Morrowind Patch Compilation - Beta

Post » Tue May 08, 2012 11:50 am

I'd appreciate it someone could test these files please,just to make sure they are working as they should. Also if someone with a different language version of Morrowind (iother than english) could give the graphics version a try ,that would be appreciated too as i only have an English version.


Morrowind Patch Compilation Beta.


This is an attempt to simplify the patching process for Morrowind GOTY by merging together various patch mods into a single .esm file.

The compilation comes in 3 variations that should cover most players, these are :


1. Morrowind Patch Compilation - Non Graphics - This is aimed at players that are not using textures replacers and is really just
an enhanced variation of the Morrowind Patch project.

Mods included in this variant are

Mesh Fix version 1.2
Morrowind Patch Project 1.65 BTB edit
Poorly Placed object Fix version 1.2
UMPP fixes

2. Morrowind Patch Compilation - Graphics - This contains graphics patches only and should appeal to players that are using texture replacers but do not use the Morrowind Patch project.There are no dialogue fixes in the graphics patch compilation so hopefully this will be useful to international players that are not using an English language version of Morrowind GOTY.


Mods included in this variant are

Bloodmoon Landscape Overhaul 1.1 ,(landscape data only)
Cave Texture Fix 1.1
Correct UV rocks
Mesh Fix version 1.2
Poorly Placed object Fix version 1.2
Texture Fix 2.0

3. Morrowind Patch Compilation Full - This is aimed at players that are using texture replacers and an English version of Morrowind GOTY and want the most complete patch available.


Mods included in this variant are

Bloodmoon Landscape Overhaul 1.1 ,(landscape data only)
Cave Texture Fix 1.1
Correct UV rocks
Mesh Fix version 1.2
Morrowind Patch Project 1.65 BTB edit
Poorly Placed object Fix version 1.2
Texture Fix 2.0
UMPP fixes

Notes. The 3 variants of the Morrowind Patch compilation are incompatible with each other therefore ensure you only have the esm most appropriate for you activated at any given time. It is recommended that the Morrowind Patch Compilation (all versions) be first in your load order to reduce the possiblity of conflicts with other mods. If using the Bloodmoon Landscape Overhaul i recommend that you use that esm in conjunction with the Morrowind Patch Compilation as that containscell data not present in this mod.

Slartibartfast



https://www.yousendit.com/download/M3BsZ280NHY5bEJ1a3NUQw

https://www.yousendit.com/download/M3BsZ285RkVlcEx2WnNUQw

https://www.yousendit.com/download/M3BsZ280NHZOQnljZDhUQw
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Tinkerbells
 
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Post » Wed May 09, 2012 12:03 am

What's your opinion on the script tidy project? Do you foresee that being included?
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patricia kris
 
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Post » Tue May 08, 2012 3:24 pm

Hey, Slartibartfast, I'll be testing all of these tomorrow and I'll let you know what I find.
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Damian Parsons
 
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Post » Tue May 08, 2012 10:22 pm

What's your opinion on the script tidy project? Do you foresee that being included?

I like the idea of script tidy as i think this would help improve the stability of the game,huskobar did say that he has had a lot of problems with it ,but if a stable version was to emerge or even parts identified as trouble free then i think that should be included.I also tried merging your patch but the resulting esm was about 2mb smaller than it should have been ,so i put that on hold for the time being.


Hey, Slartibartfast, I'll be testing all of these tomorrow and I'll let you know what I find.

Great , i look forward to it.
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TWITTER.COM
 
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Post » Tue May 08, 2012 11:32 am

With the Script Tidy, I recall only two problems with it. One was it fixes something in Solsthiem, but that causes that drunk guy to appear where he shouldnt, and there was a conflict with LGNPC Redoran, but I think that got fixed.
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Ebony Lawson
 
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Post » Tue May 08, 2012 10:25 pm

There's a plugin somewhere that fixes the ore rocks to have the correct color rock texture to match up with the kind of cave they are in. Is that included anywhere?
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Carlos Rojas
 
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Post » Tue May 08, 2012 11:08 am

With the Script Tidy, I recall only two problems with it. One was it fixes something in Solsthiem, but that causes that drunk guy to appear where he shouldnt, and there was a conflict with LGNPC Redoran, but I think that got fixed.

Ok, other than that presumably is stable ?


There's a plugin somewhere that fixes the ore rocks to have the correct color rock texture to match up with the kind of cave they are in. Is that included anywhere?

That sounds like Cave Texture Fix and is in both the graphics and the full compilations.
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Alexander Lee
 
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Post » Tue May 08, 2012 5:03 pm

There's a plugin somewhere that fixes the ore rocks to have the correct color rock texture to match up with the kind of cave they are in. Is that included anywhere?


