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. Creature magicka/fatigue fix. Hides the display of locks and lock levels. Loud interface/gameplay sounds fix. Scripted music uninterruptible. There is no compatible patch for your version of Morrowind.exe.Make sure your Morrowind is patched with the last Bloodmoon patch (v.1.6.0.1820). No longer causes a check for fall damage if cast while swimming. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. The final processing of an actor includes script triggers. A slightly lower cooldown is implemented in OpenMW. Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. Makes Argonian females prefer to wear male versions of armor and clothing. The GMST damage reduction cap does not limit creature AR. Spell deselection bug fix. See discussion at. Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. Fixes the FillMap script command to display locations from all mods instead of just Morrowind. Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. Improved inventory filters. Sneak key toggles sneak mode on or off. Go for OpenMW first. This allows them to do so. It is a stand-alone MS Windows executable and does not work with OpenMW. Enchanted on-use items have a cooldown of 3 seconds between uses. Stops companions with slowfall dying on cell transition. Rebalanced over earlier versions. 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. Improves the UI when setting spell effects in the spellmaker or enchantment windows. Changes the spell list of merchants to include the spells' magicka costs. This makes dispel work as described. It will work both in and out of combat. ... Of course, OpenMW is Morrowind down to the last die roll for combat hitting. This stops Morrowind from removing them. The opposite is currently deliberately hardcoded. Allows gloves to be equipped at the same time as bracers. Prevent empty messages. Fixes MoveWorld, where it behaved incorrectly in the Z direction. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. Fix reading vars from a global script. Shortcut key improvements. Fixes a possible source of crashes when loading or reloading a save game, or starting a new game while in-game. Displays a percentage chance of success on the self-enchanting menu. Normalizes race speed. Morrowind Code Patch version 2.4-----crafted by Hrnchamd at Sun's Reach tempered and polished by Psyringe Morrowind is a game of great depth, a huge world, incredibly extensible and with a thriving community. Map expansion. Alchemy naming/stacking fix. Which one do you recommend using as I've read they are incompatible, what are the differences and which one is "better" for me? Changes the Enchantment window to stay open after a failed attempt. Bow sound glitch fix. A merchant's list of spells for sale now includes the spell magicka cost. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. last update Monday, July 6, 2020. downloads 26611. downloads (7 days) 95 Game formula restoration. Keyboard navigation is available in OpenMW. Spellmaking window slider limits are adjustable in the GUI layout files in OpenMW. Lock level scripting. Allows you to choose a spell by typing its first letter while in the inventory menu. Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. It also loosens the restrictions on camera position. Creatures that didn't wield weapons but struck with their body wouldn't cause armor damage. Allows much simpler recharging of items. This has no effect without a suitable animation mod. Displaying item stacks of size 10000 or more (e.g. Polish character corrections. The 4GB Morrowind executable file patch is integrated into the MCP install process. Taking items belonging to dead people no longer marks the item as stolen. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. Hides the trapped status in objects' tooltips. 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. magnitude increase. This option corrects the weight measurement to check armor as well. Restricts mouse cursor movement to when a menu is visible. It is backwards compatible with existing AIActivate using mods. Item tooltips will now show the damage range on ammunition. Animated container crash fix. In order to avoid this shortcoming and exploits, the barter price formula sets both the selling and buying price at 75% of item base cost if the player's stats are sufficiently high in OpenMW. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. Hold the button down to add or remove large values quickly; this works reliably due to another fix. The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. All original content on this site is licensed under a, Creative Commons Attribution-ShareAlike 4.0 International License. You won't need any Morrowind patches, because OpenMW will fix most common Morrowind engine bugs. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. Hidden locks. This option reduces the very strong abilities of enchanted items to allow other magickal skills to be effective in comparison. This didn't work for clothing or bracers. Allows enchanting service NPCs to charge different prices for one-cast items, like scrolls. Fixes the PlaceAtPC script command to correctly place objects when the player is in third-person view. Fixes MoveWorld, where it behaved incorrectly in the Z direction. 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). Restore/drain attributes fix. Followers defend immediately. Transparent items now show up properly on the figure (paper doll) in the inventory window. Now GetWeaponType returns -2 for lockpicks and -3 for probes. Dispel fix. Improved menu layouts are implemented in OpenMW. Fixes the Blind effect to give an attack malus to the character instead of a bonus. Enchanted on-use items now have a cooldown of 3 seconds between uses, in order to reduce the extremely high damage possible from a zero cooldown mechanic. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. Fix enchant options on ranged. The stolen item count is tracked, then reduced upon confiscation in OpenMW. Fixes nearly all occurrences of extra-loud interface and gameplay sounds. This patch will avoid charging the player with a crime if the NPC is killed by a third party. Fixes some quests involving Arena duels. The PlaySoundVP and PlaySound3DVP script commands ignored the volume parameter, because someone forgot to write the code for it. Sets the base speed of all races to the standard value, ignoring body scale. 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 an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Polish keyboard support. file type Game mod. Armor indicator fix. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Reduces the effect that the Enchant skill has on item charge use. Fixes the Drop script command to drop items at the owner's feet. Allows the use of Japanese language fonts in dialogue. The topic/quest list in the journal has been realigned to stay within the bookmark texture. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. How simple is that? Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. Allows you to arbitrarily resize the Stats and Magic menus. The Persuasion window stays open after you select an option. Fixes animated containers to not crash the game when they are accessed. Fixes the red damage border to not get stuck on cell change. Better quality splash and title screens. Fixes identical created potions to automatically stack in your inventory. Morrowind Code Patch (MCP) - Hrnchamd Incompatible with OpenMW Modifies Morrowind's exe to fix bugs and optimize things. Save file limit warning. Adds the possibility to set a separate axe inventory sound not shared by any other weapon. Fixes the Encumbrance bar to not overlap text to its right in the companion share window. All external programs and libraries that depend on morrowind.exe cannot function with OpenMW. Allows selecting spells by pressing the first letter of the spell while in the inventory menu. The RemoveItem script command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. Makes followers in the knockdown state stay down and not follow the player. Enchanted item rebalance. Allows you to take all items from a container by pressing the Ready Weapon key. Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. GetSpellEffects tweak. The original behavior is considered a design choice for the time being; see. Modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. Potions now play both "pick up" and "put down" sounds, and alchemy success and failure sounds are now detectable by scripts. A questionable change; some mods do not work when it is enabled, while some mods do not work if it is disabled. Do not allow the shield slot to take hits if there is no shield equipped. Fixes particles to not peel away from weapons and projectiles. Fixes the Telekinesis spell effect to also work on lights, ammunition, books, and activators. Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. Show NPC health bar on healing. Training price now depends on base skill level instead of fortified/drained skill. Changes items taken from dead NPCs to not be marked as stolen. Allows better animation modding (see readme). Voiceover script functions fix. Attaches the "skillraise", "potion success" and "potion fail" sounds to the player, so they can be detected by the GetSoundPlaying script command. At the same time the Code Patch was always must-have for me. Fixes issues and crashes when companions use Soul Trap spells. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Fixes crashes due to interacting with picked up or deleted items. It's listed here as a reference. Fixes the Disintegrate Weapon effect to also apply to weapons with full condition. PlaceItem fix. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. This means gold spent on services will be available for bartering. Solves weapon sounds triggering multiple times when firing bows and crossbows. Savegame corruption fix. Safe dispose corpse. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. Using UVW axes allows this option to be backwards compatible with item placement mods. Fixes fHandToHandReach to also apply to your character. Also affects the 'charges remaining' display for items in the magic menu. Allows gloves to be equipped at the same time as bracers. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Water environment sound fix. Fixes the StreamMusic script command to not always set the mustic volume to maximum. Reflected spells fix. In vanilla Morrowind: At enchant skill 0, using an enchanted item uses 1.1x base charge cost; skill 40, it uses 0.7x charges (1.43x total casts); skill 70, it uses 0.4x charges (2.5x total casts); skill 100, it uses 0.1x charges (10x total casts). Previously you had to wear at least one piece of armor to get any armor rating contribution. Fixes trainers to choose their training skills based on their base skill points. Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. Now any NPC that barters should no longer equip anything you sell them. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. 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. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. The items will disappear with the body. Shield hit location fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. This also works to separate multiple summon spells cast at the same target location. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. This is a modern community patch, similar to USSEP for Skyrim SE. Disable the world map smoothing filter when a map expansion is used. There is no reason to use buggy bitmap fonts, or to add hacks to the engine to allow for them. I just recently replayed through Morrowind using OpenMW and it was great. 