Morrowind Code Patch

Find all things that aren't specifically mods here. Patches, 3rd-party programs, tutorials, etc.

Morrowind Code Patch

Postby Hrnchamd on Thu Jan 01, 2009 5:32 am

Morrowind Code Patch
version 1.8
--------------------

crafted by Hrnchamd at Sun's Reach
tempered and polished by Psyringe


Morrowind is a game of great depth, a huge world, incredibly extensible and with a thriving community. Unfortunately it's also full of bugs. This is our attempt at defeating the worst bugs in the game, including save corruption; and also adding a few more features people have dreamt of.

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

Compatible with English, West European, Polish, Russian and Steam editions. Compatible with MGE, MWSE, MWE, and FPS Opt 1.96.

See the readme for install instructions.


Current version features:
--------------------

Fixes
----

- Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug).
- Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects.
- Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog.
- Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill.
- Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution.
- Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days.
- Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them.
- Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount.
- StreamMusic volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that.
- Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed.
- Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire.
- Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead.
- Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen.
- Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever acheive the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear.
- Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described.
- Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so.
- Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame.
- Loud armor / shield fix. Fixes occasional ridiculously loud armor hit sounds.
- Createmaps fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete.
- Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality.
- Enable reflection effects on skinned models. Allows skinned objects to have shiny reflection maps.
- Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items.
- Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing.
- NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time.
- Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen.
- Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them.
- Training prices. Training price now depends on base skill level instead of fortified/drained skill.
- Waterwalk bug. No longer causes a check for fall damage if cast while swimming.
- Projectile aiming. Correct aiming errors for 1st person and 3rd person.
- Particle fixes. Corrects particles peeling away from weapons and projectiles.
- Lighting fixes. Corrects several lighting errors and optionally increases light falloff range.
- Guild guide prices. Fixed to charge amount displayed instead of base price.
- Polish keyboard support. Allows typing of Polish characters in-game.
- PlaceAtPC fix. In third person, should make objects land at the correct distance instead of at the player's feet.
- Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item.
- Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window.
- Bound weapon expiry. When a bound item spell expires it no longer forces you into combat stance.
- Stable enchantment list. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order.
- Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins).
- Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away.

Note: Delayed spell crash fix had a conflict with the Vampire Realism mod, when becoming a vampire. This is fixed with MCP 1.8.

Features (optional)
----

- Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom.
- Rain/snow collision. Rain and snow now collide with statics.
- Toggle sneak. Sneak key toggles sneak mode on or off.
- Fortify maximum health. Changes fortify health to behave like fortify maximum health.
- Unrestrict menu size. Allows stats menu and magic menu to be resized without limit.
- Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature.
- Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used. Rebalanced over earlier versions.
- Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message.
- Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500.
- Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise.
- Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker.
- Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do.
- Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires.
- Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength.
- Disable map smoothing. Option to disable world map smoothing filter when used with map expansion.
- Over the shoulder camera. Moves third person camera to the right shoulder.
- Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting.
- Item weight display. Allows weight to be displayed to two decimals of precision.
- Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera.
- [color=gold]Larger service windows. Makes repair, recharge, and birthsign menus larger.
- Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude.
- NPC AI casts zero cost powers. Allows NPCs to cast powers.
- Improved animation support. Allows better animation modding (see readme).
- Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent.
Attachments
Morrowind Code Patch 1.8.zip
Morrowind Code Patch 1.8
(5.29 MiB) Downloaded 1683 times
MCP 1.8 Python.zip
requires Python 2.5 + wxPython
(253.64 KiB) Downloaded 131 times
Last edited by Hrnchamd on Mon Jun 14, 2010 4:22 am, edited 9 times in total.

Hrnchamd
Aspirant
 
Posts: 19 [ View ]
Joined: Tue Oct 21, 2008 5:20 am
Gender: None specified

Advertisement

Re: Morrowind Code Patch

Postby peachykeen on Thu Jan 01, 2009 10:11 am

:twothumbs:


- Knocked out NPCs. You may now steal from knocked out NPCs. This feature was in a previous version of Morrowind.

