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SnowPyr
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Notes on Bloodmoon play (8-10)

After installing 2018-july-tribunal-bloodmoon-fixes_v2.7z

8. At quest stage 40 of A Blocked Door, you have to taunt Hroldar the Strange into a brawl and knock him down with your fists. I've tried this numerous times, but every time he falls down my character locks up and I cannot do anything. The game isn't hung. Hroldar stands back up and other NPCs and creatures are active. I can look around with the mouse and open the system menu and the console. But I cannot lower or use my fists, initiate conversation, or open the tab-menu. All I can do is stand there and look around.

9. This only happens if I knock him down with my fists. If Falco Galenus kills him (which has happened several times), the quest continues as normal, with Falco angry at me for killing Hroldar, even though it was Falco himself who did it. 

10. The map marker for the Sun Stone is inside the stone, so if you fast travel to it, you have to toggle-clipping to move.

Edited by: SnowPyr on 11/11/2019 - 16:38
ponyrider0
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8. I purposefully programmed

8. I purposefully programmed the script to lock player controls to prevent the player from attacking Hroldar any further.  If you attack Hroldar beyond this point, then guards will attack you.  The intended behavior is for Hroldar to stand up and initiate conversation with the player.  Try selecting his character from the console and using command "startconversation player".  Unfortunately, I think the problem may be that your savegame has altered too many game variables to be compatible with that bugfix.  Try starting a new game to see if the bugfix works.  Please let me know if it still doesn't work at that point.

9. Falco will attack him because they are persistent actors (which is true for almost all NPCs).  No persistent actors will have their game states altered by just enabling an ESP.  You have to start a new game to re-initialize the state of the NPCs using the new values in the ESP in order for the bugfix to work.

10. The bug is that fast travel is enabled for the Sun Stone.  Using fast travel to get to the Sun Stone is an exploit/cheat, so using TCL to work around it is acceptable.  Instead of moving the map marker position, the appropriate fix should be to figure out how to disable fast-travel to that marker, but still have it show up on the worldmap and be a quest target.  Adding this line as a script for the Sun Stone activator should fix it:

Begin OnTrigger
  mwSunStoneMapMarker.SetCanTravelToMapMarker 0
END

This line should work for most of the other instances where fast-travelling to the map-marker is an exploit/cheat (such as other Stones in Test of Loyalty and the Vow of Silence quest).

EDIT:  An alternative solution could be to use the above command at the start of a quest to disable fast-travel to that map-marker until the marker is reached and quest is completed.

SnowPyr
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I've never finished Morrowind

I've never finished Morrowind before and I'm a couple weeks into this game. I'd really hate to start over :-( But I'll stop reporting bugs if you think my game is donked up (as Princess Bubblegum would say). Thanks.

ponyrider0
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There is a chance that if you

There is a chance that if you can find a savegame that was made before you visited Solstheim, then the bloodmoon-hotfixes will work, or at least work better.  Unfortunately, I don't know of a good way to force the engine to delete all persistent references and reload them from the ESP rather than the savegame.  Perhaps you can find an Oblivion savegame editor which can do this.  If you do, please definitely post the link -- it would help many people.

Regarding bug reports, I would check the list of "active bugs" on https://tesrenewal.com/forums/morroblivion-problems/active-morroblivion-bugs-and-fixes-list-2017.  Most of these bugs have actually been fixed by the tribunal and bloodmoon hotfixes, but I have not udpated the active bugs list in a very long time.  If the bug is not on that list, then it might be an unfixed bug and you should report it.  Thanks.