Been crunching through Morrowind code instead of cereal, and fixed up a few bugs here and there. It's not easy at all, and I could do with some beta testers to check it works as it should. Here's what I've found so far:

- Month fix (missing Morning Star)
Description (taken from Yacoby's site): Morrowind's calendar code has a bug: when its designers made the game start a new year on month 1, they forgot that the months were numbered 0 to 11, rather than 1 to 12. As a result, the game effectively has only eleven months per year; the first month (Morning Star, or January) is always skipped.
...
As stated above, the UMP used to contain a MonthFix script, but the script was removed in version 1.6.3b because of the new problems. And, indeed, the conclusion of the UMP authors was that "[a]ll methods of MonthFix produce problems."
Here's a fix without those problems.
Status: Fixed in code. Tested.
Released: r1

- Enchanted item display bug
Description: Enchanted items become very bright underwater, in dust storms and other conditions. In fact, any time there's significant fog.
Status: Fixed in code. Requires beta testing on non-vanilla models with transparency/bumpmaps etc.
Released: r1

- Mercantile bug
Description: There is a point where merchants can pay less for your items you sell to them as your Mercantile skill increases.
Status: Mercantile bug removed, price changes now need balancing.
Released: r1

- Transparent clothes in the inventory
Description: Transparent items do not show up properly on the figure (paper doll) in the inventory window.
Status: Fixed. Very much hassle to get that working properly.
Released: r2

- Unarmored bug
Description: Wearing no armour at all reduces your AR to 0, despite the AR you should have from Unarmored skill.
Status: Fixed. Works for players and NPCs.
Released: r2

- Spellmaking limits
Description: Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usuable above that level (ie. feather).
Status: Fixed. Requires testing.
Released: r2

- Enchanted item price
Description: Items, when enchanted, have the same price as the unenchanted item. It may be possible for them to increase in price appropriately.
Status: Preliminary release. Prices need balancing.
Released: r4

- Merchant equipping
Description: Merchants may equip armor or clothes you sell them, removing the chance of buying that item back, and possibly creating an eyesore.
Status: Changed behaviour for merchants only.
Released: r4

- Restore attributes issue
Description: Restore Attribute spells only restore up to base attribute value, ignoring any Fortify spells you have active. It should restore it to base + total fortified.
Status: Hammered in a workaround, the player will now have their attributes restored properly. Does not work on other NPCs, eg. companions.
Released: r4

- Stealing from knocked out NPCs
Description: It used to be possible to steal from NPCs that were knocked down, but the feature was removed in an update.
Status: Possible to steal in that situation again, not sure I got every case though.
Released: r4

- Weapon damage
Description: Located code that controls weapon damage.
Status: Can randomize and scale weapon damage now. Still need some way of reading weapon skill from within the function, to get damage to scale with weapon skill.
Currently on hold.

- Turn undead spell
Description: It just doesn't do anything.
Status: Apaprently can be fixed with appropriate modding. No fix planned.

- Map
Description: The map does not expand to show all possible land masses added with mods.
Status: Slow progress, may take several weeks.

- Lighting issue
Description: Large objects (particularly walls and floors) can fail to receive proper lighting, causing them to suddenly illuminate as you get near to them, and lighting seams for static lights.
Status: Nasty graphics code, don't like it.

- Reflecting absorb spells
Description: When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. It's possible to make the enemy absorb from you instead.
Status: Researching




UPDATES:

Release 1
Ok, beta release 1 is out. It only works with a fully patched Bloodmoon or GOTY exe. The universal patcher will have to wait until I figure out how to read the segment headers from the exe.
READ THE README.

http://www.tesnexus.com/downloads/file.php?id=19510

Required testing:
- Enchanted weapon fix with reflect, transparent and bump mapping stuff, in any combination.
- Mercantile bug fix, please test minimum and maximum multiple of base price you can squeeze out of the merchants when selling to them.


Release 2
Release 2 is released. Includes unarmored bug fix, transparent inventory figure fix and spell magnitude limit has been increased to 1000.

Required testing:
- All of it


Release 3
Release 3 fixes CTD on loading Morrowind, for people not using MGE.


Release 4
Restore attributes bug fixed - please test versus bonewalkers and diseases.
Merchant equip fix - please test on non-merchants as well, make sure companion equipping behaviour is the same as before.
Enchanted item value - try it, tell me if the change in value is balanced. Consider the price of the soul gem and enchant fee.
Steal from knocked out NPCs - please test it with hand-to-hand, drain fatigue, knockdowns from heavy weapons etc. Not sure I got every case.
Transparent clothes in the inventory - Reduced some clipping with trousers and boots.




Note, if this crashes your Morrowind, please fill in this crash report posted here.

Post if you're interested in beta testing! And, please submit more bugs to fix and combat/world mechanics tweaks you would like to see.
Uh .... You can't release a edited version of the MW exe ..... If I understand what your saying correctly
Yeah, it's copyright Bethsoft. Have to package the changes in a patch file, which also means it will work on all versions of Morrowind, (original/expansion/GOTY) hopefully.
QUOTE(Darknut @ Aug 30 2008, 01:01 PM) [snapback]12757422[/snapback]
Uh .... You can't release a edited version of the MW exe ..... If I understand what your saying correctly


Only releasing a patcher might be OK though - it does not involve releasing any of the original files.

* Swiveller *

[Edit -Hrnchamd was faster smile.gif)
Presumably people have not seen the exe optimiser and the prepatched results that are available for download.

There is a difference between attempting to give away the entirety of Morrowind and a patched exe that is useless without a retail copy of Morrowind.

Yeah, I'd love to help you beta test these. I beta tested Split Infinity from the late ( I think) Jaga Tailsin, and I tested Skeleton Island, so I'd be glad to help you test these crazy bugs...

I hope you can tell if it works with the exe patcher by Timeslip...

Hey, Timeslip's patcher is allowed to be mentioned, so obviously Exe patches are. Well, some of them...
QUOTE(Symon69 @ Aug 30 2008, 04:52 PM) [snapback]12757880[/snapback]
Presumably people have not seen the exe optimiser and the prepatched results that are available for download.

There is a difference between attempting to give away the entirety of Morrowind and a patched exe that is useless without a retail copy of Morrowind.

But the exe optimizer patches the original exe, it doesn't replace it. Even the 'prepatched' file (Bloodmoon v1.7 patch) isn't the original exe, according to the readme:
QUOTE
For the obvious (legal) reasons, this patch doesn't contain any of the original morrowind code, and just blindly patches the places it expects code to be. It should do enough checks to make sure that you're running the correct version of morrowind before carrying out the patch, but in the event that you foolishly corrupt your morrowind installation by running it on an incompatible version, just restore the automatically created backup file.
O:

Want! Just make sure it searches for and modifies only specific parts of code, so to be compatible with SSE Morrowind... hopefully.

MGE, OpenMW, EXEOPT, and this. wow.

EDit: "Selling prices of items can go down as your Mercantile skill increases." Wait how is that a bug?
Ok, clarified the text. These patches may change floating point computations in future, and it will only patch the base Morrowind. Often in compiled code, integer and fpu code is mixed together a lot as they can run in parallel. Running fpu2sse after this patch will probably work, but that's at your own risk.

The first release is out, please post your beta test results here.
hmm, this sounds interesting...
i am interested in the source, (more the locations and function of things you found within Morrowind), some of the things you found sound quite intersting for MWSE.
Does not work other-way around. I will have to find if I still have backup of original exe or reinstall Morrowind to use this.
Sorry, you're not allowed to edit Morrowind's code - you can only add on to it.

There are many mods to address the issues you've listed.

:edit: Upon reflection, if it's just a patch then IMO it should be OK. I'll reopen this for now and only close it if the Powers That Be ask me to.
I'm still going to need to know if it works with a timeslip's exe optimizer patched file before I download it. smile.gif Otherwise I'll be dragging around trying to find my backup file. smile.gif Also, Princess Stomper, I think this works just like EXE optimizer from Timeslip, although I could be wrong. smile.gif

QUOTE(Lord Udedenkz @ Aug 30 2008, 12:19 PM) [snapback]12758204[/snapback]
EDit: "Selling prices of items can go down as your Mercantile skill increases." Wait how is that a bug?

No, this is the mercantile bug:
QUOTE
After you reach 70+ skill in Mercantile, there is a chance that traders will begin to offer you less for your wares the higher their disposition is to you. <snip> The cause for this is unknown.


There seems to be a second one, I'm not sure if it is easy to fix or not:
QUOTE
Bribes are supposed to increase your Mercantile skill, but this isn't true in game. Bribes will increase your Speechcraft skill, but not your Mercantile.
sweet. i will test and post results later.
This will not work with any exe patched by anything else, I really can't guarantee any conflicts at this stage.

That description of the mercantile bug is inaccurate. The mercantile bug can happen any time your Mercantile skill is greater than the merchants, because of disposition bonus and the high discount rate. It can affect people with only 20 mercantile. I know the exact cause, it's a price capping mechanism which happens to be broken.

I don't regard bribes increasing Speechcraft as a bug, as you are changing NPC disposition only. It does make sense to group it with the other persuasion skills. Post your opinion, though.
QUOTE(Hrnchamd @ Aug 30 2008, 04:45 PM) [snapback]12759138[/snapback]
I don't regard bribes increasing Speechcraft as a bug, as you are changing NPC disposition only. It does make sense to group it with the other persuasion skills. Post your opinion, though.

Is it possible to make a successful bribe increase both skills a little bit? That would be cool, but I'm not sure if it is possible (with or without MWSE?).

Thanks for clarifying the real cause behind the mercantile bug; that UESP page should be updated. smile.gif
So how does this work with with fpu2sse?
Morrowind + Official Patch -> patch with this one -> fpu2sse it
QUOTE(Pjstaab @ Aug 30 2008, 04:49 PM) [snapback]12759150[/snapback]
So how does this work with with fpu2sse?

What is fpu2sse? confused.gif
It's not really related to this patch. It's another program that changes Morrowind.exe. Please keep on topic, list bugs, ideas and beta testing results.

QUOTE(Tp21 @ Aug 30 2008, 12:54 PM) [snapback]12758509[/snapback]
hmm, this sounds interesting...
i am interested in the source, (more the locations and function of things you found within Morrowind), some of the things you found sound quite intersting for MWSE.


There is no source! It's all assembler and duck tape. Talk to me on MSN, so I know what you're looking for.
QUOTE(Alaisiagae @ Aug 30 2008, 03:56 PM) [snapback]12759185[/snapback]
What is fpu2sse? confused.gif


Exeoptimizer command prompt only or something. Couldn't think of exeopt but thought of fpu2sse because someone mentioned it earlier.

Hrnchamd have you thought of helping out with openmw?
QUOTE(Hrnchamd @ Aug 30 2008, 11:01 PM) [snapback]12759200[/snapback]
It's not really related to this patch. It's another program that changes Morrowind.exe. Please keep on topic, list bugs, ideas and beta testing results.
There is no source! It's all assembler and duck tape. Talk to me on MSN, so I know what you're looking for.


would be nice if i had your msn address tongue.gif, mine is in my profile. could you add me?
also i meant the assembler part.
Wait, could someone explain this: I was under the impression that we couldn't change the stuff that was hardcoded into morrowind.
QUOTE(Bites-His-Tail @ Aug 31 2008, 12:21 AM) [snapback]12759525[/snapback]
Wait, could someone explain this: I was under the impression that we couldn't change the stuff that was hardcoded into morrowind.


no, you can actually change morrowind's code, it's just a hell lot of work. and some parts too much work.
MWSE also changes a small part of morrowinds' code, just not a lot.
Just here to rattle the bars a bit, really need beta testers. Add your name here to let me know.

Currently working on for next release:
- Making alpha blending work in the inventory paper doll
- Increasing the spell magnitude cap in the spellmaker/enchanting window
- Weapon damage based on weapon skill + random factor
QUOTE(Hrnchamd @ Aug 31 2008, 12:44 PM) [snapback]12762036[/snapback]
- Making alpha blending work in the inventory paper doll


Does that mean that you would be able to see the fishtail of one of Westly's Kheran in the paperdoll window, for instance?

Thank you for all the effort you are putting into this -

Cheers,

Swiveller
If you could make the map bigger that'd be great for people using mods such as Tamriel Rebuilt. The FPS Optimiser approach is flawed.
I'm sorry to say, and I don't know why everyone else hasn't mentioned it, but the Weapon damage based on weapon skill + random factor issue would make Morrowind too much like Oblivion.

PLease, it's not a bug in Morrowind, so don't fix this, just because Oblivion had the idea to do it. It would make all weapons in Morrowind useless to train with. ( I.E. A daedric battle axe should do the full damage reguardless of your skill) There's no reason to do this.

