[WIPz] Suggestions for Morrowind Patch Project

Post » Fri May 27, 2011 11:25 am

I think that something is wrong with alchemy regarding the creation of paralysis potions. It is ridiculously hard to create them. I never really was able to create a pure paralysis potion, so I decided to put it to the test. I used the console to give myself 50 fire petals and ghoul hearts for some tests. I set my luck to 90, my intelligence was around 100. Now this is where things get weird.

If I set my alchemy skill anywhere under 79, creating a pure paralysis potion fails. Always. I failed 100 potions, full fatigue and all. If I set it to 79 or higher, it always succeeds. Again, always.

(Setting my luck higher lowers the minimum alchemy skill required, as expected.)

I have never seen something like this before, and to me it doesn't look like this was the intended behaviour. Could you look into it if that's possible?
User avatar
Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Fri May 27, 2011 6:17 pm

I remember last time I was mucking around on Solsteim, I rescued that captured Redguard. She had spells she was willing to teach me, including something along the lines of "resist frost" for 1 gold. This spell did not appear in my spell list when I bought it from her.

Not sure if I mentioned this way back when, but you can screw up the main quest on Solsteim by contracting the werewolf disease from a wandering werewolf, letting it take it's course, curing yourself with the witches, then going back to the Skaal. I did that at the same time as the attack on the Skaal quest. I had already been infected prior to the auto-infect from that quest. I finished my 3 day wait. I did the totem of claw and fang quest for Hircine. I cured myself. Then the weirdness happened.

Windeye would appreciate my curing myself, but not mention "Ristaag", so I could not proceed. He just mentioned some ritual, but with no dialogue options. Also, he told me that Skaal Hunters were able to retrieve the Totem of Claw and fang during the day or something, but in fact I was holding the totem in my inventory!! After having defended the cave from the hunters in werewolf form and completing the quest Hircine's way, I cured myself and was able to get the totem (those afflicted with the disease cannot pick it up).
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Fri May 27, 2011 10:26 am

http://www.uesp.net/wiki/Morrowind:Auriel%27s_Bow_%28quest%29

Maybe this one was covered in the text patch that you intergrated, but I didn't see it in the changelog

Quest: Auriel's Bow
Whichever way you complete this quest, the journal entry incorrectly states that she gives you 5000 gold to go away.

User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Fri May 27, 2011 5:37 pm

Do I still need to run UUMPP LGNPC Andus Tradehouse fix and UUMPP LGNPC wild nix hounds fix with this patch?
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Fri May 27, 2011 3:16 pm

Do I still need to run UUMPP LGNPC Andus Tradehouse fix and UUMPP LGNPC wild nix hounds fix with this patch?


No.

sieboldii
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Fri May 27, 2011 11:48 am

It seems that "Float" script is broken on line 35 and "SignRotate" on line 42 in Morrowind.esm. (At least it is so in a game that was patched to 1.6 after installing Bloodmoon but not to 1.2 *before* installing any of expansions. I was told that 1.6 patch is enough, but I haven't been experimenting on that, so I may be wrong).
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Fri May 27, 2011 12:42 pm

How about putting some Templar greaves on Sellus Gravius? The poor sod has had his pauldrons fixed, but keeps standing around in his cloth pants... not very representative of an officer. ^_^ I recall that Darius and perhaps some other Imperials have Templar armour but no greaves.
User avatar
Beast Attire
 
Posts: 3456
Joined: Tue Oct 09, 2007 5:33 am

Post » Fri May 27, 2011 8:43 am

It seems that "Float" script is broken on line 35 and "SignRotate" on line 42 in Morrowind.esm. (At least it is so in a game that was patched to 1.6 after installing Bloodmoon but not to 1.2 *before* installing any of expansions. I was told that 1.6 patch is enough, but I haven't been experimenting on that, so I may be wrong).

