[BETA] Morrowind Patch Project v1.6.4 Beta

Post » Fri May 27, 2011 12:04 pm

Beta updated, includes the Raxle Berne fix for the amulet, the Arethan Mandas dialogue topic fix, adamantium ore fix, and the ascended sleeper idle/attack sound fix. Cleaned up a few things too. Just working on finishing up the notes and some of the mesh fixes. ^_^


did you fixed the autocalc spell bug (introduced by yourself) with the fortify skill spells?? you changed the masterful+assured+surpassing+fortify line of spells, and now, can not be buyed..... 106 spells in total...

excuse me for what i am saying now(nothing personal), but that ticked me off of this patch, because i started 50 PC(from boat for testing patches) and now i got bored of testing a game that never will be fixed, not your fault neither mine, but in Morrowind if someone touch one thing another go wrong, you known?? i want to explore the tamriel rebuilt maps(tr2 now with kemel-ze), not being all day a level 1 player checking floating crates, and testing alarm values, or autocalc spells.... :(

bye
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SEXY QUEEN
 
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Post » Fri May 27, 2011 1:03 am

did you fixed the autocalc spell bug (introduced by yourself) with the fortify skill spells?? you changed the masterful+assured+surpassing+fortify line of spells, and now, can not be buyed..... 106 spells in total...

excuse me for what i am saying now(nothing personal), but that ticked me off of this patch, because i started 50 PC(from boat for testing patches) and now i got bored of testing a game that never will be fixed, not your fault neither mine, but in Morrowind if someone touch one thing another go wrong, you known?? i want to explore the tamriel rebuilt maps(tr2 now with kemel-ze), not being all day a level 1 player checking floating crates, and testing alarm values, or autocalc spells.... :(

bye


I fixed the issue with those two particular NPCs being set to auto-calc, and corrected their availble spells. Otherwise, any plug-in that alters spell settings or adds/changes spells could change their available spells to the player. In short, yes, they have their original spells once again, my bad.

Thank you for your contribution to this project, beta testing isn't exactly an exciting endeavor.
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Poetic Vice
 
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Post » Fri May 27, 2011 2:09 am

does this fix quest with Tul and dialogue loop?
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Jade Barnes-Mackey
 
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Post » Fri May 27, 2011 9:32 am

does this fix quest with Tul and dialogue loop?


Yep, that fix is included in the last release.

---

Right now I'm streamlining the existing fixes, and cleaning a few things here and there. Let me know of any else worth mentioning. ^_^
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phillip crookes
 
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Post » Fri May 27, 2011 2:49 am

The polyrpopolyn Index plugin quest does not have a journal quest title. I always have to search for it under 'work' which is a bit counterintuituve.
Tiras Sadus as a part of Ienas Sarandas 's quest also does not have a journal entry about the racer suede belt. I am sure he mentions it when you talk him into returning the clothes, but I couldn't find that conversation in my journal - nor could I find any referenced entry mentioning the belt.
the Soulsteim (sp?) dialogue option is also availiable to many characters who have nothing else to say. But fixing this would be time consuming and probably not worth it ;)
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Jinx Sykes
 
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Post » Fri May 27, 2011 6:25 am

The polyrpopolyn Index plugin quest does not have a journal quest title. I always have to search for it under 'work' which is a bit counterintuituve.


This is a...er, "feature" of an official plug-in, not MW itself. :) The master index mod was created before Tribunal (and the enhanced journal system) came about, IIRC, which is why it doesn't have a quest title--they didn't exist when the mod was made. Lots of older quest mods have this problem. Including that sort of update in the UUMPP would make it dependent on the master index plug-in, too...perhaps as an optional add-on?

I also seem to recall seeing a mod which added Tribunal journal functionality to that mod, but can't find it now, of course. Off to the Mod Detectives thread...

Tiras Sadus as a part of Ienas Sarandas 's quest also does not have a journal entry about the racer suede belt. I am sure he mentions it when you talk him into returning the clothes, but I couldn't find that conversation in my journal - nor could I find any referenced entry mentioning the belt.


