Repairing the Cogs of Morrowind No. 18

Post » Thu Aug 19, 2010 2:39 am

Another annoying thing is the duplicate items on dirty saves. For example a new mod that moves a NPC one millimeter, then that NPC will appear twice (only if the npc was previously shown and the game saved).
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Adam
 
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Post » Wed Aug 18, 2010 8:19 pm

Thank you, Hrnchamd: a clear and direct negative answer is better than usual mysterious silence.

:)
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Kristina Campbell
 
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Post » Wed Aug 18, 2010 5:21 pm

Edit: What do people think of the over the shoulder camera these days. Is it playable or obnoxious? I never saw much feedback on it.
Personally I prefer the default 3D camera position.
Something maybe related that I'd really love would be a way to disable the 3D person automatic camera "bumping" away from a near object, it causes frequent visual glitches when riding my guar (and I think possibly in most situations when player position relative to a near object changes by small amounts frequently)
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Phoenix Draven
 
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Post » Wed Aug 18, 2010 1:02 pm

Personally I prefer the default 3D camera position.
Something maybe related that I'd really love would be a way to disable the 3D person automatic camera "bumping" away from a near object, it causes frequent visual glitches when riding my guar (and I think possibly in most situations when player position relative to a near object changes by small amounts frequently)


I like the Oblivion 3D Camera System, with the mouse wheel you can free adjust the position of the camera.
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Amber Ably
 
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Post » Thu Aug 19, 2010 3:42 am

You may consider replacing the 20 sneak animations with custom ones, and using playgroup to see them. Idles are just named as they are, the numbers aren't an index, it's not any easier to change those.

Edit: What do people think of the over the shoulder camera these days. Is it playable or obnoxious? I never saw much feedback on it.


It is right, as is an option.
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Maddy Paul
 
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Post » Wed Aug 18, 2010 11:19 pm

I like the Oblivion 3D Camera System, with the mouse wheel you can free adjust the position of the camera.
This gives me an idea for adding 2 macro functions to MGE, for increasing and decreasing "y" distance from player for 3rd person camera view (they could be applied to mouse wheel up, and mouse wheel down, like you described). And if there is interest, I can add to MGE also horizontal (x) and vertical (z) 3rd person camera position change macro functions, and configurable by MGEgui initial position of 3rd PC camera, too. But more about it will be posted on the MGE topic, for example when it's added.

For any suggestions for this planned feature of MGE, please post on http://www.gamesas.com/index.php?/topic/1092628-morrowind-graphics-extender-mge/.
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Maeva
 
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Post » Wed Aug 18, 2010 8:12 pm

This gives me an idea for adding 2 macro functions to MGE, for increasing and decreasing "y" distance from player for 3rd person camera view (they could be applied to mouse wheel up, and mouse wheel down, like you described). And if there is interest, I can add to MGE also horizontal (x) and vertical (z) 3rd person camera position change macro functions, and configurable by MGEgui initial position of 3rd PC camera, too. But more about it will be posted on the MGE topic, for example when it's added.

For any suggestions for this planned feature of MGE, please post on http://www.gamesas.com/index.php?/topic/1092628-morrowind-graphics-extender-mge/.


Really?! That would be incredible!

Thanks a lot!
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Wayne Cole
 
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Post » Wed Aug 18, 2010 1:40 pm

Speaking of 3rd person issues... A while back someone else and I had mentioned a problem and if we were answered, i missed it.

The issue is that if you use either the console or a scripted version of PlaceAtPC while in 3rd person view, the item is placed at 0 distance, no matter what distance is called for by the script.

For instance, if you drop the NoM campfire while in 3rd person, the fire will be placed directly beneath you, and you start taking fire damage immediately. I have a mod that puts portable yurts in the game (among other things), and they are placed with OnPCEquip, PlaceAtPC with a distance of 512 mandated in the script. If you do this in first person it works fine, but if you equip the tent marker in 3rd person, you find yourself trapped within the tents graphics at dead center.

It's not deadly (usually), but it is annoying...
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Miguel
 
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Post » Thu Aug 19, 2010 12:02 am

What would also be neat is that the head follows the direction you face in 3rd person, vertically.
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Budgie
 
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Post » Wed Aug 18, 2010 1:17 pm

Two suggestions:
I would like to see something like "Spellmaker multiple effects" function for Enchanting.
- Spellmaking max. magnitude. New magnitude limit changed from 1000 to 500.

