So, I've been playing the new Anvil release when I noticed the wobbly hands. You probably know what I'm talking about, if you don't heres a hyperlink to some reddit post I found about the same issue (with video):
https://www.reddit.com/r/Morrowind/comm ... _hand_bug/
I was wondering if it would be worth it to try and make a seperate version of TR & PT that moves the whole map (including vanilla content) to the east, so that the origin of the world could be closer to the center of the continent, a la "Anthology Solstheim". Due to the fact that the issue is likely caused by a loss in floating point accuracy the farther one gets from the origin point of the world, moving the whole world east should help in the western providences.
The reason why I ask for this to be a seperate version (so there are two versions of each mod, a moved version, and one with the vanilla origin point) is for the sake of compatability with other mods that edit exterior cells.
I haven't done a ton of morrowind modding, so understandable if this is too much to ask since the wobbly hands don't really affect gameplay that I can tell, I'm just saying it would be nice. I also want to point out that the floating point issue will be even more extreme in Hammerfell, when that starts being more of a thing.
Loss of floating point accuracy
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Okay I've done a bit of testing in game and noticed that this wobble seems to apply to npcs too. It also breaks apart limbs. If you go to anvil and look very closely at Kellekaro, you'll notice his forearm come apart every now and then when he idles. This is much more noticable if you fly (tcl) very far west and look at the nerevarine in third person, due to the more exaggerated effect the farther from the origin you go.
Look at his forearms:

Look at his forearms:

Last edited by TheDistantSound on Thu Jan 23, 2025 2:54 am, edited 1 time in total.
Moving TR & PT would need to move also entirety of vanilla. Which means absolute hell of compatibility, and even if we would not touch vanilla somehow (which is impossible) simply moving our own landmasses would need a lot of work to "fix" stuff we made.
Floating point is known issue, of course, but if there was any easy way to fix it, we would probably have it implemented already. I also personally find it being seen way too dramatically, as the effect is noticeable mostly if you really try to see it and in normal playthroughs you usually focus on just.. playing.
And to bring some solace here, the issue has "zones" where it is more or less noticeable, and there won't be worse floating point jitter than it is on Stirk - Stirk, as well as west sides of Hammerfell, High Rock and Summerset, are in the farthest jitter zone PTRI will ever reach.
Floating point is known issue, of course, but if there was any easy way to fix it, we would probably have it implemented already. I also personally find it being seen way too dramatically, as the effect is noticeable mostly if you really try to see it and in normal playthroughs you usually focus on just.. playing.
And to bring some solace here, the issue has "zones" where it is more or less noticeable, and there won't be worse floating point jitter than it is on Stirk - Stirk, as well as west sides of Hammerfell, High Rock and Summerset, are in the farthest jitter zone PTRI will ever reach.
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Thanks for the reply. I didn't mean to make it sound like a huge deal or anything, I was just curious whether it would be worth trying to fix. I figured you guys already knew about it but I couldn't find a ton of stuff about it so I just figured I'd mention it. Also I didn't know about the zones thing, thats interesting.
Yeah, don't worry, I may be corrupted by the fact that people sometimes treat it as the main reason to not use MWSE, which for me sounds quite ridiculous
not implying that was the case here, of course
As for zones, one of our devs made this very helpful map explaining the zones and how much they change the jitter - speaking shortly, the jitter changes are most serious close to Vvardenfell, with each further zone getting less severe change and bigger area that shares more-less similar jitter value:

As for zones, one of our devs made this very helpful map explaining the zones and how much they change the jitter - speaking shortly, the jitter changes are most serious close to Vvardenfell, with each further zone getting less severe change and bigger area that shares more-less similar jitter value:
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Ooo thank you for the map! Honestly at this point I'm starting to find the jitter to be kind of cool, idk why I really like this kinda technical stuff. Also no worries about the caution around openmw users lol I understand. I used to use it, but when when the daedric crescent animation from weapon sheathing stopped working in openmw around 0.47 I switched to mwse and haven't looked back since.