I believe both of these scripts are fixed in the expansions. So if you have either Tribunal.esm or Bloodmoon.esm loaded, you should be ok.
User avatar
Richard Dixon
 
Posts: 3461
Joined: Thu Jun 07, 2007 1:29 pm

Post » Fri May 27, 2011 11:54 am

I wouldn't think so. I was working on a mod with Tribunal and Bloodmoon esm's loaded, and the broken scripts still managed to inlfiltrate my mod.
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Fri May 27, 2011 7:53 pm

I wouldn't think so. I was working on a mod with Tribunal and Bloodmoon esm's loaded, and the broken scripts still managed to inlfiltrate my mod.

Is it possible that at one point when creating your plugin, you only had Morrowind listed as a master and then did a "compile all"? Check out Wrye's description of "SignRotate Contamination" on his http://wrye.ufrealms.net/GMST%20Vaccine.html page.
User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

Post » Fri May 27, 2011 3:19 pm

Cell: Dagon Fel, The End of the World Renter Rooms (something like that at least)

Bug: The wall with the door which leads back to the original The End of the World cell is not properly placed: There's a gap between the door wall and the wall to the right of it, allowing you to look into the nothingness. If this is not clear enough I can provide a screenshot.

I also have a suspicion that picking up a floating bottle in the water with the mouse while in inventory mode, and immediately dropping it again without putting it into your inventory crashes the game. Could be just a random crash I had though, and I haven't taken the time to confirm it yet.
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Fri May 27, 2011 2:39 pm

I find that I am getting the Sostheim rumour immediately in Seyda Neen. Wasn't that supposed to be filtered somehow in the Morrowind Patch Project, or do I need to get Sosthiem Undialogue again?
User avatar
X(S.a.R.a.H)X
 
Posts: 3413
Joined: Tue Feb 20, 2007 2:38 pm

Post » Fri May 27, 2011 6:03 am

I don't know if these are fixed or if they've ever been mentioned - the various "wait one day" type scripts (on Caius and the ashlander wise woman for starters) were broken because the dialogue didn't reset the local variables. Fixed or needing a fix?

One other thing (I've probably mentioned this before) - if this is to remain a patch and "bugfix" mod, please try and keep any unneeded "tweaks" out that risk turning this into an http://www.uesp.net/wiki/User:Wrye/Somewhat_Acerbic_Modders_Dictionary#Overlord_Mod :)
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Fri May 27, 2011 7:38 am

I happened to be looking at Paktu's "King's Oath" fix mentioned by Dragon32 on the previous page, and just wanted to say that it does appear to be an oversight that ought to be fixed. In the dialog of Tienius Delitian, it looks like the intention is that if you receive the "good" version of the sword (ID:"King's_Oath_pc"), then it should not damage the player, but if you steal the sword (ID:"King's_Oath") or otherwise obtain it illicitly, then you would get damaged by using it, since "They bear deadly curses that kill thieves and traitors".

I was under the impression that the damage you got from the King's Oath sword gift was part of the mind games that King Helseth was playing with you, and was thus entirely intentional. That might be something to take up with the Lore Masters for confirmation, though.
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Fri May 27, 2011 6:49 pm

I came across http://igiss.net/morrowind following up on something in the Mod Detectives thread.

I noticed, down at the bottom of the page, a mod called "DomeFix", that seems to fix a few misaligned statics. The page mentions the dome on top of the Dunmer fortress of Hlormaren, looking at the ESP in the Enchanted Editor it also alters:
  • Grazelands Region (9, 16) - door to Kushtashpi, Shrine
  • Marandus (4, -3) - dome on Marandus
  • Suran (6, -6) - door to Suran, Guard Tower


[Edit]
And here's something else, this time from http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2850:
The game had several problems of ownership related to doors and
chests. While making this plugin, I noticed a lot of those problems
and fixed them. The following stuff now have owners :

