Tes3Mod:Morrowind Code Patch
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The Morrowind Code Patch (MCP) by Hrnchamd and Psyringe aims to fix bugs and problems in Morrowind which are not addressable with TESCS. This is done with a user-friendly front-end, which applies only the patches you select to the Morrowind executable, while saving a backup of the original program.
There is a discussion thread about this patch on the Bethesda Forums called "Repairing the Cogs of Morrowind".
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[edit] What it can do:
All features are optional. Each feature can be independently turned off within the installer.
[edit] Fixes
Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug).
Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects.
Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog.
Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill.
Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution.
Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount.
StreamMusic volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that.
Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days.
Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them.
Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed.
Vampire stats fix. 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). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire.
Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead.
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. This should no longer happen.
Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever acheive the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear.
Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described.
Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so.
Rare inventory bugs fix. Fixes issues/crashes with inventory updates when: Using potions/ingredients via quickslot; and companions using soul trap
NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time.
Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen.
Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them.
Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing.
Training prices. Training price now depends on base skill level instead of fortified/drained skill.
Waterwalk bug. No longer causes a check for fall damage if cast while swimming.
Projectile aiming. Correct aiming errors for 1st person and 3rd person.
Particle fixes. Corrects particles peeling away from weapons and projectiles.
Lighting fixes. Corrects several lighting errors and optionally increases light falloff range.
[edit] Added features
Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Includes 2x zoom function.
Rain/snow collision. Rain and snow now collide with statics.
Fortify maximum health. Changes fortify health to behave like fortify maximum health.
Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting.
Disable map smoothing. Option to disable UI smoothing filter.
Over the shoulder camera. Moves third person camera to the right shoulder.
Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and the size of the soul used.
Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message.
Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 1000.
Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise.
Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires.
Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength.
Spellmaker multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters.
Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do.
Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equivalent to the soul charge of the soul gem; larger souls are more cost efficient at this. This is not considered balanced, but a fun feature. The default enchanting capacity of these items may need to be modified.
[edit] Links
It can be found at: TESNexus Great House Fliggerty

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