Repairing the Cogs of Morrowind #11

Post » Sun May 29, 2011 12:28 am

First off, congratulations on the new release.

The new mercantile fix gave me results as if I didn't have the MCP at all. I have only been testing with the Silverware Pitcher taken from chargen area and selling at Arrille's, on a fresh install. He offerd me even lower prices than without the patch. This only happened the first time though, then it seemed okay. Still able to get full value or a little more, though not as much as the last version. I don't think it patched incorrectly, as it worked as expected by only relaunching the game.

The description for the fix in the launcher says: "it was possible to sell items for more than the base price". Was it intended to only make the maximum value available? If so, I would suggest keeping the ability to sell at above the maximum value. In reality you could fool someone into buying something for more than it's worth, assuming you have the skills. Or at least make two separate options. Separating the mercantile bug fix from the barter/disposition adjustment might be a good idea if you can. You could label it as an economy fix or whatever. I just suggest this for people using economy balancing mods. Having never tried such mods myself, I like how it's working so far.

The disposition fix seems to work fine.

The map zoom seems to be working fine.

So far, I still haven't gotten 5 points from my Engraved Ring of Healing, but I am off to test some more.

And make some food.
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Emma louise Wendelk
 
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Post » Sat May 28, 2011 10:34 am

I just finished testing a couple features. Although I was not running any landmass mods it appeared that the map zoom was working as I suppose was intended. Certainly there was a change of scale and if there had been any land beyond Vvardenfell I expect it would have been visible.

I also ran some quick tests of the calendar to make certain it would correct itself if month or day had been set to values that are outside the proper calendar. The new code proved just as resilient as my earlier tests revealed. I am very grateful for this modified calendar. In the past week I wrote two scripts that needed to reference the date. I had pretty given up on a precise reckoning of the time passed and had settled on an approximation that would seem reasonable most of the time. I can happily re-write those scripts now. Thank you.
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Chris Johnston
 
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Post » Sat May 28, 2011 11:34 pm

Either of you guys who got it working, would you be able to tell me which key you used to get the zoom working, and also where it is on your keyboard (if not a British one)? That would be most helpful, as I can't quite understand why it isn't working for me.
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Nathan Maughan
 
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Post » Sat May 28, 2011 5:46 pm

I have a US keyboard, system and version of Morrowind. I used PageUp and PageDown as per Hrnchamd's instructions.
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James Potter
 
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Post » Sat May 28, 2011 11:06 am

Where do those keys appear on your keyboard?

(As an example, when using the console in Morrowind, whenever I wish to input a " symbol, I have to press the button that on my keyboard claims to be the @ symbol : it is possible that some similar difference is occurring here. Similarly, to open the console, the instructions are to "press the ~ key", but on my keyboard I must press the ? key (these are the key 'to the left of 1' on both keyboards). As I say, I can imagine no other reason for the lack of function here)
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.X chantelle .x Smith
 
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Post » Sat May 28, 2011 11:32 pm

Hrnchamd,

Have you heard anything back from Valve on the Steam version? If you're needing a contact, check out this post: http://forums.steampowered.com/forums/showthread.php?p=10397984#post10397984

Looks like jmccaskey at valvesoftware.com is the guy to contact!

Thanks!!
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+++CAZZY
 
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Post » Sat May 28, 2011 12:55 pm

Where do those keys appear on your keyboard?

I used http://home.earthlink.net/~cyran0/keyboard.jpg. I may have been able to use the PageUp and PageDown on the 10-key pad (far right of keyboard), but I usually have number-lock on.

In case anyone is wondering just how faithful that picture is - yes, I currently use a 20-year old IBM keyboard. :P
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Dawn Porter
 
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Post » Sat May 28, 2011 10:44 pm

I used http://home.earthlink.net/~cyran0/keyboard.jpg. I may have been able to use the PageUp and PageDown on the 10-key pad (far right of keyboard), but I usually have number-lock on.

In case anyone is wondering just how faithful that picture is - yes, I currently use a 20-year old IBM keyboard. :P

Those placements haven't moved at all, same keys in same position.

Anyways, downloading now. Thanks a million and congratulations on the release!
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Lexy Dick
 
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Post » Sat May 28, 2011 2:46 pm

Thanks for the info, Cyrano, and yeah, no change between the keyboards.

However, I have now found the source of my problem! It appears to be the case that running Morrowind from the Launcher somehow disables this functionality, wheras running it directly from the .exe solves the problem. No idea why that would be the case, but there you go.