This one sounds especially interesting. It should be possible to make a script check them for weapons, and if you took them all, they'll try to surrender to you... Or something.
Unlikely and impossible are allied, but not identical. - C. S. Goto

It also removes pants... (god I wish that could happen in real life) - Lady Godiva

Are you the monkey or are you the typewriter?

User avatar
peachykeen
Magister's Mouth
Magister's Mouth
 
Posts: 1838 [ View ]
Joined: Sun Aug 17, 2008 6:36 pm
Location: East Coast US
Gender: Male

Re: Morrowind Code Patch

Postby Jac on Thu Jan 01, 2009 12:54 pm

Thanks for hosting this here again, Hrn.  :respect:
Come to me, my love.
My soul your beacon.
My breath your wind.


My modding website

User avatar
Jac
Magister
Magister
 
Posts: 6493 [ View ]
Images: 0
Joined: Mon Aug 04, 2008 11:15 am
Location: On the left side of insanity - the right was taken
Gender: Male
Title: Dialog person
Current Status:
Making my way back

Re: Morrowind Code Patch

Postby Hrnchamd on Fri Jan 02, 2009 1:42 am

If you want to participate in and discuss the development of MCP, pop into the Bethsoft Morrowind mod forums.

The current MCP thread is http://www.bethsoft.com/bgsforums/index.php?showtopic=925813. New threads are created all the time, so check for the latest one.

Hrnchamd
Aspirant
 
Posts: 19 [ View ]
Joined: Tue Oct 21, 2008 5:20 am
Gender: None specified

Re: Morrowind Code Patch

Postby Glasseyed on Sat Jan 03, 2009 11:52 am

This is awesome! Marvellous! Spectacular!

It's not often I get worked up enough to write a fan letter, but... wow. A mighty slick installer, too! As the old saying goes, "Waddya want, an egg in your beer?"

Thank you, Hrnchamd! :bananacheer:
"It's never too late to have a happy childhood." — Tom Robbins

User avatar
Glasseyed
Squire
Squire
 
Posts: 51 [ View ]
Joined: Mon Dec 29, 2008 11:06 pm
Gender: Male

Re: Morrowind Code Patch

Postby Hrnchamd on Sat Jun 27, 2009 9:22 pm

New release here.

Notable new features are map zoom, and more bug fixes, which you may enjoy.

Version 1.3 changes:
- Restore attributes fix. Now also fixes the attribute change when a drain attribute spell expires.

- Mercantile bug. The effect of disposition on price is reduced to 10% of its original effect. This should make the fix usuable without breaking the economy. With this patch, mercantile skill is the dominant factor in determining prices.

- Disposition bug. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen.

- Calender fix. It seems backwards compatibility is better served by using months numbered 1-12, as the original game uses 1-11. Months are still named properly and have the correct number of days.

- Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever acheive the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear.

- Map expansion. With the map expansion, it is now possible to zoom in (2x) the world map to get a better view using PgUp/PgDn. It uses magnification of the map texture, so texture quality is affected.

Hrnchamd
Aspirant
 
Posts: 19 [ View ]
Joined: Tue Oct 21, 2008 5:20 am
Gender: None specified

Re: Morrowind Code Patch

Postby Jac on Sat Jun 27, 2009 9:27 pm

Thanks for continuing to work on this, Hrnchamd.  :twothumbs:
Come to me, my love.
My soul your beacon.
My breath your wind.


My modding website

User avatar
Jac
Magister
Magister
 
Posts: 6493 [ View ]
Images: 0
Joined: Mon Aug 04, 2008 11:15 am
Location: On the left side of insanity - the right was taken
Gender: Male
Title: Dialog person
Current Status:
Making my way back

Re: Morrowind Code Patch

Postby Elaura on Sun Jun 28, 2009 4:47 am

:cheer:  :hoorah:  :cheer:

Positive proof Morrowind is not dying.  Thanks for your continued hard work,  Hrnchamd!
"Shine your light on me,
Illuminate my dark places.
Free me of my past
And let my soul fly to yours."

