0% found this document useful (0 votes)
240 views8 pages

MCP Readme

The Morrowind Code Patch is a mod that fixes many bugs in Morrowind and adds new features. It patches the Morrowind executable file and resource files to address issues like save corruption. The summary provides installation instructions and notes that the patch supports many popular Morrowind mods while being incompatible with some other mods. It also describes new features for mod authors.

Uploaded by

John D
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
240 views8 pages

MCP Readme

The Morrowind Code Patch is a mod that fixes many bugs in Morrowind and adds new features. It patches the Morrowind executable file and resource files to address issues like save corruption. The summary provides installation instructions and notes that the patch supports many popular Morrowind mods while being incompatible with some other mods. It also describes new features for mod authors.

Uploaded by

John D
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 8

-------------------Morrowind Code Patch

-------------------crafted by Hrnchamd at Sun's Reach


tempered and polished by Psyringe
version 2.1

About
----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 ad
ding a few more features people have dreamt of.

Getting started
--------------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 thos
e effects, but it only works properly if they are removed first.
Morrowind Code Patch will patch your Morrowind.exe file to fix things, and redat
e 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 chara
cters in the console properly.

Installation
-----------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 it's installed in Program Files, you ma
y need to run it as administrator.
Read the message, and examine the patches listed on the left. The program will e
xplain 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'r
e not sure what to use. Press 'Apply chosen patches'.
Your Morrowind.exe will be updated with the selected bugfixes. The original prog
ram is backed up to Morrowind.original.exe.
If necessary, your BSAs (game asset files) will be redated to the time of the or
iginal release so that mods can override it correctly. The Steam version supplie
s 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 v
ersion number in the bottom left corner. Since the patch fixes bugs in Morrowind
's lighting, you may need to re-adjust your brightness settings.
I would also recommend trying my Better Dialogue Font replacer for sharper and e
asier to read text.
It supports multiple languages, and can be found at http://www.tesnexus.com/down

loads/file.php?id=36873

Upgrading
--------If you're upgrading from a previous MCP, use the Uninstall button in your curren
t MCP first. You may then extract the zip on top of the existing files to update
to the new version.
After starting Morrowind, confirm MCP is updated to the latest version by checki
ng the version number in the bottom left of the main menu.

Compatibility
------------All savegames are compatible with original Morrowind. It is still advisable to m
ake 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 Cont
act 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 prog
ram, 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 modifie
d 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-r
un 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.d
ll and also General Fixes Mod v5 Text.dll. It should recognize if you have updat
ed 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


--------------------------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 i
t, start a new game and head through the trap door that appears outside the offi
ce in Seyda Neen. You will get a demonstration of most of the features of this p
atch by courtesy of Psyringe. Compare it to how normal, unpatched Morrowind work
s with the same mod.

Savegame changes
----------------

The savegame corruption patch does not affect your current savegames. You can co
ntinue playing your current game without problems. You can always load savegames
this patch creates in unpatched Morrowind. However there are some things you sh
ould 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 partic
ular 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, dis
position 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 r
epair/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 missin
g objects and spells, as usual, but the loader will merge as much as possible.
8. Continue playing.

Map changes
----------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.
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/PgD
n. It uses magnification of the map texture, so texture quality is affected.
Savegames created before this patch is activated will have their maps automatica
lly rescaled, there is no need to make a new game. Removing the patch will not r
eset the map, as you are removing the code that knows about the changes. You mus
t use Wrye Mash to restore the map in this case.

Mod author information


-------------------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


--MCP enables models to have working gloss maps, and lets skinned objects have ref
lection maps where it was not allowed before. The engine was capable of these, b
ut the proper data handling was not implemented before.
Gloss maps allow control of the strength and colour of reflection from a reflect
ion map via an extra texture. Just set the gloss map entry in the texturing prop
erty. If your model is using bump maps, it works differently; you must put the g
loss map in the blue channel of the bump texture, and being one channel, it cont
rols just the strength of the reflection.
Skinned models now support reflection maps, so you can finally make shiny clothi
ng, hair, etc. Make sure the NiTextureEffect is both in the children list and ef
fects 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
--The improved animation patch has support for new bones, but they have to be name
d 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 clavicl
e 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 bo
dy 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 fr
ont of them):
Lower body group - Pelvis, L Thigh, L Calf, L Foot, L Toe0, R Thigh, R Calf, R F
oot, R Toe0, MRT, Tail
Upper body group - Spine1, Spine2, Neck, Head, R Clavicle, R UpperArm, R Forearm
, R Hand, R Finger0, R Finger1, R Finger2, R Finger3, R Finger4, Weapon Bone
Left arm group - L Clavicle, L UpperArm, L Forearm, L Hand, L Finger0, L Finger1
, L Finger2, L Finger3, L Finger4, Shield Bone
Try to name extra bones to the closest available bone for clearness and future u
se.
The list of animation names are unchanged, as they are referred to by numerical
IDs in the engine. It's recommended to replace the sneak animations (there are 2
0 available) if you need custom animations for a single NPC, as these are unused
for most NPCs.
PlayGroup / LoopGroup
--he improved animation patch also changes PlayGroup and LoopGroup to work properl
y with NPCs and their bone groups. Before it would only play on the lower body,
now it should cover the whole NPC.
PlayGroup and LoopGroup both play animations. PlayGroup is essentially doing Loo
pGroup -1. These both have optional flags, which are important in getting the an
imations to loop correctly.

