Repairing the Cogs of Morrowind #11

Post » Sun May 29, 2011 2:00 am

Well, fractional values of a gold piece is better exampled by the DnD system. Wealth is measured by Copper, Silver, Gold, and Platinum. A copper piece is 1/10th of a Gold piece, and Wickwheat would be 1 cp instead of one gold piece. This is a system that Warcraft and other RPG games use. The Septim by itself, representing an abstract value of 1 gold piece, with no way of knowing what backs, does not allow for a truly liquid economy and breaks verisimilitude. The TRUE problem with Morrowind itself is that the economy is simple poorly constructed, and would take many changes across a broad spectrum of things to actually FIX the entire game. More or less it boils down to establishing the Septim in terms of what 1 gold piece would actually buy, and do so in a completely constructed and logical manner.

I also did not mean to imply that forcing a merchant to by an item at is TES:CS value would fix the economy, but it would give players some extra tools to balance it, or create TCs with a much more balanced economy. This system itself would allow a player to trade in high value locked priced items "Real world examples could be Land Titles, Mining Contracts, Letters of Credit, etc. which are not present in Morrowind at all." All of which are created at the modders discretion.

The fix I intended to propose is one that will allow modders more control over an economy by realistically adding things of constant value to the game. This would allow Total Conversion Makers, (Like Me) to be able to create a very realistic economy, where poor citizens pay in trade goods and copper, and Nobles trade in Gold Bars and Land Deeds, etc. (Or at least give the illusion that this is happening)

While I agree that the freebies handed out to the player do present a problem, they can be remedied. It would take a significantly long time to do and may not be worth doing, as the leveled loot list is a game breaker in and of its self, but starting from square one and working it all out again (which falls within the purview of the conundrums of Total Conversion's) would allow for a patch up. ( I dare not say fix, because IMO Morrowind's economy is unfixable)

Mostly everything in the game is somewhat overpriced or under valued. There is no visible law of supply and demand, and there is no truly dynamic economy to present this. For instance, you dump a butt load of steel armor on a merchant, he pays you for it, which increases his supply of Steel in that Local Economy, but then, when you go to dump more, and there isn't a demand for it at all (IE, no one is buying it, whether it be the PC, or invisible NPCs) he pays you the same price for it regardless of how much he has on hand and how fast its moving. Dumping items that have no guaranteed value on a merchant should in theory lower the price of an item, in both terms of buying and selling.
User avatar
KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Sat May 28, 2011 9:11 pm

I just remembered an annoyance I encountered quite a while ago, I guess it's debatable whether this is actually a bug, but it certainly doesn't make sense. You know those "pack rats" you can buy in Mournhold? Well way back when, my first character, who was a wizard, figured he get one to carry all his magical loot. I took it under the city and to my surprise, the rat started blasting things with fireballs and stuff.

Sometime later, having forgotten that incident, I got a pack guar from a mod for an expedition to Solstheim. This time I was dismayed to find the guar not only reading my scrolls but drinking my potions! We all know guars are smarter than they let on, but come on!

I propose that Creature type creatures (as opposed to Undead, Daedra or Humanoid creatures) should not be able to use magic items or potions.


On a related note, here's a bug I even sent to Bethesda long ago, but nothing ever came of it. If an NPC (or probably a guar, for that matter) uses a scroll it causes the PC's spell to be deselected. Presumably this has something to do with the fact that if the PC uses a scroll it has to be deselected since it no longer exists (being one-use) but obviously this shouldn't happen when an NPC uses one. You can easily observe this bug by attacking the enchanter at any Mages Guild.
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Sat May 28, 2011 2:48 pm

On a related note, here's a bug I even sent to Bethesda long ago, but nothing ever came of it. If an NPC (or probably a guar, for that matter) uses a scroll it causes the PC's spell to be deselected. Presumably this has something to do with the fact that if the PC uses a scroll it has to be deselected since it no longer exists (being one-use) but obviously this shouldn't happen when an NPC uses one. You can easily observe this bug by attacking the enchanter at any Mages Guild.