The three golden rules of mods:
1) You want it, you make it.
2) You don't like it, don't play it.
3) If you make it and you like it, don't listen to anyone else.



". . . Socialist governments traditionally do make a financial mess. They [socialists] always run out of other people's money. It's quite a characteristic of them.
- Prime Minister Margaret Thatcher, in a television interview for Thames TV This Week on February 5, 1976.

User avatar
Elaura
Census Agent
Census Agent
 
Posts: 2482 [ View ]
Images: 6
Joined: Wed May 06, 2009 11:07 am
Location: a clean well-lighted place
Gender: Female
Title: WIP
Current Status:
Loving my life.

Re: Morrowind Code Patch

Postby Sandman101 on Mon Jun 29, 2009 5:42 am

Code: Select all
- Restore attributes fix. Now also fixes the attribute change when a drain attribute spell expires.

- Mercantile bug. The effect of disposition on price is reduced to 10% of its original effect. This should make the fix usuable without breaking the economy. With this patch, mercantile skill is the dominant factor in determining prices.

- Disposition bug. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen.

Thank you, Thank you, Thank you,Thank you, :twothumbs:

Code: Select all
- Merchant equip fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. Note this does not affect what they are currently wearing.
So, I can't sell them my ring of shock constant effect on self anymore.  Then loot the place after they are dead????  :D    :floorlaugh:

Code: Select all
- Transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. The game used the alpha (transparency) channel to record which pixel belonged to which item, so it was possible to pick items straight off the picture. Fixed by separating the rendering into two passes, one for the picture with full transparency, one for the alpha channel the game expects. Very much hassle to get that working properly.
  :speechless:   Have a nanner for that!  :llama-banana:
I've seen this issue a lot working on the HELLUVA armor.   I know of a few sets I'm going to check out with this patch.  A few of Hedgehog's armors come to mind.  His "Bound Daedric cuirass" never showed up properly on the paper doll.
I'll be putting this on my next go around of MW.   I'm gearing up to play a heavily modded game.

Thanks for all of your hard work on this!
We are all the sum of our tears. To little and the ground is not fertile, and nothing can grow there. Too much and the best of us is washed away.
Image
Jac wrote:Right. So does that make Gren a wise woman?

Dragon_Lance wrote:Uh, Jac, she IS a wise woman. :unsure:

User avatar
Sandman101
Magister
Magister
 
Posts: 1467 [ View ]
Joined: Mon Aug 04, 2008 3:31 pm
Location: Part time - Florida Part time - Gulf of Mexico
Gender: Male
Title: HELLUVA Modder

Re: Morrowind Code Patch

Postby Hrnchamd on Fri Jul 10, 2009 5:06 pm

New release again. Test and comment please! This one should be Steam compatible hopefully.

Version 1.4 changes:

- MCP Version appears on the title screen.

- Calendar fix changes in 1.3 were reverted due to even more compatibility issues.

- Rare inventory bugs. Fixes issues with inventory updates when:
Using potions via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game.
Soul trap; when another NPC used soultrap and captured a soul, your inventory display would be overwritten by the NPCs.

- Spellmaking changes
Allows you to use a spell effect more than once when making spells.
Area effect spells cost modifier is now cost * (1 + area^2/400).

- NPC item use AI
Potion drinking is limited to once every 5-6 seconds game time.
NPCs now drink magicka potions if their magicka goes below 50%.

- Dispel no longer (invisibly) stacks with itself if you keep casting it.

- Creatures can cause armour damage where they didn't before.

- Blind effect no longer gives the PC an attack bonus instead of a penalty.

- Variable spell magnitude fix now applies to the rest of the restore spells.

- Hand to hand damage now varies with strength. It is equivalent to original Morrowind damage at 40 str and increases up to 2.5x at 100 str.

