Almelexia, the bugged godess and 10 not so gamebreaking bugs.
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I was under the impression from the timelines of this thread http://morroblivion.com/forums/morroblivion/general/1690 that the Tribunal main quest was finished, if not my bad and I will edit the post.
After the 'main bug' (ie one that does'nt allow me to progress even after messing around with the console and editor for a bit) I'll also have a couple of others that are anoying or aestetically unpleasing but nothing a bit of TCL or looking the other way won't fix.
Anyway, Almelexia, apart from having a texture that looks like a sheet of black with parts of her body uniform pink managed to take the Mazed band, then send me off outside for the whole attack on the Plaza sequence, after which I reported to her or Hler (the guy in the Reception area), got the investigate, got the quest update that I'd seen the robot battle (which did'nt happen, not that I care tbh, watching Bethesda NPC's fight is probably one of the best ways to get yourself out of the atmosphere), then back to Hler, who basicly tells me it's serious business and I should report back to Almi, who tells me the same thing as when the attack happened, and yes, the previous quest is marked as completed.
Tried waiting, sleeping, forcing the quest to start (setstage 0101c65a 10, tried 20 and 30 as well but even more bugs showed there), removing the 'Goodbye' marking on the dialogue option, which combined with the setstage command at least allowed me to unlock the dialogue option to investigate into it, after which you find out it's a suicide cult and the Quest once again tells you to return to Almi and she's again stuck in the past.
I'll prolly keep messing around to at least try to progress because I absolutely loved Tribunal as a kid but any help would be highly apreciated.
EDIT: It's not a bug, it's a feature (for now). Can't change the title though.
And now for some miscelaneous things, some of these are I suppose big enough to warrant their own issue but I don't think cluttering up the bug section would be apreciated, so without further ado:
1: Dagoth's Ash vampire leaders are fast, and I mean, ICREDIBLY FAST, Dagoth Ur seems to have the speed of a normal NPC with a good speed stat, his ash vampires go at literally 60mph, only halted every coupla miliseconds by what looks like clipping issues with the ground and having a bad understanding of where the 'hole' part in a door opening is, to give a bit more useful description of its speed, it'd cover a side of a Vivec canton lower side outside in 1 maybe 2 seconds. As Dagoth's speed is very normal as are all the other creatures.
2: Paralysis and Ascended Sleepers, I'm not entirely sure what the differences between the spell and it's Morrowind counterpart are but it's seems incredibly strong to the point that it's the only real danger they pose, I'm using an Argonian with good will/intel stats but without reflect spells/potions/equiptment 2-3 ascended sleepers will permaparalyze you when you get into striking distance, having an argonian with some magic allowed me to range spell em to death, but with any kind of meelee focussed character the only things you can do is trust your life to reflect effects or keep running away and hoping part of the group gets stuck behind some easily surmountable object, both of which feel incredibly gimicky. From what I recall from Morrowind they where strong damage casters, possibly atribute damagers, but not paralysis spammers, but the damage spells that they do have seem relatively weak, maybe buff their damage spells, lessen the strength of the paralysis? I think it would make it a more interesting challenge with more ways of tackling it.
3: As you enter Ebonheart from the north via land the second door on the right doesnt lead anywhere and opens up through the stone wall if you activate it.
4: Books, bookshelves look beatiful but if you do anything with them (take/steal a book or gently brush a book as you walk by) the whole fabric of bookdom unravels and they start shaking like crazy generally until they have either fallen out or lodged somewhere where further movement is impossible, leaving the once pristine book collection all over the floor for NPC's to get stuck behind. Morrowind did'nt have this problem because physics engine, lol, is it perhaps possible to give the books a higher in-world weight? Or perhaps make them static until removed? This would make it look a bit weird if you take a book that's under another one but I think a small price to pay to keep the books in the cases.
5: NPC's do NOT deal well with in-area transition doors (the player moves instantaneously without new cell loading), ie from the Rare bookseller in Vivec Foreign Underworks into Jim Stacey's little room or the top rooms in Ebonheart's Grand Council, NPC's will spend hours walking into walls next to the doors, seemingly not realising the obstacle, perhaps switching these doors for normal ones? Drag the connecting cell there if necessary?
6: There are tomb/cave areas that have invisible holes in the floor (that drop you into the void) that feel like they need either reconversion or editing, there was one in the Old Mournhold Crypt and I know there are several cave meshes and at least 1 ancestral tomb mesh (looked like a 4 way split room) that have this problem.
Edit: just remembered this one. Edit: And just came across 2 more.
11: Some weapons and armor seem to be left on default Morrowind settings or something, I'm using an argonian specced for heavy armor, around 70 or so (endurance 100), about 10-20 in light, an ebony cuirass has an armor rating of about 25 bit more for daedric I found a Dreugh Cuirass ( I believe by that exact name) I'm guessing in Koal Cave after donating some Dreugh Wax in the shrine it found it's way into my inventory, a +10 End enchantment on it, light armor with a whopping rating of 28, god knows how much it'd be if I'd actually taken some levels in light. Most likely close to the Eleidon's Ward shield I found in Ibar-Dad, heavy armor, don't remember the enchantment but it's not related to endurance or heavy, which has an armor rating of 100. Which seems a bit... Excessive. Also enchantments on armor and clothing that is supposed to be casted from what I've seen are all turned into permanent enchantments, making offensive abilities practically useless while healing amulets basicly activate god mode, altough I believe this was already known.
12: In the redoran quest where you have to get back the Redoran Founder Helmet from some chump in Balmora you can get infinite helmets, perhaps because of my reputation or level (45 rep or so with a well levelled 20 or so Argonian) he just gave me the Founder Helmet without any hassle (just making a comment on how I was a mommy's boy), if you ask again about it though he gives you another, by the time I got bored I had about 12 or so Redoran Founder Helmets, theyre not worth much so they're not exactly useful for the person doing it but alas.
13: Another Redoran Quest, altough it's not that relevant, after you save the trader Mathis Dalobar from some tomb near Maar Gan and bring him to the Maar Gan shrine he goes back there, and after having looted and killed everything in the somewhat dissapointing tomb he was still there, don't think it's relevant for any quests, just looks somewhat weird.
Some Tribunal ones that I've come across more recently:
7: The Profance Acolyte's death animation, or rather lack of one, them just falling over WOULD have worked if they did'nt wear a weird dress that doesnt have any physics effects aplied to it to be a bit more clear, when they die/fall over their dress sticks upward, mooning you with a weird sort of ken doll ass, an attack animation might be too much work, but maybe a chameleon, explosion effect or something and then let the game remove the model? Perhaps leaving it's loot in an ash pile Bone Lords use?
8: Right as you enter Plaza Bindiri Dorum, before the whole destruction and attack, when the statue of Sotha Sil and something or other is still there, there's a wooden ladder sticking out of the base of the statue that leads to Bamz Aschend, the place you have to go right after the attack, also, the inside is hollow and leads to void if you dont manage to click the ladder while falling down.
9: In Godsreach there are waterfalls comming from the sewer grates in the corners that go the wrong way and look wrong for the place, this strip of water also works like a flytrap for NPC's, an important Main Quest character was even stuck here in my game.
10: In the Great Bazaar underneath the bridge there is a huge, black triangle looking like a very strange shadow. I have most of my graphic settings set pretty high, could be it but not sure.
Anyway, I'm hoping you guys have some use for these, I'll post whatever else I can find if you people think it's helpful to this wonderful project.