[BETA RELz] Morrowind Patch Project 1.6.5 BETA

Post » Sat May 22, 2010 11:10 am

Possible issue for the patch:

In the HH_DisguisedArmor quest ("Orphan of Arnesia"), Nileno Dorvayn only recognizes Neminda's death if there's no Neminda's orders in player's inventory. The obvious case where player takes them from her body after she attacks him for not wearing the helm, is ignored.

(She also won't accept orders if player chooses to steal them from Neminda rather than obtain by disguise - if he lost the helm but doesn't want to surrender the quest, for example. If the player *does* find the helm afterwards and talks to Neminda, there will be two copies of orders.)
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Sat May 22, 2010 10:08 am

Patch request: I would like for the Indoranyon Dunmer stronghold to have a distinctive external cell name (currently, its internal cell name is already "Indoranyon", though).
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Sat May 22, 2010 4:38 am

The MPP increases the rank requirement for the Telvanni http://www.uesp.net/wiki/Morrowind:Recruit_a_Mouth quest from Spellwright to Wizard, and the http://www.uesp.net/wiki/Morrowind:Ring_of_Equity_%28quest%29 and http://www.uesp.net/wiki/Morrowind:Amulet_of_Unity_%28quest%29 quests from Wizard to Master.

Why?
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Sat May 22, 2010 2:59 pm

Does this mod include

Bloodmoon Spell Fix?
Spoiler
The plugin fixes the 3 summons that have do not work when using Bloodmoon.
(In my case even with the 1.6.1820 patch)
(Fabricant, Wolf, Bear)

Codebook Thieves Guild Compatibility?
Spoiler
If you are already a member of the Thieves Guild, an intimidation success will convince Sottilde to
surrender the book. If you have already finished the codebook quest when joining the Thieves Guild, you are now able to
join after a bribe success. These workarounds function essentially the same way as if you had completed the codebook quest or
joined the thieves guild normally.

Lugrub Axe Fix?
Spoiler
This small mod slightly alters placement of the quest-related item "Lugrub's Axe" in the "Gnisis, Underground Stream" cell to play nice with the bounding box of a Better Bodies corpse. Vanilla Morrowind has the axe placed right next to Mansilamat Vabdas' corpse. If you play with Better Bodies, Mansilamat's corpse might end up positioned in a way such that the bounding box prevents you from highlighting and picking up the axe when positioned this close to the corpse. The axe now rests a little ways off to the side of the corpse, but still against the same stalagmite where it is in plain sight.
East Empire Essential NPCs?
Spoiler

All this does is flag the East Empire Npcs as Essential so if
the player kills em they will get a warning message.

The mod which fixes the dwemer satchel charges? (Fix_T_BM_CaveInScript)
Spoiler
Small bugfix for Morrowind - Tribunal & Bloodmoon (that combination). Fixes the explosives (dwemer) not exploding when timer reach 0. Added DISABLE on referenced object so it dissapear and you can approach the activator (door) to the next section(s).

Dandras Vules fix? (Fix_Tribunal_DandrasVulesInfiniteHello)
Spoiler
Small bugfix for Morrowind - Tribunal Fixes infinite conversation loop with "Dandras Vules" (Dark Brotherhood)

Her Tamed Lighting?
Spoiler
This plugin is a simple fix for a bug that I couldn't find a fix for myself. During part of the Tribunal questline, you are offered a choice of enhancements from Almalexia. Under certain circumstances the options you receive would change, however even selecting the new option you would get the same result.
I have fixed that, so that the available option is selectable and you receive the cooresponding bonus. I'm not sure if Bethesda meant to replace it completely and forgot to remove that instance, or if it was simply meant ot be a hidden reward that got over looked, but with this mod the option is available.

Nymeria's Mages'guild fix?
Spoiler
This plugin 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. It also adds a Supply Chest to Caldera Mages'Guild.

Pickpocket fix?
Spoiler
Changes the fPickPocketMod GMST from 0.3 to -3 causing the odds of a successful pickpocketing to increase instead of decrease based on sneak skill level.
A character with minimal sneak skill will have the default 5% minimum chance as before but higher skill levels now increase the odds of success toward the default 75% maximum.
Bethesda has the fPickPocketMod GMST set to -3 in Oblivion\Fallout 3 so pickpocketing should now work largely the same as it does in the other games.

