[BETA RELz] Morrowind Patch Project 1.6.5 BETA

Post » Fri May 21, 2010 5:44 pm

http://www.sendspace.com/file/mmaydw

Continuing the work-in-progress of the next update to the Morrowind Patch Project!

The documents enclosed describes all of the changes in detail.

There's still more work to be done, I wanted to get feedback with the latest stable build.

Previous thread of discussion http://www.gamesas.com/bgsforums/index.php?showtopic=970677.
Previous version w/ release notes http://www.gamesas.com/bgsforums/index.php?showtopic=966509.

Let me know of any issues or feedback! ^_^
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Sat May 22, 2010 2:17 am

Whew! Sounds great! I was actually right in the middle of making a patch for TAD Balancing that incorporates your changes in the MPP along with Alaisiagae's Left Gloves Addon and Kahkahra's Complete Armor Joints, and possibly some other mods. I'll have to scan for the new changes. Cheers on the new version!
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Sat May 22, 2010 1:41 am

Phew. Just in the nick of time! :goodjob:
User avatar
JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Sat May 22, 2010 3:56 am

Thanks for the update, Quorn. :goodjob:
User avatar
Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Fri May 21, 2010 7:59 pm

Where do I have to check to see if the fix I suggested got included? I wanna be able to free Yakov.
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Sat May 22, 2010 6:33 am

nice! i'll get this working on my "test" install.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Sat May 22, 2010 5:53 am

Great!
*Removed ownership from many activators that were inappropriate, like banners (could cause guild expulsion)

I assume banners are just an example of removed ownership and not potential guild expulsion? Or can they somehow cause that? You can't steal a banner. :P
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Sat May 22, 2010 5:58 am

Where do I have to check to see if the fix I suggested got included? I wanna be able to free Yakov.


I haven't addressed Yakov yet. I thought he was kind of an easter egg.

Great!

I assume banners are just an example of removed ownership and not potential guild expulsion? Or can they somehow cause that? You can't steal a banner. :P


Apparently, activators with NPC ownership can get the player into trouble activating them, which could cause criminal fines and guild explusion. Anyways, activators really shouldn't need ownership unless the script warrents it, which in many cases it didn't.
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Fri May 21, 2010 5:44 pm

Apparently, activators with NPC ownership can get the player into trouble activating them, which could cause criminal fines and guild explusion. Anyways, activators really shouldn't need ownership unless the script warrents it, which in many cases it didn't.

Hey, you just broke the "No looking at this banner" rule of most factions! :o




:lmao:
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Fri May 21, 2010 9:53 pm

Also, to quick mention, if a fix was reported and not included, it just means I haven't gotten around to it yet.
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Sat May 22, 2010 5:24 am

Is there any compatability concerns with updating? I just got my game running smooth. :unsure:
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Fri May 21, 2010 6:54 pm

ok, first impressions:

i really like that miscellaenous item names are consistent and matching. it bugged me to no end that only half of the redware and sivlerware items were labelled as such. and i noticed that the containers are now consistent too.

there's still a few dialog quirks, but i assume you're still working on them. (like drake's pride topic)
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Sat May 22, 2010 3:24 am

Hey, you just broke the "No looking at this banner" rule of most factions! :o

:lmao:


:lol: "NO TOUCHING!"

Is there any compatability concerns with updating? I just got my game running smooth. :unsure:


It should be just as compatible. If anything breaks, let me know. ^_^

ok, first impressions:

i really like that miscellaenous item names are consistent and matching. it bugged me to no end that only half of the redware and sivlerware items were labelled as such. and i noticed that the containers are now consistent too.

there's still a few dialog quirks, but i assume you're still working on them. (like drake's pride topic)


Yep, I'm still combing through the dialogue. I'll post better details of the update later. ^_^
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Fri May 21, 2010 4:51 pm

floating/cursed scripts are now fixed to prevent crashing in menu mode

Ah, so that wasn't a random crash! Good to see it's fixed. :)
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Sat May 22, 2010 12:13 am

I haven't addressed Yakov yet. I thought he was kind of an easter egg.

Your call of course.

But an Easter Egg? Is there a Yakov Smirnoff joke I'm missing here?
User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Sat May 22, 2010 4:12 am

i always wondered why yakov was wearing a leather mask and didn't want to be freed. :lol:
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Fri May 21, 2010 3:44 pm

Ah, so that wasn't a random crash! Good to see it's fixed. :)


It's fixed, though it means those items can't be picked up from the world in menu mode anymore.

