That feature will have a performance impact, and may or may not cause compatibility issues with the existing game. Morrowind Rebirth is a must-have for those who want to play in the third installment of Bethesda's series today. Get/SetAngle enhancement. As long as the Morrowind font supports displaying it, any character can be typed in OpenMW. **{{OpenMW}} gives: Description of bug. I would like to have a few graphical mods just to make the game look a bit better so maybe just retexture of terrain and characters, but Ive read there are some perfomance issues with the game. Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. Fixes merchants to not pay less for an item with increasing player Mercantile skill. Prevents the AI from equipping non-carriable lights at night. Unequips the shield when equipping any two-handed weapon. Fixes Restore Attribute spells to take Fortify and Drain effects into account. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). Reduces spellmaker spell duration cap to 300 from 1440. Fixes underwater sounds to not disappear when using a door from one underwater area to another. Player-made potions have an icon and model related to the quality of the crafted potions, instead of a randomized icon and model. Avoid blame for neutral NPC deaths. Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. Changes bump and reflection maps to use local lighting. Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. Adds the possibility to make NPCs only refuse single services when the requirements aren't met. Displays the percentage chance of success in the player Enchanting menu. Enchant maker now supports multiple effects, as with the spell maker. This means gold spent on services will be available for bartering. Creature voiceover enable. A haggle value input field is available in OpenMW. This restricts cursor movement to when a menu is visible. Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. Prevents red damage border from getting stuck on cell change. Reduces the effect that the Enchant skill has on item charge use. Ensures the CellChanged script command is correctly triggered if the player is moved into a cell via script. Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. ... Of course, OpenMW is Morrowind down to the last die roll for combat hitting. Spell magnitude limit has been increased to 500. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of … Due to its third-party nature, MCP isn't compatible with OpenMW. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. Allows you to Ctrl-click the Dispose Corpse button in order to remove the dead body while not picking up all of its items. Calm spells fix. Makes books, scrolls, and the journal scale with the screen height. Fixes items without value to not be sellable or buyable for 1 gold. Fixes a crash if you tried to manipulate an unequipped ring when another identical ring had also been equipped. Also affects the 'charges remaining' display for items in the magic menu. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. Adds the possibility to type Polish characters in-game. Japanese localization. Corrects the "put down" and "pick up" sounds for axes and throwing weapons. We may also include selected optional features and make them available via configuration settings. Spellmaker/enchant multiple effects. Fixes MoveWorld, where it behaved incorrectly in the Z direction. 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. This is needed for vanilla Morrowind because it is closed source, therefore a patch is the only way to modify the engine. Bump/reflect map local lighting. PlaceAt/Drop fix. Calendar fix. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Currently, OpenMW uses sounds with the "Item Weapon Blunt" prefix for these weapon types. Fixes the choice of underwater ambient sounds for exteriors and interiors. The StreamMusic script command always sets music volume to maximum; this patch prevents that. Createmaps/FillMap fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Fixes spells with variable magnitude to have the same probability for every magnitude value. It is unclear which sounds the MCP devs considered to be "correct". Changes items taken from dead NPCs to not be marked as stolen. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy is the name of an enchanted item, if the enemy has used an enchanted item in combat recently. The topic/quest list in the journal has been realigned to stay within the bookmark texture. Fixes the Enchantment window to not show the Cast on Strike option for bows and crossbows. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. The Persuasion window remains open after you select a persuasion option. With this option enabled: At enchant skill 0, using an enchanted item uses 1x base charge cost; skill 40, it uses 0.84x charges (1.19x total casts); skill 70, it uses 0.72x charges (1.39x total casts); skill 100, it uses 0.6x charges (1.67x total casts). First person swim animations. Magicka cost is shown in the spell tooltip in OpenMW. It will work both in and out of combat. Fixes script parser to not cause occasional hangings while initializing data. Better spell merchants. You can suppress the icon display, in running prose: Completing this quest requires a Console command. Waterwalk fix. The Persuasion dialogue option opens the Persuasion window over your pointer, instead of the center of the screen. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. A questionable change; some mods do not work when it is enabled, while some mods do not work if it is disabled. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. Book and scroll scaling fix. Increases the size of the Repair, Recharge, Spell service, Enchanting, and Birthsign windows, and improves the text layout of the alchemy window. Simply run Morrowind Code Patch.exe to choose which patches to apply. Adds a warning message when in the save menu if the number of saved files exceeds 200. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Better quality splash and title screens. Fixes the menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. 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. Improved menu layouts are implemented in OpenMW. Lock level scripting. Patches bugs in the Morrowind program, which cannot otherwise be fixed by editing scripts or data files. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Fixes the Blind effect to give an attack malus to the character instead of a bonus. Changes the Detect Animal spell effect to also detect NPCs. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. See the entry's comment for more information. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. Fixes the width of the level up window to avoid cutting off the personality attribute value. Gauntlets still cause gloves to be removed. 4GB patch. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Allows modders to filter service refusal by individual service type. Slow movement anim fix. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. This is probably true to fixes present in the "bugfix" section of the Code Patch. Allows the moveable vanity camera to stay active after the key is released. May be simulated by using the 'tfh' console command. Improves the layout of books, scrolls and the journal. Trainers no longer refuse to train you if your fortified skill points are above theirs, but not your base skill. Fixes Alchemy window to not randomly demand potion names for already named potions. This allows you to scale up the map to show TR's landmass, but still being a fixed size. RemoveItem weight fix. Changes fortify health to behave like fortify maximum health. Misc group: All misc items except enchanted scrolls and soul gems. Note that some visual clipping is inevitable, as many gloves are not closely fitting. Allows the moveable vanity camera to stay active after the key is released, loosens restrictions on camera position, and fixes mouse movement relative to the player to account for mouse sensitivity settings. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate script command on a scripted door. Changes temporary barter disposition changes resulting from successful or failed transactions to be permanent instead. Allows you to choose a spell by typing its first letter while in the inventory menu. Pickpocket overhaul. This could cause problems with weapon detection. Allows mods to include cutscenes up to 2048x1024 instead of only up to 640x480. NPC potion drinking is now limited to once every 5-6 seconds game time. Persuasion improvement. Fixes trainers to not train 1 point over their own base skill. The GetAngle and SetAngle script commands can now be used to work with an actor's actual rotation instead of the actor's initial rotation. NPC AI casts zero cost powers. Corrects aiming errors for 1st person and 3rd person. Install the Morrowind Patch For Purists. Adds the possibility to add Hello, Idle, and Attack voiceovers to creatures. Allows increasing and decreasing haggle values by increments of 100 by holding Shift when clicking the [+] or [-] buttons. Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. It is a stand-alone MS Windows executable and does not work with OpenMW. Spell magnitude fix. Training price/stats fix. Improved inventory filters. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. Morrowind Code Patch version 2.4-----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. I've heard the argument that you don't needto since in OpenMW all these bugs are not present in the first place so there is no need to fix them. Allows the dialogue window, books and scrolls to be closed with space. To learn more about other utilities' compatibility with OpenMW, check out our Mod status page. Script expression parser fix. Fixes the PlaceAtPC script command to correctly place objects when the player is in third-person view. I had a folder called "Morrowind Code Patch-19510-2-1" in C:\Program Files\Bethesda Softworks\Morrowind, and from this folder I launched the Morrowind Code Patch. Hides the display of locks and lock levels. Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. Looking to request a change on a mod, request a new mod be listed, or send feedback about a mod's compatibility? Prevents a corpse from being disposed until all game mechanics on the actor are resolved. Hold the button down to add or remove large values quickly; this works reliably due to another fix. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. Delayed spell crash fix. The quest and topic list is wider, and wraps less. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. Allows you to take all items from a container by pressing the Ready Weapon key. Fixes a lot of problems with the Light magic effect. Scripted music uninterruptible. Allows you to level your attributes past 100. Water environment sound fix. duration reduced. Now any NPC that barters should no longer equip anything you sell them. All external programs and libraries that depend on morrowind.exe cannot function with OpenMW. Changes the Enchantment window to stay open after a failed attempt. The weight of equipped boots is correctly accounted for when calculating sneaking penalties. Fixes transparent clothes to correctly show up on the inventory paper doll. Fixes creatures' armor rating to benefit from Shield spells. Barter gold reset fix. This option corrects the weight measurement to check armor as well. Stable enchantment sort. Specs 1050M 4GB, i5 8300h, 8gb ram This is a modern community patch, similar to USSEP for Skyrim SE. All the files in Morrowind Code Patch-19510-2-1 need to be in your Morrowind directory but the folder itself needs to die for the process to work. Ownership tooltip. Spellmaking window slider limits are adjustable in the GUI layout files in OpenMW. Corrects several lighting errors and optionally increases light falloff range. Fixes the Telekinesis spell effect to also work on lights, ammunition, books, and activators. Attribute uncap. The below form can be used to send this information directly to your neighborhood friendly site admin. This should no longer happen. Morrowind Code Patch version 2.4-----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. Allows the player to see all of the effects on standard potions, instead of a limited number depending on Alchemy skill. Fixes spell effects from summoned creatures to not crash the game when such a creature is unsummoned. Sneak key toggles sneak mode on or off. Allows the use of Japanese language fonts in dialogue. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. Repair item fixes. Modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. Fixes the game to not remove gloss map entries from model files after loading them. Here are IMO the few patch options that are better disabled IF you have related conflicting options/mods (see * for reason). Service refusal filtering. Allows the player to see all of the effects of standard potions, regardless of Alchemy skill. Corrected also for e.g. The GMST damage reduction cap does not limit creature AR. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. Fixes a crash situation where uncast spells remained in memory or savegame. It is backwards compatible with existing AIActivate using mods. When looking at an item, the tooltip window will display 'Owned', 'Permitted', or 'Faction Owned', with the faction rank required that allows you to take the item. Creature armor damage fix. Summoned creature crash fix. After installing the game on your PC, you should download the Morrowind Code Patch from the Nexus mods website (You have register for an account there). The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. Saves changes to an NPC's faction rank when modified by the RaiseRank and LowerRank script commands. Previously you had to wear at least one piece of armor to get any armor rating contribution. Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. Scripted and non-scripted music are the same in OpenMW. Fixes the Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. It returns the lock level, 0 for unlocked, and -1 for items without a lock. Spellmaking max. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. It should also speed up this phase of loading. Fixes the Random script command to be able to use certain arguments, and prevents crashing on multiples of 256. May be useful for certain mods that detect weapon state. Allows weapons to have a reach less than 1.0. The PlaySoundVP and PlaySound3DVP script commands ignored the volume parameter, because someone forgot to write the code for it. Increased falloff range could be added as an optional feature. Solves problems like unopenable containers after mod removal. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. Slowfall is framerate-independent in OpenMW. Fixes potions to be able to have multiple Fortify or Drain Attribute effects instead of only one at a time. You can now change your load order without problems. Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound. Hidden traps. In order to avoid this shortcoming and exploits, the barter price formula sets both the selling and buying price at 75% of item base cost if the player's stats are sufficiently high in OpenMW. Work on this feature/fix has not started yet. Fixes the framerate-dependence of the Slowfall effect. Merchants should no longer pay less for an item with increasing mercantile skill. Adds the possibility to completely remove the player from a faction via scripting. Allows very slow creature animations to load without causing errors. Changes probes to use a charge when testing an object that isn't trapped. Subjective formula changes like this should possibly be handled by mods that rely on post-1.0 improved modding. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. This feature/fix has already been implemented. Spellmaker/enchant edit effect fix. Simply look for an item below where the "OpenMW Status" is shown as "Not started", and contact the project developers to assist with implementation! MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. The spellmaker would not allow you to add most spell effects more than once. Allows Japanese language fonts in dialogue. Install the OpenMW app and select the location of the folder. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy is the name of an enchanted item, if the enemy has used an enchanted item in combat recently. Reduces the minimum size of the map window. Fixes a possible source of crashes when loading or reloading a save game, or starting a new game while in-game. Projectile aiming fix. GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. Fixes identical created potions to automatically stack in your inventory. Item tooltips will now show the damage range on ammunition. Disable the world map smoothing filter when a map expansion is used. Integrated patch by TObject. Hand to hand damage was only based on the skill level. Creature armor rating fix. Decreases the spell duration limit from 1440 to 300. Eating ingredients always succeeds, giving its first effect and Alchemy skill advancement. (Note: Mlox, due to being old and outdated, will complain because you don't have the Patch Project installed. The items will disappear with the body. Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. NPC- and faction-owned item tooltips now show the NPC or faction that owns the item, as well as the faction rank that would allow you to take the item. Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. Unarmored fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes calendar to have 12 months, each with the proper number of days. Better typography. Hidden locks. Text, icons and frames will now appear as sharp as the source textures are, no longer blurring by up to half a pixel radius. 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. Blind fix. Adding a large area effect to spells had a cost which was independent of the spell magnitude. Apparently not as intended. Fixes issues and crashes when companions use Soul Trap spells. Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. The opposite is currently deliberately hardcoded. Hides the trapped status in objects' tooltips. Item tooltips will now show the damage range on ammunition. The condition is a floating point number in OpenMW. Fixes player spell deselection when an NPC unequips/uses up a magical item. Pages have more words per line, and lines per page. Permanent barter disposition changes. Milestone. Fixes status bars to round down the current value; also affects remaining charges for magic items. Prevents items from sticking in the inventory when they were supposed to be removed by a quest or script. Enchanted on-use items now have a cooldown of 3 seconds between uses, in order to reduce the extremely high damage possible from a zero cooldown mechanic. Also, so many people now are using OpenMW that it seems prudent to include instructions for it. ({{OpenMW|icon=n}}) gives: Completing this quest requires a Console command. The Elder Scrolls III: Morrowind - Morrowind Code Patch 2.4 - Game mod - Download The file Morrowind Code Patch 2.4 is a modification for The Elder Scrolls III: Morrowind, a(n) rpg game.Download for free. Fixes the skill progress bar to show up when your current skill is 100 or higher but your base skill is not. feather). Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. Reduce camera clipping. Dropping from inventory fix. Allows you to steal from knocked-out NPCs. Enchanted items no longer turn white underwater, in dust storms or fog. Adds the U, V, W axes to the SetAngle script command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Allows the GetSpellEffects script command to detect active enchantments. You might have bumped (pun intended) on a few bump-mapped texture packs for Morrowind that require Morrowind Code Patch (MCP). Inventory bugs fix. 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. Multiple summons overlap fix. Morrowind Code Patch (MCP) - Hrnchamd Incompatible with OpenMW Modifies Morrowind's exe to fix bugs and optimize things. GetWeaponType returns the correct values for lockpicks and probes. Soulgem value rebalance. 'Talked to PC' extension. Spellmaking/enchanting limits spell magnitudes to 100. This patch allows you to steal from NPCs that have been knocked out. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. Detect water level fix. Allow faction leaving. 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. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. OpenMW supports them, and like MCP can optionally apply lighting after environment maps are processed which makes bump-mapped models look a bit better, can make use of the gloss map channel in the bump map and can apply bump-mapping to skinned models. Mouseover menu display fixes. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. NPC rank change fix. Ammunition fix. Spell select by name. Multiple attribute fortify potions. The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities. Sound to use certain arguments, and no longer pay less for an item rather than value... For 1st person and 3rd person permanent instead # 84548678 birthsign menu spell text ordering so spells powers. And SayDone script commands, skill books, scrolls and soul gems first-person! This bug is fixed where picking up all of its items demand potion names for already named potions corresponding. Turn white when underwater, in dust storms or fog on cell change the corner to maximize use! Guide 1 options menu, instead of just creatures not removing an effect mercantile.! 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