Isn't the list of all the things Ienas Sarandas gives to you to dole out to the merchants all lumped into one journal entry? (And then you get individual updates for every item you return. I've always found that annoying.) I seem to recall seeing mention of a suede belt in that laundry list entry...
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yermom
 
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Post » Thu May 26, 2011 8:08 pm

The polyrpopolyn Index plugin quest does not have a journal quest title. I always have to search for it under 'work' which is a bit counterintuituve.
Tiras Sadus as a part of Ienas Sarandas 's quest also does not have a journal entry about the racer suede belt. I am sure he mentions it when you talk him into returning the clothes, but I couldn't find that conversation in my journal - nor could I find any referenced entry mentioning the belt.
the Soulsteim (sp?) dialogue option is also availiable to many characters who have nothing else to say. But fixing this would be time consuming and probably not worth it ;)


I can't do anything about the official plug-ins, this project only addresses the master files. Tiras should give a journal entry, I checked all of the dialogue so it works. The Solstheim dialogue is fixed. ^_^
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LuCY sCoTT
 
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Post » Fri May 27, 2011 1:08 am

Awesome, looking forward to downloading this soon.
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Annika Marziniak
 
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Post » Fri May 27, 2011 7:27 am

I have discovered a couple typos that were corrected in a LGNPC mod. To encourage compatibility with other mods we are trying to clean our installments of all unnecessary changes made to official dialog so we will not longer include the correction. I cannot see that Thepal fixed these typos in the Unofficial Morrowind Patch, so if you have not fixed them in your update here are the dialog entries.

The topic is 'Vvardenfell' and the last line of the entry is: "The portion of the Padomaic Ocean lying north of Vvardenfell is know as the Sea of Ghosts". Clearly know should be known. There are two instances of the error:

[info ID = 146451482014136376] Filtered for Scouts
[info ID] = 1563613919269563316] filtered for Savants
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Darren
 
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Post » Fri May 27, 2011 10:58 am

quorn, will the LGNPC Andus Tradehouse fix patch and the LGNPC wild nix hounds fix be included again in the final release.
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priscillaaa
 
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Post » Fri May 27, 2011 9:29 am

quorn, will the LGNPC Andus Tradehouse fix patch and the LGNPC wild nix hounds fix be included again in the final release.


Those fixes are no longer needed. ^_^
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Cameron Garrod
 
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Post » Thu May 26, 2011 10:27 pm

Beta 3/8/2009 posted:

Cleans up some of the old fix methods used by the UMP, and fixes the looting issue with the colony quest spriggans.
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An Lor
 
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Post » Fri May 27, 2011 9:51 am

Listing object changes in the second post of this thread. ^_^
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Andy durkan
 
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Post » Fri May 27, 2011 8:58 am

ancestor_ghost_summon, corpse persist: "no" -> "yes"

Why have the corpse stick around? Chance for free ectoplasm?

Are those object changes related to any particular mod(s)?

I see you have enabled ash-ghoul hearts, so that would obsolete
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7139 ?

Will the potion name changes break potion sorter?
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1228

the armour changes seem to include new pictures, where did they come from?

and if you are going to go around changing the armour stats and pictures, why not just include the steel broadswords mod that you list as optional?

how is the ascended sleeper fix you added different from the optional plugin?
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Robert
 
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Post » Fri May 27, 2011 5:13 am

ancestor_ghost_summon, corpse persist: "no" -> "yes"

Why have the corpse stick around? Chance for free ectoplasm?


It's a fix to prevent the game from crashing if the player disposes of a summoned corpse. The corpse disappears as normal, this just prevents the player from disposing of it.

Are those object changes related to any particular mod(s)?


I listed the objects affected by the patch, this should help users know exactly how something was changed, and whether to include the changes in a merged objects plug-in.

I see you have enabled ash-ghoul hearts, so that would obsolete
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7139 ?


If they both add the ghoul heart leveled item to the ash ghouls and associated dagoths, then it does.

Will the potion name changes break potion sorter?
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1228


As long as the potion sorter loads after the patch, everything will work just fine.

the armour changes seem to include new pictures, where did they come from?

and if you are going to go around changing the armour stats and pictures, why not just include the steel broadswords mod that you list as optional?


I've added the missing body parts to the armor which were already included in the master files, so there wasn't a need for new art. I've also corrected instances where a body part mesh was used for the ground mesh in-game, when an existing ground mesh was already included. The statistics changed were only to fix any inconsistencies within a set of armor.

The steel broadsword plug-in is optional as it's a preference more than a fix.

how is the ascended sleeper fix you added different from the optional plugin?