Your call of course.

But an Easter Egg? Is there a Yakov Smirnoff joke I'm missing here?
i always wondered why yakov was wearing a leather mask and didn't want to be freed. :lol:


I'll fix him eventually. ^_^
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Sat May 22, 2010 8:07 am

Let me know any feedback, so I can prioritize the next update. ^_^
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Sat May 22, 2010 7:05 am

First post on these forums, so hopefully I have the right thread ;) Thank you so much for continuing to work on this great project! A few issues I encountered which may be worth addressing:

Athanden Girith's quest (Girith's Stolen Hides, MV_OutcastAshlanders) seems bugged - if one has happened to stroll past the Outcast Ashlanders who stole his hides, and thus ended up slaughtering them all and retrieving the 10 special hides ahead of schedule, Athanden's greeting never initiates the quest line - yet you have his hides! This seems wrong both from a technical and RP perspective.

Potentially more of a tweak than a bug-fix, although it makes solving an issue mentioned previously easier - Galos Mathendis vanishes from the Telvanni Council House when you become Aryon's Mouth, which is as you'd expect (this incidentally makes completing Galos' quests impossible, if you can reach that stage without having done so - not tested that). However, as you then advance in rank and acquire your own Mouth, stronghold, and eventually become Archmagister, Aryon never gets a Mouth again. I figured it would make sense to kill two birds with one stone, and pull Galos back out of retirement once you recruit Fast Eddie? (Galos' dialogue makes sufficient sense that you could just re-enable him after HT_RecruitEddie hits 100).

Regardless, keep up the good work, it's most appreciated! :)


I'll check Girith's quest. I'll also look into Aryon's Mouth's status too, as it seems reasonable enough. Thanks for the report!

On a recent playthrough I noticed a bug in the Imperial Legion 'Rescue Madura Seran' quest: if you rescue her before joining the Legion or getting the quest from General Darius, you'll miss out on Darius' earlier quests. The http://www.uesp.net/wiki/Morrowind:Rescue_Madura_Seran for the quest claims that this is fixed by the MPP, but I have the latest version (1.6.4) and I still seem to get the bug.


I did get this fixed with the last beta, adding more checks in the dialogue. Interesting enough, there's dialogue that suggests that Madura Seran should've been disabled until the quest activated (as with most of the Legion's quest objectives). Implementing that now would likely cause conflicts with any plug-in expecting her enabled.

I don't know if this has been suggested before as i propose that the female orcs , Gultim Gra-Borbul be given a pair of common pants to wear in keeping with other female barbarian orcs, as she isn't wearing any and also Rultim Gra-Ogdub be given some common clothing to wear as she isn't wearing anything.

Reasons are that they look out of place hanging out in their underwear , worse still if using body replacers aa underwear is even more out of place than the vanilla textures and if using nvde versions then Gultim appears naked from the waist down whilst rultim appears totally naked.


I can give these orcs clothes, though I was under the impression they were meant to appear uncivilized.
User avatar
Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

Post » Sat May 22, 2010 12:30 am

I noticed some bugs that haven't been addressed yet as far as I can see. I posted about them here:

http://www.gamesas.com/bgsforums/index.php?showtopic=1035111

'cause I didn't know about this topic. Anyway, here's the list of bugs I've noticed

Almalexia's TR_ShowPower Quest is activated prematurely. Requires additional checks: Either Meralyn Othan topic check TR_ShowPower >= 30 or Almalexia Cult greeting TR_Bamz >= 100, because Othan's topic is present from the start and lacks any conditions.

Almalexia Greeting missing completely (can't even talk to her) after accepting orders from Fedris Hler to investigate the attack in the square. Almalexia's greeting check must be Journal TR_Bamz < 105 (or at least < 100) instead of < 10 ("go see Fedris Hler")

MS_ScrollSales: If you steal the book from the Argonian's inventory, he later still gives you another one. Requires at least a check if the PC already has the book in his inventory and an additional answer "you already have the book...", otherwise the player ends up with 2 copies

Uvoo Llaren doesn't give you the Shirt of the Holy Rilms back, even if you are a Patriarch, as long as you haven't spoken to Vivec. This is not consistent with the Temple leader in Ghostgate, who will give you the Boots of the Holy Rilms back if you are Patriarch (no further checks). I recommend deleting Uvoo's Neverine dialog in Kogoruhn topic completely

It should be possible to tell Baladas's centurio to wait (requires additional greeting/dialog similar to the pack rat in Tribunal)

If you steal the axe from the sorceress (naked barbarian quest) without killing her, the game enters a permanent loop, as the games checks just for the axe presence in inventory to ForceGreeting, yet requires the sorceress to be dead to give back the axe (remove check for her death)

If you heal the other barbarian using Cure Paralysis instead of Cure common disease, it will completely break the quest. The script has to check for GetSpellEffects "WitchWither" == 0, not simply GetSpell. Actually the script should simply check if the NPC is paralysed, yet this check is broken in the engine.

