Wow, damn fine work so far, can't wait till its done :) Better to take your time polishing it than to rush it. And a big kudos for actually getting Werewolves to work.
Do you know if in bloodmoon was actually possible to switching sides on the mainquest(passing from werewolf to human questline or vice-versa)? Becouse I have discordant information: While on the uesp wiki there is written that once you had been tasked from hircine the first time it's not possible to cure yourself ,in CS actually I saw line of dialogue and scripts about switching questline (from werewolf to human but also from human to werewolf).
No it wasn't possible and I'd say it's best to leave it that way too. It should be one of those point of no return decisions. You can cure yourself after the quests though. Just out of curiosity which scripts can turn the questline?
In the script that address hircine's quests there are condition to jump particular werewolf quest if their human counterpart are completed. Some dialogue from Korst Wind Eye are conditioned to play if you cured yourself after completing some of hiricine's quests but before of the Hircine's Hunt quest(or the last werewolf specific quest). However I saw in the bloodmoon patch notes:
Fixed conflicts between the werewolf quest line and the werewolf cure quest.
It's possible that they initially intended to make it aviable and thgen deactivate it with the patch becouse a strange conflict that they cannot fix otherwise?
The relevant script are not commented, so the function are actuallly still active. I think that is the rite of the wolf giver quest that have changed condition to render it unplayable during the questline.
That's certainly very interesting. If you feel confident that you're able to restore this content to work without the bugs that you mentioned, I don't think there's anything to say against that. However this will make the questline much more complex if you're able to jump from quest to quest at any time. Bugs will come from this undoubtedly.
Even the Tribunal and East Empire company questlines that I debugged weren't easy to get right and they were meant to be have many choices. If I were you, I'd restore the quests the way they were in the original and get it to work flawlessly and after that add whatever may have been cut and see if it actually works.
Well surely I will do this after having completed all the quest, mainly because these dialogue need to be recreated from scratch(I cannot see it in Morrowind_ob.esm)
Read the description at the first post to know what is fixed and restored, what it's made different from morrowind. There is a feature that I could not restore ATM, becouse I had some trouble(the werewolf stat modification) and probably will require the use of an uncapper. There are still some known bugs that ATM I cannot fix. There are however massive changes and even if I tested.
It will require a clean save or a new game to render aviable some fix. But the quest fixes and restored features should work without trouble on existing savegame.
It's my first big release. If I made a mistake in packaging.
If there are still bugs contact me. I will try to fix when I have time. However I cannot work on it on August.
it's also completly possible that my work actually introduced some bugs. i think that no mod can avoid this possibility. I made my best, but everything can happen. something can always escape our checks expecially with a recreation of an entire game. And the fact that I'm using my savegame from v56 more or less8(yeah it's a bit dirty). I'm actually planing a clean save and then replay Morroblivion in his "almost final" version.
Thanks For This Release have not done anything other than Talk to Bask-in-The-Sun, set Player up 100% Chameleon went Walk Abouts to check out yourWork, Starting to look like you are running Around Morrowind Again, you will have made Ashlander1 and Ice Proud by trying to Hold there work together as Much as you Have..
Thank You..
Next while running around Solstheim go into Cell ( -39,49 ) this comes Up, Have not Activated any Quest Yet.Have gone back into Cell from 2 different Directions. Save file is in Edonheart. Loaded from there.
The script that manage this function is actually present in the master file v63.
But I integrated this functionality only in the dialgues of the rite of the wolf giver quest, it was a time matter.(i had recreated all dialgue from Rite of the Wolf Giver so it was easier than going to search and modify all dialogue of the other quests..).
Oh a final note: Oblivion Xp native support is not integrated in this quests.
I haven't tested very far but here are a few reports and notes.
The Odd Rumor note can't be picked up, you'll need to add a check to the OnActivate block of the script. There's a greeting in the fbmwBMBearHunt2 quest without any conditions that's being said by everyone. Falx Carius is also affected by a few lines of dialogue demanding booze. The quest marker for the Rebellion at Fort Frostmoth quest still points at the cave after defeating the enemies. A few of the creatures need their aggression values set higher, some didn't attack. The Berserkers need their personality values lowered or they won't attack. The fort doesn't get destroyed after the Rebellion quest. Also an evp command for the follower of that quest at the end of it is needed or he/she will keep following you around.
