[WIPz] Suggestions for Morrowind Patch Project

Post » Fri May 27, 2011 5:29 pm

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.

Doh! Sorry, I keep mentally thinking of this patch as the "Unofficial Morrowind Patch". So you'd recommend not using NoLore if using MPP?

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. ^_^

Ah ok, when you said: "I do have a small patch file for seams and terrain issues that the Texture fix project missed" I thought you meant to include in MPP, I guess you meant you'd contribute it to the seams mod instead?

Added a note to UESP saying that MPP fixes that medium armor trainer bug.

Thanks for the replies!
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Juanita Hernandez
 
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Post » Fri May 27, 2011 7:42 pm

I'm not sure if its just me, but i've hit a bug with the Balmora FG quests. I've given Eydis-Fire Eye the Bitter Cup from the TG quest, but she's still offering me the Telvanni agents(lol right their all TG members) at the Caldera Ebony Mine and Debt Money quests. Isn't she supposed to stop giving you/cancel quests that target the TG once she's been given the Bitter Cup? Has this happened to anyone else?

I suppose it could be another mod overwriting the fixes since the MPP loads very early. I could check from a fresh start with just the MPP loaded but it'd take atleast 20hrs without cheating up my stats/skills.
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Jessie
 
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Post » Fri May 27, 2011 3:52 pm

I'm not sure if its just me, but i've hit a bug with the Balmora FG quests. I've given Eydis-Fire Eye the Bitter Cup from the TG quest, but she's still offering me the Telvanni agents(lol right their all TG members) at the Caldera Ebony Mine and Debt Money quests. Isn't she supposed to stop giving you/cancel quests that target the TG once she's been given the Bitter Cup? Has this happened to anyone else?


Did you finish the actual quest by first confirming with Jim Stacey that you handed the cup over to Eydis? The quest doesn't really close (and its effects on Eydis don't kick in) until you do so, iirc.
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Alisia Lisha
 
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Post » Fri May 27, 2011 1:57 pm

Did you finish the actual quest by first confirming with Jim Stacey that you handed the cup over to Eydis? The quest doesn't really close (and its effects on Eydis don't kick in) until you do so, iirc.


Yep. Did indeed. I've done up until the last quest in the TG where i have to kill Hard-Heart, but won't actually start it until i get the same quest from Percius in Aldrhun, so the ones in the Vivec FG won't go axe-crazy when i enter it. Might as well be effecient and kill 2 birds with one stone.
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SHAWNNA-KAY
 
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Post » Fri May 27, 2011 8:25 am

Specular color on the NiMaterial Property for all components (regular .nif, 1st.nif, and gnd .nif) for the bear robe (c_common_nordic_01_r.nif or c_common_nordic_01_robe.nif, etc) is set to "white," it should be black. I haven't looked at other Bloodmoon clothing and armor meshes, it is possible that those material properties are incorrect. From what I gather (and I could be wrong), the top two material properties should be "black" and the bottom two should be "white."
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roxxii lenaghan
 
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Post » Fri May 27, 2011 10:25 am

Does Specular color even have an effect? Theoretically a white specular color would make it look shiny (which admittedly would be strange for that object) but unless that really happens it's not much of a bug.
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Dark Mogul
 
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Post » Fri May 27, 2011 8:29 am

Not sure if this falls within the scope of the MPP but some of the dialogue related to Morag Tong writs is poorly filtered. This does not cause any problems in un-modded Morrowind, as the dialogues that introduce the topics are well filtered, but if a mod also introduces the same topic you could end up being issued with Morag Tong writs without being a member! One example is the topic 'Toris Saren' which is also introduced by one of the LGNPCs (I think Vivec, Redoran). All of the new dialogue from LGNPC is properly filtered but speaking to one of the Morag Tong quest givers on the topic instantly results in your character being issued with the writ for Toris Saren (complete with corresponding journal entry) as Bethesda's own dialogue on the topic is only filtered to ensure the speaker is a Morag Tong quest giver, no checks are made to see if the PC has completed the previous writs or even if the PC is a member of the M orag Tong.

PS: Many thanks to quorn, and all the people that have contributed to the MPP, for all your hard work!
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Angelina Mayo
 
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Post » Fri May 27, 2011 8:06 am

...but some of the dialogue related to Morag Tong writs is poorly filtered. This does not cause any problems in un-modded Morrowind, as the dialogues that introduce the topics are well filtered, but if a mod also introduces the same topic you could end up being issued with Morag Tong writs without being a member! One example is the topic 'Toris Saren' which is also introduced by one of the LGNPCs (I think Vivec, Redoran). All of the new dialogue from LGNPC is properly filtered but speaking to one of the Morag Tong quest givers on the topic instantly results in your character being issued with the writ for Toris Saren (complete with corresponding journal entry) as Bethesda's own dialogue on the topic is only filtered to ensure the speaker is a Morag Tong quest giver, no checks are made to see if the PC has completed the previous writs or even if the PC is a member of the M orag Tong.

