[BETA RELz] Morrowind Patch Project 1.6.5 BETA

Post » Fri May 21, 2010 10:55 pm

There's a hole visible on the backside of the dwemer entry static to Andre Maul's Tower just north of Dagon Fel (Sheogorad Region 7,23):
ex_dwrv_enter00 ... 61324, 193009, 1079

Don't think the static can be lowered to hide the hole without burying the doorway entrance - will probably need a dwemer tower component added to hide it, or landscape will need adjusting but I think it's best to avoid that.
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Yonah
 
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Post » Sat May 22, 2010 2:37 am

Thanks for the input!

I'm still tracking reports and feedback. I'm planning on the next official release to be the last, for myself anyways. There's still more to be done, but I'm happy to say that things will begin wrapping up soon. ^_^

I wish I could just rebuild the master files themselves, cleaning them up and implement fixes at the source, instead of patching around issues. Merge them into a coherent master file. Update/rewrite the scripts, definatively fix dialogue sorting, etc. Actually sounds like an interesting side project when this is done -- for my personal use, of course.
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Hazel Sian ogden
 
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Post » Sat May 22, 2010 2:20 am

In reference to the last post, I did decide to look at the Tribunal and Bloodmoon masters themselves, to confirm a few things I've noticed. These particular master files are filled with the same errors that many modders make, like empty dialogue and cells, unintentional object saves, etc. I've also confirmed my suspicion about sorting blocks of dialogue from the master files in a plug-in -- even if the physical location of the responses change (for instance if you move a group of dialogue lower in priority in the list, below other responses), if the previous and next index are the same, then the responses will revert back to their original location in the response list, which'll cause errors and confusion. Only editing the master file directly will correct these (if sorting, anyways -- there's around-about methods used in bugfixes).

It was pretty interesting playing around with editing the master files directly. Definately gave some insight into how some things work, and why some things don't.
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jason worrell
 
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Post » Sat May 22, 2010 10:07 am

@Quarn: I am not certain exactly what you were describing about moving blocks of dialog around, but it sounds like the sort of thing that could be undone by mods that by chance would insert dialog at the same point that you have moved blocks of entries. The newly updated pointers could at best undo your changes and at worst scramble them in an unpredictable way. Perhaps it is best to continue to add filters to achieve the results you want.

I have a few new corrections that do not yet appear in the current version. The first I posted months ago in the older thread before I realized there was a version 1.6.5. I am not certain that you have seen it.


Topic: Erabenimsun
Both entries (filtered for sul-matuul and nibani maesa)
"The Erabenimsun of Molag Mar?"
Should read, "The Erabenimsun of the Molag Amur?" (or something to that effect).


The journal HR_TaxCollector entry 70 should be marked for quest finished since there is no provision for Hlaren Ramoran to give the player a chance to smooth over the offence. This means that Hlaren Ramoran's subsequent greeting should be refiltered:

Greeting 5: Info ID #309825132159824428 "I asked you to collect the taxes from Gnisis."

This is currently filtered for Journal: HR_TaxCollector >= 10 and Journal: HR_TaxCollector < 100. This means Hlaren Ramoran will continue to speak this greeting even after the player has tried to cheat him. I suggest it be filtered for Journal: HR_TaxCollector >= 10 and Journal: HR_TaxCollector < 70.

There are also two entries under the topic 'taxes from Gnisis' that are filtered identically for Journal: HR_TaxCollector >= 70 so that only the first will every display. I wonder it was intended that one continually lower disposition until too low and the other would display. If it were up to me I would exchange the text between the two (as opposed to moving the entries) and filter them in this way:

Topic 'taxes from Gnisis'

Info ID #11228678278417749
Filter [Journal: HR_TaxCollector >= 70; Disposition = 30] "You have lied to me and I will not support you on the council."
Result: ModDisposition -10

Info ID #1824625249478327144
Filter [Journal: HR_TaxCollector >= 70]: "No. I have said what I said. I will say no more."
Result: Goodbye


The NPC ID j'oren_dar has the name Jo'Ren-Dar. Considering the existing Khajiit naming conventions I think the ID has it right and the name should be J'Oren-Dar. I know there was a discussion about inconsistencies between names and IDs, but I cannot find that. However this inconsistency appear to still exists so I though I would bring it to your attention.
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Caroline flitcroft
 
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Post » Sat May 22, 2010 12:54 pm