Anyway, the map zoom is now beautifully effective (though slightly ugly in its bluriness :P) and will work like a charm whenever I want that. Having it work through the launcher would be convenient, however...

Anyway, thanks very much for this release! :)
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Cat Haines
 
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Post » Sat May 28, 2011 6:00 pm

Running Morrowind from the launcher doesn't give me any trouble.

I bet it's Vista, right. The virtual program files redirection. Try running MCP as Administrator?
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MARLON JOHNSON
 
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Post » Sat May 28, 2011 4:26 pm

Thanks for the info, Cyrano, and yeah, no change between the keyboards.

However, I have now found the source of my problem! It appears to be the case that running Morrowind from the Launcher somehow disables this functionality, wheras running it directly from the .exe solves the problem. No idea why that would be the case, but there you go.

Anyway, the map zoom is now beautifully effective (though slightly ugly in its bluriness :P) and will work like a charm whenever I want that. Having it work through the launcher would be convenient, however...

Anyway, thanks very much for this release! :)


Perhaps the Launcher is not pointing at the correct exe.

sieboldii
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Jamie Lee
 
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Post » Sun May 29, 2011 12:01 am

Running Morrowind from the launcher doesn't give me any trouble.

I bet it's Vista, right. The virtual program files redirection. Try running MCP as Administrator?

Hmmm. I'm on XP, actually, so I don't know if there are similar problems?

Is there any way to tell which file the launcher is pointing to? (And bear in mind that it runs all the other fixes just fine, including the Map Fix)

EDIT: Aha! Found the problem. I had kept a backup version of the previous patched file just in case the new one had problems, and for some reason the launcher decided to continue launching that file, rather than the actual Morrowind.exe. So now everything works. Excellent!


I suppose there is no way to decrease the bluriness of the Map Zoom? It's hardly a priority, but it would be so very nice to get it looking nice.
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Lakyn Ellery
 
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Post » Sat May 28, 2011 7:19 pm

Well, it seems I'm too late to answer you The Crustacean. Glad you got it working though. I'm using a French keyboard with a U.S. version of the game, for the record. The keys are in the same place as cyran0 stated. The game recognizes a U.S. keyboard when I play, so typing in the console becomes confusing sometimes. Especially going between the CS an testing in game. :wacko:
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FITTAS
 
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Post » Sat May 28, 2011 9:33 pm

Things go so much faster when I'm not decoding UI structures. In my current dev build I have:

- Dispel bug fixed
- Spellmaker allows multiple use of the same spell effect
- Area effect spell cost is slightly more balanced (multiply spell cost by area^2)
- More spell magnitude bugs fixed
- Hand to hand damage takes strength into account

The dispel bug is just unbelieveable in how it's coded.
- There's a (global) temp variable for the dispel magnitude. But they don't clear it before or after use.
- The spell effect mechanic is to increase the dispel magnitude over the spell duration (like a restore spell) instead of turning it on once and off once.
- The method for rolling on the dispel chance is broken.
- The dispel chance is applied every frame without regard to the frame time delta. It should be applied only once.

I'm going to release a new version once I've fixed:
- Creatures using scrolls/potions
- Creatures causing no armour damage
- Possibly potion drinking

Potion drinking might be hard. If you want to cause a delay in action you have to remember when you last did it, which entails storing an extra piece of info. There probably won't be space to store that anywhere. Some kind of hysteresis might work. Needs testing.
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barbara belmonte
 
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Post » Sat May 28, 2011 1:48 pm

Things go so much faster when I'm not decoding UI structures. In my current dev build I have:

- Dispel bug fixed
- Spellmaker allows multiple use of the same spell effect
- Area effect spell cost is slightly more balanced (multiply spell cost by area^2)
- More spell magnitude bugs fixed
- Hand to hand damage takes strength into account


Sounds great! I've been using the last patch version for a while now in my main Morrowind install, and while things like the savegame corruption fix are awesome program-related fixes, adjustments like changing spell magnitude limit are always more visible. Balancing the AOE cost is a nice change, and I'm certainly looking forward to summoning an elemental swarm...

The dispel bug is just unbelieveable in how it's coded.
- There's a (global) temp variable for the dispel magnitude. But they don't clear it before or after use.
- The spell effect mechanic is to increase the dispel magnitude over the spell duration (like a restore spell) instead of turning it on once and off once.
- The method for rolling on the dispel chance is broken.
- The dispel chance is applied every frame without regard to the frame time delta. It should be applied only once.


