Unofficial Morrowind Patch Thread

Post » Sat Jun 22, 2013 6:14 am

I found a floating rock at Bal Isra that I probably recorded before. Other than that, no. I'm still doing other things, but I'll be sure to let you all know when I continue it. It's still, in all likelihood, going to be quite some time though. There are a ton of other games I never got around to that I want to play (currently playing System Shock), but I will come back to Morrowind eventually. With Skyrim reaching a final version soon enough, I'll probably take another trip there as well, since I was never able to finish it before. That's just to point out how long it could be.
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Fri Jun 21, 2013 5:25 pm

From UESP:

Bribes are supposed to increase your Mercantile skill, but this isn't true in game. Bribes will increase your Speechcraft skill, but not your Mercantile. However, bribery is still based off your Mercantile skill, acting as an alternative to Speechcraft.

User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm

Post » Fri Jun 21, 2013 5:03 pm

Nothing can be done about that as it's hard-coded. I'm pretty sure it was brought up in the MCP threads at one point, but I don't remember anything about what was said.

It makes more sense to me that bribery increases speechcraft anyway.

User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Sat Jun 22, 2013 4:34 am

from another thread:

i think the biggest issues with MPP were:

*resist paralysis value change (made it x10 more expensive)(might have been fixed in the last release)

*spell auto-calc fix (it removed fortify skill spells from the expansion merchants in an old version, though i think that was fixed in the last)

*added filtering of topics (caused an error with a morag tong quest, and filtered some telvanni quests to mouth rank, also affected LGNPC in a degree)(these might have been fixed in the last release)

*nolore filtering (removed a lot of topics from nolore npcs, so a lot of npcs with nolore really didn't have much to say)

*object name changes (i think activators had their names removed if there was nothing to activate, but that caused issues with mods that gave those activators use, like NoM)(i think lots of miscellaneous items were named to include their materials, like 'wooden', 'pewter', 'ceramic', etc. which cause mod issues)(excessive merged objects)

*one cell was renamed (i think that broke a mod)(UMP 1.6.3 had 2 cells changed)

*a few topics were changed (caused LGNPC issues)

*one npc gender was changed (forgot which, but caused a mod issue)(maybe corrected in latest)

mainly the issues were that some fixes would break mods, and it was decided that preserving compatability was more important than the fixes themselves. that and a lot of the bugfixes were more like correcting errors(issues that aren't gamebreaking) rather than bugs(which can be gamebreaking or blatent), so it's more like overcorrecting to a degree.

all versions of the patch have issues like this, but the versions before the quorn edits were acceptable since it was in development when the modding community was most active. truth be told, if you're modding or using a lot of mods, there's really not much reason to use the patch since the edits likely conflict with the vast library of mods. with all the content of new mods, the fixes to the vanilla game are really superfluous.

User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Fri Jun 21, 2013 10:18 pm

Whoa! All these patches are killing me now. While I find it very cool that projects like this still pop up every now and then, I'm seriously confused now. I'm about to start a new playthrough with my GOTY edition of the game and I would lime to make it as bug-free as possible (different patch compatibility issues included). So what exactly should I use? I was thinking about MCP and MPP 1.6.5 Beta BTB Edit, but now I discovered this thread as well. Should I use it in conjunction with MPP? What would my load order be like? What are the potential problems? It looks like it might be better to just stick with BTB's MPP, case I don't want to bump into a game-breaking bug or something midgame, having spent dozens of ours playing it... Could someone please clarify things for me? :) I'm completely lost now...
User avatar
Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Fri Jun 21, 2013 5:35 pm

Well, Arsuru's still taking notes for his patch project and hasn't released it yet so...
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Fri Jun 21, 2013 5:24 pm


Link?


I've seen a few people say this, but is there any truth to this? I can't see most of the UMP edits conflicting. If a mod is editing vanilla content in some way for something critical, like quests, I would hope that the author would bother to correct the vanilla errors as well. Even if they didn't, wouldn't a merge sort much of it out? I really haven't dealt much with 'making things work together' as I haven't used a ton of mods that conflict in anything but leveled lists in the first place.


