[BETA RELz] Morrowind Patch Project 1.6.5 BETA

Post » Fri May 21, 2010 8:31 pm

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:


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.


However, that is not so in the original game. I agree that it may be a solution consistent with Zainsubani's warning, but it is not consistent with original gameplay and far off to think that just any hunter or herder would listen carefully to your story, ponder it in depth, and send you directly to Zabamund. It would need a rewrite of the dialogue lines, or an additional stage to allow the tribesman to send you to, say, someone who "better understood" the Prophecies.
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Andy durkan
 
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Post » Sat May 22, 2010 2:55 am

why the summoned creatures have now the corpse persist checked?


Because there is a bug in the engine, in which if a summoned corpse is disposed of, the game will crash when the spell expires trying to remove the corpse that is no longer there.

The corpse is removed by the spell when it expires, so you don't have to worry about them being truly permanent
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Angus Poole
 
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Post » Sat May 22, 2010 6:55 am

Because there is a bug in the engine, in which if a summoned corpse is disposed of, the game will crash when the spell expires trying to remove the corpse that is no longer there.

The corpse is removed by the spell when it expires, so you don't have to worry about them being truly permanent

This does have an issue when someone does the perma-spell glitch on summon spells. Maybe to fix that, add this script on summoned creatures:
begin mpp_removesummonif ( getdisabled == 1 )	setdelete 1endifif ( oncellchange == 1 )	if ( gethealth == 0 )		disable	endifendifend mpp_removesummon

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Eire Charlotta
 
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Post » Fri May 21, 2010 7:32 pm

Maybe to fix that, add this script on summoned creatures:

I've found that gethealth check isn't completely reliable for determining if something's dead in MW, I think checking OnDeath is probably safer in this case. And maybe oncellchange should be "CellChanged"? Do you only want the body deleted if the player revisits the cell (CellChanged only triggers on entry)? If you want the body cleaned up as the player leaves the cell, I think it would work to have the local script on the corpse start up a targeted global script that checks for cellchanged, and then does the disable/wait/setdelete.
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Hot
 
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Post » Fri May 21, 2010 9:23 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.


Well in Oblivion the power has been renamed Nordic Frost
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Crystal Birch
 
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Post » Fri May 21, 2010 11:28 pm

However, that is not so in the original game. I agree that it may be a solution consistent with Zainsubani's warning, but it is not consistent with original gameplay and far off to think that just any hunter or herder would listen carefully to your story, ponder it in depth, and send you directly to Zabamund. It would need a rewrite of the dialogue lines, or an additional stage to allow the tribesman to send you to, say, someone who "better understood" the Prophecies.

...but it is like that in the original game. You can discuss the Nerevarine prophecies with everyone in the camp, including Nibani - all the patch does is remove the topic from Nibani to be consistent with her greeting. Why would the devs have assigned that topic to everyone in the Urshilaku camp if they only meant for you to speak to Nibani about it?

I agree that the way it's done currently doesn't make much sense - it always seemed a bit strange to me that you can walk up to any Urshilaku and they'll go "So you think you're the Nerevarine, random outlander? Sure, go right in and talk to our chief." Still, unrealistic as it may be, it's clear that the devs deliberately set it up that way. Changing it would be a tweak, rather than a bugfix.
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Trevi
 
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Post » Fri May 21, 2010 9:04 pm

Just a question...

Can I have a sneak preview at the script you're using to fix museum artifacts when you're done with them?

I'll need to update my mod to be compatible with the new version of the patch when it comes out, and that's the only (new) conflict I see at the moment.
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Tinkerbells
 
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Post » Sat May 22, 2010 10:34 am

Script "ColonySeler", Line 26.
24:if ( placeonce == 0 )25:	if ( GetJournalIndex "CO_7" >= 10 )26:		PositionCell "Raven Rock, Bar" 4480.000 3968.000 15820.000 027:	endif28:endif

The order of arguments is wrong. Cell name should be last.
No error message. Line 26 just do nothing.
Coordinate 4480, 3968, 15820 is in void.
Forgot to delete test code?

Comment out line 24 to 28 is safe.
However, anything doesn't change.
Even if this mistake is left, it is Ok. Maybe.
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maria Dwyer
 
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Post » Sat May 22, 2010 1:55 am

Thanks for all the reports and comments! I'll have the next beta ready for release later tonight. ^_^

It won't include a lot of the dialogue filtering that I lost, but it is rather extensive in script fixes and object fixes. Hopefully there isn't any object inconsistencies left after this update. ^_^
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Ross Zombie
 
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Post » Sat May 22, 2010 8:04 am

I think I accidentally posted this in the wrong MPP thread. If you already got the report, then simply ignore this post.

