Repairing the Cogs of Morrowind #11

Post » Sat May 28, 2011 9:02 pm

would it be possible to have npcs get and use restore magicka potions? that's like a huge setback with npcs to not utilize them. that would be epic if it can be replicated from the restore fatigue to use them!
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Kelvin
 
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Post » Sun May 29, 2011 12:12 am

It looks easy enough to do so.
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Juliet
 
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Post » Sat May 28, 2011 7:26 pm

Call me crazy, but I never saw anything wrong with the way Morrowind's Economy is. That's why I thought all Economy adjusters were just crazy. :)

If someone could explain exactly how it's buggy, I'd like that.
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Stephanie I
 
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Post » Sat May 28, 2011 3:01 pm

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.


Fixing the economy would take significant work to be sure. Many problems have been addressed, like the player getting free things, and the like, but at its heart, this isn't the true problem.


Problem A: Stagnant Economy The problem really lies on the fact that the economy is pretty much stagnant by default. The economy does not react to the player dumping armor on a merchant, which would drive the supply of armor up and thus the price down, so the more "Steel Armor" you dump in an area, or even on a merchant, the smaller amount he should give, in theory. This of course is in a direct relation to the demand of Steel Armor, and of course, dropping one or two suits on a merchant won't drive the price down to 10 gp. The biggest problem in all of default Morrowind is that the economy is not fluid, and is not well established. It would take a ground up revitalization to fix the economy.


Problem B: Player Wealth

What's wrong? Not much for the world around you, but for the player, wealth is something that is easy to acquire and hard to loose. This is probably the breaking point of the entire game, as you do not have to purchase significant amount of things to get by. You have no liabilities, not taxes to pay, no food or clothing to buy, and essentially, you are a monetary black hole. In reality, this probably goes back to Problem A, but this addresses the player specifically.


Problem C: Currency and Value

The currency is not well established, and the value system is somewhat broken. The entire idea of the value system would work, but you would have to pin down the actual value of a Septim. Values are abstractly and inefficiently assigned, which may or may not be a game breaker. In my eyes, it is. The fact that one unit of wickwheat is the same for paper or other things is very unrealistic, and establishing the septims store of value would greatly assist in balancing out the values of all things within the game.

Currency establishes three things that make it an effective tool in economics. These are Unit of Account, Medium of Exchange, and a Store of Value. There aren't really inherent problems with having only one unit of currency, IE the gold piece, but it is pretty unrealistic to do so. When someone wants 10,000 gold pieces for something, they don't expect you to dump 10,000 gold pieces into their lap. Transactions of those kinds usually deal in promissory notes (IE banknotes) that can be redeemed for that amount of gold, (which in turn establishes a new medium of exchange, as these banknotes can be traded between two parties as easily as it can be redeemed.) Forcing a merchant to purchase something at its true value would allow for the establishment of banknotes and other things that could assist in balancing out the economy of Morrowind, or allow players to make total conversions with a much better economy than Morrowind, as Morrowind's economy must be fixed from the ground up.


Call me crazy, but I never saw anything wrong with the way Morrowind's Economy is. That's why I thought all Economy adjusters were just crazy. smile.gif

If someone could explain exactly how it's buggy, I'd like that.


It isn't broken, par sey, but it is significantly unrealistic.
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FoReVeR_Me_N
 
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Post » Sat May 28, 2011 8:17 pm

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.


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

Yes, but can NPCs be made to use player-made potions? Also, do they recognize other effects in potions, like shields, invisibility, or pretty much any beneficial effect?

Fixing the economy would take significant work to be sure. Many problems have been addressed, like the player getting free things, and the like, but at its heart, this isn't the true probl[em.
[snip]
It isn't broken, par sey, but it is significantly unrealistic.

Yes, I know. There was talk of a mod that would at least change item prices depending on the region you are in that would require MWSE somewhere.
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Daddy Cool!
 
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Post » Sat May 28, 2011 10:30 am

The barter mechanic with mercantile fix is broken, so far as you can buy things back for less than you sold it for at only 20 mercantile skill, if you talk up your disposition enough. To state the obvious it turns into a free money generator. It's the underlying Morrowind behaviour which the original bug (intentionally) covered over. I'm not going to deliver half a fix, because it already changes the barter mechanics to the player's favour; I'm aiming for something more neutral. My balance target is at least not selling things back over marked price (which the original did not allow either) at 100 skill. It's not a hard cap, If you go past 100 mercantile you will still get better prices.

