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Fort Elder Scrolls • View topic - An Update on Morrowind Crafting 3.0

An Update on Morrowind Crafting 3.0

Discussions regarding the development of Morrowind Crafting 3.0 (Tamriel Rebuilt edition)

An Update on Morrowind Crafting 3.0

Postby Toccatta » Wed Dec 25, 2013 6:30 pm

"All that is gold does not glitter; not all those who wander are lost.
The old that is strong does not wither; deep roots are not reached by the frost."
- Bilbo Baggins
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Re: An Update on Morrowind Crafting 3.0

Postby Toccatta » Wed Apr 30, 2014 6:20 pm

"All that is gold does not glitter; not all those who wander are lost.
The old that is strong does not wither; deep roots are not reached by the frost."
- Bilbo Baggins
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Toccatta
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Location: Somewhere in Vvardenfell

Re: An Update on Morrowind Crafting 3.0

Postby Toccatta » Tue May 20, 2014 4:41 am

In preparation to allow the player to brew Jagga in the MC kegstands, it's now possible to knock a bristleback unconscious and milk it for the necessary sow's milk. It isn't "official" lore, but we're considering that the rieklings ride the boars and the sows end up wandering around by themselves. So if you see a pig without a riekling... it's a sow. Each sow can be milked once a day, but has to be knocked out in order to do it. Hand-to-hand works, as do drain/damage fatigue spells.
"All that is gold does not glitter; not all those who wander are lost.
The old that is strong does not wither; deep roots are not reached by the frost."
- Bilbo Baggins
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Location: Somewhere in Vvardenfell

Re: An Update on Morrowind Crafting 3.0

Postby Denina » Wed May 21, 2014 12:47 am

Are they going to be respawning because when they get back up, they're going to attack again or do calm spells make them forget they were ever hostile to begin with? I've never actually used that spell in game.
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Re: An Update on Morrowind Crafting 3.0

Postby Toccatta » Wed May 21, 2014 1:11 am

Well, I'm not adding any pigs to the game. They do respawn in solstheim over time, but they don't appear until you're a particular level. As to the spell, I think that calm spells only calm them for the duration of the spell, after which they return to being aggressive. On the other hand, it isn't currently possible to milk a sow when its calm... only when its unconscious. Also, there is a minor problem that I'm not sure exactly how to counter. The script checks for a fatigue value less than zero, which is what causes them to go unconscious. However, I'm not sure of any way of detecting the ACTUAL unconscious state, and they sometimes remain unconscious for a short while after their fatigue goes back above 0. When that happens, the pig will be laying down on the ground, but you won't be able to milk it. If I knew how to detect the unconscious state, that would be better than simply looking for a negative fatigue value.

But yes, they respawn. You'll never run out of the unridden bristlebacks (although you might wish you did).
"All that is gold does not glitter; not all those who wander are lost.
The old that is strong does not wither; deep roots are not reached by the frost."
- Bilbo Baggins
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Location: Somewhere in Vvardenfell

Re: An Update on Morrowind Crafting 3.0

Postby Toccatta » Tue Jun 03, 2014 11:40 pm

Update: Drac is planning to add pigs to the game... a small pig farm on one of the northernmost islands on the eastern side of the mainland (Tusked bristleback are very cold-tolerant, and don't like the heat at all). I also fixed the problem with detecting the unconscious state with a little workaround. It's not as good as actually detecting the passed-out animation, but it's the best I could figure out after doing some research on the net and pouring over Morrowind Scripting for Dummies, so it'll have to do. The solution, while not perfect, is quite workable.

I redesigned the movement scripts so that the bulk of the work could be shifted onto a global script, cutting the workload of the local scripts to less than half, and reducing the amount of duplicated code tremendously. Not only does that seriously reduce the bloating I was talking about before, but the redesign also allowed me to correct a few minor errors from the original movement scripts. Pushing a container into a wall could break the old movement scripts when the origin of the object's mesh entered the unlivable portion of the interior cell due to the fact that the placeatme command refused to place an item in an area it deemed "unsafe". The new scripts use a different method to calculate movement values, and these "unsafe" locations no longer cause problems for the movement scripts.
"All that is gold does not glitter; not all those who wander are lost.
The old that is strong does not wither; deep roots are not reached by the frost."
- Bilbo Baggins
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Toccatta
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Location: Somewhere in Vvardenfell

Re: An Update on Morrowind Crafting 3.0

Postby Denina » Wed Jun 04, 2014 1:08 am

YAY! Glad you're making good progress.
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Re: An Update on Morrowind Crafting 3.0

Postby Toccatta » Tue Jun 10, 2014 9:26 pm

"All that is gold does not glitter; not all those who wander are lost.
The old that is strong does not wither; deep roots are not reached by the frost."
- Bilbo Baggins
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Toccatta
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Location: Somewhere in Vvardenfell

Re: An Update on Morrowind Crafting 3.0

Postby Denina » Tue Jun 10, 2014 9:58 pm

To quote Clara Oswald, "You clever boy!"
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Re: An Update on Morrowind Crafting 3.0

Postby Drac » Thu Jun 12, 2014 3:37 am

T is naught if not clever. :}
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