
Version 2.0:

- Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key.

- Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned.

- Blight storm disease disable. Prevents invisible inactive blight diseases being added in blight storms.

- Alchemy name bug. Now also stops custom potion names from being reset every time a potion is made.

- Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality).

- Russian Argonian swim animation. Argonian specific swim animation wasn't playing due to the translated race name.

- Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling.

- Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. 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.

- Game formula corrections. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs.

- Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR.

- Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. Simplifies state detection with weapon mods.

- Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usuable, with difficulty based on weight.

- Slowfall on companions fix. Stops companions with slowfall dying on cell transition.

- Drain intelligence exploit. Prevents intelligence drained to zero from fully restoring magicka when the drain expires.

- Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings.

- UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI.

- Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu.

- Detect water level fix. GetWaterLevel returns around -1e9 for cells with no water, preventing mods for incorrectly thinking you are underwater.

- Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description).

- Scripted music uninterruptible. Prevents combat music from interrupting music played by mods.

- Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini.

- Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position.

- Polish character corrections. Corrects dialogue font  and c (they normally display as O and ) when used with Better Dialogue Font Polish version.

- Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures.

- Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats.

- Increase light falloff removed. Caused problems with lighting mods and areas with a high density of light sources, where extra lights like the player's torch would not function due to Direct3D lighting limitations. Lighting seams can be better solved with mesh partitioning.

- Enchanting increases item value. Value increases rebalanced again to avoid excessive prices with weaker enchantments in combination with weak souls.

- Show transparent clothes in inventory. Code rewritten to avoid issue that rarely caused a red screen tint and broken font rendering.


Version 1.9:

- Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu.

- Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480).

- Potion name bugfix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present.

- Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset.

- Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls.

- Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory.

- Allow multiple fortify potions. 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.

- On-use ring smart equip. Allows rings with an on-use enchant to be equipped along with two constant effect rings.

- Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Enchanted on-use items now have a 4 second cooldown.

- Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects.

- Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue.


Version 1.8:

- PlaceAtPC fix. In third person, should make objects land at the correct distance instead of at the player's feet.

- Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item.

- Level-up stats bug fix. 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.

- Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera.

- Spellmaker area effect cost. Fixed tiny error in cost for zero radius spells that affected enchanting.

- Spellmaker/enchant multiple effects. Enchant maker now supports multiple effects, as with the spell maker.

- Bound weapon expiry. When a bound item spell expires it no longer forces you into combat stance. 

- Stable enchantment list. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order.

- Larger service windows. Makes repair, recharge, and birthsign menus larger.

- Enchanting increases item value. Value increases rebalanced.

- Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude.

- NPC AI casts zero cost powers. Allows NPCs to cast powers.

- Improved animation support. Allows better animation modding (see readme).

- Arrow enchanting. Now enchants a number of items equal to one-quarter the soul charge of the soul gem.

- Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent.

- Splash/main menu texture quality. Previous version didn't work with all texture formats for the main menu. Should work better.

- Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins).

- Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away.

- Delayed spell crash fix. Fixes issue with acquiring vampire buffs with Vampire Realism mod. Caused by a false detection when adding spells and teleporting to crypt in the same frame.


Version 1.7:

- Toggle sneak. Sneak key toggles sneak mode on or off.

- Inventory bugs. Now also fixes an issue with items sticking in inventory when they were supposed to removed by a quest or script.

- Inventory bugs. Fixed a previously introduced bug where soul gems didn't update properly when soul trapping using only touch spells.

- Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame.

- Loud armor / shield fix. Fixes occasional ridiculously loud armor hit sounds.

- Unrestrict menu size. Allows stats menu and magic menu to be resized without limit.

- Enable reflection effects on skinned models. Allows skinned objects to have shiny reflection maps.

- Createmaps fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete.

- Polish keyboard support. Allows typing of Polish characters in-game.

- Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality.

- Spellmaking max. magnitude increase. New magnitude limit changed from 1000 to 500.

- Transparent clothes in inventory. Should no longer cause the mouse cursor to sometimes have a thin black outline.

- Enchant glow in fog. Slightly optimized, should no longer be linked to transparent clothes fix.



Version 1.6:

- Fortify maximum health. Fixed a conflict with chargen where birthsign attribute bonuses were not applied correctly.

- Item weight display. Allows weight to be displayed to two decimals of precision.

- Mages guild guide prices. Fixed to charge amount displayed instead of base price.



Version 1.5:

- Rain/snow collision. Rain and snow now collide with statics.

- Fortify maximum health. Changes fortify health to behave like fortify maximum health.

- Training prices. Training price now depends on base skill level instead of fortified/drained skill.

- Disable map smoothing. Option to disable UI smoothing filter.

- Over the shoulder camera. Moves third person camera to the right shoulder.

- Waterwalk bug. No longer causes fall damage if cast while swimming after a long fall into water.

- Projectile aiming. Corrects 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.

- Bump/reflect local lighting. Adjusts bump/reflection maps to use local light levels.

- ToggleWater/TWA. Didn't work previously. Now patched to work, however the game still resets water every time you change cell.

- Rare inventory bugs. Now also fixes using ingredients via quickslot.

- Double width menu buttons. No longer resets to normal width after using options/load menu.



Version 1.4:
- MCP Version appears on the title screen.

- Calendar fix changes in 1.3 were reverted due to even more compatibility issues.

- Rare inventory bugs. Fixes issues with inventory updates when:
Using potions via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game.
Soul trap; when another NPC used soultrap and captured a soul, your inventory display would be overwritten by the NPCs.

- Spellmaking changes
Allows you to use a spell effect more than once when making spells.
Area effect spells cost modifier is now cost * (1 + area^2/400).