I'm trying to determine the root cause of a problem I'm having - Vantinius won't meet me at the Area for the final Imperial Legion quest duel with UMP 1.6.4. All the dialogue options happen as they should, he has Chrysamere and Lord's Mail, but he simply never shows up at the Arena. I found the quest's ID (IL_GrandMaster) in this mod, but don't how to check that it's working right. Anyone had experience with this bug yet?
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leni
 
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Post » Sat May 22, 2010 6:01 am

I use UMP 1.6.4 and have just done the final Legion quest with no problems, so I don't think it's caused by the patch. See http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1068506 for suggestions on how to fix the problem.
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Jarrett Willis
 
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Post » Sat May 22, 2010 9:47 am

@Helena - You are a lifesaver. The "set duelactive to 0" in the console fixed the problem with the Imperial Legion duel. Just enter the arena, do the console command, exit arena, re-enter - voila. Vantinius is waiting with baited breath.
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Rusty Billiot
 
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Post » Sat May 22, 2010 2:51 am

Some minor flaws just to bump the project:

1. weapon Foeburner misses it's enchanting "burning touch_en" (in comparison to Last Rites, a weapon of the same category)

2. spell Charming Touch has an outrageous magicka cost 225 because of it's duration of 30 sec => $ expensive. The spell appears early in the game (Balmora Mages Guild) but can't be used until spellmaked in to a similar one with less duration. It's kind'a stupid. Think the spell's duration needs to be set to 10 sec (like with other illusion spells calm creature & calm humanoid, which are also available there (from the same npc Marayn Drenand) and have the same 30 magnitude but a timer of 10)

3. topic illusion spells has a dwim word

Spoiler
"There are many common variants of illusion spells, not to mention the countless custom versions created by ambitious spellcasters. But here is a list of the most basic spells, representing all the fundamental classes of spell effects produced by this college: hide, chameleon, light, chameleon, night-eye, charming touch, paralysis, silence, blind, earwig, calm humanoid, calm creature, frenzy humanoid, frenzy creature, demoralize humanoid, demoralize creature, rally humanoid, and rally creature."


Cheers! :wink_smile:
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stephanie eastwood
 
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Post » Sat May 22, 2010 5:30 am

I just want to report a crash I am experiencing with the MPP 1.6.4 and 1.6.5b. The crash happens whenever I try to equip the book "The Pilgrim's Path", which you receive when you join the Tribunal Temple faction. The book is a guide to completing the first quest for the Temple, which is to visit and make an offering at all of their holy shrines.

This crash does NOT occur when I have not loaded the MPP data file.

To isolate and troubleshoot this problem, I did the following (to make sure the problem really was coming from MPP and not something else):

* First, I uninstalled Morrowind, then deleted everything in the Morrowind program directory *except for* my "Saves" folder (no reason to delete my saves). So, this means that I should have a very clean re-install.

* Installed Morrowind (GOTY version, purchased in 2009).
* Installed Bloodmoon (GOTY version)
* Installed Tribunal (GOTY version)

* After installing those three, the in-game version displayed is 1.6.1820. (I did not download or install any patch from the ElderScrolls.com, as this appears to be the latest patch level)

* Ran the game, loaded my save, confirmed that from a clean installation, equipping Pilgrim's Path does NOT crash
* Installed the "Bitter Coast Sounds" official plugin, used the MW Launcher to enabled bcsounds.esm
* Re-confirmed that the game does not crash when equipping the book
* Installed MPP 1.6.4 into my Morrowind/Data directory, used MW Launcher to enabled MPP

* Loaded the same save file which worked previously, tried to equip Pilgrim's Path, crash to desktop.

* Manually deleted all the MPP 1.6.4 related files from my Morrowind/Data directory
* Installed MPP 1.6.5b into the Data directory, used MW Launcher to enable

* Loaded the save file again, tried to equip Pilgrim's Path, crash to desktop

If you guys would like a copy of the save file, to load and try to duplicate the problem, just post, and I'll update this post with a download link.
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Dan Stevens
 
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Post » Sat May 22, 2010 1:05 pm

^
I've encountered a similar problem with said book, but instead of a crash, the book simply doesn't open in my inventory. It works if I drop it however. Have you by any chance tried that?
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(G-yen)
 
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Post » Sat May 22, 2010 12:32 pm

I just want to report a crash I am experiencing with the MPP 1.6.4 and 1.6.5b. The crash happens whenever I try to equip the book "The Pilgrim's Path", which you receive when you join the Tribunal Temple faction. The book is a guide to completing the first quest for the Temple, which is to visit and make an offering at all of their holy shrines.

