could still use Wrye Mash to rebuild it and have it looking the way it should look. With MCP, the Update Mao feature in Wrye Mash is no longer compatible (it ends up turning your map into a mess).

Has anyone found an easy way to successfully remove landmass mods without map issues?
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Monika Fiolek
 
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Post » Fri May 27, 2011 4:17 pm

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.
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City Swagga
 
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Post » Fri May 27, 2011 1:40 pm

Thanks for fixing the inventory Quick-Slot bug Hrnchamd, can't wait too se if it really work. But I'm nearly 100% sure it does.
EDIT: It works perfect, great job you are a genius. But I think you have only been fixing it for potions. May I point out that the inventory Quick-Slot bug, apply too all items assigned too any Quick-Slot keys when selected via the "Inventory Menu" only. But anyway how oftent do you need too quickly eat alot of Crab Meat:). And you can't cast spells from scrolls, so I think it's okay for now.
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Flash
 
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Post » Fri May 27, 2011 4:31 am

Hrnchamd, I really would be very happy if restoration spell effects were not taken into account by the spell absorption effect. My characters could be healed by companions, they could pay for healing at temple shrines, and they could receive blessings from shrines in tombs all throughout Vvardenfell. The way I play the game, that would be a huge improvement over the way absorption is currently handled by the game.
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Bellismydesi
 
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Post » Fri May 27, 2011 2:59 am

Wait, spell absorption affects restoration spell effects? I essentially always play as an Astronach sign, and I had never noticed. Bizarre.
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Eileen Collinson
 
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Post » Fri May 27, 2011 6:09 pm

snip
TWA(Toggle water)

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

Bump

TWA command is not working since May. I couldn't find why. It is happening without MGE too.
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Loane
 
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Post » Fri May 27, 2011 5:25 pm

I don't think Spell Absorption absorbing restoration spells is a bug. There is a book in-game titled The Firsthold Revolt, where healing spells are reflected as an oversight to the strategy. I imagine it should be the same with Spell Absorption. That said, if Spell Absorption gets changed, then maybe it would make sense to change Reflection too. I understand the frustration with absorbing blessings and such, but that is part of the blessing, and curse, of Spell Absorption.

Any news on the spell maker limitations Hrnchamd?
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YO MAma
 
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Post » Fri May 27, 2011 3:54 am

Psyringe will you do an update on the showcase mod sooner or later? I don't really know if anyone care, but I can still remember the first time I tested this bugfix patch with you mod. It was fun and interresting. I just want you too think about if some aspects is outdated, need some fixing or additions.
FYI last modifications date was 23th Sept. 2008.
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Emily Graham
 
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Post » Fri May 27, 2011 5:59 am

Thanks for fixing the inventory Quick-Slot bug Hrnchamd, can't wait too se if it really work. But I'm nearly 100% sure it does.
EDIT: It works perfect, great job you are a genius. But I think you have only been fixing it for potions. May I point out that the inventory Quick-Slot bug, apply too all items assigned too any Quick-Slot keys when selected via the "Inventory Menu" only. But anyway how oftent do you need too quickly eat alot of Crab Meat:). And you can't cast spells from scrolls, so I think it's okay for now.
Yes, I patched the potion-gulping function since that was my only test case. The inventory handling code is all over the place; I should be able to fix it for ingredient eating as well in the next release.

Wait, spell absorption affects restoration spell effects? I essentially always play as an Astronach sign, and I had never noticed. Bizarre.
It affects spells cast by other actors on you, but not self-cast spells.

TWA command is not working since May. I couldn't find why. It is happening without MGE too.
It is broken, can't get it to work at all. I can't see what's supposed to be happening in the code yet, give me a few days.

Any news on the spell maker limitations Hrnchamd?
It's technically possible but I'm reluctant to implement it atm.
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Lynne Hinton
 
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Post » Fri May 27, 2011 6:18 pm

snip
It is broken, can't get it to work at all. I can't see what's supposed to be happening in the code yet, give me a few days.
snip

OK. No need to hurry, I just wanted to be sure it was noticed. :)

Well, I have 3 possible explanations:
1. Directx update.
2. Video card driver update.
3. Beth programmers did put a time bomb so it will destruct Morrowind functions in time. First was to go off in May 2009, and it was TWA console command.

