[REL] Water Level Fix

Post » Fri May 13, 2011 5:47 pm

Thank you very much, john. I'll let you know if/when I get completely baffled. :blink:
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Harry Hearing
 
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Post » Fri May 13, 2011 7:28 am

This is your mod translate into French like promise :P
=> http://www.confrerie-des-traducteurs.fr/morrowind/mods/correctifs/correctif_du_niveau_deau.php
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JLG
 
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Post » Fri May 13, 2011 5:35 am

This is your mod translate into French like promise :P
=> http://www.confrerie-des-traducteurs.fr/morrowind/mods/correctifs/correctif_du_niveau_deau.php

Thanks! :)
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Julie Serebrekoff
 
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Post » Fri May 13, 2011 5:22 am

Since TESTool does want to delete all the cells as "empty cells" perhaps a note on the download page or in the readme for novice users to not clean with TESTool would be good.
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Tamika Jett
 
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Post » Fri May 13, 2011 8:22 am

Since TESTool does want to delete all the cells as "empty cells" perhaps a note on the download page or in the readme for novice users to not clean with TESTool would be good.

Thanks for the info! Added a warning in the description of the mod, in the download page.
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Barbequtie
 
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Post » Fri May 13, 2011 7:49 am

Maybe this could be integrated into MCP. This is only meant to affect the script command that reports water level, right?
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Guinevere Wood
 
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Post » Fri May 13, 2011 5:17 am

Maybe this could be integrated into MCP. This is only meant to affect the script command that reports water level, right?


According to what I've gathered, in my limited understanding of it, it affects every interior cell in the game that doesn't already have water; buildings, caves, etc. Even if there's no "water", the cell still has a default "water level", which can lead to the whole playable interior being reported as "underwater". The actual reporting script isn't the issue.

The MCP has concentrated on things that normal CS fixes won't address; this is a CS-fixable issue, unless the water level and ambient light level conflict, in which case it might actually need a MCP solution.
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Kate Norris
 
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Post » Fri May 13, 2011 10:40 am

I can see this being useful, but patching the script may be a better idea? The way I did it was to assume that if the water was at the default level reported if there is no water, then to assume that there is no water in the cell until a sound related to water was detected.

It seemed to work.
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Trevor Bostwick
 
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Post » Fri May 13, 2011 8:51 am

The base problem that this mod addresses is that interior cells with no water seem to have a water level (which is 0 by default). If a cell, or a part of it, is built below the 0 level (which happens in a LOT of interiors) the GetWaterLevel command will return that it is underwater even if water is disabled.
Now, my fix works and it has been cleaned from the ambient lights values, but it only works on the game default cells. Interior cells added by other mods won't benefit from it. Fixing it to the root may be a better solution. Making GetWaterLevel return -99999 or a similar value for interior cells with no water should be enough.
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marie breen
 
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Post » Fri May 13, 2011 9:44 am

How about minus... *pinky* ten million. It was pretty easy, should be available in MCP 2.0.
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Jodie Bardgett
 
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Post » Fri May 13, 2011 2:53 pm

Damn Hrnchamd, you're a maniac, the good kind :toughninja:
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claire ley
 
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Post » Fri May 13, 2011 5:31 pm

I tested using a firekit and a sleep bedroll in one of my Pelagiad cells and they both work perfectly fine. There's no water level issue. Is that normal?
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Janeth Valenzuela Castelo
 
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Post » Fri May 13, 2011 7:13 pm

How about minus... *pinky* ten million. It was pretty easy, should be available in MCP 2.0.

Great! :)

I tested using a firekit and a sleep bedroll in one of my Pelagiad cells and they both work perfectly fine. There's no water level issue. Is that normal?

Yes, it is normal. As long as you build your interior cell above water level, you should have no problems.
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Eve Booker
 
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