[BETA] Morrowind Patch Project v1.6.4 Beta

Post » Fri May 27, 2011 9:00 am

http://www.gamesas.com/bgsforums/index.php?showtopic=966509
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Zualett
 
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Post » Thu May 26, 2011 9:01 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=966509
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Connor Wing
 
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Post » Fri May 27, 2011 5:56 am

Continuing the discussion:

the weight of the adamantium ore is still 50 i see....

Personally, I agree to change the adamentium ore weight to 5 instead of 50.

And the mesh, too. It always seemed rather strange to have such a huge crystal for a metallic material.

sieboldii

ditto, change the weight and mesh. icon should be fine though.

Agreed

Agreed as well.


I'll include the change, I'll base the new mesh on raw ebony and skin it with the adamantium texture, and set the weight at 5.0. This will make raw adamantium consistent with the rest of the raw resources. :)
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Natalie Harvey
 
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Post » Thu May 26, 2011 11:11 pm

Continuing the discussion:








I'll include the change, I'll base the new mesh on raw ebony and skin it with the adamantium texture, and set the weight at 5.0. This will make raw adamantium consistent with the rest of the raw resources. :)


lol mate :)

a quick question, now the critical strike !!! message dont appear when the pc strikes a sneak arrow in the back of someone...i liked that message....
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krystal sowten
 
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Post » Fri May 27, 2011 12:19 am

wow great news! almost done!
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Noely Ulloa
 
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Post » Thu May 26, 2011 10:38 pm

Good news. An amazing list of fixes you have there. This can be used alongside the MCP as it addresses different issues, I assume?
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Jessica Phoenix
 
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Post » Thu May 26, 2011 7:52 pm

Good news. An amazing list of fixes you have there. This can be used alongside the MCP as it addresses different issues, I assume?


Yes!
sieboldii
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Richard Dixon
 
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Post » Fri May 27, 2011 12:23 am

Good news. An amazing list of fixes you have there. This can be used alongside the MCP as it addresses different issues, I assume?

Yes!
sieboldii


Yep, these projects address different fixes. The code patch fixes hardcoded issues in the executable file, while this project fixes issues in the master files. :)

---

Still updating the original post, all of the new information will appear later this evening.
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Paul Rice
 
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Post » Thu May 26, 2011 11:56 pm

@quorn
What was the final verdict about fixing the method of travel between Ebonheart and Mournhold to use regular mage guild guide teleportation?

This is from http://www.gamesas.com/bgsforums/index.php?showtopic=858979&st=178# in response to a problem with using Baratheon79's Mournhold Teleportation Fix:
This fix adds Travel Services to the NPCs involved in such a way that you will be able to get to Mournhold without having to first trigger the DB quest. Kinda breaks that quest line IMO. Not a big deal if you've already played Tribunal or have visited Mournhold before adding the fix.

Adding Travel Services to NPCs through dialog (not sure if that's possible or practical) and/or block it until the DB quest is triggered would be best.

You mentioned possibly looking into dialog blocking. :lightbulb:
Just to refresh the memory, the advantage of using regular mage guild guide teleportation is to allow companions to travel.


Are you still interested to include the mesh fixes I made for Furn_Com_Table_05.nif and In_C_plain_r_cwin_bay_01.nif?

Here's a link to the http://www.gamesas.com/bgsforums/index.php?showtopic=882070&st=31# which explains the fixes and includes the download in case you need it again. B)
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Nicole Coucopoulos
 
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Post » Fri May 27, 2011 2:41 am

I saw a floating shrup on the coastline east of Uvirith's Grave IIRC. Saw it the other day, but didn't think much about it until now.

Sorry that I can't be any more specific.
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joeK
 
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Post » Fri May 27, 2011 11:02 am

I did a search for Berne and could not find it anywhere in your bugfix list.
All of these bugs/glitches were experienced when running the 1.6.3b patch

When you are a vampire and have joined clan berne, after doing the blood of the Quarra quest - If you have previously killed merta (In my case, she was the one who infected me as I stumbled upon her lair) you cannot get the next quest and thus no way to get your clan amulet! Nor cattle grazing rights.

Also, when rescuing Delyna Mandas in Tel Fyr, she gives you the locket and tells you to see Athyn Sarethi about her father, but her father's name is not a dialog option - you have to be given a quest to heal the father separately as a Redoran quest. The dialog option 'Arethan Mandas' should become availiable to Athyn Sarethi when you rescue Delyna.

Is it possible to have the Ordinators/Amalexia Hands forget/forgive about you wearing their armour after some action - paying a fine, or thieves guild - persuasion or SOMETHING - currently the only way to get them permanently off your back is to use the console.