This crash does NOT occur when I have not loaded the MPP data file.
Pilgrim's Path has a script attached, bookPilgrimsPath. In Morrowind.esm it's:
Begin bookPilgrimsPathif ( GetJournalIndex TT_PilgrimsPath >= 100 )	Returnendifif ( OnActivate == 1 )	Journal TT_PilgrimsPath 100	ShowMap "Gnisis"	ShowMap "Vivec"	ShowMap "Ghostgate"	ShowMap "Koal Cave Entrance"	ShowMap "Fields of Kummu"	ActivateendifEnd
In Morrowind Patch v1.6.5 it's:
Begin bookPilgrimsPathshort OnPCEquipshort PCSkipEquipshort ReadBookif ( GetJournalIndex TT_PilgrimsPath >= 100 )	Returnendifif ( ReadBook == 1 )	Journal TT_PilgrimsPath 100	ShowMap "Gnisis"	ShowMap "Vivec"	ShowMap "Ghostgate"	ShowMap "Koal Cave Entrance"	ShowMap "Fields of Kummu"	set ReadBook to 0	Returnendifif ( PCSkipEquip == 1 )	set PCSkipEquip to 0	set ReadBook to 1	Returnendifif ( MenuMode == 1 )	Returnendifif ( OnActivate == 1 )	set ReadBook to 1	ActivateendifEnd
Which looks OK to me (a non-scripter), MWEdit is happy with it (apart from complaining about "The object ID 'TT_PilgrimsPath' is not valid!", which is the same in both scripts). I'm just not sure what's causing the problem here.

[Edit: tried to reduce size of the post. Why was our CODEBOX tag taken away? :( ]
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Chrissie Pillinger
 
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Post » Fri May 21, 2010 11:12 pm

The name of these items is a general name. In spite of quest items.
I think it is necessary to give a comprehensible name to avoid selling items by mistakes.

ID:expensive_amulet_aeta
Name:Expensive Amulet
New Name:Aeta's Amulet (Example)

ID:expensive_ring_aeta
Name:Expensive Ring
New Name:Aeta's Ring (Example)
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Gen Daley
 
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Post » Sat May 22, 2010 10:06 am

Looking at Dragon32's Code Listing, I might have a suggestion. I'm not totally sure how MW Scripting works, but I have some familiarity with programming, in general.

Anyhow, I notice a couple things. . . these things might not be quite correct - I'm not positive of the order-of-evaluation of the code in this listing, so I'm going to make some educated guesses. . .

I notice that the

if (onactivate == 1)

block comes after the if (ReadBook == 1) block.

So, I guess what's happening is that the entire Book 'block' is treated sort of like a function in other programming languages, which is executed when the book is activated. I guess what happens is that when the 'function' first runs, the only "if" condition which *should* evaluate to true is the (onactivate == 1), so the other code is initially skipped over? Then, the code inside the if (onactivate == 1) block sets the ReadBook variable to 1 and then runs the Activate command.

I'm not really sure of the particulars of the Activate command, but what I'm wondering is this - it *appears* to me that the *intention* of the script is that when Activate is called after ReadBook is set to 1, then the whole script is run *again* recursively (is that right?), and that in this second run, since ReadBook is 1, that block runs, and the onactivate block is never executed (because, the ReadBook if-block has a Return statement, which if this is anything like C-programming, immediately ends execution).

Now, the reason I mention all that is because what jumps out at me is that, in the *original* script, after all the statements like Journal TT_PilgrimsPath 100 and the ShowMap statements, there is an Activate statement.

In the 'new' MWPP program flow, there is no additional "Activate" statement after all those statements. Is that important? Does the "Activate" statement have an important in-game function which, since you *aren't* calling Activate after those commands, causes the crash?
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Isabell Hoffmann
 
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Post » Sat May 22, 2010 7:08 am

^
I've encountered a similar problem with said book, but instead of a crash, the book simply doesn't open in my inventory. It works if I drop it however. Have you by any chance tried that?