I also noticed there are a couple of redundant GameMode scripts that could easily be put into either other blocks like Ondeath or be put into quest stage result scripts. A couple of quest scripts could also be moved into local scripts. Not really serious issues but it might impact performance a little bit, moving quest scripts into local scripts has the benefit of quest updates appearing sooner without editing fQuestDelayTime.
And please, don't delete any references or base items from the original conversion, especially not NPCs. These are the ones starting with a 0. If you need certain objects gone, set them to be initially disabled. I'm saying this because it makes converting mods a lot harder if base items or placed objects are missing.
The Odd Rumor note can't be picked up, you'll need to add a check to the OnActivate block of the script. There's a greeting in the fbmwBMBearHunt2 quest without any conditions that's being said by everyone. Falx Carius is also affected by a few lines of dialogue demanding booze. The quest marker for the Rebellion at Fort Frostmoth quest still points at the cave after defeating the enemies.
Thanks I will investigate these. Also I didn't touched quest markers except in one case(by the way do you intend The Smuggler quest?). Fixed
Edit:BearHunt2 greeting fixed. Odd Rumor fixed. Booze greeting fixed on Captain Carius(This is not my fault, it was present in the conversion alredy but it wasn't reported by anyone.)
Brainslasher wrote:
A few of the creatures need their aggression values set higher, some didn't attack. The Berserkers need their personality values lowered or they won't attack.
Strange never had a trouble nor with the bersekers nor with creatures, but I will look. I edited now most of aggressions values to 100.
Brainslasher wrote:
The fort doesn't get destroyed after the Rebellion quest. Also an evp command for the follower of that quest at the end of it is needed or he/she will keep following you around.
I will look into the follower trouble. it should be fixed.
The fort not destroyed, look at the description at the first post at the very very bottom.
Brainslasher wrote:
I also noticed there are a couple of redundant GameMode scripts that could easily be put into either other blocks like Ondeath or be put into quest stage result scripts. A couple of quest scripts could also be moved into local scripts. Not really serious issues but it might impact performance a little bit, moving quest scripts into local scripts has the benefit of quest updates appearing sooner without editing fQuestDelayTime.
I made sure that GameMode blocks are executed only when needed or almost. Only the werewolf script I think that can give performance issues.
Brainslasher wrote:
And please, don't delete any references or base items from the original conversion, especially not NPCs. These are the ones starting with a 0. If you need certain objects gone, set them to be initially disabled. I'm saying this because it makes converting mods a lot harder if base items or placed objects are missing.
I deleted only unused base object(unused also in vanilla morrowind-bloodmoon) and reference that were used in morrowind for a certain scope(invisible activators the DefaultMarker.nif ones) expecially used in scripting, but were not used anymore becouse their functionality is implemented better in a Quest script.(and also they were shown as a float red thing. they were however very quests related)
Even with the latest version the Beast stone can't advance because the Riecklings never spawn next to the bear. The doonce in the script has to be 0. The sun stone map marker puts you right into the stone so you have to use TCL.
On a sidenote: Do you plan on debugging the sidequests? Some of them still don't work.
Can not See how you Have Ingmar Alive, have left Morrowind 6 Times on Arriving in Soltheim, Ingmar is Dead with in 5 mins. when he Wanders and Wild Wanders they Attack him Dead Ingmar.
The Good Beast Riecklings have the wrong type of loot. During this quest the bear also attacks the player. Some of the loot in the chest is insane, lots of enchanted robes and weapons in one chest. Not sure if this is the way it was originally though. The Reavers don't attack the player. The Cursed Captain never starts because Thormoor Gray Wave doesn't have a specific Greeting. That brings me to another issue:
Many of the quest specific greetings have not been restored. For example during the Skaal test of wisdom none of the actors have any of their special greetings and this is the case with many other quests, such as after the attack on Fort Frostmoth. Because of this Rigmor won't follow you after the test of Wisdom, only after you ended the quest. At the end when the wolves attack him, others come to his rescue and attack the wolves.
