[WIPz] Suggestions for Morrowind Patch Project

Post » Fri May 27, 2011 8:09 am

I spotted http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7552 fix mod over on PES, regarding a spell called "Mephala's Skill." From what I read in the download page, it seems one of the official patches removed an interesting (and useful) spell effect from this spell. Has this been incorporated into the MPP? If not, what are your thoughts on possibly restoring the missing spell effect?
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Kill Bill
 
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Post » Fri May 27, 2011 2:48 pm

Two different mods that might be of interest:

Reduced (Passing) Commentary Mod
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6748
This simply halves the distance at which NPCs will speak to you - extremely simple but stops random people speaking to you when you're walking past unless you really want to talk to them (in which case you'll get close enough anyway).

Less Lore - reduces the amount of lore seen in the game
http://wrye.ufrealms.net/Less%20Lore.html
This one is rather more significant in scope, but essentially reduces unnecessary lore information
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Bethany Short
 
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Post » Fri May 27, 2011 1:31 pm

Two different mods that might be of interest:

Reduced (Passing) Commentary Mod
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6748
This simply halves the distance at which NPCs will speak to you - extremely simple but stops random people speaking to you when you're walking past unless you really want to talk to them (in which case you'll get close enough anyway).

Less Lore - reduces the amount of lore seen in the game
http://wrye.ufrealms.net/Less%20Lore.html
This one is rather more significant in scope, but essentially reduces unnecessary lore information

I don't think those are actually bug-fixes, or aspects of the game that necessarily need patching. :)
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rebecca moody
 
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Post » Fri May 27, 2011 9:38 am

Found another mesh that has an oddball NiMaterialProperty Ambient color: c_m_robe_exquisite_1.nif and c_m_robe_exquisite_1.1st.nif. Not the cloth parts, but anything with the texture "tx_c_robe_exquisite_1.bmp" has an amber Ambient Color. I'd suggest setting the Ambi to white, so as not to distort the underlying texture's colors.
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RaeAnne
 
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Post » Fri May 27, 2011 3:33 pm

There's a possible issue with the http://www.uesp.net/wiki/Morrowind:The_Lady%27s_Ring quest: if you attack her before you retrieve the ring, she won't retaliate and neither will her firend. Also, if you attack her friend, only her friend will retaliate and you won't get a bounty for initiating combat. These aren't bugs, per se, but they can be used as exploits. Also, I think Synette's script has an extra endif that was left when the original scripter removed her AI "improvements".
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jessica robson
 
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Post » Fri May 27, 2011 10:22 am

Two different mods that might be of interest:

Reduced (Passing) Commentary Mod
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6748
This simply halves the distance at which NPCs will speak to you - extremely simple but stops random people speaking to you when you're walking past unless you really want to talk to them (in which case you'll get close enough anyway).

Less Lore - reduces the amount of lore seen in the game
http://wrye.ufrealms.net/Less%20Lore.html
This one is rather more significant in scope, but essentially reduces unnecessary lore information

Reducing NPC commentary has some draw backs in that some merchants will always be out of range to voice greet the player although they can still be activated to initiate dialog. I would agree with Alaisiagae this is more a personal preference tweak than a game fix.

I believe MPP already implements NoLore tests for many NPCs similar to what 'Less Lore' does, but ASAIK it will only affect stock NPCs. Not sure how much of the quest related lore filtering has been implemented - quorn will need to answer that. -_-
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Camden Unglesbee
 
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Post » Fri May 27, 2011 7:33 am

Two different mods that might be of interest:

Reduced (Passing) Commentary Mod
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6748
This simply halves the distance at which NPCs will speak to you - extremely simple but stops random people speaking to you when you're walking past unless you really want to talk to them (in which case you'll get close enough anyway).

Less Lore - reduces the amount of lore seen in the game
http://wrye.ufrealms.net/Less%20Lore.html
This one is rather more significant in scope, but essentially reduces unnecessary lore information
Reducing NPC commentary has some draw backs in that some merchants will always be out of range to voice greet the player although they can still be activated to initiate dialog. I would agree with Alaisiagae this is more a personal preference tweak than a game fix.