Sleepers Fix?
Spoiler
This plug-in alters the sleepers, where instead of being rather mute for topics, the sleepers will behave like normal NPCs before & after the main quest, and while 'awake'. They will have their topics restricted only while 'asleep'.
This only affects the sleeper's script, and their specific topics. It does not affect any other topics, so any inappropriate topics will still show up while the sleeper 'sleeps'.
This should also stop the sleepers from attacking after you free them from the curse.

Spell Fix?
Spoiler
This mod sets all spells in Morrowind, Bloodmoon and Tribunal to not AutoCalc. Spells set to AutoCalc is available to all NPCs in the game, regardless of their skills and spell selction, and they can cast them if they have enough mana, again regardless of their magic skills.
With this mod NPCs will cast *only* the spells that are in their spell selection.
Most of the generic figher types NPCs only have magic skill of about 10, so it makes no sense that they should be able to cast spells.
This mod will make only Mages and Sorcerors of the generic NPCs have access to the most destructive damage spells, and it will make most characters cast spells that make sense for their class.

Crimson Plague Quest Tweaker?
Spoiler
This small plugin fixes the bug with the Crimson Plague quest, where you could not get the right dialog after killing the rats in the Hall of Ministry. It adds an invisible activator, that triggers a journal update when all 7 rats are killed.

User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Sat May 22, 2010 3:10 am

Sounds like this causes more errors than the original Unofficial Morrowind Patch now, so is it safer to just revert back to 1.6.3b?
User avatar
mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Sat May 22, 2010 6:09 am

Of the ones I know about:.

  • Bloodmoon Spell Fix merge wouldn't do anything because it's dirty mods further down the list that break the spells.
  • Codebook Thieves Guild Compatibility is a change in the guild dynamics and not really a bug.
  • Her Tamed Lighting is not included.
  • Sadrith Mora guild already fixed.
  • Pickpocket fix, checked it before and it's wrong. In Morrowind it makes heavier things harder to steal, this mod makes heavier things easier to steal. Things appear easier for the wrong reason.
  • Sleepers Fix, Quorn was working on that last time.
  • The dwemer satchel charges and Dandras Vules were both fixed a long time ago in the official patch.

User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Sat May 22, 2010 2:36 am

Is the MPP still considering using simple mesh fixes? If not, then I'll release a package of them on my own.
User avatar
Danny Warner
 
Posts: 3400
Joined: Fri Jun 01, 2007 3:26 am

Post » Sat May 22, 2010 12:51 pm

Of the ones I know about:.

  • Bloodmoon Spell Fix merge wouldn't do anything because it's dirty mods further down the list that break the spells.
  • Codebook Thieves Guild Compatibility is a change in the guild dynamics and not really a bug.
  • Her Tamed Lighting is not included.
  • Sadrith Mora guild already fixed.
  • Pickpocket fix, checked it before and it's wrong. In Morrowind it makes heavier things harder to steal, this mod makes heavier things easier to steal. Things appear easier for the wrong reason.
  • Sleepers Fix, Quorn was working on that last time.
  • The dwemer satchel charges and Dandras Vules were both fixed a long time ago in the official patch.



Ok, thanks for the info. I am going to merge all my "fix" mods into one .esp and I need to know which ones are made obsolete by MPP.
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Sat May 22, 2010 3:30 pm

I don't know if this question has asked before, but is there a fix for this http://www.gamesas.com/index.php?/topic/1094424-bug-in-main-quest/ included in this MPP version? :unsure:
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Sat May 22, 2010 2:11 pm

I don't know if this question has asked before, but is there a fix for this http://www.gamesas.com/index.php?/topic/1094424-bug-in-main-quest/ included in this MPP version? :unsure:

It looks like that's not a Morrowind bug, it's a MCA bug. And as that thread says, it's fixed in the latest version of MCA (5.2).
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Sat May 22, 2010 4:14 am

It looks like that's not a Morrowind bug, it's a MCA bug. And as that thread says, it's fixed in the latest version of MCA (5.2).