PlayGroup groupname, flags


LoopGroup groupname, count, flags
flags = 0 (default)
The controller waits until the current animation is complete before starting the
given animation. It plays the whole animation and ignores any Loop Start/End te
xt keys. If you want to avoid glitches, the whole animation must loop cleanly.
flags = 1
The current animation will stop, and the new animation will start from its begin
ning. Respects Loop text keys.
flags = 2
The current animation will stop, and the new animation will start from the Loop
Start key. Respects Loop text keys.
Hi-def cutscenes
--Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x48
0).
You can encode video to Bink format using RAD Video Tools at
http://www.radgametools.com/bnkdown.htm
It's a game codec, so it's not as efficient as H.264. You also
account the CPU power of lower end of your target audience. A
0x720 at 24fps should decode at full speed for most end users.
o is encoded at a bitrate around 1 Mbyte/sec, but it depends a
t. You should try several encodes and check them in-game.

have to take into


resolution of 128
Good quality vide
lot on the conten

Soul gem rebalance


--In case you need to check soul gem value for your modded creatures when using th
is option, the rebalanced soul gem value is calculated from soul points and is n
o longer dependent on the type of soul gem.
value = 0.0001x^3 + 2x, where x is soul points
This obtains a minimal but non-zero value for the weakest souls, and sharp scali
ng at only the highest soul amounts.
Creature AR
--Creatures can now gain AR from the Shield spell effect, where it had no effect o
n defense before. If you give creatures a shield ability, they will become armou
red. This AR is not limited by the standard damage reduction cap (fCombatArmorMi
nMult), so you can make extremely well protected creatures.
Service refusal filtering
--This option allows the special 'Service Refusal' topic to be filtered for each i
ndividual service an NPC provides, instead of refusing all services or none. Thi
s allows more scriptable service limits like training limits, rank based access,
or quests/bribes for additional services.

The 'Choice' dialogue filtering function indicates service type for the service
refusal topic:
Barter
Repair
Spells
Training
Travel
Spellmaking
Enchanting

1
2
3
4
5
6
7

FAQ
--Q: It says 'There is no compatible patch for your version of Morrowind.exe...'.
How do I get it to work?
A: Make sure you use a freshly installed copy of Bloodmoon with only the officia
l patch applied, or the GOTY edition, which is equivalent. It should work with m
ost editions by now, except Impulse/GameFly, which is not supported due to its D
RM wrapper. If you have a Steam edition and it doesn't work, you should email me
, as Valve may have changed something recently.
Q: The game UI is transparent and MGE shaders show on top it.
A: The 'UI display quality' option alters the UI alignment so the pixels line up
properly on the screen, to avoid being unevenly blurred. MGE fails to recognize
the UI with that option on and draws shaders on top of it. This issue is fixed
in MGE XE.
Q: What happened to my Light spell?
A: The Light spell effect was originally poorly coded, with lit objects popping
into view and everything saturated with flat overbright lighting. I tried my bes
t to get objects to come smoothly into the light radius and retain some shading,
which means the brightness of distant objects will appear different. I recommen
d using the Night Eye spell outside and Light in interiors.
Q: My screen is tinted red / My mini-map looks strange / Text is a solid block o
f colour. What's going on?
A: Try turning off the "transparent clothes in the inventory" option. That fix d
oes change the rendering methods the engine uses, and rarely causes other graphi
cs issues with certain graphics cards. It's hard to tell what the problem is, th
ese bugs depend a lot on graphics drivers.
Q: A window flashes for a second and nothing happens. What's wrong?
A: It's most likely an incorrect installation. You need MCP and the mcpatch fold
er to be in the same place as the Morrowind program.
Q: Can I use Exe Optimizer (and other patchers) with this?
A: Apply them after you've installed this patch, not before. You have to re-appl
y it every time you change options in MCP. You will have to restore the original
Morrowind from a backup if another patch is already installed.
Q: Morrowind crashes when I load a savegame made before the patch.
A: Try repairing the savegame with Wrye Mash. If it still crashes try removing d
ebris cells and spawned creatures in Wrye Mash. If it still crashes, you should
ask for help at the official forums.
Q: What happened to the increase light falloff option?
A: It seems to cause problems with lighting mods, and in some dungeons, due to t

he limitation on the number of lights that can affect one object. It could get t
o the point where the player's torch didn't light large objects properly, so it'
s been removed. The problem is better fixed by mesh partitioning on specific mes
hes.
Contact
-----Contact me, Hrnchamd, for further questions or bug reports at iamalannoble@hotma
il.com
Put 'Morrowind Code Patch' in the subject line, or it's going to be filtered.
There is normally a discussion thread about this patch at:
http://forums.bethsoft.com/index.php?/forum/12-mods/
Look for the latest 'Repairing the Cogs of Morrowind' topic. You can ask for hel
p there.

Credits
------Understanding and Coding: Hrnchamd
Insightful Testing and Discussion: Psyringe
Data structure and code points info:
Tp21
Japanese localization:
TObject
Special thanks:
philologos
povuholo
Arsuru
Knef
Dirges
tetchy
Aeven
Mordicus
Pwin
DavidB1111
quorn
Sildra
Gato
Runspect
Symon69
john.moonsugar
neildarkstar
melian
Toccatta
Minamir
SilentThief
Korlus
BTB
papill6n
PeterBitt
...
everyone else

Morrowind Code Patch is (c) 2008-2013 Hrnchamd


You may not use this work for commercial purposes.
You may not redistribute this program or its patch files without my permission.

You might also like