- Mercantile fix. Disposition effect is back to normal, instead the deviation from base price from all skills and effects is reduced by 50%.

- Arrow enchanting. Allows ammunition and throwing weapons to be enchanted.

- Gloss map fix. Allows gloss maps to work. Stops Morrowind from removing the gloss map entry when loading NIFs.

- Menu button width. Allows double width main menu buttons.

Hrnchamd
Aspirant
 
Posts: 19 [ View ]
Joined: Tue Oct 21, 2008 5:20 am
Gender: None specified

Re: Morrowind Code Patch

Postby Dragon_Lance on Fri Jul 10, 2009 6:15 pm

Enchanted Ammunition?  :punkrock:
-One cannot taste the sweetness of victory without first dwelling in the agony of defeat
-What can take years to build, can take seconds to destroy, only to rebuild again
-Illusion can only be displaced by the truth
Image <-Click image

User avatar
Dragon_Lance
Magister
Magister
 
Posts: 5282 [ View ]
Joined: Thu Jul 24, 2008 6:16 pm
Location: Age of Wonders
Gender: Male
Title: Local weapon smith
Current Status:
...on a reconnaissance mission

Re: Morrowind Code Patch

Postby Deathstalker13 on Fri Jul 10, 2009 6:59 pm

but wont self enchanted ammo not stack?
Image
Image
Image

User avatar
Deathstalker13
Spellwright
Spellwright
 
Posts: 1186 [ View ]
Joined: Sun Jul 20, 2008 12:43 pm
Location: The Backlot that Never Was
Gender: Male
Title: The FreeShooter
Current Status:
OK

Re: Morrowind Code Patch

Postby Hrnchamd on Sat Jul 11, 2009 1:05 am

MCP adds stack enchanting just for that reason.

Hrnchamd
Aspirant
 
Posts: 19 [ View ]
Joined: Tue Oct 21, 2008 5:20 am
Gender: None specified

Re: Morrowind Code Patch

Postby Jac on Sat Jul 11, 2009 7:44 am

:nanadance:

This just keeps getting better and better. :grin:
Come to me, my love.
My soul your beacon.
My breath your wind.


My modding website

User avatar
Jac
Magister
Magister
 
Posts: 6493 [ View ]
Images: 0
Joined: Mon Aug 04, 2008 11:15 am
Location: On the left side of insanity - the right was taken
Gender: Male
Title: Dialog person
Current Status:
Making my way back

Re: Morrowind Code Patch

Postby Bryss Phoenix on Mon Jul 13, 2009 12:34 pm

YAY!! New code patch!! Thank you for all the time and effort you guys put into this.   :cheer:  :cheer:  :cheer:
To Think, To Choose, To Change...

User avatar
Bryss Phoenix
Magistress
Magistress
 
Posts: 789 [ View ]
Images: 0
Joined: Mon Jul 14, 2008 11:26 pm
Location: The magicka within my mind...
Gender: Female
Title: Goddess of Growth

Re: Morrowind Code Patch

Postby Fliggerty on Mon Jul 13, 2009 12:46 pm

Hrnchamd wrote:MCP adds stack enchanting just for that reason.


Does this do anything for stacking scripted objects?
"What the world needs is more geniuses with humility, there are so few of us left. " -- Oscar Levant

User avatar
Fliggerty
Arch-Magister
Arch-Magister
 
Posts: 7003 [ View ]
Images: 29
Joined: Sun Jul 13, 2008 10:51 am
Location: Logan, Utah
Gender: Male
Title: The Mighty
Current Status:
At work...and working on CnE. ;)

Re: Morrowind Code Patch

Postby Hrnchamd on Thu Jul 16, 2009 2:45 am

Fliggerty wrote:Does this do anything for stacking scripted objects?

It just makes the generated enchant ID apply to however much ammunition there should be. Most of the code was type checks/available ammo/copy construction/new error message.

Scripted objects don't stack because they could have state that differentiates them. Unless Morrowind did a full local variable compare, you'd just be getting more inventory bugs.