Unless I'm missing something, you should stick to fixing the bugs, not making Morrowind into Oblivion... I don't have pixel shader 3.0. smile.gif

I'm not trying to be snippy or rude, I assure you, I just think this is a bad idea ™ ©.

Edit: Removed a bit of redundancy.

Just to reiterate, I don't think it makes sense.
There is a mod that prevents merchants from equiping armor you sell to them, however; there is not a mod that I am aware of, that prevents them from equiping the clothes you sell them. So fixing both the armor and clothes equiping behavior would be much appreciated if possible.

Regards,
DesertRat
Would it be possible to make the cost of an item rise when they are enchanted? It doesn't make much sense that an item's value stays the same even though the item itself has just been enchanted.
QUOTE(Hrnchamd @ Aug 31 2008, 06:44 AM) [snapback]12762036[/snapback]
Just here to rattle the bars a bit, really need beta testers. Add your name here to let me know.

Currently working on for next release:
- Making alpha blending work in the inventory paper doll
- Increasing the spell magnitude cap in the spellmaker/enchanting window
- Weapon damage based on weapon skill + random factor



QUOTE(DavidB1111 @ Aug 31 2008, 12:07 PM) [snapback]12763170[/snapback]
I'm sorry to say, and I don't know why everyone else hasn't mentioned it, but the Weapon damage based on weapon skill + random factor issue would make Morrowind too much like Oblivion.

PLease, it's not a bug in Morrowind, so don't fix this, just because Oblivion had the idea to do it. It would make all weapons in Morrowind useless to train with. ( I.E. A daedric battle axe should do the full damage reguardless of your skill) There's no reason to do this.

Unless I'm missing something, you should stick to fixing the bugs, not making Morrowind into Oblivion... I don't have pixel shader 3.0. smile.gif

I'm not trying to be snippy or rude, I assure you, I just think this is a bad idea ™ ©.

Edit: Removed a bit of redundancy.

Just to reiterate, I don't think it makes sense.


Yes, please no contact hits. This is morrowind not oblivion.
The lack of a random damage roll is not a bug and it's not something many of us want to see added to the game. The system in use is fine - the longer I "hold back" and think about my attack, the more damage it does. It's also just fine that the weapon skill determines your chance to hit an enemy, not the damage dealt to that enemy - it's obvious that hitting enemies more often over time does in fact increase the damage your character deals.

I think your efforts would be much better spent fixing the Unarmored bug, which is a real bug in the code that cannot be fixed except by a genius like you. ;^)
As long as the "more Oblivion" style combat is a separate patch I am sure everyone would be ok. I would like to at least try it and see what it is like. If people don't want to use it then they don't have to apply the patch.

DR
I would really love for this to fix the incorrect rendering order. Where the glow/normalmapped objects render on TOP of water when they are actually submerged in water. I am not sure whether or not this is just when you turn off PixelShaded water, but should be fixed.

Keep up the awesome work!
Once you get all this done you should go help with openmw.
THanks Pjstaab for agreeing with my insanity. smile.gif In hindsight, yes, it's an optional patch then it will be fine, I kinda freaked out over no one responding to it. Did I mention I have Asperger's Syndrome? I swear sometimes freaking out over random things is part of it. I hope. Otherwise that means I have Scitzoeffective disorder!
anyone try this with an optimized .exe yet? i'm very curious
QUOTE(Hrnchamd @ Aug 31 2008, 06:44 AM) [snapback]12762036[/snapback]
- Increasing the spell magnitude cap in the spellmaker/enchanting window


Can someone explain what this means?
QUOTE(abyssmal terror @ Aug 31 2008, 08:06 PM) [snapback]12765755[/snapback]
anyone try this with an optimized .exe yet? i'm very curious


It will, as long as you apply THIS Cog Repairer first smile.gif

Wat I did,

- Get Vanilla Patched Bloodmoon Morrowind EXE
- Apply This Patch (hrnpatch)
- Run and Apply ExeOpt
- Run and Apply MorrowindPatch
- Run and Apply PatcherGUI

It works. Crazy ain't it? Well, at least for now.... I would not reccomend being as crazy as me and just stick with hrnpatch and exeopt

QUOTE(solrai @ Aug 31 2008, 08:34 PM) [snapback]12765926[/snapback]
Can someone explain what this means?


I think it is a cheat. :/
QUOTE(solrai @ Aug 31 2008, 09:34 PM) [snapback]12765926[/snapback]
Can someone explain what this means?

Spell effect magnitude, duration, and area-of-effect values in the Morrowind Spellmaking system have caps. Apparently Hrnchamd is increasing the magnitude cap so you can add effects with magnitudes greater than 100. I don't think that sounds like a cheat at all, as long as the spell cost (in magicka and gold) and cast chance are adjusted appropriately, and I have no doubt they will be.

Hrnchamd, have you played Daggerfall? If so, do you think it is possible to implement some of the logic from the Daggerfall spellmaking/enchanting system into Morrowind? In Daggerfall, you could add negative effects to spells and enchantments to lower their cost to save yourself some magicka, or else to simply allow yourself to add more positive effects to the spell/enchantment to make it even better. Actually, the system was a lot more complex than that (Check This Out), but that's probably the simplest part of it and I guess the most likely to be possible. :^)
things that should be looked at in my opinion:

the unarmored bug not calculating correctly.
fortify magicka constant effect not working properly, or as intended.
fortify health/stamina/magicka depleting the fortified ammount after spell expired.
QUOTE(Lord Udedenkz @ Aug 31 2008, 10:20 PM) [snapback]12766189[/snapback]
- Run and Apply MorrowindPatch
- Run and Apply PatcherGUI


What are these two?
QUOTE(Pjstaab @ Sep 1 2008, 03:11 AM) [snapback]12767796[/snapback]
What are these two?


One of timeslip's SSE Patches and FPU2SSE with GUI.
QUOTE(Lord Udedenkz @ Sep 1 2008, 08:45 AM) [snapback]12768380[/snapback]
One of timeslip's SSE Patches and FPU2SSE with GUI.


Isn't doing that redundant? Exe optimizer does all of that already.
The inventory paper doll now shows transparent clothing properly.

Don't make me fix anymore graphics bugs! Finding out what's wrong is the biggest pain in the backside, I may it describe it right now in fact.

Step 1. Hit up the game and check how it draws the mini you. Render target? Where? Back buffer copy. Nope. Download and install latest 3d debugging software. Find out it doesn't show render targets in detail. Set a breakpoint on the render target and press the button again and again until you find out when it gets drawn.

Step 2. Turn on alpha blending. Instantly turns the character naked. Great. Check texture and blending state, nothing. It should be working now. WHY ISNT IT WORKING.

Step 3. Notice there is a very faint appearance of clothing when wearing a dark robe. Poke around more. Keep poking for an hour.

Step 4. The overall material transparency is set to something really small by the game. Oh great, its doing something with alpha. Let's break it. Turn lights up to max.

Step 5. Woohoo! Transparency. Except transparent clothes on top of the background turn red, and wait, what's this. Picking up stuff from the paper doll doesn't work anymore. So the game uses the alpha to identify which item your mouse is over huh.

Step 6. Eat breakfast. Think of way to get the damn thing to work.

Step 7. Implement a two pass solution, drawing it properly first time and setting the alpha the game is looking for second without disturbing the pretty colours. Requires some infrastructure to detect when it's rendering to a target and doing the funny business with the material alpha.

Step 8. Make small changes. Test. Read assembler manual again. Several hours pass. Sweet sounds of chainsaws can be heard coming from the workshop.

Step 9. Get dru.. oh look there it's working. Hey look!
Another post because the forum ate the quotes.

QUOTE(Bycote @ Aug 31 2008, 10:41 PM) [snapback]12766316[/snapback]
Spell effect magnitude, duration, and area-of-effect values in the Morrowind Spellmaking system have caps. Apparently Hrnchamd is increasing the magnitude cap so you can add effects with magnitudes greater than 100. I don't think that sounds like a cheat at all, as long as the spell cost (in magicka and gold) and cast chance are adjusted appropriately, and I have no doubt they will be.

Hrnchamd, have you played Daggerfall? If so, do you think it is possible to implement some of the logic from the Daggerfall spellmaking/enchanting system into Morrowind? In Daggerfall, you could add negative effects to spells and enchantments to lower their cost to save yourself some magicka, or else to simply allow yourself to add more positive effects to the spell/enchantment to make it even better. Actually, the system was a lot more complex than that (Check This Out), but that's probably the simplest part of it and I guess the most likely to be possible. :^)


That's pretty much adding spells to the game, the negative cost is the easy part comparing to getting a whole new set of spell effects. It's not something that can be fixed in 64 bytes or less of code. I do think it's a good idea though.

QUOTE(abyssmal terror @ Aug 31 2008, 10:59 PM) [snapback]12766431[/snapback]
things that should be looked at in my opinion:

the unarmored bug not calculating correctly.
fortify magicka constant effect not working properly, or as intended.
fortify health/stamina/magicka depleting the fortified ammount after spell expired.


Tell me how fortify magicka CE is supposed to work. I rarely make CE items because of the balance patches I use, and anyway I like the lightning ball 100pts in 50ft radius +weakness kind of artefacts (that take a week to recharge). I could look at the last issue, looks like it's the most likely to be fixable.
QUOTE(Pjstaab @ Sep 1 2008, 11:16 AM) [snapback]12769249[/snapback]
Isn't doing that redundant? Exe optimizer does all of that already.


I don't think so - Timeslip said that somewhere that one gets a few here and there and the other gets a few over there and under here. I forgot what two files he was talking about though, but after 1.8Patch FPU2SSE found a few other ones. :|

EDIT: Hrnchamd - That does sound extremely tedious :|
QUOTE(Hrnchamd @ Sep 1 2008, 05:45 PM) [snapback]12770233[/snapback]
The inventory paper doll now shows transparent clothing properly.

Don't make me fix anymore graphics bugs! Finding out what's wrong is the biggest pain in the backside, I may it describe it right now in fact.

<snip>

hugs.gif Thanks, Hrnchamd, for working on this! Here, I baked you a cake.gif ! Or, if you wish to continue with the start of step 9, here's some foodndrink.gif
QUOTE(Hrnchamd @ Sep 1 2008, 06:45 PM) [snapback]12770233[/snapback]
The inventory paper doll now shows transparent clothing properly.

Don't make me fix anymore graphics bugs! Finding out what's wrong is the biggest pain in the backside, I may it describe it right now in fact.

Step 1. Hit up the game and check how it draws the mini you. Render target? Where? Back buffer copy. Nope. Download and install latest 3d debugging software. Find out it doesn't show render targets in detail. Set a breakpoint on the render target and press the button again and again until you find out when it gets drawn.

Step 2. Turn on alpha blending. Instantly turns the character naked. Great. Check texture and blending state, nothing. It should be working now. WHY ISNT IT WORKING.

Step 3. Notice there is a very faint appearance of clothing when wearing a dark robe. Poke around more. Keep poking for an hour.

Step 4. The overall material transparency is set to something really small by the game. Oh great, its doing something with alpha. Let's break it. Turn lights up to max.

Step 5. Woohoo! Transparency. Except transparent clothes on top of the background turn red, and wait, what's this. Picking up stuff from the paper doll doesn't work anymore. So the game uses the alpha to identify which item your mouse is over huh.

Step 6. Eat breakfast. Think of way to get the damn thing to work.

Step 7. Implement a two pass solution, drawing it properly first time and setting the alpha the game is looking for second without disturbing the pretty colours. Requires some infrastructure to detect when it's rendering to a target and doing the funny business with the material alpha.

Step 8. Make small changes. Test. Read assembler manual again. Several hours pass. Sweet sounds of chainsaws can be heard coming from the workshop.

Step 9. Get dru.. oh look there it's working. Hey look!


This is an amazing work, thank you very much Hrnchamd! Since you are already checking the map issue, in my opinion the most important one to be fixed, the one thing that I would suggest probably is way too difficult to deal with; the CTD-on-reload, for me the most frequent one. If I reload the same savegame several times, like when facing a difficult foe, its almost certain it will crash sooner or later. Not sure if not all data is cleaned or there is a loose pointer somewhere : ) Besides that, the 72h bug, that Im not even sure its a bug or a way Bethesda found of dealing with other potential problems.

Thanks again
QUOTE(DesertRat @ Aug 31 2008, 12:27 PM) [snapback]12763237[/snapback]
There is a mod that prevents merchants from equiping armor you sell to them, however; there is not a mod that I am aware of, that prevents them from equiping the clothes you sell them. So fixing both the armor and clothes equiping behavior would be much appreciated if possible.


May be possible, I'll have to get help with that one though.

QUOTE(Knef @ Aug 31 2008, 12:34 PM) [snapback]12763273[/snapback]
Would it be possible to make the cost of an item rise when they are enchanted? It doesn't make much sense that an item's value stays the same even though the item itself has just been enchanted.


