[WIPz] Unofficial Morrowind Patch #2

Post » Tue Sep 22, 2015 8:11 am

Unofficial Morrowind Patch



The Unofficial Morrowind Patch aims to fix the bugs in Morrowind, Tribunal and Bloodmoon that Bethesda never fixed. We intend to create a single patch that will incorporate the various patches and fixes that have been released in the past so that no additional fixes to vanilla Morrowind are needed - one patch to fix them all. We will continue to develop our patch to fix the bugs that are still oustanding after the other fixes have been merged.

This will be a bug fix patch. It will not include enhancements, tweaks or subjective changes. Our fixes will be based on evidence we can find in the game files and will also fix game-breaking bugs. All those changes will be documented and the documentation will be easily accessible so that any user can see the rationale for the fix.

We're looking at using one of the patch mods as a base and merging the fixes from other patches like the Morrowind Patch Project and ThePal's Unofficial Morrowind Patch. We will set the version of our first release at a higher number than the other major unofficial patches to demonstrate that it is a new update to the old patches.

If you'd like to submit a fix without joining the team, you can upload your patch to our http://www.theassimilationlab.com/forums/files/category/168-file-contributions/ area. You have to be a member of The Assimilation Lab to do that though.

Team:
Leonardo
AndalayBay

Skrawafunda

Arthmoor

Jac

Amenophis
brucoms
Dragon32
Envy123
Fritz

Greatness7

HedgeHog12
qqqbbb
Midgetalien


Project Forums:
This project is hosted at http://www.theassimilationlab.com/forums/forum/804-unofficial-morrowind-patch/. We'll post announcements once we're ready for beta testers and bug submissions.

Credits
Thanks to Leonardo for getting this project organized and getting us all going!
More to come!

Previous thread: http://www.gamesas.com/topic/1505207-wipz-unofficial-morrowind-patch/

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Andrew Tarango
 
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Post » Tue Sep 22, 2015 4:14 am

The House Telvanni quest HT_EddieRing (Ring of Equity) can be completed by a non-Telvanni player if he/she learns the topic 'Ring of Equity'. My test NPC did so on the same day he arrived in Vvardenfell. If the player completes that quest and also learns the topic 'Amulet of Unity' he/she can then complete HT_EddieAmulet (Amulet of Unity).

Both problems are resolved if the two introductory dialogue entries under the topic 'Ring of Equity' are filtered for PC Faction: Telvanni and PC Rank: Wizard (the same conditions that introduce the topic). They are:

InfoID: 27542370... "I know Master Neloth is dead, but..." and

InfoID: 21953122... "The Ring of Equity is well hidden..."

Also under the topic 'Ring of Equity' an entry creates an inconsistency between its text and the corresponding journal entry as to how long Fast Eddie will be gone. He says:

InfoID: 85843155... "...I should not be gone more than two or three days."

One entry says "If I am not back in a week..." The journal says about a week which is accurate (it takes five days for Fast Eddie to complete the task).

Under the topic 'Amulet of Equity' there is a similar inconsistency as well as a typo:

InfoID: 15819209... "...I'll see you in a few weeks."

Again the journal says about a week and the quest actually takes five days.

InfoID: 21789187... "...It's good thing you gave me..."

should read "...It's a good thing you gave me..."

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scorpion972
 
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Post » Tue Sep 22, 2015 4:32 pm

I had no idea that a non-Telvanni player could embark the http://www.uesp.net/wiki/Morrowind:Ring_of_Equity_%28quest%29 quest and finish it once the player knew the "Ring of Equity" topic. Thanks for posting this.

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Michelle Smith
 
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Post » Tue Sep 22, 2015 7:06 pm

This description under the topic 'Balmora' (InfoID: 93942385... filtered for Cell: Balmora; Not Local: noLore; Not Faction: Camonna Tong) describes the Commercial District north of the river and Labor Town south of the river, but the Odai River courses north-south through Balmora.

"Balmora is the Council Seat of Great House Hlaalu, and the largest town on Vvardenfell except for Vivec City. Located on the Odai River, and sitting astride the Ald'ruhn-Vivec road, Balmora is an important mercantile trade and travel center. High Town is the administrative center, with the Temple and manor houses. The shops, guilds, and tradehouses of the Commercial District are north of the river; Labor Town's modest cornerclubs and homes are south of the river."

Perhaps is should read:

"...The shops, guilds, and tradehouses of the Commercial District are west of the river; Labor Town's modest cornerclubs and homes are east of the river."

A quick viewing of other entries under this topic seem fine. In particular, the entry filtered for Sellus Gravius (the chargen captain) describes the South Wall Cornerclub in southeastern Balmora.

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Beast Attire
 
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Post » Tue Sep 22, 2015 11:18 am

Please post whatever you find that's obvious wrong and we'll fix everyone of them in the next release. :smile:

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Taylor Bakos
 
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Post » Tue Sep 22, 2015 6:46 pm

Thanks, cyran0 :thumbsup:
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maya papps
 
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Post » Tue Sep 22, 2015 9:36 am

I found a floating rock in Ashlands (4,1) not yet fixed in the version 1.6.6 patch (does it address such things?)

"terrain_rock_rm_22" (the only one of that type in the cell)

Its current coordinates are 40305.27 12488.86 1344.96 zRot: 342.81

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Jani Eayon
 
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Post » Tue Sep 22, 2015 2:34 pm

Yes we do. Thanks Cyran0.

