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  1. Hrnchamd
    Hrnchamd
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    MCP Version 2.4 is released.

    This is mainly to address the 'Access denied' issue in the patch program. It should solve it for most people.

    There are also bonus gameplay options:

    - Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit.
    - Ownership tooltip. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned".


    A full set of changes are listed in the changelog, and as always more details on each patch are in the patcher application.

    Watch the skies!
  2. asboismycat
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    Edit: Doh, never mind me, I shoulda read the Readme. Said I was being dumb. Will leave my issue up incase anyone else encounters it.

    Help please. I'm probably being an idiot but I can't get it to install. I downloaded it manually, unzipped it to the folder in which the Morrowind exe is located and double clicked to start it and I get an error ssaying it won't run because msvcr100.dll is missing. Tried running it as administrator, same problem. It's not installed in my program files folder, it's in my Steam folder which is located directly on the drive. Anyone got any ideas? I've used this mod before with no problems and love it. To clarify, I'm using a freshly installed version of Win 10, Morrowind downloaded through Steam and MGE XE which installed with no problems.
  3. Traxius56
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    I still get this error when installing:

    "Analyzing Morrowind.exe...
    Backing up Morrowind.exe to Morrowind.Original.exe
    There was an error while accessing a file:
    Access is denied
    Patch failed to apply."

    I didn't use NMM to install and I have set to run as administrator. I extracted all the files to the morrowind folder in the steam directory. Can anyone help please?
    1. SpaceDevo
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      I'm not positive, but it sounds like a restriction with security permissions for your Morrowind directory. You can access those by right-clicking the MW folder, selecting Properties and then the Security tab.
  4. teralitha
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    Couple of issues.

    1. The option that unequips shield with 2 handed sword. I like the idea behind this, however... every time I change to a lockpick and hit the key to swap weapons, if I happen to have some looted 2 handed weapons it will always equip them first thus unequipping my shield. It is very annoying. That very annoyance makes me not want to use that option. If it were possible to have your shield auto equip when switching back to a 1 handed weapon that would be great.

    2. So, the MCP makes it so you can cast spells without having to switch off weapons to magic. However, Ive noticed that the AI does not also get to benefit from this change. This gives the player an unfair advantage over the AI, because they are easily staggered when they are trying to switch between spells and weapons, and this is kinda like a stunlock that the player no longer suffers from. Can you make it so the AI also gets this benefit?
  5. Pherim
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    As there is a new MCP beta version, is there some place where you post the release notes, as you did in the old Bethesda Forums? I know there is a changelog in the download, but it would be good to know if you did.
  6. Alucardeverlasting
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    Having a problem when I try to launch the patch it says error then gives me this
    Traceback (most recent call last):
    File "mcp.py", line 621, in <module>
    File "mcp.py", line 272, in __init__
    File "mcp.py", line 311, in merge_defaults
    File "mcp.py", line 301, in get_default_install
    FileNotFoundError: [Errno 2] No such file or directory: 'mcpatch/default'
    Help please!
    Edit: Fixed it I am dumb
  7. teralitha
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    So this mod has the option - make traps invisible. My question is, would it be possible to make trap visibility associated with security skill. SO, the higher your security, the more traps you can identify. Someone with a low security would not see the "trapped" ID except for the weakest of traps. You would need a high security to see strong traps.

    The reason I ask this is because people can just buy the cheapest telekinesis spell to avoid any trap. But then again, people might just do that anyway on every door and chest they see whether they see the trapped ID or not. Effectively making traps, and the security probing in the game irrelevant.

    Or maybe can you make it so that telekinesis effect doesnt work on doors, chests etc? So that traps and the security skill have actual relevance? Can the master of the MCP manage such a feat?