The seperate plug-in includes the unused ascended sleeper sounds which were included, but not used. This patch sets the ascended sleeper's sound back to the default sounds as in the original Morrowind, Bloodmoon messed up any creature using default sounds switching them to werewolf sounds instead. The unused sounds are a user's preference, many don't like them.

Hope that answers your questions. ^_^
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Max Van Morrison
 
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Post » Fri May 27, 2011 8:13 am

Something I just remembered seeing from a surf through the wiki:
The centurion spider has a soul - but all the other mechanicals do not. I haven't tested this in-game myslef but see no reason for the wiki to lie.
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Tanika O'Connell
 
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Post » Fri May 27, 2011 2:11 am

Geez, from the length of those lists, I wonder how a lot of it was never caught during development or early patches. Thanks for the hard work quorn! :goodjob:
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lacy lake
 
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Post » Fri May 27, 2011 3:02 am

Hmmm...

The Call wolf and Call Bear spells seem to be showing up as buyable on the woman outside the Mournhold Temple. I forget her name.

I'm fairly certain this is from the beta patch, as she was selling normally prior.
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Lawrence Armijo
 
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Post » Fri May 27, 2011 4:42 am

@quorn
Here's some suggestions for some tweaks to some of the naming fixes to be more consistent with other similar items - there are also a couple here that you missed (designated by *):

Alchemy
key_Arenim, name: "Arenim burial key" -> "Arenim Burial Key"s/b name: "Key to Arenim Burial"key_bolayn, name: "Bolayne's chest key" -> "Bolayne's Chest Key"s/b name: "Bolayn Rethan's Key"(in this NPC's inventory)* key_dren_manor, name: "Dren's Manor Key"s/b name: "Dren Manor Key"key_dren_storage, name: "Dren's Storage Sack Key" -> "Dren's Storage Shack Key"s/b name: "Dren Storage Shack Key"key_marvani_tomb, name: "An old, ashy key" -> "An Old, Ashy Key"s/b name: "Old Ashy Key"key_Sarys_chest, name: "Sarys chest key" -> "Sarys Chest Key"s/b name: "Key to Sarys Chest"key_Senim_tomb, name: "An old tomb key" -> "An Old Tomb Key"s/b name: "Old Tomb Key"key_Tharys_chest, name: "Tharys chest key" -> "Tharys Chest Key"s/b name: "Key to Tharys Chest"key_Thelas_chest, name: "Thelas chest key" -> "Thelas Chest Key"s/b name: "Key to Thelas Chest"key_thendas, name: "Thendas key" -> "Thendas Key"s/b name: "Arnsa Thendas' Key"(in this NPC's inventory)key_velas, name: "A worn key" -> "A Worn Key"s/b name: "Worn Key"
These suggestions should help with key sorting and are more consistent with how the other keys for tombs, manors, and NPCs are named.
The keys need alot of work. :rolleyes: There's also the question of naming convention for tomb chests - i.e. "Thelas Chest Key" vs "Thelas Tomb Chest Key"; many of the tomb chest keys use the latter naming. And caves put "Key" at the end of the name instead of the beginning (but as far as I can tell this is consistent).


Spellmaking
* meris' warding, name: "Meris' Warding"meris's warding, name: "Meris's Warding" -> "Meris' Warding"both s/b name: "St. Meris' Warding"
Not 100% sure about this one - basing it on the "Rest of St. Meris" correction.


I went thru the posted lists of changes and everything else looks good name-wise.

The amount of sweat and blood you have poured into this is commendable. Outstanding job, and looking forward to the finalized release! :touched:
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SUck MYdIck
 
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Post » Thu May 26, 2011 7:34 pm

Something I just remembered seeing from a surf through the wiki:
The centurion spider has a soul - but all the other mechanicals do not. I haven't tested this in-game myslef but see no reason for the wiki to lie.


The only centurion spiders that had souls were the Thieves Guild spiders in Ald'ruhn, which I've set the soul to zero. Fabricants still have souls, which I'm still debating whether they should or not.

Geez, from the length of those lists, I wonder how a lot of it was never caught during development or early patches. Thanks for the hard work quorn! :goodjob:


Thanks! ^_^

Hmmm...

The Call wolf and Call Bear spells seem to be showing up as buyable on the woman outside the Mournhold Temple. I forget her name.

I'm fairly certain this is from the beta patch, as she was selling normally prior.


