Repairing the Cogs of Morrowind #11

Post » Sun May 29, 2011 2:24 am

Huh? Sure you're not talking about mlox?

sieboldii


Actually, and quite obviously, I don't know what I'm talking about. ;) That's why I was wondering about the additional download at tesnexus regarding the python version. There's no addtional info in the readme about it, so, I was just curious about what it was for.
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Austin England
 
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Post » Sat May 28, 2011 3:47 pm

Hi.

I'm just getting back into this game, and am wondering about the Python version of this patch. Is that for those of us that like to use Wrye Mash?

And thank you for all the hard work on this!

The python version of MCP requires that python is installed, whether you're using it for Wrye Mash, mlox, or for a plethora of other apps unrelated to MW.

If you have python installed, the MCP python version is highly recommended since it's a tiny download. It installs and runs exactly the same way as the MCP exe version does - put it in your Morrowind folder along side the Morrowind.exe you want to patch.

The exe version is in fact a self executing version of the python script with the necessary python runtimes included for those without python already installed. ;)
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Cagla Cali
 
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Post » Sat May 28, 2011 2:04 pm

The python version of MCP requires that python is installed, whether you're using it for Wrye Mash, mlox, or for a plethora of other apps unrelated to MW.

If you have python installed, the MCP python version is highly recommended since it's a tiny download. It installs and runs exactly the same way as the MCP exe version does - put it in your Morrowind folder along side the Morrowind.exe you want to patch.

The exe version is in fact a self executing version of the python script with the necessary python runtimes included for those without python already installed. ;)


Thank you. One more question, if I may: Do I also need wxWidgets if I have wxPython2.8? I thought widgets was a development tool for programs like wxPython.
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Astargoth Rockin' Design
 
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Post » Sat May 28, 2011 6:39 pm

Thank you. One more question, if I may: Do I also need wxWidgets if I have wxPython2.8? I thought widgets was a development tool for programs like wxPython.

Most of the python related apps for MW require wxPython, but I don't know of any that also require wxWidgets - it isn't needed to run the python version of MCP.
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Chris Guerin
 
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Post » Sat May 28, 2011 3:02 pm

i still think fixing NPCs drinking potions per frame would be a great and easy fix. just change the call from per frame to per second or so.
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Dawn Porter
 
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Post » Sat May 28, 2011 9:30 pm

Most of the python related apps for MW require wxPython, but I don't know of any that also require wxWidgets - it isn't needed to run the python version of MCP.


Thanks tetchy, I appreciate the help.
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Bad News Rogers
 
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Post » Sat May 28, 2011 10:51 pm

Two notes:

Hand to hand: Sabregirl made a mod a while back that made hand-to-hand to some real damage through changing modifiers. The problem with this is that werewolves also use hand-to-hand modifiers; so if you added her mod, you could punch someone in the face, but if a werewolf so much as sneezed in your general direction you dropped dead. One-hit-kill werewolves are properly terrifying, yes, but it makes the Bloodmoon main quest a ride of terror if you're stuck in confined spaces with them. Which you are. Frequently.

Area of effect: Honestly, spells are not a circle when they expand, they're a sphere. I propose two things. One, make the area-multiplier proportional to the area-of-effect radius cubed (volume of a sphere: 4/3 pi*r^3, your spell is filling the entire volume of a sphere) and two, make, if possible, if it does not already, the actual effect of a spell drop off as the square of the distance from the central point (for the same reason that gravity and electromagnetism operate on the inverse-square principle). I don't know how Morrowind currently calculates it, but if i get a fireball to the face it seems like it should be more damaging than leaping to the size and lightly singeing my pinky toe.
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lauren cleaves
 
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Post » Sun May 29, 2011 12:25 am

Thanks for the summary Mordicus. You missed a few though.

Stolen Item Bug: Merchants will take all of an item from your inventory with the same ID as the item stolen from them. Fliggerty had an idea that seems like it could work. There is also the issue with placing a non-stolen item into a container with ownership, and then it counts as stolen when you take it out again.

http://www.gamesas.com/bgsforums/index.php?act=findpost&hl=&pid=13360633, http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=14116788

Also there was the expanded spell radius.

Increased rest/wait slider. http://www.gamesas.com/bgsforums/index.php?act=findpost&hl=&pid=13404050

Making curses only restorable with the cure curse effect. http://www.gamesas.com/bgsforums/index.php?act=findpost&hl=&pid=13744090

Spell Magnitude Bug: Never getting the maximum spell magnitude. http://www.gamesas.com/bgsforums/index.php?act=findpost&hl=&pid=14059514

Making NPCs recognize 0 Magicka spells and adding more equipment slots. http://www.gamesas.com/bgsforums/index.php?act=findpost&hl=&pid=13916304

There is also something related to traps by Laugan: Traps are on touch, and thus even with an area of effect, will ever work if tripped outside of touch range, even if you are in the area of effect range.
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13834068, and http://www.gamesas.com/bgsforums/index.php?act=findpost&hl=&pid=13900332
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Dewayne Quattlebaum
 
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Post » Sat May 28, 2011 3:59 pm

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=978076&view=findpost&p=14262867 updated.

As I said, the list was not complete yet.

You missed all of my earlier suggestions. And I have another two to add

Added in suggestions.

I can confirm that this problem is definitely not related to GME. I've had it for much longer than I've had MGE.

Confirmed.

i still think fixing NPCs drinking potions per frame would be a great and easy fix. just change the call from per frame to per second or so.

Added in suggestions.

Thanks for the summary Mordicus. You missed a few though.