I just had a chance to test this. No, when I drop the book and read it on the ground, it opens just fine. But, as soon as I pick it up and equip it, crash.
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Angelina Mayo
 
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Post » Sat May 22, 2010 10:40 am

I would use something like this:

Begin bookPilgrimsPathshort OnPCEquipshort PCSkipEquipshort ReadBookshort doOnceif ( GetJournalIndex TT_PilgrimsPath >= 100 )	Returnendifif ( ReadBook == 1 )	Journal TT_PilgrimsPath 100	ShowMap "Gnisis"	ShowMap "Vivec"	ShowMap "Ghostgate"	ShowMap "Koal Cave Entrance"	ShowMap "Fields of Kummu"	set ReadBook to 0	set doOnce to 1	Returnendifif ( PCSkipEquip == 1 )	set PCSkipEquip to 0	set OnPCEquip to 0	set ReadBook to 1	Returnendifif ( MenuMode == 1 )	Returnendifif ( onActivate == 1 ) <-the "a" here should be capitalized. For some reason, the forums is showing it as lower case on my end.	if ( doOnce == 0 )		set ReadBook to 1	endif	ActivateendifEnd

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GLOW...
 
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Post » Fri May 21, 2010 11:18 pm

I took a look at some of the various original book scripts (adding topics, spells, map cells, etc.) and they look inconsistent enough that it's like they were written by more than one person. If they could all be made so that you don't have to drop them on the floor and pick them up to activate them, that would be an improvement.
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Nathan Maughan
 
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Post » Sat May 22, 2010 10:01 am

As of v1.6.4, there is a problem with the patch project preventing the player being given Mephala's skill.

When they fixed the "sanguine enterprise" topic to check for threadswebspinner >= 26, they also changed the other sanguine topics to check threadswebspinner >= 26. These should have been left at 25, as the count will be at 25 when the player starts to turn in the last item. The "sanguine enterprise" topic needed to be 1 more because that dialogue is for after turning in the last item; the other topics have their threadswebspinner checks for while turning in the last item.

edit: for those who have already encountered this issue, you could make the "sanguine enterprise" topic add the spell also; just add Player->AddSpell SkillMephala_SP in the results box of the dialogue that says "You have returned all the Threads of the Webspinner."
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Liv Brown
 
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Post » Sat May 22, 2010 4:51 am

Good day folks.
Yet another issue was noticed by my astute protagonist:

The quest Ienas Sarandas (Town_Aldruhn) "Help local merchants collect on overdue purchases" has 5 minor quests in it (town_ald_ienas, Town_Ald_Bevene, Town_Ald_Bivale, Town_Ald_Daynes, Town_Ald_Llethri, Town_Ald_Tiras) with the following rewards: +40 disposition for each merchant you return the clothing to and some minor cash, a total of 200. When all the pieces are nobly disposed of the final reward consists of +1 Reputation.
But sadly this quest doesn't have a proper Index Ending (like it's minor ones), thus making my effort unacknowledged by the local inhabitants.

there's also a rant about glass bracers graphically splitting me palms off but it's not worth it...

Thanks for reading and take care.
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Kira! :)))
 
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Post » Sat May 22, 2010 4:03 am

I'm currently doing the fighters guild quest that has me kill Eydis Fire-Eye, and even after downloading this I still get expelled from the guild and a bounty after killing her. The wiki page for the quest says this patch fixed it.

Do I need to start a new game for the patch to take effect?
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danni Marchant
 
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Post » Sat May 22, 2010 2:57 am

I really miss quorn, he hasn't been online here for more than a month. Hope too see him soon :cry:
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Michael Russ
 
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Post » Sat May 22, 2010 5:14 am

This mod appeared on PES: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8000. Does the MPP cover this? Is the vanilla value of the pickpocket GMST a bug/oversight?


Hmm... I remember being surprised by how difficult pickpocketing was at higher levels, as well. Does anyone actually know what the formula is for calculating the chance of a successful pickpocket?


Hey, I just noticed this issue so I had to check it out. fPickPocketMod is only used in one function in the game, so it was thankfully easy to inspect the code while it was running. It appears the formula in MWSFD is closer to how it works than TheOne's idea, although it is a bit more complicated than just d100 + fPickPocketMod * itemWeight. The GMST is multiplied by the item weight before it's used, and has no direct effect on sneak - TheOne's mod makes stealing heavy items much easier which would contribute to the perception that it works. I don't recommend using it and would take his explanations with a pinch of salt.
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N Only WhiTe girl
 
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Post » Sat May 22, 2010 6:09 am

Quorn,

The new script attached to Umbra uses OnDeath, where it should really use GetHealth < 0 because OnDeath doesn't seem to always fire. I've had four NPCs now that used OnDeath and none of them worked properly. Thanks.
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Rozlyn Robinson
 
