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llde
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(Wip) Bloodmoon debugging

Warning: Merged into the v64 master. Delete this file before update.

12 months after the start of this project I'm proud to announce to you the:

Final v3: http://www.mediafire.com/download/e6uard0ys6j9m0g/bloodmoon_...

Final v 3.1 :http://www.mediafire.com/download/z7gozup5wnr5tng/bloodmoond... (esp only)

Overwrite when asked.

Description:

It will require a clean save or a new game to make aviable some fix. But the quest fixes and restored features should work without trouble on existing savegame.

Added content: complete features

Werewolf transformation(stat mod not fully implemented) + encoumberance workaround

Bloodmoon creatures(by Roxon)

Aesliip and hircine restored

Ingredients

Icy blood ability behaviour.

Levelled list for creatures' spawn(by brainslasher)

Spriggan resurrection(updated the EEC related spriggan)

Restored Werewolf MQ + Human MQ + Rite of the wolf giver + Misc quest

Videos of Hircine

Werewolf Ice statues now spawn werewolves

Ring of hircine completed.

Summmon spells restored(as scripts effects with all their limitation)

General clean of bad activators.

Restored many dialogue.

Many many other fix.

Divergent from original bloodmoon:

Switching side of the mainquest now should be possible(Beta, not completly tested, it shouldn't break anything).(Cut content from original bloodmoon)

Hircine's quests don't start at sleeping but at transformation in werewolf.(For compatibility reasons)

Known bugs still not fixed:

Attack on the skaal village. -Werewolves do not always attack  -
Postponed becouse it doesn't block quest progression, and I still didn't find a way to fix it(maybe is only my game).

Uncle sweetshire songs is not present.(It should be present in Morrowind_ob-Conversation by brainslasher)

The Hircine's aspect of speed is too slow.(mesh or animation problem)

Fort Froisthmooth doesn't activate the broken look. To avoid missing wall part the normal look will be reactivated.(temp placeholder)

Not all greetings are restored.

Animation/meshes bugs: I cannot fix these ATM

Thanks Roxon_55, Brainslasher, stas96, qwertyasdfgh.

Edited by: llde on 11/20/2014 - 12:28
Brainslasher
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Since I very recently

Since I very recently completed the Bloodmoon mainquest line with the help of very few console commands I think I can be of help.

The thing I missed most about the whole Bloodmoon questline was the abscence of the few voice that were in the original, like a few greetings and the song that Uncle Sweetshare sings. The way the Morrowind soundfiles are stored however doesn't make things very easy.

Most importantly however is the complete lack of creatures which would have to be done though the animations and meshes have been converted

Now to the bugs I remember that I encountered:

Going near the tree stone at any point will start the tree stone and Skaal questline in the middle basically breaking the whole thing.

Videos for Hircines line of quests are obviously missing

Hircine doesnt ever call you for the Castle Karstaag questline. In the castle itself there are placeholders for the talking rieklings

For The Ritual of Beasts going near the bear will trigger the healing queststage without ever having talked to the stone

That's all I can remember for now and btw Lycanthropy can be healed with the newest update.

edit: In the cave of hidden music there is no music and the puzzle doesnt work as intended though the quest does advance

In The Ritual of Water the swimmer doesnt lead you to the cave it just swims ashore

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Thank you! I'm sure a lot of

Thank you! I'm sure a lot of people would love to see Bloodmoon further debugged.

There are several entries on Bloodmoon quests on our Bugtracker - maybe this'll be of some use.

llde
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Brainslasher wrote: The thing

Brainslasher wrote:

The thing I missed most about the whole Bloodmoon questline was the abscence of the few voice that were in the original, like a few greetings and the song that Uncle Sweetshare sings. The way the Morrowind soundfiles are stored however doesn't make things very easy.

Most importantly however is the complete lack of creatures which would have to be done though the animations and meshes have been converted

I think that these should wait when the quests are fully debugged.

Edit: thanks qwerty.

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Morroblivion seems like its

Morroblivion seems like its finally getting to the fully playable state with all quests done :)

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Smugglers Quest the only

Smugglers Quest the only problem my wife and Myself had was The 2 Guards would not Lock of when the Quest was Completed ,unless they Died.

Rebellion.7z Quest  log for All stages.

I Posted Every Quest Stage, and  NPC we Talked to to Play the  is Posted under  (East Empire Company ) Posting,

Quest The Missing Missionary , Stuffed Up at the End Posted under       ( East Empire Company ) Posting.

Plus Others.

