Sinyaramen Glitch

Post » Fri May 27, 2011 9:03 am

Title & description say it all, essentially. Quite frankly, I'm getting rather sick & tired of http://www.uesp.net/wiki/Morrowind:Sinyaramen http://www.uesp.net/wiki/Morrowind:Blood_Ties, even AFTER I've cured myself of vampirism - especially since he's essential to an Imperial Cult quest where it's necessary to talk to him.

Is there a way to fix this particular NPC so that he no longer blows you off when you try to speak with him?
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RObert loVes MOmmy
 
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Post » Fri May 27, 2011 6:01 am

Does he just say "I will not speak with your kind, vampire" --> "Goodbye"?

There does seem to be a refusal dialogue that should be filtered by if the player is a vampire, but it isn't. However, it also is filtered on whether you're carrying the potion, so maybe this will work:

player->additem p_sinyaramen_UNIQUE, 1

So if you're holding that item, I think he'll talk to you.

Edit: Actually, since you originally posted this in the CS forum, maybe you wanted to know how to fix him. I'd do it by editing his "Greeting 2" dialogue ID 63326584685031353 and 23288195233207216141 so they are filtered by PCVampire >= 1.

Edit 2: Just checked, and it looks like the MPP actually does fix this dialogue by adding that check, so it would be interesting to know if you use it. If it's not working, maybe post your load order, there might be a conflict.
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Sierra Ritsuka
 
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Post » Fri May 27, 2011 10:27 am

But you were a vampire at one stage. He obviously has a longer memory than your average dimwit NPC :D

You could *fix* this by diving into his dialogue and changing his greatings.

At the end of the day though, what is compelling you to talk with him? Lol. There are plenty of other people to 'talk' with. :whisper:

Edit: or completing that quest involving him.
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jessica breen
 
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Post » Fri May 27, 2011 11:56 am

Does he just say "I will not speak with your kind, vampire" --> "Goodbye"?

There does seem to be a refusal dialogue that should be filtered by if the player is a vampire, but it isn't. However, it also is filtered on whether you're carrying the potion, so maybe this will work:

player->additem p_sinyaramen_UNIQUE, 1

So if you're holding that item, I think he'll talk to you.

Edit: Actually, since you originally posted this in the CS forum, maybe you wanted to know how to fix him. I'd do it by editing his "Greeting 2" dialogue ID 63326584685031353 and 23288195233207216141 so they are filtered by PCVampire >= 1.

Edit 2: Just checked, and it looks like the MPP actually does fix this dialogue by adding that check, so it would be interesting to know if you use it. If it's not working, maybe post your load order, there might be a conflict.

I don't use the Morrowind Patch Project, as there are a lot of people who have reported a lot of bugs being "fixed" that didn't need fixing at all.

Anyway.......The edits to the dialogue worked perfectly. Yet another glitch I no longer have to deal with. Thanks for the help!
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Valerie Marie
 
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Post » Fri May 27, 2011 3:15 pm

I don't use the Morrowind Patch Project, as there are a lot of people who have reported a lot of bugs being "fixed" that didn't need fixing at all.

It's a very high quality patch. I recommend it. It may not be perfect, but the total effort put into it by knowledgeable people is enormous.

I really don't know what those people are talking about, but without any specific criticism (was such ever brought up to quorn?), I'd just disregard it.
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Alexander Lee
 
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Post » Fri May 27, 2011 10:02 am

It's a very high quality patch. I recommend it. It may not be perfect, but the total effort put into it by knowledgeable people is enormous.

I really don't know what those people are talking about, but without any specific criticism (was such ever brought up to quorn?), I'd just disregard it.

The Morrowind Patch Project also "fixes" a lot of things that aren't bugs, and interferes with some quests. I won't use it anymore.

This came from a user on another message board.
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Ray
 
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Post » Fri May 27, 2011 12:51 pm

This came from a user on another message board.