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Post » Sat May 22, 2010 9:25 am

I suppose you meant if ( GetHealth <= 0 ). This too sometimes is unsatisfied upon an NPC's death when the health is reduced to a fraction of a point. Bethesda routinely used independent GetHealth and OnDeath checks in the hope that at least one would be satisfied. I have begun using if ( GetHealth <= 1 ) followed by SetHealth 0 just to be certain the death would 'take'. If affectively reduces the NPC's health by one point, but I think it a small sacrifice for the reliability it provides.
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sharon
 
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Post » Sat May 22, 2010 10:17 am

If that works better, then I think that should be used. All I know is is that OnDeath hasn't worked for four different NPCs and none of the four have additional scripts that look for their death.
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Symone Velez
 
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Post » Sat May 22, 2010 12:27 pm

Hey quorn,

I'm a new member in the forums although I've been playing Morrowind for many years (since it first came out). Congrats on your work and to all the others involved; I have used the UMP in the past with success.

However, I seem to be having some trouble with the more recent release of MPP 1.6.4 and my problem does not appear to have been fixed with MPP 1.6.5b.

I started a new game for my wife who is a newcomer to the game and only installed some of the official plugins; and after a few game days I decided I should also add the MPP 1.6.4 for her.

(Btw, I did run the startscript patchscript and then I did look at sv and found no Bluescript or whatever it was I was supposed to be looking for; however when I first loead the game with the MPP mod added, I got an error, something about a 'yellowbook script' not found... I wonder if that is anything serious; anyway I wrye Mashed the savegame later on and it all seemed fine, as it was blue).

Now, she had already gone to the Balmora temple to pick up a quest that gave her a copy of the Pilgrim's Path book. She had not actually tried to read it yet, but did save the game before I made the changes (i.e. added the MPP mod later). Now it appears that after I installed the MPP bugfix she runs into a problem whenever she tries to read the book: clicking on the book returns a good old CTD when the book is placed onto the character's icon in the inventory menu :(. I tested to make sure that the culprit was indeed MPP 1.6.4. First, I fired up an earlier savegame and the book can be read fine (when placed on the toon's icon in the inventory menu). I also loaded the first MPP-added savegame and noticed that it is the first time the CTD occurs when one tries to read the book. I reloaded the same savegame after unticking first the MPP (1.6.4) and of course got a lot of errors, I clicked 'Yes To All' and loaded it...I now attempted to have her character read the book...this time, she could read it without a problem.

In my desperation, as I am aware of how many bugs Morrowind has, I decided to see if MPP beta 1.6.5b made any difference; I installed it but the problem persisted (I even stopped the script and restarted it to ensure MPP 1.6.5b loads OK). So, I returned to 1.6.4 and simply fired up the savegame, dropped the offending book on the floor and went to the console and typed

player-> AddItem "bk_PilgrimsPath" 1

giving her character a new book. I tried to read it and it worked fine. Great...but...after I saved the game and reloaded and tried to read the new book, well it did'nt give me a CTD but it just did nothing i.e. it would not read it (i.e. clicking the book on the character's portrait in the inventory menu did absolutely nothing, no matter how many times I clicked on it, no matter what else I tried or to what cell I went to). I retried this, just to make sure and the problem persists.

Since this problem first appeared AFTER installing the patch it appears this is a bug the patch created (?).

I also have a side question that turned up because of this. How do I uninstall the patch? And how does one upgrade to the new beta version (from 1.6.4 to 1.6.5b)? I ask these questions because the readmes simply do not say anything. My understanding is that the textures and meshes that had been added during the initial installation of 1.6.4 remain exactly the same in 1.6.5b, so installing 1.6.5b simply overwrites the same textures and meshes and only adds the new .esm in Data files which (if you want to use the new version) you must run in place of the old 1.6.4 esm. So, in such a case I simply untick the 1.6.4 esm and tick the new 1.6.5b esm ... but the question is: do I need to re-run the startscript command in the console and then check sv at the global variables etc? And do I have to stop the script first (stopscript patchscript) before Ire-run it (startscript patchscript) or do I do nothing at all the second time around? Because any savegame I tried under the updated 1.6.5b in this fashion was turned red in Wrye Mash, and not blue or green I expect something I did was wrong... even after re-saving etc. the red stayed.

Anyway, if any help to my problem (bug?) or to my question is available I would be most grateful :)

Thanks again to quorn and to whoever else may read this!

Cheers

Opus Pi
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Verity Hurding
 
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