Hrnchamd
Aspirant
 
Posts: 19 [ View ]
Joined: Tue Oct 21, 2008 5:20 am
Gender: None specified

Re: Morrowind Code Patch

Postby Sativarg on Mon Aug 10, 2009 1:06 am

Looks like a lighting update is in the works for the MCP
From the MCP Skunk Works Discribe.txt file.
-9 - Classified test zone - :scarper:
None


27 Lighting fixes group
Multiple integrated fixes:

- Light falloff. Distance from light until hard lighting cutoff is multiplied by 2.

- Land lighting. Range check for lighting land meshes fixed. Dynamic light should no longer cause large dark squares near land subdivision edges.

- Dynamic actor light update. Moving actors are relit while moving, but it did not take the player's light into account. Caused moving actors to flicker in towns / fighting unlit actors in caves despite holding a torch.

- Excess player lighting removed. 1st person and 3rd person light sources were both active at the same time, causing over bright lighting for the player. May need testing for balance/gamma.

- Light mesh lighting. Light ground meshes (dropped lights) were not getting lit by other lights in interiors. Now working.


28 Bump/reflect map local lighting
Bump and reflection maps are now dependent on vertex diffuse illumination, the effect is less intense as local lighting gets darker.


29 Particle effect scale fix
Particle emitters attached to non-uniform scaled nodes (e.g. Trueflame) no longer have particle deviations.


1337 Shadowed statics [prototype]
Displays shadows for all statics in the current exterior cell. Does not do anything in interiors.

To make it work, set High Detail Shadows=1 in morrowind.ini
Technically requires high detail shadows or that statics have Tri Shadow manifold meshes.

Recommend to set timescale to 5000.

Prototype issues:
- Causes heavy fps loss, particularly at night.
- Non-stable codepath.
- May maim or injure if used incorrectly.


I love this Update. Even if no one reads this I have to tell no one that rain and snow will not be falling through out door meshes in morrowind for much longer.
31 Rain/snow collision
Makes rain and snow stop falling through static objects. Increases CPU load during these weather conditions; there will be a small to medium performance hit depending on how fast your processor is.

To work as intended you should increase the range weather is rendered, change your weather settings in morrowind.ini:

[Weather Rain] change these:
Rain Diameter=1200
Max Raindrops=1500
[Weather Thunderstorm] change these:
Rain Diameter=1200
Max Raindrops=3000
[Weather Snow] change these:
Snow Diameter=1600
Max Snowflakes=1500
[/quote]
I am already to make my MCP.mit
Code: Select all
[MIT]
Desc=Settings for Morrowind code patch
Author=MCP team
Mod=Morrowind code patch
File=morrowind.esm

[Weather Rain]
Rain Diameter=1200
Max Raindrops=1500

[Weather Thunderstorm]
Rain Diameter=1200
Max Raindrops=3000

[Weather Snow]
Snow Diameter=1600
Max Snowflakes=1500
Last edited by Sativarg on Sat Aug 15, 2009 2:21 am, edited 1 time in total.

User avatar
Sativarg
Aspirant
 
Posts: 5 [ View ]
Joined: Thu Nov 20, 2008 11:11 pm
Gender: None specified

Re: Morrowind Code Patch

Postby Hrnchamd on Sun Aug 23, 2009 12:32 pm

New release!

Version 1.5 changes:

- Rain/snow collision. Rain and snow now collide with statics.
- Fortify maximum health. Changes fortify health to behave like fortify maximum health.
- Training prices. Training price now depends on base skill level instead of fortified/drained skill.
- Disable map smoothing. Option to disable UI smoothing filter.
- Over the shoulder camera. Moves third person camera to the right shoulder.
- Waterwalk bug. No longer causes a check for fall damage if cast while swimming.
- Projectile aiming. Correct aiming errors for 1st person and 3rd person.
- Particle fixes. Corrects particles peeling away from weapons and projectiles.
- Lighting fixes. Corrects several lighting errors and optionally increases light falloff range.
- Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting.
- ToggleWater/TWA. Didn't work previously. Now patched to work, however the game still resets water every time you change cell.
- Rare inventory bugs. Now also fixes using ingredients via quickslot.
- Double width menu buttons. No longer resets to normal width after using options/load menu.