This could potentially happen for many official quests because Bethesda did not more tightly filter their quest topics. I recently ran down a bug affecting the Imperial Legion quest involving Joncis Dalomax. When certain conditions existed, we added filters that preventing the quest from being offered in the usual way, but overlooked that if the player learned the topic 'Joncis Dalomax' the quest could be initiated anyway. As modders, it is our responsibility to detect and prevent these problems from happening. Certainly our awareness has been raised at LGNPC and we will be more vigilant. Since any mod could inadvertently introduce these quest topics, they too would need to add filters for otherwise compensate for the problems that could arise. If they do it introduces the potential for mod conflicts since we may be altering the same official dialog entries. For all of these reasons it would be nice if the Morrowind Patch Project handled it. For now I will look into solutions for LGNPC transgressions that do not require re-filtering existing (official) dialog entries.
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John Moore
 
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Post » Fri May 27, 2011 5:58 am

I've filtered quest topics to require the preceeding quest to be completed. I'll go through and make sure faction related quest topics require that the player belong to the faction. I'll check out the Toris Saren topic, it should've required MT_WritOran >= 100.
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Claire
 
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Post » Fri May 27, 2011 1:51 pm

I've began thoroughly filtering dialogue to check for faction and previous quest completion, which will insure that any plug-in adding new dialogue won't unlock topics that are inappropriate.
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Lynne Hinton
 
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Post » Fri May 27, 2011 9:30 pm

I have a question, which fixes do you feel are more of a tweak than a bug fix? I've been receiving some messages about there being too many tweaks included, yet no actual examples. Let me know so I can either clarify why they were included, or I can have them omitted. ^_^
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Nicholas
 
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Post » Fri May 27, 2011 1:09 pm

I have a question, which fixes do you feel are more of a tweak than a bug fix? I've been receiving some messages about there being too many tweaks included, yet no actual examples. Let me know so I can either clarify why they were included, or I can have them omitted. ^_^

For me, I would err more to including small tweaks where it doesn't alter the overall look and feel or (bugs aside) the mechanics (e.g. I'd rather have a single patch which did all basic essentials, including things like seams although I know that's not up for inclusion per previous discussions), to which mods which are more of an individual choice could be added.

What I'd love most of all would be a separate project pulling together all the best re-texturing mods, but sadly I don't see that happening just by my wishing it :)
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Breanna Van Dijk
 
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Post » Fri May 27, 2011 10:38 am

Could you change the Heavy Leather Boots back to their original stats? Now they are no better than netch, where before they were godly when you find them.
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Lily Evans
 
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Post » Fri May 27, 2011 7:38 am

Could you change the Heavy Leather Boots back to their original stats? Now they are no better than netch, where before they were godly when you find them.


I changed the boots because the values for those boots were all a decimal place off, which is a common error found in the .ESM file.
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Maya Maya
 
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Post » Fri May 27, 2011 5:58 pm

Sorry, I'm not able to find out whether this was already handled or not.

On the http://www.uesp.net/wiki/Morrowind:Alchemy for the stats for SecretMaster's Alembic/Retort/Calcinator, it gives values of less than the Grandmaster's variants.

Although I see that it also says that you can't get these without cheating (maybe other mods are including them?) their values are obviously not sensible, and should at least be more than the Grandmaster's variants. As for what they should be, I'd look at the trend in value for each type of item, but you could always pick something simpler e.g. x2 Grandmaster's value.
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Alada Vaginah
 
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Post » Fri May 27, 2011 7:13 pm

Two things :

1) There is a one-sided wall in Desele's House of Earthly delights. When viewed http://img216.imageshack.us/img216/5160/frontyfw.jpg, it is plain. When viewed http://img198.imageshack.us/img198/4600/backbjx.jpg, well, it is not?

2) Inns and shops in Molag Mar have no signs nor banners (This one may be intentional. Does the lore provide a reason for this?)
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SiLa
 
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Post » Fri May 27, 2011 2:38 pm

There's a floating jug in Arille's Tradehouse - on the top floor near the stairs.
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Janine Rose
 
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Post » Fri May 27, 2011 11:01 am

Since i use MPP 1.64, together with MCP, i get errors which seems related to Bookrotate.
I use both bookrotate and bookjackets, to be more specific; bookrotate 5.3 and bookjackets for morrowind, tribunal and bloodmoon.
When i grab a book from my inventory, for example The Firmament, and i place this on the ground or on a table i get the following error:
Expression Error: DIVIDEBYZERO in BROctavo.
Set expression returned an error.