-Sethan's Tradehouse Main Door, Suran
-All Cell Doors in Vivec Arena Cells
-All Cell Doors in Vivec Hlaalu Cells
-All Cell Doors in Ebonheart Prison
-All Cell Doors in Vivec Telvanni Cells
-Every single item in Hlaalu Ancestral Tomb
-Dulnea Rallal's Key in the Eight Plates, Balmora
-Balyn Omavel's trapdoor, Balmora
-The shrine door, Ebonheart Imperial Commission.
-Gindrara Helans' house, Ald-ruhn
-Pellecia Aurrus' house, Ald-ruhn
-Dandesa Selaro's house, Ald-ruhn
-Itan's house, Balmora
-Tsiya's house, Balmora
-Vorar Helas' house, Balmora
-The Colony Room Door, Pub, Raven Rock
-Door to Uryn Maren's House, Raven Rock

It also fixes those other bugs :

-The door to the Redoran Smith's forge in the Redoran Waistworks in Vivec
is now locked. You can no longer get away with all his armor.

-The rentable door in Andus Tradehouse, Maar Gan, is now locked.

- Bivale Teneran's small chest in his enchanting shop is now locked.(It had a 0 lock level)
I haven't checked these against fixes made in the MPP.
[/Edit]
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Fri May 27, 2011 12:59 pm

Found another one.
Salas Valor in Godsreach has special dialog responses for many topics, and will generally tell you to go away if you just come up and try to chat (NOT during his related quest), however for two generic topics he still gives the normal dialog responses, which seems out of place:

Service
Someone in particular
User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Fri May 27, 2011 10:42 am

In the EB_Invisible quest, the journal record #130 supposed to be the end marker (#70 and #100 aren't), but it's never issued, neither in Greetings that are invoked by the Cassius' script, nor in the script itself. I've checked with TR/BM too, it wasn't fixed.
User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Fri May 27, 2011 3:08 pm

I happened to be looking at Paktu's "King's Oath" fix mentioned by Dragon32 on the previous page, and just wanted to say that it does appear to be an oversight that ought to be fixed. In the dialog of Tienius Delitian, it looks like the intention is that if you receive the "good" version of the sword (ID:"King's_Oath_pc"), then it should not damage the player, but if you steal the sword (ID:"King's_Oath") or otherwise obtain it illicitly, then you would get damaged by using it, since "They bear deadly curses that kill thieves and traitors".


this would be a great fix!

nels llendo in pelagiad needs move, hard to activate him with wood elf nearby in tavern!
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Fri May 27, 2011 3:23 pm

I've started some progress on the next update. I've corrected all of the books, to prevent any confusion in regards to the Text Patch. So for the next update, the Morrowind Text Patch is fully integrated. ^_^

I've also fixed the moving door in Shishi, one can now open and close it with impunity.

I've removed ownership from banners and other inappropriate activators.

I've fixed the 'Trouble with Bandits' dialogue.

I fixed the door in the End of the World Renter Rooms so there's no longer a gap.

Iron gauntlets now have the same enchantment values.

I've fixed a number of generic dialogue to check for nolore that I missed earlier.

I've fixed the King's Oath to do damage on touch for the player's version. It makes more sense that the sword should be different when the player receives it legitamately. I did play around with a script where stealing the sword or attacking Helseth or the Royal Guards would make the sword deal a mortal blow like Keening when equiped, which would have it live up to it's description better. I'm still up in the air about including that though.

I've changed "Share/Store" back to "Companion Share" for compatibility.

Fixed a few floating references reported.

Other than that, not that much else to report. Keep the bug reports and issues coming! ^_^
User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Fri May 27, 2011 6:20 am

I just finished my complete mod install and ran several TestCell & TestCellInterior 's and filtering the errors caused by my mods (which were a just few luckily) I obtained the following errors:

Model "VFX_DefaultBolt.NIF" not found for Ammo "VFX_DefaultBolt". -> Morrowind.esm
Model "i\active_akula_fire.NIF" not found for Activator "active_akula_fire". -> Morrowind.esm
Model "i\active_akula_frost.NIF" not found for Activator "active_akula_frost". -> Morrowind.esm
Model "i\active_akula_lightning.NIF" not found for Activator "active_akula_lightning". -> Morrowind.esm
Model "i\active_akula_shield.NIF" not found for Activator "active_akula_shield". -> Morrowind.esm
Model "In_root_stairs.NIF" not found for Static "In_root_stairs". -> Tribunal.esm
Model "teststeps.NIF" not found for Static "teststeps". -> Tribunal.esm
Model "x\Ex_colony_ouside_tend01.NIF" not found for Activator "Ex_colony_ouside_tend01". -> Bloodmoon.esm
Model "Add World Art" not found for Clothing "WerewolfRobe". -> Bloodmoon.esm
Model "x\AAA_refernce_flag.NIF" not found for Static "AAA_refernce_flag". -> Bloodmoon.esm

