[WIPz] Suggestions for Morrowind Patch Project

Post » Fri May 27, 2011 1:53 pm

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).

Telvanni Councilors seem to have very little to say with the morrowind patch. My Telvanni character (who just finished rescuing Mehra Milo) just has two topics to choose from: Chores and Nerevar. The annoying thing about this is that - asking Neloth for chores - the topic "Drake's Pride" doesn't get available anymore. It is simply not hyperlinked. So I'm stuck with "I'm interested in an artifact called Robe of Drake's Pride." and no option to accept the quest. (I also didn't find any work-around yet except disabling the patch. :-/)

I had this as well with 1.6.4, but I wanted to add that as I advanced further in the game, the topic did become available - I don't know precisely how, but either when I'd completed Neloth's mouth's quests or advanced in Telvanni rank, then the topic became available. I actually felt this was intended, until I read this post which implies one previously could get the topic sooner, and discovered that other Telvanni mage lords would happily give me chores prior to their Mouth's ones being complete.

Regardless, keep up the good work, it's most appreciated! :)
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Fri May 27, 2011 11:24 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
User avatar
Cathrin Hummel
 
Posts: 3399
Joined: Mon Apr 16, 2007 7:16 pm

Post » Fri May 27, 2011 5:43 am

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.
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Fri May 27, 2011 11:34 am

There's a problem with the duel with Karrod in Tribunal: When the duel begins, all NPCs are supposed to leave the carpet, only afterwards the King will give the command to begin the duel, turning Karrod hostile. Problem is, the NPCs in the throneroom will not move away to the corners of the room, instead they will stop right in front of you and wish you a good day (the standard greeting). They will just stand there, looking at you and the player doesn't know what the hell is going on or what he is supposed to do. Another example of Bethesda's pathetic scripting abilities. To fix, you need to turn the player invisible for a second so that the NPCs follow their AI packages without interruption:

karrodMovement script:

if ( moveOnce == 0 )	if ( KarrodFightStart == 3 )player->addspell chameleon_100_uniqueDisablePlayerControls		"Tienius Delitian"->AiTravel 591.54 246.32 -116		"King Hlaalu Helseth"->AiTravel -260 -560 -116		"Ivulen Irano"->AiTravel 591.54 -31.56 -116		"Evo Othreloth"->AiTravel 100 580 -116		"Drusus Gratus"->AiTravel -100 580 -116		"Diradeni Farano"->AiTravel -571.39 1.03 -116		set moveOnce to 1	endifendifif ( moveOnce == 2 )player->removespell chameleon_100_uniqueEnablePlayerControls	"King Hlaalu Helseth"->Say "Vo\Misc\duelbegin.wav", "Let the duel begin!!!!"	AiWander 0 0 0 0 0 0	karrod->StartCombat Player	set moveOnce to -1	StopScript KarrodMovementendif


Do not use the SetInvisible function here, it doesn't work properly in this particular situation

Due to a bug, Karrod may contunue to take damage after the PC wins the fight if you cast a spell on him that deals damage over time (like absorb health for x seconds). Negative effects must be removed through a script when the player wins the fight:

Removes Frost, Fire, Shock, Poison, Absorb Health, Drain health, Damage Health effects
if ( KarrodBeaten > 0 )....RemoveEffects, 23RemoveEffects, 86 RemoveEffects, 27RemoveEffects, 16RemoveEffects, 14RemoveEffects, 15RemoveEffects, 18


Damage Attribute spell effects should be removed as well
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Fri May 27, 2011 10:47 am

Thanks for the suggestions, I'll get to work on this over the weekend when I get some free time again. ^_^
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Fri May 27, 2011 4:37 pm

Both of these are strange as they are so apparent so I'd guess they might be caused by a mod or two. I reported the first one a while ago but can't remember what happened with it. I could get coordinates if that would help.

http://arkngt.googlepages.com/onnissiralis.jpg - floating statics outside.

http://arkngt.googlepages.com/assurdirapal.jpg - paperthin wall near the western entrance.
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Fri May 27, 2011 6:31 am

In cell "Ebonheart, East Empire Company Hall", there is a oddly positionned chitin dagger clipping through the table in front of the Argonian Okan-Shei.
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Fri May 27, 2011 8:53 pm

http://arkngt.googlepages.com/ebernanit.jpg - Misalignment.
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Fri May 27, 2011 5:41 pm

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)
User avatar
Alan Cutler
 
Posts: 3163
Joined: Sun Jul 01, 2007 9:59 am

Post » Fri May 27, 2011 2:00 pm

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)
User avatar
Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Fri May 27, 2011 8:41 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:
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Fri May 27, 2011 6:26 pm

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

User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am

Post » Fri May 27, 2011 2:16 pm

Killing the Ash Vampires does not weaken Dagoth Ur bug still persists. If you are interested in fixing it for the Morrowind Patch Project, check out my solution here:

http://www.gamesas.com/bgsforums/index.php?showtopic=1037539
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Fri May 27, 2011 10:18 am

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
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Fri May 27, 2011 7:06 am

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.
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Fri May 27, 2011 6:50 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1037519

looks like those scripts need to check for menumode to prevent crashing.
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Fri May 27, 2011 5:14 am

I'll post an update of the progress to-date fairly soon. It's becoming yet another extensive bug-fix session. ^_^
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Fri May 27, 2011 8:37 pm

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.
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Fri May 27, 2011 4:16 pm

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.
User avatar
Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Fri May 27, 2011 1:42 pm

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.
User avatar
SUck MYdIck
 
Posts: 3378
Joined: Fri Nov 30, 2007 6:43 am

Post » Fri May 27, 2011 8:14 pm

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

User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Fri May 27, 2011 6:25 pm

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.
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Fri May 27, 2011 7:02 am

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.
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Fri May 27, 2011 8:17 am

Beta ready:

http://www.sendspace.com/file/eh2gp7

The documents are included in the archive. I'll disclose the updates soon. The main update is that the Text Patch is now fully integrated.

Continuing thread http://www.gamesas.com/bgsforums/index.php?showtopic=1041190.
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Previous

Return to III - Morrowind