Mephala's Quest: I experienced the glitch where upon entering Balyn Omavel's house he was already dead. But that didn't stop me poisoning his food and getting the reward

This isn't a bug as such, but something that really bothered me:
In regards to house redoran you should be able to talk about your stronghold sooner, I didn't know that Galsa Gindu was the one to speak to, until Athyn Sarethi told me about it in my quest to become House Father - but I could have started on my stronghold at Kinsman according to the wiki - would be nice to have the dialog 'stronghold' enabled upon the Kinsman promotion.

I also managed to gain a spell somewhere, and I am not running any non-official/ UMP/code patch mods that should have generated it:

Blessed Touch

Turn Undead 100pts for 30sec on touch

5 mana
NO School - so 100% chance to cast

Is this supposed to have no school? Sorry, but I am not sure who taught/gave me the spell


Edit: I also managed to track down a copy of Nymeria's Mage Guild fix, and was wondering if you had already applied one of its fixes
fixes the error in Sadrith Mora Mages'Guild, where the potion chest had been given to Skink In Trees'Shade instead of Tusamircil, so you weren't able to buy any potions in that guild

if it is obsolete please post a comment sying so here
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7315
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krystal sowten
 
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Post » Fri May 27, 2011 1:10 am

I'll include the change, I'll base the new mesh on raw ebony and skin it with the adamantium texture, and set the weight at 5.0. This will make raw adamantium consistent with the rest of the raw resources. :)


Actually, the original mesh is... blech. I see :) How about I try modelling something?
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Robert Bindley
 
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Post » Fri May 27, 2011 6:18 am

I did a search for Berne and could not find it anywhere in your bugfix list.
All of these bugs/glitches were experienced when running the 1.6.3b patch

When you are a vampire and have joined clan berne, after doing the blood of the Quarra quest - If you have previously killed merta (In my case, she was the one who infected me as I stumbled upon her lair) you cannot get the next quest and thus no way to get your clan amulet! Nor cattle grazing rights.


I'll look this up, it'll be an easy fix, Raxle will just give you the amulet and tell you to kill worthless vampires next.

Also, when rescuing Delyna Mandas in Tel Fyr, she gives you the locket and tells you to see Athyn Sarethi about her father, but her father's name is not a dialog option - you have to be given a quest to heal the father separately as a Redoran quest. The dialog option 'Arethan Mandas' should become availiable to Athyn Sarethi when you rescue Delyna.


I can fix that.

Is it possible to have the Ordinators/Amalexia Hands forget/forgive about you wearing their armour after some action - paying a fine, or thieves guild - persuasion or SOMETHING - currently the only way to get them permanently off your back is to use the console.


Not sure if I can do something about that, I'll put it on the list of things to do though.

Mephala's Quest: I experienced the glitch where upon entering Balyn Omavel's house he was already dead. But that didn't stop me poisoning his food and getting the reward


That's fixed. :)

This isn't a bug as such, but something that really bothered me:
In regards to house redoran you should be able to talk about your stronghold sooner, I didn't know that Galsa Gindu was the one to speak to, until Athyn Sarethi told me about it in my quest to become House Father - but I could have started on my stronghold at Kinsman according to the wiki - would be nice to have the dialog 'stronghold' enabled upon the Kinsman promotion.


I'll look into it, this may be by design though.

I also managed to gain a spell somewhere, and I am not running any non-official/ UMP/code patch mods that should have generated it:

Blessed Touch

Turn Undead 100pts for 30sec on touch

5 mana
NO School - so 100% chance to cast

Is this supposed to have no school? Sorry, but I am not sure who taught/gave me the spell


This is fixed. For some reason, the devs left this spell as autocalc'd, it's the spell from the birthsign 'The Ritual', which shouldn't have been for sale. I fixed a whole lot of spell inconsistencies.

Edit: I also managed to track down a copy of Nymeria's Mage Guild fix, and was wondering if you had already applied one of its fixes

if it is obsolete please post a comment sying so here
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7315


That's fixed too. :)
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Rhiannon Jones
 
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Post » Fri May 27, 2011 9:42 am

@quorn
What was the final verdict about fixing the method of travel between Ebonheart and Mournhold to use regular mage guild guide teleportation?

This is from http://www.gamesas.com/bgsforums/index.php?showtopic=858979&st=178# in response to a problem with using Baratheon79's Mournhold Teleportation Fix:

You mentioned possibly looking into dialog blocking. :lightbulb:
Just to refresh the memory, the advantage of using regular mage guild guide teleportation is to allow companions to travel.