NPCs already drink player-made potions. They are programmed to only drink health or fatigue potions, though it's easy enough to add any spell effect. The problem is there's no AI to govern the use of other spell effects, the NPC will chain chug any and all potions without regard to the usefulness of a potion.
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Trent Theriot
 
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Post » Sat May 28, 2011 8:33 pm

any chance in having the option to remove the .exe version check (at our own risk)? this could at least let us try and see how well this patch works with the steam version.
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JaNnatul Naimah
 
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Post » Sat May 28, 2011 11:26 pm

Shouldn't Mercantile be an opposed check against the other party? And disposition be a direct influence upon closing the gap between the opposed skill checks? Or is this how it works already? Can you post the formula for this equation?

Also, I don't think that you can force a value on a merchant by using the MWSE. I havn't done real research, but I think it cannot be done by scripts.
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TWITTER.COM
 
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Post » Sun May 29, 2011 12:58 am

any chance in having the option to remove the .exe version check (at our own risk)? this could at least let us try and see how well this patch works with the steam version.


I would really not do that.
I don't know how Steam works in detail, but as far as I know it uses encryption, overlays and/or hashes laced through the executable (most copy protection systems do). Hence, you would have to decrypt/RE the entire code segment, removing all Steam checks. I can almost guarantee introducing the Steam library into the engine (even if it's run after, like UPX) changed the offsets of the code necessary for MCP's fixes, so any offset patches (and a number of SnR patches) will fail, or just corrupt the executable.
Unfortunately, the only real thing to do is wait until the new offsets are found, the Steam version is made compatible, or someone around Bethesda/Valve decides to make the MCP an official patch (which would be a nice show of support to the community).
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Emma Parkinson
 
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Post » Sat May 28, 2011 2:05 pm

I support option to not check the executable (with a proper warning) - as long as backup is created all should be fine. :)
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Jon O
 
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Post » Sat May 28, 2011 4:57 pm

Oh, wow. I figured out gloss maps. Going to make a separate post on it.

In other news:
Mercantile is an opposed check, and disposition is just another modifier on top. Merchants in Morrowind are typically in the 10-30 Mercantile skill range which means you outskill them quite easily.

Here fatigue is 0 at a full bar and 1 at an empty bar;
player rating <- (merc + per*0.2 + luck*0.1 + (disp - 50)) * (1.25 - fatigue*0.5)
merchant rating <- (merc + per*0.2 + luck*0.1) * (1.25 - fatigue*0.5)

ask % <- 100 - 0.5 * (player - merchant)
sell % <- 50 - 0.5 * (merchant - player)
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Rebecca Dosch
 
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Post » Sat May 28, 2011 10:52 am

Hmm, is it even possible to fix the ground plane rendering?
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bimsy
 
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Post » Sat May 28, 2011 12:41 pm

I'd say it's possible but would take a very long time. The CS editor doesn't render it properly either, so you wouldn't be able to paint the textures accurately there.
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Robyn Howlett
 
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Post » Sat May 28, 2011 2:38 pm

i'm really curious about the gloss maps!
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Emily Graham
 
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Post » Sat May 28, 2011 3:24 pm

Kind of a tossup then. The original behavior was stupid, but if fixing it requires nerfing the disposition effect is hard to say which is worse. The ideal fix, IMHO would be to tweak the formula so that you could only buy and sell at the base price under more or less ideal circumstances, and perhaps hard cap it so you could never do better than that. But keep the relative importance of skill and disposition more or less intact. I don't know how hard that would be though.
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Matthew Aaron Evans
 
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Post » Sat May 28, 2011 7:29 pm

Kind of a tossup then. The original behavior was stupid, but if fixing it requires nerfing the disposition effect is hard to say which is worse. The ideal fix, IMHO would be to tweak the formula so that you could only buy and sell at the base price under more or less ideal circumstances, and perhaps hard cap it so you could never do better than that. But keep the relative importance of skill and disposition more or less intact. I don't know how hard that would be though.


if that could be implemented, i wonder if it's possible to fix the exploit of selling items worth 1 gold sell for full price when sold alone.
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Astargoth Rockin' Design
 
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Post » Sat May 28, 2011 7:23 pm

One point of disposition is equivalent one point of mercantile which is fairly stupid sounding to me, and that can't be altered by a GMST. I guess an economy mod could compensate by doing a +50 mercantile on all the merchants though.

I guess in keeping with vanilla I'll change disposition back, instead I would cut the 0.5 multipliers to 0.25 so there's less price deviation.

if that could be implemented, i wonder if it's possible to fix the exploit of selling items worth 1 gold sell for full price when sold alone.

That is very simple to do.
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TIhIsmc L Griot
 
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Post » Sat May 28, 2011 4:51 pm

That's cool this is still being worked on. :goodjob:
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Casey
 
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Post » Sat May 28, 2011 2:20 pm

The barter mechanic with mercantile fix is broken, so far as you can buy things back for less than you sold it for at only 20 mercantile skill, if you talk up your disposition enough. To state the obvious it turns into a free money generator. It's the underlying Morrowind behaviour which the original bug (intentionally) covered over. I'm not going to deliver half a fix, because it already changes the barter mechanics to the player's favour; I'm aiming for something more neutral. My balance target is at least not selling things back over marked price (which the original did not allow either) at 100 skill. It's not a hard cap, If you go past 100 mercantile you will still get better prices.