Added in new bugs reported and suggestions.
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DarkGypsy
 
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Post » Sat May 28, 2011 10:16 am

Also there was the expanded spell radius.

Could you be more precise about the spell radius? Link? Is it connected to what StormFalcon has explained above?
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Nathan Hunter
 
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Post » Sat May 28, 2011 11:57 am

Could you be more precise about the spell radius? Link? Is it connected to what StormFalcon has explained above?

Ah, it was just to increase the cap on the spell area. I suggested 1000, just to match the expanded magnitude. http://www.gamesas.com/bgsforums/index.php?act=findpost&hl=&pid=13053918

As for area of effect, we could argue that the spell does not fill the sphere, but the energy radiates out from a central point where only the "edge" is damaging. That could explain why it's so cheap to make an area spell, compared to a single target spell.
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Rude_Bitch_420
 
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Post » Sat May 28, 2011 3:34 pm

Due to the fact that 1.2 has been out for a very long period of time, any indications on progress on a newer version?

Sorry if I sound impatient - I am like that.
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Kevan Olson
 
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Post » Sat May 28, 2011 9:29 pm

Curious as well. I was hoping Hrnchmd might show around spring break if not just to comment on suggestions. :)

But of course, summer vacation is around the corner too. I wonder if he takes the summer off...
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Lewis Morel
 
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Post » Sat May 28, 2011 6:00 pm

I believe that earlier in the thread it was stated not to expect any updates until next year. This would allow time for R&R and the accumulation of additional changes.

sieboldii
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Andrea P
 
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Post » Sat May 28, 2011 7:22 pm

Another feature many would like - price-setting in bartering. This would be much better than having to hold down the +/- a while when doing major trades. If there is no way to add a new area in the barter window, it might be able to replace the "max trade" button(would basically make it obsolete anyway)
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Monika Krzyzak
 
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Post » Sat May 28, 2011 11:53 pm

Another feature many would like - price-setting in bartering. This would be much better than having to hold down the +/- a while when doing major trades. If there is no way to add a new area in the barter window, it might be able to replace the "max trade" button(would basically make it obsolete anyway)

FPS Optimizer has a "Turbo Haggle", which just increases the speed at which the +/- works. Something else I'd like to see, is a scrolling map. The map expansion is fine for now, but when other provinces get added... I know FPS Optimizer did this as well, but I have never used 2.0, and it's in greyscale I believe. The mouse wheel multiplier was nice too. Maybe these things could be implemented here or to MGE.
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rebecca moody
 
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Post » Sat May 28, 2011 3:21 pm

FPSoptimizer 2.0 did the map expansion. But it was actually very very buggy and caused a lot of issues. Its not recommended at all by most people. Its better (and safer) to use the first one.
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Chloe Botham
 
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Post » Sat May 28, 2011 10:20 pm

FPSoptimizer 2.0 did the map expansion. But it was actually very very buggy and caused a lot of issues. Its not recommended at all by most people. Its better (and safer) to use the first one.

Which is exactly why I never even bothered to try 2.0. But, we know it's possible to make a scrolling map. Whether a correctly working one is possible is yet to be seen. I would prefer the original map size to the MCP expanded map, but it's the best we have for now.
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Rachael Williams
 
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Post » Sun May 29, 2011 12:49 am

Has the "bug" concerning on-strike bow enchantments been discussed? I didn't see it in the very impressive list Psyringe wrote up.
I suggested transferring the enchantment onto the arrow when fired as a solution.
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remi lasisi
 
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Post » Sat May 28, 2011 10:47 pm

man I really really hate when something is supposed to take something from me and ends up not doing it right.
The item is still there but the encumbrance goes down. Basically it breaks my encumbrance a bit.
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Damned_Queen
 
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Post » Sat May 28, 2011 11:07 pm

man I really really hate when something is supposed to take something from me and ends up not doing it right.
The item is still there but the encumbrance goes down. Basically it breaks my encumbrance a bit.


You might want to make a more detailed explaination of the problem. Your post is too general for even some of the better espers on this forum.

sieboldii
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Isabella X
 
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Post » Sun May 29, 2011 1:50 am

You might want to make a more detailed explaination of the problem. Your post is too general for even some of the better espers on this forum.

sieboldii

When something is scripted to take something from your inventory, sometimes it doesn't take the item like it should, but the encumbrance still changes as if it did.
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Christine
 
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Post » Sat May 28, 2011 4:17 pm

When something is scripted to take something from your inventory, sometimes it doesn't take the item like it should, but the encumbrance still changes as if it did.


That's the result of a broken or poorly tested mod not the game engine. The modder should have checked to make sure the player has the item to be removed before removing it but didn't. Though it could fall under the aegis of the MCP it's kinda of a grey area.
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Alister Scott
 
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Post » Sat May 28, 2011 10:43 am

That's the result of a broken or poorly tested mod not the game engine. The modder should have checked to make sure the player has the item to be removed before removing it but didn't. Though it could fall under the aegis of the MCP it's kinda of a grey area.

But I do have the item. It just doesn't take the item. It only takes away encumbrance from the total encumbrance.

Testing a mod that does this multiple times wit hthe same object, sometimes it successfully takes the object and sometimes it doesn't.
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Rex Help
 
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Post » Sat May 28, 2011 11:58 am

I'm inclined to believe that its a problem in the engine. If you use the command console with the "removeitem" command on an item that's not actually in your inventory, it will still remove the encumbrance weight of that object from your total encumbrance.
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~Sylvia~
 
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