Yep yep. Gonna try and get that working tomorrow.

QUOTE(kok373737)
This is an amazing work, thank you very much Hrnchamd! The one thing that I would suggest fixing probably is way to difficult to deal with; the CTD-on-reload, for me the most frequent one. If I reload the same savegame several times, like when facing a difficult foe, its almost certain it will crash sooner or later. Not sure if not all data is cleaned or there is a loose pointer somewhere : )


It's a loose pointer, certain mods crash my debugger every time on loading my usual saves because of those. Morrowind auto captures loose pointers and ignores the result usually, but it can't catch them all. That kind of stuff isn't really fixable unless you have the original code, only the coder knows where it was supposed to point.
Just remembered another one.. would it be possible to fix the vanishing hair that happens when you are underwater? (instant bald character : ) )
Would be nice. I think I read something about anything using alpha channels (?) will disappear under water or if you use a chameleon/invisibility spell.

Don't quote me on that though.
This may be wishful thinking but could the engine be tweaked to support 64x64 or larger icons and upscale 32x32 inventory icons for compatiblity?

You work so far has been owesome. When you release the paper doll fix I am going to install a fresh game to test the patches so far.

Many thanks.
DR
QUOTE(Lord Udedenkz @ Sep 1 2008, 11:10 PM) [snapback]12770399[/snapback]
I don't think so - Timeslip said that somewhere that one gets a few here and there and the other gets a few over there and under here. I forgot what two files he was talking about though, but after 1.8Patch FPU2SSE found a few other ones. :|

exe optimizer and fpu2sse can be used together, but using morrowpatch the same time as exe optimizer is redundant.
QUOTE(koki373737 @ Sep 1 2008, 09:47 PM) [snapback]12772099[/snapback]
Just remembered another one.. would it be possible to fix the vanishing hair that happens when you are underwater? (instant bald character : ) )


This doesn't happen to me, even with transparent hair. Find out which hairstyle it is, and if it has a reflect map.

QUOTE(DesertRat)
This may be wishful thinking but could the engine be tweaked to support 64x64 or larger icons and upscale 32x32 inventory icons for compatiblity?


Should be easy I guess.

I still don't see any beta test reports, but the ideas are rolling in, thanks.
QUOTE(Hrnchamd @ Sep 1 2008, 05:08 PM) [snapback]12770390[/snapback]
Tell me how fortify magicka CE is supposed to work. I rarely make CE items because of the balance patches I use, and anyway I like the lightning ball 100pts in 50ft radius +weakness kind of artefacts (that take a week to recharge). I could look at the last issue, looks like it's the most likely to be fixable.


fortify magicka should work like fortify health, where when applied as a constant effect or as an ability, it should add to the total, rather than on top of the current ammount. in fact, when added as an ability, it doesn't even work.
QUOTE(Hrnchamd @ Sep 2 2008, 01:49 PM) [snapback]12773607[/snapback]
This doesn't happen to me, even with transparent hair. Find out which hairstyle it is, and if it has a reflect map.
Should be easy I guess.


Lol strange, the disappearing of hair(or all stuff with alphas) underwather (when seeing from the surface) is a common bugs and no one fixed it yet
Hrnchamd: great work so far! biggrin.gif As I asked before, will you also be fixing the map? The map is limited to what was in the original game, and any landmass mods which go out of this area have a strange map. The centre moves with your location, and goes over what is considered the 'edge' but nothing can be seen beyond it. Maybe you have witnessed this with Tamriel rebuilt Map 1. FPS Optimiser 2.0 did a sort of fix, but if you could do it this way the effect would be better, as FPSOpt makes everything greyscale.
This is awesome work. I'm trying out the mercantile fix, and I'll report back what I find.
QUOTE(koki373737 @ Sep 1 2008, 09:47 PM) [snapback]12772099[/snapback]
Just remembered another one.. would it be possible to fix the vanishing hair that happens when you are underwater? (instant bald character : ) )


QUOTE(Pwin @ Sep 1 2008, 10:32 PM) [snapback]12772330[/snapback]
Would be nice. I think I read something about anything using alpha channels (?) will disappear under water or if you use a chameleon/invisibility spell.


Okay, fixed. It's really an issue with MGE (doesn't happen with distant land off) but it's a simple one, they left Z-writes on for the water. You'll get the fix in the next MGE release.

QUOTE(abyssmal terror)
fortify magicka should work like fortify health, where when applied as a constant effect or as an ability, it should add to the total, rather than on top of the current ammount. in fact, when added as an ability, it doesn't even work.


Fortify magicka is being troublesome. Maximum magicka is calculated from intellect and multipliers, when intellect changes it gets recalculated somewhere, writing on top of normal changes. Got to find out how.

Oh yeah, and the map sucks so badly. It will takes ages to fix because it's not just a regular texture, there are labels on it that have to respond to mouseovers, and it's written to your save game. Changing the map scale means all three parts of the code need fixing.

Release 2 should be out in 3 or 4 days.
QUOTE(Hrnchamd @ Sep 3 2008, 06:49 PM) [snapback]12781355[/snapback]
Okay, fixed. It's really an issue with MGE (doesn't happen with distant land off) but it's a simple one, they left Z-writes on for the water. You'll get the fix in the next MGE release.


Hello!

Just as information, I use MGE with distant land off, and still get the transparent hair underwater (with the camera still above the water, when the camara goes underwater the hair appears again) and the transparent alpha channelled clothes when using chamaleon
I've tested this - the problem occurs when you are using either Morrowind's pixel shaded water, or MGE's water shader with distant land. If you're using neither, transparent hair will be visible underwater from above water.
QUOTE(Adrala @ Sep 3 2008, 07:26 PM) [snapback]12781508[/snapback]
I've tested this - the problem occurs when you are using either Morrowind's pixel shaded water, or MGE's water shader with distant land. If you're using neither, transparent hair will be visible underwater from above water.



Yes, Im using Morrowind pixel shaded water. Regarding the clothes and hair vanishing when using spells like chamaleon, as an exemple, it happens with transparent clothes from Bob´s Armory and with the hair Im using right now, I *think* its one from Westly´s Corean Hairstyles. Does anyone knows if is there a way to be sure which hair Im using?

To be really specific, when using chamaleon the clothes vanishes completely, and the hair gets kinda see-through, and its possible to see the bald head behind it. A side effect of the spell? : )
Request for fix

http://img526.imageshack.us/img526/9606/screenshot134qu1.jpg

as you may see above. when put an animate and alpha enabled mesh[the water] in front of an alpha enable mesh[the background mountain is an alpha enabled skybox], the front one will not show correctly. it only show partly. like been cut in half.

and another note, the rightest water in front of the red tree showed correctly. the red tree is also an alpha enabled mesh[speedtree].
The thing with alpha is getting the engine to draw everything in the right order. If your skybox is one big NIF, then you have to break it up, one per face in order for the game to realize each face is really far away and not part of a box you're inside, which it thinks should be drawn on top of everything else.

Morrowind is crashing to the desktop when I use the patched executable. This always occurs right after the first "Bethesda logo" movie, but before displaying the splash/loading screen. Replacing the executable with the original solves this problem. I have just installed the GOTY version, and have not added any plug-ins as of yet, nor have I modified the executable with any other third-party programs or patches. My version of the patch was taken from the archive entitled "Morrowind_Code_Patch-19510" which should be the latest released version. Just thought I would report my problem and get feedback.

I have been watching this post continuously, as I am very excited that some of the more intractable problems with the game may now be getting addressed. I hope the next release addresses the unarmored bug, not because I use the skill often, but simply because it is such a glaring oversight by the developers that I would like to see its demise. Keep up the good work!
Here's a standard crash report form, fill it in and PM it to me:

OS Version:
Graphics card:
Detail what happens just before it crashes:
Detail any application error messages:

And most important, in the Windows crash dialog ("blabla has encountered an error and has stopped working"), click the more details thing ("to see what data this error report contains", different wording for different Windows versions), then click "to view technical information", and copy and paste the first 10 lines.
About fortify health, magicka and fatigue. They increase your current hp/mp/stam value, even above the normal maximum, for the duration of the spell. I don't think they were intended to increase the maximum values, that's what fortify int/end are for.

It can be made so they increase the maximum as well, however, magicka and fatigue maximums are really calculated from attributes. When the base attributes change, such as being hit with a Drain effect or equipping a CE Fortify item, it writes all over the maximum, losing any fortify effect there. I could also change that calculation, but there's the general problem of where to store the fortified amount in the save game, otherwise on load unpredictable things will happen.

Now, if. If there's a way to access current spell effects from the stats calculations, it would be possible to fix the old problem with Restore not restoring all the way to base amount plus your Fortify bonus. Looking right now, it's no easy task but appears possible.
Hey, why don't you go ahead and throw me on the bug hunters/tester list? I have a knack for breaking things, and I'd also like to make sure that compatibility has been ensured from the beginning. heee.gif
Thanks, the beta tester list is still quite small, any help is appreciated.

Release 2 is out, read the readme of course.

Unarmored works. I think.
QUOTE(Hrnchamd @ Sep 4 2008, 06:54 PM) [snapback]12784319[/snapback]
Unarmored works. I think.

Awesome, I'll have a look.

edit: Gave it a try, and I'm afraid it's not working for me. I raised my lv 4 mage's unarmored skill from 30 to 90 with the console, which increased my armor rating from 8 to 50 or so. I spawned a skeleton champion and let it hit me a few times without any armor on. I got a lot of damage. When I wore my chitin boots however I got a lot less damage.
QUOTE(povuholo @ Sep 4 2008, 07:02 PM) [snapback]12784344[/snapback]
Awesome, I'll have a look.

edit: Gave it a try, and I'm afraid it's not working for me. I raised my lv 4 mage's unarmored skill from 30 to 90 with the console, which increased my armor rating from 8 to 50 or so. I spawned a skeleton champion and let it hit me a few times without any armor on. I got a lot of damage. When I wore my chitin boots however I got a lot less damage.


There is another small bug related to AR. When you cast a Shield spell, the Armor Rating is not updated unless you put on/remove some piece of armor - even clothes work. Maybe that is what's happening to you?
Um, I typoed something in the unarmored fix, it crashes Morrowind. Uploading a working version in 10 mins.
QUOTE(Knef @ Sep 4 2008, 07:36 PM) [snapback]12784453[/snapback]
There is another small bug related to AR. When you cast a Shield spell, the Armor Rating is not updated unless you put on/remove some piece of armor - even clothes work. Maybe that is what's happening to you?

Didn't have a shield spell active and I removed and re-equiped my armour piece several times.
QUOTE(Hrnchamd @ Sep 4 2008, 07:53 PM) [snapback]12784521[/snapback]
Um, I typoed something in the unarmored fix, it crashes Morrowind. Uploading a working version in 10 mins.

Didn't notice yet, but okay. Is that probably the reason why the fix didn't seem to work for me too?
Yes, it wouldn't have worked like that. Redownload it now.
request fix

Guard will attack any creature that in process to attack player, but they will not attack npc.

such as npc add by mod. when a npc try to/intend to/start attack player, guard should protect player against that npc.
Fliggerty has a mod (and is working on a new version too) which addresses that, in a very good way.
Any and all AI problems are best handled by scripting. This patch is aiming for solutions with a small footprint, AI just isn't one of those things.

Please test the unarmored fix, it basically works but I'm concerned about damage taken while knocked down, it could just be the normal multiplier but it doesn't 'feel' right.
a couple requests:

looting a character when the player knocks them out. use to work until a bethsoft patch broke it. in fact, i would say allow stealing during combat, this would give much greater possibilities for thieves.

maybe look into letting damage/drain/absorb fatigue spells knock out their targets. seems rather dumb that 'sleep' spells won't put characters to sleep, or rather, send their fatigue into the negative.

-----
the unarmored works now! as for getting knocked over, it seems right. that's why it's imperative to develop agility.
Any chance this could get uploaded somewhere other than tesnexus? I've tried three times now, but I just never seem to get the confirmation email. Yes, i check my spam folder (even went as far as doing a search of ALL my emails for the words tes, nexus, tesnexus, and and a much too common word "register")
Ehm, you can't reregister on Nexus after you've put your email in already, even before you accept confirmation. Which browser are you using? I know I had to switch from Opera to Firefox to register the first time. You need popups enabled too for that site. It's not perfect but I'm not too keen on Fileplanet.
QUOTE(Pwin @ Sep 5 2008, 04:08 AM) [snapback]12787175[/snapback]
Any chance this could get uploaded somewhere other than tesnexus? I've tried three times now, but I just never seem to get the confirmation email. Yes, i check my spam folder (even went as far as doing a search of ALL my emails for the words tes, nexus, tesnexus, and and a much too common word "register")

You do not need to register to download files under 2mb
QUOTE(Hrnchamd @ Sep 5 2008, 04:53 AM) [snapback]12788038[/snapback]
Ehm, you can't reregister on Nexus after you've put your email in already, even before you accept confirmation. Which browser are you using? I know I had to switch from Opera to Firefox to register the first time. You need popups enabled too for that site. It's not perfect but I'm not too keen on Fileplanet.