Ah, so that's it! I noticed my active spell being deselected several times but I never knew what the cause was.
User avatar
Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Sat May 28, 2011 8:27 pm

Second the scroll spell deselection bug.
I use scrolls in my leveled list to give enemies a slight edge (instant spell cast, usually their first action - generally enough to hit me regardless of the music change alerting me of combat), but the frequent need to reset my spell can get quite annoying.
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Sun May 29, 2011 12:31 am

I third this bug. Gahhh, it's very annoying. Even though I am a warrior, soul trapping gets to be annoying, having to constantly reselect it.

also, anyone else test to see if my instant crashing bug happens to anyone else?
Where the NPC's summons will crash the game if you enter an area transition while the summons are still alive?
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Sat May 28, 2011 3:06 pm

Does Morrowind crash for anyone else when trying to use previous/next weapon buttons when unarmed?

Could be a potential bug, but I can hardly believe it has not been detected so far, so im asking :P
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Sat May 28, 2011 9:06 pm

Does Morrowind crash for anyone else when trying to use previous/next weapon buttons when unarmed?

It does. 100% reproducible when the Morrowind Code Patch has been applied. Happens when quickslotting and using up all scrolls of a particular type as well.
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Sun May 29, 2011 1:30 am

It does. 100% reproducible when the Morrowind Code Patch has been applied.

Does this mean that the crash does not occur with an un-MCPed exe, or does this mean that you haven't checked it with an un-MCPed exe? I suspect the latter, but would like to be sure. :)

Also, I vaguely remember a weapon switching crash that was associated with Better Bodies. I'm not sure whether it's related, just throwing it in in case somebody with more time than I currently have can either look it up or test it.
User avatar
X(S.a.R.a.H)X
 
Posts: 3413
Joined: Tue Feb 20, 2007 2:38 pm

Post » Sun May 29, 2011 2:14 am

Tried it with the original and better bodies never been on this install, crashed.
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Sun May 29, 2011 1:40 am

Thanks for checking. So it's independent from the BB problem I remembered, and it's a bug in regular Morrowind as well, not something introduced by the patch. Should add it to the list of suggestions ...
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Sat May 28, 2011 9:30 pm

Just a quick Question for friend of mine: Is the MCP compatible with the german version of Morrowind? Thanks
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Sat May 28, 2011 2:06 pm

Hey, Psyringe, while you're at it, can you take a look at the crash with summoned skeletons by NPCs whenever you leave an area transition while they're still alive? It's an instant crash to desktop. And it's about 90% of all my crashes.

Fix that, and I'll be happy.

The best way to test this, give all Dark Elves a summon Skeleton power spell thingy, :), and kill them after they summon, but immediately go through a door. WHAM, instant crash.
User avatar
ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Sat May 28, 2011 7:13 pm

Just a quick Question for friend of mine: Is the MCP compatible with the german version of Morrowind? Thanks

Yes.

Hey, Psyringe, while you're at it, can you take a look at the crash with summoned skeletons by NPCs whenever you leave an area transition while they're still alive? It's an instant crash to desktop. And it's about 90% of all my crashes.

Fix that, and I'll be happy.

Unfortunately I don't have the skills to do that, my main contribution to the project is testing, contributing knowledge about Morrowind's data structure, writing the showcase mod, and tending the thread. All coding and disassembling is done by Hrnchamd. Which is the reason why he deserves all the "Thank-yous" much more than I do, without him this project would have been impossible. I'm just happy I could contribute to it.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Sat May 28, 2011 5:57 pm

Yes.