The OP pretty clearly states which versions are recommended. There was a cell name problem left over from BTB's version (Falvilo's Endeavor)that I pointed out to him, but he never got back to me about it, so I assume it is still present. I kinda forgot about it, honestly. I was going to edit it myself and upload it to some temporary location, but now I see a ton of empty INFO entries (that were present before his edit, but only after 1.6.3b). I'd just go and use 1.6.3b, though I've never heard of any problems from BTB's edit, I don't know what else could be left over (or if those blank INFO entries even matter) and I don't care to search at the moment.
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Sat Jun 22, 2013 8:11 am

What is it that MPP changes about the scrolls? The enchantments are seperate and the scrolls I compared seem to have the exact same names, values, weight, etc. Pretty much all the scrolls are changed in the patch. I am sure I miss something obvious.

User avatar
Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Sat Jun 22, 2013 6:05 am

I think they had the wrong mesh/icon or such assigned to them.

User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Fri Jun 21, 2013 10:13 pm

Ah you are right! Closed scrolls had a icon of a open scroll and this is fixed.

Thank you. I don't know why I havent noticed this.

User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Sat Jun 22, 2013 7:14 am

I just noticed it the other day while removing stuff from my version of the MPP :P

User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Fri Jun 21, 2013 11:36 pm

what did you remove personally? we should get a list together so we can get the offending stuff out.

User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Sat Jun 22, 2013 3:29 am

Just a little error in one of journal entries:

BUG: MS_Nuccius, Index 100 "I bought a cursed ring from Vodunius Nuccius so he would have enough gold to leave Morrowind. I hope I have better luck with the ring, and with my adventures in Morrowind, than he did."

FIX: MS_Nuccius, Index 100 "I bought a cursed ring from Vodunius Nuccius so he would have enough gold to leave Vvardenfell. I hope I have better luck with the ring, and with my adventures in Morrowind, than he did."

Narsis is part of the Morrowind province and Vodunius Nuccius is unhappy in Vvardenfell. He lives in Narsis and want to go there.

http://www.uesp.net/wiki/Morrowind:Vodunius_Nuccius_%28quest%29

User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Fri Jun 21, 2013 6:59 pm

This mod fixes an issue reported on the official Morrowind forums.


Logitech, on 10 May 2013 - 4:33 PM, said:

Just a little error in one of journal entries:

BUG: MS_Nuccius, Index 100 "I bought a cursed ring from Vodunius Nuccius so he would have enough gold to leave Morrowind. I hope I have better luck with the ring, and with my adventures in Morrowind, than he did."

FIX: MS_Nuccius, Index 100 "I bought a cursed ring from Vodunius Nuccius so he would have enough gold to leave Vvardenfell. I hope I have better luck with the ring, and with my adventures in Morrowind, than he did."

Narsis is part of the Morrowind province and Vodunius Nuccius is unhappy in Vvardenfell. He lives in Narsis and want to go there.

http://www.uesp.net/wiki/Morrowind:Vodunius_Nuccius_%28quest%29




To further alleviate the confusion regarding Vvardenfell and Morrowind i have made a slight adjustment to Darvame Hlerans dialogue
regarding Vodunious Nuccius where before she did say



................ I don't think he's happy here in Morrowind .


she now says

................ I don't think he's happy here on Vvardenfell .


Slartibartfast

https://dl.dropboxusercontent.com/u/35424753/Vodunious%20Nuccius%20fix.7z

Feel free to use/modify etc.

User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Sat Jun 22, 2013 12:50 am

Thank-you for this Slartibartfast1! (and thank-you for putting a readme in it!) :D

User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Sat Jun 22, 2013 2:54 am

COLLISION FIX isn't compatible with Correct UV rocks and trees, right?

User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Sat Jun 22, 2013 3:06 am

Is that directed to me? No they are not compatible. See my Small Mods thread, somewhere there I described how to make it yourself.

Arsuru, another fix you might want to include in your patch: http://morrowind.nexusmods.com/mods/images/42306-1-1368321706.jpg
Just a texture file. Dont know how to post direct links from nexus, pls find "Grahl Eye Fix" here:
http://morrowind.nexusmods.com/mods/42306/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D42306&pUp=1
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Sat Jun 22, 2013 9:03 am

>Is that directed to me? No they are not compatible. See my Small Mods thread, somewhere there I described how to make it yourself.