I used safari the first two times. And Firefox last time. They were a good few weeks apart so I'm pretty sure that they would have deleted the account without confirmation in that amount of time.

QUOTE(Yacoby @ Sep 5 2008, 05:14 AM) [snapback]12788071[/snapback]
You do not need to register to download files under 2mb


I did not know that. smile.gif Thank you.
Really hope to get this project wrapped up soon, I'm going back to work in a few weeks. Please test and report here if each feature works for you. Specially interested in Vista compatibility, and/or any CTD issues with any of the fixes.

Currently working on:
- Mercantile rebalancing
- Merchant equipping
- Restore attributes bug
Here we go, the first bug fixed due to a beta tester report. Thanks to philologos! Your information let me fix it in 30 minutes.

Release 3 fixes CTD on load for anyone not using MGE.
Been running r1 and r2 patches on Vista with no crashes. The paper doll fix fixed the discoloration of my transparent hair, I have not evaluated clothing yet. The unarmored fix seems to work. I will continue testing. Too bad you have to go back to work. There is one fix, that has not been discussed that may be very difficult but would be very much appreciated and that would be the lighting fix. When Morrowind casts light sometimes the lighting will end abruptly killing the effect. Perhaps someone can post some screenes showing this effect. I don't know if it is the order the light is rendered or something else; however it has been a nagging problem with Morrowind that kills immersion.

Thanks for all the patches.

Best Regards,
DR
Ah right, I know what you mean. Morrowind turns off lights once they are sufficiently far away from an model, but I guess it only measures the distance to the model's centre, instead of to the closest point on the model. This means the big architectural models and terrain tiles are affected worst.

The proper way to fix this would be get the distance to the nearest corner of the bounding box. Finding all that though, needles and haystacks my friend. Simply increasing the turn off distance might work, if I can find it. It's all a big guess too.
I don't know if it was mentioned here but, there's a bug when you steal something, like those empty Grand Soulgems in Divath Fyr's room. After you grab one of them, every single empty Grand Soulgem you find from now on will be owned by him.

Another well known bug is the Turn Undead magic effect. It's supposed to make the affected Undead to flee but it doesn't work at all. You can cast the most powerfull Turn Undead spell on the lowliest undead and they just ignore it.

Absorb Health is also buged or at least I think the bug is in the absorb health effect... If you cast an absorb health spell on an enemy and the enemy reflects the spell back at you, the enemy should receive your health as a result, but the game does something wrong and you end up absorbing your own health, nullifying the effect, though, if you make a spell that absorbs more than you own health and it gets reflected you die instantly.

Another spell bug happens when you make a spell with two effects, one on self and the other on target. If you cast the spell to the ground or pointing high up, the "on self" effect will last forever, ignoring the duration of the effect.

I've been playing a bit with your patches and it seems that the bug with enchanted items under water and in foggy weather works perfectly and if the Unarmored fix works too, werewolfs will be terrific from now on. I'll see if I can test that too.

It's really an amazing job you're doing for the community, thanks!
I am glad I could be of any assistance; Morrowind.exe is now loading the way it should. So the problem was that I wasn't running MGE? That's funny, because I have been using MGE for a while, but I recently reinstalled and have been building my Data Files directory back to its former glory. I hope you can polish off this project within your remaining free time. If there is anything that you would like me to test specifically, I would be glad to give a good effort, although I must admit I'm still a relative noob to the Morrowind community, not to mention the game itself. Still, I like to think I have a decent head on my shoulders, and it would be my privilege to contribute to this project anyway I can.
Request

remove Atribute and skill 100 caps.
According to my notion of what Hrnchamd intended for this project, removing stat/skill caps seems more appropriate for a plug-in like Madd-Leveller. This is a project primarily aimed at removing bugs that exist within the executable itself, which cannot be fixed using the construction set. Hrnchamd is understandably eager to get good, reliable patches out before his responsibilities in the so-called "Real World" commence. If he had more time, maybe he would be interested in creating optional patches to add extra content and features from both earlier TES games, and the latest installment "Oblivion." I would be more than satisfied if this patch made Morrowind address the long-standing issues that gamers have been talking about for years.
QUOTE
I think it is a cheat. :/


Not necessarily. If I am correct, this edit allows the maximum assignable magnitude in one second to go above 100, while at the same time the costs of the spells will keep increasing when going past that limit. Technically, when finished, it should NOT be, by any means, "cheatish" material!

An unarmored bug fix? Holy S***! I never thought anybody would pull that off. I'll try it out to see what happens.

EDIT: By the way, does the Unarmored Bug fix also work for NPCs?
QUOTE(ers666 @ Sep 6 2008, 03:40 AM) [snapback]12791187[/snapback]
I don't know if it was mentioned here but, there's a bug when you steal something, like those empty Grand Soulgems in Divath Fyr's room. After you grab one of them, every single empty Grand Soulgem you find from now on will be owned by him.

I'd love to have people forget after a while or something, but the game just doesn't store enough information to do anything like that, only you stole object x from person y. You can clean out the stolen items list with Enchanted Editor if it's game breaking.

QUOTE
Another well known bug is the Turn Undead magic effect. It's supposed to make the affected Undead to flee but it doesn't work at all. You can cast the most powerfull Turn Undead spell on the lowliest undead and they just ignore it.

If I find the actual spell effect code it may be possible.

QUOTE
Absorb Health is also buged or at least I think the bug is in the absorb health effect... If you cast an absorb health spell on an enemy and the enemy reflects the spell back at you, the enemy should receive your health as a result, but the game does something wrong and you end up absorbing your own health, nullifying the effect, though, if you make a spell that absorbs more than you own health and it gets reflected you die instantly.

Unlikely, looking at it there's too high a risk of breaking stuff. I don't understand the cast on target spell system well enough. Multiple spell reflects from any kind of area effect spell are pretty funny though.

QUOTE
Another spell bug happens when you make a spell with two effects, one on self and the other on target. If you cast the spell to the ground or pointing high up, the "on self" effect will last forever, ignoring the duration of the effect.

That's weird. Will check it out.

QUOTE
I've been playing a bit with your patches and it seems that the bug with enchanted items under water and in foggy weather works perfectly and if the Unarmored fix works too, werewolfs will be terrific from now on. I'll see if I can test that too.

Thanks for the test results, it's an important part of getting this working.

QUOTE(philologos @ Sep 6 2008, 04:25 AM) [snapback]12791311[/snapback]
I am glad I could be of any assistance; Morrowind.exe is now loading the way it should. So the problem was that I wasn't running MGE?


Out of the six draw object calls I patched, one of them had the function arguments in slightly different registers, kinda missed it, definately my fault. MGE notices the stupid stuff and returns without drawing, while Direct3D tries to do something and goes crash. Glad you found it, I know to test graphics patches without MGE now.

QUOTE(Eisenfaust86 @ Sep 6 2008, 09:14 AM) [snapback]12792296[/snapback]
Not necessarily. If I am correct, this edit allows the maximum assignable magnitude in one second to go above 100, while at the same time the costs of the spells will keep increasing when going past that limit. Technically, when finished, it should NOT be, by any means, "cheatish" material!

An unarmored bug fix? Holy S***! I never thought anybody would pull that off. I'll try it out to see what happens.

EDIT: By the way, does the Unarmored Bug fix also work for NPCs?


The damage reduction function was definately where it got patched. *cough* Welcome to the beta tester list, you're going to tell me if it works for NPCs.
I tested the paper doll fix and noticed a few issues with some outfits:

http://i251.photobucket.com/albums/gg297/A...a/paperdoll.jpg

The pants for the first outfit have a missing right upper leg, and the boots for both outfits are missing a left thigh. It's definitely an improvement, though, since the transparency is shown correctly now.

These problems occur when pants and boots are worn together - if worn separately, they display correctly.
EDIT

forget this.
This is quite a brave and great project you are working on. Keep it up! I'd love to see that expanded map thingy.
QUOTE(Adrala @ Sep 6 2008, 01:49 PM) [snapback]12792912[/snapback]
I tested the paper doll fix and noticed a few issues with some outfits:

http://i251.photobucket.com/albums/gg297/A...a/paperdoll.jpg

The pants for the first outfit have a missing right upper leg, and the boots for both outfits are missing a left thigh. It's definitely an improvement, though, since the transparency is shown correctly now.

These problems occur when pants and boots are worn together - if worn separately, they display correctly.


It's the eternal problem with stuff not being drawn in the correct order for transparency. It will never be perfect, but I'll try fiddling with the alpha testing values, hopefully it will reduce the problem.

QUOTE(sphinx @ Sep 6 2008, 01:53 PM) [snapback]12792918[/snapback]
EDIT

forget this.


Testing isn't as easy as it looks. Don't worry.
QUOTE(abyssmal terror @ Sep 4 2008, 09:38 PM) [snapback]12787026[/snapback]
a couple requests:

looting a character when the player knocks them out. we currently get 'this character is in combat'. use to work until a bethsoft patch broke it. in fact, i would say allow stealing during combat, this would give much greater possibilities for thieves.

maybe look into letting damage/drain/absorb fatigue spells knock out their targets. seems rather dumb that 'sleep' spells won't put characters to sleep, or rather, send their fatigue into the negative.

-----
the unarmored works now! as for getting knocked over, it seems right. that's why it's imperative to develop agility.


after thinking about it, with the first one, there are work-arounds out, but i would think it's a simple one in the code. the same for just stealing during combat, it would allow theives to pilfer someone they ran from, and snuck back up on.

the second one might not work out gameplay-wise, it could cause problems with characters with large negative fatigue values from spells.
Test results for the Unarmored Fix (using opponents from Ravenloft's Challenge Pits):

Unarmored: At a score of zero, the damage was the same as it always was with the bug.

Score of 50: A significant difference in damage taken by the NPC is visible in the yellow bar

Score of 100: An unarmored opponent becomes very sturdy against almost everything.

Score of (~355+): Not even a daedric crescent could scatch this guy's skin!

So far, I'd say it works very well for NPCs.

And that patch where you fixed a crash triggered from loading Morrowind. What exactly did that fix? Did it fix bad saves? CTDs when reloading a save? I'm not sure how to test it unless there's more details on exactly what CTD event it fixed.

-E. Faust: Avatar of Metal

werewolves are brutal now!
Can you take a look at this thread and read latest posts.
http://www.bethsoft.com/bgsforums/index.php?showtopic=864179

I am using your patches(r1+r3) with mge. It's working. No ctds, no problem. But I don't know much about gameplay bugs, so I didn't test them.
QUOTE(abyssmal terror @ Sep 6 2008, 04:12 PM) [snapback]12793222[/snapback]
looting a character when the player knocks them out. we currently get 'this character is in combat'. use to work until a bethsoft patch broke it. in fact, i would say allow stealing during combat, this would give much greater possibilities for thieves.

maybe look into letting damage/drain/absorb fatigue spells knock out their targets. seems rather dumb that 'sleep' spells won't put characters to sleep, or rather, send their fatigue into the negative.

Stealing during combat is unbalanced because there are no resist checks for stealing, you can just lift whatever you want no matter your skill. As far as I can tell the knockout check was removed from the code and I have no idea what to add back in. It's quite different from bypassing a bug.

I could possibly set the fatigue cap from drains at -1 instead of 0, but the game may not have a specific cap for that and people would fall over doing anything tiresome. Who knows? I'm gonna try it though.


QUOTE(Eisenfaust86 @ Sep 6 2008, 04:18 PM) [snapback]12793234[/snapback]
Test results for the Unarmored Fix (using opponents from Ravenloft's Challenge Pits):
Score of (~355+): Not even a daedric crescent could scatch this guy's skin!

So far, I'd say it works very well for NPCs.

And that patch where you fixed a crash triggered from loading Morrowind. What exactly did that fix? Did it fix bad saves? CTDs when reloading a save? I'm not sure how to test it unless there's more details on exactly what CTD event it fixed.

Thanks for testing it, I guess the unarmored bug is dead now.
Release 2 CTDd straight after the Bethsoft logo video for me when I was using DX9.0c on WinXP without MGE. It didn't with MGE installed, because MGE has error checking in its code. If you want to test it, run Morrowind without MGE (move d3d8.dll and dinput8.dll to another folder temporarily).
QUOTE(vtastek @ Sep 6 2008, 09:25 AM) [snapback]12793252[/snapback]
Can you take a look at this thread and read latest posts.
http://www.bethsoft.com/bgsforums/index.php?showtopic=864179

I am using your patches(r1+r3) with mge. It's working. No ctds, no problem. But I don't know much about gameplay bugs, so I didn't test them.