House Redoran: Disrupt the Ebony Mines quest: If you free the slaves and then join either Telvanni or Hlaalu house, the quest will stay forever in your journal:
Add 2 new dialogs to Garisa Llethri (one for House Telvanni, the other for House Hlaalu). Create a new journal entry, set to "completed", say something like " thank you for doing this, even if you are a member of another house..."

Promotion to Archmagister of the Telvanni is weird - if you kill Gothren and then talk to Aryon about "advancement" he will say "you still need to kill Gothren", because the advancement is actually achieved here through the "Magister" topic, not advancement. Advancement requires the same dialog as Magister at the top (above the "you still have to kill Gothren" dialog. Dead Gothren >0 condition.)

Mehra Milo's position isn't updated due to the weird condition CellChanged ==1 in her script. If you Recall yourself, this condition won't be true and then she won't be teleported to the Monastery. EVER. Comment out the CellChanged condition completely

Mehra Milo and the Lost Prophecies quest featuring a single entry ("I've received books about Nerevar") is actually part of another quest ID (should be part of A2_4_MiloGone) and is never completed

Blood Ties quest journal entries aren't listed under a single topic (the quest doesn't appear in the quest list, even if individual quest entries appear in the journal). There seems to be some problem with the Index 0 (the name of the quest, under which the quest is supposed to be listed). Create a new index 0 for this quest and call it "Blood Ties"

Vampkills global variable isn't set properly - all vampires killed prior to finishing the second main vampire quest are wasted. All vampires killed prior to becoming a vampire are wasted too:

if ( GetJournalIndex "VA_VampHunter" == 90 )if ( GetJournalIndex "VA_VampCountess" == 50 )if ( GetJournalIndex "VA_VampAmulet" == 30 )


All this is pure nonsense. Instead, it requires a simple if (PCVampire ==1) check:

if (PCVampire ==1)if ( VampClan == 1 )...elseif ( VampClan == 2 )...elseif ( VampClan == 3 )endifendif


However, this still doesn't solve the problem of wasted vampires the PC kills prior to becoming a vampire (for example, killing Raxle Burne for the Temple). Since the game can't predict which clan you will join later in the game, 3 different global vars are required:

VampKills_Aundae
VampKills_Berne
VampKills_Quarra

Every time a vampire is killed, the game needs to check if the PC is a vampire. If yes, increment (or decrement) the VampKills global var directly. Otherwise, if the PC is still human, increment one of the 3 new variables, depending one the clan of the killed vampire. Later, when the PC acquires vampirism, the numbers from the 3 global vars have to be transferred to the VampKills global var using the script that turns the PC into a vampire (so for example Vampire_Aundae_PC or whatever). This should be done according to the following formula:

Number of first hostile clan vampires killed + number of second hostile clan vampires killed - number of your own clan vampires killed. As soon as you become a vampire, the VampKills global var can be used directly, as from thereon it is clear which of the 3 clans is considered friendly



There's a problem with the Almalexia_warrior creature (Almalexia in Sotha Sil's tower) as well as with some vampires - if you save the game, their spell points (current magicka) is not saved. So if you restore the game, they will always switch to melee immediately. Very annoying if you like killing enemies by reflecting their spells back on them, while casting Weakness-to-whatever-they-are-casting at the same time on them. Here's a fix for Almalexia (Sotha_Alma script), similar scripts should be also used for most vampires in the game. Noticed problems with pretty much every Quarra and Berne vampire in particular:

if  ( GetTarget "Player" == 0 )SetMagicka 1501endif


Unfortunately, there's no OnLoad event in Morrowind engine, so I use the condition "update magicka until combat is initiated"