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the only real problem with

the only real problem with the smugglers quest is that caused by having 100 disposition, becouse they don't attack the player and attacking them when in this state make them report the "crime" to a guard(If you have a guard as follower, like me provided by The empire legion v4 p3) becouse they have a responsibility of 50. I setted their responsibility to 20 and I putted them in a faction fbmwsmugglers that have -50 disp mod to the player faction, 100 to the fbmwsmugglers faction and 100 to the creature faction.

But another problem is that the greetings dialogue are not consistent, becouse the end dialogue from Saenius is attached to this quest, the one for artoria is attached to the next quest.Also some end quest dialogue are missing

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http://www.mediafire.com/?pow

http://www.mediafire.com/?powo6nrj5upcv9u

I dont know what you are doing wrong have got Through the 2 Quests

No Sooner walk in the Front Door of Solstheim Grandrung Caverns and the Player was Hammered Straight Away All Were the Same Till the Last 1 He Has a Dispotion of 81 i put it in the Clip to Link to Clip when i went into Grandrung Caverns.. All tried to Kill Player.

Players Dispotion Running at 100.

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Whats wrong with 01003B47

Whats wrong with 01003B47 0BanditFaction  all ready has -100 to Player Faction. in my Game Smugglers all ready seem to activate  10F8AF91 which sets there aggression to 100

Could it  be fighting with 01F8AF90 which changes Aggression to -50.

Both cover Smugglers Quest.

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The smuggler were not in the

The smuggler were not in the 0banditfaction, but only in the 0factmorrowind.And this is a very specific bug that could possibly afflict 1 person on 100, when you have a very high fame (well playing Integration the stranded light or knight ofthe nine reveletion could bring enough fame), but a bug indeed, also hostiles should never have a responsibility bigger than 20.

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The Skaal Test of Loyalty

The Skaal Test of Loyalty Quest on tha Water Stone The Horker Does not Take you  To Stahlman's Gorge He Takes you In Land.

http://www.mediafire.com/?qhlkev2gzkd9rgi

 

Dont know if it is of Any Use the Full Files of When i Did The Clips of  (Clint,Ashlander) Bloodmoon Creatures it has Spriggan Ressurect Scripts,Spriggan Abilitys Spells and The Spriggan out of Morrowind Converted to Oblivion and Released as a Madders Resource.

All other Creatures that were Converted and not Finished. I Changed Most Directory Paths so they did  Not Run into Morroblivion Paths

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What is the difference

What is the difference beetween the horker in meshes/creatures/horker and the one in meshes/creatures/aa_blood/horker?

Also I don't understand from what work this packadge is derived?

And which of the esps is the one from I may take information?

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Out of Work Blood_15_05_test

Out of Work Blood_15_05_test Creatures2.esp.. The Horkers in this file has no Havock on Mesh..

I Ran Havock on Horkers in Mt Game and  Re_Directed all File Directorys and Paths Back to Suit Morroblivion  .Can Upload If Any Use.

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Any help with bloodmoon

Any help with bloodmoon creatures is welcomed and useful

 

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Have been running in my game

Have been running in my game since i did Video Clips have had no Problems with them. I got my wife to run around in V059 Complete Installation  and Slaughter the whole Lot  Never Created any Errors.You can Slaughter Horkers Have Tusk,Walk on Dead Bodys not Through.

Around the Same Amount that was in Morrowind Done of Pictures Mostly,Only Covers H20 Horkers x Swimmer, Can Do the 1's on Lake they Are in the other file I Uploaded, at Least there Spawn Points Can do If Needed.

AttachmentSize
File Horker_10_09_13BMHorkerH20.7z2.29 MB
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Thanks Idle the only

Thanks Idle the only Advantage of not know what i am Doing  slowly Learning.

The Spriggan in Blood_Test Might not Be Correct to The Texture you are After did not do it Till Later Just Checked on you Update Sorry.

AttachmentSize
File Spriggan%20Mesh_Texture24_8_13.7z1.65 MB
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I just Set this up and went

I just Set this up and went to Solstheim, Place 4 Spriggans on Left Side of Fort Frostmoth, i checked in CSE same Result Black checked all Paths could not See anything Wrong But they Turn up in Game With Full Textures.

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File A_Spriggan_02.7z1.97 MB
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In Game Pic Just Taken.

In Game Pic Just Taken.

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Beautiful. Really cool to see

Beautiful. Really cool to see Morrowind's version instead of Oblivion's, it adds that special touch :)

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First post updated I'm now

First post updated I'm now debugging the "skaal test of loyalty" subquests

Thanks roxon now the bloodmoon spriggan model is used and not anymore the oblivion one

@Roxon_55 Do You know what can cause the draugr death animation problem?