I believe MPP already implements NoLore tests for many NPCs similar to what 'Less Lore' does, but ASAIK it will only affect stock NPCs. Not sure how much of the quest related lore filtering has been implemented - quorn will need to answer that. -_-


The reduced commentary mod is a good tweak, but it's just that, a tweak. The effect on the merchants is noticable too, though I think with merchants if their AI Hello is increased, it would compensate the lower greet distance.

This project does already filter through all of the dialogue in the game, though there are a few topics that the NoLore mod addresses that this project addresses differently. The NoLore mod is a little more aggressive in removing topics, like councilor manors to name a few. This project filters a lot more topics, as I went through every instance of dialogue a couple times for error checking and filtering checks. You could say I was too thorough, as I get some bug reports that nolore'd npcs only have a couple of things to say now. ^_^

Found another mesh that has an oddball NiMaterialProperty Ambient color: c_m_robe_exquisite_1.nif and c_m_robe_exquisite_1.1st.nif. Not the cloth parts, but anything with the texture "tx_c_robe_exquisite_1.bmp" has an amber Ambient Color. I'd suggest setting the Ambi to white, so as not to distort the underlying texture's colors.


I'll add that to the list, thanks!

There's a possible issue with the http://www.uesp.net/wiki/Morrowind:The_Lady%27s_Ring quest: if you attack her before you retrieve the ring, she won't retaliate and neither will her firend. Also, if you attack her friend, only her friend will retaliate and you won't get a bounty for initiating combat. These aren't bugs, per se, but they can be used as exploits. Also, I think Synette's script has an extra endif that was left when the original scripter removed her AI "improvements".


I'll check that out. ^_^
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Rob Smith
 
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Post » Fri May 27, 2011 7:54 pm

The reduced commentary mod is a good tweak, but it's just that, a tweak. The effect on the merchants is noticable too, though I think with merchants if their AI Hello is increased, it would compensate the lower greet distance.

This project does already filter through all of the dialogue in the game, though there are a few topics that the NoLore mod addresses that this project addresses differently. The NoLore mod is a little more aggressive in removing topics, like councilor manors to name a few. This project filters a lot more topics, as I went through every instance of dialogue a couple times for error checking and filtering checks. You could say I was too thorough, as I get some bug reports that nolore'd npcs only have a couple of things to say now.

Yeah it would be great to have all the lore fixing mods integrated with this one so we don't need multiple lore fixing mods installed (less mods handling the same thing the better).

Thanks for considering these tweaks.

Just a thought, would fixing texture seams fall under the remit of this project? http://www.freewebs.com/slartibartfast1/
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JaNnatul Naimah
 
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Post » Fri May 27, 2011 7:47 pm

The MPP is pretty much the definative NoLore mod, as it does manage to filter through all quest-related dialogue as well as flag appropriate generic dialogue. If you find a topic that should be filtered or NoLore'd that hasn't been addressed by the MPP, mention it here and I'll get it fixed for the next update.

Texture seams are already handled by another project, some of the fixes could be considered tweaks as the alterations changes the landscape noticably to minimize seams. I will fix floating or poorly placed objects though.
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Jack Moves
 
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Post » Fri May 27, 2011 5:44 pm

nels llendo in pelagiad needs move, hard to activate him with wood elf nearby in tavern!


Due to bounding boxes on Better Bodies meshes, perhaps?

Out of sheer annoyance with the issue I created a small patch that fixes the same thing for Mansilamat Vabdas and Lugrub's Axe in the Widow Vabdas' quest for the Legion. Figuring other people could benefit from it I http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=415038&id=7559 as well.

It places the axe off to the side of Mansilamat and also rotates it, placing its head down on the lake bed, which is in line with how physics would actually work: the heavy end goes down first.
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Victoria Bartel
 
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Post » Fri May 27, 2011 7:01 am

all the Artifact_amulet_h[blah blah]_01.nif (found in the Meshes\c folder) meshes have at least the Ambient color set to grey on some parts of the mesh. Not really discoloring, but you might consider setting them to white just to be consistent with the other meshes. Additionally, the Amulet_Madstone.nif also has a grey Ambient color.