Well let me fill you in on how to test one of them: The unarmored bug fix.

1.) Save your game.
2.) Type player->setunarmored xxx to set unarmored to different values (0, 100 and something greater than 100 should do well here).
3.) Go do some combat with non-magic users (the same ones each time) while letting them strike you. Each time you set the Unarmored skill value, take note of any difference in damages. If the damage goes down for higher values of Unarmored, then the skill *COULD* be working (even then, it is not an absolute).
4.) Reload each time you do combat.

For NPCs, do the same steps above, but instead set the Unarmored skill of the NPC and strike him/her yourself.

QUOTE
Absorb Health is also buged or at least I think the bug is in the absorb health effect... If you cast an absorb health spell on an enemy and the enemy reflects the spell back at you, the enemy should receive your health as a result, but the game does something wrong and you end up absorbing your own health, nullifying the effect, though, if you make a spell that absorbs more than you own health and it gets reflected you die instantly.


I experienced the exact same problem with absorb health. Based on what you told me, my suspicion about how this functions in the actual code (compared to how it was supposed to function) is this:

Desired Effect (when reflected):

Gives to enemy and steals from player.

What really happens:

Gives to player (not enemy) and steals from player (in the case where the magnitude of the spell is greater than the PC's HP, the "Steals from player" gets evaluated first and kills the player as a result).

Keep in mind, though, that is only a suspicion and not a confirmation...


Hope this helps.

-E. Faust: Avatar of Metal
unarmored results
I attack an ordinator in Vivec. Let him to kill me.
Unarmored 1 -> 3 hits and I am dead.
Unarmored 100 -> more than 15 hits. Killed me.
Npc test I attacked the naked guy in the river near Gnisis(Hentus Yansurnummu)
Unarmored 1 -> 2 hits and he is dead.
Unarmored 100 -> more than 30 hits. I can hit him but no more than 1 hit point.
I don't know if it was working before or not. It's definitely working now.
But it seems a little unbalanced. 100 Unarmored should not make you really invincible like that.
Unarmored effective AR can be changed by GMSTs, so you or the community can make a balance mod. By default 100 Unarmored is 65 AR, around glass armor level, not quite invincible.
I hope that is easy to change, atm that would make it stronger than daedric in my game!
Love the work you are doing on this project

Edit:
I tried running the first patch, but when i open it with the command prompt, the MS-DOS black dialogue box pops up for a second, then dissappears, has it worked?
unarmored is balanced, it's the equivelent of wearing 20AR armor with 100% skill. most npcs do not have skills above 70%.

i'm wondering if it's possible to see how endurance is linked to hit points
QUOTE(abyssmal terror @ Sep 6 2008, 07:53 PM) [snapback]12794668[/snapback]
i'm wondering if it's possible to see how endurance is linked to hit points

See Morrowind Scripting for Dummies Pg 213
QUOTE(Yacoby @ Sep 6 2008, 02:32 PM) [snapback]12794860[/snapback]
See Morrowind Scripting for Dummies Pg 213


my original statement came out wrong, i was thinking more about if hitpoints could be stat related, which would curb the imbalance of having to raise endurance early on to get health. but there are work arounds already
QUOTE
experienced the exact same problem with absorb health. Based on what you told me, my suspicion about how this functions in the actual code (compared to how it was supposed to function) is this:

Desired Effect (when reflected):

Gives to enemy and steals from player.

What really happens:

Gives to player (not enemy) and steals from player (in the case where the magnitude of the spell is greater than the PC's HP, the "Steals from player" gets evaluated first and kills the player as a result).

Keep in mind, though, that is only a suspicion and not a confirmation...


This makes it sound like only a portion of the effect is getting reflected, likes it two bundled effects and only the first (drain from NPC) is effected by the reflect, with the other (add to PC) remaining normal. If you could add both to the section that reflects the targets... I wonder how they set that up, whether you can just call the function again...
Wow! This is an impressive project, which I managed to totally miss due to a) being away and cool.gif not expecting something like this behind the thread title.

Unfortunately I don't have time for testing right now, so I only have a request. sad.gif Can you have a look at the local ref bug? It's probably damn hard to find and to fix and if I wasn't so impressed by your work so far I wouldn't even mention it ... but fixing this bug would really make the lives of Morrowind players a lot easier. Wrye Mash provides a good workaround so that the bug isn't triggered, but fixing it in the code would of course be *much* better. This bug in the Morrowind engine is responsible for *lots* of crashes, vanishing objects (especially doors and NPCs) and doubling. Imho it's the biggest and most severe bug still left in the engine, because it affects everybody who uses lots of mods, and renders games increasingly unstable, unless we either clean the saves regularly with Wrye Mash (upon which the save will slowly get corrupted again later), or manually fine-tune the reference IDs of all our mods. Hence, a fix of this bug would be *massively* welcome!

In case you're not sure what bug I mean:
Here's the documentation of the bug in the UESP wiki, with detailed instructions on how to reproduce it.

If you want to tackle this I'll be able to help with testing shortly, I just need the next two or three days to complete other work.
It seems that the unarmored fix is working. I fought bare naked with some Ogrim Titans and lived to tell the tale. The spellmaking boundaries seems to be working as intended too, as far as I can tell. Of course, unless I cheat my way to the thousands of Int and Destruction I could never hope to cast a 1000pts fire damage spell, but at least now I can make one.

Another thing to consider about the Turn Undead: IRC, in MCA there were some mercenaries that can help you along the way with weapons enchanted with Turn Undead effect and guess what? It works! But the Undead flees only when struck with said weapon by the mercenaries, if I try with the same weapon the same undead just ignores the effect...

Since I don't play with MCA anymore I can't confirm this right now, but I'll try using a companion mod and giving him/her a turn undead weapon to see if it really works that way or if my mind is playing tricks on me... again
QUOTE(abyssmal terror @ Sep 6 2008, 04:52 PM) [snapback]12795284[/snapback]
my original statement came out wrong, i was thinking more about if hitpoints could be stat related, which would curb the imbalance of having to raise endurance early on to get health. but there are work arounds already


Have a look at State based hit points. By HotfusionX..... He wrote some awesome scripts, had a very unique project going, and then, fell of the face of the planet.... I miss him.
I haven't had the motivation to play Morrowind again, but it seems that the fog is now working good with enchated items - say goodbye to those no glo mods and hello to glow enchanting mods! The only bug that I would love fixed is that objects with alpha show up above water when submerged in water...
just to note, turn undead does work as intended, for proof, download and use wakim's game improvement mod which changes AI flee values. the 'problem' is that the undead flee is set to 0, very low, so that even a high magnitude turn undead does little to nothing. the code is fine, the game settings weren't.
Regarding the absorb spell, if I remeber correctly reading what the npc's said about it, it works exactly as it is suposed to work. I could be wrong of course and this statment was added by a mod.
Yeah, the debate whether "Absorb Health" works as intended, and/or whether this behavior should be changed, is probably as old as the feature itself. wink.gif

Personally I'd like to change it, since the current behavior makes "Absorb Health" absurdly powerful compared to the other attack spells - you damage your opponent, you heal yourself at the same time, and on top of that you run no risk of suffering the damage yourself, as you would have with the other attack spells. Plus, health absorption is a mysticism spell, i.e. in a school that most mages learn anyway. There really isn't much reason to learn the elemental damage spells instead, except as a backup, or if absorption doesn't fit your character. To balance this extremely powerful spell, it should cost (casting costs as well as purchase costs) at least as much as an elemental damage spell of similar power, plus a healing spell of similar power, plus a very hefty surcharge for not having to fear any reflection, plus perhaps an additional surcharge for being in the most popular school around. *Or* it should at least be able to hurt you when it gets reflected. smile.gif

But as I said, this is an old debate, and many people will disagree with me.

Regarding the "Turn Undead" issues: The poster above is right. Fleeing was kind of disabled by Bethesda on purpose, since they didn't manage to implement proper fleeing behavior. Fleeing creatures would simply run away for a few metres, then stop being processed, and simply wait ... until the player catched up, which would let them run away for some metres again. Several mods re-enable fleeing, and I knowat least one mod that claims to fix "turn undead", but I don't know whether any mod actually improved the fleeing behavior.
QUOTE(Psyringe @ Sep 7 2008, 06:39 AM) [snapback]12798064[/snapback]
Yeah, the debate whether "Absorb Health" works as intended, and/or whether this behavior should be changed, is probably as old as the feature itself. wink.gif

Personally I'd like to change it, since the current behavior makes "Absorb Health" absurdly powerful compared to the other attack spells - you damage your opponent, you heal yourself at the same time, and on top of that you run no risk of suffering the damage yourself, as you would have with the other attack spells. Plus, health absorption is a mysticism spell, i.e. in a school that most mages learn anyway. There really isn't much reason to learn the elemental damage spells instead, except as a backup, or if absorption doesn't fit your character. To balance this extremely powerful spell, it should cost (casting costs as well as purchase costs) at least as much as an elemental damage spell of similar power, plus a healing spell of similar power, plus a very hefty surcharge for not having to fear any reflection, plus perhaps an additional surcharge for being in the most popular school around. *Or* it should at least be able to hurt you when it gets reflected. smile.gif

But as I said, this is an old debate, and many people will disagree with me.


If we take Oblivion as a reference, the spell is buged. In Oblivion, if your absrob health spell got reflected you see your heath being drained.

QUOTE
Regarding the "Turn Undead" issues: The poster above is right. Fleeing was kind of disabled by Bethesda on purpose, since they didn't manage to implement proper fleeing behavior. Fleeing creatures would simply run away for a few metres, then stop being processed, and simply wait ... until the player catched up, which would let them run away for some metres again. Several mods re-enable fleeing, and I knowat least one mod that claims to fix "turn undead", but I don't know whether any mod actually improved the fleeing behavior.


If so then why Demoralyze works in creatures and humanoids? Alsom without mods all Undead have a flee rating of 20 compared with the 30 ~ 50 that most NPCs have.

I have Wakin Game Improvments enabled on my current game so I'll try to use a Turn Undead spell to see if it works.
QUOTE(ers666 @ Sep 7 2008, 01:43 PM) [snapback]12798336[/snapback]
If so then why Demoralyze works in creatures and humanoids? Alsom without mods all Undead have a flee rating of 20 compared with the 30 ~ 50 that most NPCs have.

I have Wakin Game Improvments enabled on my current game so I'll try to use a Turn Undead spell to see if it works.

How far do demoralized opponents run?

Try to fiddle with AI distance in the options. I think the problem of fleeing opponents only running away a short distance, and then waiting for the player to catch up, was related to AI distance - when the opponent left the radius of AI distance, its AI didn't get processed any more. I might be wrong though, it has been years since I dealt with that.

I'm not sure whether we are still on topic though. I'm eager to hear Hrnchamd's reply to the local ref bug. smile.gif
QUOTE(Hrnchamd @ Aug 30 2008, 07:14 AM) [snapback]12757337[/snapback]
Lighting issue
---
Description: Large objects (particularly walls and floors) can fail to receive proper lighting, causing them to suddenly illuminate as you get near to them, and lighting seams for static lights.
Status: Researching.

This can be solved by going into your INI file and changing this:
UseLinear=1
LinearMethod=1
LinearValue=3.0
LinearRadiusMult=1.0
;
UseQuadratic=0
QuadraticMethod=2
QuadraticValue=16.0
QuadraticRadiusMult=1.0

To this:
UseLinear=0
LinearMethod=1
LinearValue=3.0
LinearRadiusMult=1.0
;
UseQuadratic=1
QuadraticMethod=2
QuadraticValue=16.0
QuadraticRadiusMult=1.0

This sounds cool though. Keep up the good work!
QUOTE(Psyringe @ Sep 7 2008, 09:01 AM) [snapback]12798398[/snapback]
How far do demoralized opponents run?

Try to fiddle with AI distance in the options. I think the problem of fleeing opponents only running away a short distance, and then waiting for the player to catch up, was related to AI distance - when the opponent left the radius of AI distance, its AI didn't get processed any more. I might be wrong though, it has been years since I dealt with that.

I'm not sure whether we are still on topic though. I'm eager to hear Hrnchamd's reply to the local ref bug. smile.gif


Errr... I think we're talking about different bugs here smile.gif

I was reporting the bug in wich undead don't flee at all when struck by a turn undead spell. The one you're talking about, that fleeing enemies would run only a few meters from the player is another thing enterely, I think.

