Repairing the Cogs of Morrowind No. 18

Post » Wed Aug 18, 2010 10:57 pm

This is a project to fix bugs in Morrowind that just aren't possible to do with scripting alone. It comes in the form of a patch to the Morrowind program.

The primary fix included is a large change to the savegame code to reduce the majority of crashes, corruption, and missing objects. It also makes the game properly respond to changes in your load list, making inserting and removing mods from your savegames a lot safer. There are many more smaller fixes that cover all areas of the game.

All fixes and gameplay changes included are optional, you can independently select which ones you want to use in the installer.

Morrowind Code Patch is fully compatible with MPP, MGE, MWSE and MWE. It should work with the Steam edition of Morrowind now. Also, improved Russian version compatibility (supports GFM dll).

Version 1.7 is out now.
Files: http://www.tesnexus.com/downloads/file.php?id=19510 http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008

New features in 1.7:

- Toggle sneak. Sneak key toggles sneak mode on or off.
- Inventory bugs. Now also fixes an issue with items sticking in inventory when they were supposed to removed by a quest or script.
- Inventory bugs. Fixed a previously introduced bug where soul gems didn't update properly when soul trapping using only touch spells.
- Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame.
- Loud armor / shield fix. Fixes occasional ridiculously loud armor hit sounds.
- Unrestrict menu size. Allows stats menu and magic menu to be resized without limit.
- Enable reflection effects on skinned models. Allows skinned objects to have shiny reflection maps.
- Createmaps fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete.
- Polish keyboard support. Allows typing of Polish characters in-game.
- Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality.
- Spellmaking max. magnitude. New magnitude limit changed from 1000 to 500.
- Transparent clothes in inventory. Should no longer cause the mouse cursor to sometimes have a thin black outline.
- Enchant glow in fog. Slightly optimized, should no longer be linked to transparent clothes fix.


See the previous threads to see how this came about:
Repairing those Cogs http://www.gamesas.com/index.php?/topic/1084044-repairing-the-cogs-of-morrowind-no-17/ http://www.gamesas.com/index.php?/topic/1041353-repairing-the-cogs-of-morrowind-%2316/ http://www.gamesas.com/bgsforums/index.php?showtopic=1032219 http://www.gamesas.com/bgsforums/index.php?showtopic=1026266 http://www.gamesas.com/bgsforums/index.php?showtopic=1013291 http://www.gamesas.com/?showtopic=1009430 http://www.gamesas.com/bgsforums/index.php?showtopic=978076 http://www.gamesas.com/bgsforums/index.php?showtopic=942375 http://www.gamesas.com/bgsforums/index.php?showtopic=925813 http://www.yacoby.net/es/forum/12/9111491226747880.html http://www.yacoby.net/es/forum/12/8942761225301640.html http://www.yacoby.net/es/forum/12/8891531224348540.html http://www.yacoby.net/es/forum/12/8852991223287560.html http://www.yacoby.net/es/forum/12/8837531222826580.html http://www.yacoby.net/es/forum/12/8812671222030860.html http://www.yacoby.net/es/forum/12/8792971221418740.html http://www.yacoby.net/es/forum/12/8744651220076840.html
thread #9 may not have been archived on the forum
User avatar
Alan Whiston
 
Posts: 3358
Joined: Sun May 06, 2007 4:07 pm

Post » Wed Aug 18, 2010 10:26 pm

- Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality.

How did I not notice that before? This is an essential fix.

Thanks! :twirl:
User avatar
Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Thu Aug 19, 2010 2:51 am

I can report that Polish keyboard support works flawlessly. Big Thanks from our community!
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Wed Aug 18, 2010 11:09 pm

I was directed with to this thread with a question I had:

Anyone know if there's a way to disable the weird sound warping you get when jumping or falling when you have hardware acceleration enabled? I'd like to use surround sound without this bizarre effect.

