Repairing the Cogs of Morrowind #11

Post » Sat May 28, 2011 10:48 pm

It did it to me just now with fargoth's ring.
I had the ring when I talked to him. it said he took the ring. I looked in the inventory and the ring was still there.
This time with a weird number at the end of it and when I clicked on it the game crashed.
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alicia hillier
 
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Post » Sat May 28, 2011 11:29 pm

just curious, did you have the ring, and other quest items, as one of your quick-keys? This might be related to the quick-key bug mentioned earlier.
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Emma
 
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Post » Sat May 28, 2011 11:07 am

just curious, did you have the ring, and other quest items, as one of your quick-keys? This might be related to the quick-key bug mentioned earlier.

I don't use quick keys
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Captian Caveman
 
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Post » Sun May 29, 2011 12:06 am

This is pretty impressive. I'd use it for the StreamMusic fix alone (god that bugged me), but you guys have fixed issues I didn't even know existed. Thanks for releasing this.

Really, that StreamMusic fix. That gives me great joy.
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Ash
 
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Post » Sat May 28, 2011 3:50 pm

I wanted to pop in and say thank you to everyone who's worked on this. I recently reinstalled MW and started a new game, and it's working beautifully!! I really appreciate the fixes! It's especially nice to know that my mage can truly go unarmored, and that I can tinker with my LO a bit without a major anxiety attack. Thank you so much.

:)
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Jessica White
 
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Post » Sat May 28, 2011 5:45 pm

I recall seeing the same situation well over a year ago with "removed" items still showing up in inventory, but with an odd suffix number at the end. It went away after I changed may mod list, and I never did figure out what was causing it.

I'll also second the recommendation NOT to use FPS Optimizer 2.0; not only does it change your map to grayscale, it doesn't shut down properly when you exit the game, and my games seemed to have more than the "usual" number of other problems. The code patch does an amazing job in a number of ways, and I'll happily live with a shrunken map if I have to, rather than all of the other alternatives that have been released so far.
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Dustin Brown
 
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Post » Sat May 28, 2011 10:26 pm

I have a question about the code Patch that has probably been answered somewhere, but I haven't found it.

Anyway, here's the question... I'm working on a total conversion, and when it's done I'd like to have players be able to use the code patch if they want to. However, with a total conversion, the Morrowind dependency (and Bloodmoon and tribunal dependencies} have to be removed.

I don't know iwhat effect that would have on the code patch, or whether it would still work at all. Since a lot of this doesn't seem to be ordinary scripting, I wonder, how it would work, or how it could be made to work if it doesn't?
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Loane
 
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Post » Sun May 29, 2011 2:41 am

I'm working on a total conversion, and when it's done I'd like to have players be able to use the code patch if they want to.

They can, the Code Patch is independent from whatever data files you throw at it. The only thing you'd have to worry about is when some part of your mod specifically relies on something that is changed by the MCP - for example, if some script in your TC *relied* on Morrowind's faulty original timescale (which omitted the first month of the year), and people use the MCP which reintroduces this first month, then you could run into problems. But these are highly specific cases which are very unlikely to happen - and if they do happen, it'll be fairly obvious to the mod creator. In 99% of cases, you simply don't have to worry about it. :)
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Budgie
 
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Post » Sat May 28, 2011 3:52 pm

Thanks a lot, I appreciate the info!
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Chase McAbee
 
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Post » Sat May 28, 2011 12:08 pm

Sorry for the day-old bump, but when I install this, the Fortify Attribute fix does not work. I can see the map extension did, though, so what am I doing wrong here? :huh:
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Mel E
 
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Post » Sat May 28, 2011 6:05 pm

Sorry for the day-old bump, but when I install this, the Fortify Attribute fix does not work. I can see the map extension did, though, so what am I doing wrong here? :huh:

First, start the patch pogram again and make sure that the Fortify Attribute fix is selected. If it is, then double-check whether it really isn't working. The best way to do this is to start a new and otherwise unmodded game with the Code Patch Showcase mod. Enter the trapdoor in Seyda Neen, read the instructions in the book, and check whether the Fortify Attribute fix works there. Then report your findings.
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Jerry Jr. Ortiz
 
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Post » Sat May 28, 2011 11:55 am

i think the effect "slowfall" should be looked at. right now, a magnitude of 1 works just as well as a magnitude of 100. perhaps scaling the fall distance damage to magnitude?
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Jeff Tingler
 
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Post » Sun May 29, 2011 1:30 am

i think the effect "slowfall" should be looked at. right now, a magnitude of 1 works just as well as a magnitude of 100. perhaps scaling the fall distance damage to magnitude?

That's not quite true. A greater magnitude does make you fall slower, but you're right that even one point is enough to prevent all falling damage.
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Louise Lowe
 
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Post » Sat May 28, 2011 11:17 am

Which it should. Because that's not a bug, nor a feature that needs to be changed, at all.