To you, of cource. Thanks., I will check thread about this.

And may I include your grahl fix to russian Morrowind patch GFM?

User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Sat Jun 22, 2013 6:45 am

Yes.
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Fri Jun 21, 2013 5:06 pm

Just reporting a minor graphical glitch fixed by Spirithawke. I love patching my game and really hope to see this project finished. :)

http://www.gamesas.com/topic/1463409-skill-increase-display-and-bartered-item-icon/?p=22763625
User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Sat Jun 22, 2013 6:28 am

List of scripts that are not attached to anything

Spoiler


bearheartscript
colony_d_1_m
colony_e_1_i
colonyafer
colonyassassin
colonyestatetimer
colonyguards
colonynordaxe
colonynordequip
colonyreporttimer
colonyroottimer
colonyservtimer
colonytimer
corprusbeastsafe
glenmorilcaveteleport
heartfangchangescript
hunteract1script
ingmarteleport
jeleennote
jeleenscript
mockchangescript
ritualtransform
sacrificenordfemale
smugdeadscript
thirsksvenjadeath
thirskudyrfrykte
torchdayscript
torchnightscript
tracksound1script
tracksound2script
waterbottlescript
werechange2script
weredreamscript1
weredreamscript2
weredreamscript3
weretracker2script
witchnotescript
wolfgiver
abebaalattack
akula_doors
azurasstarscript
bill_fg_berwen_corp
bill_mt_calc_legit_kills
bill_mt_redeem_writs
bill_tt_bjadmund
bill_tt_dagoth_fovon
bill_tt_delvam_andarys
bill_tt_ministryheathen
bill_tt_mountkand01
bill_tt_mountkand02
bill_tt_mountkand03
bill_tt_mountkand04
bill_tt_tralas_rendas
bluescript
boethiabuildscript
bonescript
bulfimscript
corprusbeastsafe
countmonopolyvotes
counttelvannihortator
countwizardspells
da_bullnetchscript
daric_biellescript
diseasechills
diseasecorprus
diseasedampworm
diseasegreenspore
diseaserattles
diseaserockjoint
diseaserustchancre
diseaseserpiginous
diseasewtichwither
doortestwarp
dummy
dwruins_ark_lv_a
eraldilscript
example_containers
example_npc_stuff
example_npc_stuff_gold_edition
fasteddieamulet
fasteddiering
fightgnawtooth
fightstopordinators
fightstopwitches
fools_dead_check
fraldcounter
gameratscript
glathelscript
globalfixnpcs
gnisiseggminedoor
gnisiswarpdoor
hentustravel
high_fane_alert
huleeya_disposition_check
jeannescript
lettescript
main
marksmantoggle
maurriescript
menhirteluvirith
messagetest
milokey
milotravel
moveahnassi
moveandturn
movemehra
movesarandas
movesinnammu
noflee
noidle
nointruder
nothief
ouch_falsesunder
prisonsafe
pub_telaruhn_plot
racecheck
ranisscript
ratscript
ringdrarelsummoning
shashuraridoor
sheogorathblessing
shishiodirniranfights
shrinebalur
shrineboethiah
shrinevivechumility
shrinevivecmystery
skinksoul1
skinksoul2
sleepers
sound_fire
sound_fire_small
strong_build1_h
strong_build1_r
strong_build1_t
strong_build2_h
strong_build2_r
strong_build2_t
strong_build3_h
strong_build3_r
strong_build3_t
strong_build_start_h
strong_build_start_r
strong_build_start_t
strongholdwifeteleport
strongsoulcheck
strongsoulremove
strongzero
teleporttanusea
telvosteleport2
test_addsanguine
testmakepcvampire
testrefrotate
testrotate
testrotateslow
tg_lootmg
tg_lootmg2
tgdiscountscript
thieftraderscript
topicswebspinner
usetest
uupse_bagrum
vamptest
vamptest1
vamptest2
vamptest3
audiencescript1
bill_mt_calc_legit_kills
bill_mt_redeem_writs
bladefixscript
contract_calvus
dbattackscript
dbattackscriptold
dbdartscript
drothchest
drothpost
explosion_pushout
gaenortimer
getpcgold
gotojailwhendone
helsmovescript
highpocketscellcheck
holmarcellcheck
ignatiuscellcheck
ilnoricellcheck
journalistcombat
matchmakertimer
mhtransportscript
museum
plaguenerile
poisonsteam
sadrithief
scrollsales
sothasilteleport
sound_sothasparks
sound_water_break
sound_waterfall
testmoverock
therdoncellcheck
velascellcheck
vvtransportscript
warlord_ascript
weatherscript
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Sat Jun 22, 2013 8:03 am

>List of scripts that are not attached to anything

Thanks!