This is bizarre.
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Irmacuba
 
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Post » Fri May 27, 2011 8:53 am

I don't think Spell Absorption absorbing restoration spells is a bug. There is a book in-game titled The Firsthold Revolt, where healing spells are reflected as an oversight to the strategy. I imagine it should be the same with Spell Absorption. That said, if Spell Absorption gets changed, then maybe it would make sense to change Reflection too. I understand the frustration with absorbing blessings and such, but that is part of the blessing, and curse, of Spell Absorption.

Any news on the spell maker limitations Hrnchamd?


I also vote against changing Spell Absorption. I think that if you tend to absorb magicka, there isn't a little dude on your shoulder going "No, this one's bad, this one's good, oh it slipped through. Damn." You have a chance to absorb anything-- you have to balance good/bad effects. That's not a game bug, that's a balancing attribute.
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Adam Baumgartner
 
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Post » Fri May 27, 2011 3:21 pm

I also vote against changing Spell Absorption. I think that if you tend to absorb magicka, there isn't a little dude on your shoulder going "No, this one's bad, this one's good, oh it slipped through. Damn." You have a chance to absorb anything-- you have to balance good/bad effects. That's not a game bug, that's a balancing attribute.


I agree here. Not only does it sound hard to fix, but it really makes no sense at all. If you chose a char with absorption, well... Play it.
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Hot
 
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Post » Fri May 27, 2011 11:34 am

It's technically possible but I'm reluctant to implement it atm.

Oh, how come? Technical reason, or do you find it unbalancing or something else?
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Vicki Gunn
 
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Post » Fri May 27, 2011 5:15 pm

What are you voting for? All changes are optional in the installer and you don't have to play the same way as everyone else. It's better than democracy. :P Honestly I'd rather fix bugs first but people need to submit more reproducible test cases.

The spellmaker listing all spell effects, well it makes Fortify Skill / Corprus / Vampirism appear as well. Not really a general release kind of patch.
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matt white
 
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Post » Fri May 27, 2011 3:40 pm

What are you voting for? All changes are optional in the installer and you don't have to play the same way as everyone else. It's better than democracy. :P Honestly I'd rather fix bugs first but people need to submit more reproducible test cases.

The spellmaker listing all spell effects, well it makes Fortify Skill / Corprus / Vampirism appear as well. Not really a general release kind of patch.

I don't see the problem with Fortify Skill. You can buy the spells in the Palace in Tribunal. (By the way, have you been able to visit Mournhold yet?) But the others... yeah, that's bad. Does it make Restore Magicka appear too? That isn't supposed to be be available either.

Checking the CS for the spell effects led me to UESP where they talk about reflection and absorption with some interesting things. It seems that neither Spell Absorption or Spell Reflection are 100% unless you actually have a 100% spell active. What happens is that each effect gets checked, so if you have twice 50%, you end up with a 75% chance to either absorb or reflect. I have tested and confirmed this. It would be great if it could check the total percentage.

Quick question. Does the Reflect fix count for Fatigue and Magicka too? Sorry if I missed it, I recall it only working for Health.

The Spell Absorption thing made me think, could it be possible to always absorb or reflect all of the effects of a spell, assuming you would normally absorb or reflect it? That way, it would really act like one spell and not a bunch thrown at you at once.

Mainly I came to ask if you could have the MCP recalculate the costs of in-game area spells to match the new formula, before I got side-tracked with the spell stuff. A small plugin could always be made, I suppose.
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stevie critchley
 
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Post » Fri May 27, 2011 6:35 pm

Dunno why, but this seems vaugly related, a very old topic discussing how specular lighting and also bumps were both just switches the devs turned off:
http://aerelorn.1.forumer.com/index.php?showtopic=208

I think since the specular has been opened up, maybe just that post would look a bit interesting and to us old timers, nostalgic =)
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Cat Haines
 
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Post » Fri May 27, 2011 9:49 am

Reflect fix works on any reflected absorb spell.

The Spell Absorption thing made me think, could it be possible to always absorb or reflect all of the effects of a spell, assuming you would normally absorb or reflect it? That way, it would really act like one spell and not a bunch thrown at you at once.
It always worked like this, since you absorb the spell's magicka cost.

