Comprehensive Bugfix Mods Catalog/FAQ

Post » Fri Dec 24, 2010 6:15 pm

http://yacoby.silgrad.com/MW/Mods/VampireDoorsBugfix.htm! I don't think this is part of the UMP.

Keep up the good work! :)
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sunny lovett
 
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Post » Fri Dec 24, 2010 1:10 pm

Thanks for the catch, Symon69.

I did check it out beforehand, but I haven't been able to get this clear. I read another argument a while back that the sword is only supposed to harm the user if he betrays the king. Plus, there are two identical versions of the sword, which seems like it could indicate that the devs had intended to make one of the pre-treason and one of them post-treason, but never did finish that little bit. After reading up on it, my own vague conclusion was that it likely should not have been automatically made to apply fire damage to the wielder, so I put it on here as a bugfix. Can anyone verify if the sword is genuinely supposed (by virtue of the storyline and so forth) to apply its fire damage to the wielder rather than the opponent?

Can I suggest you move it into the 'Optional/Discretionary Bugfix Mods' category then? With an explanatory note that there is a school of thought that the 'damage to the player' is NOT a bug that requires a fix but yet ANOTHER deliberate attempt by Helseth to kill the PC?
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Enny Labinjo
 
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Post » Sat Dec 25, 2010 3:12 am

http://yacoby.silgrad.com/MW/Mods/VampireDoorsBugfix.htm! I don't think this is part of the UMP.

Keep up the good work! :)


Thanks Povuholo. I'd forgotten about that one. I'll add it in.

Can I suggest you move it into the 'Optional/Discretionary Bugfix Mods' category then? With an explanatory note that there is a school of thought that the 'damage to the player' is NOT a bug that requires a fix but yet ANOTHER deliberate attempt by Helseth to kill the PC?


That makes more sense. I'll move it in the next revision.
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Marta Wolko
 
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Post » Sat Dec 25, 2010 12:25 am

In finding links for posting in your http://www.gamesas.com/bgsforums/index.php?showtopic=799421, I made my way to Blockhead's http://users.bestweb.net/%7Epogo/stuff.html. I noticed on there a couple of plugins:

word_use_fix.zipI think these will have already been fixed by the UMP. For completeness I thought I'd mention it.

Sotha Sound (pcc_sotha_sound.zip).Not sure if this is a fix or a tweak.

Also, FYI, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6182 has gone to v1.0b, adding:

[Edit: edited the quotes]


Oops! I missed your post when I responded to the latest posts on this thread earlier. Thanks for the info -- those'll go on the list in the next update. And I'm definitely being completist here, so obsolete entries are definitely appropriate.
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john page
 
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Post » Sat Dec 25, 2010 3:13 am

Guide updated to v0.97, incorporating suggested changes, adding several new entries, and making some extensive edits.

Thanks for the input, guys.
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Miss Hayley
 
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Post » Fri Dec 24, 2010 4:18 pm

I found in ElricMhttp://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=145
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Mélida Brunet
 
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Post » Fri Dec 24, 2010 2:03 pm

I found in ElricM
Mug Fix by Reznod


Thanks for catching that, Rocker. I have it here in my Optional Bugfixes mods directory here on my hard drive, but I somehow neglected to put that one in. Cheers!
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Jack Moves
 
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Post » Fri Dec 24, 2010 5:55 pm

GREAT work!
I knew that the game had afew bugs still but the list is huge
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Nitol Ahmed
 
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Post » Fri Dec 24, 2010 4:56 pm

Thanks for catching that, Rocker. I have it here in my Optional Bugfixes mods directory here on my hard drive, but I somehow neglected to put that one in. Cheers!


Yeah they say that fix is in NPC Enhanced, but I can very get it to work. Destroys my method of bribing people up then punching them out and taking my money back (haha)!

Edit- I was reading on that posted thread for mug fix and it says that MWE offers the helper thing or whatever to run the mug ability. Does MWSE allow the mug ability also or was that lost with the MWSE Patch?
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matt oneil
 
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Post » Sat Dec 25, 2010 1:10 am

Looks quite useful.
Don't know, whether this has been suggested before (no time to spell out every reply on this forum), but an extract of this may deserve a place in the pinned FAQ topic at top of page.

