Issues with Magical Trinkets of Tamriel
Posted: 18 Sep 2018, 10:40
I've recently started a new game with Magical Trinkets of Tamriel but I've run into some issues. I've done some digging, but I'm not very familiar with Morrowind scripting and I'm not sure what to expect with regards to compatibility.
For reference, I'm using the Volume 4 beta available here and this patch.
What I've noticed so far is that Foci don't work. These are objects that enable and disable magic effects on the player through a dialogue window. In OpenMW the dialogue window doesn't open when equipping the object. By looking at the script it seems this is achieved by spawning a creature with PlaceAtPC and opening the dialogue with ForceGreeting. This works in vanilla, but it doesn't work in OpenMW, and I think this is because the creature's health is set to 0 in the definition. I've tried spawning the creature through the console, clicking on it and executing ForceGreeting that way. I'm not sure if that's supposed to work, but it also doesn't. What does work, is setting the creature's health in it's definition to a positive number. The creature is disabled as soon as the dialogue window closes so that works for me, but does indicate a difference in behavior between vanilla and OpenMW.
Another thing I noticed was that vanilla happily accepts additional arguments to RemoveSpell, while OpenMW complaints with an error. The mod consistently makes the error of calling AddSpell and RemoveSpell with a numerical argument in addition to the spell ID. OpenMW warns about AddSpell and continues, but RemoveSpell is flagged as an error. I assume errors terminate the script execution. Maybe OpenMW could also consider this a warning. It seems to me like additional arguments should never be a reason to stop script execution in-game.
One final thing. Since I've installed the mod in a separate directory for OpenMW I copied the esp file to the install directory in order to access it with the Construction Set. The OpenMW launcher correctly identifies the two identically named plugins and I can keep them apart by looking at the modified date. However, every time I start the launcher the original unmodified plugin is selected instead of the file I've been editing. I then select the more recently modified one instead, but this keeps on happening. I also believe the game is consistently using the first one since it seemed my fixes didn't apply until I renamed the edited plugin to something unique. Is this something I need to look out for? I can understand if plugins need to have a unique name, but a warning for unexpected behavior would be helpful in this case.
Despite the issues I'm having I think this project is nothing but amazing. Thanks for all the hard work!
For reference, I'm using the Volume 4 beta available here and this patch.
What I've noticed so far is that Foci don't work. These are objects that enable and disable magic effects on the player through a dialogue window. In OpenMW the dialogue window doesn't open when equipping the object. By looking at the script it seems this is achieved by spawning a creature with PlaceAtPC and opening the dialogue with ForceGreeting. This works in vanilla, but it doesn't work in OpenMW, and I think this is because the creature's health is set to 0 in the definition. I've tried spawning the creature through the console, clicking on it and executing ForceGreeting that way. I'm not sure if that's supposed to work, but it also doesn't. What does work, is setting the creature's health in it's definition to a positive number. The creature is disabled as soon as the dialogue window closes so that works for me, but does indicate a difference in behavior between vanilla and OpenMW.
Another thing I noticed was that vanilla happily accepts additional arguments to RemoveSpell, while OpenMW complaints with an error. The mod consistently makes the error of calling AddSpell and RemoveSpell with a numerical argument in addition to the spell ID. OpenMW warns about AddSpell and continues, but RemoveSpell is flagged as an error. I assume errors terminate the script execution. Maybe OpenMW could also consider this a warning. It seems to me like additional arguments should never be a reason to stop script execution in-game.
One final thing. Since I've installed the mod in a separate directory for OpenMW I copied the esp file to the install directory in order to access it with the Construction Set. The OpenMW launcher correctly identifies the two identically named plugins and I can keep them apart by looking at the modified date. However, every time I start the launcher the original unmodified plugin is selected instead of the file I've been editing. I then select the more recently modified one instead, but this keeps on happening. I also believe the game is consistently using the first one since it seemed my fixes didn't apply until I renamed the edited plugin to something unique. Is this something I need to look out for? I can understand if plugins need to have a unique name, but a warning for unexpected behavior would be helpful in this case.
Despite the issues I'm having I think this project is nothing but amazing. Thanks for all the hard work!