I didn't touched the loot for the Riekling so whatever issues is present is not my fault. The bear never attacked me. The Reavers always attacked me
Brainslasher wrote:
Some of the loot in the chest is insane, lots of enchanted robes and weapons in one chest. Not sure if this is the way it was originally though.
Which container?
The Cursed Captain never starts because Thormoor Gray Wave doesn't have a specific Greeting. That brings me to another issue:
Many of the quest specific greetings have not been restored. For example during the Skaal test of wisdom none of the actors have any of their special greetings and this is the case with many other quests, such as after the attack on Fort Frostmoth. Because of this Rigmor won't follow you after the test of Wisdom, only after you ended the quest. At the end when the wolves attack him, others come to his rescue and attack the wolves.
I did't touched side quest that were not reported as not-working. I fixed only reported side quest or bugs taht I discovered casually.
The Rigmor follow issues: I don't understand what you mean you said the same thing twice in a different form: "Rigmor won't follow you after the test of Wisdom, only after you ended the quest" .
The other Rigmor issues: this is a trouble with Oblivion AI. I will look into faction relations
And for the missing quest related greetings: which ones are missing? I tested them extensively and never gave a trouble in this sense. The only thingh I can think is a later fix that overrode the greetings. I will look but without a more detailed report, it will take more.
Roxon: Ingmar is Dead.
I will look into it but in my game is quite alive. Maybe a No Low level
Like I said the specific greetings for Engar and Risi Ice-Mane and Halfhand don't appear, they greet you like any other generic NPC. When the Fort got attacked none of the guards have the greeting regarding this, they greet you like always. There could be many more missing greetings though because this is one thing the converter absolutely doesn't do.
Regarding Rigmor: When confronted with the evidence he says "let's go to the great hall" but he never follows you. After you go there alone and complete the quest, chosing for him to be eaten by the wolves you have to go into his house, talk to him, though he doesn't say anything specific, and only then will he follow you.
Also the NPC and creature attack issues only happen on this particular character of mine. The one I tested the spawns and creatures on before sending them to you didn't have this problem.
Everything NPC\Creatures Attack Player in my Game also. Also from a Long Way Off.
Only running on Auto Save so i Can Delete Files, Put Ingmar in Creature Faction in 1k .esp, to do the Quest for the Moment can Delete Saves anytime and Replay.
Ingmar attacked Valbrandr as soon as you enter Cave, the Quest does not update till You Attack Valbrandr, Valbrandr is fighting Back with Ingmar.
Like I said the specific greetings for Engar and Risi Ice-Mane and Halfhand don't appear, they greet you like any other generic NPC. When the Fort got attacked none of the guards have the greeting regarding this, they greet you like always.
I raised the priority of the fbmwBmsmugglers quest. Can you tell me if it is at stage 100 when you start conversation with the guard.
For the greeting in skaal test of wisdom they are actually missing. The quest is completable however.
Brainslasher wrote:
Regarding Rigmor: When confronted with the evidence he says "let's go to the great hall" but he never follows you. After you go there alone and complete the quest, chosing for him to be eaten by the wolves you have to go into his house, talk to him, though he doesn't say anything specific, and only then will he follow you.
Ah now I understand. I will get this fixed.
Roxon_55 wrote:
Ingmar attacked Valbrandr as soon as you enter Cave, the Quest does not update till You Attack Valbrandr, Valbrandr is fighting Back with Ingmar.
I shouldn't. I will revert to low aggression values and use startcombat.
You shouldn't really stop quests that contain important dialogue. It adds personality to the characters. And as I said many of the quest scripts would actually work just as well in local scripts or even better so stopping the quests isn't even necessary.
Oh and I added collision and a furniture marker to the chieftain chair so you don't just walk right through it. You'll have to create a new furniture object though and replace the static objects. You can find the two references in the Skaal Hall and Thirsk. But don't actually delete the base object please ;)
I raised the priority of the fbmwBmsmugglers quest. Can you tell me if it is at stage 100 when you start conversation with the guard. I actually didn't stopped this quest.
After Hircine's Hunt many quest-related dialogue become deprecated, so it should be safe to stop them.
