MCP History.txt

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Version 2.3:

- Show transparent clothes in the inventory. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image.

- Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much.

- Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells.

- NPC target spells collision. NPC spell projectiles targeted at the player would clip through all other actors, only striking the player or their companions. This option sets the game to make those spells collide with other hostiles if they block its path.

- Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window.

- Improved loading times. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory.

- Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression.

- Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied.

- Get/SetAngle/MoveWorld actor fix. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Fixes MoveWorld, where it behaved inconsistently in the Z direction.

- Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant.

- Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model.

- Creature armor rating fix. Updated to improve calculation precision against highly resisted damage.

- Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow.

- Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key.

- Better typography. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture.

- Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement.

- Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done.

- Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher.

- Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved.

- Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead.

- Equip command shows weapon. Using the Equip script command causes an NPC to visibly equip a weapon immediately, without an animation transition.

- First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod.

- Larger service/chargen menus. Increases the size of the birthsign menu to fit larger birthsign names. Increases the width of the stat review menu to allow larger race, class and birthsign names.

- Incorrect inventory sounds fix. Potions now play both Up and Down sounds, instead of just the Up sound for both interactions.

- Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible.

- Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game.

- Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well.

- Spellmaking tweak. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects.

- Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting.

- GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes.

- Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe.

- PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe.

- RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly.

- GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling.

- See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set.



Version 2.2:

- Repair item fixes. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items.

- Mercantile fix. Repairs on minorly damaged items that appear to cost 1 gold, now correctly deduct that 1 gold.

- Disintegrate weapon fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects.

- Bound items expiry fix. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires.

- Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound.

- Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon.

- Strength-based hand to hand damage. No longer multiplies werewolves' damage.

- Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound; the game now uses morrowind.ini settings NearWaterOutdoorID for nearby water in exteriors, and NearWaterIndoorID for interior water.

- 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC.

- Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen.

- Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip.

- Russian fixes. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider.

- Compatibility. Allows patching of the Cenega TES Anthology version of Morrowind, Polish and English versions.

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