- NPC item use AI
Potion drinking is limited to once every 5-6 seconds game time.
NPCs now drink magicka potions if their magicka goes below 50%.

- Dispel no longer (invisibly) stacks with itself if you keep casting it.

- Creatures can cause armour damage where they didn't before.

- Blind effect no longer gives the PC an attack bonus instead of a penalty.

- Variable spell magnitude fix now applies to the rest of the restore spells.

- Hand to hand damage now varies with strength. It is equivalent to original Morrowind damage at 40 str and increases up to 2.5x at 100 str.

- Mercantile fix. Disposition effect is back to normal, instead the deviation from base price from all skills and effects is reduced by 50%.

- Arrow enchanting. Allows ammunition and throwing weapons to be enchanted.

- Gloss map fix. Allows gloss maps to work. Stops Morrowind from removing the gloss map entry when loading NIFs.

- Menu button width. Allows double width main menu buttons.


Version 1.3:
- Restore attributes fix. Now also fixes the attribute change when a drain attribute spell expires.

- Mercantile bug. The effect of disposition on price is reduced to 10% of its original effect. This should make the fix usable without breaking the economy. With this patch, mercantile skill is the dominant factor in determining prices.

- Disposition bug. 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.

- Calendar fix. It seems backwards compatibility is better served by using months numbered 1-12, as the original game uses 1-11. Months are still named properly and have the correct number of days.

- Variable spell magnitude fix. Spells with a variable magnitude (e.g. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (e.g. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear.

- Map expansion. With the map expansion, it is now possible to zoom in (2x) the world map to get a better view using PgUp/PgDn. It uses magnification of the map texture, so texture quality is affected.


Version 1.2:
- Restore attributes fix. Did odd things while sleeping, and didn't take the different behaviour or racial/birthsign fortify attributes into account. Seems more stable now.


Version 1.1:
- Savegame corruption fix. Added code to deal with targeted global scripts, target references.

- Reflect fix: The previous version of this fix broke reflection of spells with multiple effects. Now fixed.


Version 1.0:
- Savegame corruption fix. Fixes the save loader, to avoid many sources of game corruption.

- Map expansion. Increases the area shown on the map to cover all of Tamriel Rebuilt.

- Damage fatigue fix. Damaging an NPC's fatigue to 0 now causes them to collapse.


Release 6:
- ESP load order fix. The mod loader can now identify inserted and deleted mods properly, by matching their filenames. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It is still recommended to use Wrye Mash to update or delete mods.

- NPC health bar change. Your pet Ogrim should no longer peg its health bar to the screen. Only restore health spells cast by you will displayed, previously any regeneration ability may have trigged it.

- Transparent clothes in the inventory. More changes, the background is transparent again and drawing errors should be reduced.

- Vampire stats fix. The previous fix unintentionally changed birth sign stat boost abilities. Only new characters were affected. Now working properly.


Release 5:
- Reflect 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.

- NPC health bar change. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. Doesn't work with reflected spell effects yet.

- StreamMusic bug. The StreamMusic script command always sets music volume to maximum, this no longer happens.

- Merchant equip fix. You should no longer encounter naked merchants. The previous change was too aggressive, a different one is in place. Currently merchants will not equip items when you barter with them, but if they gain items through a script, they will equip whatever they choose out of their inventory.

- Calm spells fix. Calm humanoid and calm creature used to force the target out of combat, whatever the magnitude of the spell. Now NPCs and creatures leave combat only if they are sufficiently calmed. Bug caused by the spell calling StopCombat every frame.

- 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.

- Transparent clothes in the inventory. Small change to avoid drawing issues with the main view when changing clothes.


Release 4:
- Restore attributes bug. Restore attributes spells did not recognise Fortify effects when restoring. For example, a base agility of 50, fortified by +30 to 80. If your agility was damaged below 80, a Restore spell would only restore up to 50 and stop working. Restore attributes spells now restore up to your fully fortified amount. Thanks to Tp21.

- Merchant equip 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. Note this does not affect what they are currently wearing.

- Enchanted 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. The price change is not fully balanced, and may change in future.

- Knocked out NPCs. You may now steal from knocked out NPCs. This feature was in a previous version of Morrowind. Requires some testing.

- Transparent clothes in the inventory. Small adjustment to reduce clipping of clothes worn on the arms and legs.


Release 3:
- Patch issue. Fixed CTD on loading Morrowind. Thanks to philologos.


Release 2:
- Unarmored bug. Unarmored skill now gives proper damage reduction when you are fully unarmored.

- Transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. The game used the alpha (transparency) channel to record which pixel belonged to which item, so it was possible to pick items straight off the picture. Fixed by separating the rendering into two passes, one for the picture with full transparency, one for the alpha channel the game expects. Very much hassle to get that working properly.

- Spellmaking limits. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (i.e. feather). Spell magnitude limit has been increased to 1000 (from 100), and duration limit reduced to 180 (was 1440 before).


Release 1:
- Calendar fix. Year now starts at Morning Star, and all months have correct number of days. Caused by month numbering not matching between string table and month length table. Month numbering remains at 0 to 11 for backwards compatibility. 

- Enchanted item visual issue: Enchanted items no longer turn white underwater, in dust storms or fog. Caused by the game not turning off fog during multipass rendering, making the fog add on top of the regular reflect map.

- Mercantile bug: Merchants should no longer pay less for an item with increasing mercantile skill. The issue was, prices merchants pay were capped by the price the merchant sells the same item at. The sell price was dipping too low, causing the buy price to go down too. Uncapping it obviously breaks the economy by creating an infinite gold loop, as if the economy wasn't broken already. Rebalancing is required in future patches.