Of course, both bugs are anoying as hell and if Hrnchamd can figure a way to fix them many adventurers will make a shrine and pray for him (myself included) biggrin.gif
What about the pauses I mentioned earlier. You know when the neew region name appears and Morrowind pauses 1-2 seconds. Everybody claims it is a loading issue of big files but I examined it deeply. The disk access shown in process monitor says it's only accessing morrowind.ini file.
http://i51.photobucket.com/albums/f386/vta...ess-monitor.jpg
I deleted morrowind.ini file to see what happens. Says "name not found" but still stutters.
http://i51.photobucket.com/albums/f386/vta...essmonitor2.jpg

This is so important... For me at least.
QUOTE(vtastek @ Sep 7 2008, 02:20 PM) [snapback]12798592[/snapback]
What about the pauses I mentioned earlier. You know when the neew region name appears and Morrowind pauses 1-2 seconds. Everybody claims it is a loading issue of big files but I examined it deeply. The disk access shown in process monitor says it's only accessing morrowind.ini file.
http://i51.photobucket.com/albums/f386/vta...ess-monitor.jpg
I deleted morrowind.ini file to see what happens. Says "name not found" but still stutters.
http://i51.photobucket.com/albums/f386/vta...essmonitor2.jpg

This is so important... For me at least.

What is the problem? The time between the file open and the file close in the first picture is about 5.2e-6 seconds.
Some are longer, but not by much and I can't be bothered doing the maths. They are all under a millisecond.
req.. bounty on relflect bug removal


Sometimes when hit by a spell and reflecting it to the attacker and killing him with the relfected spell you get a bounty for murder :S
Hmn.. do you need to start a new game?
QUOTE(thedolphindude @ Sep 7 2008, 06:12 AM) [snapback]12798430[/snapback]
*snip*

This sounds cool though. Keep up the good work!


That doesn't really fix it, just hides it better under less immersive lightning. Even if it does help it, it is just a method of sidestepping the lightning problem and not actually fully fixing it. smile.gif
QUOTE(Lord Udedenkz @ Sep 7 2008, 04:58 PM) [snapback]12798947[/snapback]
That doesn't really fix it, just hides it better under less immersive lightning.


true. quadratic lightning look rather unrealistic .. so plastic
I have read the lighting tweak saved on Yacoby's archive. I think it gives very good results. My only qualm is whether using constant, linear, and quadratic lighting would considerable slow down the game. Notice also that the greater effects of his setup are the effects of the lighting mod, which I highly recommend. Using this mod, however, will make nighttime truly dark. I happen to like this for added realism. Also, light sources became exponentially more useful, rather than relatively dispensible as they were in the vanilla game.
QUOTE(Yacoby @ Sep 7 2008, 04:37 PM) [snapback]12798632[/snapback]
What is the problem? The time between the file open and the file close in the first picture is about 5.2e-6 seconds.
Some are longer, but not by much and I can't be bothered doing the maths. They are all under a millisecond.

It's a picture of a long run. So it happened 5 times or so in that screenshot. I broke it down to only understand this(the stuff with morrowind.ini) is not the cause of the problem. The pause occurs just before the first morrowind.ini action. I mean it is not about morrowind.ini but what the engine does before it. Which is loading nothing(checked by process explorer in wilderness) but displaying a message in the corner.
Recently I found something more about it. Morrowind engine is eating statics drawn by MGE untill the "1-2 second pause". Then the statics fully appears instantly. Let me quote myself...
QUOTE(vtastek @ Sep 3 2008, 07:33 PM) [snapback]12779941[/snapback]
If you override max and min view distances in misc tab to a high value like 120 (this is what I did before.) then this happens:
There will be a line where Morrowind won't render any statics further ahead(borders of the cell we're in). It changes in the famous 1-2 second pauses. This 120 passes that line and the statics begin to being eaten.(I hope that sentence is grammatically correct. Sorry. blush.gif ) This means 120 is rendering over distant statics but not statics ahead of that "line", I think. Then you come closer and after 1-2 second pause that "line" changes and everything is back to normal. Except for the next "line". Solution for me, don't tick constant fps.

http://i51.photobucket.com/albums/f386/vta...creenshot-1.jpgThere is a line but we can't see it right now.
http://i51.photobucket.com/albums/f386/vta...eenshot-2-1.jpgIt starts
http://i51.photobucket.com/albums/f386/vta...creenshot-3.jpg
http://i51.photobucket.com/albums/f386/vta...eenshot-4-1.jpg
http://i51.photobucket.com/albums/f386/vta...eenshot-5-1.jpgFamous pause. Notice the "vivec" message on the bottom-right corner.
http://i51.photobucket.com/albums/f386/vta...eenshot-6-1.jpgNext line, next victim static.


If we can get rid of it, ain't that would be awesome. I really want to hear something like "you know it turns out some silly code, i fixed it in a second."
Good job Hrnchamd, thanks for the patch.

(work on french version)
I'm looking forward to r4 ^^ Just played around a bit with r3 today and I'm happy to say that your enchanted item fix works with at least transparency and reflect mapping (at the same time) ^^ Also, the paper doll thing works.
Damn, this project is full of win.
At the moment, I have lighting doing a bit less popping, it requires changing the radius values in the CS though. When I find the code that loads it then you won't have to edit anything but there it is. The restore attributes bug is being a pain in the ass, I'll get it eventually though.

QUOTE(abyssmal terror @ Sep 7 2008, 08:32 AM) [snapback]12797543[/snapback]
just to note, turn undead does work as intended, for proof, download and use wakim's game improvement mod which changes AI flee values. the 'problem' is that the undead flee is set to 0, very low, so that even a high magnitude turn undead does little to nothing. the code is fine, the game settings weren't.

Could someone test Turn Undead for me? Set the creature flee to 30 and try different magnitude spells on it. With WGI the skels definately run away from me when their health is low, but Turn Undead didn't seem to do much. Some solid information would be useful.

QUOTE(ers666 @ Sep 7 2008, 02:43 PM) [snapback]12798336[/snapback]
If we take Oblivion as a reference, the spell is buged. In Oblivion, if your absrob health spell got reflected you see your heath being drained.
If so then why Demoralyze works in creatures and humanoids? Alsom without mods all Undead have a flee rating of 20 compared with the 30 ~ 50 that most NPCs have.

I've decided to fix spell reflect for all spells. Flee rating of 20 compared to 30 shouldn't make a big difference I thought.

QUOTE(Deylendor)
Hmn.. do you need to start a new game?

No, it will not break save games.

QUOTE(vtastek @ Sep 8 2008, 01:20 AM) [snapback]12801193[/snapback]
Recently I found something more about it. Morrowind engine is eating statics drawn by MGE untill the "1-2 second pause". Then the statics fully appears instantly. Let me quote myself...
If we can get rid of it, ain't that would be awesome. I really want to hear something like "you know it turns out some silly code, i fixed it in a second."

Wishful thinking, performance related problems can't be solved by removing a line of code like that.

QUOTE(Keazen @ Sep 9 2008, 01:12 AM) [snapback]12806358[/snapback]
Good job Hrnchamd, thanks for the patch.

(work on french version)

I want to do a patch for French, German and Morrowind-only as well, it will come with release 5 I think. It will require some help from people with French & German versions so keep watching.
I'll test Turn Undead without WGI, if that helps any ^^
I confirm, the patch work on french version.
QUOTE(Hrnchamd @ Sep 9 2008, 07:28 AM) [snapback]12809108[/snapback]
I want to do a patch for French, German and Morrowind-only as well, it will come with release 5 I think. It will require some help from people with French & German versions so keep watching.



The patch works fine with the german version as well.
QUOTE(Hrnchamd @ Sep 6 2008, 08:34 AM) [snapback]12793279[/snapback]
Stealing during combat is unbalanced because there are no resist checks for stealing, you can just lift whatever you want no matter your skill.


so steal behaves differently in combat? does that mean if doesn't fail or create a bounty? bizzare. on the otherhand, it could be considered like mugging, you forcibly take it and run.

QUOTE(Hrnchamd @ Sep 6 2008, 08:34 AM) [snapback]12793279[/snapback]
As far as I can tell the knockout check was removed from the code and I have no idea what to add back in. It's quite different from bypassing a bug.


That's disappointing, though would it be solved if stealing was enabled in combat? i never understood why the devs removed this, unless it broke some quests or something. heck even some strategy guides mention knocking someone out to take a quest item, rather than kill.

QUOTE(Hrnchamd @ Sep 6 2008, 08:34 AM) [snapback]12793279[/snapback]
I could possibly set the fatigue cap from drains at -1 instead of 0, but the game may not have a specific cap for that and people would fall over doing anything tiresome. Who knows? I'm gonna try it though.


this is another very interesting thing, i didn't think about if this was to prevent NPCs from overexerting themselves running or fighting. or from the PC passing out when running about. it would make fatigue a very important stat, and drain/damage/absorb fatigue spells very useful. the cap should be set somewhere around -50 or so, which would simulate at least 10 to 15 seconds of unconsciousness.

These would be very interesting to play with in-game, though i admit it would need to be optional patches if anything. Keep up the great work!
I guess the mugfix mod allows to steal from knock out npcs again
QUOTE(koki373737 @ Sep 9 2008, 03:32 PM) [snapback]12809249[/snapback]
I guess the mugfix mod allows to steal from knock out npcs again


What if the NPC has some quest items on him the player shouldn't be able to get ?! See. Better not being able to steal from someone when knocked out.
Then the player can always kill them, Deylendor. >>
As far as I know, the Turn Undead spell has never done *anything* in any patch of the game. Though I don't know if any mods have attempted to correct the problem.

It's been a few years, so I'll try to turn some undead tonight when I play, on the chance that one of my mods does fix it.
QUOTE(Deylendor @ Sep 9 2008, 08:43 AM) [snapback]12809279[/snapback]
What if the NPC has some quest items on him the player shouldn't be able to get ?! See. Better not being able to steal from someone when knocked out.


well you can still cast calm humanoid if you really want to take from the unconscious, and you're only limited to what isn't equiped. it's just inconsistent that you must calm an unconscious person to snoop their pockets.
QUOTE(Bycote @ Sep 9 2008, 10:58 AM) [snapback]12809525[/snapback]
As far as I know, the Turn Undead spell has never done *anything* in any patch of the game. Though I don't know if any mods have attempted to correct the problem.

It's been a few years, so I'll try to turn some undead tonight when I play, on the chance that one of my mods does fix it.


Wakim's Game Improvements addressed this issue. I am unsure if it "Fixed" it, or not.
It's my understanding that it didn't fix it, it just replaced Turn Undead entirely.
QUOTE(Dirges @ Sep 9 2008, 11:03 AM) [snapback]12809556[/snapback]
It's my understanding that it didn't fix it, it just replaced Turn Undead entirely.


I think the idea was that turn undead raised the undeads alarm level by x points, depending on the magnitude of the spell, as undead had their alarm level set very low to begin with, it required a rather high magnitude to have any effect at all. What Wakim's did was to raise the initial alarm level of all undead, so, casting the spell, would actually have an effect.

I never tried it though, in all my years of playing morrowind...... So, I cannot unequivocally state that, yes, he fixed it, or, no, he did not......
turn undead works with the wakim game improvements, though you need a fairly high magnitude spell
I'm not interested in using WGI. I wonder if this fix has ever been released independently of the rest of his improvements? In any case, I can make the fix you have suggested myself and see if that is indeed the problem, which I don't doubt it is.

Thanks for the info, guys.
QUOTE(Bycote @ Sep 9 2008, 10:16 AM) [snapback]12809616[/snapback]
I'm not interested in using WGI. I wonder if this fix has ever been released independently of the rest of his improvements? In any case, I can make the fix you have suggested myself and see if that is indeed the problem, which I don't doubt it is.

Thanks for the info, guys.


no, there hasn't been a seperate fix for turn undead from WGI. I think it'd be a good idea for there to be on. i don't remember what WGI did, but i think it edited the flee game settings a lothigher, which affected all NPCs and creatures. for this fix, i think you might just have to edit the undead class creature's AI settings.
QUOTE(abyssmal terror @ Sep 9 2008, 05:36 PM) [snapback]12809668[/snapback]
no, there hasn't been a seperate fix for turn undead from WGI.

There's "Turn Undead Fix" by Oh-Dee, but I think it takes a different approach than WGI.
Hrnchamd, how good are the chances that the local ref bug I mentioned in post #113 might get fixed?

Don't want to push you, it's just that I'd regard squashing this bug as an incredibly useful accomplishment, and I'd allocate a good amount of time to the task during this and the next week if there's a chance that you're tackling it. I should be able to provide speedy testing, and perhaps a testbed to make it a bit easier for you. But if you don't think it will be worthwile, then I have other projects waiting, so it would be great to know your opinion. smile.gif
QUOTE(Psyringe @ Sep 10 2008, 12:24 AM) [snapback]12811219[/snapback]
Hrnchamd, how good are the chances that the local ref bug I mentioned in post #113 might get fixed?