Are you sure it's this patch? It's not appearing in the construction set or in-game, those spells only appear on Korst Wind-Eye, and the spells themselves are not auto-calculated. Are you using any plug-ins that modify spell costs or NPC magicka reserves?

@quorn
Here's some suggestions for some tweaks to some of the naming fixes to be more consistent with other similar items - there are also a couple here that you missed (designated by *):

Alchemy
key_Arenim, name: "Arenim burial key" -> "Arenim Burial Key"s/b name: "Key to Arenim Burial"key_bolayn, name: "Bolayne's chest key" -> "Bolayne's Chest Key"s/b name: "Bolayn Rethan's Key"(in this NPC's inventory)* key_dren_manor, name: "Dren's Manor Key"s/b name: "Dren Manor Key"key_dren_storage, name: "Dren's Storage Sack Key" -> "Dren's Storage Shack Key"s/b name: "Dren Storage Shack Key"key_marvani_tomb, name: "An old, ashy key" -> "An Old, Ashy Key"s/b name: "Old Ashy Key"key_Sarys_chest, name: "Sarys chest key" -> "Sarys Chest Key"s/b name: "Key to Sarys Chest"key_Senim_tomb, name: "An old tomb key" -> "An Old Tomb Key"s/b name: "Old Tomb Key"key_Tharys_chest, name: "Tharys chest key" -> "Tharys Chest Key"s/b name: "Key to Tharys Chest"key_Thelas_chest, name: "Thelas chest key" -> "Thelas Chest Key"s/b name: "Key to Thelas Chest"key_thendas, name: "Thendas key" -> "Thendas Key"s/b name: "Arnsa Thendas' Key"(in this NPC's inventory)key_velas, name: "A worn key" -> "A Worn Key"s/b name: "Worn Key"
These suggestions should help with key sorting and are more consistent with how the other keys for tombs, manors, and NPCs are named.
The keys need alot of work. :rolleyes: There's also the question of naming convention for tomb chests - i.e. "Thelas Chest Key" vs "Thelas Tomb Chest Key"; many of the tomb chest keys use the latter naming. And caves put "Key" at the end of the name instead of the beginning (but as far as I can tell this is consistent).


Spellmaking
* meris' warding, name: "Meris' Warding"meris's warding, name: "Meris's Warding" -> "Meris' Warding"both s/b name: "St. Meris' Warding"
Not 100% sure about this one - basing it on the "Rest of St. Meris" correction.


I went thru the posted lists of changes and everything else looks good name-wise.

The amount of sweat and blood you have poured into this is commendable. Outstanding job, and looking forward to the finalized release! :touched:


Thanks for the suggestions! The keys I'll change as those make more sense, the potions I've kept the "Potion of" part as that is the name of the standard potion of that effect (Potion of Slowfalling, Potion of Cure Poison, etc..). I think that spell mentioned was a shrine effect, which the rest of the saint's shrine blessings are named similarly.

Does anyone know why a large majority of keys are worth 300 drakes?
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Ash
 
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Post » Fri May 27, 2011 1:39 am

maybe keys are a rarity since there's no locksmiths in morrowind. :shrug:
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TIhIsmc L Griot
 
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Post » Fri May 27, 2011 4:07 am

So that if you get caught stealing them, the fine is non-trivial (at least for a starting character)
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Victor Oropeza
 
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Post » Fri May 27, 2011 4:17 am

Hi there Quorn, first of all thank-you for all your work on this!

I found fix you may want to add for the Miner's Pick shadows displaying as an axe shadow on ElricM by Daduke.
For some reason I can't link directly too it, so you'll have tosearch for Daduke as the author name and scroll down til you see it. :P
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Sarah Kim
 
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Post » Fri May 27, 2011 12:36 am

Here is a site that lists what they consiider 'bugfixes'. I would not agree with all of their decisions, but there are two mods that should at least be considered, if they are not already obsoleted by the work done.

Here is the site that lists the mods:
http://www.yacoby.net/es/forum/12/7947151199710080.html

Tweaks the shrine entries to tell you what they actually said
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=992

Max's Quest Fixes Mod v1.0
In particular: The patchwork Airship bugfix
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Rebecca Clare Smith
 
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Post » Fri May 27, 2011 12:26 am

Ahh! :banghead:

Browser crash lost all of the input I listed for the books. I don't feel like typing all that up again right now. :meh:

Anyways, the official release is on the Ides of March.
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Taylah Illies
 
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