Repairing the Cogs of Morrowind #13

Post » Fri May 27, 2011 10:44 am

I don't think I can dispel it. :)

So, Reflect is really broken? Hmm. Well, time to test the theory again by using a multitude of different levels of reflect.
Oh, and yes, I was cheating a bit. :) I created a spell with a 100% reflect for that duration so my low level chars would have enough time to kill spell casters without worrying about melting. :)
And the occasional out of depth monster. :)

OH, and 30 + 10 + 20+ 5 + 5+5+10, 85%, plus 15% gives me 99.9999999999999 Reflect
I would assume this is true since I never encountered this bug. :(

I could test it. But the amount of time It would take to properly test it, would be longer than I have remaining to live.
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Love iz not
 
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Post » Fri May 27, 2011 3:06 am

I don't think I can dispel it. :)

So, Reflect is really broken? Hmm. Well, time to test the theory again by using a multitude of different levels of reflect.
Oh, and yes, I was cheating a bit. :) I created a spell with a 100% reflect for that duration so my low level chars would have enough time to kill spell casters without worrying about melting. :)
And the occasional out of depth monster. :)

OH, and 30 + 10 + 20+ 5 + 5+5+10, 85%, plus 15% gives me 99.9999999999999 Reflect
I would assume this is true since I never encountered this bug. :(

I could test it. But the amount of time It would take to properly test it, would be longer than I have remaining to live.

How can you not Dispel? You could even make a cheat Dispel of like, 500,000 points at zero cost. Or make a new character. There isn't really anything to test anyway, it's just like that. Not just reflect either, but Spell Absorption too.
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Cameron Garrod
 
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Post » Fri May 27, 2011 3:44 am

Um, but it's never happened to me! GAH!
So, how do I test something like it?
And dispel has never worked for me. :( Ever. No matter how I tried to use it. Except if I use it as a constant effect. Yeah, total invincibility. :)

Baring that, yeah.

Anyhow, I'll be willing to play around with Reflect in multiple doses, but I assure you, it's never happened to me. Maybe only a few computers bug up like that. I don't know. But I have gotten muiltple sources of Reflect up to 100%, and it's worked.

Now, if it's working 99.99999999999999999% of the time, that's fine. Because the odds of it not working are about 1 in 10,000,000,000,000,000,000. :)

I'm not saying it's not broken, but It's never been a problem for me at all.
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Tha King o Geekz
 
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Post » Fri May 27, 2011 12:26 pm

Hi everyone, I did not look into this forum for years. I wanted to know if someone got around the checkerboarding effect (one very annoying thing about MW imho)?
It is the effect happening when a guard with a (mod) brightened torch wanders from one ground texture to another and the borders of those textures look like a checkerboard because one mesh gets the lighting and the other does not.
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ashleigh bryden
 
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Post » Fri May 27, 2011 5:23 pm

One other thing I wanted to nag you about, Hrchamnd. Why make Creatures damage armor?
I didn't think that was a bug at all. I thought it was because they don't have weapons. :)

Seriously, do mudcrabs have the right to destroy daedric armor? I think not.

I'll still update to 1.4. But only if the giant map feature allows either zooming, or fixing the insane small size of the dots for cities and stuff. :(
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Victoria Bartel
 
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Post » Fri May 27, 2011 3:20 am

Hi everyone, I did not look into this forum for years. I wanted to know if someone got around the checkerboarding effect (one very annoying thing about MW imho)?
It is the effect happening when a guard with a (mod) brightened torch wanders from one ground texture to another and the borders of those textures look like a checkerboard because one mesh gets the lighting and the other does not.

I think quadratic lighting fixes that, at least a little. Go to your Morrowind.ini and set UseQuadratic to 1, and maybe linear to 0. Setting QuadraticRadiusMult to 1.4 looks pretty good. Some will say higher, but it tends to make things green. Setting it really high gets almost psychedelic.

One other thing I wanted to nag you about, Hrchamnd. Why make Creatures damage armor?
I didn't think that was a bug at all. I thought it was because they don't have weapons. :)

Seriously, do mudcrabs have the right to destroy daedric armor? I think not.

I'll still update to 1.4. But only if the giant map feature allows either zooming, or fixing the insane small size of the dots for cities and stuff. :(

Of course creatures should damage armor. Mudcrabs have big jaw-things... Kagouti have big tusk-things, Clannfear have claws, etc... I would hope an Ogrim could dent my armor. Not to mention how much of a pain it is to raise the Armorer skill.

And yes, you can zoom with 1.4. You could always regress if you don't like the new patch anyway, or not use the map expansion, or the creature damage option. You know, you don't have to use every aspect of the patch... To quote Hrnchamd: "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.".

