Adds support for levelled items to the AddItem script command. Fixes the FillMap script command to display locations from all mods instead of just Morrowind. It's a very small tweak, for which I've added a checkbox in the Advanced page of the launcher. Keyboard navigation is available in OpenMW. 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). This was initially implemented, but was later removed due to. Fixes items without value to not be sellable or buyable for 1 gold. Fixes crashes if space is pressed at the moment a load warning messagebox appears. Allows the GetSpellEffects script command to detect active enchantments. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Which one do you recommend using as I've read they are incompatible, what are the differences and which one is "better" for me? Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. Allows gloves to be equipped at the same time as bracers. Don't loot on dispose. Allows levelling of skills past 100, including mod skill script commands, skill books, and prison stays. Confiscated item fix. Hand to hand damage was only based on the skill level. The quest and topic list is wider, and wraps less. Calendar fix. Saving/loading should not trigger auto calculation in OpenMW. Fixes gold previously paid to a merchant for services to be available with the merchant for bartering. Now any NPC that barters should no longer equip anything you sell them. Vanity camera lock. Check out our iron-on Patch selection for the best in unique or custom, handmade patches Präzise und einfache Suche nach Millionen von B2B-Produkten & Dienstleistungen Morrowind Code Patch version 2.4-----crafted by Hrnchamd at Sun's Reach tempered and polished by Psyringe Morrowind is a game of … See the entry's comment for more information. Makes the CellChanged script command reliable. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Fixes fHandToHandReach to also apply to your character. Enchanted on-use items have a cooldown of 3 seconds between uses. 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. Allow faction leaving. Fixes the Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. These limitations do not apply in OpenMW. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. This requires mod support to work. duration reduced. Should work both with players and merchants accessing containers. Unsure what the several lighting errors refer to. Fixes the Encumbrance bar to not overlap text to its right in the companion share window. Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. Skips the brief unequip weapon state when unequipping weapons and when switching to hand-to-hand combat. MoveWorld Z fix. You won't need any Morrowind patches, because OpenMW will fix most common Morrowind engine bugs. Transparent items now show up properly on the figure (paper doll) in the inventory window. Allows item weight fields to display two decimal places. It is backwards compatible with existing AIActivate using mods. Spellmaker area effect cost. Fixes status bars to round down the current value; also affects remaining charges for magic items. Dispel fix. Fixes issues and crashes when companions use Soul Trap spells. Actors are not fully treated as dead until their death animation is complete and they can no longer move. Adds support for levelled items to the AddItem script command. Fixes the 34th local variable being unusable in an expression. Corrects several lighting errors and optionally increases light falloff range. Stops companions with slowfall dying on cell transition. Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. Allows Japanese language fonts in dialogue. Fixes training prices to depend on base skill level instead of current skill level. Since we have not received any requests for this feature, it may be not implemented at all. Trainers no longer refuse to train you if your fortified skill points are above theirs, but not your base skill. Prevents combat music from interrupting music played by mods. Text that rendered as full black can have the color changed by the color_journal_topic entry in morrowind.ini. Prevent empty messages. The window was too narrow, cutting part of the duration slider. This option reduces the very strong abilities of enchanted items to allow other magickal skills to be effective in comparison. The original behavior is considered a design choice for the time being; see. This branch incorporates the 'Soul gem value rebalance' formula from the Morrowind Code Patch as this was the only major economy-breaker that couldn't be resolved with mods. Fixes the Blind effect to give an attack malus to the character instead of a bonus. - Extract in your `Morrowind` directory - Run Morrowind Code Patch.exe - Select the options shown below Of course, you are free to experiment with those, you can read … This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. Option to disable world map smoothing filter when used with map expansion. There is a mechanic where a trap can be too complex to probe. With OpenMW, the entire engine is free software and can be modified; no "patches" … Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. Sets a minimum recharge percentage depending on your character's Enchant skill and stats. Fixes the Random script command to be able to use certain arguments, and prevents crashing on multiples of 256. Potions now play both "pick up" and "put down" sounds, instead of just the "pick up" sound for both interactions. file type Game mod. Fixes the Enchantment window to not show the Cast on Strike option for bows and crossbows. Magicka cost is shown in the spell tooltip in OpenMW. last update Monday, July 6, 2020. downloads 26611. downloads (7 days) 95 Allows the haggle amount to continue increasing or decreasing when the barter menu [+] and [-] buttons are held. Allows scripts to read the local variables of any running global script. 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. Fixes Blight storms to not add invisible inactive Blight diseases. Fixes potions to be able to have multiple Fortify or Drain Attribute effects instead of only one at a time. Simply run Morrowind Code Patch.exe to choose which patches to apply. Certain effects should be usable above that level (ie. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Healthy appetite. Milestone. The repair of bound items does not need to be disabled if it is not causing crashes in OpenMW. It is now possible to swap the item argument and actor before use with the AIActivate script command, to match the Activate script command. GetEffect/RemoveEffects fix. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. Corrects the chance of successfully self-enchanting an item with multiple spell effects. There are still many unaddressed MCP fixes and features in the list. Weapon resistance change. 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. Fixes crashes from accessing animated containers. Prevents picking up items from the game world while using crafting menus. As long as the Morrowind font supports displaying it, any character can be typed in OpenMW. Fixes some quests involving Arena duels. When recharging, you now click an item, then select a soul gem to apply to the item. This allows you to scale up the map to show TR's landmass, but still being a fixed size. Spells with a variable magnitude (eg. Reflected spells fix. Merchants will no longer seize items stolen from their faction containers in the past. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. 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. But you can't use the Code Patch while playing OpenMW. 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). Fixes a possible source of crashes when loading or reloading a save game, or starting a new game while in-game. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). Slowfall on companions fix. Better haggling. Causes the Createmaps script command to skip over interiors, reducing the amount of time it takes to complete. The GMST damage reduction cap does not limit creature AR. Fixes player spells to not deselect when an NPC unequips or uses up a magical item. Position/PositionCell fix. The final processing of an actor includes script triggers. Allows you to Ctrl-click the Dispose Corpse button in order to remove the dead body while not picking up all of its items. Hides the trapped status in objects' tooltips. Fixes a possible source of crashes when loading or reloading a save game, or starting a new game while in-game. Slowfall is framerate-independent in OpenMW. It's listed here as a reference. Spell deselection bug fix. Subjective formula changes like this should possibly be handled by mods that rely on post-1.0 improved modding. Fixes animated containers to not crash the game when they are accessed. In comparison, spells take about 2 seconds to cast yet can fail, be silenced or magicka drained. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Allow gloves with bracers. The size of that texture should not matter in OpenMW. Allows mods to add swim animations that will play in first person view. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. Fixes merchants to not automatically equip items sold by the player. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. Re-activates script triggered objects after the script mod is removed from the load list. Repair item fixes. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. While in the alchemy, self-enchantment, self-repair, or recharge menus, it was still possible to pick up items from the world with the cursor. 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