Cheers,
J.M.
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Ludivine Dupuy
 
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Post » Fri Dec 24, 2010 2:59 pm

Great list! It should be noted though that the BM Armor Fix v1.0 also tweaks the game a little, it's not a "pure" bugfix mod. :)
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Flash
 
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Post » Fri Dec 24, 2010 5:10 pm

Thanks, Cabron!

Yeah they say that fix is in NPC Enhanced, but I can very get it to work. Destroys my method of bribing people up then punching them out and taking my money back (haha)!

Edit- I was reading on that posted thread for mug fix and it says that MWE offers the helper thing or whatever to run the mug ability. Does MWSE allow the mug ability also or was that lost with the MWSE Patch?


I'm not sure about that. I'll have to look into it.


Looks quite useful.
Don't know, whether this has been suggested before (no time to spell out every reply on this forum), but an extract of this may deserve a place in the pinned FAQ topic at top of page.

Cheers,
J.M.


Thanks, J.M.

Re pinning the topic, being new to the modding community and all, I'll leave that decision to others and keep my nose to the grindstone.

Great list! It should be noted though that the BM Armor Fix v1.0 also tweaks the game a little, it's not a "pure" bugfix mod. :)


Thanks, Ferital. But what do you mean? I don't understand how Misty Moon's BM Armor Fix tweaks the game. Can you explain further?
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Claire Mclaughlin
 
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Post » Fri Dec 24, 2010 8:48 pm

Thanks, Ferital. But what do you mean? I don't understand how Misty Moon's BM Armor Fix tweaks the game. Can you explain further?


Oh sorry I checked the Bloodmoon fix readme, not the BM Armor fix one. :wave:
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Dan Wright
 
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Post » Fri Dec 24, 2010 11:09 pm

Reading (again :) ) about shiva7663's BugFix02 reminded me of another mod: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1147:
Changes the spell sounds for spells with incorrect sounds. This mod changes the sounds to match the school of magicka. Mainly for use with Horatio's Spellcasting Mod.


[Edit:]
Thought I'd have a look through my HDD for anymore...

BloodmoonQuickFixes-LD compiled by LDones. Updated June 28, 2003. No sign of it on the http://www.hiredgoons.net/MWFiles/, but a direct download link is: http://www.hiredgoons.net/MWFiles/BloodmoonQuickFixes-LD.zip
The fact it's not on the webpage makes me think it's been superseded. Quite a number of bug fixes described in the readme. Includes BMFemArmorFix.esp.

http://www.tesnexus.com/downloads/file.php?id=6151. All this does is flag the East Empire Npcs as Essential so if the player kills em they will get a warning message.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2118. This simple "mod" shifts the omnipressant subject of "Almalexia" to Temple faction members.

http://planetelderscrolls.gamespy.com/View.php?view=GlobalSearch. This is a realism mod that makes fire hurt you when you stand on it or walk through it.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=288. This mod impliments a previously unused feature that increases disarm difficulty based on the strength of the spell used in the trap.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=98. This mini mod fixes the weight for many misc. items such as forks, spoons, knives, plates, and cups.

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=152. This plugin replaces the none textured groin of the Ebony Greaves by a textured version. Superseded by Ebony Armor Fixes by Sapphron.

A fix for an offical mod:
http://www.rihla.info/tes/01_mods/mi_journalfix/mi_journalfix.html. This little fix does nothing but adding the Masterindex-quests given by Folms Mirel in the Mages guild Caldera to the open and finished questlists in the upgraded journal which came with Tribunal.

Nathan Strong's Journal Fix (I cannot find a download link). 09/01/02004. With the release of Tribunal and Bloodmoon, Bethesda Softworks has added a new feature to Morrowind that allows you to keep track of your active quests. However, there are a some quests that seem to be impossible to finish (or at least remove from the journal list). This plug-in is aimed at fixing as many of these as possible.

Some of these may be more tweaks than fixes...
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Jessica Stokes
 
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Post » Fri Dec 24, 2010 1:22 pm

...
Thought I'd have a look through my HDD for anymore...
......
Some of these may be more tweaks than fixes...


Thanks, Dragon32! I appreciate the research and context you added with those. I'll get those onto the list in the next day or so.

Cheers!


EDIT: Okay! I've checked these, and here's what I came up with:

Sisco's Fire Hurt is fairly definitely a realism tweak rather than a fix, so I'll leave it off this list. Likewise, Dan's Weight Fix is a game balance/realism tweak that probably belongs on another list (I'll work on that one soon).