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=329291&id=7588
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=329291&id=7587

I think that's what you're looking for. I have those in with my graphical replacers.

These are the fix mods I have in my personal fix compilation.


GOTYSTMPPPatchv1.0.esp
Sleepers-fix.esp
Kobu's Stamina.esp
Kobu's Daito.esp
Fire_Hurt_All.esp
shrinetext.esp
[Jintao] anti-loud shock protection.esp
pcc_sotha_sound.esp
Disease.esp
Re-Ouch.esp
Sleep.esp
Healing.esp
Beds4Rent.esp
Barb Fix.esp
Stolen Goods Fix.esp
Riekling Knock Off.esp
Clerical Robes.esp
VisiblePets.esp
Dwemer Book's-TR.esp
Mournhold Maps.esp
MoragTongWritFix.esp
TrueFlame-HopesFire Fix.esp
Devil_Tanto_Non_Combat_Fix.esp
Bloodmoon_East Empire Essential Npcs.esp
Trebonius Artorius Fix.esp
Suran Ferry.esp
Dwemer Ruins Fix2.esp
MournholdSewerFix.esp
Mer of Tamriel.ESP
frostmoth_repaired_v0_31.esp
Jac_Fixed_Mournhold.esp
MinerPickUseGOTY.esp
HospitalityPapers.esp
Texture Fix -TR -1.0.esp
Kn-PowerToThePeople.esp
Silver Weapon Crate Fix.esp
shvEquityFix.esp
arvisrend - fixes - books.ESP
arvisrend - fixes - scripts.ESP
arvisrend - fixes - dialogue.ESP
arvisrend - fixes - objects.ESP
ExpansionIntegration_1.1.esp
Ebonheart Fix.ESP
UMPP-fixes.esp
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Harinder Ghag
 
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Post » Tue May 08, 2012 5:48 pm

did you include the http://tes.nexusmods.com/downloads/file.php?id=40947http://tes.nexusmods.com/downloads/file.php?id=40947 by EnderAndrew?
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Nicole Elocin
 
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Post » Tue May 08, 2012 6:20 pm

Cool idea to merge these. :)
Sadly can't try yet because I have 1 billion things to do.
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Auguste Bartholdi
 
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Post » Wed May 09, 2012 12:08 am

did you include the http://tes.nexusmods.com/downloads/file.php?id=40947http://tes.nexusmods.com/downloads/file.php?id=40947 by EnderAndrew?

i attempted it several times but the 'mpp btb edit' prior to merging is around 5.7mb after merging it had shrunk to 3.9mb so fearing a substantial loss of data from the merging process i decided not to include it at this point. Whereas after merging each of the other esms the resulting merged esm files had increased in size relative to the component esms.
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Jason Rice
 
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Post » Tue May 08, 2012 3:43 pm

You could try to add the fixes by hand, shouldn't be a big effort since the fixes are only a few IIRC. Will be worth it to have a more complete patch. :smile:
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JUDY FIGHTS
 
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Post » Tue May 08, 2012 2:04 pm

You could try to add the fixes by hand, shouldn't be a big effort since the fixes are only a few IIRC. Will be worth it to have a more complete patch. :smile:


Yes, i will be trying to incorporate whatever i can from the mod , and any other fix mods that can be safely incorporated.
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Minako
 
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Post » Tue May 08, 2012 12:50 pm

Yes, i will be trying to incorporate whatever i can from the mod , and any other fix mods that can be safely incorporated.
Fine, should be even quicker with the Enhanced Editor. Just a few clicks and you'll be fine. :D
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lauren cleaves
 
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Post » Tue May 08, 2012 9:11 pm

I can attempt to recreate my patch if it isn't merging properly. There is a good list of bugfixes that didn't make it into the UMP. Some of these may be in the MPP.

http://www.yacoby.net/es/forum/12/7947151199710080.html

This thread has several bugs reported that weren't in the MPP yet.

http://www.gamesas.com/topic/1118992-morrowind-patch-project-bug-report-thread/

Here are some more fixes to integrate:

So I've been browsing through reports and various projects all over the internet to find and fix unresolved issues and bugs. Im pretty sure that many of these haven't been fixed by the MPP. Let me know otherwise.

* MISC: "Borwen", removed faction: "Ashlanders".

* MISC: "[censored] gro-Shazog" & "Orbul gra-Lumob" have been given weapons to fight with.

* MISC: Horned Lily will now respawn, as intended.

* MISC: Changed Cell name (-6,17): “Ashlands Region” to “Druscashti”.

* MISC: "Gah julan" and "Teegla" are now wearing slave bracers.

* MISC: Removed "auto-calculate" from "Ungeleb" in Mournhold, Magic Shop.

* MISC: Scroll Of Element Frost/Fire had wrong font size, corrected to "2".

