Bugs: Difference between revisions

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* <font color="red">''Can not fix''</font>: This bug can not be fixed without breaking gameplay or rebalancing the game. Eventually we may want to introduce a fix for this issue, but it has to be controlled by an option that is disabled by default so as to not break the vanilla game files.
* <font color="red">''Can not fix''</font>: This bug can not be fixed without breaking gameplay or rebalancing the game. Eventually we may want to introduce a fix for this issue, but it has to be controlled by an option that is disabled by default so as to not break the vanilla game files.
* <font color="green">''Fixed''</font>: This bug or exploit was fixed. Eventually we may also want an option to disable the fix, for purists who like to play the game with its original bugs / exploits.
* <font color="green">''Fixed''</font>: This bug or exploit was fixed. Eventually we may also want an option to disable the fix, for purists who like to play the game with its original bugs / exploits.
* <font color="blue">''Does not apply''</font>: Due to design decisions or other differences this bug never affected OpenMW in the first place.  
<!-- * <font color="blue">''Does not apply''</font>: Due to design decisions or other differences this bug never affected OpenMW in the first place. -->


Impact:
Impact:

Revision as of 16:57, 12 March 2015

Bugs that exist in the vanilla Morrowind engine and their status with regards to the OpenMW engine.

Note this page tracks engine bugs only. Bugs in the game data files or assets should be tracked elsewhere.

Legend

Status:

  • Can not fix: This bug can not be fixed without breaking gameplay or rebalancing the game. Eventually we may want to introduce a fix for this issue, but it has to be controlled by an option that is disabled by default so as to not break the vanilla game files.
  • Fixed: This bug or exploit was fixed. Eventually we may also want an option to disable the fix, for purists who like to play the game with its original bugs / exploits.

Impact:

  • Low: No impact on the actual vanilla game experience, but may be a potential pitfall for content developers.
  • Medium: Has a noticable gameplay impact.
  • High: Actually breaks vanilla gameplay in a way the developers did not intend to.
Description Status Impact Explanation
Ignored speed attribute for water creatures Can not fix Low The Speed attribute for most water creatures is ignored. This is because the movement animation system plays animations without speed scaling if a fallback animation was used (such as falling back to "WalkForward" when "SwimRunForward" was requested). This can not be fixed without patching game data as it would require rebalancing the speed values for water creatures in the game. Code location
Inconsistent animation text key usage Can not fix Low When there are multiple "Stop" animation text keys with the same name (which should not happen, but has apparently happened by accident in some vanilla assets), the behaviour depends on the context. When playing back the animation, the first occuring stop key is used for playback. When calculating the velocity of an animation as used for the movement animation controller, the last occuring stop key is used. As result the animation is played with an inaccurate speed multiplier. Can not be fixed without patching the broken assets. Code location
AiTravel distance limit Can not fix Low The travel AI will not travel to distances further away than 7168 units. This may have been added to prevent NPCs from travelling to non-loaded exterior cells, but curiously the limit also applies to interior cells. Fixing this would cause controversial behaviour in a vanilla quest. Code location
Race height does not affect physics Can not fix Medium The various races have a "Height" property that scales their model, i.e. Nords are taller than Bosmer. This scale is only applied to the rendering system and not to the physics controller. Fixing this would make certain dungeons unpassable for certain characters. A possible explanation would be that the MW developers designed the environments before work on races was completed, and did not want to re-test all the environments for physics issues with different character heights.
Framerate dependent frequency of idle voices Fixed Medium The trigger for Idle voices suffers from a design flaw that causes NPCs to chatter more when the game is running at a higher frame rate. See the research page for more details. The framerate dependency was fixed and the frequency of voices was calibrated on vanilla behaviour at 60 FPS. Additionally, changes to the fVoiceIdleOdds GMST did not have the intended effect due to quantization issues, which were also fixed.
Diagonal movement is faster Fixed Medium Moving diagonally, e.g. by holding Left and Forward, would move faster by a factor of sqrt(2) than just holding Forward.
Obvious mechanic bugs Fixed Medium Being fatigued made it easier to repair items. The Blindness effect increased the chance of hitting your target instead of decreasing it. This list is incomplete, there were more fixes, which can be found on the Research page.
Various unused GMSTs Fixed Low Various GMSTs are unused by the vanilla engine, even though the value they are set to by default matches the value used in the game mechanic. Affects fBlockStillBonus, fDamageStrengthBase, and fDamageStrengthMult.
Calendar error Fixed Medium The month of "Morning Star" depicted in the lore was not present in Morrowind, most likely omitted by accident. This was also fixed by MCP.
Training exploit Fixed Medium The training mechanic uses the Modified skill to calculate the price, but actually operates on the Base skill. Could be exploited by using a Drain spell to get cheaper training.
Friendly hits reset Can not fix Medium The counter for friendly hits on a follower will reset when saving and loading the game. This can be exploited to kill followers without them being able to fight back. Since there does not seem to be another mechanic in place for resetting the friendly hit counter (which admittedly should happen every once in a while) we chose to not fix this for now.