TommyKhajiit's Ebony Greaves is superseded by Sapphron's Ebony Armor Fixes v1.1, so I've added it to the superseded list.

LDones's BloodmoonQuickFixes-LD is mostly, if not completely, obsolete. See my next post for more on that.

I couldn't find Nathan Strong's Journal Fix either, but his much-more-recent (2006) Questfix compilation contains many journal corrections and is completely incorporated into the UMP. I'll hold off on adding it to the superseded/obsolete list until I can be sure.

Qwert's East Empire Essential NPCs, SeekerVI's Almalexia Undialog, Hyzmarca's Trap Difficulty Mod and DeusXMachina's Master Index Journalfix have all been added to the list.

Thanks again for pointing those out and giving additional info!
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IM NOT EASY
 
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Post » Fri Dec 24, 2010 10:13 pm

Hmm... interesting. LDones's old Bloodmoon Quick Fixes, while mostly obsolete, raises a few questions I'll need help from more knowledgeable people to answer:
  • It notes that the sinking gondola bug was fixed by Bloodmoon. If this is true, then Scruggs's sinking gondola fix is obsolete. Can anyone verify, by looking at the unmodded script, whether the sinking gondola problem has been fixed by Bethesda?

    ANSWERED: Yes, Bethesda fixed it, and Scruggs's fix is obsolete. Thanks for checking that out, Dragon32!


  • Can anyone verify whether the scrambled dialogue problem introduced by Bloodmoon (described below) was fixed? The Dandras Vules part appears to be fixed in v1.6.1820, and Nerile Andaren's dialogue gets substantial revision in the UMP, but it is unclear whether it affects this bug. The Bethesda patch release notes have no obvious references to this problem.

    ANSWERED: Yes, the UMP fixed it. Thanks for verifying this, The Other Felix!


  • I am not certain what to make of this part -- can anyone give me some help in determining whether the following described fixes are obsolete or still valid?

    CLARIFICATION - On the previous bug and the next one(s) - Bloomoon's executable version does 'something' to the scripts from Tribunal that make function calls for 'PlayGroup, "Death1"'(such as the cavein_script, and the script for the bridge in the Dome of Udok. They don't work unless the scripts are 'refreshed' by a newer .esp, but I've no idea why...

    [ . . . ]

    - Continuing the trend of Tribunal-based 'PlayGroup, Death1' scripts not functioning properly until being re-saved, we've added the script 'rockslide' to the fixes .esp - Prior to doing this the rock slide activator in the cell "Old Mournhold: Abandoned Crypt" would not function properly, enabling the PC to enter a (near) end-game area far too early. This has been corrected.


    For the record, there is one bugs listed between these two entries that is fixed by Bethesda in v1.6.1820 and that seems related to them, and so Bethesda's fixing of this problem may also fix the ones above:

    - Fixed a bug in an installer-altered script-error (not changed by Bloodmoon.esm, but the Bloodmoon installation itself) in the Tribunal script 'cavein_script'. The script was partially improved, keeping the countdown timers for placed dwemer satchel charges on-screen for an entire second each (in Tribunal they disappeared too quickly), but the newer version prevented the 'death' animation for the boulders (the explosion) from playing - so progress was halted. This has been corrected by incorporating the improved parts of the new script with the working parts of the old. (This error is strange, but the fix works, trust me)

    *** FIXED IN V1.6.1820

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Jessie
 
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Post » Fri Dec 24, 2010 10:00 pm

New one from me (well, I made it a while ago, but only just uploaded it): http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6263 (did I spell it right? :P) I made it before I found either of the other two that you've got listed:

Unlike Raptormeat's "No More Excuse Me Nerevarine", you will never see Bethesda's default unless the NPC has no other possible greeting; unlike Glassboy's "Nerevarine Greeting Tweaks", you can still talk to slaves, and no dialogue entries have been deleted, nor are dirty dialogue entries present (cloning & altering the original entry) - both of these are bad. Additionally, an error where Buoyant Armigers didn't give you a disposition increase was corrected.

