[BETA RELz] Morrowind Patch Project 1.6.5 BETA

Post » Sat May 22, 2010 12:50 pm

Another small issue I noticed on a recent playthrough:

To build a Great House stronghold you need a construction contract from Duke Dren. If you've reached the Cavern of the Incarnate stage in the main quest (A2_6_Incarnate >= 50), you'll get the following dialogue on the topic 'construction contract':

Yes, I know of your deeds, Nerevarine. I will grant you a construction contract. Here, take it as a token of my gratitude for all you have done for my people.

I think the condition for this should be C3_DestroyDagoth >= 50, especially since Duke Dren's 'latest rumors' dialogue indicates that he doesn't believe you're the Nerevarine at this point.
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Barbequtie
 
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Post » Fri May 21, 2010 11:52 pm

Has this been reported yet?
The instructions given by Maurrie Aurmine to help the PC locate Nelos Onmar are misleading. She said:
"He mentioned something about having to head north, so I imagine he might be found in Pelagiad."
"North" should be south, as Maurrie is located north of Pelagiad.
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Rachel Eloise Getoutofmyface
 
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Post » Sat May 22, 2010 8:30 am

I just put a netch helm on my character, and I discovered that it clips horribly with my character's head (Imperial Female), and I saw it clip on a Nord Male's head, too. I'm not sure what the problem is - it sort of looks like the helm is too narrow and it sits too far back on the character's head. At any rate, it looks like a right mess. Is there any way to fix it, like you did with the Templar and Glass helmets?
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Dawn Porter
 
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Post » Sat May 22, 2010 9:01 am

Does this work for the helmet?

http://llamahunter.homestead.com/files/a_netch_m_helmet.zip
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Mashystar
 
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Post » Sat May 22, 2010 1:24 pm

Does this work for the helmet?

http://llamahunter.homestead.com/files/a_netch_m_helmet.zip

Works on male and female imperial heads! I haven't tested it on other race's heads, though. I just did a quick and dirty test by renaming the netch helm to the imperial helm mesh. :hehe:

http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/netch_helms.jpg

Hmm... still looks like it sits too far back on the head - see how the flap that covers the neck on the back is waaaay behind his head?
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Sierra Ritsuka
 
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Post » Sat May 22, 2010 8:39 am

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.


Thanks for the input! I've changed these spells so they are more consistent. ^_^


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.


I didn't find any dialogue that would indicate any of this. It could be another plug-in.

Another small issue I noticed on a recent playthrough:

To build a Great House stronghold you need a construction contract from Duke Dren. If you've reached the Cavern of the Incarnate stage in the main quest (A2_6_Incarnate >= 50), you'll get the following dialogue on the topic 'construction contract':

I think the condition for this should be C3_DestroyDagoth >= 50, especially since Duke Dren's 'latest rumors' dialogue indicates that he doesn't believe you're the Nerevarine at this point.


Thanks! I'll fix this. ^_^

Has this been reported yet?
The instructions given by Maurrie Aurmine to help the PC locate Nelos Onmar are misleading. She said:
"He mentioned something about having to head north, so I imagine he might be found in Pelagiad."
"North" should be south, as Maurrie is located north of Pelagiad.


I'll correct her directions. ^_^

---

I'll work on the positioning of the netch helm too.

I'm still filtering through all of the dialogue, adding more filtering checks to prevent any conflicting issues, namely faction checks. This should eliminate the issues of plug-ins adding topics that break quest progression. Admittingly, most of the filtering is redundant, but better safe than sorry, eh?
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Ron
 
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Post » Sat May 22, 2010 6:43 am

keep up the good work, quorn

but better safe than sorry, eh?

:nod:
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Alexander Horton
 
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Post » Sat May 22, 2010 11:15 am

@quorn
Would you be interested in including a patch that fixes Vivec steetlights to use light_de_streetlight_01_223 w/ SignRotate so they all sway, and reassigns Maar Gan & Molag Mar streetlights so they also use that id?