First i thought it has to do something with a companion mod, but that wasn't so. then i thought the game was maybe being corrupted, so i've uninstalled everything (including the whole map and registerkeys) and then re?nstalled again.
But same happened again when i made a new game.
The combination of bookrotate with bookjackets always worked with UMP 1.63b.
I suspect your version doesn't get along with bookrotate. Can you look into it and see what is wrong?
I like to use MPP 1.64, but i also want to use bookrotate and bookjackets.
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Marie Maillos
 
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Post » Fri May 27, 2011 7:12 pm

Since i use MPP 1.64, together with MCP, i get errors which seems related to Bookrotate.
I use both bookrotate and bookjackets, to be more specific; bookrotate 5.3 and bookjackets for morrowind, tribunal and bloodmoon.
When i grab a book from my inventory, for example The Firmament, and i place this on the ground or on a table i get the following error:
Expression Error: DIVIDEBYZERO in BROctavo.
Set expression returned an error.

First i thought it has to do something with a companion mod, but that wasn't so. then i thought the game was maybe being corrupted, so i've uninstalled everything (including the whole map and registerkeys) and then re?nstalled again.
But same happened again when i made a new game.
The combination of bookrotate with bookjackets always worked with UMP 1.63b.
I suspect your version doesn't get along with bookrotate. Can you look into it and see what is wrong?
I like to use MPP 1.64, but i also want to use bookrotate and bookjackets.


Strange, I'll check it out. Can anyone else duplicate this?
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Scott
 
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Post » Fri May 27, 2011 8:04 am

Strange, I'll check it out. Can anyone else duplicate this?

Nope, not a problem between MPP and BookRotate scripts.
MPP + MCP + BookRotate + BookJackets (BookRotate versions) works without errors.

Tested with 'The Firmament' (bk_firmament; has BROctavo script attached), 'Brief History of the Empire' (bk_BriefHistoryEmpire1; has BRQuarto script attached), and 'abot's WaterLife Book' (ab01wlBook02; has custom BookRotate compatibility script attached; skill book).

Tried all iterations of picking up and dropping books with and without inventory open, 1st and 3rd person views.

Tested against the following:
* new game, both MPP + MCP + BR and MPP + MCP + BR + BJ(BR versions)
* loading saved game without updating load list after activating BookJackets-BookRotate esps
* loading saved game sync'd to load list using Wrye Mash after activating BJ-BR esps
I also had several other mods, some with books like abot's Water Life, also loaded and did not experience any script problems.


More likely a conflict between BR and some other mod, or a dirty/corrupt save.
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Albert Wesker
 
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Post » Fri May 27, 2011 6:27 pm

False alarm, Quorn. I finally know where the issue is.
I got a PM from Jac. The problem is in his companion mod Jasmine.
He used an altered version of the bookrotate script, but he overlooked something.
An update will follow.
Nevermind my above posted message. Sorry for that.

I had in the meantime also tested with UMP 1.63b and MCP, UMP alone and then started to uninstall some mods.
The error still occured. And had re?nstalled morrowind a few times and run defraggler.
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Talitha Kukk
 
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Post » Fri May 27, 2011 6:16 pm

I don't know whether or not these have been suggested before, but here goes.

Currently, the light spell effect cast on target is pretty much useless. That's not news in itself, but it seems like the developers originally designed it to be more useful, because there are multiple artifacts or on use magic items in the game that are enchanted with a light spell on target. I was wondering if it would be possible to alter the mechanic of that particular effect so that it would place a temporary light for the spell's duration at the location where the projectile landed.

Another spell effect related idea/fix I had in mind is about on touch and on target teleportation effects. As far as I know, currently Almsivi Intervention, Divine Intervention and Recall spells have no effect when cast on an ally or a foe. It would be fun if these spells actually worked on them and sent them off to the appropriate destination. I think it'd be hilarious to Mark the bottom of a dungeon or a spot somewhere in the atmosphere about a mile high and send your enemies to their doom with a Recall spell. (Not exactly balanced, but fun nonetheless.)

Edit: My second suggestion would also be useful for companions. You could first cast an intervention spell on your companion, then cast the same effect on yourself, making both of you teleport to the desired destination.
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Maria Leon
 
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Post » Fri May 27, 2011 9:35 pm

i don't think the game engine will let the player choose on target for recall or interventions. maybe the code patch can unlock that, but i bet that'd crash the game.
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Genevieve
 
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Post » Fri May 27, 2011 7:48 pm

i don't think the game engine will let the player choose on target for recall or interventions. maybe the code patch can unlock that, but i bet that'd crash the game.


Oh right, I got something mixed up there. I think I actually tried to script NPCs to cast Intervention spells on themselves, and as far as I remember it had no effect. Still, I think it'd be a fun feature of the game if touch/targeted teleportation effects could be unlocked and functioning.
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Sheila Reyes
 
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Post » Fri May 27, 2011 2:18 pm

When you talk to Trebonius there is a topic then about House Telvanni, even if you're not a mages guild member.
I clicked on that topic as non-mages guild member and i got the message DELETE (in capital letters)
Probably it is the intention not to talk about telvanni when you're not a mages guild member (i guess so), but that Delete message is quite annoying.
It should be better to use a different topic, delete it entirely or use the old method (even if non-mages guild trebonius will say that house telvanni is the enemy)
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Bitter End
 
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