That made me smile.

New campaign: Use the MCP! It's better than democracy! USE IT!
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Isabella X
 
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Post » Fri May 27, 2011 3:04 am

Uh huh, fine, fine, don't accept the logic of David, see if I care. :(

I suppose you're right. And it's good to know that you can zoom in on the map now. Because the last version I had was 1.2. I'm really slow moving. :)

I'll come back here to nag you later, though, Arsuru. :)

I also know it's optional. I'll also in the credits file. I hope by now. I helped find a bug. Somewhat major too. See, just because I'm strange doesn't mean I can't find reflect bugs.

I just think it didn't need to be added because it falls under the catagory of not a bug, but an added feature.. I know how bad the armorer skill is to raise. That's one of the things I liked about Oblivion, you can actually raise it before you die of old age. :)
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Ross
 
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Post » Fri May 27, 2011 6:36 am

Does the code patch also work with Thepal's UMP v1.63b? Or only with MPP 1.64?
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Kayleigh Williams
 
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Post » Fri May 27, 2011 5:52 pm

There's no reason why it wouldn't work. :)
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Gill Mackin
 
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Post » Fri May 27, 2011 6:40 am

Ok. Thanks for the clarification.
Well, i've read some time ago that i wouldn't work with the old UMP from thepal.
But if it does work now, then that's good news :)
I have myself some problems with MPP 1.64 and would switch back to 1.63b.
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Pixie
 
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Post » Fri May 27, 2011 12:08 pm

Ok. Thanks for the clarification.
Well, i've read some time ago that i wouldn't work with the old UMP from thepal.
But if it does work now, then that's good news :)
I have myself some problems with MPP 1.64 and would switch back to 1.63b.


A lot of problems can be fixed using a correct load order :)

I've MPP 1.64 .esm loaded just after MW/TB/BM ESM's, and it works like a charm. Other mods shouldn't also conflict with it because it has the lowest priority (because of his position in the load order).

Any unofficial patches must be loaded this way (in Oblivion, too).
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Kill Bill
 
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Post » Fri May 27, 2011 12:27 pm

MPP 1.64 is also loading here after the three esm's of the main game plus expansions ;)
It's more related to bookrotate.
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Brian LeHury
 
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Post » Fri May 27, 2011 4:54 pm

MPP 1.64 is also loading here after the three esm's of the main game plus expansions ;)
It's more related to bookrotate.


Do you have 1.64 esm loaded after the bookrotate esm?

There were some issues mentioned earlier and that has solved the problem for me.

sieboldii
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SaVino GοΜ
 
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Post » Fri May 27, 2011 11:32 am

Does it put the backup of your original exe file in a different place than the main folder? I first found an old version of the patch (1.2, I think), but it crashes the game when loading after returning a billion errors. I went to go uninstall it, and it tells me, "Restoring from backup..Could not find a backup of Morrowind.exe." Running a search on my computer doesn't seem to find it either.
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Brιonα Renae
 
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Post » Fri May 27, 2011 2:47 pm

Does it put the backup of your original exe file in a different place than the main folder? I first found an old version of the patch (1.2, I think), but it crashes the game when loading after returning a billion errors. I went to go uninstall it, and it tells me, "Restoring from backup..Could not find a backup of Morrowind.exe." Running a search on my computer doesn't seem to find it either.

It should make file named Morrowind.Original.exe in your Morrowind directory. I always keep a backup of the original .exe, pre-patching, just in case.
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Casey
 
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Post » Fri May 27, 2011 7:36 am

Couple more bugs not mentioned yet:

- Trainer cost depends on fortified skill level instead of base skill
- Arrows fire off centre when not aiming horizontally, angle deviation is worst at 45 degrees up/down.
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Portions
 
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Post » Fri May 27, 2011 10:49 am

Couple more bugs not mentioned yet:

- Trainer cost depends on fortified skill level instead of base skill
- Arrows fire off centre when not aiming horizontally, angle deviation is worst at 45 degrees up/down.

I rarely use trainers, so I never notices that one. I know guild guide prices aren't correct. I think it was mentioned here, but the price is rounded somehow. I know there is a GMST for it, but modifying it didn't result in anything for me. I think I noticed the arrow issue just a couple of hours ago while testing something though.
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Post » Fri May 27, 2011 8:01 am

Forgot to mention this:

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 shrine is actually casting four spells to restore you since it can only restore eight skills per spell. Individual effects don't have a magicka cost to absorb, only a whole spell does.
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Nikki Hype
 
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Post » Fri May 27, 2011 3:13 am

The shrine is actually casting four spells to restore you since it can only restore eight skills per spell. Individual effects don't have a magicka cost to absorb, only a whole spell does.