I searched with TES Plugin Conflict Detector what the source of the mentioned files was and placed it after the warning using the arrow "->". Perhaps it is of use to you? I can see at least one spelling mistake and one object detail that was not filled in (for the WerewolfRobe). I did a double check, but did not find them in the MPP.
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Fri May 27, 2011 1:54 pm

Not sure if you caught this or not, but I didn't see adjusted meshes in the MPP download folder for the following:

artifact_bloodring_01.nif -- the Ambient Color in the NiMaterialProperty is set to black, should be set all the way to white.

c_ring_common02.nif -- the Ambient Color in the NiMaterialProperty should be set to white not dark turquoise. At least, I think it looks better when the Amb color is set to white. :shrug:

c_ring_common04.nif -- the Ambient Color in the NiMaterialProperty should be set to white not dark fuchsia. At least, I think it looks better when the Amb color is set to white. :shrug:
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Fri May 27, 2011 7:29 am

Listien Bierles, the apprentice in Huleen's Hut who summoned the scamp, will give two near-identical journal entries when his unique topics are chosen. Not tested for a Mages Guild character. Also, Larrius Varro's story has several "." sentence endings and other ungrammatical punctuation. Using ." or ". depending on preference and consistency would correct most errors.

I'm away from my notes at the moment, so I'll add more when I can.
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Fri May 27, 2011 5:32 am

Not sure if you caught this or not, but I didn't see adjusted meshes in the MPP download folder for the following:

artifact_bloodring_01.nif -- the Ambient Color in the NiMaterialProperty is set to black, should be set all the way to white.

c_ring_common02.nif -- the Ambient Color in the NiMaterialProperty should be set to white not dark turquoise. At least, I think it looks better when the Amb color is set to white. :shrug:

c_ring_common04.nif -- the Ambient Color in the NiMaterialProperty should be set to white not dark fuchsia. At least, I think it looks better when the Amb color is set to white. :shrug:


Yep I can add those fixes. It's along the same lines as the ebony armor and the iron tanto fixes. ^_^

Listien Bierles, the apprentice in Huleen's Hut who summoned the scamp, will give two near-identical journal entries when his unique topics are chosen. Not tested for a Mages Guild character. Also, Larrius Varro's story has several "." sentence endings and other ungrammatical punctuation. Using ." or ". depending on preference and consistency would correct most errors.

I'm away from my notes at the moment, so I'll add more when I can.


I'll check those out. ^_^
User avatar
FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Fri May 27, 2011 5:38 am

Two dialogue issues:

Since you brought me the Bitter Cup, I'm not working against the Thieves Guild anymore. You have my word.
The results sections contains:
journal "FG_Sottilde 130"
which causes a CTD. Getting rid of the quotation marks fixes it.

Yes? Do you wish to turn in your certificate?
the results section contains
Choice: "Check value." 2 "Turn in certificate. 1 "Nevermind." 3
which causes 'check value' to be the only choice. Adding the missing end quotation mark after 'turn in certificate' fixes it.
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Fri May 27, 2011 11:59 am

Two dialogue issues:

The results sections contains:
journal "FG_Sottilde 130"
which causes a CTD. Getting rid of the quotation marks fixes it.

the results section contains
Choice: "Check value." 2 "Turn in certificate. 1 "Nevermind." 3
which causes 'check value' to be the only choice. Adding the missing end quotation mark after 'turn in certificate' fixes it.


Thanks for spotting those! I'll get those fixed too. I've got some time to work on this some more this weekend, and I might get a new beta out for testing. ^_^
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

PreviousNext

Return to III - Morrowind