[BETA RELz] Morrowind Patch Project 1.6.5 BETA

Post » Sat May 22, 2010 8:48 am

I think I've posted these in a different thread regarding the patch, but here is a quick summary of everything that I've run across:

-Dire Viperarrow is missing its enchantment
-Cruel Viperbolt has the wrong enchantment
-Shadbak gra-Burbug at Fort Pelagiad has several items on a table that should be assigned to her, but aren't (only the sword is)
-"Shock" Shield spells should probably be renamed to "Lightning" Shield.

Lastly, on the subject of disease...

Even if Dampworm, Rockjoint, Rattles, and Rust Chancre don't make it into the game, their dialogue topics should be fixed. Furthermore, the description of Witbane (and the presence of an identical disease in Rockjoint) indicates that it should affect personality - not agility. Also, the topic for Greenspore indicates that you should be able to catch it from Slaughterfish, which is false.

But I suppose that it's not something the patch will address for fear of interfering with other creature mods >.<
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Liv Staff
 
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Post » Sat May 22, 2010 1:09 am

idk if you guys fixed this yet or not, but on the nord's vanilla power, thunder fist, it does frost damage instead of shock ...is that supposed to be right or not?
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Shirley BEltran
 
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Post » Sat May 22, 2010 8:19 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?
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Kelly Upshall
 
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Post » Sat May 22, 2010 8:56 am

3 day bump...
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i grind hard
 
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Post » Sat May 22, 2010 6:38 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?
Looks interesting; by the same guy: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8016
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Jessica Phoenix
 
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Post » Fri May 21, 2010 8:47 pm

Looking forward to the next version.

I was actually hoping it'd get released before I updated the mod list on my site >.<
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Kat Lehmann
 
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Post » Fri May 21, 2010 11:41 pm

Sorry about the delay, was busy with life and had little time to devote to anything gaming-related. Also had to revert some progress due to data loss, but nothing major. I'll update the progress soon, most of it has been object-related.
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Susan Elizabeth
 
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Post » Fri May 21, 2010 5:57 pm

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?
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gary lee
 
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Post » Fri May 21, 2010 11:53 pm

idk if you guys fixed this yet or not, but on the nord's vanilla power, thunder fist, it does frost damage instead of shock ...is that supposed to be right or not?


so am I the only one experiencing this or is it a common mistake?
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DAVId MArtInez
 
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Post » Fri May 21, 2010 8:09 pm

No idea if these were fixed in the latest beta (I'm only using 1.6.4 right now, betas usually scare me :P), but to quote my post in General:
I went to Molag Mar and asked the boatman about 'destinations', and he said I could go to Ebonheart by his boat. I clicked travel and no option for Ebonheart was there. Also, outside Mzuleft, one of the ruins near Uvirith's Grave, the Dwemer heaters are sort of 'flying', because you can see right inside of them, and they're not properly attached to the wall.

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LuCY sCoTT
 
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Post » Sat May 22, 2010 3:03 am

so am I the only one experiencing this or is it a common mistake?


I noticed it, too.

And I fixed it in my mod: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7904
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alyssa ALYSSA
 
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Post » Fri May 21, 2010 11:14 pm

idk if you guys fixed this yet or not, but on the nord's vanilla power, thunder fist, it does frost damage instead of shock ...is that supposed to be right or not?


I thought it was frost so it doesn't do damage when reflected to Nords. Maybe it should be named Skyrim's Fist.
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Ysabelle
 
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Post » Sat May 22, 2010 5:01 am

Well, Nords still have 50% resistance to shock...
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LuCY sCoTT
 
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Post » Fri May 21, 2010 11:04 pm

Script "Plague_Gedna", Line 24.
set level to player->GetStat Level

There is no function "GetStat".
This code doesn't output any error. But variable "level" doesn't change. According to my test.
Even if leave this mistake, no serious plobrem. But the creature doesn't strengthen as intended.

If change to this, the creature strengthen as intended.
set level to ( player->GetLevel )

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Manuela Ribeiro Pereira
 
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Post » Sat May 22, 2010 1:39 am

Script "avSlavehunter", Line 37.
Set counter to -1

There is no variable "counter". Mistake "timer" for "counter".
This mistake doesn't cause a big problem. No error message.
But the NPC execute StartCombat function every two seconds.

If change this, StartCombat function is executed only once as intended.
set timer to -1

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NAtIVe GOddess
 
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Post » Sat May 22, 2010 8:08 am

Script "ColonyFalco", Line 49.
set timer to ( falcotimer + GetSecondsPassed )

Mistake "falcotimer" for "timer". No big plobrem.
But the NPC say "I need you to stay here, %PCName. Don't wander off." only once.
Creater of this script want the NPC say every time PC part from him.

If change to this, good.
set falcotimer to ( falcotimer + GetSecondsPassed )

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Marnesia Steele
 
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Post » Sat May 22, 2010 5:28 am

Script "ColonyAssassinItems", Line 6.
 5:if ( GetJournalIndex "CO_12" < 10 ) 6:	if ( GetDisabled "Cimber Valerius" == 0 ) 7:		"Cimber Valerius"->Disable 8:		"Capiton Popillius"->Disable 9:	endif10:endif

Line 6 certainly return True.
As a result, NPCs Disable with all frames.
This problem is not noticeable.
But it is waste of the resource.