Almalexia has 1500 points, however, this is not a proper number. Her spell costs 150 points (Almalexia's wrath), so the idea is that Almalexia is supposed to cast it 10 times in a row (roughly 30-32 seconds,meaning you need Reflect spell 100% for 35 sec. on self to be on the safe side), but she can only cast it 9 times. Some weird bug in the engine that doesn't count magicka correctly. Therefore, the spell points should be set to 1501 instead of 1500 (both in the script and in the character sheet)



After you kill Almalexia, return to Mournhold and talk to Azura, teleportation is still disabled. In order to enable it, you actually have to run to the argonian guy, teleport to Ebonheart and back to Mournhold to update the script. The problem lies with the TribunalMain script, it requires an additional check - enable teleportation after the conversation with Azura:

if (getjournalindex "TR_SothaSil" ==110)EnableTeleportingendif


P.S. or even better, re-enable teleporting in the TribEnd script (after Azura disappears)



There's a problem with the "Yagrum Bagarn and Wraithguard" quest (if you killed Vivec). Yagrum will tell you to wait one day, but the time script is buggy, so you don't actually have to wait, because the localdayspassed var is higher than 1 even before you talk to Yagrum about the wraithguard. I changed the WaitOneDay script like this:

Begin WaitOneDayshort currentDayshort localdaysPassedShort NoLore;blocks discussion of general topicsshort doneif (getjournalindex CX_BackPath != 25)returnendifif (done !=1)set currentDay to Dayset done to 1endifif ( currentDay != Day )set localdaysPassed to localdaysPassed + 1endifEnd



If you kill Dagoth Ur and Almalexia and mention Almalexia in a conversation with somebody, you can actually say that you killed Vivec, even if he's still alive. Wrong condition. Needs to check Dead Vivec_God==1 and not C3_DestroyDagoth>=50. Just because you killed Dagoth doesn't mean Vivec is dead. lol



During the Hircine's Hunt quest, if you don't take Tharsten Heart-Fang with you right away, open the empty chest and return to Tharsten, you can actually talk to him and take him with you, before he talks to you and turns into a werewolf if you are quick enough. This may mess up the script, preventing Tharsten from turning into a werewolf altogether. This is due to a delay in the heartfanghuntScript
script. I recommend commenting it out:

if ( fangtalk == 1 )	if ( GetDistance Player <= 512 )		set timer to ( timer + GetSecondsPassed );	if ( timer > 2 )			set fangtalk to 2			ForceGreeting			return;	endif	endifendif



It is possible to miss Hircine's Ring completely by not taking Tharsten with you, proceeding to the exit in human form, waiting until 9 o'clock p.m., turning into a werewolf and proceeding to the next area (the door will allow you to pass if you are a werewolf, you do not need Tharsten's key). Even if you can't turn into a werewolf, you can actually pickpocket the key from Tharsten (but not Hircine's ring!). The mazegate2Script script needs to be re-written to prevent the player from proceeding until he deals with Tharsten:

Begin mazegate2Scriptif ( OnActivate == 1 )	if ( player->IsWerewolf == 0 )		if ( player->GetItemCount key_hircine2 > 0  )if (getjournalindex BM_WildHunt > 62)			Activate			endif		else			MessageBox "Tell the player that he must possess the key/be a werewolf to proceed AND deal with Tharsten first, in whatever way."		endifelse;player is werewolfif (getjournalindex BM_WildHunt < 64)MessageBox  "You must deal with Tharsten first."elseActivateendifendifendifEnd mazegate2Script


This script will basically check for 3 conditions:

1) Either key in possession or player is werewolf (one or the other must be true)
2) Tharsten must be dealt with. Do NOT check for Hircine's ring in player's possession, as the player may deliberately drop it on the floor, for whatever reason. Instead, simply check if Tharsten has been dealt with. If the player decides to leave Hircine's ring behind, it's up to him.



if the player has the lycontropy and goes to bed at 8 o'clock p.m., he will be awakened at 9 p.m. and turned into a werewolf. However, technically speaking, the player will be awakened AFTER he is turned into a werewolf, which may cause the PC to lose a great potion of his health (because he hasn't fed yet as a werewolf). The script needs to wake up the PC right at the beginning, before anything else is done:

The script "WereChangeScript" needs to be altered (look at the potion of the script somewhere near the end, which is executed first, as soon as the script is started):

if ( Player->IsWerewolf == 0 );CHECK THAT PLAYER ISN'T ALREADY WERE-FORM	if ( GetPCSleep == 1)WakeUpPC;messagebox "waking"endif	set makewolf to 1;MessageBox "MAKEWOLF IS 1. PLAYER SHOULD LOSE CONTROL AND FADE"	DisablePlayerControls;TAKE PLAYER CONTROL, FADE OUT	if ( MenuMode == 1 )			set sleeping to 1	else		set sleeping to 0		set timer to 0		FadeOut 1	endif	returnelseif ( Player->IsWereWolf == 1 )	returnendif


See? I added a check whether the PC is resting, if yes, wake him up, changing into a werewolf comes later.


