Repairing the Cogs of Morrowind No. 18

Post » Thu Aug 19, 2010 2:16 am

Q,
Why not integrate FPU2SSE patch into this?
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Luis Reyma
 
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Post » Wed Aug 18, 2010 2:10 pm

Please assist with testing: http://www.tesnexus.com/downloads/file.php?id=26348

Testing instructions:
- PlaceAtPC fix. Should make objects land at the correct distance in third person. Check with mods that use PlaceAtPC. Note it does not fix player->PlaceAtMe, which is run by a different function.
- Spell deselection fix. Very occasionally spells would deselect by themselves. This fixes one possible path, please observe if it still occurs or not.
- Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Should be fixed, check all stats for correct behaviour.
- Disable camera clipping on pick objects. Stops the third person camera from moving closer if an NPC is between the player and the camera. Also does the same for activators, check for possible gameplay problems caused by this.
- Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. Review price levels and check compatibility with economy mods.
- Larger service windows. Makes repair/recharge item windows somewhat bigger.
- Enchant maker now supports multiple effects as with spell maker.
- Animation engine. Only for animation testing, still breaks gameplay. Not for general testing.
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Haley Cooper
 
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Post » Wed Aug 18, 2010 9:35 pm

- Larger service windows. Makes repair/recharge item windows somewhat bigger.

Interesting. Could something similar be done with the Birth Signs windows (at Character Generation) and the Race Creation window? If there are a lot of spell effects/abilities, they get clipped off.

Awesome work! Thank you! :tops:
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Tanya
 
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Post » Wed Aug 18, 2010 6:47 pm

Hello! Just wanted to report that I have problems with 'Waterwalk fix' enabled - my still character dies, if first jumps from large height and then walks into a water. And one more thing - could it be possible to fix npcs enchanted item usage? I mean, now they only use the item once (if it's fully charged) and then only when it recharges again. Would be nice if they could use it, for example, every 2 seconds. I guess, then it would be needed to do the same for player (to keep things balanced) - and probably even wouldn't count as bug fix anymore.
Oh, and thanks for your work!
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MR.BIGG
 
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Post » Wed Aug 18, 2010 5:48 pm

Interesting. Could something similar be done with the Birth Signs windows (at Character Generation) and the Race Creation window? If there are a lot of spell effects/abilities, they get clipped off.

Yeah I noticed that with your BAMF/RAMF mods too. It didn't bother me all that much but if it's possible... :)
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SEXY QUEEN
 
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Post » Wed Aug 18, 2010 10:14 pm

After a quick test, the 3rd person PlaceAtPC fix works perfectly for my tents. After some investigation, I discovered (as I should have realized to begin with) that the NOM firekits use placeItem, using only x,y,z, and Zrotation with no distance offset. As long as that is the case, I can't see any possible 3rd person fix unless all objects dropped in 3rd person are placed at some mandatory distance. It's probably not a desirable fix in any case for this particular object.
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Emma louise Wendelk
 
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Post » Thu Aug 19, 2010 3:26 am

Hi Hrnchamd not sure if it has been asked before but have you ever looked at fixing the 72hr bug?

Tested the placeatpc with emma's Laura companion - the kiss animation has a script that drops a ring I beleive at the player using placeatpc for Laura to walk to and begin her animation - was wondering if your patch would move her further away but in 3rd person it looked fine

I don't think I had ever viewed that animation before in 3rd person as I tend to play first person most of the time.
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kelly thomson
 
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Post » Wed Aug 18, 2010 8:21 pm

Probably, this has been already requested (sorry if so): possibility to expand the hardcoded list of magic effects (effect “e” nifs with particles systems, e.g. ‘magic_area_poison.nif’ as well as patterns e.g. ‘vfx_pattern03.nif’), add more custom ones.

What’s that “EXTRA SPELL”/”sEffectExtraSpell”?

Many thanx for the new release!