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. As long as the Morrowind font supports displaying it, any character can be typed in OpenMW. OpenMW supports them, and like MCP can optionally apply lighting after environment maps are processed which makes bump-mapped models look a bit better, can make use of the gloss map channel in the bump map and can apply bump-mapping to skinned models. With this option enabled: At enchant skill 0, using an enchanted item uses 1x base charge cost; skill 40, it uses 0.84x charges (1.19x total casts); skill 70, it uses 0.72x charges (1.39x total casts); skill 100, it uses 0.6x charges (1.67x total casts). Disables the way Morrowind clamped weapon reach to a minimum of 1.0. I had a folder called "Morrowind Code Patch-19510-2-1" in C:\Program Files\Bethesda Softworks\Morrowind, and from this folder I launched the Morrowind Code Patch. Corrects particles peeling away from weapons and projectiles. Fortify maximum health. Morrowind Code Patch Install When logged in, you can choose up to 8 games that will be displayed as favourites in this menu. Assign milestone. Weapon resistance change. through scripting. Mouse movement should now be fixed relative to the player; previously it didn't account for mouse sensitivity options. The condition is a floating point number in OpenMW. Causes the Createmaps script command to skip interiors. Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. Gloss map fix. Makes filled soulgems worth something more reasonable. Blind fix. The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities. Spellmaking max. Eating ingredients always succeeds, giving its first effect and skill advancement. Morrowind Essentials Guide"The best setup for a basic Morrowind installation. This is needed for vanilla Morrowind because it is closed source, therefore a patch is the only way to modify the engine. Text, icons and frames will now appear as sharp as the source textures are, no longer blurring by up to half a pixel radius. Fixes the mod matching system, to avoid many sources of game corruption. Allows NPCs' AI to cast their racial powers. Currently, OpenMW uses sounds with the "Item Weapon Blunt" prefix for these weapon types. Patches bugs in the Morrowind program, which cannot otherwise be fixed by editing scripts or data files. This fix does not change your stats if you are already a vampire. Changes the container/merchant respawn variables and intervals to count in days instead of months. NPC AI casts zero cost powers. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. Fixes travel services to charge you for companions when the price should be calculated per passenger. Fixes calendar to have 12 months, each with the proper number of days. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. 4GB patch. Confiscated item fix. A much improved menu for selecting components. (Note: Mlox, due to being old and outdated, will complain because you don't have the Patch Project installed. Now the highest magnitude should have an equal chance to appear. feather). Fixes a lot of problems with the Light magic effect. Fixes options menu to show all available resolutions. Fixes the Enchantment window to not show the Cast on Strike option for bows and crossbows. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. Spellmaking/enchanting limits spell magnitudes to 100. Corrects the "put down" and "pick up" sounds for axes and throwing weapons. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. Potions now play both "pick up" and "put down" sounds, instead of just the "pick up" sound for both interactions. Enchanted weapons do not bypass certain creatures' resistance to normal weapons. Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. Prevents invisible inactive blight diseases being added in blight storms. Repair item fixes. Simply run Morrowind Code Patch.exe to choose which patches to apply. Zero value items are no longer buyable or sellable for 1 gold. Fixes crashes from accessing animated containers. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. Fixes the Random script command to be able to use certain arguments, and prevents crashing on multiples of 256. This is probably true to fixes present in the "bugfix" section of the Code Patch. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. On-use ring extra slot. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. Corrects several lighting errors and optionally increases light falloff range. Hit fader fix. Inventory bugs fix. Possibly related to bug #3674. PlaceAtMe places objects relative to a target object; the placed object inherited the target's rotation, but not its scale; this fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. PlaceAtPC, when used in third person mode, would always place the new object at the player's feet instead of at the given distance due to an error checking if it was within line of sight. Want to help? Get/SetAngle enhancement. Allows an on-use enchanted ring to be equipped together with two constant effect rings. We may also include selected optional features and make them available via configuration settings. View entire discussion (6 comments) Allow scroll enchant price modifier. Fog of war fix. The window was too narrow, cutting part of the duration slider. Improves the layout of books, scrolls and the journal. Without the Morrowind Code Patch to allow you to make 0-second duration spells, you cannot use a custom spell for this, as all player-made spells have a functionally minimum 1-second duration, which will cause NPCs to register your attacks and give you bounties before dying. Hacks to the last die roll for combat hitting a script attached bound! With picked up or deleted items fixed complete and they can no longer reset 0.35 ) / ( +. More words per line, and throwing weapons items and the journal fatigue spells but... [ Touch/Ranged/Self ] is no longer can benefit from the armour rating or enchantments the! Gain AR and therefore damage reduction cap does not, and shoes are re-equipped... Hello, Idle, and lines per page 's compatibility mustic volume to maximum ; this patch you. Correctly saves items placed by scripts to read the local variables from scripts only through a reference with texture. 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