I think you aren't understanding what I'm saying. It's actually casting five spells, but I wasn't referring to the restore skill portion, or the Shrine of the Tribunal. I noticed this when using a shrine of St. Veloth, as it's Almsivi Restoration has only the Almsivi Restoration spell, and not the others (Almsivi Restore Fighter, Mage, Stealth, and Other). Even if you absorb the magicka for the spell as a whole, you may or may not be affected by any number of the effects. You could absorb all, some, or none of the effects, meaning you may get all, some, or none of your attributes restored even if they are all damaged.
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Manny(BAKE)
 
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Post » Fri May 27, 2011 11:18 am

Couple more bugs not mentioned yet:

- Trainer cost depends on fortified skill level instead of base skill
- Arrows fire off centre when not aiming horizontally, angle deviation is worst at 45 degrees up/down.


I probably should have joined here and mentioned that instead of PMing you at nexus, but I'm glad you are active there regardless. It's kind of funny that the arrow trajectory bug is so detractive from the game, yet being so obscure.

Edit, insight on the RemoveItem glitch from pg.1: Try using the console to remove an item that isn't in your inventory, it will successfully remove no item, but your encumberance will lose weight as if it was there. Conversely, adding any item(s) with weight from a mod to your inventory, saving, then removing the mod and you will no longer have the item(s). However, you will still have its unattributed weight. Both effects are permanent and cannot be fixed by the console, but can be fixed by creating items in TESCS by making a temporary mod with items that have specific weights. E.g. ghostitem_01 with .1 weight, ghostitem_05 with .5 weight, etc. Strip yourself naked and add and subtract these items using the console until you reach an encumberance of 0, then remove the mod. I cannot see how this could be fixed via code.

Edit 2: I don't know if this has been mentioned anywhere else, but sometimes the sound of the player's weapon colliding with an NPC's block or armor (not sure which), will produce the sound effect at maximum volume, even when the other sound effects in the category are set to a more quiet volume.
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*Chloe*
 
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Post » Fri May 27, 2011 4:18 am

I think you aren't understanding what I'm saying...

Yeah, you're right. It's just I thought I knew how it worked already (with sufficient confidence) and it took some testing to dislodge the wrong idea. Spell absorb refunds the spell cost for every effect that gets absorbed, multiple effects giving back an excessive amount of magicka. I could move the absorb test next to where reflect is, but that's a large chunk of code to shift around; might try and test only the first effect and skip the rest of the spell if it gets absorbed.

Also found a hilarious http://btb2.free.fr/morrowind.html of MCP, ehehe.
(quote about spellmaker changes)
Wakim's Game Improvements deals with this issue by adjusting most of the game's pre-made spells to be no longer useless, setting several of them well over the 100-point magnitude cap. More importantly, it does this without opening the floodgates for a 999-point fireball of flaming world destruction. And personally, I feel like Wakim's mod loses something when you're able to duplicate the effects of his spells on your own. I'd say to go ahead and use his mod instead of this fix, but I suppose that it would be like handing a child a nuclear weapon and then telling him that he can't play with it.
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Danny Blight
 
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Post » Fri May 27, 2011 11:15 am

I don't know whether to laugh or cry! That's not exactly what you intended, and wow, is it so impossible to cast a 999 point fireball spell. :)

Maybe you should convince him to change the description so you don't lose potential downloaders? :(
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XPidgex Jefferson
 
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Post » Fri May 27, 2011 11:17 am

You can, if you've tons of Fortify Intelligence/Magicka potions.

And I disagree with that opinion. It's not about "999 exploiting", but complete freedom to create a Destruction/whatever spell as powerful as your char can handle. After that, as David has already said, it's difficult to create and cast such powerful spells (without cheating), but if you've managed to create an uber-spell by your own means and a way to cast it, then certainly you've also earned the right to use it.
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Kara Payne
 
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Post » Fri May 27, 2011 5:50 pm

You can, if you've tons of Fortify Intelligence/Magicka potions.

And I disagree with that opinion. It's not about "999 exploiting", but complete freedom to create a Destruction/whatever spell as powerful as your char can handle. After that, as David has already said, it's difficult to create and cast such powerful spells (without cheating), but if you've managed to create an uber-spell by your own means and a way to cast it, then certainly you've also earned the right to use it.

Totally agree, one should be able stop an asteroid before impact.
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Devils Cheek
 
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Post » Fri May 27, 2011 10:24 am

Something I'd like to throw out there, rain does not *stop* or hit objects, it will just fall right through, so you could be standing under a roof but the rain would still appear to be falling where you are. Is there a way to make rain collide with stuff? Seeing as how the rain will stop once it hits water it might be possible.

Care to comment on this?
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Jinx Sykes
 
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