[BETA RELz] Morrowind Patch Project 1.6.5 BETA

Post » Sat May 22, 2010 11:55 am

Just found a couple of typos in Guide to Vvardenfell scroll. First one is Ald Velothi written without 'i' in the West Gash section, then "the officers, docks, and warehouses of the East Empire Company are also found in Ebonheart" in the Ascadian Isles section - I think the correct word would possibly be offices.

EDIT: Also Hrisskar greeted me once with something like 'well hello, lass' despite me playing a male character. oO
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Carolyne Bolt
 
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Post » Sat May 22, 2010 2:38 am

Maybe that's just the way Hrisskar swings >.>
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Ian White
 
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Post » Fri May 21, 2010 10:46 pm

Raven Rock, Factor's Estate, http://i118.photobucket.com/albums/o90/plutocruel/MGEravenrock.jpg?t=1260266073

I'm not sure if the three different possible estates have different interiors, but this is in the estate built in the NE corner of the town.
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Craig Martin
 
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Post » Sat May 22, 2010 12:21 pm

I encountered a couple of visual glitches while roaming in the Bitter Coast Region:

http://img707.imageshack.us/i/screenshot0.png/ (that's near the tax collector's corpse)
http://img707.imageshack.us/i/screenshot1y.png/ (south of Thelas Ancestral Tomb)

When mage npc sends you to someone of the same trade as their but more knowledgeable (I think it's 'little advice', not sure), you're sent to Estirdalin in the Balmora mages guild. Problem is she's referred to as a male - 'He's smart, friendly and ready to talk'.

When a nightblade is asked about their trade, they say the following: 'I am a spellmaker who creates spells to your specifications'. Thing is the majority of them don't. :frog:
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Scott Clemmons
 
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Post » Fri May 21, 2010 8:59 pm

EDIT: Also Hrisskar greeted me once with something like 'well hello, lass' despite me playing a male character. oO



Maybe that's just the way Hrisskar swings >.>


i'm thinking it's Hrisskar hinting that you're not a manly man. i.e. a wuss, sissy. that's what nords do.
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Fluffer
 
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Post » Fri May 21, 2010 10:00 pm

Heh, well, could be, though I'm Nord too. :)
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Rebekah Rebekah Nicole
 
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Post » Sat May 22, 2010 2:21 am

This may have already been fixed by this mod or another (notm sure if i have the latest version installed), or may just be an issue I am having and is tied to my hardware config, so I apologize if this is redundant. What I think would be a worthy addition to this mod is a way to mitigate the volume of the soundfile that is played when the PC blocks a hit. I often game late at night, sometimes when I have company, and out of respect for others I often turn my audio way down- though not off entirely as I still enjoy a little ambiance. however it seems the block sound is unaffected by the volume controls. This may be a better problem for Morrowind Code patch, but as that does not seem to be in active developement at the moment I am posting it here. Otherwise the block sound is just too loud anyways- that's presumably an easy fix (I haven't looked for the soundfile yet so I don't know if it's hardcoded).
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Karen anwyn Green
 
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Post » Sat May 22, 2010 5:22 am

I think there may be an engine issue when sounds overlap, particularly the armor hits. The MCP may need to look into this.

I'll look into the other issues suggested. ^_^

Any reports of the standardization of miscellaneous items, containers, etc.?
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Beast Attire
 
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Post » Sat May 22, 2010 10:42 am

Dagoth Ur often fall from cliff.
This is not a bug.
But facepalm.

I corrected this problem by correcting script "DagothUrCreature2".
Though I don't understand whether this problem should be corrected by MPP.

**** snip ****	if ( Menumode == 1 )		return	endif	if ( ( GetPos Z ) < -3000.0 )  ; adding		SetPos X 40				; adding		SetPos Y 1064			  ; adding		SetPos Z 40				; adding		PlaySound3D "mysticism cast"; adding	endif						  ; adding;return if heart is destroyed, so he can be killed	if ( HeartDestroyed == 1 )		if ( GetHealth > 200 )			SetHealth 200		endif		if ( GetMagicka > 0 )			SetMagicka 0		endif		return	endif**** snip ****


How to test
(1) Start new game
(2) Open console
(3) tgm
(4) coc "Akulakhan's Chamber"
(5) Go to the bridge
(6) Wait Dagoth Ur fall
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keri seymour
 