I actually did make a plug-in for this, I'll post it later today. If people like it, I could merge it. It flows the same as the regular quest. :)

Are you still interested to include the mesh fixes I made for Furn_Com_Table_05.nif and In_C_plain_r_cwin_bay_01.nif?

Here's a link to the http://www.gamesas.com/bgsforums/index.php?showtopic=882070&st=31# which explains the fixes and includes the download in case you need it again. B)


Sure I can include those. :)

I saw a floating shrup on the coastline east of Uvirith's Grave IIRC. Saw it the other day, but
didn't think much about it until now.

Sorry that I can't be any more specific.


Well if I find it...

Actually, the original mesh is... blech. I see :) How about I try modelling something?


Sure! I wasn't too happy with the raw ebony mesh. It looked ok, though a little too gem-like. Make sure to either make a new icon or have the mesh look close to the original icon (not that the original mesh looked anything like the original icon...).

---

I've removed the fix I made to the ash vampires weakening Dagoth Ur. It worked, but with the original values, it'll kill the first form of Dagoth Ur as soon as the player enters the cell, and it doesn't really do much to the second form. This also runs the risk of making this incompatible with any mod that alters Dagoth Ur or the ash vampires.

This was very interesting to develop, now I want to make a Dagoth Ur variant. :D

I do want to add the associated journal entries regarding the death of each ash vampire, but again this would require altering their script. What's the opinion on this?
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Vincent Joe
 
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Post » Thu May 26, 2011 7:42 pm

I think the ash vampire scripts should remain untouched for compatibility.
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{Richies Mommy}
 
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Post » Thu May 26, 2011 9:53 pm

I'd say just release your ash vampire/dagoth ur changes as a seperate release. there;s a lot of mods that change those bad guys.
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Inol Wakhid
 
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Post » Fri May 27, 2011 9:30 am

Wouldn't it be possible with this to remove the annoying error messages in the construction set, when you load the three bethesda-files, and the two or three when you compile the scripts?
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Amanda savory
 
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Post » Fri May 27, 2011 11:52 am

Wouldn't it be possible with this to remove the annoying error messages in the construction set, when you load the three bethesda-files, and the two or three when you compile the scripts?


If you load the 3 master files and this project's master file, there no longer are any error messages, since all the dialogue is now sequenced between the master files. :)

Of course, this is only beneficial if one is making a plug-in dependant on the four loaded master files. I wouldn't advise that until this project has its official release, just to perserve sanity from frequent updates.
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Rachie Stout
 
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Post » Fri May 27, 2011 2:28 am

It was mentioned in another topic that if your character stores an item in a container owned by an NPC (as inside a house) and then removes the item, any similar items in inventory, even ones legally obtained later, will be marked as stolen and confiscated by an arresting guard. Does the patch address that issue, and if not, is it possible for it to do so?
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jodie
 
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Post » Fri May 27, 2011 11:53 am

Re: cbankston, I am sure others will correct me if I am wrong. But I think that a fix regarding stolen items would need to be covered in the Morrowind Code Patch

Edit: In regards to the "Delyna Mandas in Tel Fyr" quest - it looks like you should be able to get the dialog by talking to Llerar Mandas in Ebonheart - however, when rescuing Dalyna Mandas, she does not mention her Grandfather and neither does Athyn Sarethi. There is no in-game way of knowing that he is the one you should speak to in order to end this quest unless you contacted him in the first place to get it, not a bug - just really annoying.
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Alexis Acevedo
 
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Post » Fri May 27, 2011 7:59 am

what happened to the Unofficial Morrowind Patch(1.63b) by Thepal?? is still good and safe to use ??
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Emily Martell
 
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Post » Fri May 27, 2011 9:42 am

It's not safe anymore it has become infected with a HORRIBLE DISEASE THAT WILL EAT YOUR FACE!!!
j/k :)

the 1.6.3b patch is still fine, but as you can see there is much room for improvement - hence the UUMPP
the UUMPP incorporates the UMP and much much more
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Mélida Brunet
 
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Post » Fri May 27, 2011 8:56 am

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. ^_^
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james tait
 
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Post » Fri May 27, 2011 6:11 am

I have added a small note about the UUMP at the UEPS wiki.

I do not know how to make a new section, only how to modify an existing one.
See the updated page here:
http://www.uesp.net/wiki/Tes3Mod:Unofficial_Morrowind_Patch#What_it_does:

Feel free to expand it and give the UUMPP it's own section
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Chloe Botham
 
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Post » Fri May 27, 2011 8:31 am

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. ^_^


nice!
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Kara Payne
 
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