Well that certainly explains a few things...


Looking forward to the next release!
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Glu Glu
 
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Post » Sat May 28, 2011 11:43 am

Have you thought about the texture seams which occur when more than 2 different textures meet on the ground surface? Or is that considered 3D, and out of your area of expertise?
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Nathan Maughan
 
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Post » Sat May 28, 2011 4:55 pm

The engine renders the ground quite inefficently already (from looking at it with perfhud), trying to decode the rendering stuff would drive me crazy.

Although since my last post I've fixed potion drinking and armour damage from creatures. Now, where do creatures store their selected spells...
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Jennie Skeletons
 
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Post » Sat May 28, 2011 8:06 pm

Has any one else been able to replicate the incorrect item amount bug? The bug that when you purchase 50(Somethings) like arrows, you will only get a percentage of that amount and not the amount that you purchased. I know a few people back in the previous posts have, but I havn't been able to reproduce it constantly, but i am beginning to notice it as well. :(
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Chase McAbee
 
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Post » Sun May 29, 2011 2:22 am

- Mercantile bug. The effect of disposition on price is reduced to 10% of its original effect. This should make the fix usuable without breaking the economy. With this patch, mercantile skill is the dominant factor in determining prices.

That sounds kind of drastic. I understand why you did it, but I don't think that's an ideal solution. It was clearly intended that merchants who like you give you better prices, it's even one of the pieces of "little advice" (or was it a "little secret"?) that NPCs give you. It's also significant in that it indirectly meant you would get a discount from sellers in your faction, which seems right. The very first quest relies on this too, where Fagoth puts in a good word for you. Now that's not worth much of anything. Is there any chance you could split this from the mercantile fix itself?

- Dispel bug fixed
- Spellmaker allows multiple use of the same spell effect
- Area effect spell cost is slightly more balanced (multiply spell cost by area^2)
- More spell magnitude bugs fixed
- Hand to hand damage takes strength into account

Sounds great.

The dispel bug is just unbelieveable in how it's coded.
- There's a (global) temp variable for the dispel magnitude. But they don't clear it before or after use.
- The spell effect mechanic is to increase the dispel magnitude over the spell duration (like a restore spell) instead of turning it on once and off once.
- The method for rolling on the dispel chance is broken.
- The dispel chance is applied every frame without regard to the frame time delta. It should be applied only once.

Yeah about what I imagined. :nope: Did you have a look at remove curse? I suspect it "works" the same way. I realize it's not very important though.

I'm going to release a new version once I've fixed:
- Creatures using scrolls/potions
- Creatures causing no armour damage
- Possibly potion drinking

Potion drinking might be hard. If you want to cause a delay in action you have to remember when you last did it, which entails storing an extra piece of info. There probably won't be space to store that anywhere. Some kind of hysteresis might work. Needs testing.

Wonderful. On the potion thing, it's mostly healing potions that are the problem, right? Would it be possible to just prevent NPCs from using them while they already have an active restore health effect?
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Tinkerbells
 
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Post » Sat May 28, 2011 5:37 pm

Things go so much faster when I'm not decoding UI structures. In my current dev build I have:

- Dispel bug fixed
- Spellmaker allows multiple use of the same spell effect
- Area effect spell cost is slightly more balanced (multiply spell cost by area^2)
- More spell magnitude bugs fixed
- Hand to hand damage takes strength into account

The dispel bug is just unbelieveable in how it's coded.
- There's a (global) temp variable for the dispel magnitude. But they don't clear it before or after use.
- The spell effect mechanic is to increase the dispel magnitude over the spell duration (like a restore spell) instead of turning it on once and off once.
- The method for rolling on the dispel chance is broken.
- The dispel chance is applied every frame without regard to the frame time delta. It should be applied only once.

I'm going to release a new version once I've fixed:
- Creatures using scrolls/potions
- Creatures causing no armour damage
- Possibly potion drinking

Potion drinking might be hard. If you want to cause a delay in action you have to remember when you last did it, which entails storing an extra piece of info. There probably won't be space to store that anywhere. Some kind of hysteresis might work. Needs testing.


:bowdown:
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m Gardner
 
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Post » Sun May 29, 2011 12:47 am

The very first quest relies on this too, where Fagoth puts in a good word for you. Now that's not worth much of anything. Is there any chance you could split this from the mercantile fix itself?