For the greeting in skaal test of wisdom they are actually missing. The quest is completable however.
I want to fix still present or newly created gamebreaking bugs atm
I think to have fixed the Rigmor follower bug,and the Skaal that try to help the death-senteced Rigmor.
I added a workaround with Ingmar in Blind quest, to prevent the draugr to attack him instead of the player. Ingmar is made No Low Level Processing Flag that is removed during the quest.
Edit2: I will be able to work on bug report only until today night(23) becouse tomorrow I go at the Alps and I will not bring my computer with me(it's not a notebook). I return the 16 August.
Fixed two dialogue response in The Missing Missionary, that were wrongly referred to The FrosthMoth's Smuggler quest, thus rendering thame unaviable if that quest was not started.
Loaded New Game From Mournhold Place V5 in Game,Minor Quest
Completed. in order as Played.
The Missing Missionary.
The Sad Seer.
Ulfgar the Unending.
Started the Cursed Captain.
Ingmar in a Bind, 2 Days to Get to Here you could just see a Health Bar.from the Wild Life Out Side of the Cave.
A Wife's Retribution.
The Cursed Captain Finished.
Tymvaul in the Well Quest for Lassnr Skall Village Completed.
But had to Play 3 Times, 4 skeletons were Chasing Tymvaul out the Door and Killing Him, with going down the Well run straight through to try and keep Him Alive.
The Frostmoth Smugglers Quest, You get done for Murder Killing the Smugglers if you Hit them, Before they hit Player.
Completed
Rebellion at Frostmoth.
The Frostmoth Smugglers.
The Disappearance of Captain Carius Quest.
When you first talk to Tharsten Heart-Fang , at the End he ask you (Your Business Here) but it does not Come up in His Dialog until to you Finish talking to him, Then Click Back on to Him to Talk then
Your Business Here comes up in His Dialog..
The Chest Brainslasher said about Chest 01F08A9A.. found 8 Chests they are setup about the same as most Place around Morrowind, 2 much in 1 Chest, and the Rest have Next to Nothing in them.
The Ritual of Beasts Quest.
yes Good Beasts attack Player heal From a Distance,when you Get the Bear Back to the Beast Stone, after Talking to the Beast Stone the Good Beast does not Attack the Player any More.
Played Again when you Jump Back to the Beast Stone you End Up Inside the Stone.
You Jump to the Tree Stone you End Up Inside the Tree Stone.
After Completing The Ritual of Trees Quest, you are Left with (Strange Seeds) in Player Inventory..
The Ritual of the Sun Quest,,after letting the Sun Out you end up with this in Game 01F0944A. in the suns Place.
You Jump to the Sun Stone you End Up Inside the Sun Stone.
Doing Skaal Test of Strength, we crash Game missing Resources, came out Lake Fjalding talk to Wind-Eye, Sends you to Talk to Heart-Fang talk to Heart-Fang come out Door.
In your File 01F8B8C1 === 01F8B87A is in
Charecters\_Male\Skeletonwerewolf.nif,,, There is No Such File.
Open skeletonwerewolf.nif in Nifskope and Attach a .kf file it play the Animation, but is Says ( the Following Controlled Nodes were no Found in the .nif ) could be why they do not Attack..
Opened bloodmoondebug in CSE Found werewolf took the Model in Edit Window Most of the Attack animation work there but not in Game.
Check in bloodmoon Fix file you Downloaded 139mb there is no Attack on any of the Animations,Meshes\Characters\_Male\specialanims\CurseOfHircine\ there are,,SneakBack,SneakFast,SneakForward,SneakTurn,SwinBack,SwimForward,WalkTurn,WalkFast,
OneHandEquip,SneakOneHandUEquip, Nothing on Attack.
Brainslasher i put your File in game and Replaced bloodmoondebug.esp back to Original.. The attack Werewolf and the Werewolf you can turn into Need to Be 2 Different Lots, 1 NPS.. the other Creature.. Clip shows werewolf fighting as NPC not as werewolf
doen't look Right or Sound Right with this Placing Skeletonwerewolf.nif in _Male Directory.. nif is reading fight Animations out of _Male Directory,
Strange, in my game using the latest updated esp they're using the correct werewolf animations. Maybe you need to load an older savegame, their animations are changed through a script.