Well, maybe it's just me, but I think such vague criticisms are pretty worthless. Without any specifics, they tell us nothing and give us no way to improve the patch, if indeed that's what is needed.
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Blessed DIVA
 
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Post » Fri May 27, 2011 12:53 pm

The MPP does change the race of certain NPCs - e.g. http://www.uesp.net/wiki/Tribunal:Rerlas_Mon and http://www.uesp.net/wiki/Morrowind:Larienna_Macrina - to match their unique spoken dialogue, which I personally feel is unnecessary. It also changes the 'Companion Share' function to be named 'Share/Store' for some reason, which interferes with certain mods. However, these things are a tiny, tiny inconvenience compared to the hundreds of genuine problems it fixes - and you can always remove the changes you don't like with Tesame or something similar if it really bothers you.
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Jennifer May
 
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Post » Fri May 27, 2011 10:53 am

The MPP does change the race of certain NPCs - e.g. http://www.uesp.net/wiki/Tribunal:Rerlas_Mon and http://www.uesp.net/wiki/Morrowind:Larienna_Macrina - to match their unique spoken dialogue, which I personally feel is unnecessary.

I think that sort of change is good, it increases the internal self-consistency, which I believe was one of quorn's design goals.

It also changes the 'Companion Share' function to be named 'Share/Store' for some reason, which interferes with certain mods.

That change was removed in 1.6.5 beta.
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Valerie Marie
 
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Post » Fri May 27, 2011 3:52 pm

I think that sort of change is good, it increases the internal self-consistency, which I believe was one of quorn's design goals.

Trouble is, it introduces new inconsistencies. For example, Larienna Macrina is turned into a Breton, but keeps her Imperial name.
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Chelsea Head
 
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Post » Fri May 27, 2011 5:59 am

Trouble is, it introduces new inconsistencies. For example, Larienna Macrina is turned into a Breton, but keeps her Imperial name.

Changing names would probably be too confusing, so it's probably better to keep her old name and just imagine that her family chose to use Imperial names for some reason. That doesn't really seem like a problem to me. Design goals often conflict, you just have to use your best judgment to solve those conflicts when they come up. Was this issue ever brought up with quorn? He probably would have at least justified the change if people had concerns about it.

As for me, I like the idea of trying to make the game more internally self-consistent, and I think quorn's work was excellent, which is why I recommend the MPP in my sig. I do hope work continues on the project, and that people's concerns are addressed.
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SexyPimpAss
 
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Post » Fri May 27, 2011 5:59 pm

Changing names would probably be too confusing, so it's probably better to keep her old name and just imagine that her family chose to use Imperial names for some reason. That doesn't really seem like a problem to me. Design goals often conflict, you just have to use your best judgment to solve those conflicts when they come up. Was this issue ever brought up with quorn? He probably would have at least justified the change if people had concerns about it.

As for me, I like the idea of trying to make the game more internally self-consistent, and I think quorn's work was excellent, which is why I recommend the MPP in my sig. I do hope work continues on the project, and that people's concerns are addressed.



I have to agree with this... in spite of the couple of race changes (which I didn't even really notice until now!)


I find that the MPP's benefits far outweigh the small things which I might otherwise raise my brow at. Nothing comes close to solving as many of Morrowinds thousands upon thousands of problems in one fell swoop as they do. The attention paid to getting things right is on par with what you might expect from the original game's developer. In most cases, it actually surpasses it. To simply 'dismiss' it because someone, somewhere, stated that it fixes things not needing to be fixed... it only does yourself an injustice.

I would suggest giving it a try. Not only does it solve your current problem... but you might just have an opportunity here to make a choice for yourself. The MPP can't -break- your game. It's made in such a way that you can press one button and undo all of its changes, reverting to your game's original state. What have you got to lose, really?
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MatthewJontully
 
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Post » Fri May 27, 2011 9:27 pm

Changing names would probably be too confusing, so it's probably better to keep her old name and just imagine that her family chose to use Imperial names for some reason.