There's a new 'fix' mod up http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7559. Even if the player does not use BB, the added touch of the placement as according to the laws of physics is still a nice fix.
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daniel royle
 
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Post » Fri May 27, 2011 2:06 pm

I'll take a look at repositioning the Lugrub's axe. I'll check to see if it's worthwhile as a fix. I generally don't include fixes for Better Bodies, seeing as I don't use them.

I do have a small patch file for seams and terrain issues that the Texture fix project missed, though I'm not sure that is still being worked on.

---

I'll work more on this over the weekend. I'll work more on 'nolore'ing Tribunal and Bloodmoon generic topics that were reported. If you find any other generic topics that should be nolore'd, let me know!

I'll also be fixing some of the ownership issues reported.
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Sherry Speakman
 
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Post » Fri May 27, 2011 7:19 pm

@quorn
Regarding ownership, most lights in exteriors that can be carried have no ownership which allows players to "borrow" them with impudence; e.g. Seyda Neen lanterns.

I also have a personal patch (not released) that fixes the exterior street lanterns in Vivec, Maar Gan, and Molag Mar to all use light_de_streetlight_01_223 so that they have the SignRotate script. There were a few exterior references for light_de_streetlight_01 that I left alone since that light has a larger radius more appropriate for the location (but no SignRotate, which I didn't want to add without making a new object id - not really necessary for the number of refs: 13, mostly in Sadrith Mora). I could post it for you if you're interested and help save you having to reassign references. :)
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Tania Bunic
 
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Post » Fri May 27, 2011 8:47 pm

I forgot to mention that with Synette's quest, you'll still get the no good deed line if she's dead. I fixed that via a personal mod by having the script exit if her health is zero or lower.
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OTTO
 
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Post » Fri May 27, 2011 6:12 am

I'm not sure if this is already taken care of, but there is a glitch with the reward given by Ama Nin (Mara). You can read what the UESP page says about it http://www.uesp.net/wiki/Morrowind:Ama_Nin.
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Jade MacSpade
 
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Post » Fri May 27, 2011 5:17 am

would it be considered a bug that regular imperial guards are way more stronger than the house guards or ordinators?
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Chris Duncan
 
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Post » Fri May 27, 2011 8:53 pm

I also have a personal patch (not released) that fixes the exterior street lanterns in Vivec, Maar Gan, and Molag Mar to all use light_de_streetlight_01_223 so that they have the SignRotate script. There were a few exterior references for light_de_streetlight_01 that I left alone since that light has a larger radius more appropriate for the location (but no SignRotate, which I didn't want to add without making a new object id - not really necessary for the number of refs: 13, mostly in Sadrith Mora).
What does the SignRotate script do?
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Marilú
 
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Post » Fri May 27, 2011 11:41 am

This is SO tiny I probably shouldn't even mention it, but in the bandit cave right outside Seyda Neen (Addamasartus) there are three goblets floating about half an inch above the stack of crates in the loot room.

Edit:
What does the SignRotate script do?

Makes an object sway in the wind.
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His Bella
 
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Post » Fri May 27, 2011 7:42 am

I've also fixed another issue with the Rescue Madura quest for the Legion, where if you rescued her and then joined the Legion, Darius would order you to rescue her due to how the journal entries are handled. This is now fixed for good.
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lilmissparty
 
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Post » Fri May 27, 2011 2:48 pm

The MPP is pretty much the definative NoLore mod, as it does manage to filter through all quest-related dialogue as well as flag appropriate generic dialogue. If you find a topic that should be filtered or NoLore'd that hasn't been addressed by the MPP, mention it here and I'll get it fixed for the next update.

Texture seams are already handled by another project, some of the fixes could be considered tweaks as the alterations changes the landscape noticably to minimize seams. I will fix floating or poorly placed objects though.

What's the MPP mod? If Less Lore is installed, do you need it installed too?

Also, my other point about lore mods - it'd be great to only have to install a single mod for lore, as having multiple mods which fix the same thing could potentially cause conflicts - I think it would be great to have these lore fixes from other mods integrated so that the other mods are no longer needed. Anyway, just a suggestion.
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john page
 
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Post » Fri May 27, 2011 6:17 am

There's a new 'fix' mod up http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7559. Even if the player does not use BB, the added touch of the placement as according to the laws of physics is still a nice fix.