But some of them are used. Like bluescript, councilortopicshlaalu, councilortopicsredoran, councilortopicstelvanni and some else.

Also tribunalmain is startscript. I start editing list for me.

User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Fri Jun 21, 2013 7:16 pm

Many of them are global scrpts called with startscript command...

User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Sat Jun 22, 2013 2:05 am

List of scripts that are not attached to anything, not started by other scripts or dialog results.

Spoiler

bearheartscript
colony_d_1_m
colony_e_1_i
colonyafer
corprusbeastsafe
heartfangchangescript
hunteract1script
jeleennote
mockchangescript
sacrificenordfemale
thirsksvenjadeath
thirskudyrfrykte
torchdayscript
torchnightscript
tracksound1script
tracksound2script
waterbottlescript
werechange2script
weredreamscript1
weredreamscript2
weredreamscript3
weretracker2script
witchnotescript
wolfgiver
akula_doors
azurasstarscript
bill_fg_berwen_corp
bill_tt_bjadmund
bill_tt_dagoth_fovon
bill_tt_delvam_andarys
bill_tt_ministryheathen
bill_tt_mountkand01
bill_tt_mountkand02
bill_tt_mountkand03
bill_tt_mountkand04
bill_tt_tralas_rendas
boethiabuildscript
bulfimscript
corprusbeastsafe
da_bullnetchscript
daric_biellescript
diseasechills
diseasecorprus
diseasedampworm
diseasegreenspore
diseaserattles
diseaserockjoint
diseaserustchancre
diseaseserpiginous
diseasewtichwither
doortestwarp
dummy
dwruins_ark_lv_a
example_containers
example_npc_stuff
example_npc_stuff_gold_edition
fightgnawtooth
fightstopordinators
fools_dead_check
gameratscript
globalfixnpcs
gnisiseggminedoor
gnisiswarpdoor
high_fane_alert
huleeya_disposition_check
jeannescript
lettescript
main
marksmantoggle
menhirteluvirith
messagetest
milokey
milotravel
moveandturn
movesarandas
noflee
noidle
nointruder
nothief
ouch_falsesunder
pub_telaruhn_plot
racecheck
ranisscript
ratscript
ringdrarelsummoning
shashuraridoor
sheogorathblessing
shrinebalur
shrinevivechumility
shrinevivecmystery
sound_fire
sound_fire_small
strongzero
telvosteleport2
test_addsanguine
testmakepcvampire
testrefrotate
testrotate
testrotateslow
tgdiscountscript
thieftraderscript
usetest
uupse_bagrum
vamptest
vamptest1
vamptest2
vamptest3
audiencescript1
bladefixscript
dbattackscript
dbattackscriptold
dbdartscript
drothchest
explosion_pushout
journalistcombat
museum
plaguenerile
poisonsteam
sound_sothasparks
sound_water_break
sound_waterfall
testmoverock
weatherscript
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Fri Jun 21, 2013 8:09 pm

bearheartscript should be added on BM_bearheart_UNIQUE.

So when player pick a heart, script add journal entry BM_BearHunt1 80 and rolf long-tooth change his Greeting 1 and his AI pack.

sound_sothasparks should be added to act. Sound_Sotha_Sparks and added in game location Sotha Sil, Dome of Serlyn when sparks and steam.

milokey already added in UUMP 1.6.5b

WitchNoteScript should be added to sc_witchnote?

drothchest should be on com_chest_02_thendas1?

PlagueNerile should be on Nerile Andaren? (contains nolore and missed journal entry).

User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

PreviousNext

Return to III - Morrowind

cron