I've been adding the fixes as I notice them - so far I've checked thru those towns, there may be other towns needing the fix. I can provide a link to what I have so far if you're interested. :)
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Emily Graham
 
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Post » Sat May 22, 2010 12:56 am

Hey quorn! Very glad to hear your still working on the MPP.

I've just been through comparing the change documentation for the last official MPP and the beta. A lot of the differences seem to be around object naming (increasing consistency as you've mentioned). One thing I'm interested in is whether the next version of the MPP will be obsoleting any more smaller fix mods. I made a http://www.gamesas.com/bgsforums/index.php?s=&showtopic=970677&view=findpost&p=14028617 in the Suggestions thread that tried to do a current "state of the nation" of fixes and the MPP.

Since then there've been a few other fixes released, it seems mainly by TheOne&Only:
  • Guar Followers Fix by TheOne&Only
  • Her Tamed Lightning by Mytch
  • Lore Fix by TheOne&Only
  • Pickpocket Fix by TheOne&Only
  • Wings of the Queen of Bats by TheOne&Only
There's also TheOne&Only's Object Permanence, which is large enough to run it as a compliment to the MPP.

Anyway, what I'm trying to understand is whether we're likely to see any of these mods (either in this post or in my earlier one) superseded by the MPP or whether this next release is a consistency release, i.e. primarily standardising object names and improved dialogue filtering. If we are going to see any more mods rendered unneeded then it'd be nice to know which ones (I can update mlox if nothing else).

Thanks :thumbsup:
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Vahpie
 
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Post » Sat May 22, 2010 12:42 pm

wow, didn't know about the pickpocket bug. though never did find that much reason to pickpocket, good to know though.
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Adriana Lenzo
 
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Post » Sat May 22, 2010 8:34 am

@quorn
Would you be interested in including a patch that fixes Vivec steetlights to use light_de_streetlight_01_223 w/ SignRotate so they all sway, and reassigns Maar Gan & Molag Mar streetlights so they also use that id?

I've been adding the fixes as I notice them - so far I've checked thru those towns, there may be other towns needing the fix. I can provide a link to what I have so far if you're interested. :)


I'll check this out, it should be fine since this would be consistent with other outside lights. ^_^

Hey quorn! Very glad to hear your still working on the MPP.

I've just been through comparing the change documentation for the last official MPP and the beta. A lot of the differences seem to be around object naming (increasing consistency as you've mentioned). One thing I'm interested in is whether the next version of the MPP will be obsoleting any more smaller fix mods. I made a http://www.gamesas.com/bgsforums/index.php?s=&showtopic=970677&view=findpost&p=14028617 in the Suggestions thread that tried to do a current "state of the nation" of fixes and the MPP.

Since then there've been a few other fixes released, it seems mainly by TheOne&Only:
  • Guar Followers Fix by TheOne&Only
  • Her Tamed Lightning by Mytch
  • Lore Fix by TheOne&Only
  • Pickpocket Fix by TheOne&Only
  • Wings of the Queen of Bats by TheOne&Only
There's also TheOne&Only's Object Permanence, which is large enough to run it as a compliment to the MPP.

Anyway, what I'm trying to understand is whether we're likely to see any of these mods (either in this post or in my earlier one) superseded by the MPP or whether this next release is a consistency release, i.e. primarily standardising object names and improved dialogue filtering. If we are going to see any more mods rendered unneeded then it'd be nice to know which ones (I can update mlox if nothing else).

Thanks :thumbsup:


I'll check into these. I'll update the thread when new fixes are implemented. ^_^
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Amysaurusrex
 
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Post » Sat May 22, 2010 8:48 am

any chance at implementing the sleeper fix, at least the part so they won't continue attacking after the main quest?

i'm also a bit concerned about the naming conventions in your standardization. while they do make a difference in making everything appear correct, with the larger ammount of objects effected, this could cause issues with merged objects.
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Ebony Lawson
 
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Post » Sat May 22, 2010 8:46 am

Hmm, you know what I've just started to notice? The wolf armor pauldrons. I've never had my character wear it before much, but look at how disjointed it makes the shoulders: http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/wolf_helm_front.jpg. Is there any way to fix it? I'd be happy to test out meshes and report with screenshots. :)

EDIT: This is with vanilla bodies, vanilla everything.
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Shaylee Shaw
 
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Post » Sat May 22, 2010 12:04 pm

I intend no disrespect Alaisigae, but this whole mess with meshes in the game is a big headache for them repairing it all over..
p.s. quorn YOU ROCK :mohawk:
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Darren
 
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Post » Sat May 22, 2010 2:02 pm

I want to try and keep mesh editing to a minimum, since there's a lot of high quality replacers already available. I will fix some of the really obvious errors though.