Besides, I don't feel like waiting a hundred years to fall down fifty feet. :)
And I shouldn't have to have 100 slowfall to stop being hurt either.
One is enough.

speaking of bugs, how about Hrnchamd fix the instant crash to desktop when entering another area while summoned monsters are still in the current area.

Steps to reproduce.
1. Make a spell that summons a skeleton.
2. Give it to an NPC.
3. Have NPC cast spell.
4. Kill NPC next to the area transition door thingy.
5. Go through before Summon is affected. BAM Instant crash!

This is easily done by playing BigMod 2. Attack a Dark Elf and have it summon a skeleton. Kill the Dark Elf, walk through the door, instant crash.
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Daniel Lozano
 
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Post » Sat May 28, 2011 1:10 pm

Which it should. Because that's not a bug, nor a feature that needs to be changed, at all.

Besides, I don't feel like waiting a hundred years to fall down fifty feet. :)
And I shouldn't have to have 100 slowfall to stop being hurt either.
One is enough.

Maybe have a magnitude of 10 or 20 completely get rid of damage.
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Amanda Leis
 
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Post » Sat May 28, 2011 1:40 pm

Morrowind can now be purchased on Steam as well. Do you think that the code patch is compatible with the Steam version?
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Maya Maya
 
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Post » Sat May 28, 2011 10:20 pm

Maybe have a magnitude of 10 or 20 completely get rid of damage.


No! Just no! I cannot even begin to describe how bad of a change that would be. :(

Besides, I don't think it's even possible, and I'd really like my other question answered by the boss Hrnchamd himself. About the crashes.
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Jennifer Rose
 
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Post » Sat May 28, 2011 11:35 am

No! Just no! I cannot even begin to describe how bad of a change that would be. :(

Besides, I don't think it's even possible, and I'd really like my other question answered by the boss Hrachand himself. About the crashes.

Come on, DavidB1111. It might help that you show some respect and spell his handle correctly - it's Hrnchamd (if you can't seem to spell it right, look to the OP). <_<

:rolleyes: Please go back and edit all your recent posts to correct that.
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Taylor Bakos
 
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Post » Sat May 28, 2011 2:29 pm

It's not my fault he has a name no one can spell. :)

Seriously, though, yeah, yeah. MY bad.
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ashleigh bryden
 
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Post » Sun May 29, 2011 12:06 am

It's not my fault he has a name no one can spell. :)

Seriously, though, yeah, yeah. MY bad.

So you're saying I'm no one, eh? :slap:

Thanks for taking the time to edit those posts. B)
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Juanita Hernandez
 
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Post » Sun May 29, 2011 1:39 am

Yes, you're no one. :) Seriously, could you check to see if the summon crash affects you? I hope I'm not the only one with that problem. :)
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Rachael
 
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Post » Sat May 28, 2011 5:42 pm

Yes, you're no one. :) Seriously, could you check to see if the summon crash affects you? I hope I'm not the only one with that problem. :)


Usually the summoned creature vanishes upon the demise of the summoner; just take a deep breath prior to leaving the cell and you should be alright.

sieboldii
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Angel Torres
 
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Post » Sat May 28, 2011 8:27 pm

Yeah, you're right. But...You know, call me crazy, but it shouldn't crash the game if the summon is still there when click on the area transition! GAH!

That's what happens though, and that's what I'd like to fix. Because at the moment, that's about 95% of all my CTDs.
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Marcia Renton
 
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Post » Sat May 28, 2011 10:25 am

I had an idea, but I am not sure how implementable it is.

Forcing a Merchant to buy something at its true Value.

We all know that Morrowind's Economy is broken, and there are many reasons for this. More complicated reasons include the lack of currency variants, meaning things can't be a fraction of a gold piece, which could either inflate the value of goods, or deflate the value of the Septim itself, which is clearly evident when you can get no less than 1 gold for most useless items in the game. In my mind, creating fractional values of the Septim would be the best fix, but this isn't lore friendly, and it may be beyond the scope of any fix, but I do attest to my ignorance to this information.

So what could be done? There are a variety of things. A real world example here: In ancient history, most people did not trade in currency itself, but rather in Trade goods, such as Wheat, Flour, Corn, etc. This would be a great idea to implement into the game, selling things by a larger unit like a bushel, and having their singular counterparts worth nothing, forcing a player to have a significant amount before the merchant will buy them. However, this is only half-implementable. The ability to bundle goods together is already implementable through scripts (to bundle the goods together into a larger unit with actual value), but in order to be a true trade good, the bundle must be forced to give a consistent value.

First, lets define what a trade good actually is. A trade good is something that is readily transferable between two parties. Trade goods include foodstuffs (like flour, grains, crops, etc. not actual consumable food like bread, animals (unimplementable...maybe) and anything with a forced value on it by rule of law, like a good regulated by a Guild (or in our case, the East Empire Company or Great Houses, as there are no real world equivalences in Morrowind, but a TC I am planning will have them, which is why I am making a fuss in the first place. In my mind, the price of things like Ebony, Glass, Diamonds, and other metals that the Houses and Empires have a monopoly on are probably regulated as to prevent any competition, though this idea isn't actually reflected in the game. On a side note, most farmers and poor folk paid their taxes and tithes in these goods and NOT gold, as it was easier just to give the ruler these goods to support his concubines, and this is another thing not reflected in the game.