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Cool to see that you're

Cool to see that you're working on this. I think I have a theory for the faulty death animation. The same happens with the steam centurion sometimes when he doesn't fall over and just keeps standing there. It mostly happens in tight spots and uneven terrain. So my guess is, it might be caused by there not being enough space for the death animation to play. The body doesn't have a ragdoll model so it just stays the way it was before death.

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You open Draugr _skeleton.nif

You open Draugr _skeleton.nif in NifSkope, under   

spell\Animation\Attach .kf you Attach his Death Animation

he Drops Dead no Problems,Need some 1 who knows the workings  in the .nif to Check it Out..

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Did  you find all the

Did  you find all the Ingredients you Need

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Roxon I really didn't

Roxon I really didn't understood what you mean.

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A Wife's Retribution Quest

A Wife's Retribution Quest every now and then  Sigvatr the Strong ends up this way when you Find Him 2 Boar's got the Better of Him.

After finding Sigvatr Dead you Take Pinetear back and Complete the Quest,,Quest Update  I can  Sleep in Kolfinna's bed at any Time, Problem you Can not Use the Bed ( You Cannot Sleep in an Owened Bed) Entry Needs Correcting or Set Owner Ship to Player on Completing the Quest,, Minor Issue

 

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Image icon wifes_retribution.jpg93 KB
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I will check thanks.
I will check thanks.
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Found soething missing.. When

Found soething missing.. When you play the main quest to the the quest skaal test of strength, it appears that the journal doesn't update correctly and the shaman Korst, who should appear near the lake, just doesn't appear and stays in his hut, thus making the quest unbeatable

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I will fix this
I will fix this
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http://youtu.be/Roboj7JDJjw

http://youtu.be/Roboj7JDJjw

When you talk to Ulfgar the Unending to get fbmwBrodirGrove Quest 0101AF87, you find Book and Return accept his wish to Die,Kill him and when you walk near the Body Dialogue appears on the Screen, you walk out Side to Talk to Ulfgar Ghost, to Complete the Quest and Talk to the Stones,go Back in Side and go Near his Body,Dialogue Keeps Appearing on Screen. in Clip

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Guys I have a question: I

Guys I have a question: I cannot find the mesh for the "disturbance on lake Fjalding", it was converted from your knowledge?

Also becouse the original flame meshes aren't so high like the morrowind mesh I chose to use the "flame of Agnon" mesh, so we have something visible than match the description.

It looks like

 

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If that mesh is with special

If that mesh is with special effects, then it most likely isn't converted - automatic converter doesn't handle these.

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Understood, thanks. I will

Understood, thanks. I will stuck with the placeholder for now.

A more subjective question: do You think that the "flame of Agnon" mesh can be a good substitute, basing from the game description of the disturbance?

Becouse this is not similar to the original bloodmoon, I want to learn what you(everyone) think.

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The alternative would be to

The alternative would be to use an ordinary flame and enlarge it until it's the right size or to use a retextured flame. Another possible mesh would be fire\fireopenlarge.nif at around 5 times enlargement in the Oblivion.bsa. 

Also regarding meshes, there's another weird issue with ice caves: They're actually see through, so you can see through the meshes and see the insides of the other cave areas.

Btw did you get my PM?

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Thanks for the suggestion I

Thanks for the suggestion I will look into it. Yes I recived your pm and I'm answering to you now.

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I'm having an obscure bug.

I'm having an obscure bug. When the werewolf for the attack on the Skaal Village are enabled they don't attack anyone and when I attack them they run toward you without attacking(seem like they are unable to play combat animation). This even if I put in their inventory a weapon. They eventually start to attack the skaal and myself after the death of one or more of them

On the other side the 2 werewolf inside the greathall run to take weapons from a table and use them to attack me. This part was fixed using a custom combat style or assign to them a weapon(claws from CoH R)

Any suggestion?

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Check their aggression and

Check their aggression and factions.

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Already Done

Already Done

Aggression 100 Confidence 100 Energy level 100 responsability 0

Faction : fbmwbmwerewolfFaction

Should I set something else? This isn't the first time I program Npc to attack, but I never encountered this issue before. Also RefScope say that the current behaviour is "Combat" even if they don't play attack animanion.

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Work is stopped from tomorrow

Work is stopped from tomorrow 11/4/2014(DD/MM/YY) to 15/4/2014 GMT +1

 

Berlin I'm coming.

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Work resumed. I hope to

Work resumed. I hope to finish the debug of at least the werewolf questline during the Easter holiday.

Update: Werewolf framework is almost complete.

I used a new skeleton and animation from Curse of Hircine resurrected, becouse the author allowed people to use his work.