Wonderful. On the potion thing, it's mostly healing potions that are the problem, right? Would it be possible to just prevent NPCs from using them while they already have an active restore health effect?

Yeah, that's a point. It's just the disposition effect was far too large before. I'll test some other values, it's important for it to be balanced by default. How many people think of using economy mods?

If the game just checked effects, then say, a 1pt regen effect would prevent potions from ever being used. Chain chugging potions would still happen as well. There's ways with less side effects.
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Monika Krzyzak
 
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Post » Sun May 29, 2011 12:38 am

Things go so much faster when I'm not decoding UI structures. In my current dev build I have:

- Dispel bug fixed
- Spellmaker allows multiple use of the same spell effect
- Area effect spell cost is slightly more balanced (multiply spell cost by area^2)
- More spell magnitude bugs fixed
- Hand to hand damage takes strength into account

The dispel bug is just unbelieveable in how it's coded.
- There's a (global) temp variable for the dispel magnitude. But they don't clear it before or after use.
- The spell effect mechanic is to increase the dispel magnitude over the spell duration (like a restore spell) instead of turning it on once and off once.
- The method for rolling on the dispel chance is broken.
- The dispel chance is applied every frame without regard to the frame time delta. It should be applied only once.

I'm going to release a new version once I've fixed:
- Creatures using scrolls/potions
- Creatures causing no armour damage
- Possibly potion drinking

Potion drinking might be hard. If you want to cause a delay in action you have to remember when you last did it, which entails storing an extra piece of info. There probably won't be space to store that anywhere. Some kind of hysteresis might work. Needs testing.

Awesome.

The engine renders the ground quite inefficently already (from looking at it with perfhud), trying to decode the rendering stuff would drive me crazy.

Although since my last post I've fixed potion drinking and armour damage from creatures. Now, where do creatures store their selected spells...

Even more awesome.

Wonderful. On the potion thing, it's mostly healing potions that are the problem, right? Would it be possible to just prevent NPCs from using them while they already have an active restore health effect?

Well, what if they use a weak but longer duration healing spell, and a potion for a quick heal?

Yeah, that's a point. It's just the disposition effect was far too large before. I'll test some other values, it's important for it to be balanced by default. How many people think of using economy mods?

If the game just checked effects, then say, a 1pt regen effect would prevent potions from ever being used. Chain chugging potions would still happen as well. There's ways with less side effects.

I agree with ManaUser about the Mercantile fix. I said it should be separated if possible. That way we can have the Mercantile fix from 1.2 simply fixing the bug, and this new "Economy Fix", or what have you. I am no expert in the economy of Morrowind, and I have yet to use any economy balancing mods. I think that the current mercantile fix lies outside of a true fix, and that the disposition adjustment should be considered something optional. Morrowind's economy does need fixing for sure, but I wouldn't know the best formulas or solutions to use. I like the premises of the fix though, and from the little testing I did with it, it looks good.

On the point of potions, how do NPCs recognize what potions they can and cannot use? Would it be possible for them to use player-made potions if they recognize the Restore Health effect for example?
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Nathan Maughan
 
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Post » Sat May 28, 2011 5:10 pm

Great work, glad to see you working on this again.
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sarah
 
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Post » Sat May 28, 2011 3:09 pm

can anyone reproduce what i'm expiriencing from http://www.gamesas.com/bgsforums/index.php?s=&showtopic=978076&view=findpost&p=14570469 ?

another thing that is obviously wrong is when you jump into water from a high enough point to actually get damage if you landed on a solid surface, and then while in water you cast "water walking"(you could even be swimming for some time before casting it)... you get damaged as if you just landed that jump
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Jinx Sykes
 
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Post » Sat May 28, 2011 6:25 pm

On the point of potions, how do NPCs recognize what potions they can and cannot use?

They do look for healing potions by effect, and fatigue potions as well. They choose the most expensive potion to use first. If you have a mod that sets alchemy prices to zero, it probably won't be chosen for use.

can anyone reproduce what i'm expiriencing from http://www.gamesas.com/bgsforums/index.php?s=&showtopic=978076&view=findpost&p=14570469 ?

Casting blind on NPCs seem to make them miss, casting on yourself gives crazy attack bonus power. It's pretty funny.
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FirDaus LOVe farhana
 
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