:)
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Kay O'Hara
 
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Post » Wed Aug 18, 2010 12:58 pm

Please assist with testing: http://www.tesnexus.com/downloads/file.php?id=26348

Testing instructions:
- PlaceAtPC fix. Should make objects land at the correct distance in third person. Check with mods that use PlaceAtPC. Note it does not fix player->PlaceAtMe, which is run by a different function.
- Spell deselection fix. Very occasionally spells would deselect by themselves. This fixes one possible path, please observe if it still occurs or not.
- Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Should be fixed, check all stats for correct behaviour.
- Disable camera clipping on pick objects. Stops the third person camera from moving closer if an NPC is between the player and the camera. Also does the same for activators, check for possible gameplay problems caused by this.
- Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. Review price levels and check compatibility with economy mods.
- Larger service windows. Makes repair/recharge item windows somewhat bigger.
- Enchant maker now supports multiple effects as with spell maker.
- Animation engine. Only for animation testing, still breaks gameplay. Not for general testing.


Coooooooooooolllll!!!!!
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teeny
 
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Post » Thu Aug 19, 2010 1:37 am

Tried out the over the shoulder 3rd person view and stood next to a wall to see it the camera would clip through me if I was too close to the wall - definitely you've done something to the camera to make an improvement which will make taking face closeup shots easier - I noticed it would readjust itself so if I was standing near a tapestry looking at the wall - switched to 3rd person and swilled the camera I'd get a close up and then a small jump as the camera would readjust to compensate for the tapestry mesh distance.

Actually I hadn't used the over the shoulder camera view before and was quite surprised - here's a pic of http://img20.imageshack.us/img20/3193/3rdpersoncamera.jpg in over the shoulder view - there's actually quite a nice gentle animation as you turn the camera which I hadn't noticed before - I'll give this a go for a while

I now have over 80% of all the features ticked in MCP and it really makes a difference to my gameplay - like rain not falling through statics - I love that for roleplaying!

The inventory fix is incredible - for that alone I thank you so much - I can survive without a lot of texture replacers but I'm not sure I can do without my MCP.
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Bereket Fekadu
 
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Post » Wed Aug 18, 2010 8:16 pm

I have tested all attributes as regards the level-up bug and everything works correctly. Well done.
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Phoenix Draven
 
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Post » Wed Aug 18, 2010 5:13 pm

The camera seems to work great, there were no issues that I detected.

Just for the heck of it, I tried the animation and I don't know how helpful this will be, since you stated that it was not really ready for testing, but...

When engaged in combat with a mixed force of multiple friends and foes, there was quite a bit of warping from one place to another by everyone but the PC, and some kind of collision block that kept the PC from closing with the main opponent at odd intervals.

I also noticed that during a blight storm, the PC kept jumping invisible obstacles. I thought it first that it was just a random jump, but the jump occurred each time I reached the same spots.

Overall though, animation aside, everything I looked at was great!
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NAkeshIa BENNETT
 
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Post » Thu Aug 19, 2010 4:28 am

Hello! Just wanted to report that I have problems with 'Waterwalk fix' enabled - my still character dies, if first jumps from large height and then walks into a water. And one more thing - could it be possible to fix npcs enchanted item usage? I mean, now they only use the item once (if it's fully charged) and then only when it recharges again. Would be nice if they could use it, for example, every 2 seconds. I guess, then it would be needed to do the same for player (to keep things balanced) - and probably even wouldn't count as bug fix anymore.

Hi Einars, could you explain that waterwalk problem again with some more details? I need more information. Random enchanted items can be very powerful, I think it would cause gameplay problems if I made it work properly.

Hi Hrnchamd not sure if it has been asked before but have you ever looked at fixing the 72hr bug?

It's part of the game design to reduce the data load by cleaning old data. It does affect companions badly, but the potential for hard to measure side-effects is pretty high.

Probably, this has been already requested (sorry if so): possibility to expand the hardcoded list of magic effects (effect “e” nifs with particles systems, e.g. ‘magic_area_poison.nif’ as well as patterns e.g. ‘vfx_pattern03.nif’), add more custom ones.

What’s that “EXTRA SPELL”/”sEffectExtraSpell”?