* CREATURE: "Staada", a golden saint encounter were improperly set as a creature instead of daedra. Also marked "corpse persist".

* CREATURE: Removed soul value from all spider centurions.

* CREATURE: "Lich Barilzar" had a soul value of 30, which didn't seem right since he's such a powerful foe. 300 seem like a more reasonable number.

* CREATURE: Netch_Giant_UNIQUE, scale 1.0 > 1.2.

* CREATURE: Added missing spells/ingredients/abilities to several creatures.

- atronach_flame_ttmk
- atronach_frost_ttmk
- atronach_frost_gwai_uni
- scamp_mg_apprentice
- centurion_spder_tga1
-centurion_spder_tga2
- ancestor_mg_wisewoman
- fabricant_hulking_C
- fabricant_hulking_C_L
- fabricant_summon
- BM_horker_swim_UNIQUE
- BM_riekling_be_UNIQUE1-5

and some others..

* ARMOR: Fixed an enchantment error with the right adamantium pauldron, 100 -> 30

* ARMOR: Iron Cuirass, health 2000 > 200

* ARMOR: Heavy leather boots, AR 50 > 5

* ARMOR: Netch Leather Tower Shield, AR 5 > 6 / health 100 > 120

* WEAPONS: Corrected Iron Shard weapons that used the wrong enchantment.

* WEAPONS: Stendars Hammer, Dmg 100 > 160, to match the one in Mournhold museum.

* INGREDIENT: Hackle-Lo Leaf, value 30 > 3

* INGREDIENT: Adamantium Ore, weight 50 > 5

* ALCHEMY: Exclusive Frost Shield Potion, duration 30 > 60

* SPELL: Charming Touch, duration 30 > 10

* SPELL: Resist Paralysis, duration 30 > 5

* SPELL: Life Force > Drain Life Force

* SPELL: Rally Beast from, target > touch

* SPELL: Demoralize Beast from, target > touch.

* SPELL: Strong heal companion from, self > touch

* CLOTHING: Fixed an enchantment error with the Ring of Equity where the player wouldn't be able to take use of the rings powers.

* CLOTHING: Expensive shirt Mournhold, value 1 > 15

* CLOTHING: Necromancers Amulet, value 240 > 2400

* CLOTHING: Heartfang, value 120 > 1200

* CLOTHING: Improved names for 1 ring and 1 amulet.

- ID:expensive_amulet_aeta
Old name:Expensive Amulet
New Name:Aeta's Amulet

- ID:expensive_ring_aeta
Old name:Expensive Ring
New Name:Aeta's Ring
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Steeeph
 
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Post » Tue May 08, 2012 5:52 pm

I suspect that the problem is with the enchanted editor rather than your mod, but i will continue to experiment and hopefully find a solution
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Mr.Broom30
 
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Post » Tue May 08, 2012 4:11 pm

I use SmartMerger to merge mods personally, though I'm not sure if it is merging your texture fixes properly. Here you can see the potential issue I ran into with SmartMerger and your TR Texture Fixes.

http://www.gamesas.com/topic/1146795-smartmerger-2/page__view__findpost__p__20607607
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Melly Angelic
 
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Post » Tue May 08, 2012 11:38 pm

I use SmartMerger to merge mods personally, though I'm not sure if it is merging your texture fixes properly. Here you can see the potential issue I ran into with SmartMerger and your TR Texture Fixes.

http://www.gamesas.com/topic/1146795-smartmerger-2/page__view__findpost__p__20607607

My Texture Fixes are not dependant on any master files because all the data needed to render the landscape is present in my mods so there is no need for the game engine to refer to any master file for corresponding landscape data which is why TR is not listed as being required for my texture fix to work. If TR is installed the landscape data in my texture fix will overwrite corresponding landscape data in TR , if Tr is not present then the Texture fix will render the landscape data contained regardless and you will see a portion of the TR landmass in game.

If you make a slight alteration to the land then the construction set will import the all landscape data for the entire exterior cell into a mod,most of the landscape data in my Texture fixes is redundant as i may only repaint say 20% of the textures in an exterior cell but the CS imports the other 80% that is unchanged as well.

It could be that smartmerger is capable of identifying and extracting only the alterations i have made whilst leaving behind the clag that the CS picks up ?