Line 6 change to this, Disable only once.
if ( "Cimber Valerius"->GetDisabled == 0 )

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lilmissparty
 
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Post » Sat May 22, 2010 5:39 am

Script "ColonyGraring", Line 10.
 8:if ( doonce == 0 ) 9:	if ( GetJournalIndex "CO_8" == 10 )10:		if ( GetDisabled "Coventina Celata" == 0 )11:			StartCombat "Coventina Celata"12:			set doonce to 113:		endif14:	endif15:endif

Line 10 returns True without fail.
If NPC "Coventina Celata" is disabled, this NPC StartCombat disabled NPC.
But when journal CO_8 is 10, Script "ColonyCoventina" enable NPC "Coventina Celata".
So, This problem might not come to light.

If you want fix, change to this.
if ( "Coventina Celata"->GetDisabled == 0 )

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Wayne W
 
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Post » Fri May 21, 2010 7:39 pm

Script "totemScript", Line 46.
PlaceAtPC BM_bear_black_Claw_UNIQ 1 beardist 1

PlaceAtPC [Object ID] [Count] [Distance] [Direction]
Arguments of PlaceAtPC does not accept variable. But "beardist" is variable.
In this case, no error message and [Distance] seems to become 0.
According to my test, 3 creatures appear at the same position as PC.
This is no big problem. However, it is strange.
Maybe, it is necessary to rewrite the script.

Like this.
Change line 42 to line 48 to this.
if ( placebear == 1 )	PlaceAtPC BM_bear_black_Claw_UNIQ 1 128 1elseif ( placebear == 2 )	PlaceAtPC BM_bear_black_Claw_UNIQ 1 128 1	PlaceAtPC BM_bear_black_Claw_UNIQ 1 256 1else	PlaceAtPC BM_bear_black_Claw_UNIQ 1 128 1	PlaceAtPC BM_bear_black_Claw_UNIQ 1 256 1	PlaceAtPC BM_bear_black_Claw_UNIQ 1 384 1endif

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Marie
 
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Post » Sat May 22, 2010 4:05 am

Script "trackerScript", Line 170.
PlaceAtPC werewolf_bearhunt 1 wolfcount 1

PlaceAtPC does not accept variable argument.
Same problem as my last post.

Change line 169-173 to this.
PlaceAtPC werewolf_bearhunt 1 128 1PlaceAtPC werewolf_bearhunt 1 384 1PlaceAtPC werewolf_bearhunt 1 640 1

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Katie Samuel
 
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Post » Sat May 22, 2010 1:17 am

Script "UleniDead", Line 4.
disable "Gateway_haunt"

Grammatical error.
This code disable the NPC in place of the haunt.

Change to this.
gateway_haunt->Disable


----------------

That's all for now.
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Mr. Ray
 
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Post » Fri May 21, 2010 11:16 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=1056183 reminded me of my own experiences of trying to recharge items with soul gems. Is there a bug lurking here? Has it been addressed by the MPP and/or the Code Patch? Is it a bug? I sure seems like a bug that even my successful recharge attempts yield no increase in the enchanted item's charge.
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Tanya
 
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Post » Sat May 22, 2010 1:38 am

Main Quest-breaking error:

A key line in the "Nerevarine Prophecies" topic got munged. It is this way in 1.6.4 and 1.6.5 beta. This prevents the Main Quest from proceeding at your first conversation with Nibani Maesa. Instead of talking to Nibani Maesa, which is the canonical way to advance the quest at this point, you must now persuade anybody else in the camp to send you, not to Nibani Maesa, but directly to Zabamund. In fixing this, it may also be desirable to:

Add the condition ID: nibani maesa so that you cannot advance the quest by speaking to other Urshilaku. You would have no call to be speaking to other Urshilaku about the Nerevarine Prophecies.
Change the dialog to remove "and Nibani Maesa".

The original (and mostly correct) entry was:

Topic: Nerevarine Prophecies
Info: What does an outlander have to say to an Urshilaku of the Nerevarine prophecy?
Disp/Index: 60
Faction: Ashlanders
Cell: Urshilaku Camp

Function/Variable:
Journal A2_1_MeetSulMatuul >= 1

Result:
;Ashlander, Urshilaku Camp;
Choice "Say I fulfill the Nerevarine prophecies, and wish to speak to Sul-Matuul and Nibani Maesa." 1 "Say I know little, and am curious." 2
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Andrew Tarango
 
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Post » Sat May 22, 2010 3:42 am

Dogsbody, I think you're mistaken about that. When you visit Hassour Zainsubani in the previous quest, he warns you that it's forbidden for outsiders to enter an ashkhan's or wise woman's tent without permission. If you check Nibani's greetings, you'll see that until you fulfil the condition Journal A2_1_MeetSulMatuul >= 45, all she has to say is this:

You are in the wrong place, outlander. Leave, now.

After this, it doesn't make any sense for her to discuss the 'Nerevarine prophecies' topic with you (which is why the patch adds the Not ID condition to exclude it from her dialogue). You're not supposed to be able to discuss it with her until you've spoken with Sul-Matuul and completed the initiation rite. The patch has it correct - though another way to do it would be to force a 'Goodbye' on her original greeting.
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Pants
 
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Post » Sat May 22, 2010 9:06 am

why the summoned creatures have now the corpse persist checked?
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Caroline flitcroft
 
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