Nice, I do love good news :twirl:
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Sat May 28, 2011 4:33 pm

I have never had a crash switching weapons with the keyboard, with or without the patch. I do recall reading that switching while in the attack animation could cause a crash, however, but that has never happened to me either.
User avatar
Anna S
 
Posts: 3408
Joined: Thu Apr 19, 2007 2:13 am

Post » Sat May 28, 2011 1:52 pm

I have never had a crash switching weapons with the keyboard, with or without the patch. I do recall reading that switching while in the attack animation could cause a crash, however, but that has never happened to me either.

Same here - never crashed while cycling/switching weapons with previous/next keys while unarmed. Even tried while in the middle of an attack - no crashes. Confirmed with MCP installed - didn't try without MCP, but don't recall ever having a problem before the patch.

@Eevv, Ragnax
Can you reproduce it without any other mods installed and just with/without MCP?
User avatar
Sharra Llenos
 
Posts: 3399
Joined: Wed Jan 17, 2007 1:09 pm

Post » Sat May 28, 2011 4:27 pm

Hello. I'm back here again, and glad to see you all still around.

It's going to take a few days to get back into the coding flow. Weekends just aren't enough, but at least I'll get something done this time. I'm grateful for the issues list posted up here.

High priority items to fix
Some kind of indication on the title screen that MCP has been applied properly
Any and all restore attributes issues
Lowering the effect of disposition on merchant prices
Creatures cause no armour damage

Medium priority
Fixing the map zoom for the map expansion, still needs hooking to the input function
RemoveItem issues
Glitchy inventory UI

My opinions on the current issues list
Soul Trap & Inventory Bug posted by Arsuru
RemoveItem glitch by Alexxx
These two are UI errors which are extremely hard to debug. Not all commands cause the inventory UI to update and it's very difficult to isolate which function does this job.

Broken scripting functions by bjam, cyran0, etc.
Such as cellupdate (broken), CellChange (not always working, particularly fails with teleportation).
Caused by missing code which has to be invented, not sure how it should ever work. This is something I really can't fix.

Fortify Personality effect by UESP and Arsuru
May be fixable, if Morrowind keeps enough data to get the old disposition back.

texture flickering by john.moonsugar, Openmindsuffer, etc.
Kinda hard to reproduce to fix it.

Crash with cell transition door by DavidB1111.
Probably caused by the owner being deallocated before the summon on cell exit. When the summon is being cleaned up it would try to access the owner, and fail.

NPCs AI by abg

bug 1: NPCs quickly loose (sic) the benefit of magical items with constant effects. If they keep a magic item on them (a ring, etc.), the equipped item has no more magic effect on them.
The game only tracks spell effects for the cell you are currently in, and only remembers the spell effects on the player during transition. If you transition cell, your companion's effects are lost.
bug 2: NPCs do not use magical items which are not fully charged (at 100%). To check this, add an item:
It's one of those cheap AI hacks again. If it wasn't like this you could count on the NPC to spam every charge out of the ring within a few frames (like the potion situation).
bug 3: Magical items carried by NPCs do never regenerate. Even after 24h, a magical ring used a few times will keep its status bar unfilled.
There may be some heavy performance implications in checking every NPC inventory for rechargable items, not sure it's worth it.
bug 4: NPCs have suicidal tendencies: they will use on them any magical item with negative effects! To provoke this bug:
Should be able to add a check for self-cast negative effects without too much trouble.
bug 5: Many magical effects (like spells) are totally ignored by the AI. A list of those unused magical effects could be established, it's not easy, but some have been identified: spells like restore health, conjuration, etc. The same bug occurs with Bloodmoon conjuration spells, they are never used by NPCs (while NPCs use Morrowind conjuration spells).
It's really difficult to make proper AI, and this is a bit too much to fit into a patch.

Morrowind Weather by Silverglade, Kirel.
There is a place where the post-transition weather type is stored, but hooking it to the sound system may require some time. If you teleport I don't think the exterior weather is recalculated until you go outside, so it couldn't know otherwise.

Robbing KOed hostile NPC by Mordicus
The game considers you not in combat when your opponent is KOed. It's part of the game mechanics, but I'm not sure what the solution could be right now.