Mainly I came to ask if you could have the MCP recalculate the costs of in-game area spells to match the new formula, before I got side-tracked with the spell stuff. A small plugin could always be made, I suppose.
The editor has the original spell cost formula; I'm not sure exactly when auto-calculate spell cost occurs either, in the editor or loading mods.
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Brandi Norton
 
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Post » Fri May 27, 2011 7:11 am

Sorry but what the hell is PatcherGUI? And where can I download/get more info about this?
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Jose ordaz
 
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Post » Fri May 27, 2011 7:04 am

Little question; is that showcase esp optional? or do you have to install it.
I'm not gonna use that showcase thing, so i want to know if you can run mcp without that particular esp.
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vicki kitterman
 
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Post » Fri May 27, 2011 6:15 pm

Little question; is that showcase esp optional? or do you have to install it.
I'm not gonna use that showcase thing, so i want to know if you can run mcp without that particular esp.


It's optional. You can check the various things MCP does with it.
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Jonathan Egan
 
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Post » Fri May 27, 2011 3:51 pm

I read that, but i have no use of that showcase thing ;)
I assume it just patch the things which i select. I don't want to sound disgrateful, it is a nice extra, but i just have no use of it and just believe it will do it's work. Just like UMP/MPP does.
Thanks for the info.

And thanks Hrnchamd for this handy little program, which fixes some good things. It bugged me a bit that merchants start to give your lesser money for an item when your personality and mercantile skill become high.
This program finally fixes that. (now there is also a little workaround for that, but this is better)
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Laura Cartwright
 
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Post » Fri May 27, 2011 5:16 am

Checking the CS for the spell effects led me to UESP where they talk about reflection and absorption with some interesting things. It seems that neither Spell Absorption or Spell Reflection are 100% unless you actually have a 100% spell active. What happens is that each effect gets checked, so if you have twice 50%, you end up with a 75% chance to either absorb or reflect. I have tested and confirmed this. It would be great if it could check the total percentage.


I find that very unlikely. I have had well over 100% reflect from various sources, and it has never failed. :)

So, Reflect works as intended. Unless 30 + 10 + 20+ 5 + 5+5+10, etc, gives me 99.9999999999999 Reflect. :)
Now I'll sit still and let someone attack me with spells for a thousand years, but I'm certain it works.

I'll test it with my current character, after I run through my rather powerful reflect 100% spell I already have on.
How much is 300,000 seconds?
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Myles
 
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Post » Fri May 27, 2011 10:41 am

Reflect fix works on any reflected absorb spell.

Ok, thanks.

It always worked like this, since you absorb the spell's magicka cost.

What I meant was, could it be possible that if you absorb or reflect a multi-effect spell, you would never receive any effect from it? As it is now, you can still be affected by some effects of a multi-effect spell. A good way to test is to cure your attributes at a shrine with an Atronach character. You will usually absorb some effects, while still receiving others.

The editor has the original spell cost formula; I'm not sure exactly when auto-calculate spell cost occurs either, in the editor or loading mods.

Do you know why spells made at the spell maker cost more magicka than spells you can buy, even auto-calced?

Checking the CS for the spell effects led me to UESP where they talk about reflection and absorption with some interesting things. It seems that neither Spell Absorption or Spell Reflection are 100% unless you actually have a 100% spell active. What happens is that each effect gets checked, so if you have twice 50%, you end up with a 75% chance to either absorb or reflect. I have tested and confirmed this. It would be great if it could check the total percentage.


I find that very unlikely. I have had well over 100% reflect from various sources, and it has never failed. :)

So, Reflect works as intended. Unless 30 + 10 + 20+ 5 + 5+5+10, etc, gives me 99.9999999999999 Reflect. :)
Now I'll sit still and let someone attack me with spells for a thousand years, but I'm certain it works.

I'll test it with my current character, after I run through my rather powerful reflect 100% spell I already have on.
How much is 300,000 seconds?

Well, it does work like that. I tested with twice 50%, and was hit with the spell often enough.

And by the way, it's 5000 minutes. 300,000/60. You must certainly be cheating to get a duration that long.

You could always Dispel yourself... For the sake of testing.
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Ebony Lawson
 
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