    I am the creator of the Morrowind Hardcore Mode mod and I really need something like this to truly make my mod more hardcore. Simply hiding "trapped" ID is not enough. But I have no idea how to program such things myself. If not for MCP, maybe you could do me a favor and make a little mod that does those things so I can add them to my mod. It would be awesome if you did. If not you, maybe someone else would do that for me?
    1. SpaceDevo
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      If I remember right, most trap spells are On Touch, so changing them to On Target with an area effect would likely make them dangerous even with Telekinesis.
    2. teralitha
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      Well I guess I could try doing that, no idea if it will work though. Unless someone else that has tested it would know. But even so, anyone can just sidestep the spell
    3. SpaceDevo
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      Most traps are in narrow dungeon corridors, and giving them an area-effect blast would make them even harder to avoid.
    4. teralitha
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      I can try doing that, but it seems kinda cheesy.
    5. teralitha
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      I read that BTB tried using ranged on traps and he encountered issues and had to change it back to touch. So, I still need a real fix for this issue.
    6. teralitha
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      Just an fyi update, changing the traps to "target" makes many or all of them not work anymore. They have to be touch.
    7. SpaceDevo
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      Well that's disappointing. Too bad they can't be made to blow up like area-effect bombs when activated from far away, unless there's some kind of script that could be made.
    8. teralitha
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      Well you can just increase the area of effect but then there is the possibility of the traps killing unintended targets. In my mod I chose to just limit the telekinesis potential. I simply modified the only premade spell to what I would allow the limit to be and removed spellmaking and enchanting possibility for it. Not an ideal solution, but unless someone can program the game to something like what I mentioned in the OP this is the best we can do short of removing the spell effect altogether.
    9. SpaceDevo
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      Area effect only works when an actual target is affected. If an On Touch spell is cast on its own without hitting someone, then you can't have an explosion. I remember On Self doesn't allow area effect, either.

      As for Telekinesis, I would just raise the casting cost and skill requirement. If the player can still cast it, then I think they deserve the ability to disarm traps with it.
    10. teralitha
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      Yea well I did that too. But anyone who starts out with myst as a major and with racial boosts could still cast the spell. Unless I raised it more but that would be kinda overdoing it. I think the way I did it will work the best. The only telek spell in my game has a range of 5 and thats it. Cant make a new spell or an enchant for it. I cant say I like that solution either, but its the best I can think of for now. I havent tested it yet. Might have to change it a bit.
  8. teralitha
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    Bug Fix Request. Do I call it a bug, or a developer oversight? Anyway the developers set the base cost of restore attribute spells to 1. And the restore attributes spell line are all magnitude 5-20 for 30 duration. Thats.. 150-500 restore attribute. Kinda silly right? Especially when vanilla is capped at 100. Well it goes even further. A lvl 1 character with enough money(not much) cna buy a single cheap restore attrib spell and then create a spell that restores ALL attributes for almost any amount, depending on their starting restoration skill. For example, in my game, I took restoration as a major, started out with 35 restoration, and created a restore ALL attrib spell for 50 points that I was able to reliably cast for very little magicka cost. Its pretty much an exploit, though not a major one.

    If Hrnchamb wants to do it himself and add it to MCP its easy enough. I changed the spell value to 100 and change all the restore attribute spells to a duration of zero. Already tested it. Works well at those values

    Now, I know this can be fixed via the CS, and I already did for my game and put it in my overhaul mod. I even created a little esp that fixes it, but If I add it to the nexus it will be just one more mod to clutter up the lists. I think it would be a perfect thing to add to the MCP bug fixes. The MCP has fixes that can be solved with a plugin, so dont just dismiss this idea because its fixed by a plugin. There is no reason why it cant be added to an already existing major bug fix compilation mod.

    Ive posted the bug fix mod here https://www.nexusmods.com/morrowind/mods/45891
  9. Julos10
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    Something is wrong. When I click "Launch Morrowind Launcher" it's launcing it and click options then nothing happens (I left it for itself for 8 hours cause i thought i have to wait). Please help
  10. teralitha
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    Edited: There is a problem With AI zero cost powers option. The AI is only using defensive zero cost powers but not using any offensive ones.
    1. SpaceDevo
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      If you're playing vanilla Morrowind, then the Ancestor Guardian power just grants 50 points of Sanctuary to its caster.
    2. teralitha
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      Yep, u were right about that. I mistook ancestral guardian for the summoning spell. However, there is still an issue with the AI not using offensive powers.
  11. drgnkpx
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    Trying to sort out a mod bug. In the base game, do all items with 0 weight also not show their value? If so, is there a way to show the value of items with 0 weight?
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