Those are really the guts of the thing, it's not something you would want to patch over without knowing all the consequences, references are the core of Morrowind's moddability. Best left to OpenMW, I think. I'm going to wrap up the patch after this round of fixes because of work. Still plenty of other things to test though, the Restore Attributes thing has lots of scary code I have no clue about.
QUOTE(Hrnchamd @ Sep 9 2008, 11:48 PM) [snapback]12811362[/snapback]
Those are really the guts of the thing, it's not something you would want to patch over without knowing all the consequences, references are the core of Morrowind's moddability. Best left to OpenMW, I think.

Ah, okay. I was hoping that there might be a possibility for an easy patch since from the way the bug behaves, I think it's just one wrong variable in the code (Morrowind applying changes to reference no. X from mod A when it *should* apply those changes to reference no. X from mod B ). Either that, or a broken conditional (Morrowind not checking the plugin number after checking whether or not a reference has ref_persist set).

Anyway, thanks for all your efforts, you've squashed several bugs that have been seen as unfixable before, which is beyond amazing! thumbsup.gif

And if you ever want to try your hands at the local ref bug and want a handy test bed, just call. wink.gif
my game keeps crashing at the start of morning star, i'll try it completely stripped down. I wonder if it's conflicting with some mods' scripts.
How goes work on the map fix? smile.gif
QUOTE(Hrnchamd @ Sep 9 2008, 11:48 PM) [snapback]12811362[/snapback]
Those are really the guts of the thing, it's not something you would want to patch over without knowing all the consequences, references are the core of Morrowind's moddability. Best left to OpenMW, I think. I'm going to wrap up the patch after this round of fixes because of work. Still plenty of other things to test though, the Restore Attributes thing has lots of scary code I have no clue about.

Whatever people say, finishing OpenMW will take a year or years. I honestly rather would put my trust in you man! I hope you have time to at least look into it, I'm sure there's tons of people around that would like to help with it as well. Your doing such an amazing thing, I can't even begin to imagine how hard it must be, I've tried looking around myself, I'm not a coder but I can tell, it's a damn feat man!

grand work!
is this easy to use?
QUOTE(ordolego @ Sep 10 2008, 10:15 PM) [snapback]12816307[/snapback]
is this easy to use?

Yup. Installation instructions are clear and after installing you can just run the game as you do normally. No external utilities that need to be run alongside MW or whatever.
Hrnchamd - this is really impressive.

I know you don't want to look at any more graphics glitches so I will just ask about one - are the issues when enchanting mod created clothes related to the engine not being able to read alpha channels in the right order or is it something else?

Also wondering about icons - in the construction set clothes are set to a common id, the original game provided some female versions of the male clothes but since in the construction set only one icon can be picked this means in your inventory you may have a male common_shirt 04 but with the female icon - the engine knows if you are male or female and thus picks the correct mesh/texture e.g Fargoth and Tolvise both wear common shirt 04 but it has different styling- is it possible for the engine to select an appropiate icon if it was addded? - I know it sounds insignificant but it would enable clothing replacer mods to be made more easily. (I suspect this may have more to do with the code in the construction set and it's forms layout).

In any case thanks for the awesome work - the paper doll improvements were a nice surprise.
QUOTE(abyssmal terror @ Sep 10 2008, 12:04 PM) [snapback]12815439[/snapback]
my game keeps crashing at the start of morning star, i'll try it completely stripped down. I wonder if it's conflicting with some mods' scripts.


turned out it was some scripts that didn't anticipate the month change, otherwise it works great!
Okay, the restore attributes bug is fixed. Thanks to Tp21 for the info. Next thing will be merchant equipping, then enchanted items going up in price. I'm going to lose the lighting changes, it's not particularly reliable right now. Next release in a few days.


QUOTE(Psyringe @ Sep 10 2008, 01:01 AM) [snapback]12811425[/snapback]
Ah, okay. I was hoping that there might be a possibility for an easy patch since from the way the bug behaves, I think it's just one wrong variable in the code (Morrowind applying changes to reference no. X from mod A when it *should* apply those changes to reference no. X from mod B ). Either that, or a broken conditional (Morrowind not checking the plugin number after checking whether or not a reference has ref_persist set).

It could be easy but it could also reveal other bugs, or break code, maybe the self-repair after you remove a mod or that kind of thing. Since it deals with savegames, its rather touchy. I'll look at in a few months I think.

QUOTE(Aeven @ Sep 10 2008, 08:04 PM) [snapback]12815440[/snapback]
How goes work on the map fix? smile.gif

The map will take forever, it's the interaction of several game features than makes it hard. Right now I've made the texture bigger, trying to get it to draw the map farther out (not yet), the yellow location markers are in the wrong place and it crashes often and in strange places which is puzzling. Also, I'll have to find out what happens when you try to save a game with a different size map, the map texture is copied straight into save game, but it just doesn't like me right now.

QUOTE(Illuminiel @ Sep 11 2008, 04:39 AM) [snapback]12818097[/snapback]
Hrnchamd - this is really impressive.

I know you don't want to look at any more graphics glitches so I will just ask about one - are the issues when enchanting mod created clothes related to the engine not being able to read alpha channels in the right order or is it something else?

Also wondering about icons - in the construction set clothes are set to a common id, the original game provided some female versions of the male clothes but since in the construction set only one icon can be picked this means in your inventory you may have a male common_shirt 04 but with the female icon - the engine knows if you are male or female and thus picks the correct mesh/texture e.g Fargoth and Tolvise both wear common shirt 04 but it has different styling- is it possible for the engine to select an appropiate icon if it was addded? - I know it sounds insignificant but it would enable clothing replacer mods to be made more easily. (I suspect this may have more to do with the code in the construction set and it's forms layout).

In any case thanks for the awesome work - the paper doll improvements were a nice surprise.

There's no particular space for storing more icon names, so I can't. Adding more data means changing all the load/save routines, the construction editor as well as the 'just' the code to determine which to display. The project is for working on fixes with what is already there rather than adding more data to the game. The paper doll was annoying me a lot, just had to do it.

QUOTE(abyssmal terror @ Sep 11 2008, 09:07 PM) [snapback]12821077[/snapback]
turned out it was some scripts that didn't anticipate the month change, otherwise it works great!

Thanks, I shall add a notice that people should turn these scripts off.
QUOTE(abyssmal terror @ Sep 11 2008, 03:07 PM) [snapback]12821077[/snapback]
turned out it was some scripts that didn't anticipate the month change, otherwise it works great!


Just wondering, which was the mod that crashed? I use the "Holiday Mod", so I wonder if it will be ok

Thanks!

The map will take forever, it's the interaction of several game features than makes it hard. Right now I've made the texture bigger, trying to get it to draw the map farther out (not yet), the yellow location markers are in the wrong place and it crashes often and in strange places which is puzzling. Also, I'll have to find out what happens when you try to save a game with a different size map, the map texture is copied straight into save game, but it just doesn't like me right now.

Maybe looking at FPS Optimizer 2.0 code would help? It almost fixes the map issues, the problem is it show the map in grayscale and crashes when you exit the game.. but as I know it doesnt break savegames
QUOTE(Hrnchamd @ Sep 6 2008, 09:34 AM) [snapback]12793279[/snapback]
As far as I can tell the knockout check was removed from the code and I have no idea what to add back in. It's quite different from bypassing a bug.

Wouldn't it be possible to check an earlier version of the game from before the bug occurred and just.. port the missing code over? I can't really see a reason they'd have intentionally removed this feature, since you can kill an NPC arguably with more ease than knocking them out sometimes, thus what problems could have really been prevented by its removal..? Unless the code itself was horribly buggy in some way.. (Though I've never heard of such reports..)
QUOTE(The Sage Of Time @ Sep 11 2008, 02:37 PM) [snapback]12821524[/snapback]
Wouldn't it be possible to check an earlier version of the game from before the bug occurred and just.. port the missing code over? I can't really see a reason they'd have intentionally removed this feature, since you can kill an NPC arguably with more ease than knocking them out sometimes, thus what problems could have really been prevented by its removal..? Unless the code itself was horribly buggy in some way.. (Though I've never heard of such reports..)


that's a great idea! there should have been no reason to remove it, since you can still loot an unconscious person using calm humanoid spell, or using console to setfight and stopcombat.
I just experienced a merchant equipping Tarhiel's robe. For some reason, this made me quite angry. I'm hoping this can be fixed and a new release will be coming soon. Good luck!
Currently merchant equipping, and items getting a price increase on enchant are working and need testing. Just got to find the "loot NPC while unconscious" bit and I'll push out a patch for testing.
Release 4 out. Requires a lot of testing, get on it.

Restore attributes bug fixed - please test versus bonewalkers and diseases.
Merchant equip fix - please test on non-merchants as well, make sure companion equipping behaviour is the same as before.
Enchanted item value - try it, tell me if the change in value is balanced. Consider the price of the soul gem and enchant fee.
Steal from knocked out NPCs - please test it with hand-to-hand, drain fatigue, knockdowns from heavy weapons etc. Not sure I got every case.
Transparent clothes in the inventory - Reduced some clipping with trousers and boots.

One more round of patches before I stop adding features, if I've missed any requests, now is the time to tell me. A friendlier installer will be added once everything is stable and bug-free.
Cool! I'm grabbing this and going to test.
AWESOME!
Oh about the fatigue thing earlier.

QUOTE(Hrnchamd @ Sep 6 2008, 04:34 PM) [snapback]12793279[/snapback]
I could possibly set the fatigue cap from drains at -1 instead of 0, but the game may not have a specific cap for that and people would fall over doing anything tiresome. Who knows? I'm gonna try it though.


It didn't do anything, so I looked up the spells in the construction set. Sleep, Exhaustion and 90% of the other sleepy-sounding spells are in fact Drain Fatigue spells of low magnitude (5-25), in other words pretty useless, who has less than 25 fatigue? They should have been Damage Fatigue spells; if you mod it in people fall over without too much trouble in around 20 seconds.

Currently working on the reflect bug.
QUOTE(Hrnchamd @ Sep 12 2008, 04:53 PM) [snapback]12825402[/snapback]
Release 4 out. Requires a lot of testing, get on it.

Restore attributes bug fixed - please test versus bonewalkers and diseases.

Not completely sure what the problem was... Was it that if your attributes are reduced but you have a constant effect item that fortifies the same attribute as well, restore attribute spells/scrolls wouldn't work?
QUOTE(povuholo @ Sep 12 2008, 06:07 PM) [snapback]12825679[/snapback]
Not completely sure what the problem was... Was it that if your attributes are reduced but you have a constant effect item that fortifies the same attribute as well, restore attribute spells/scrolls wouldn't work?


They would, but the spell would not restore the fortified quantity of health.
When I installed the latest version, everybody who was a merchant using clothing stopped wearing it. Now every merchant who wears clothes I see is in their underwear. huh.gif
I note that there is a "disclaimer" on the download page, that this patch won't work with other patches/optimizers, unless you are an "advanced" user?? Could you explain that a little bit? I rather like the framerate increase I get from exe optimzier.....

Would you consider incorporating something like the exe optimizer, or/and FPU2SSE into your patch??? I really like the direction you are going here, as this is cranking out fixes a lot faster, and more effectively than some of the other solutions that are being worked on. Results RIGHT NOW always get my attention.

Great work!
i can't wait to test this out! all the other fixes have worked exceptionally for me.
QUOTE(HeyYou @ Sep 12 2008, 06:38 PM) [snapback]12825791[/snapback]
I note that there is a "disclaimer" on the download page, that this patch won't work with other patches/optimizers, unless you are an "advanced" user?? Could you explain that a little bit? I rather like the framerate increase I get from exe optimzier.....

Currently, if you want to use several different patchers on the exe, that's the recommended procedure:

1. Patch the Morrowind (Blöodmoon) exe to 1.6.1820 (This is the one that Hrnchamd's patch currently needs)
2. Apply Hrnchamd's patches (because these expect the code of the 1.6.1820 exe)
3. Apply fpu2sse or similar patches; these don't require specific code to be present.at specific places, so they should be applied last.
QUOTE(Itachi62 @ Sep 12 2008, 07:19 PM) [snapback]12825728[/snapback]
When I installed the latest version, everybody who was a merchant using clothing stopped wearing it. Now every merchant who wears clothes I see is in their underwear. huh.gif


Only tested it on one merchant that buys clothes, I might have been a bit aggressive and turned it into a merchant un-equip bug on others. Are they totally naked?

QUOTE(HeyYou @ Sep 12 2008, 07:38 PM) [snapback]12825791[/snapback]
I note that there is a "disclaimer" on the download page, that this patch won't work with other patches/optimizers, unless you are an "advanced" user?? Could you explain that a little bit? I rather like the framerate increase I get from exe optimzier.....

Would you consider incorporating something like the exe optimizer, or/and FPU2SSE into your patch??? I really like the direction you are going here, as this is cranking out fixes a lot faster, and more effectively than some of the other solutions that are being worked on. Results RIGHT NOW always get my attention.