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Mrs Pooh
 
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Post » Tue Sep 22, 2015 4:37 am

Under the topic 'Miner Arobar' the entry for Athyn Sarethi

"So you believe Master Neloth is holding Miner Arobar's daughter hostage..." [info ID: 16946237...]

is filtered for Journal: HR_ArobarKidnap >= 34, a journal entry that does not exist. I believe it is intended to be >= 30. The quest is not broken by this since the player can act on his/her own initiative rather than consulting Athyn Sarethi, but...

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IsAiah AkA figgy
 
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Post » Tue Sep 22, 2015 3:21 am

Uhm, is it a bug? Quest indexes are 10, 20, 45, 50... so any test value >= 21 and <= 45) should work
[EDIT2]I realized that both 20 and 45 journal entries are never used in standard game, I don't know if patch wants to restore them, anyway the concept remains, differently from e.g. Journal XX, you don't need to test for an existing XX journal entry in a >= or <= dialog range filter.
[EDIT3]fixed example function
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Jade Muggeridge
 
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Post » Tue Sep 22, 2015 5:40 am

Sorry, that was careless of me.

You are correct, Bethesda does not use the journal indices 20 or 45, but they reference 34 – that is what caught my attention. When I consulted the patch I discovered that they created an entry with an index of 30 (strange that it did not simply repurpose index 20), and adjusted the official dialogue so the player could get that journal update. Then Athyn Sarethi might respond to update the player's journal to 45. The patch already created all of this, but it failed to correct Athyn Sarethi's response to recognize the new journal entry it introduced.

In effect, the error is in the patch, not the Morrowind master file, but my previous post failed to make that clear:

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Lew.p
 
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Post » Tue Sep 22, 2015 7:00 am

Script Dialogue CompileAndRun
Line 7 function reference object "girith" not found.
Script Dialogue CompileAndRun
Script command "athandenPositioncell" not found on line 7.
athandenPositioncell -56 194 144 145 "Vos, Varo Tradehouse"

This results in a crash when trying to talk to Berwen about 'Girith's Stolen Hides'.

edit: Further checking shows that this is a conflict between 1.6.6_beta and http://download.fliggerty.com/download-68-1090. If either one is loaded separately no issue. Together crash. I'll try and find QTA's thread and report it there as well.

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Sheila Esmailka
 
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Post » Tue Sep 22, 2015 10:11 am

I'll pass it on to Skrawafunda. Thank you for letting us know. :smile:

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Isabel Ruiz
 
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Post » Tue Sep 22, 2015 7:57 am

These items/scripts included in MPP can potentially cause CTDs:

The issue for all of them is that they're calling the 'RemoveItem' function on an item from within its own local script. This has been confirmed to be a source of CTDs, as detailed in MSFD 9.0 and also here at http://www.uesp.net/wiki/Tes3Mod:RemoveItem.

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Chloe :)
 
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Post » Tue Sep 22, 2015 3:20 pm

Interesting find. Thank you, Greatness7. :smile:

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KiiSsez jdgaf Benzler
 
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Post » Tue Sep 22, 2015 6:14 pm

Time for an update! Work continues on this. We have promoted Skrawafunda to team lead. Skraw continues to work on the reviews of the old patches. We will be using his reviews to edit the old patches as we pull them into the new plugin. Also Greatness7 has joined the team.

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Ice Fire
 
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Post » Tue Sep 22, 2015 10:51 am

Updated team roster.

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Kathryn Medows
 
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Post » Tue Sep 22, 2015 10:07 am

Found a small dialogue error in journal entry HT_DaedraSkin:

"Mouth Mallam Ryon asked me to acquire a Daedra skin and deliver it to Master Aryon in Tel Vos."

That should be "Mouth Galos Mathendis" instead.

Edit: Another one. The journal entry IL_ScrapMetal refers to the Imperial Legion having a contest with the Buoyant Armigers, but Radd Hard-Heart's dialogue "scrap metal" says it's the Ordinators. Subtle difference, but it would less confusing to stick to one or the other.

And a minor one: Topic "dwarven limeware" NPC Alarvyne Indalas -- "I would be good to get my hands on that shipment. Let me know when you get the pieces." Should be "It".

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Jennifer Rose
 
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Post » Tue Sep 22, 2015 7:54 am

Thank you, Stuporstar. :smile:

Like I said to cyran0, please continue to post your findings and the team appreciate any post(s) like yours.

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Melung Chan
 
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Post » Tue Sep 22, 2015 1:51 pm

Is this project also going to attempt to fix all of the spelling errors in the books?
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Amy Smith
 
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Post » Tue Sep 22, 2015 8:26 am

Yes.

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Beth Belcher
 
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Post » Tue Sep 22, 2015 8:09 am

Team roster updated.

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Stephanie Valentine
 
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Post » Tue Sep 22, 2015 1:40 pm

Is there a chance you could undo the "fix" for the Arena chest thing?

It basically makes everything which edits the vanilla Arena break compatilibity (although with no real ill effect I think) and it basically "fixes" the player being too dumb to loot their opponents.

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Mike Plumley
 
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Post » Tue Sep 22, 2015 1:48 pm

Does the morrowind patch project include all the following fixes?
Suran Temple Door Fix http://download.fliggerty.com/download-13-1049
arvisrend's Morrowind fixes (claims to fix bugs not fixed in MPP 1.65beta) http://download.fliggerty.com/download-13-870
and all the fixes from "morrowind patched"?
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Emma louise Wendelk
 
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Post » Tue Sep 22, 2015 6:09 am

No, it does not include those fixes not yet. Remember the Suran Temple Door fix was released last year I think and the UMP project started over a year ago.

Keep in mind that we are still reviewing quorn's MPP versions and haven't begun to view all other patch forks people have released over the years. After all we are talking about 10 years of patching so don't expect miralces.

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Lil'.KiiDD
 
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