The particle effect nifs aren't hardcoded, look in the weapons tab and copy one there. If it starts with VFX_ it becomes available in the magic effects window. I think the extra spell was an unused summon effect.
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Eliza Potter
 
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Post » Thu Aug 19, 2010 12:18 am

Hi Hrnchamd not sure if it has been asked before but have you ever looked at fixing the 72hr bug?

If you're talking about the bug affecting companions, just talk to them once every 72 game hours and they won't reset.
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Elina
 
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Post » Wed Aug 18, 2010 4:44 pm

Would it be possible to allow creatures an armor rating as well as npc's? One of the difficulties in balancing the stats of new creatures is their lack of armor rating, meaning that they take 100% damage from physical attacks (not counting resist normal weapons and successfully blocking with a shield). Essentially, I'm asking if they could have a default AR of 0 instead of none at all (i.e. undefined). Vanilla Morrowind would remain the same (except shield spells would actually work on creatures like the dremora and bonelord) and modders would have options to better balance their mods.

Thank you for your consideration and, most especially, all the time and effort that goes into this great project. I never play Morrowind without it.
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biiibi
 
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Post » Thu Aug 19, 2010 2:04 am

What’s that “EXTRA SPELL”/”sEffectExtraSpell”?

Magical Trinkets of Tamriel uses that.
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Loane
 
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Post » Wed Aug 18, 2010 2:15 pm

Thank you very much for this!

I have a question pretaining to the extraordinarily loud armor hit sound effects- does this also apply to characters that are jumping? Usually when someone jumps nearby the 'landing' sound effect is exceedingly loud and annoying because I'm using Emma's "Children of Morrowind" mod, and many children in the game will jump up and down excessively, causing this very loud 'clatter' sound. Will the patch also minimize this?
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Mariana
 
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Post » Wed Aug 18, 2010 6:19 pm

Why not integrate FPU2SSE patch into this?

I don't maintain FPU2SSE and it's a very large patchset, so I can't review it nor take responsibility for any issues with it.

Would it be possible to allow creatures an armor rating as well as npc's? One of the difficulties in balancing the stats of new creatures is their lack of armor rating, meaning that they take 100% damage from physical attacks (not counting resist normal weapons and successfully blocking with a shield). Essentially, I'm asking if they could have a default AR of 0 instead of none at all (i.e. undefined). Vanilla Morrowind would remain the same (except shield spells would actually work on creatures like the dremora and bonelord) and modders would have options to better balance their mods.

Thanks for the compliment. Creatures don't have armor zones like humanoids, so the game does not recognize the armor in the same way. I'm not sure if they have overall AR recorded anywhere which may be the problem. I can look at it.

I have a question pretaining to the extraordinarily loud armor hit sound effects- does this also apply to characters that are jumping? Usually when someone jumps nearby the 'landing' sound effect is exceedingly loud and annoying because I'm using Emma's "Children of Morrowind" mod, and many children in the game will jump up and down excessively, causing this very loud 'clatter' sound. Will the patch also minimize this?

You have to test it and report here. There are more mods out there than I can check in any given time. If the extra loud noise only happens on 5-20% of the jumps it may be fixed by the patch. Maybe, maybe not.
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Facebook me
 
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Post » Wed Aug 18, 2010 4:52 pm

Testing results for Beta 2:

- PlaceAtPC fix. Should make objects land at the correct distance in third person. Check with mods that use PlaceAtPC. Note it does not fix player->PlaceAtMe, which is run by a different function. Working beautifully in my tests. Many thanks!

- Disable camera clipping on pick objects. Stops the third person camera from moving closer if an NPC is between the player and the camera. Also does the same for activators, check for possible gameplay problems caused by this. I can forsee some activators like Ghostgate where it could look odd, but I think this looks great.

- Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. Review price levels and check compatibility with economy mods. It's hard to strike a good balance on things like this. I think this is a decent compromise though.

- Larger service windows. Makes repair/recharge item windows somewhat bigger. Always nice to have a bit of extra space at higher resolutions. I think someone mentioned applying the same idea to the birthsign window for Birthsigns Are More Fun, which would be fantastic.

- Enchant maker now supports multiple effects as with spell maker. For many effects it won't make much sense, but my favorite part about multiple effects is allowing Conjuration to summon a few of the same creature at once.