You could, but all I'm saying is that it seems rather pointless to replace one minor inconsistency with another minor inconsistency. If I'd been aware of it at the time quorn was making the patch, I'd have brought it up, but unfortunately I wasn't. I completely agree that it's not a reason to dismiss the patch altogether (personally I wouldn't even think of playing without it, regardless of those minor issues).
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Maria Garcia
 
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Post » Fri May 27, 2011 9:25 am

Does the unofficial patch also change the Silt Strider operator in Seyda Neen to a male dark elf?
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Kelsey Hall
 
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Post » Fri May 27, 2011 11:12 am

Does the unofficial patch also change the Silt Strider operator in Seyda Neen to a male dark elf?

No. In the MPP Darvame Hleran is female, as in original Morrowind.esm.
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cutiecute
 
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Post » Fri May 27, 2011 8:58 am

Does the unofficial patch also change the Silt Strider operator in Seyda Neen to a male dark elf?

No, that's LGNPC Seyda Neen.
I'm not sure why they did that, but I think it was because NPCs referred to her as a male a few times.
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Red Sauce
 
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Post » Fri May 27, 2011 2:08 pm

No, that's LGNPC Seyda Neen.
I'm not sure why they did that, but I think it was because NPCs referred to her as a male a few times.

But my journal entry for the Vodunius Nuccius 'quest' still refers to 'him' as 'her'. :P

I would've preferred it if they had changed the vanilla dialogue so it would always refer to her as a female... The name sounds very female to me.
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Davorah Katz
 
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Post » Fri May 27, 2011 6:17 pm

The critique is not totally unfounded: MPP1.6.5beta breaks the Raven Rock questline (in my experience at least). The solution is http://www.gamesas.com/index.php?/topic/1118992-morrowind-patch-project-bug-report-thread/page__gopid__16487029&#entry16487029, and bugs like that occur in every mod or patch from time to time - but what annoys me is that nobody is actively maintaining the patch anymore, so the bug is probably going to stay. Do we have some statements from Thepal and/or Quorn about whether they are going to fix all the newly reported bugs one day, or they have given up keeping the patch up to date? Because then somebody could take over the relay. Really anything is better than software that is not developed anymore because nobody has heard a word from the authors for a year...
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Paul Rice
 
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Post » Fri May 27, 2011 8:11 am

The critique is not totally unfounded: MPP1.6.5beta breaks the Raven Rock questline (in my experience at least). The solution is http://www.gamesas.com/index.php?/topic/1118992-morrowind-patch-project-bug-report-thread/page__gopid__16487029&#entry16487029, and bugs like that occur in every mod or patch from time to time - but what annoys me is that nobody is actively maintaining the patch anymore, so the bug is probably going to stay. Do we have some statements from Thepal and/or Quorn about whether they are going to fix all the newly reported bugs one day, or they have given up keeping the patch up to date? Because then somebody could take over the relay. Really anything is better than software that is not developed anymore because nobody has heard a word from the authors for a year...


Thepal is the maker of the UMP, where the MPP is more or less a continuation of it and the MPP is made by Quorn. So it's Quorn you want to ask about that.


I use myself still the UMP, as that one is more stable and does just that where it is intended for: fixing bugs. It stays closer to the original version of Bethesda and merely fixes the bugs that Bethesda have left. MPP doesn't fix only bugs, but also change things.
Once used the MPP for a while, but i wasn't happy with it. Didn't like the change with the dialog like when you sell something (extra space between the lines when sold several items), didn't like the removing of the topic about join the imperial legion when you are in Seyda Neen after creating your character and there were some more things. One thing i did like and that was the fixing of the Ald'Ruhn silt strider caravaner, which normally don't say a word. But overal it didn't feel right. So i got back to UMP version 1.6.3b from Thepal.
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Angus Poole
 
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