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celebrity
 
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Post » Sat Dec 25, 2010 2:49 am

New one from me (well, I made it a while ago, but only just uploaded it): http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6263 (did I spell it right? :P) I made it before I found either of the other two that you've got listed:

Unlike Raptormeat's "No More Excuse Me Nerevarine", you will never see Bethesda's default unless the NPC has no other possible greeting; unlike Glassboy's "Nerevarine Greeting Tweaks", you can still talk to slaves, and no dialogue entries have been deleted, nor are dirty dialogue entries present (cloning & altering the original entry) - both of these are bad. Additionally, an error where Buoyant Armigers didn't give you a disposition increase was corrected.


Right on! Thanks for the release and the heads-up!

So Glassboy's mod causes other problems?
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Stacey Mason
 
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Post » Sat Dec 25, 2010 1:46 am

Hello Gluby. I am new to this mod stuff. I just got done going through your list and added what I wanted to and such. I got 2 errors, one as I loaded the game and one for my save game. The first one is as follows:

One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "warnings.txt" file for more information.

The second is when I loaded my save game:

Local count for script 'Pub_Balmora_Eight' differs from local count for saved reference data.

I started the game anyways and it seems that it will run fine. Is there anything I should look for or worry about or is this common?
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Nick Pryce
 
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Post » Fri Dec 24, 2010 4:12 pm

Hello Gluby. I am new to this mod stuff. I just got done going through your list and added what I wanted to and such. I got 2 errors, one as I loaded the game and one for my save game. [ . . . . . ]


This question was addressed in its own thread, so I'll leave it at that. Hope this list is very helpful for you, Heman!

Cheers.
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Anna Watts
 
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Post » Fri Dec 24, 2010 8:32 pm


It notes that the sinking gondola bug was fixed by Bloodmoon. If this is true, then Scruggs's sinking gondola fix is obsolete. Can anyone verify, by looking at the unmodded script, whether the sinking gondola problem has been fixed by Bethesda?
Well, I'm no scripter, but this is weird:
Morrowind
begin Floatfloat	  timerfloat	swingTimefloat	swingSpeedfloat	startAngleset startAngle to GetStartingAngle, xif ( MenuMode == 0 )	set swingTime to 1;set swingSpeed to 30	set timer to ( timer + GetSecondsPassed );rotate up	if ( timer < swingTime )		Rotate x,2;rotate down	elseif ( timer < (swingTime * 3) )			Rotate x, -2;up again	elseif (timer < (swingTime * 4 ) )		Rotate x, 2;reset timer to zero	else		set timer to 0		SetAngle, x, GetStartingAngle, x	endifendif

Tribunal
begin Floatfloat	  timerfloat	swingTimefloat	swingSpeedfloat	startAngleset startAngle to GetStartingAngle, xif ( MenuMode == 0 )	set swingTime to 1;set swingSpeed to 30	set timer to ( timer + GetSecondsPassed );rotate up	if ( timer < swingTime )		Rotate x,2;rotate down	elseif ( timer < (swingTime * 3) )			Rotate x, -2;up again	elseif (timer < (swingTime * 4 ) )		Rotate x, 2;reset timer to zero	else		set timer to 0	;SetAngle, x, GetStartingAngle, x	endifendifend Float

Bloodmoon
begin Floatfloat	  timerfloat	swingTimefloat	swingSpeedfloat	startAngle;set startAngle to GetStartingAngle, xif ( MenuMode == 0 )	set swingTime to 1;set swingSpeed to 30	set timer to ( timer + GetSecondsPassed );rotate up	if ( timer < swingTime )		Rotate x,2;rotate down	elseif ( timer < (swingTime * 3) )			Rotate x, -2;up again	elseif (timer < (swingTime * 4 ) )		Rotate x, 2;reset timer to zero	else		set timer to 0		SetAtStart	endifendifend Float

Gondola fix
begin Floatfloat	  timerfloat	swingTimefloat	swingSpeedfloat	startAngleset startAngle to GetStartingAngle, xif ( MenuMode == 0 )	set swingTime to 1;set swingSpeed to 30	set timer to ( timer + GetSecondsPassed );rotate up	if ( timer < swingTime )		Rotate x,2;rotate down	elseif ( timer < (swingTime * 3) )			Rotate x, -2;up again	elseif (timer < (swingTime * 4 ) )		Rotate x, 2;reset timer to zero	else		set timer to 0	;SetAngle, x, GetStartingAngle, x	endifendifend Float
So the differences seem to be in whether the "set startAngle to GetStartingAngle, x" line is used, and in the ELSE statement. But none of them agree :unsure:

The version of the Float script in BloodmoonQuickFixes-LD.esp matches that in Bloodmoon.
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Zach Hunter
 
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Post » Fri Dec 24, 2010 7:30 pm

Well, I'm no scripter, but this is weird:



So the differences seem to be in whether the "set startAngle to GetStartingAngle, x" line is used, and in the ELSE statement. But none of them agree :unsure:

The version of the Float script in BloodmoonQuickFixes-LD.esp matches that in Bloodmoon.