Not intending to perpetuate the argument, but I would hardly call it half a fix. Mercantile didn't work properly, and now it does. The rest of the problem would be having unskilled merchants. If your skill is higher than theirs, then it makes sense that you can buy low and sell high. Of course disposition factors in too heavily. Changing how it affects the price is no longer a fix but a balance issue, and I think it should be separate. If there is room to include it, I think it's a great addition. It's a case of separate issues contributing to one problem, and each should have it's own solution.

NPCs already drink player-made potions. They are programmed to only drink health or fatigue potions, though it's easy enough to add any spell effect. The problem is there's no AI to govern the use of other spell effects, the NPC will chain chug any and all potions without regard to the usefulness of a potion.

I had no idea. I haven't used companions much, but they always say that they can't use player-made potions. Well, if it's possible to make them use Restore Magicka potions, what about other effects? Any info on making NPCs cast 0 Magicka spells?

One point of disposition is equivalent one point of mercantile which is fairly stupid sounding to me, and that can't be altered by a GMST. I guess an economy mod could compensate by doing a +50 mercantile on all the merchants though.

I guess in keeping with vanilla I'll change disposition back, instead I would cut the 0.5 multipliers to 0.25 so there's less price deviation.


That is very simple to do.

I had no idea disposition was that much of a factor. That is indeed ridiculous. We know merchants are not smart in Morrowind. The whole reason I argued so much was to leave room for mods just like you have mentioned. If people feel that they acquire money too easily, they will search for mods.

I sincerely apologize if I seem intrusive with my suggestions. I know it's your project, and in the end you can do whatever you want. It's just that I feel there should be a distinction between a fix, and a tweak. I have some issues with the UMP/MPP because of that. That said, I respect what you are doing and I'm glad to be testing this wonderful project.
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krystal sowten
 
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Post » Sat May 28, 2011 4:28 pm

Just want to point out my http://www.gamesas.com/bgsforums/index.php?showtopic=1009286.

Arsuru, okay, it's not half a fix. I don't like changing default behaviour that much either, but the mercantile fix caused an obvious exploitable situation early on in the game, which is significantly worse than without the fix. I'm not going to ship any options that create exploits like that.

That's it for this thread. Please reply in the http://www.gamesas.com/bgsforums/index.php?showtopic=1009430.
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Dylan Markese
 
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Post » Sat May 28, 2011 10:40 pm

Just want to point out my http://www.gamesas.com/bgsforums/index.php?showtopic=1009286.

Arsuru, okay, it's not half a fix. I don't like changing default behaviour that much either, but the mercantile fix caused an obvious exploitable situation early on in the game, which is significantly worse than without the fix. I'm not going to ship any options that create exploits like that.

That's it for this thread. Please reply in the http://www.gamesas.com/bgsforums/index.php?showtopic=1009430.

Hey, there are still 5 posts left. :nono:
But seriously, I completely understand why you're doing it the way you are.
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Alexx Peace
 
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Post » Sat May 28, 2011 5:05 pm

Hrnchamd:

In the long post you made on http://www.gamesas.com/bgsforums/index.php?showtopic=978076&view=findpost&p=14533866
You neglected to mention your opinion on my ideas as shown in the first post:

1. Constant effect borking: make it a requirement that min=max when creating a CE item. That way no more 1-X items with 50 equips to get that 'perfect' value
- make it that effects are re-applied whenever a buff ends - no more 100% magicka resist for 1 sec then equip blinding speed boots
2. Multiple soultrap borking: only one soul per unit, so you cannot cast X differnet soultrap spells for X souls from a single source
3. Cannot rest here" message: could you change it so it displays the time/date too - it can be annoying to want to use the rest interface just to find out the time, when it is disabled due to there being 'enemies nearby'.
4. The way the engine currently works you can only modify the cost of each soulgem and the global variable fSoulGemMult, which is multiplied by the cost to produce the capacity. This means that you cannot change the capacity/unit cost of a soulgem, without changing the capacity as well. If a soulgem has 10x the capacity, it will have 10x the value/ capacity point, so when filled it is 100x more valuable (10x points for 10x worth per point). Would be nice to have a fSoulGemMult variable for EACH soulgem (or one generic one for uniques, and another for the normal ones) that way each gem could have a unique cost/capacity point (refs: 1).


I understand that you are busy. But a simple: I'll consider it/ It cannot be done/ I don't want to do that would mean a lot to me.
P.S Thanks for the work you have been doing on the merchantile fix. I fully support your endeavors to balance bartering as best you can, it is a worthy goal.
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lolly13
 
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