MCP Readme.txt

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Morrowind Code Patch
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crafted by Hrnchamd at Sun's Reach
tempered and polished by Psyringe
version 2.3



About
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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.



Getting started
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Important: Before you install, make sure you remove any active Blind or Fortify Health effects from your saved characters. This patch fixes some aspects of those effects, but it only works properly if they are removed first.

Morrowind Code Patch will patch your Morrowind.exe file to fix things, and redate your BSAs so that mods override vanilla files properly for Steam users. If you're using the Polish version it will also patch your font files to display characters in the console properly.



Installation
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Extract the zip to your Morrowind directory, the one with the Morrowind program in it (not Data Files).

Run the Morrowind Code Patch program. If Morrowind is installed in Program Files, you will need to run it as administrator.

Read the message, and examine the patches listed on the left. The program will explain what each patch does, click on the patch name to display it on the right. A default selection that covers all the bug fixes is already selected, if you're not sure what to use. Press 'Apply chosen patches'.

Your Morrowind.exe will be updated with the selected bugfixes. The original program is backed up to Morrowind.original.exe. The backup will always be the unpatched version.

If necessary, your BSAs (game asset files) will be redated to the time of the original release so that mods can override it correctly. The Steam version supplies the assets with the incorrect creation times, so the patch fixes it.

The next time you start Morrowind, at the main menu you should see MCP and the version number in the bottom left corner. Since the patch fixes bugs in Morrowind's lighting, you may need to re-adjust your brightness settings.

If you want to save your current choice of installed patches, make a copy of the file mcpatch/installed.

I would also recommend trying my Better Dialogue Font replacer for sharper and easier to read text.
It supports multiple languages, and can be found at http://www.nexusmods.com/morrowind/mods/36873/



Upgrading
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If you're upgrading from MCP 2.0 or later, you may then extract the zip on top of the existing files. You need to run MCP to apply the new fixes and review new gameplay options. New default bugfixes will be automatically added to the list of selected patches. Just click "Install chosen patches" to update to the latest version.

After starting Morrowind, confirm MCP is updated to the latest version by checking the version number in the bottom left of the main menu.



Uninstalling
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Run MCP and use the Uninstall button. You may then delete the MCP program.



Compatibility
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All savegames are compatible with original Morrowind. It is still advisable to make backups in any case.

This patch is tested and compatible with MWSE, MWE, MGE and FPS Optimizer 1.96. It is not compatible with FPS Optimizer 2.0.

This patch should support French, German, Italian, Polish and Russian editions. If it doesn't work on your version please email me using the address in the Contact section. This patch should also support the Steam edition, as long as Steam make no further changes to the program. The Impulse / GameFly downloaded version of Morrowind is NOT supported, as Impulse adds a custom DRM wrapper to the program, which I am unable to work around.

The patcher currently requires Morrowind.exe 1.6.0.1820, that is, fully patched Bloodmoon or GOTY edition. It cannot patch if Morrowind has already been modified with another program such as Exe Optimizer, fpu2sse or a no-CD patch. You may run the other programs _only after_ this patch is applied. You will need to re-run them if you change your options in MCP and apply the changes.

For Russian users: This program also patches your Text.dll so it doesn't give an error about the program checksum being different. It works with standard Text.dll and also General Fixes Mod v5 Text.dll. It should recognize if you have updated your Text.dll too.

If you have multiple installs of Morrowind, please note that the launcher always runs the exe from the last installed directory (but with the settings from the correct directory). You should run Morrowind.exe directly in this case.



Trying out all the features
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There is a Morrowind Code Patch Showcase mod installed in your Data Files folder. This is optional and for explaining and trying out MCP features only. Enable it, start a new game and head through the trap door that appears outside the office in Seyda Neen. You will get a demonstration of most of the features of this patch by courtesy of Psyringe. Compare it to how normal, unpatched Morrowind works with the same mod.



Savegame changes
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The savegame corruption patch does not affect your current savegames. You can continue playing your current game without problems. You can always load savegames this patch creates in unpatched Morrowind. However, there are some things you should know.

Morrowind now effectively cleans your savegame every time you remove a mod, with the same effect as removing a mod using Wrye Mash.

This does reset everything the mod has changed from the original game, in particular NPCs and items moved or modified, because those objects belong to the mod. If the mod moved an NPC, the NPC will reset, including its position, script, disposition etc.

If you wish to retain the changed information, you will need to use the new Keep Replaced Refs feature.

This is an alternative to Wrye Mash cleaning, it attempts to merge your changes into the original game instead of removing them. You MUST NOT use Wrye Mash to repair/clean the save created using this feature, but only that save. It is fine to repair savegames created afterwards.

Step-by-step:
1. Before you remove your mod. Load the savegame.
2. Open the console and type 'KRR', press return.
3. It should say 'Keep changed refs On'
4. Save the game under a different name (probably '-merged')
5. Exit the game immediately.
6. Adjust your mod load list. (DO NOT use Repair on the save in Wrye Mash)
7. Open Morrowind and load your merged save. You may still get errors for missing objects and spells, as usual, but the loader will merge as much as possible.
8. Continue playing.



Map expansion changes
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The map expansion is primarily made to accommodate the whole of Tamriel Rebuilt. It resizes the map to show a larger area of Tamriel than before, and moves the map origin to the south of Vvardenfell. A saved map cannot be restored to normal size after you remove the patch, so make a backup of your save /before/ you turn the patch on.

Map boundaries:
Original map: (-28,-28) to (28,28)
Expanded map: (-51,-64) to (51,38)
The scale is reduced to 5/9 of the original.

It is 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.

Savegames created before this patch is activated will have their maps automatically rescaled, there is no need to make a new game. Removing the patch will not reset the map, as you are removing the code that knows about the changes. You must restore from a backup save in this case.



Mod author information
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MCP adds new engine features for modellers and animators to use when making new mods. In this section I will describe the changes and how to use them.


Reflection, gloss maps and bump maps
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MCP enables models to have working gloss maps, and lets skinned objects have reflection maps where it was not allowed before. The engine was capable of these, but the proper data handling was not implemented before.

Gloss maps allow control of the strength and colour of reflection from a reflection map via an extra texture. Just set the gloss map entry in the texturing property. If your model is using bump maps, it works differently; you must put the gloss map in the blue channel of the bump texture, and being one channel, it controls just the strength of the reflection.

Skinned models now support reflection maps, so you can finally make shiny clothing, hair, etc. Make sure the NiTextureEffect is both in the children list and effects list of the parent NiNode, and it should work.  This also allows bumpmaps to work, as bumpmaps require a reflection map in the engine.


For animators
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The improved animation patch has support for new bones, but they have to be named correctly. The engine has three bone groups, lower body (root bone, base spine and legs), upper body (spine1 and above, right arm), and left arm (left clavicle and arm bones). For animations to work together a bone has to belong to one of these groups. The patch changes the bone checks from strict match to substring match, so you have to append to your bone's name, a bone from the group it will attach to.

Typical use would be: If you want a bone "CustomBone" to be part of the lower body group, name it "CustomBone (Bip01 Pelvis)", for upper body group "CustomBone (Bip01 Spine2)", for left arm group "CustomBone (Bip01 L UpperArm)".

A full list of acceptable non-conflicting bone names to add are (add Bip01 in front of them):
Lower body group - Pelvis, L Thigh, L Calf, L Foot, L Toe0, R Thigh, R Calf, R Foot, R Toe0, MR...
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