Thanks John for your reply. It seems I've not to be worry about that since I already have the latest MCA 5.2 version installed. :D

Btw... The MPP team have done a great job with this project, so keep up the good work. Thanks. :goodjob:

Sometimes there is not a sound, when you select an item that you have in the inventory so what's wrong?
User avatar
Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Sat May 22, 2010 5:59 am

Do we, by any chance, have a bead on when 1.6.5 might hit a public release?

Or, at the very least, a list of the planned fixes to be included? I've been meaning to start a new game lately, and the OCD part of me is itching to see what broken stuff will (hopefully) soon be fixed.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Sat May 22, 2010 2:43 pm

Do we, by any chance, have a bead on when 1.6.5 might hit a public release?

Or, at the very least, a list of the planned fixes to be included? I've been meaning to start a new game lately, and the OCD part of me is itching to see what broken stuff will (hopefully) soon be fixed.



The last time quorn logged in was Mar 17 2010 04:47 PM. So I would not be looking for a new release anytime soon.
User avatar
brenden casey
 
Posts: 3400
Joined: Mon Sep 17, 2007 9:58 pm

Post » Sat May 22, 2010 12:47 am

I don't think this has been mentioned, but the Ring of Equity can be made so that both enchantments can take effect if you simply exchange the order of the effects.
User avatar
xx_Jess_xx
 
Posts: 3371
Joined: Thu Nov 30, 2006 12:01 pm

Post » Sat May 22, 2010 9:28 am

I don't think this has been mentioned, but the Ring of Equity can be made so that both enchantments can take effect if you simply exchange the order of the effects.

Let's do that, then. I'm testing a small mod for that, which I expect will be released later today. Details to follow.
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Post » Sat May 22, 2010 11:05 am

The last time quorn logged in was Mar 17 2010 04:47 PM. So I would not be looking for a new release anytime soon.


kinda seems like quorn stopped logging on since the forums changed...
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Sat May 22, 2010 12:57 am

Just picked up the Beta, and I'm wondering why it's set to load before Bloodmoon.esm?

Also, I'm getting ready to post an update to my mod which edits the Equipment plugin to include all of the fixes from the Beta. It will also include the fix to the Ring of Equity suggested earlier in this thread.
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Sat May 22, 2010 4:02 pm

It was just a mistake to do with daylight savings time difference when it was last built.
User avatar
Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Sat May 22, 2010 1:44 am

Oh, ok.

In that case, it doesn't appear to have been edited in awhile, and I can see a few rather glaring fixes that should probably be made.

The thought occurred to me to make a quick and dirty "patch patch" that has a few literally dirty references to the original Morrowind scripts that were fixed problematically in the MPP, namely the Pilgrim's Path book and the Webspinner's topic thread. This is preferable, IMO, to editing the MPP itself, and can be used until a newer version resolves these issues. What does everyone think?

Also, I've updated my mod to include the bugfixes from 1.6.5. I went ahead and included the Ring of Equity fix, as well, even though it's not yet an "official" MPP fix :P
User avatar
El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Sat May 22, 2010 11:34 am

Let's do that, then. I'm testing a small mod for that, which I expect will be released later today. Details to follow.

http://www.gamesas.com/index.php?/topic/1095049-relz-ring-of-equity-fix/

This is done as an isolated patch plugin; it should be easy to integrate it into the MPP if the consensus is that it is appropriate to do so.
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Sat May 22, 2010 7:37 am

Ok, I'm looking into making the quick and dirty patch I mentioned above.

Are there any other breaks besides the Pilgrim's Path and the Webspinner's Topics I need to worry about?
User avatar
{Richies Mommy}
 
Posts: 3398
Joined: Wed Jun 21, 2006 2:40 pm

Post » Sat May 22, 2010 10:04 am

Ok, if anyone is interested, here it is:

http://btb2.free.fr/temp/mpp_patch.zip

This is a plugin file with "dirty" references to the original Morrowind.esm values for the Pilgrim's Path book script, the Colony Seler script, and all of the Sanguine topics except Sanguine Enterprises. So, it should fix the issues that the current versions of the MPP creates with them.