For logic purposes, we should create a unit of measurement constant. As it is impossible to use anything but "weight" as a unit of measurement, I suggest that the base value of a "bushel" of something is a weight of "1." Most goods that would be considered trade goods weigh in at .1 anyway, and a bushel with a weight of "1" would constitute as "10" of any given item is a bushel. This of course is pretty abstract in and of itself, but so is the Imperial Measurement System of our Planet. Other items, like Violet Coprinus, which weighs ".50" would have 2 to a bushel. Anything with a weight higher than "1.00" should probably be sold individually, like a large Kwama Egg. If this abstraction doesn't work well, we can always inflate the weight of a bushel to something like "10.00" which would be more realistic, but gameplay hindering.

For instance, a "bundle" of 10 Wickwheat should give 1 gold piece, based on the idea that Wickwheat is the most abundant good on Vvardenfell, and thus has a significantly low value. This works fine, considering that anything with the value of 1 will be sold for one gold. I derived the value of the bundle based on the value of the Wickwheat already in the game, which is 1. So in effect, it takes more of the good to get one gold piece out of it. Following me still?

Here is the problem. Using the same logic, let's take something else that would fall under the category of "foodstuffs": Hackle-Lo Leaf. Hackle-Lo Leaf qualifies because it is a crop. It too has a base weight of ".10" but a value of 30 Gold. Regardless of the bushel size, be it 10.00 or 10,000.00, you cannot force a merchant to buy a trade good for its listed price, which eliminates its usefulness as a trade good entirely. So to make a long story short, you should have some way to force a merchant to buy something at its valued price.

This of course, by itself, does not fix the economy of Morrowind, but it allows implementation of things that could, such as true letters of credit, land deeds, and even alternate currency, which would have to be traded through the inventory rather than being calculated into the gold pool. IF there IS a way to do this, PLEASE! Let me know!

An argument to this idea is that "Well, merchants can set whatever price they want to for a good. True, unless there is a faction controlling the price of a good, and making it illegal to buy a good for less than its worth. These factions, called Guilds, or more likely Great Houses and the East Empire Company, are the ones who set these regulations, and enforce their law on people.
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Charlotte Lloyd-Jones
 
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Post » Sat May 28, 2011 1:02 pm

Morrowind can now be purchased on Steam as well. Do you think that the code patch is compatible with the Steam version?

It's unlikely, but we won't really know until somebody tried it. So, if someone has the Steam version of Morrowind, a report about MCP-compatibility would be greatly appreciated!


I had an idea, but I am not sure how implementable it is.

Forcing a Merchant to buy something at its true Value.

We all know that Morrowind's Economy is broken, and there are many reasons for this. More complicated reasons include the lack of currency variants, meaning things can't be a fraction of a gold piece, which could either inflate the value of goods, or deflate the value of the Septim itself, which is clearly evident when you can get no less than 1 gold for most useless items in the game. In my mind, creating fractional values of the Septim would be the best fix, but this isn't lore friendly, and it may be beyond the scope of any fix, but I do attest to my ignorance to this information.

To be honest, I don't see how your suggestion would fix the economy. Morrowind's economy is broken because the player gets showered with free stuff - from stealing (which is incredibly easy) as well as from a never-ending supply of harmless enemies, their equipment, and their respawning loot chests. Forcing merchants to pay you full price for all this stuff would actually make matters worse, the player would get rich extremely fast.

Regarding fractional gold values, again I don't see how this would fix the economy - but if you want to devalue certain trade goods, there's an easier way to do it. You'd have to make a mod that changes the prices anyway, so instead of patching Morrowind to allow fractional gold values, and then modding the prices of the objects to actually *have* fractional values, just mod the prices of the *other* objects to be more expensive. This devalues the low-cost items just as well, and doesn't need any change in the exe.

I may be misunderstanding you (I'm not sure about some of the economical terms you're using), but either way your suggestion imho isn't addressing the issue, which is the high amount of free (or nearly free, as in "guarded by something which doesn't pose a threat") stuff in the game. As long as this is the case, and as long as enemies and merchants draw their euipment from the same pool, it's logically impossible for any repricing schedule to fix the economy. Making something cheaper (like Wickwheat in your example) makes it less worthwile for the player to sell it, but easier for him to buy it (and, for example, make potions with it and sell those with extreme profit). Making something more expensive (like, say, plate mail) makes it harder for the player to get it from a merchant, but once he reaches a level where leveled enemies are regularly equipped with these plate mails, he'll have a never-ending, easy supply of a very expensive item that he can sell. The economy remains broken either way.

Repricing is a crutch that can alleviate the problem (as Piratelord's PTE mod does), but due to the nature of the problem it can never be solved this way.
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Nicole Kraus
 
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