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Post » Fri May 21, 2010 8:59 pm

i think you should axe the changes to activators not used in-game, to keep down how many records are changed in total. no sense really correcting something that isn't utilized, right?
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keri seymour
 
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Post » Sat May 22, 2010 1:13 am

I just updated to the latest patch and find that the Masterful Wisdom spells are no longer available in Mournhold Cult Services. Have they been removed completely or is there a condition to get them?
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courtnay
 
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Post » Sat May 22, 2010 2:01 am

Very nice qourn and keep up the good work ! :tops:

It's possible to do it with touch of a 'red hand'-icon hand style they have Oblivion? Add text to the crate, barrel or chest appearence in to the next patch, which tells the player what status these have.
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Vicki Gunn
 
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Post » Sat May 22, 2010 3:03 am

I just updated to the latest patch and find that the Masterful Wisdom spells are no longer available in Mournhold Cult Services. Have they been removed completely or is there a condition to get them?


Good question. In the 1.6.3-patch they do exsists, but the 'Masterful Red Wisdom' spell was the two of though.
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Dustin Brown
 
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Post » Fri May 21, 2010 11:37 pm

You want some reports quorn !

Here it is:

1. Glitch - Lockpicks, Probes and Repairing
When you selling these things with one uses left, you can buy it back the same one and you get fresh one instead. Regarding the 'Sirollos Hammer' I'm not sure about though.

2. Grazelands - Players entering position in yurts
There is two camps of the outcast ashlander with totally three yurts. Two of them has wrong position for the player when entering these yurts. You stucked in the campfire and can't move nowhere expect to go out again.


I would like to see the "Toggle Sneak"-mod, by Yacoby, integrated in to 1.6.5-patch if possible. If you could do it, also get rid of all the GMST:s which the offical plugin has.
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Nicholas C
 
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Post » Sat May 22, 2010 12:03 pm

I just updated to the latest patch and find that the Masterful Wisdom spells are no longer available in Mournhold Cult Services. Have they been removed completely or is there a condition to get them?

Good question. In the 1.6.3-patch they do exsists, but the 'Masterful Red Wisdom' spell was the two of though.


Did you visit her before the update? I think I may know what may have happened.

I removed auto-calc from those skill fortification spells, as a fix for high level auto-calc'd restoration spellcasters. As a consequence, it removed it from sale from the Mournhold and Bloodmoon mages that sold those spells, as those two NPCs are also auto-calc'd. I've removed auto-calc from these two npcs to preserve their original spell lists, and to also prevent an issue with other plug-ins adding auto-calc spells which could appear in their spell list for sale, or altering the GMSTs of auto-calc, which would result in a vastly different spell list.

Merchants generally aren't auto-calc'd, especially spell merchants. Mainly to control their mercantile skill for bartering, and also to preserve their spell list in-case another plug-in modifies spellcasting GMSTs or adds lists of auto-calc'd spells.

I think if you visit these NPCs before this update, then their old records are still present in the save file, which includes the auto-calc flag. Since the skill fortify spells are no longer auto-calc'd, they won't appear on their assigned list. I *think* if the NPC is reset from the 72 hour cleanup, then the spells should appear again.
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Smokey
 
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Post » Sat May 22, 2010 2:19 am

I think I may know what may have happened.

OK, that makes sense, thanks. If I re- autocalc those spells in the CS, will it cause any problems? I don't recall any issues in previous games with Restoration spellcasters.
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sexy zara
 
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Post » Sat May 22, 2010 7:23 am

do spellcasters even use restoration spells? i can't ever recall any using healing or fortify spells.
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Sammie LM
 
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Post » Sat May 22, 2010 5:56 am

nevermind.
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joeK
 
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Post » Sat May 22, 2010 1:35 am

Greetings to all of you Morrowind GOTY patriots!
I guess the jumping-npc-greeting-speech sound deforming is no secret nowdays.
But unfortunatly after applying the UMP 1.6.5 beta this eyesore extended (didn't happen with your 1.6.4 release). Now when i'm running round/back/forth an npc, his welcom/warcry/curse-speech sound also deforms. Whith athletics/speed about a 100 it bothers.
Don't know if it's an issue to adress here so please forgive me.
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Nuno Castro
 
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Post » Sat May 22, 2010 6:18 am

Greetings to all of you Morrowind GOTY patriots!
I guess the jumping-npc-greeting-speech sound deforming is no secret nowdays.
But unfortunatly after applying the UMP 1.6.5 beta this eyesore extended (didn't happen with your 1.6.4 release). Now when i'm running round/back/forth an npc, his welcom/warcry/curse-speech sound also deforms. Whith athletics/speed about a 100 it bothers.
Don't know if it's an issue to adress here so please forgive me.