Besides, all the fade-ins / fade-outs with a duration of 5 seconds and loss of PlayerControls is annoying. All fades as well as timers in the script should be reduced from 5 to 1 second to decrease the annoying delay when turning into werewolf and back.

Note that changes in this script do not affect werewolf transformation through Hircine's ring, only innate werewolf transformation.



Noticed two bugs in the "Rite of the Wolf Giver" quest (Bloodmoon):

1) If your character is suffering from sun damage (Mantle of Woe equipped or any mods that allow you to play as a vampire and werewolf simultaneously), your character will be killed by taking up to 3345 points sun damage instantaneously as soon as the innocent Nord turns into a werewolf. This is due to a bug in the "becomewerewolf" function utilised by this quest. It is recommended to unequip the Mantle of Woe item before proceeding.

This bug is extremely weird and can't be properly fixed through scripting, as the error is somewhere in the hard-coded function "becomewerewolf." However, you can extend the script and remove the "vampire sun damage" ability as well as unequip the Mantole of Woe item for a couple of seconds until the maiden is turned into a werewolf (see script below)

2) If you save the game after killing the innocent woman for the first time, but before she turns into a werewolf, restoring this savegame will prevent the innocent woman from being resurrected/turned into a werewolf. If you talk to Ettiene again, she will believe that you have already killed the werewolf, which will still finish the quest as intended. This bug is caused by an error in the GetDeadCount function utilised by this quest. The same error will also cause a new heart to appear on the dead maiden when you restore the game (provided you removed it prior to saving the game).

The problem is that the GetDeadCount increases the count every time you restore the game. So I recommend re-writing the script and avoid using GetDeadCount due to resurrection issues here.

As far as the heart respawn is concerned, the script needs to check if the PC already has one in inventory and not spawn a new one if one is already present on the player. Here's how I fixed both scripts:

No respawn for the heart in the maiden's inventory, script "WolfenderInnocent":

if ( OnDeath == 1 )if ( GetJournalIndex "BM_Wolfgiver" < 100 )if ( player->GetItemCount, "ingred_innocent_heart" < 1 )additem "ingred_innocent_heart" 1endifendifendif


script "RitualTransform", fixes Sun damage and "GetDeadCount" related issues:

Begin RitualTransformfloat timerfloat xposfloat yposfloat zposshort doOnceshort wolfdeadshort disablingshort sundamagecheckif ( MenuMode == 1 )	Returnendifif ( wolfdead == 1 )	Returnendif;if ( GetDeadCount "wolfgiver_f_nord" > 1 ); do not use!;if ( GetJournalIndex "BM_Wolfgiver" == 110 ); either this or the condition below, one is enoughif ( "wolfgiver_f_nord"->IsWerewolf == 1 )if ("wolfgiver_f_nord"->GetHealth <= 0); GetIsDead function not available in Morrowind?	Journal BM_WolfGiver 120 	set pcwerewolf to -1	if ( PCKnownWerewolf == 1 )		set PCKnownWerewolf to 0	endif	set wolfdead to 1endifendifif ( disabling == 3 )	Returnendifif ( disabling == 2 )if ( PCVampire == 1 )player->addspell "vampire sun damage"; vampire sun damage is restored after maiden werewolf transformationendifif (sundamagecheck ==1)Player->AddItem, "mantle of woe", 1; player gets his Mantkle of Woe back after maiden werewolf transformationendifset disabling to 3	returnendifif ( disabling == 1 )	set timer to ( timer + getsecondspassed )		if (timer > .75 )		 	"wolfgiver_f_nord"->Resurrect			"wolfgiver_f_nord"->modFatigue 250			"wolfgiver_f_nord"->modHealth 250			"wolfgiver_f_nord"->becomewerewolf			"wolfgiver_f_nord"->startcombat player			set disabling to 2		endif		returnendif set xpos to ( "wolfgiver_f_nord"->GetPos, X )set ypos to ( "wolfgiver_f_nord"->GetPos, Y )set zpos to ( "wolfgiver_f_nord"->GetPos, Z )Placeitem "ritual_ring" xpos ypos zpos 0if ( PCVampire == 1 )player->removespell "vampire sun damage"; remove sun damage from player to avoid the becomewerewolf bugendifif ( player->HasItemEquipped, "mantle of woe" == 1 )Player->RemoveItem, "mantle of woe", 1; unequip and temporarily remove item that causes sun damage to avoid the bugset sundamagecheck to 1endif set disabling to 1 End RitualTransform