Everything else, I can just wait for the proper 1.6.5 release for.
User avatar
Scarlet Devil
 
Posts: 3410
Joined: Wed Aug 16, 2006 6:31 pm

Post » Sat May 22, 2010 2:20 pm

Does this mod include
These are the mods I (and others who update mlox) believe are incorporated in the MPP:
Spoiler
ARJAN_VampireFly_Fix.esp
ArchMage_Fix_0604.esp
Ash Ghoul Hearts.esp
BM-Armor-FIX.esp
BMFemArmorFix.esp
Bal Molagmer Fix.esp
BloodmoonAmmoFix.esp
BloodmoonQuickFixes-LD.esp
Book Placement Fix - Bloodmoon.esp
Book Placement Fix - Morrowind.esp
Book Placement Fix - Tribunal.esp
BouyantClassFix.esp
Brittlewind Fix.esp
Cjad's Templar Pauldron Fix.esp
Clean Devil_Tanto_Bug_Fix.esp
Clean Templar Pauldron Fix.esp
Clean_Templar_Pauldron_Fix_v11.esp
Colony Spriggan Fix.esp
Correct Spell Sounds.esp
Crusader Class Fix.esp
Dome of Serlyn fix.esp
DrenFactionTweaks.esp
Ebonheart Warehouse Fix.esp
Ebony Armor Fixes.esp
ExcuseMe.esp
Factor_fix.esp
Female Ice Gauntlet Fix.esp
Ghostgate_Shrine_fix.esp
Glass arrow fix.esp
Gnisis Gaurd Fix.esp
HasphatsBooks.esp
heartwood.esp
Master Trainer Fix v.01.esp
Morrowind Patch v1.6.3.esm
Nerevarine Greeting tweaks.esp
NoLore Solstheim.esp
Pelagiad Fix.esp
Pieces of the Blade Fix.esp
Quest Fix.esp
Questfix-1.2.esp
Ralen_Hlaalo_reward_fix.esp
Ring Texture Fix.esp
SadriHiddenPlayerFix.esp
Sadrith_Haunting_Fix_0530.esp
SecretMasterFix.esp
Snow Bear boot fix.esp
Solstien_undialog.esp
St Llothis Fix.esp
Tel_Fyr_Amulet_Fix.esp
Telvanni Guard Fix.esp
Telvanni Quest fix v.1.0.esp
Telvanni_Archmagister_Fix.esp
Tenpacebootsfix.esp
TreboniusAntabolisFix_0606.esp
Tribunal Crimson Plague tweaker.esp
TribunalQuestFix.esp
UupseFix.esp
Writ Bug Fix.esp
acsEbonyGreaves.esp
bm_wolf_greaves_fix.esp
cattle_fix.esp
corpusbugfix.esp
fast_eddie_fix.esp
fix_false_incarnate.esp
fixdialog-bmeec-stockcertificate-notrib.esp
lfx_edwinna_book.esp
lfx_nerevarine_greetings.esp
lfx_rare_heartwood.esp
lfx_rare_holly.esp
lfx_rare_hornlily.esp
lfx_rare_ingredients.esp
lfx_rare_ingredients-uniques.esp
lfx_rare_merged.esp
lfx_rare_merged-uniques.esp
lfx_tenpace_tribunal.esp
milyn_faram_fix_0529.esp
shakti_secret_masters_fix.esp
shvBugFix01.esp
shvBugFix02.esp
vampfix.esp
vampirequestrepair.esp
word_use_fix.esp

User avatar
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Sat May 22, 2010 7:22 am

I just want to add a bug I noticed a coupe of days ago (after years of playing the game, go figure)
Vintage Brandy quest from Sugar-Lips Habasi - every time you click on the "Vintage Brandy" topic while Sugar-Lips is giving you the quest another Vintage Brandy bottle spawns in Ralen Hlaalu's dresser

I am running with the unofficial patch 1.6.4 but I haven't seen this noted as fixed in 1.6.5b

Hopefully this will be useful to someone.
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Sat May 22, 2010 1:08 am

Report: The items on the table in front of http://www.uesp.net/wiki/Tribunal:Fonari_Indaren, a Dunmer Apothecary who runs an outdoor shop in Mournhold's Great Bazaar, are incorrectly marked as owned by Aurane Frernis; ownership of those items should be changed to Fonari Indaren.
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

PreviousNext

Return to III - Morrowind