Bad sound IDs by Mordicus
The problem is it generates extra data requirements for the sound ID strings, and I try not to expand data structures in game at all. There's no slack space in the data segment so it involves messing around with code, generally not worth the time.

Error caused by local refs by Narfblat
As before, I think it fails at cleanup here.

Inventory Quick-Slot bug by Arsuru
As before, the inventory UI isn't always updated. Difficult.

Repairing the Createmaps function by Dragon32, Gez.
Creatures cause no armour damage at all by PirateLord and lostminstrel
Should be doable. Good simple fixes.

Voice squeak while jumping by Lord Udedenkz
You'll have to toggle to Software mode. Probably the velocity calculations from the physics engine (cough) gets stuck and causes doppler shifting.

Fog of War issue by BTB
I'll have another go at this one later on, the first time I tried to fix it didn't prove fruitful.

Container's GetItemCount function by Surgo
Is this reproducible?

Fortify Health bug by Arkngt
We've had this discussion in an older thread.. uh I'll have to find it.

Permanent Command Humanoid spell effect by lostminstrel
This falls under my general rule of ~ just don't do that kind of thing.

Stolen Item Bug by Arsuru
Unfortunately it's not fixable. Only items in the world have a reference, items in your inventory just have a base id.

Spell magnitude bug by Arsuru
Fixing this may be harder than it seems, there are a lot of places which make spell effect random rolls. I'll have a go.

Removing curse spell effect by Arsuru
Is this kind of thing intended? I don't recall reading anything that says restore effects don't affect curses.

Area effect of traps is broken By Laugan
Needs more investigation into how spell firing works.

Fortify strength bug by GooglyBoogly and others.
Same as spell magnitude bug.

Restore attributes while wearing enchanted items by Artimis Fowl the 3rd.
This is my top priority fixing this for all the extra cases that have been found.

MCP and Madd Leveller: bug with Restore attributes fix by fragonard
Temporary solution: disable the "Restore Attributes" fix in the MCP setup
Not much I can recommend with this. Need a dedicated tester to get it working properly.

Mercantile bug with inventory by Shanjaq
Can't reproduce this at all.

transparent clothes fix by Arsuru
Those both modify the same part of the graphics engine so I eventually had to roll them both together. I've mentioned it before somewhere, but I can't phase it out of the patcher yet because it may break forwards compatibility.


Feel free to argue with me.

Maybe I'll finish a game of Morrowind one day. Or even, visit Mournhold.
User avatar
Bambi
 
Posts: 3380
Joined: Tue Jan 30, 2007 1:20 pm

Post » Sat May 28, 2011 3:26 pm

Welcome back.
I notice a few of the very old suggestions haven't made it on to the list, including mine:-
Investigate why Morrowind doesn't honour gloss maps (which are part of the 4.0.0.2 Nif specification).

To this end, can you investigate those parts of the code that are responsible for these messages in warnings.txt on loading:-

Texture "Textures\vfx_firealpha01.dds" count 5.
Texture "Data Files\Textures\_Phij_reflect_base_black.dds" count 3.
Texture "Data Files\Textures\tomato_1.tga" count 3.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.

My suspicion is these are the game engine objecting to textures it thinks won't work, even when they will, so it culls them!
If I amend a mesh in Nifskope to add a gloss texture, a complaint of this nature appears.
An option to bypass this culling would allow gloss maps to be implemented in Morrowind, which would be a real eye-opener!
User avatar
Stephy Beck
 
Posts: 3492
Joined: Mon Apr 16, 2007 12:33 pm

Post » Sat May 28, 2011 3:04 pm

Nice to see you back, Hrnchamd :)

There's currently one more issue coming up (although I'm still waiting for final confirmation) - Morrowind has been released on Steam, and it's currently not clear whether the MCP will work with the Steam version. The Steam exe may be encrypted, in which case the MCP obviously wouldn't be able to recognize it. It has been confirmed that MGE does *not* work with the Steam version, so chances are that the MCP doesn't either. Valve seems to be quite open to discuss such issues though, they reworked the Oblivion exe so that OBSE would work (for example).

