[RELz] Midgetalien's Bloodmoon Patch

Post » Fri May 04, 2012 1:07 pm

Are you interested in general fixes too, or just item placement and property stuff and the like? Because there's some werewolf-related bugs that it would be nice to include fixes for. In particular, I remember there being bugs with Bloodmoon's MQ that broke it if you became a werewolf before progressing far enough. There's been mods to fix it before, but having a in a Bloodmoon patch project would probably be a good idea.

I am fixing everything I know about, can find and what I can. I know in the odler versions of bloodmoon there were alot of bugs with werewolves and main quests but alot of them were fixed in patches and later versions. for example:

Bloodmoon Patch VERSION 1.6.1820 - Fixed conflicts between the werewolf quest line and the werewolf cure quest. (This I believe was the issuie that if you became a werewolf and then cured yourself you couldnt proceed with the skaal quest line.

However if you can point to mods which fix the various "werewolf issuies" I can take a look and see if they warrant being put in.

Also, what about something like http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=2744? In the vanilla game, if you got spotted changing to or from werewolf form, your game effectively broke because everyone in the world would be hostile to you forever (unless you got cured, but if you were spotted in Vvardenfell or Mournhold, there's no way back to Solstheim). RK-Werewolves fixed this by giving your status as a known werewolf a region-based time-limit, so you would not be known as a werewolf outside of the region you were spotted in, and your status in the region would reset after some days. The particular mod's default value is 30 days, but I think something like 7 or 14 days would be better given the size of the game.

Nope sorry but this is not a bug with the game. I can see where you are coming from but its not something i feel needs "fixing". I am not making a "Bloodmoon compendium of reconmended mods" I am looking for actual bugs in the game.

Might also want to consider something like http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=2257. In both Daggerfall and Skyrim*, one of the properties of the ring is that it prevents forced werewolf transformations. It's lore-correct that it should do that, but it doesn't in Bloodmoon for some reason. It's actually a pretty useful thing to have if you don't get cured after the BM MQ.

Again not a bug. Bethesda change artifacts all the time throughout their games to fit in with the story and mechanics of that particular game. Just because something is considered lore correct doesnt mean its a bug. You state daggerfall as the lore correct one with a mild refrence to skyrim, yet in Morrowind and Skyrim the ring has been diffrent each time, with similar or familar properties. The fact that it appears in an early game doesnt constitute it as lore correct when every incarnation since its been diffrent.

Thanks for the ideas and suggestions though! I am interested in the quest bugs (if you can point me in the direction of mods that fix those bugs it will make it easier for me to look into - though alot has been fixed in offical patches and updates.)
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David John Hunter
 
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Post » Thu May 03, 2012 9:13 pm

I am fixing everything I know about, can find and what I can. I know in the odler versions of bloodmoon there were alot of bugs with werewolves and main quests but alot of them were fixed in patches and later versions. for example:

Bloodmoon Patch VERSION 1.6.1820 - Fixed conflicts between the werewolf quest line and the werewolf cure quest. (This I believe was the issuie that if you became a werewolf and then cured yourself you couldnt proceed with the skaal quest line.

However if you can point to mods which fix the various "werewolf issuies" I can take a look and see if they warrant being put in.
I don't really know the details, but there's this:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8149
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Sarah MacLeod
 
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Post » Fri May 04, 2012 5:43 am

again i am not 100% sure that is a bug that needs fixing. The BM main quest is designed to be palyed as a mortal who then later on can pick to do either the normal or werewolf quests. Naturally if the player is a werewolf then they shouldnt have access to the non were wolf quests. However I will leave this one up to the community. If enough people want it I will include that fix.
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Sammykins
 
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Post » Fri May 04, 2012 12:25 am

The BM main quest is designed to be palyed as a mortal who then later on can pick to do either the normal or werewolf quests. Naturally if the player is a werewolf then they shouldnt have access to the non were wolf quests.
Right, but it sounds like the bug is that the quest can't even progress to that point where you make the choice.

Normally what happens is that the Skaal get attacked by werewolves and you get infected. You're then given an ultimatum to cure it before it becomes lycanthropy and join the Skaal, or let the disease progress to lycanthropy and join Hircine. It sounds like Korst Wind-Eye detects you've become a werewolf after the attack and doesn't let you join the Skaal (as appropriate), but the disease can't progress and turn into lycanthropy because you're already a werewolf (blocking the Hircine quests from triggering).
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Russell Davies
 
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Post » Fri May 04, 2012 10:21 am

BM_horker has nothing in the "sound gen creature" tab, whilst the swimmer has BM_horker there.

bug?

edit: also this:
http://dl.dropbox.com/u/23627856/Tankards.jpg
and there's no second Pillow on the second bed at her house either.

who made this interior? a monkey?

edit: also, 2 tapestries are sunk into the wall at Gratian's house. The 2 that are facing each other. Not sure which one you fixed, but it's the opposite of that :tongue:

edit: There's a floating sack at G-R's house too.
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Cat
 
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Post » Fri May 04, 2012 5:59 am

Right, but it sounds like the bug is that the quest can't even progress to that point where you make the choice.

Normally what happens is that the Skaal get attacked by werewolves and you get infected. You're then given an ultimatum to cure it before it becomes lycanthropy and join the Skaal, or let the disease progress to lycanthropy and join Hircine. It sounds like Korst Wind-Eye detects you've become a werewolf after the attack and doesn't let you join the Skaal (as appropriate), but the disease can't progress and turn into lycanthropy because you're already a werewolf (blocking the Hircine quests from triggering).

Hmmm when you put it like that it sounds like something that should be fixed. I will check out he mod to see exactly waht it does. If it does it the way you've just described then I will include it :)

BM_horker has nothing in the "sound gen creature" tab, whilst the swimmer has BM_horker there.

bug?

edit: also this:
http://dl.dropbox.com/u/23627856/Tankards.jpg
and there's no second Pillow on the second bed at her house either.

who made this interior? a monkey?

edit: also, 2 tapestries are sunk into the wall at Gratian's house. The 2 that are facing each other. Not sure which one you fixed, but it's the opposite of that :tongue:

edit: There's a floating sack at G-R's house too.
Awesome! Nicw work wolli.
I think a lot of the interiors were made by monkeys!
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Allison C
 
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