I plan on fixing the sleepers too, since it's a relatively easy fix.

Right now, I'm playing through the main quest (the Blades portion), fixing dialogue issues and filtering.
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Gisela Amaya
 
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Post » Sat May 22, 2010 1:42 am

well, i read the fixes in the documents and i didnt see anything about fixing certain NPCs' starting points...

certain NPCs just seem to have their spawn point a little ways off the ground, so in-game, they occasionally hop into the air, and when using the 'reset actors' command, they'll pop up into the air and drop when you close the console...

i asked this question and i was told to report it in this thread...

i dont know all the NPCs that do it, cause i havent checked in awhile, but i do know one...

the orc woman in the balmora mages guild downstairs, that necromancer... she has this problem.
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Peter lopez
 
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Post » Sat May 22, 2010 3:38 am

-snip- ... certain NPCs just seem to have their spawn point a little ways off the ground, so in-game, they occasionally hop into the air, and when using the 'reset actors' command, they'll pop up into the air and drop when you close the console... -snip-

It's actually better that NPCs/creatures are spawned a little bit off the ground in order to guarantee they will collide with the ground/object mesh below them instead of falling thru it. Placing an actor directly against another mesh with collision can cause the MW game engine to ignore the collision box, especially if it's slightly larger than the parent object.

Usually you won't see them dropping in stock MW during regular play if AI distance is <= to view distance. You will see it tho with extended MW view distances (mostly in exteriors) or if MW view distance is greater than AI distance. Using the 'reset actors' command via console is not normal game play, and not something a game play patch should be expected to fix.
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Honey Suckle
 
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Post » Sat May 22, 2010 6:50 am

i always thought the issue with sharn disappearing was a local ref issue. although i've never had her disappear or float away, i have had her get naked a few times.
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Juan Cerda
 
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Post » Sat May 22, 2010 6:38 am

Hello people. Has anyone experienced this problem?

I have Morrowind Goty, MCP 1.6 and Morrowind Patch v1.6.5 (Only these)

In Fort Moonmoth, Larrius Varro offers a mission called:
Larrius Varro Tells a Little Story
But when I enable this patch, the topic -WORK- is not displayed in the dialogue, even if I hear the latest rumors in Balmora or talk him first.
Just gives me the mission:
Fjol The Outlaw
I'm doing something wrong? Or this patch breaks this mission?

Another question ... It seems Drarayne Thelas in Balmora, offers a mission to find ... Pillows ... but I never could do it, with or without the patch.
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Lady Shocka
 
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Post » Sat May 22, 2010 6:39 am

Hello people. Has anyone experienced this problem?

I have Morrowind Goty, MCP 1.6 and Morrowind Patch v1.6.5 (Only these)

In Fort Moonmoth, Larrius Varro offers a mission called:
Larrius Varro Tells a Little Story
But when I enable this patch, the topic -WORK- is not displayed in the dialogue, even if I hear the latest rumors in Balmora or talk him first.
Just gives me the mission:
Fjol The Outlaw
I'm doing something wrong? Or this patch breaks this mission?

Another question ... It seems Drarayne Thelas in Balmora, offers a mission to find ... Pillows ... but I never could do it, with or without the patch.