The dialogue topic "Restore Health potions", spoken by Synnolian Tunifus, contains a typo.

The first sentence reads: "To make a Restore Health potion, combine two ore[sic] more of the following..."

It is apparent that "ore" is intended as "or".
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Sarah Evason
 
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Post » Sat May 22, 2010 7:40 am

Thanks, I'll check that out. ^_^
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Vera Maslar
 
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Post » Sat May 22, 2010 4:22 am

New beta release posted. ^_^
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SEXY QUEEN
 
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Post » Sat May 22, 2010 10:08 am

Any idea when the final release will be ready?

Also, I see the new beta fixed the Cruel Vipervolt, but there's still a few other things that it doesn't seem to cover (at least not according to the documentation):

-Dire Viperarrow is missing its 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.
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Josee Leach
 
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Post » Sat May 22, 2010 11:56 am

Any idea when the final release will be ready?

Also, I see the new beta fixed the Cruel Vipervolt, but there's still a few other things that it doesn't seem to cover (at least not according to the documentation):

-Dire Viperarrow is missing its 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.


Dire Viperarrow wasn't missing it's enchantment according to the master files...it could be another plug-in that's causing it for you.

I didn't change the shock shield spell names since there's already an exisiting lightning shield spell in-game. I'll see what the concensus is for this particular change though, one can tell there were a number of different devs when it came to naming conventions.

I'll add the ownership in the next update, there's still a number of fixes I didn't get around to, but I wanted to get this update released so all of the objects can be fixed of errors and inconsistencies (which'll help most with merge objects, and balance mods).

As for the next official release, it'll probably happen early next year, as I still need to finish up the filtering of dialogue -- which takes a lot of time testing and debugging.
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Phoenix Draven
 
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Post » Sat May 22, 2010 5:08 am

Dire Viperarrow wasn't missing it's enchantment according to the master files...it could be another plug-in that's causing it for you.


I'm looking at the original Morrowind.esm amster file, and the enchantment for "Dire Viperarrow" is indeed missing...

Weird.

I didn't change the shock shield spell names since there's already an exisiting lightning shield spell in-game. I'll see what the concensus is for this particular change though, one can tell there were a number of different devs when it came to naming conventions.


It goes like this:

Shock Barrier
Lightning Shield
Strong Shock Shield
Fierce Shock Shield

The "shock" ones should be "lightning" to remain consistent with the frost and fire shield spells.

I'll add the ownership in the next update, there's still a number of fixes I didn't get around to, but I wanted to get this update released so all of the objects can be fixed of errors and inconsistencies (which'll help most with merge objects, and balance mods).


Okies.

As for the next official release, it'll probably happen early next year, as I still need to finish up the filtering of dialogue -- which takes a lot of time testing and debugging.


Understandable.

But like I mentioned above... I would appreciate any kind of advanced notice I could get about the script you're using to fix the museum artifacts, as I'm trying to keep my mod compatible with yours :)
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JERMAINE VIDAURRI
 
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Post » Sat May 22, 2010 9:59 am

I'm looking at the original Morrowind.esm amster file, and the enchantment for "Dire Viperarrow" is indeed missing...

Weird.


I quick checked into it, and it appears the Tribunal.esm fixes this. ^_^


It goes like this:

Shock Barrier
Lightning Shield
Strong Shock Shield
Fierce Shock Shield

The "shock" ones should be "lightning" to remain consistent with the frost and fire shield spells.


Sounds reasonable.


But like I mentioned above... I would appreciate any kind of advanced notice I could get about the script you're using to fix the museum artifacts, as I'm trying to keep my mod compatible with yours :)


The only thing those fixes do is add a menumode check upon activation, i.e.:
Begin MuseumAurielBowif ("Torasa Aram".aurielbow < 2)	Disableendifif ("Torasa Aram".aurielbow == 2)	Enableendifif (OnActivate == 1)	if ( MenuMode == 1 )		return	else		set "Torasa Aram".aurielbow to 3		Activate		player->removeitem "ebony_bow_auriel_x" 1		player->additem "ebony_bow_auriel" 1	endifendifEnd MuseumAurielBow


It prevents the object from getting picked up while menumode is active, which would mess up the 'removeitem' command and cause a crash.
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Kay O'Hara
 
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Post » Sat May 22, 2010 5:12 am

Bug report of new beta "MPP 1.6.5 Beta 11/26/2009".

Script "ColonySeler", Line 26.
Before fix
PositionCell "Raven Rock, Bar" 4480.000 3968.000 15820.000 0

After fix
PositionCell 4480.000, 3968.000, 15820.000, 0, "Raven Rock, Bar"


You corrected the grammatical problem.
But this coordinate is in the void.
The NPC will be transferred to the void.
This is bad.
You must change this coordinate or comment out this line.