Hrnchamd
Aspirant
 
Posts: 19 [ View ]
Joined: Tue Oct 21, 2008 5:20 am
Gender: None specified

Re: Morrowind Code Patch

Postby Elaura on Sun Aug 23, 2009 2:11 pm

YAY!!!
"Shine your light on me,
Illuminate my dark places.
Free me of my past
And let my soul fly to yours."

The three golden rules of mods:
1) You want it, you make it.
2) You don't like it, don't play it.
3) If you make it and you like it, don't listen to anyone else.



". . . Socialist governments traditionally do make a financial mess. They [socialists] always run out of other people's money. It's quite a characteristic of them.
- Prime Minister Margaret Thatcher, in a television interview for Thames TV This Week on February 5, 1976.

User avatar
Elaura
Census Agent
Census Agent
 
Posts: 2482 [ View ]
Images: 6
Joined: Wed May 06, 2009 11:07 am
Location: a clean well-lighted place
Gender: Female
Title: WIP
Current Status:
Loving my life.

Re: Morrowind Code Patch

Postby Shade the Bandit on Sun Aug 23, 2009 3:25 pm

This might be kinda sad, but I actually have tears in my eyes right now.

I have been looking for something like this for a long, long time.  [sniffle]
"Yeesss, rats. So huggable, so kissable. So squeezable, so squishable." - M'Aiq the Liar, Shade XM

User avatar
Shade the Bandit
Oathman
Oathman
 
Posts: 141 [ View ]
Joined: Sat Aug 22, 2009 9:05 pm
Location: Kemel-Ze
Gender: Male
Current Status:
no longer at loose ends!

Re: Morrowind Code Patch

Postby Deathstalker13 on Sun Aug 23, 2009 8:04 pm

Arkay Approves!

Thank you so much for this patch. MW just keeps getting better and better.
Image
Image
Image

User avatar
Deathstalker13
Spellwright
Spellwright
 
Posts: 1186 [ View ]
Joined: Sun Jul 20, 2008 12:43 pm
Location: The Backlot that Never Was
Gender: Male
Title: The FreeShooter
Current Status:
OK

Re: Morrowind Code Patch

Postby Jac on Sun Aug 23, 2009 8:09 pm

I like the fact that rain will no longer fall through overhangs...right? Please tell me that's so...
Come to me, my love.
My soul your beacon.
My breath your wind.


My modding website

User avatar
Jac
Magister
Magister
 
Posts: 6493 [ View ]
Images: 0
Joined: Mon Aug 04, 2008 11:15 am
Location: On the left side of insanity - the right was taken
Gender: Male
Title: Dialog person
Current Status:
Making my way back

Re: Morrowind Code Patch

Postby Hrnchamd on Mon Aug 24, 2009 3:23 am

Rain collides with any static object now. You can even hide under those guarskin awnings that some of the outdoor stalls have.

If you use the map expansion at all, you should redownload MCP. The location marker was behaving strangely until you used zoom in/out. Just a small oversight.

Hrnchamd
Aspirant
 
Posts: 19 [ View ]
Joined: Tue Oct 21, 2008 5:20 am
Gender: None specified

Re: Morrowind Code Patch

Postby melian on Mon Aug 24, 2009 3:41 am

This is amazing stuff. I never thought I'd see this in MW! :D
Stories of imagination tend to upset those without one.

User avatar
melian
Lawmadam
Lawmadam
 
Posts: 274 [ View ]
Joined: Mon Aug 04, 2008 9:14 pm
Gender: Female

Next

Return to Morrowind Utilities

Who is online

Users browsing this forum: No registered users and 1 guest

cron