Can you make an option to choose suitable magnitude? I personally prefer having limit of 1 000 while 250 is enough for my friend.
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bimsy
 
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Post » Wed Aug 18, 2010 6:22 pm

I would like to submit a bug report. When I came across this bug initially, I did not think it was important enough to be included in MCP, but I have since seen it reported by a couple of other people(http://www.uesp.net/wiki/Morrowind:Level#Bugs at the bottom of the page, and http://www.gamesas.com/index.php?/topic/1082396-unable-to-get-100-strength-with-5x-multiplier-and-strength-currently-at-95/) and seeing as MCP has started fixing cosmetic issues, I thought this gameplay bug too needed mentioning.

This will be fixed in the next release of MCP.

What about make the inventory icons larger in size?

It would be cool get those icons at higher resolution as 48x48 or maybe 64x64, rich in detail and colorful.

No, it's not as simple as just changing icons. I would have to change layout, button size, window size for the barter, tooltip, enchant, recharge, repair, and inventory windows, otherwise things will overlap or look unbalanced. It is too much work for something that doesn't cover the whole player base.

Another annoying thing is the duplicate items on dirty saves. For example a new mod that moves a NPC one millimeter, then that NPC will appear twice (only if the npc was previously shown and the game saved).

It already fixes this. Did you even test it?

Something maybe related that I'd really love would be a way to disable the 3D person automatic camera "bumping" away from a near object, it causes frequent visual glitches when riding my guar (and I think possibly in most situations when player position relative to a near object changes by small amounts frequently)

It's possible, but it will cause problems. In interiors there is a lot of overlapping geometry, so you are likely to lose sight of you character if you swing the camera through a wall. In exteriors there may be problems navigating daedric ruins, forts etc. when you need a clear line of sight. It needs a lot of testing for which conditions are suitable for turning it off.

The issue is that if you use either the console or a scripted version of PlaceAtPC while in 3rd person view, the item is placed at 0 distance, no matter what distance is called for by the script.

I'm trying to fix it at the moment.

What would also be neat is that the head follows the direction you face in 3rd person, vertically.

Not really a bug fix, nor an adaptation of existing code.

I would like to see something like "Spellmaker multiple effects" function for Enchanting.

Can you make an option to choose suitable magnitude? I personally prefer having limit of 1 000 while 250 is enough for my friend.

Multiple effects doesn't work so well with enchanting because of the doubling of points use when you add another effect; less than useful but I can try and figure it out. You will have to accept the compromise on the spell limits, it's technically more complicated than setting one value in the code.
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Genevieve
 
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Post » Wed Aug 18, 2010 5:58 pm

It already fixes this. Did you even test it?


No, I don't knew that. I'll be attent.

Bye.
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Roberta Obrien
 
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Post » Wed Aug 18, 2010 3:42 pm

is it possible to look into why the overhead map cannot display water correctly in large interiors? It's most noticable in interior as exterior cells which cover larger than 2x2 cells. if you really want an extreme case, look at quorn's siege at firemoth fort which places all of firemoth in an interior. water is only displayed for a small portion of the map.
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Juliet
 
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Post » Wed Aug 18, 2010 11:33 pm

This will be fixed in the next release of MCP.

-----

I'm trying to fix it at the moment.



Splendid; really looking forward to the latter (PlaceAtMe/PlaceAtPC fix) but the former is something that always bugged me and will be nice to have.

Have I mentioned recently how much I love MCP 1.8? No spell crashes, haven't had an inventory bug yet, no loud armor noises, sneak toggle... and of course, who doesn't love being able to resize the menus freely? Fantastic work.
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Angela Woods
 
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Post » Thu Aug 19, 2010 4:31 am

This will be fixed in the next release of MCP.


Thanks a lot. I am looking forward to the next release.
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Alex [AK]
 
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Post » Thu Aug 19, 2010 1:54 am

Splendid; really looking forward to the latter (PlaceAtMe/PlaceAtPC fix) but the former is something that always bugged me and will be nice to have.

Have I mentioned recently how much I love MCP 1.8? No spell crashes, haven't had an inventory bug yet, no loud armor noises, sneak toggle... and of course, who doesn't love being able to resize the menus freely? Fantastic work.


The fix for the "PlaceAtMe" will be great! I was really glad to hear it's being worked on, and I have perfect faith in Hrmchnd...

1.8 ?!? I thought I had the latest with 1.7... Now I feel like the guy who buys a new car in September only to discover that it's last year's model in October... :)
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kyle pinchen
 
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Post » Wed Aug 18, 2010 7:20 pm

1.8 ?!? I thought I had the latest with 1.7... Now I feel like the guy who buys a new car in September only to discover that it's last year's model in October... :)



Err... oops, I suppose I meant 1.7. ^_^
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Rodney C
 
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Post » Wed Aug 18, 2010 8:49 pm

Talking about the next version... What are the expectations?