I have no idea if fpu2sse or exe optimizer likes the way I patch the functions, but you can try at your own risk.
Three point guide:
- Never use Bloodmoon patch v1.7 / "ready made patches"
- Start with a fresh exe patched with the official patch
- Patch in this order: this patch, fpu2sse (optional), exe optimizer

The merchant equip fix is slightly off. Merchants seem to like walking around naked now. The game re-evaluates what to wear every time an NPC's inventory changes, I'm not sure the exact reason why it decides to undress the NPC completely. Expect some updates tomorrow.
QUOTE(Psyringe @ Sep 12 2008, 01:27 PM) [snapback]12825980[/snapback]
Currently, if you want to use several different patchers on the exe, that's the recommended procedure:

1. Patch the Morrowind (Blöodmoon) exe to 1.6.1820 (This is the one that Hrnchamd's patch currently needs)
2. Apply Hrnchamd's patches (because these expect the code of the 1.6.1820 exe)
3. Apply fpu2sse or similar patches; these don't require specific code to be present.at specific places, so they should be applied last.



QUOTE(Hrnchamd @ Sep 12 2008, 01:38 PM) [snapback]12826028[/snapback]
Only tested it on one merchant that buys clothes, I might have been a bit aggressive and turned it into a merchant un-equip bug on others. Are they totally naked?
I have no idea if fpu2sse or exe optimizer likes the way I patch the functions, but you can try at your own risk.
Three point guide:
- Never use Bloodmoon patch v1.7 / "ready made patches"
- Start with a fresh exe patched with the official patch
- Patch in this order: this patch, fpu2sse (optional), exe optimizer


Excellent. Thank you folks. May have to reinstall to get this up and running.
QUOTE(Hrnchamd @ Sep 12 2008, 10:38 AM) [snapback]12826028[/snapback]
The merchant equip fix is slightly off. Merchants seem to like walking around naked now. The game re-evaluates what to wear every time an NPC's inventory changes, I'm not sure the exact reason why it decides to undress the NPC completely. Expect some updates tomorrow.


Thank you. fing34.gif

It was weird walking into an alchemist's store and a clothier's store seeing them naked.
I have one last request if it is not too late. There appears to be a bug on how Morrowind handles ambient sounds when they are associated with objects. The game volume gets set to max when sounds play that are associated with objects. I notice several mods I use do this and it can be rather annoying. A better discription of this problem was recently discussed here: http://www.bethsoft.com/bgsforums/index.php?showtopic=878245

I am very thankfull for the patches you have done so far. I am off to test v4 patches.

Regards,
DR
QUOTE
The game volume gets set to max when sounds play that are associated with objects.

This problem occurs each time a script run the "stopsound" and "streammusic" functions, and also after the fight music is played (if I am not mistaken). The music volume is then set back to its maximum level. It is possible to set down again the music volume in the games settings, but at the next fight or the next time the "stopsound" or "streammusic" will be used, the volume will immediately be set to maximum.

And thank you very much for what you've done.
Found the barter system has a reset worn items to default function, it seems to work by unequipping everything first, then tells the NPC to put on the most expensive clothes & most appropriate armour. It's hidden in the UI code as well, tricky to find. Patched it, seems to work okay now, I will hold on the update until test reports for all the features in r4 are in.

Currently working on the reflect bug and the music volume stuff.
Great work on the fixes fing34.gif
QUOTE(Hrnchamd @ Sep 13 2008, 01:52 PM) [snapback]12830387[/snapback]
Found the barter system has a reset worn items to default function, it seems to work by unequipping everything first, then tells the NPC to put on the most expensive clothes & most appropriate armour. It's hidden in the UI code as well, tricky to find. Patched it, seems to work okay now, I will hold on the update until test reports for all the features in r4 are in.

Currently working on the reflect bug and the music volume stuff.


Restore attributes bug fixed - It works perfectly as far as I can tell. Character with 100 STR, equiped Fists of Randagulf to get +20 STR. I summoned a Greater Bonewalker and hit him until he got aggressive and then let him use his annoying spell until he damaged my strength to 67 and, after he disapeared I used a Restore Strenght spell and got my STR back to 120 without having to unequip the gauntlet.

Merchant equip fix - Any merchant strips naked whey I buy or sell anything, even alchemists strip themselves when I buy or sell a potion.

Enchanted item value - Seems to be working. I took an expensive amulet and enchanted it with a Fire Damage 10-10 pts for 5secs on target spell using a Greater Soulgem with a Storm Atronach's soul. The item ended with a value around 1100, wich is a bit high. I'm using WGI so the cost of enchantments are higher than normal, I'll try to make a character without these mods loaded to test it again later.

Steal from knocked out NPCs - It seems to be working too. Tested with that dunmer maid in Hlaalo Manor and I was able to steal a key from her after knocking her down.

You're my new hero biggrin.gif
I see naked people! Yes, well, I guess this is a well-known issue. I'd like to add that I have naked merchants, with whom I have done no business. This gives me a good opportunity to admire Westly's work on the Better Body textures for the ladies, but I am definitely waiting for a patch to correct this problem. If such a patch is possible, do you think it will work on a saved game, or will I have to start a new one? I kind of was enjoying the game I was playing, but I understand that this project is very much a "at your own risk" beta endeavor and I continue to appreciate the groundbreaking work taking place here. Let me know what the situation turns out to be as you continue to uncover those cogs!
QUOTE(Hrnchamd @ Sep 12 2008, 09:53 AM) [snapback]12825402[/snapback]
Release 4 out. Requires a lot of testing, get on it.

Restore attributes bug fixed - please test versus bonewalkers and diseases.
Merchant equip fix - please test on non-merchants as well, make sure companion equipping behaviour is the same as before.
Enchanted item value - try it, tell me if the change in value is balanced. Consider the price of the soul gem and enchant fee.
Steal from knocked out NPCs - please test it with hand-to-hand, drain fatigue, knockdowns from heavy weapons etc. Not sure I got every case.
Transparent clothes in the inventory - Reduced some clipping with trousers and boots.

One more round of patches before I stop adding features, if I've missed any requests, now is the time to tell me. A friendlier installer will be added once everything is stable and bug-free.


Restore Attributes - looks like it works without any problems. tested it with bonewalkers and other damage attribute spells, using constant effect items. awesome!

Merchant equip - naked merchants all over, and some other naked oddities. the chargen male guards on the boat are nude. and a few random smugglers and vampires were too. wierd

Enchanted item value - works! some values seem high, some low, but it works! the balance will be a mod project. now enchanting is profitable!!!

steal from knocked out NPCS - works with hand to hand knockouts (YES!), knocking out with fatigue spells only works with drain fatigue, not damage fatigue or absorb fatigue. knocking NPCs down with heavy weapons won't let you steal from them, though it was never intended (though if you could, you may as well be able to steal during combat, which would be very cool!)

Transparent clothes - didn't see any issues, but didn't test it too thoroughly.

this is awesome work! it's like a new golden age for morrowind!
A small request. It's not that important, just a small annoyance.

After some time equiped speells unequip themselves without reason... the spell icon on the left turns black and when you go to the spell menu, no spell is selected. Re-equip the spell and after some time playing, the game unequips the spell again...

This glitch affects spells, scrolls and enchated items with "cast when used" effects.
one thing i noticed now is that while in inventory mode, adding or removing anything off of my paperdoll causes a graphical glitch where the exterior terrain will disappear and reapear in a second. also some loads from savegames will have this issue where the exterior terrain is missing, until i open the console or character sheet (menu mode)

using windows xp, nvidia 5200 card, not using MGE or MWSE.

QUOTE(abyssmal terror @ Sep 14 2008, 02:01 AM) [snapback]12833369[/snapback]
one thing i noticed now is that while in inventory mode, adding or removing anything off of my paperdoll causes a graphical glitch where the exterior terrain will disappear and reapear in a second. also some loads from savegames will have this issue where the exterior terrain is missing, until i open the console or character sheet (menu mode)

using windows xp, nvidia 5200 card, not using MGE or MWSE.


Yeah, I noticed that too. I thought that it was some problem with the new release of MGE at first, but the problem started just after I applied the patch r4.

Running on Vista x64 and a GeForce 9600GT card here.
Hrnchamd, a request: your patching .exe should take mwpatch files named like so, for ease of installation: mwpatchr1, mwpatchr2, mwpatchr3, mwpatchr4, and so forth. It'd be loads easier than tediously copy-pasting them into the folder one by one... << I can't imagine it would be that hard to do.

Also, can you look into the music problem I'm having? If you're interested, just PM me your MSN, and I'll send you a pair of music files: one doesnt work, the other does. They are otherwise pretty much the same, from a technical standpoint (e.g. the music IS different, but they use all the same tags and encodings and what not). And maybe you could fix that ^^?

Thanks ^^

EDIT:Ooh, I feel dumb suddenly. >> I just checked the file sizes.. and it seems its unnecessary for my first request. Won't BREAK anything, but it's certainly stupid of me to ask. xx' sorry.
Almost hit the post limit on this one. If you could fix that problem with the music I could actually enjoy the romance mod again. smile.gif
QUOTE(Pwin @ Sep 14 2008, 10:13 AM) [snapback]12833746[/snapback]
Almost hit the post limit on this one. If you could fix that problem with the music I could actually enjoy the romance mod again. smile.gif


O please. The reset to max volume music bug IS annoying. I use a self made bard mod and sometimes he makes me jump when starting to play music suddenly with a high volume :S

Oh yes. Erm... naked merchants biggrin.gif

QUOTE(ers666 @ Sep 14 2008, 01:04 AM) [snapback]12831741[/snapback]
*results*
You're my new hero biggrin.gif

Thanks for testing it! For the enchanted items, take into account how much the soul gem was worth as well as the enchanting fee.

QUOTE(philologos @ Sep 14 2008, 05:34 AM) [snapback]12832900[/snapback]
I see naked people! Yes, well, I guess this is a well-known issue. I'd like to add that I have naked merchants, with whom I have done no business. This gives me a good opportunity to admire Westly's work on the Better Body textures for the ladies, but I am definitely waiting for a patch to correct this problem. If such a patch is possible, do you think it will work on a saved game, or will I have to start a new one? I kind of was enjoying the game I was playing, but I understand that this project is very much a "at your own risk" beta endeavor and I continue to appreciate the groundbreaking work taking place here. Let me know what the situation turns out to be as you continue to uncover those cogs!

There's about 6 or 7 "get naked" points in the code, I'll have to check them all out again. Sigh. If you want them to put their clothes back on, just run Morrowind.Original.exe and visit all those naked people, either buy or sell something or add an item to their inventory with the console. Something like "additem common_ring_01 1".

QUOTE(abyssmal terror @ Sep 14 2008, 06:58 AM) [snapback]12833164[/snapback]
*results*
this is awesome work! it's like a new golden age for morrowind!

Anyone that sells something will get naked, I'm sure the bandits & vampires sell to their respective factions. But the chargen guards? Bleh, one change, so many issues. Might take a while to shake all the bugs out.

QUOTE(abyssmal terror @ Sep 14 2008, 08:01 AM) [snapback]12833369[/snapback]
one thing i noticed now is that while in inventory mode, adding or removing anything off of my paperdoll causes a graphical glitch where the exterior terrain will disappear and reapear in a second. also some loads from savegames will have this issue where the exterior terrain is missing, until i open the console or character sheet (menu mode)

Definately the patch causing it, I'll go back and check if it restores the graphics state properly after drawing the inventory.

QUOTE(Dirges @ Sep 14 2008, 08:50 AM) [snapback]12833485[/snapback]
Hrnchamd, a request: your patching .exe should take mwpatch files named like so, for ease of installation: mwpatchr1, mwpatchr2, mwpatchr3, mwpatchr4, and so forth. It'd be loads easier than tediously copy-pasting them into the folder one by one... << I can't imagine it would be that hard to do.

Also, can you look into the music problem I'm having? If you're interested, just PM me your MSN, and I'll send you a pair of music files: one doesnt work, the other does. They are otherwise pretty much the same, from a technical standpoint (e.g. the music IS different, but they use all the same tags and encodings and what not). And maybe you could fix that ^^?

You only need to install release 1 then the latest release. Hopefully it was clear in the instructions? About the music, I'm going to decline, I'm no expert on DirectShow, it would take too long to figure out.
QUOTE(Hrnchamd @ Sep 14 2008, 03:46 PM) [snapback]12835751[/snapback]
You only need to install release 1 then the latest release. Hopefully it was clear in the instructions?


Oh? Really? @.@ I didn't know that.

Is that in the readme of the first release? I would have assumed you only needed to download the latest release. ^^'

Perhaps you should put that in the first post just above the list of releases?
Oh. I patched the four consecutively. Would this have any unintended consequences? Keep us updated!
I did too, Philologos. >> No, it didn't go crazy on me. It worked fine. ^^
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