I'm not sure whether you'd like to tackle this one, but in the past you gave a high priority to supporting all versions of the exe as long as they are patched up, so I thought I'd mention it. Also, if you're interested in the issue, it might be worthwile discussing it with the current MGE programmer and perhaps the MWSE team, because *if* Valve decides to enhance compatibility, then they probably won't be too thrilled if the authors of three or four different projects trickle in while or after they already reworked the exe.
User avatar
Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Sat May 28, 2011 10:44 am

Excellent to see a return, however brief! Good luck with progress, Hrnchamd. :)
Medium priority
Fixing the map zoom for the map expansion, still needs hooking to the input function

Do this, and you officially become King of Morrowind. (Helseth got the job by getting the damn thing running in the first place; whatever 'The Common Tongue' would have you believe.)
Maybe I'll finish a game of Morrowind one day. Or even, visit Mournhold.

Let us hope so! Good luck. ;)
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Sat May 28, 2011 10:38 pm

I'll have to email Valve about it.

Could someone conduct a review on the usage of curses by Morrowind and popular mods? I need to know how curses should interact with restore spells while keeping intended behaviour.
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Sat May 28, 2011 4:31 pm

It is a surprise to see you Hrnchamd. I didn't think you were expected for some months yet. In reading through the 'agenda' I noticed that you did not address the issues that arise as a result of the calendar fix. It may be that you failed to http://www.gamesas.com/bgsforums/index.php?showtopic=978076&view=findpost&p=14220961, or you have dismissed it as a problem easily remedied by not including the calendar fix when running the Morrowind Code Patch installer. The latter certainly is effective - I recommend users of some LGNPC mods not to use the calendar fix to avoid breaking quests. However, not all instances are known by all players and for that matter all modders. With modders who have left the community but whose plugins are still used it would be rather difficult to detect the source of the problem. In either case, it seems a little silly to go to the trouble of creating a calendar patch that players cannot reliably use.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Sat May 28, 2011 5:36 pm

Could someone conduct a review on the usage of curses by Morrowind and popular mods? I need to know how curses should interact with restore spells while keeping intended behaviour.

Curses are not used at all in the original game or expansions. They are primarily used by modders to avoid the strange behavior of certain effects when used as an Ability*. I would think that in general a curse should function the same way as being the subject of a standard spell with an infinite duration.

*Abilities often alter the "maximum" component of whatever stat the effect would normally change. In some cases this makes sense (Fortify Health raises you max health) sometimes it doesn't (Fire Damage damages your max health) and sometimes it's just bizarre (Feather lowers you max encumberance, meaning it actually does the opposite of normal).
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Sat May 28, 2011 3:39 pm

In either case, it seems a little silly to go to the trouble of creating a calendar patch that players cannot reliably use.

The reason it's that way is the string references are organized so that when month is 0 you get Morning Star in the journal and sleep bar etc. I'd have to change and test all that as well if I used 1-based numbering, and I went for the minimal code change required.

In this way, referencing the month number will always the same number of days for the passage of time, and scripts could be written irrespective of whether a player is using the Code Patch or not.

I'm not sure scripts are resistant to the month being out of range of the expected values when it reaches Evening Star. Even simple changes like this need a broad code review to check how it works with popular mods.

I'll change it if the text pointers are easy to manipulate.
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Sat May 28, 2011 5:28 pm

Couple of things I'd like to add. Make sure you don't remove Curses. That will break a hundred plus mods easily. :(

How about more custom spell slots? That would be nice. Probably beyond your skills, but hey, I wouldn't know.

Anyhow, if you do fix the crashing when entering a door when a summoned skeleton or whatever is still around, I'd be very happy.
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

PreviousNext

Return to III - Morrowind