P.s I will use the original file structures for the resource from CoHR

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P.s I will use the original

P.s I will use the original file structures for the resource from CoHR

Why? We have assets in BSA, so it's better to have unique folder structure.

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I was thinking that if the

I was thinking that if the author of Curse of Hircine Resurrected make an update on some models or animations, packing in the bsa with the original folder/file structure can allow Morroblivion user to benefit of these update even if the original file were packed in a BSA trought an Archive Invalidation method.

But now that I check better the mod page I saw that the last updated is from November, well maybe all this point is null.

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qwertyasdfgh wrote:Thank you!

qwertyasdfgh wrote:

Thank you! I'm sure a lot of people would love to see Bloodmoon further debugged. There are several entries on Bloodmoon quests on our Bugtracker - maybe this'll be of some use.

The requested page "/project/issues/morroblivion?text=All&status=All&priorities=All&categories=All&component=Quests+-+Bloodmoon" could not be found.

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The bugtracker disappeared

The bugtracker disappeared with the site update becouse the new version of the "site engine" don't support the bugtracker functionality

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Even if the framework for

Even if the framework for werewolf is getting more solid, I'm having trouble to make the player transform during dream of hircine quest after the dream.

The trouble arise when you dream when it's still day(so you wake up when is day),that in morrowind triggered the transformation(I'm basing myself on what is written on the Uesp wiki,becouse I've never played the werewolf questline).Trying to resolve the issue create only more issues(CTDs) so for the moment I resign.

Also I was planning to implement a compatibility mode for other mods that handle sleep(like blade of the haunted).

My idea is to make hircine call you when you transform. So the entire sleeping part is eliminated(except possibly the Hircine's Hunt quest).

Do you think that this solution is suitable? or you prefer a solution where the player is not transformed, in this case, but the original sleeping behaviour is keeped(This will still be incompatible with mode that use the sleep mode intensely like "blade of the haunted")?

I'm planning to implement this solution for everyone. Then when the debug of the questline(at least the werewolf one) is completed, I will think how to implement this in the original way. Keep in mind that there is a chance that I will not find a solution for this. I hope to not disappoint none of you.

Another question: is possible to interact with doors in werewolf form in morrowind?

Back to implement bloodlust and attribute skill modification.

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I'd say do what you think is

I'd say do what you think is best - it is not necessary to copy everything exactly as it was in Morrowind, especially if it leads to issues.

I haven't played 'Blade of the Haunted' mod - what exactly is the conflict there?

I don't see why werewolves couldn't use doors, at least the unlocked ones.

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The conflict with blade of

The conflict with blade of the haunted is the use of sleep mode. In this case the trouble would be that the player is transformed during what is supposed to be his dream(I hope I'm clear here I don't want to spoiler).

Ok  I will proceed

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I'd say don't worry about

I'd say don't worry about incompatibilities with non Morroblivion mods too much. It's its own entity as far as I'm concerned. Sure you can travel to Cyrodiil but that's the player's risk. Of course if it's not a lot of trouble you could tweak it to be compatible.  Compatibility is always nice but don't cut content because of it or spend an unnecessary ammount of time on it. And besides, many vanilla mods using IsPCSleeping aren't necessarily compatible. 

One idea would also be to change the time to usual "werewolf hours" when the player is sleeping and then have him transform normally and then play the Hircine video and update the quest.

Also, I can only recommend you play the Werewolf questline to get things right as close as possible, or at least take a very close look at the Morrowind CS at all times.

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Can anyone confirm that the

Can anyone confirm that the Skaal(and others good npcs) attack you properly when in werewolf form(in vanilla v60 or above master)?

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I remember from playing it a

I remember from playing it a few months ago that NPCs didn't acknowledge you being a werewolf at all.

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I see. The strange thingh is

I see. The strange thingh is that even if I put faction reaction in a way to low the disposition to the player to 0 and raise npc aggression to 30 or above, The npc doesn't attack. I made a script that start combat automatically, until I can debug this issue. Can this be  caused by the way that every bloodmoon  npc is attached to nolore faction?

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There are a lot of things

There are a lot of things coming into wether an NPC attacks the player. Faction relations, disposition, speechcraft, personality and Aggression. If the player and the other NPC are in the same faction and the NPC  and player have a very high personality value as well as a very low aggression then chances are the NPC won't attack by usual means even if you lower the disposition by 100. Perhaps lowering the player's personality and speechcraft values might also get them to attack you. But I doubt that it will work. The only way to be perfectly sure is by scripting. I'm pretty sure Morrowind even had it hardcoded.

And if you add the player to the Werewolf faction you'll have to change all other factions to hate the Werewolf faction not the other way around.

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