Yep, it does -- the author (LDones) wrote that the Bloodmoon expansion fixed the sinking gondola problem, and that he doesn't change it but (I think) simply eliminates an unnecessary variable call or something like that:

- The float script is fixed by Bloodmoon (broken in Tribunal) - gondolas, etc. should no longer gradually tip and/or sink. A new call that they used to fix the script makes another set variable call obsolete, so to speed up the operation of these scripts it can be removed. I've added this change to the BloodmoonQuickFixes-LD file. (Thanks to JOG)


So, if LDones is right here, Scruggs's Sinking Gondola Fix is obsolete.

EDIT: Those script changes really are weird. Looking at it closer, it appears that the devs decided to change the script from using "set startAngle to GetStartingAngle, x" to using the "SetAtStart" function in their Bloodmoon version of the script. Scruggs's Gondola Fix actually does the same thing -- the problem was that you were looking at the wrong script :) -- Scruggs for some reason included the unmodified Tribunal script in the mod. He actually changes the gondola to using the Float_Gondola script instead of the Float script:

begin Gondola_Floatfloat	  timerfloat	swingTimefloat	swingSpeedfloat	startAngleset startAngle to GetStartingAngle, x[b]if ( cellchanged == 1 )	setatstartendif[/b]if ( MenuMode == 0 )	set swingTime to 1;set swingSpeed to 30	set timer to ( timer + GetSecondsPassed );rotate up	if ( timer < swingTime )		Rotate x,2;rotate down	elseif ( timer < (swingTime * 3) )			Rotate x, -2;up again	elseif (timer < (swingTime * 4 ) )		Rotate x, 2;reset timer to zero	else		set timer to 0	;SetAngle, x, GetStartingAngle, x	endifendifend Gondola_Float


So, it appears that the only difference between Bethesda's fix and Scruggs's is that Scruggs resets the gondola's position only when the player has left and re-entered the cell, while Bethesda's script does it every swing cycle. Based on that, I'm satisfied in saying that Scruggs's Sinking Gondola fix is needed no longer, and will go ahead and annotate the list as such. Thanks for doing that research!
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Olga Xx
 
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Post » Fri Dec 24, 2010 6:50 pm

Right on! Thanks for the release and the heads-up!

So Glassboy's mod causes other problems?


Yes. First, it straight out deletes two dialogue entries (which I was told was bad - mine refilters them to "dialogue placeholder"), and second, it puts the new "Nerevarine, it is good to see you" greetings above the slave greetings (so that they'll never get "go free") - IIRC the UMP fixed this, but I'm refiltering it anyway. Oh, and it has the evil GMSTs.
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Nienna garcia
 
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Post » Fri Dec 24, 2010 3:52 pm

hey,

MTA is going to take a long time. If you want you can make the changes to the curren version, then when the new version comes out make the changes to that one. problem with that is that its going to mean doing it twice. i'd send the current version to you but i scwred it up by over going one of the quests, so any changes you make wouldnt actually work at the moment in the new version i am working on.

sorry didnt reply via pm, but its been messing me about (people not getting pm's i send etc..) so it felt safer to tell you this way

~MA~
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Taylrea Teodor
 
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Post » Fri Dec 24, 2010 4:24 pm

hey,

MTA is going to take a long time. If you want you can make the changes to the curren version, then when the new version comes out make the changes to that one. problem with that is that its going to mean doing it twice. i'd send the current version to you but i scwred it up by over going one of the quests, so any changes you make wouldnt actually work at the moment in the new version i am working on.

sorry didnt reply via pm, but its been messing me about (people not getting pm's i send etc..) so it felt safer to tell you this way

~MA~


No worries! Yeah, I don't really want to do it twice, so just let me know whenever you've got it ready for me to go over, and it'll be my pleasure to polish it up for you.
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JLG
 
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