Looks like I got some work ahead of me. Thanks for the reports! I'll begin filtering through them, and report back my findings. ^_^
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Fri May 21, 2010 4:03 pm

I'm in the process of updating the bugfix catalogue, and ran across Fernurion's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1721 a while back. I've finally gotten around to checking it out, and was wondering if the underlying problem that it remedially fixes has been addressed in the MPP.

(The problem is Hircine's portal becoming inoperative sometimes when Hircine is killed. The fix is designed to remedially fix a game in which this has occurred by disabling the original portal and creating a new duplicate one in its place.)

Please forgive me if this has already been addressed somehow -- I haven't been able to go through the MPP threads except here and there.

And by the way, since I don't think I have said except indirectly, BIG thanks for compiling and maintaining this, Quorn! I loved being able to move so many mods into the "covered by the MPP" category. :celebration:


Thanks! I'll look into this portal bug.

A small error I noticed. In Seyda Neen, the death of the taxman quest (MV_DeadTaxman) the tax records found on Processus Vitellius body are not claimed by Socucius Ergalla. This would seem to be a bug as the tax records (bk_seydaneentaxrecord I believe) do not appear to have any further use outside of this quest.


It does make sense that the tax records should be collected, since there are still citizens listed that haven't paid their taxes.

Been a long time since I messed with Morrowind, but I noticed today that Yakov (the Altmer slave in the Suran Slave Market) doesn't have a slave script on him. The result is that if you drag his sorry butt all the way to Dren Plantation in order to release him, it produces an error and he won't be released (The dialogue is there, but the error results in his slave bracelet not being removed and he never disappears).

edit: also, I noticed that after killing some Dagoths and talking with the Sleepers that were freed, they would still stop me at night and still yell things about Dagoth Ur awakening as I walked away.


I plan on implementing the sleeper fix soon, as it addresses a lot of issues reported about the sleepers.

as the books are all fixed now, how about integrating more of VGreetings, with the faction greetings content added as a bonus .esp? the merchant greetings are nice enough to use.


I'll look at the extra greetings, though there's already plug-ins that deal with the faction greetings.
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Fri May 21, 2010 5:44 pm

Here's one I noticed just the other day: One of Beyte Fyr's Greeting 1 dialogues ("Have you come to...") is filtered for 'Same six = 0' rather than 'Talked To PC = 0'. This means that female players miss out on the amusing "wife of Divayth Fyr" dialogue, as the topic is never added.
User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Fri May 21, 2010 4:30 pm

Here's one I noticed just the other day: One of Beyte Fyr's Greeting 1 dialogues ("Have you come to...") is filtered for 'Same six = 0' rather than 'Talked To PC = 0'. This means that female players miss out on the amusing "wife of Divayth Fyr" dialogue, as the topic is never added.


Thanks for the heads up! ^_^
User avatar
sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

Post » Sat May 22, 2010 12:20 am

As always, amazing work. Now, does anyone know how to get Solstheim Undialog working with the MPP? I can't be the only one who doesn't like hearing about Solstheim the instant I get off the boat, but reordering mods doesn't seem to have have an effect.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Sat May 22, 2010 4:14 am

As always, amazing work. Now, does anyone know how to get Solstheim Undialog working with the MPP? I can't be the only one who doesn't like hearing about Solstheim the instant I get off the boat, but reordering mods doesn't seem to have have an effect.


I could be wrong, but I have read (and annotated in the bugfixes guide) that the MPP does deal with it. I'm not versed enough in how dialogue works to be able to tell for sure from looking at the entry. But I did notice that without any other fix, the subject disappeared after being discussed.

However, later it appeared and would not go away again, and I had recently installed TR. So, looking at it, I found a possible lead in TR's entry for Solstheim, looking at a TESPCD conflict report. And sure enough, with TR removed from my loadout, Solstheim dialogue behaves again.

Can anyone verify this for me?
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Next

Return to III - Morrowind