- Animation engine. Only for animation testing, still breaks gameplay. Not for general testing. Not for me, I suppose, since I haven't a clue about what the animators are looking for. I can report that it was glitchy and had some unusual side effects, but I was still able to play. :shrug:


Great update!
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Eoh
 
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Post » Wed Aug 18, 2010 1:33 pm

I've recently discovered that if a script command moves an NPC out of a combat situation while the combat is still in progress (like most companion scripts do if the player teleports or goes through a door and the companion is set to follow him), the NPC arrives in an odd state. His AI package is still set to Follow mode, but he doesn't walk with the player like he normally would. Instead, he stands like a statue (no animation). Entering StartCombat Player, followed by StopCombat, from the console with the focus on any NPC brings him out of it so that he walks normally, with animation.

Is this something MCP might be able to fix?
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aisha jamil
 
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Post » Wed Aug 18, 2010 8:22 pm

Testing results for Beta 2:

- Animation engine. Only for animation testing, still breaks gameplay. Not for general testing. Not for me, I suppose, since I haven't a clue about what the animators are looking for. I can report that it was glitchy and had some unusual side effects, but I was still able to play. :shrug:


Great update!


For me:

The 3rd person animations don't sync with 1st person animations. The speed of hitting swords, etc. You can't also move while holding an attack in 3rd person. Animations in 3rd and 1st person get glitchy, etc.

Guards and enemies also spawn next to you, instead of running to you and attacking, another major glitch.

Overall, it's glitchy and gamebreaking, yeah.

Can't wait for MCP 1.8.
Is it possible for a cross hair for 3rd person view?


EDIT:
3rd person animations seem to never sync with 1st regardless of patch. Sorry.
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Tessa Mullins
 
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Post » Thu Aug 19, 2010 12:17 am

Yes, statics and weapons have VFX_ that can be added and used. That’s good to know.

But the list of “Game Play”/”Magic Effects” cannot be expanded (at least I do not know how). So, VFX_ nifs are not hardcoded but magic effects are. I would like not to replace originals. Basically only EXTRA SPELL can be safely replaced like that was done in “Magical Trinkets of Tamriel”.

Hrnchamd, Shiva7663, thanx.

:)
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Nicole Kraus
 
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Post » Wed Aug 18, 2010 8:38 pm

O.o
That is a lot of additional bug fixes! :celebration:

I don't maintain FPU2SSE and it's a very large patchset, so I can't review it nor take responsibility for any issues with it.


Ok, that makes sense.
That, and from what I understand it only applies code patches which give a performance increase, unless otherwise specified, which probably differs from one Intel CPU to another.
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Kim Bradley
 
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Post » Wed Aug 18, 2010 1:01 pm

- Disable camera clipping on pick objects. Stops the third person camera from moving closer if an NPC is between the player and the camera. Also does the same for activators, check for possible gameplay problems caused by this. I can forsee some activators like Ghostgate where it could look odd, but I think this looks great.
THANK YOU! guar riders, rejoice! :dance: :twirl:
[EDIT]quote fixed
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Ashley Tamen
 
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Post » Wed Aug 18, 2010 1:28 pm

Wish List...

(for those things that are possible):

- guards that stop attacking you once you atone for a crime
- graduated damage when falling into water, depending on height (less than land, of course, but still some damage)
- no armor damage from fists, only from teeth and claws
- resizeable scroll buttons
- a field that allows entry of large dollar/spell amounts directly rather than having to hold on the arrow buttons or fiddle with the slider
- the ability to drag and select partial groups of items to transfer out of a container
- putting some distance between a container's "Take All" and "Close" buttons so a sloppy click doesn't accidentally remove everything
- enchanters who don't add the cost of enchanting to their barter gold

and my two most unfavorites:

- an end to 'weapon pop-up' when a conjured weapon expires (i.e. when one goes into magic-ready mode or weapon has been put away)
- AN ENCHANTMENT MENU THAT STOPS JUMPING AROUND (sorts either alphabetically or by category, NOT BOTH)

Most excellent work. Hail!
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Kate Norris
 
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