Modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. Potions with up to 8 fortify/drain attributes are now supported. Fixes pop-in and flat lighting. Fixes merchants to not pay less for an item with increasing player Mercantile skill. Now also stops custom potion names from being reset every time a potion is made. The RemoveItem script command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. Hit fader fix. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. Tweaks the inventory filter tabs. Allow reflection effects on skinned models. Changes temporary barter disposition changes resulting from successful or failed transactions to be permanent instead. Unequips a shield when equipping a two-handed weapon. Travel price fix. Spell magnitude fix. NPC potion drinking is now limited to once every 5-6 seconds game time. PlaySoundVP volume fix. Certain effects should be usable above that level (ie. Solves problems like unopenable containers after mod removal. Fixes transparent clothes to correctly show up on the inventory paper doll. Don't loot on dispose. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. Allows NPCs to cast their races' powers, making fights significantly harder. This bug is fixed in OpenMW. #84553768 is also a reply to the same post. Now the highest magnitude should have an equal chance to appear. See discussion at. Adds the possibility to make NPCs only refuse single services when the requirements aren't met. Fixes crashes if space is pressed at the moment a load warning messagebox appears. Allows "_land_default.dds" to be replaced with a texture of a different size, without breaking the world map. through scripting. This patch allows you to steal from NPCs that have been knocked out. Fixes problems in the scripting system which caused some strange bugs. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Spellmaking max. This should no longer happen. Disposition fix. 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. Allows the dialogue window, books and scrolls to be closed with space. Hidden traps. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. Makes filled soulgems worth something more reasonable. Changes items taken from dead NPCs to not be marked as stolen. Simply run Morrowind Code Patch.exe to choose which patches to apply. Prevents red damage border from getting stuck on cell change. Enchanting increases item value. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. Fixes trainers to not train 1 point over their own base skill. Step 1: Optional but HIGHLY RECOMMENDED. NPC minor behavior fixes. Corrects aiming errors for 1st person and 3rd person. Increases the spell magnitude limit from 100 to 500. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Unequips the shield when equipping any two-handed weapon. **{{OpenMW}} gives: Description of bug. Fixes UI to not show two multipliers in certain level-up situations. Allows you to level your skills past 100. Dispel fix. Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. Fixes the sorting of birthsign spells and powers in the spell menu. Improves the UI when setting spell effects in the spellmaker or enchantment windows. Swift casting. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Install the Morrowind Patch For Purists. Increases the size of the Repair, Recharge, Spell service, Enchanting, and Birthsign windows, and improves the text layout of the alchemy window. Warns you when you go to save and have a large number of save files (over 200) in the directory. Fixes the Blind effect to give an attack malus to the character instead of a bonus. This stops Morrowind from removing them. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. Keyboard navigation is available in OpenMW. Item recharging rebalance. Fixes the Telekinesis spell effect to also work on lights, ammunition, books, and activators. Argonian specific swim animation wasn't playing due to the translated race name. This utility fixes a good amount of buggy or poorly-written game mechanics, and Bethesda engine bugs, and brings a bunch of new (optional) features to vanilla Morrowind. May be useful for certain mods that detect weapon state. This means you should assume mods dependent on Morrowind Graphics Extender, Morrowind Code Patch, Morrowind Script Extender, etc, will not work correctly, nor … The weight of equipped boots is correctly accounted for when calculating sneaking penalties. Decreases the spell duration limit from 1440 to 300. A merchant's list of spells for sale now includes the spell magicka cost. This feature/fix has been partially implemented. Racial variation in speed fix. The items will disappear with the body. 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. Display more accurate item weight. Separate axe inventory sounds. Fixes trainers to no longer refuse to train you if your fortified skill, but not your base skill, is above theirs. Makes the game save changes to an NPC's faction rank when it is modified by the RaiseRank and LowerRank script commands. Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound, and both sounds are now attached to the player, allowing them to be detected with the GetSoundPlaying script command. Fixes fHandToHandReach to work for the player too, not just for NPCs. Taking items belonging to dead people no longer marks the item as stolen. Gloss map fix. MCP is not compatible with the Impulse or Gamefly download version due to the DRM wrapper around the game program. Slow movement anim fix. Fixes uncast spells to not remain in memory or savegame. Changes fortify health to behave like fortify maximum health. Prevents combat music from interrupting music played by mods. Disable weapon transition on unequip. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. Summoned creature crash fix. Prevents the AI from equipping non-carriable lights at night. Value is dependent only on soul magnitude. Script expression parser fix. Fixes a crash if you tried to manipulate an unequipped ring when another identical ring had also been equipped. Fixes player spells to not deselect when an NPC unequips or uses up a magical item. Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. Fixes the StopSound and SayDone script commands for voiceover mods. Spellmaker/enchant edit effect fix. Fixes the width of the level up window to avoid cutting off the personality attribute value. Enchant glow in fog fix. Should not be difficult to implement in OpenMW, but considered a post-1.0 feature; refer to this. Allows gloves to be equipped at the same time as bracers. Get/SetAngle enhancement. 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. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of … Patches bugs in the Morrowind program, which cannot otherwise be fixed by editing scripts or data files. Previously, items you enchant had the same value as the unenchanted version. Fixes the Disintegrate Weapon effect to also apply to weapons with full condition. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. Fixes script parser to not cause occasional hangings while initializing data. Allows the haggle amount to continue increasing or decreasing when the barter menu [+] and [-] buttons are held. UI display quality fix. Fixes particles to not peel away from weapons and projectiles. Adds the ability for NPCs to drink potions with the Equip script command, both in and out of combat. Prevents multiple creatures summoned from one summoning effect from appearing at exactly the same location. Fixes successful Intimidate action to correctly increase disposition by a minimum amount. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. Disable the world map smoothing filter when a map expansion is used. Multiple attribute fortify potions. Changes the third-person camera to look over your character's right shoulder. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. Colors the game crosshair and object tooltips to show whether an item is owned by another NPC or faction, and thus would be considered theft if taken. Sneaking has a penalty based on the weight of the character's footwear. Apparently it runs better on modern PCs than Code Patch. Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. GetSpellEffects tweak. Spells with a variable magnitude (eg. Attribute uncap. Restore/drain attributes fix. Looking to request a change on a mod, request a new mod be listed, or send feedback about a mod's compatibility? Sets a minimum recharge percentage depending on your character's Enchant skill and stats. Enchanted item cooldown. This didn't work for clothing or bracers. This can be repeated multiple times in the menu until you are done. Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. Allows mods to include cutscenes up to 2048x1024 instead of only up to 640x480. Item tooltips will now show the damage range on ammunition. Changes the Detect Animal spell effect to also detect NPCs. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. Also, so many people now are using OpenMW that it seems prudent to include instructions for it. The cause was a bug in the Fortify Attribute spell when used as an ability. Morrowind Code Patch Embroidery Iron Sew On Patches - Large Size Unique Art Patches . Player-made potions still show effects based on Alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. PlaceAt/Drop fix. Fixes issues and crashes when using potions or ingredients via quickslots. Persuasion improvement. Corrects the chance of successfully self-enchanting an item with multiple spell effects. GetWeaponType fix. Weapon resistance change. Here is a detailed, step-by-step guide. GetWaterLevel returns a very negative number for cells with no water, preventing mods from incorrectly thinking you are underwater. Disable map smoothing. Corrects the dialogue fonts Ó and c when used with Better Dialogue Font Polish version. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Makes Argonian females prefer to wear male versions of armor and clothing to avoid looking like a mammal. Spellmaker/enchanting improvement. Journal text color configuration. This option corrects the weight measurement to check armor as well. Soulgem value rebalance. We may also include selected optional features and make them available via configuration settings. Training price/stats fix. Voiceover script functions fix. Creature magicka/fatigue fix. Reduces the minimum size of the map window. All external programs and libraries that depend on morrowind.exe cannot function with OpenMW. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. Allows casting from any stance with the ready magic button. The duration of a spell effect can now be set to 0 to create an instant effect. Integrated patch by TObject. Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. The Persuasion dialogue option opens the Persuasion window over your pointer, instead of the center of the screen. Fixes the GetWaterLevel script command to not return a very negative number in order to prevent mods from erroneously thinking that the player is underwater in cells without water. Allows an on-use enchanted ring to be equipped together with two constant effect rings. Eating ingredients always succeeds, giving its first effect and Alchemy skill advancement. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. Probes will always use a charge when testing an object, even if there is no trap present. Allows mods to add swim animations that will play in first person view. This requires mod support to work. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. Allow scroll enchant price modifier. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Fixes the StreamMusic script command to not always set the mustic volume to maximum. Rain and snow now collide with statics. - 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 option redistributes hits from the shield location if no shield is equipped; it will randomly select the left pauldron or cuirass location instead. Fixes crashes from accessing animated containers. Fixes the game to not remove gloss map entries from model files after loading them. Allows stats menu and magic menu to be resized without limit. Allows creatures to play Hello, Idle, and Attack voiceovers. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. For inline use, see below. Changes bone checks from strict match to substring match to detect the blend mask to which the bone belongs. Fixes a lot of problems with the Light magic effect. Pickpocket overhaul. You won't need any Morrowind patches, because OpenMW will fix most common Morrowind engine bugs. Allows you to change the standard color of journal text via the color_journal_topic entry in the Morrowind.ini. It is now possible to swap the item argument and actor before use with the AIActivate script command, to match the Activate script command. Adds support for levelled items to the AddItem script command. Vanity camera lock. Player-made potions have an icon and model related to the quality of the crafted potions, instead of a randomized icon and model. Drain intelligence exploit fix. Fixes the menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. Transparent items now show up properly on the figure (paper doll) in the inventory window. Fixes fHandToHandReach to also apply to your character. Hides the trapped status in objects' tooltips. Fixes travel services to charge you for companions when the price should be calculated per passenger. Allows the GetSpellEffects script command to detect active enchantments. Using mods missing NPCs and objects ( the default maximum was 640x480 ) continue increasing decreasing... Cast while swimming ' in the journal would be larger than the way... 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Getlevel script command to be much more usable, with all travel to! '' … go for Code patch ( MCP ) it runs better on modern PCs than Code,... It may be simulated by using the PlaceAtMe script command powers in the inventory window menu always sort in... Reach less than 10 ranks that you are done to manipulate an unequipped ring when another identical ring had been. The weapon setting `` ignore normal weapon resistance '' matters bump and reflection maps ) area effect cost depend... Title screen quality MCP devs considered to be more difficult with low fatigue instead of them sharing a ID! Occasionally lost not, and activators range could be implemented without any trouble but... Player image not deselect when an NPC ( or activator in between cutting off the display trap.