Unofficial Morrowind Patch Thread #2

Post » Sat Jun 22, 2013 7:22 am

Unofficial Morrowind Patch


Questions that will probably be frequently asked




What is the Unofficial Morrowind Patch?

The Unofficial Morrowind Patch, henceforth referred to as the UMP, is a mod to address the plentiful errors in Morrowind left after the latest official patch, 1.6.1820. It will do this using only the methods available from within the confines of The Elder Scrolls Construction Set. It seeks to correct problems with quests, scripts, dialogue, spelling, items, item placement and meshes and textures where applicable. If needed, some external work to models and textures will be done.

What is an error is arguably questionable and largely subjective. The words 'bug' and 'fix' are used pretty loosely and there are plenty of little 'fix' mods that aren't exactly what they claim. I aim to be as unintrusive to the original game as possible and leave the rest to balancing mods and the like, even if some of those figures really don't make sense or are inconsistent.

Wait, UMP? MPP? What is the difference? I'm confused.

As you should be! And you know what? So am I! The previous author decided to change the name to Morrowind Patch Project for unbeknownst reasons, though the version number incremented as normal.

What version should I use then?

1.6.3b is the currently recommended version. 1.6.4 and the 1.6.5 Beta by quorn, the previous author, have both been pulled as explained by him http://www.gamesas.com/topic/1118992-morrowind-patch-project-bug-report-thread/page__view__findpost__p__16679155. BTB's version currently has some issues remaining from the last beta by quorn that have yet to be rectified.

Note that you need both expansions to run these. There is a version for those that don't have any expansions, and that is 1.2.2b. You should never run two versions together.

Please note, that I will not be maintaining a version for those without expansions. It's a mess enough as it is, and there really isn't any fair reason to not have the expansions at the present time. Many things require the expansions, so you're missing out if you don't have them, even if the expansion content doesn't appeal to you.

Where can I get it?

1.2.2bhttp://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2082
1.6.3bhttp://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2083
1.6.4 http://mw.modhistory.com/download--7128
1.6.5 Beta http://mw.modhistory.com/download--7127
1.6.5 Beta (BTB Edit) http://btb2.free.fr/morrowind.html

Is this compatible with the Morrowind Code Patch (MCP)?

Yes. While they do similar things, they do them in entirely different ways and some things can only be fixed with it. There shouldn't be any conflict, and you should use both. The MCP can be found http://morrowind.nexusmods.com/mods/19510.

Note: It is very important that you read the documentation and that you don't just enable all the patches. It can change a lot of things and you need to be aware of and understand the changes.

Do I need anything else?

With any of the above versions there are some other mods that can run alongside. I will direct you to the Morrowind Patch Compilation, which includes BTB's version of the MPP. This includes many other patches though, so do read about it.

http://www.gamesas.com/topic/1366587-morrowind-patch-compilation-beta/

What can I do to help?

Post any errors you find in this thread.









Current Status


I've begun organizing the bugs into a readme of sorts and will start fixing things from there using it as a guide. It's pretty tiring to document thoroughly and I haven't done much as a result. I'm not currently working on it.

I plan to just start from scratch, and call it a v2.0, as well as change the name back to UMP. I plan to make at least two versions, one being more intrusive in that it will address things that are less clearly defined but without being a drastic change. A modular version will be available for those that wish.

Also, if anyone knows how to contact quorn, I'd really like to get in touch since I know he was still finding errors that were not included or posted anywhere that I know of. I've sent a PM ages ago, though I never got word from him. He hasn't been back here since his last post.

This post will be updated as needed.

Previous threads:

http://www.gamesas.com/topic/1398294-official-unofficial-morrowind-patch-thread/
User avatar
LuCY sCoTT
 
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Post » Fri Jun 21, 2013 11:30 pm

This is how I would rewrite bookPilgrimsPath script
Spoiler

begin bookPilgrimsPathif ( OnActivate )	if ( GetJournalIndex TT_PilgrimsPath < 100 )		Journal TT_PilgrimsPath 100		ShowMap "Gnisis"		ShowMap "Vivec"		ShowMap "Ghostgate"		ShowMap "Koal Cave Entrance"		ShowMap "Fields of Kummu"	endif	Activateendifend
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Jacob Phillips
 
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Post » Fri Jun 21, 2013 8:44 pm

Have you tested it in-game? :)

If so I assume its safe to replace the old script with this one?

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Hannah Whitlock
 
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Post » Fri Jun 21, 2013 8:26 pm

yesI think so, but I did not test much, just activate with/without open inventory
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remi lasisi
 
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Post » Fri Jun 21, 2013 10:27 pm

the issue with that script is that it won't add the location if read from inventory, only if activated when found in the world. i think the script in mpp just has the activate portion in the wrong sequence. book scripts are weird like that.

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Ian White
 
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Post » Sat Jun 22, 2013 5:49 am

This should allow it to be read either in inventory or from the game world:

begin bookPilgrimsPathshort PCSkipEquipshort OnPCEquipshort doOnceif ( doOnce == 1 )	Journal TT_PilgrimsPath 100	ShowMap "Gnisis"	ShowMap "Vivec"	ShowMap "Ghostgate"	ShowMap "Koal Cave Entrance"	ShowMap "Fields of Kummu"	set doOnce to 2endif	if ( PCSkipEquip == 1 )	set doOnce to 1	set PCSkipEquip to 0	set OnPCEquip to 0	returnendifif ( MenuMode == 1 )	returnendifif ( OnActivate )	if ( GetJournalIndex TT_PilgrimsPath < 100 )		Journal TT_PilgrimsPath 100		ShowMap "Gnisis"		ShowMap "Vivec"		ShowMap "Ghostgate"		ShowMap "Koal Cave Entrance"		ShowMap "Fields of Kummu"	endif	Activateendifend

Note that this hasn't been tested, but it's modified from my passing time while reading script.

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Lloyd Muldowney
 
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Post » Fri Jun 21, 2013 10:00 pm

I stand corrected, I did not remember how much weird they are
I tried changing it like this, just moved the journal test to make it a do once action, it seems to work without crashes.
Spoiler

Begin bookPilgrimsPathshort OnPCEquipshort PCSkipEquipshort ReadBookif ( ReadBook )	set ReadBook to 0	if ( GetJournalIndex TT_PilgrimsPath >= 100 )		Return	endif	Journal TT_PilgrimsPath 100	ShowMap "Gnisis"	ShowMap "Vivec"	ShowMap "Ghostgate"	ShowMap "Koal Cave Entrance"	ShowMap "Fields of Kummu"	Returnendifif ( PCSkipEquip )	set PCSkipEquip to 0	set ReadBook to 1	Returnendifif ( MenuMode )	Returnendifif ( OnActivate )	set ReadBook to 1	ActivateendifEnd

I think it's similar to Jac's version, maybe a little shorter
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C.L.U.T.C.H
 
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