One way to find out is by a simple test

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot001-2.jpg

Thehttps://www.yousendit.com/directDownload?phi_action=app/directDownload&fl=SWhZekZ1K3g1R1BtcWphQlVqOXhkak9yZWt5UmdteDRsUjJuWENHRzVZbz0&experience=bas contains landscape data for 9 exterior cells, all it does is change the textures at the corners of the cell in the centre to sand. the test esp is 274 kb approximately 270kb of which is redundant as it is a carbon copy of that contained in the Morrowind.esm.
If the smartmerge test esp is merged into another mod that does not already contain landscape data for the balmora area and using the construction set the resulting merged file should be about the same size as the two files combined . if the same merger is done with smartmerger and smartmerger is correctly identifying and extracting only the changed landscape data then the resulting merged file should be around 265kb smaller than the two sizes combined and when viewed in the construction set the sand patches should be visible.
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Kira! :)))
 
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Post » Tue May 08, 2012 4:51 pm

Are you intending on trying to include a bunch of the fixes from this thread? If not, I might start merging some of those into an updated version of my patch.
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Lindsay Dunn
 
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Post » Tue May 08, 2012 5:00 pm

Yes i am planning on merging in other patches depending on compatibility.

I have been through yours and integrated what i could,though a lot was left out as it appears to be junk data.

I successfully merged in the 4 scripts and the Druscashti cell change. The 3 documented dialogue changes pertaining to the Barrow entrance could not be merged in without substantial data loss so were added in manually.Drarayne Girith NPC data merged successfully

In a nutshell, these fixes are now in the patch compilation.

BUG: ?ShowMap Druscashti? in dialogue: little secret, ID: 2300925401118294094, ?Vampires have returned to Vvardenfell. In the ruins of the Deep Elves at Druscashti?.?.
FIX:: Change Cell name (-6,17): ?Ashlands Region? to ?Druscashti?

BUG: Greeting 1, thormoor_thirsk, ID: 2467914181324123642, ?%PCName! I've had some time to rest,??.
FIX:: Change ?ShowMap "Solstheim, Gyldenhul"? to ?ShowMap "Solstheim, Gyldenhul Barrow Entrance"?

BUG: Greeting 1, thormoor_thirsk, ID: 3187114073240217891, ?%PCName! I've had some time to rest,??.
FIX:: Change ?ShowMap "Solstheim, Gyldenhul"? to ?ShowMap "Solstheim, Gyldenhul Barrow Entrance"?

BUG: Greeting 1, thormoor_out, ID: 71382752095631387, ?%PCName! I've had some time to rest,??.
FIX:: Change ?ShowMap "Solstheim, Gyldenhul"? to ?ShowMap "Solstheim, Gyldenhul Barrow Entrance"?

BUG: Script: AirshipJournalScript
FIX:: Change ?ShowMap "Hrothmund's Bane"? to ?ShowMap "Solstheim, Hrothmund's Bane"?

BUG: Script: ThiefTraderScript
FIX:: Change ?if ( GetPCCell "Ald'ruhn" == 1 )? to ?if ( GetPCCell "Ald-ruhn" == 1 )?

BUG: Script: menhirTelNaga
FIX:: Change ?GetPCRank "House Telvanni"? to ?GetPCRank "Telvanni"?

BUG: Script: menhirTelUvirith
FIX:: Change ?GetPCRank "House Telvanni"? to ?GetPCRank "Telvanni"?

Drarayne Girith is male again, with his original head and hair.

i did not include the pelagiad fort cell because of all the junk references pertaining to a couple of wall sections , a table and the altar,these references could not be removed using the enchanted editor without leaving debris , therefore the ownership changes need to be redone cleanly. A lot of NPC's have the auto calculate flags checked so wasn't sure why just a few had been singled out or why the auto calculate flag needs to be removed so i haven't done these. There is also a fourth dialogue unactioned as there was no mention in the info so left out as may be junk.

stuff not yet included in the patch compilation.

The loose items in Fort Pelagiad (gold, armor and weapons sitting out) now have owners.

Spell merchants in Mournhold no longer have auto-calculate flags.
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He got the
 
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Post » Tue May 08, 2012 1:41 pm

The UMPP fixes mod by Enderandrew is now integrated into the MPC non graphic and also the MPC full version. Links to updated files are in the first post.
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Cool Man Sam
 
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Post » Tue May 08, 2012 2:44 pm

Nice!
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Lillian Cawfield
 
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Post » Tue May 08, 2012 11:50 pm

Cool. I'll probably skip the mesh fix, since I've mostly got that where I want in my install.
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Dan Scott
 
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Post » Wed May 09, 2012 2:59 am

Whilst merging the UMPP fixes mod i removed some junk data (nothing game busting ) and recreated the ownership fixes from scratch here is a copy of the https://www.yousendit.com/download/M3BuYUlvNHZiR0lFSzhUQw that went into the patch compilation in case anyone is interested.
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Len swann
 
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Post » Tue May 08, 2012 7:55 pm

And what do you think about the Arvisrends Morrowind Fixes?
http://tes.nexusmods.com/downloads/file.php?id=36373
http://www.gamesas.com/topic/1118992-morrowind-patch-project-bug-report-thread/page__view__findpost__p__16446656
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Alexxxxxx
 
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