Any information on this? I can always go to software mode if it bugs me too much, but I do enjoy surround sound.
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Wed Aug 18, 2010 11:20 pm

I was directed with to this thread with a question I had:

Anyone know if there's a way to disable the weird sound warping you get when jumping or falling when you have hardware acceleration enabled? I'd like to use surround sound without this bizarre effect.

Any information on this? I can always go to software mode if it bugs me too much, but I do enjoy surround sound.

I'm wondering if this is specific to the sound format or playback routine for ambient sounds since I only notice it with fixed ambient sound generators (the Mournhold interior-as-exterior cells are a good place to hear this warping). And it occurs for me whether I'm using hardware accelerated or software mode.

Then again, it could be that it's fully intended by the designers in order to simulate a doppler effect. :shrug:


[edit] curious... the pitch change goes from high to low when running forward and jumping while facing north or south, and from low to high when facing east or west. Running backwards and jumping in these respective directions produces the opposite pitch change (tested this in 'Mournhold, Temple Courtyard' as it's more open for straight runs in any compass direction).
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Wed Aug 18, 2010 2:21 pm

Quietly changed the spellmaking magnitude limit to be 500 instead of 250, on the existing 1.7 release files. It was always 500, ya hear?

Anyone know if there's a way to disable the weird sound warping you get when jumping or falling when you have hardware acceleration enabled? I'd like to use surround sound without this bizarre effect.

Any information on this? I can always go to software mode if it bugs me too much, but I do enjoy surround sound.

It's most likely some wacky doppler effect thing with DirectSound3D; it's been reported a long time ago. It just doesn't occur on my computer so I can't even tell if I've fixed it, which does make things a little difficult.
User avatar
dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Thu Aug 19, 2010 12:53 am

It's most likely some wacky doppler effect thing with DirectSound3D; it's been reported a long time ago. It just doesn't occur on my computer so I can't even tell if I've fixed it, which does make things a little difficult.

Pretty much every script that plays the environmental sounds is using PlayLoopSound3DVP (for an example see: Sound_MournEnv script). I wonder if changing that to use PlayLoopSound3D would make a difference by removing the need to specify Volume and Pitch (VP) parameters. :lightbulb:

The sound format is PCM 16bit, 352kbps, 22kHz, mono and appears to be the same across the board with bethesda environmental sounds.


[edit] just tried a test with PlayLoopSound3D substituted for 3DVP - didn't make a difference.
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Thu Aug 19, 2010 1:14 am

Just an oddity, but... while I had the beta patches installed I didn't notice any difference in the splash screens, but after thoroughly removing it all and installing the 1.7 release, I can see a great difference in the screens. They look great now!
User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Thu Aug 19, 2010 3:21 am

Just an oddity, but... while I had the beta patches installed I didn't notice any difference in the splash screens, but after thoroughly removing it all and installing the 1.7 release, I can see a great difference in the screens. They look great now!

I'll have to try that, because I noticed no difference yet.
Good to know.

p.s. Toggle Sneak is the best thing to happen...ever. Thanks, Hrnchamd :)
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Wed Aug 18, 2010 6:15 pm

I have the above sound issue and plus I am missing the old thunderous roar of waterfalls(It is a nice effect, it happens in real life and movies, somebody sure knows what I am talking about). They were creating some kind of echoing effect I love 8 years ago.

PS. I have moved Morrowind a lot, and I have like 10 different Morrowind.exes(before-after patches from various patch combinations and releases), how can I know the right vanilla patched morrowind.exe? (MD5 maybe)
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Thu Aug 19, 2010 2:34 am

One question: Is it possible to fix the bug that the mouse is awfully stuttering and lagging when you turn the volume all the way down? I had this problem and had no idea that this caused the lag, so I was relieved when I found out. This should be fixable, or not?
User avatar
April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Wed Aug 18, 2010 10:37 pm

One question: Is it possible to fix the bug that the mouse is awfully stuttering and lagging when you turn the volume all the way down? I had this problem and had no idea that this caused the lag, so I was relieved when I found out. This should be fixable, or not?