There's a texture seam on the left hand side of the temple in Balmora that's not fixed in that seams fix mod.

By the way, just spotted this on UESP: http://www.uesp.net/wiki/Morrowind:Medium_Armor#Trainers

It says:
"There is no Master Trainer for Medium Armor. It was supposed to be Cinia Urtius, who would appear at the docks at Tel Fyr. Unfortunately, due to a glitch, she never does appear, so she is unavailable for training. "

Is that a bug that's suitable for this fixup mod?
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Kayla Bee
 
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Post » Fri May 27, 2011 7:38 am

Probably more of a tweak than a fix, but is there any chance that you'd consider adding an alternate way to complete the Thieves guild quest in Sadrith Mora were you have to hire a guard for Dirty Muriels corner club? It doesn't matter if your the Archmage, you still have to get 4 pieces of ebony for the mage(forget her name) rather than just using/abusing your authority by going "Guard. Now." Kinda kills the RP aspect if your a stealth/mage hybrid character.

Thanks for all your hard work by the way. Since i installed this and MCP i haven't encountered 1 serious bug yet(touches wood).
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Toby Green
 
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Post » Fri May 27, 2011 5:46 am

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.

Does anyone else experience this?

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 :)

I did fix those particular scripts, resetting the variable.

I've also been very considerate with discerning what is a fix and what is a tweak. ^_^

I forgot to mention that with Synette's quest, you'll still get the no good deed line if she's dead. I fixed that via a personal mod by having the script exit if her health is zero or lower.

I'll get this fixed. ^_^

I'm not sure if this is already taken care of, but there is a glitch with the reward given by Ama Nin (Mara). You can read what the UESP page says about it http://www.uesp.net/wiki/Morrowind:Ama_Nin.

This should be fixed in the last release.
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El Goose
 
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Post » Fri May 27, 2011 5:39 am

would it be considered a bug that regular imperial guards are way more stronger than the house guards or ordinators?

It's an inconsistency, but probably something that this won't address. There's many plug-ins that change guards already.

This is SO tiny I probably shouldn't even mention it, but in the bandit cave right outside Seyda Neen (Addamasartus) there are three goblets floating about half an inch above the stack of crates in the loot room.

Edit:

Makes an object sway in the wind.

I'll check it out, if it looks obvious, I'll fix it. ^_^

What's the MPP mod? If Less Lore is installed, do you need it installed too?

Also, my other point about lore mods - it'd be great to only have to install a single mod for lore, as having multiple mods which fix the same thing could potentially cause conflicts - I think it would be great to have these lore fixes from other mods integrated so that the other mods are no longer needed. Anyway, just a suggestion.

The MPP is this project, The Morrowind Patch Project. Almost everything that is filtered in NoLore mod is filtered in the MPP. The MPP filters a LOT more topics than NoLore overall, but there are a few that MPP doesn't touch that NoLore aggressively filters out. For example, NoLore mod aggressively filters out Bloodmoon topics, which ends up leaving a lot of Bloodmoon NPCs with nothing to say.

There's a texture seam on the left hand side of the temple in Balmora that's not fixed in that seams fix mod.

By the way, just spotted this on UESP: http://www.uesp.net/wiki/Morrowind:Medium_Armor#Trainers
Is that a bug that's suitable for this fixup mod?

Texture seams are handled by the Texture Fix project. The medium armor trainer is already added into the patch. Her equipment is slightly tweaked since she only had a shirt and pants...no shoes or anything else. She now wears shoes. ^_^
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Kayleigh Mcneil
 
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Post » Fri May 27, 2011 3:36 pm

Probably more of a tweak than a fix, but is there any chance that you'd consider adding an alternate way to complete the Thieves guild quest in Sadrith Mora were you have to hire a guard for Dirty Muriels corner club? It doesn't matter if your the Archmage, you still have to get 4 pieces of ebony for the mage(forget her name) rather than just using/abusing your authority by going "Guard. Now." Kinda kills the RP aspect if your a stealth/mage hybrid character.

Thanks for all your hard work by the way. Since i installed this and MCP i haven't encountered 1 serious bug yet(touches wood).

That would be better handled by the LGNPC team, it could be taken care of already.
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Gemma Flanagan
 
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