There was a bug with that mission involving the Bloodmoon add-on, as the topic 'some work' would interfere with Varro's 'work' hyperlink. I've rewritten his greeting to get around this issue. Also, the quest is now dependant on getting the 'little secret' journal update where Varro is looking for the player to get the work topic. The quest was also suppose to require the player to be at level 3 or above, as the devs forgot to filter a couple dialogue entries like the rest, but I decided not to implement that since a lot of players want to have that quest available at level 1.
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Grace Francis
 
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Post » Sat May 22, 2010 2:11 am

I've added filler dialogue for quest topics, to help with filtering. Basically, it's just a response for a specific topic for the player to inquire about 'orders', 'duties', 'business', etc for further info if a topic happens to appear before the quest is issued. While this issue appears limited in the original game, it will manifest rather frequently with any plug-ins that add dialogue to existing topics. Standard filtering is limited in a way that a topic cannot be hotlinked in dialogue if the conditions are set in that specific response's results (like a journal entry update), unless there's a response below it that would meet the conditions previously.

Anyways, the gist of this is that with this implemented, there should no longer be an issue of another plug-in adding new dialogue that could trigger inappropriate topics for quests.

---

Also, be sure to let me know of any feedback or issues with the last release. ^_^
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Paula Rose
 
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Post » Sat May 22, 2010 1:33 pm

In both Vinella Morrowind and with the patch the sixth house cave, Assemanu shrine, has the possibility of permanently locking the player inside. The doors require the "key_assemanu_2" and have a lock level of 0, so they cannot be picked. The door into the shrine has similar requirements, but with a lock level of 75, so it is possible to pick through. The only "key_assemanu_2" (that I am aware of) is on the body of an ordinator outside. So it is possible (and I've done it) to jump over to the shrine door, pick the lock, go inside and be stuck there forever(unless you are familiar with coc, =) ). There is a dreamer with the "key_assemanu_1", but it works for a chest in the shrine and not for the door. Thus I suggest either there be only one key that does both or the doors inside the shrine be given a lock level greater than 0 or an intervention scroll be placed inside.
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Logan Greenwood
 
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Post » Sat May 22, 2010 2:47 am

In both Vinella Morrowind and with the patch the sixth house cave, Assemanu shrine, has the possibility of permanently locking the player inside. The doors require the "key_assemanu_2" and have a lock level of 0, so they cannot be picked. The door into the shrine has similar requirements, but with a lock level of 75, so it is possible to pick through. The only "key_assemanu_2" (that I am aware of) is on the body of an ordinator outside. So it is possible (and I've done it) to jump over to the shrine door, pick the lock, go inside and be stuck there forever(unless you are familiar with coc, =) ). There is a dreamer with the "key_assemanu_1", but it works for a chest in the shrine and not for the door. Thus I suggest either there be only one key that does both or the doors inside the shrine be given a lock level greater than 0 or an intervention scroll be placed inside.




or the door could have a time delay (only opens for 1 hour a day), but really - If you go somewhere you don't belong. Get locked in and don't have an old save to recover - that isn't the games fault.
I would prefer the MPP not to change this, as I see it behaving as intended.
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Ruben Bernal
 
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Post » Sat May 22, 2010 6:50 am

or the door could have a time delay (only opens for 1 hour a day), but really - If you go somewhere you don't belong. Get locked in and don't have an old save to recover - that isn't the games fault.
I would prefer the MPP not to change this, as I see it behaving as intended.


the door has no script, nor is there any script that does such a thing, I was supposed to be there (control the ordinators hlaalu quest). And I don't see how it could be intentional to force the end of someones game because they have high security and acrobatics. it appears to me an oversight, as very few people would have both the acrobatics and the security to jump right to the shrine. It wouldn't make sense for bethesda to lock a player in a small cavern forever.
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Gill Mackin
 
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Post » Sat May 22, 2010 4:19 am

Just found two oddly placed objects in the cave Mat.
Confirmed in the CS.

A floating furn_de_pathspear_04 at the head of a hammock. (at the end of the lowest tunnel)

A misc_com_bottle_15 stuck floating in the bottom of ex_de_shack_steps. (in the first open 'room' upon entering)

Sorry no screenies, but the cell is quite small. I'm sure you'll see what I mean. :)
Thanks for the latest update, too.
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Ilona Neumann
 
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