That's easy to fix yourself.
Open your in-game options and go to Sound.
You'll see a button for 3D Sound. What ever it is a now, change it to the other option.
It's different for every computer, but by switching to the other one should stop the odd sounds.
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e.Double
 
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Post » Sat May 22, 2010 7:04 am

Did you visit her before the update? I think I may know what may have happened.

I removed auto-calc from those skill fortification spells, as a fix for high level auto-calc'd restoration spellcasters. As a consequence, it removed it from sale from the Mournhold and Bloodmoon mages that sold those spells, as those two NPCs are also auto-calc'd. I've removed auto-calc from these two npcs to preserve their original spell lists, and to also prevent an issue with other plug-ins adding auto-calc spells which could appear in their spell list for sale, or altering the GMSTs of auto-calc, which would result in a vastly different spell list.

Merchants generally aren't auto-calc'd, especially spell merchants. Mainly to control their mercantile skill for bartering, and also to preserve their spell list in-case another plug-in modifies spellcasting GMSTs or adds lists of auto-calc'd spells.

I think if you visit these NPCs before this update, then their old records are still present in the save file, which includes the auto-calc flag. Since the skill fortify spells are no longer auto-calc'd, they won't appear on their assigned list. I *think* if the NPC is reset from the 72 hour cleanup, then the spells should appear again.


Yes I visited them before the patch was installed. Now I have begin with a new game as male Redguard, the Tribunal has not started yet, I will check this out.
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Killah Bee
 
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Post » Fri May 21, 2010 11:14 pm

You said earlier about the removal of NPC:s restoration fortifying spell in both expansions. It's possible to let the NPC "Louis Beauchamp"-mage, just outside Mages Guild in Ald-ruhn, to sell these spell instead ? Only one problem need to be solved though, that's he is a questgiver of some kinda amulet and the quest will start right away. Sorry I don't recall quest name right now.
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Louise Lowe
 
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Post » Sat May 22, 2010 3:04 am

That's easy to fix yourself.
Open your in-game options and go to Sound.
You'll see a button for 3D Sound. What ever it is a now, change it to the other option.
It's different for every computer, but by switching to the other one should stop the odd sounds.


hmm... It worked.
well Thanks Pluto for unrevealing my stupidity :vaultboy:
Here's a little token for me gratitude - some spell issues i found today:

1. The spell "drain health_fatigue" is missing the word Drain in it's name "Life Force" => "Drain Life Force"
2. Another two spells "demoralize beast" and "rally beast" were intended to be ranged as Touch instead of Target
(in comparison to the targeted "demoralize/rally creature"; see "calm/frenzy beast").
3. And the last but not least "strong heal companion" spell's range was misplaced as Self - not good. (similar "heal companion" is set as touch)
Hope it helped a little.
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Laura-Jayne Lee
 
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Post » Sat May 22, 2010 1:55 pm

In the Gnisis Temple there is there a NPC with the name of 'Methan Seran' I think. When the player active the NPC he said this "What can I do for you, Layman ?", even when the player is not a member of the Temple. That must be "What can I do for you, Child ?" instead. There is something else to check, maybe change it, is the "coven"-topic. If a non-member ask about it, the answer should be this "Sorry, this is classefied information." instead. This issues exists in the 1.6.4-patch.
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^_^
 
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Post » Sat May 22, 2010 2:04 am

You said earlier about the removal of NPC:s restoration fortifying spell in both expansions. It's possible to let the NPC "Louis Beauchamp"-mage, just outside Mages Guild in Ald-ruhn, to sell these spell instead ?

I think it was probably the devs intent that this category of spell was to be restricted to a certain extent, and also provide a reason for the player to experience the expansion content. To buy them through Bloodmoon, you have to work through a fair amount of main quest tasks to get the NPC to provide services to you, for example. Blocking the spells from sale altogether would be bad, as would making it too easy to obtain them. Too much tinkering with this might be beyond the scope of a patch project, and better presented as a separate optional plugin.
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stevie critchley
 
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