I have never encountered that problem
User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Wed Aug 18, 2010 6:22 pm

I have never encountered that problem


I can confirm that it happens when the music slider is turned all the way off. Took me forever to realize that it was the cause of my lagging. The music slider has to be set just above "OFF" to remedy. Would love to see this fixed. Unless there is another way to disable music...
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Wed Aug 18, 2010 5:28 pm

A way to disable music is doing it through the .ini file and setting music to 0.
User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Wed Aug 18, 2010 3:14 pm

A way to disable music is doing it through the .ini file and setting music to 0.


Um, no, music is in the .ini file for Oblivion, but not for MW. Does it have to be added to the .ini file? If so under what heading?
User avatar
John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Wed Aug 18, 2010 3:19 pm

Is it at all possible this latest update could break Journal updates that are dependent on the OnDeath function? I'm trying to track this down and want to eliminate MCP as the culprit. The journal has failed to update on the death of Tul, the orc who calls himself Umbra, and two characters from a mod. The author of that mod double-checked and his scripts were written correctly. If anyone can shed some light on this, I would greatly appreciate it. MCP is the only thing I can think of that *could* break a script function . . . but I could be wrong.
User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Wed Aug 18, 2010 1:01 pm

Is it at all possible this latest update could break Journal updates that are dependent on the OnDeath function? I'm trying to track this down and want to eliminate MCP as the culprit. The journal has failed to update on the death of Tul, the orc who calls himself Umbra, and two characters from a mod. The author of that mod double-checked and his scripts were written correctly. If anyone can shed some light on this, I would greatly appreciate it. MCP is the only thing I can think of that *could* break a script function . . . but I could be wrong.

The way I understand http://www.gamesas.com/index.php?/topic/1054102-question-for-the-ages-how-do-you-check-for-death/page__p__15293542&#entry15293542, a script relying on it could be broken if another script is introduced that also checks OnDeath on that actor. So that's a possibility too.
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Wed Aug 18, 2010 11:59 am

One question: Is it possible to fix the bug that the mouse is awfully stuttering and lagging when you turn the volume all the way down? I had this problem and had no idea that this caused the lag, so I was relieved when I found out. This should be fixable, or not?

Again, this is a bug that doesn't occur on my system which makes it difficult to fix. It could be anything down to the driver level, so it would require an extensive testing setup on your computer. It takes a lot of time and energy.

Is it at all possible this latest update could break Journal updates that are dependent on the OnDeath function? I'm trying to track this down and want to eliminate MCP as the culprit. The journal has failed to update on the death of Tul, the orc who calls himself Umbra, and two characters from a mod. The author of that mod double-checked and his scripts were written correctly. If anyone can shed some light on this, I would greatly appreciate it. MCP is the only thing I can think of that *could* break a script function . . . but I could be wrong.

I have a policy of not changing the scripting engine because of things like this. Just tested it myself and it works. Looking in TESCS, Tul seems to be an Argonian involved in a slavery quest, with no lore link to Umbra mentioned on uesp.net. Further investigation shows that vanilla Morrowind has the same bug due to Umbra having a nolore script instead of one that updated the journal, and was fixed in the Unofficial Morrowind Patch (now MPP). If a mod changes Umbra, but resets the script back to nolore, then that bug will occur unless the author merged in the MPP changes.
User avatar
Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Thu Aug 19, 2010 12:13 am

John, Hrnchamd: Thank you very much for your help; at least I can cross MCP off my list. I'll have to do some more checking, Lgnpc nolore does return umbra back to nolore, which may have caused that problem, but it doesn't explain the problem with Tul, or the two NPCs from the other mod. Thanks again.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Wed Aug 18, 2010 8:00 pm

The way I understand http://www.gamesas.com/index.php?/topic/1054102-question-for-the-ages-how-do-you-check-for-death/page__p__15293542&#entry15293542, a script relying on it could be broken if another script is introduced that also checks OnDeath on that actor. So that's a possibility too.