You know, we want more, more and more. Like the nymphomaniacs X-D
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Jodie Bardgett
 
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Post » Wed Aug 18, 2010 5:19 pm

I always did wonder why PlaceAtPC never seemed to work right. Had no idea it was bugged.
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Del Arte
 
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Post » Wed Aug 18, 2010 8:49 pm

The links should provide plenty of information about the bug but in summary; it prevents the player from increasing certain attributes at the next level-up if the increased attribute would reach or exceed 100 points.

The links were very helpful in finding what was wrong. The level-up code looks like it was built with copy and paste, and the official patch only fixed the attributes on the right half. There also seems to be a fall-through bug with an attribute with 8 level ups, which treats it as if it were 9 level ups; luckily they are assigned the same multiplier by default. A lesson not to put game logic and UI code in the same function, because it is the stupid.

PlaceAtPC does weird things in third person because of a safety feature it has. It checks if the target position is visible from the player to avoid embedding it in something, otherwise it dumps it at the player's feet. It uses a raycast from the player to check, but in third person the ray happens to hit the chest wall of the player first.
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DAVId MArtInez
 
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Post » Wed Aug 18, 2010 6:17 pm

PlaceAtPC does weird things in third person because of a safety feature it has. It checks if the target position is visible from the player to avoid embedding it in something, otherwise it dumps it at the player's feet. It uses a raycast from the player to check, but in third person the ray happens to hit the chest wall of the player first.


Well, that makes sense at least. It's nice to know why something doesn't want to obey me, at least. Similarly, though, I've noticed a problem with PlaceItem.

PlaceItem "Item_ID" X-pos,Y-pos,Z-pos,Z-rotation is the syntax for the PlaceItem command, but I can't get it to obey a full 360 degree sweep on Z-rotation. Could this somehow be a similar / related issue?
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Nicole Coucopoulos
 
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Post » Wed Aug 18, 2010 9:43 pm

PlaceItem angle seems to work normally in a quick test. Not only is MWSFD is wrong about it being specified in minutes, it contradicts itself in the example code provided. If you have a more specific example where it doesn't work please state it.
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Soph
 
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Post » Wed Aug 18, 2010 6:05 pm

I think the confusion may be related to the common confusion between minutes and degrees. People often think the terms are interchangeable without realizing that a minutes is 1 degree divided into 60 parts.

However, I think that PlaceItem usually works, but not well with creatures and NPCs for some reason. The issue seems to be the same as when using the setpos compass heading. I have a mod that moves NPCs on schedules, and for some reason 2 or 3 of them just will not move no matter what I do, so I've tried setpos, position, positionCell, and placeItem, and the compass heading is not reliable with any of them.
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Enie van Bied
 
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Post » Wed Aug 18, 2010 7:22 pm

PlaceItem angle seems to work normally in a quick test. Not only is MWSFD is wrong about it being specified in minutes, it contradicts itself in the example code provided. If you have a more specific example where it doesn't work please state it.


I will try to duplicate the error again (my script hasn't changed, but I would like to create a separate ESP to display just this), and if I can demonstrate it clearly, I'll send you the test file. I really appreciate you looking into these things; Morrowind's scripting language is lately taxing my sanity with inconsistencies.

I think the confusion may be related to the common confusion between minutes and degrees. People often think the terms are interchangeable without realizing that a minutes is 1 degree divided into 60 parts.

However, I think that PlaceItem usually works, but not well with creatures and NPCs for some reason. The issue seems to be the same as when using the setpos compass heading. I have a mod that moves NPCs on schedules, and for some reason 2 or 3 of them just will not move no matter what I do, so I've tried setpos, position, positionCell, and placeItem, and the compass heading is not reliable with any of them.


While I admit my testing could be wrong, from what I saw, I find it difficult to believe that PlaceItem uses minutes for the z-rotation parameter. I will conduct more tests to make sure.
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YO MAma
 
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Post » Wed Aug 18, 2010 12:33 pm

The UESP wiki specifically states degrees for the z rot with Position, positionCell, placeItem. I finds it difficult to accept the notion that it is done in minutes when the difference between the minutes is so minute... However, note that in the CS all rotation angles give degrees but divided into degree/tenth of a degree/hundredth of a degree without any reference to minutes and seconds.
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Genevieve
 
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