Before fixed, Line 26 did not do anything.
Because grammatical problem.

P.S.
I know my English is bad.
Tell me when you do not understand what I say.
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Anna Kyselova
 
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Post » Sat May 22, 2010 11:03 am

Bug report of new beta "MPP 1.6.5 Beta 11/26/2009".

Script "ColonySeler", Line 26.
Before fix
PositionCell "Raven Rock, Bar" 4480.000 3968.000 15820.000 0

After fix
PositionCell 4480.000, 3968.000, 15820.000, 0, "Raven Rock, Bar"


You corrected the grammatical problem.
But this coordinate is in the void.
The NPC will be transferred to the void.
This is bad.
You must change this coordinate or comment out this line.

Before fixed, Line 26 did not do anything.
Because grammatical problem.

P.S.
I know my English is bad.
Tell me when you do not understand what I say.


Ah, I thought those coordinates looked odd... I'll probably just comment out that code then.
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Wayland Neace
 
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Post » Sat May 22, 2010 6:12 am

it's good to see continued work on this. :goodjob:
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Taylor Tifany
 
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Post » Sat May 22, 2010 10:56 am

Quick bump incase anyone missed this during the holiday weekend. ^_^
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jeremey wisor
 
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Post » Sat May 22, 2010 3:57 am

@quorn
PCGender flag introduced by v1.6.3 needs an overhaul.

Looking at the dialogue entries for chargen captain, PCGender gets set to 1 or 0; first depending on PC six = 1 (female), otherwise PCGender is set to 0. Obviously that should be corrected to set to a non-zero value so that other mods can check the PCGender global for value of 0 to know if the MPP is active and thus the PCGender variable available for use.

I'm not sure how many mods are using the PCGender check, but most will likely be checking for PCGender = 1 for female checks. This came about in discussion regarding PCGender checks over in the NOM 3.0 thread, and the current suggestion is to set PCGender to -1 instead of 0 for Males, leaving 0 as an indicator that the global variable is not set.

This change will need to be done to dialogue greeting entries and the 'patchScript' included with UMP/MPP.


[edit] overhauled post.
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Jaylene Brower
 
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Post » Sat May 22, 2010 5:29 am

Quest : "Duel with Bolvyn Venim" ( ID : HR_Archmaster )

Greeting 5
NPC ID : bolvyn venim
Info : "You will never be the Archmaster of House Redoran. Meet me at the Arena in Vivec
where I shall prove my right to rule in a duel to the death."

Add : Functions, Journal, HR_Archmaster >= 10

Prevent from declaring a duel before talking about Advancement or duties with Athyn Sarethi.
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maria Dwyer
 
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Post » Sat May 22, 2010 10:55 am

The patch ESM comes before Bloodmoon.esm in the load order (the file is about one hour older). Is this intentional?
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Nathan Barker
 
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Post » Sat May 22, 2010 7:13 am

The patch ESM comes before Bloodmoon.esm in the load order (the file is about one hour older). Is this intentional?


I think I know what happened, daylight savings screws up how the file's date/time is edited. Perhaps for now on I should just date the file a day later than an hour later.

I don't think it really matters, since this can't load without Bloodmoon loading first anyways.
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Helen Quill
 
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Post » Sat May 22, 2010 6:20 am

Imperial region quests of general darius

Dialogue,Filter for "general darius"

Topic : Orders
Info : I don't have any more orders for you. Check with the Knight Protectors in each of the Forts, and, when you're ready, check with the Knight of the Imperial Dragon, Varus Vantinius in Ebonheart."
add, Function : Journal, IL_RescueRagash >= 100
prevent skipping early quests

Topic : Orders
Info : Find out what happened to Ragash gra-Shuzgub.
Add, Function : Journal,IL_GnisisBlight >= 100
prevent skipping early quests

Topic : Orders
Info : Go to Ald Velothi and rescue the pilgrim Madura Seran.
Add, Variable : Global, MaduraRescued = 0
Add, Variable : Dead,madura seran = 0
Madura Seran is nor rescued and not dead.

Topic : Madura Seran ( change from original )
Info : Madura Seran was safe, last I heard.
Change, Journal, IL_RescuePiligrim = 0 to >= 100
If = 0, this prevents getting IL_RescuePiligrim 100 for none Imperial Legion player

Topic : Talos Cult
Info : They are a group that reveres Tiber Septim. It is not the group as a whole with whom I am concerned. It is rumors of a conspiracy within the membership that interests me. Talk to your fellow soldiers and see if you can find out more.
Change : IL_Talostreason > 0 to >= 0
prevent Darius talking like a common solder.
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Rachel Tyson
 
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