That doesn't affect either of the two modded NPCs - neither have other scripts that check for their deaths. I'm thinking this is a case of the OnDeath bug rearing its ugly head.
User avatar
Far'ed K.G.h.m
 
Posts: 3464
Joined: Sat Jul 14, 2007 11:03 pm

Post » Thu Aug 19, 2010 3:59 am

I have never encountered that problem


It′s in the "known issues" thread in the Hardware and Software forums, so it seems to be quite common: http://www.gamesas.com/index.php?/topic/29-known-issues-and-resolutions/

But since this is easy to work around I can understand that Hrnchand won′t take the time to investigate.
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Wed Aug 18, 2010 6:30 pm

John, Hrnchamd: Thank you very much for your help; at least I can cross MCP off my list. I'll have to do some more checking, Lgnpc nolore does return umbra back to nolore, which may have caused that problem, but it doesn't explain the problem with Tul, or the two NPCs from the other mod. Thanks again.

I cannot find any LGNPC (or closely related) mod that makes any changes to Umbra that would restore the noLore script after the Unofficial Morrowind Patch/Morrowind Patch Project assigns its updated script. Could you tell me which LGNPC installment you suspect is doing this thing?

The way I understand http://www.gamesas.com/index.php?/topic/1054102-question-for-the-ages-how-do-you-check-for-death/page__p__15293542&#entry15293542, a script relying on it could be broken if another script is introduced that also checks OnDeath on that actor. So that's a possibility too.

I do not recall that discussion but it makes sense to me if the process terminates the current frame cycle. It would make it impossible for the second script to detect OnDeath since it is only true for one frame.

That doesn't affect either of the two modded NPCs - neither have other scripts that check for their deaths. I'm thinking this is a case of the OnDeath bug rearing its ugly head.

There may be inherent problems with OnDeath since Bethesda regularly backed it up with a GetHealth check. This too sometimes is unsatisfied upon an NPC's death when the health is reduced to a fraction of a point. I have begun using if ( GetHealth <= 1 ) followed by SetHealth 0 just to be certain the death would 'take'. It affectively reduces the NPC's health by one point, but I think it a small sacrifice for the reliability it provides. Another advantage of this over OnDeath it need not be satisfied in one frame thereby avoiding the problem john.moonsugar describes.
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Wed Aug 18, 2010 8:10 pm

I cannot find any LGNPC (or closely related) mod that makes any changes to Umbra that would restore the noLore script after the Unofficial Morrowind Patch/Morrowind Patch Project assigns its updated script. Could you tell me which LGNPC installment you suspect is doing this thing?


Oh dear. I'm so sorry, cyran0. I knew I was out of my depth with this one. When I was checking my mods, I didn't have the MPP esm loaded when I checked lgnpcnolore. I was wrong, the lgnpcnolore esp does NOT change the LtMUmbrascript back to nolore. Back to the drawing board. I'm starting to think I'm going to have to update the journal manually every time it's supposed to be triggered by OnDeath from now on. Incidentally, the dialog-based Dead=1, is working as it should.
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Wed Aug 18, 2010 7:59 pm

What's up?

Posible bug and fix? I don't know, really. It could be an inherent feature.

But the fact is that the "always run" state, set thru the "Caps Lock" key, gets lost when the game is saved and then reloaded.

Every time I load my game I have to press the Caps Lock. Cos walking is too slow in this game. Snif.

Good night from Spain.
User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Wed Aug 18, 2010 1:16 pm

Maybe a little OT, but...
I have begun using if ( GetHealth <= 1 ) followed by SetHealth 0 just to be certain the death would 'take'.
Hey, clever!, I never thought about forcing the death :goodjob:
It affectively reduces the NPC's health by one point,
Did you try using modcurrenthealth -10 instead of sethealth? this way it should not reduce max npc health
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Next

Return to III - Morrowind