Now they are Crouched over a Bit come in Arms Swinging , but still using NPC fight Animations more Claw the Punch, Does Sound a Bit Odd when Werewolf Says ( Die Cur ) Plus Others, an Improvement.
Well, that's what they are. NPCs with werewolf armor and specially scripted animations. Not sure why llde implemented it that way even for non transforming werewolves but that's how it currently is. In Morrowind it was the same way so that might be why. That's also why I suggested implementing werewolf combat sounds in the voiced combat and greetings plugin. We'll have to wait until he gets back.
Morrowind had werewolf transformation hardcoded, I assume they're using models and sounds and animations in the creature directory for consistency. But still all werewolves are actually NPCs set to transform into werewolves. Sounds are already converted in the master file. Though for them to be used by NPCs in combat they will have to be implemented differently anyway.
The leveled creatures are just lists that contain these NPCs. There is only one actual creature werewolf in Morrowind that's used by the game.
Grerid Axe-Wife while she is Dead has a Health Bar,Sattir the Bold while he is Dead has No Health Bar. Completed Ristaag Quest.
Started The Castle Karastaag, Quest NO DEAD Horkers. Talked to Krish asked to Kill trolls, killed 8 trolls plus Rieklings in Banquet Hall go through Door go to Talk to Dulk nothing There.. In his Dialog.
After 3 month I updated the first post with new information on debugging progression. I admit it taked so much longer then I hoped.
If you have questions or want to report bugs not present in the first post write a comment here.
The bigger part is done.
Wow, damn fine work so far, can't wait till its done :) Better to take your time polishing it than to rush it. And a big kudos for actually getting Werewolves to work.
Great work
Completing Bloodmoon will make all original quests available in Morroblivion.
Do you know if in bloodmoon was actually possible to switching sides on the mainquest(passing from werewolf to human questline or vice-versa)? Becouse I have discordant information: While on the uesp wiki there is written that once you had been tasked from hircine the first time it's not possible to cure yourself ,in CS actually I saw line of dialogue and scripts about switching questline (from werewolf to human but also from human to werewolf).
No it wasn't possible and I'd say it's best to leave it that way too. It should be one of those point of no return decisions. You can cure yourself after the quests though. Just out of curiosity which scripts can turn the questline?
In the script that address hircine's quests there are condition to jump particular werewolf quest if their human counterpart are completed. Some dialogue from Korst Wind Eye are conditioned to play if you cured yourself after completing some of hiricine's quests but before of the Hircine's Hunt quest(or the last werewolf specific quest). However I saw in the bloodmoon patch notes:
It's possible that they initially intended to make it aviable and thgen deactivate it with the patch becouse a strange conflict that they cannot fix otherwise?
The relevant script are not commented, so the function are actuallly still active. I think that is the rite of the wolf giver quest that have changed condition to render it unplayable during the questline.
EX:
That's certainly very interesting. If you feel confident that you're able to restore this content to work without the bugs that you mentioned, I don't think there's anything to say against that. However this will make the questline much more complex if you're able to jump from quest to quest at any time. Bugs will come from this undoubtedly.
Even the Tribunal and East Empire company questlines that I debugged weren't easy to get right and they were meant to be have many choices. If I were you, I'd restore the quests the way they were in the original and get it to work flawlessly and after that add whatever may have been cut and see if it actually works.
Well surely I will do this after having completed all the quest, mainly because these dialogue need to be recreated from scratch(I cannot see it in Morrowind_ob.esm)
I had to recreate 80% of Tribunal dialogue from scratch, I know how you feel ;)
It's done!!!!!!
Read the description at the first post to know what is fixed and restored, what it's made different from morrowind. There is a feature that I could not restore ATM, becouse I had some trouble(the werewolf stat modification) and probably will require the use of an uncapper. There are still some known bugs that ATM I cannot fix. There are however massive changes and even if I tested.
It will require a clean save or a new game to render aviable some fix. But the quest fixes and restored features should work without trouble on existing savegame.
It's my first big release. If I made a mistake in packaging.
If there are still bugs contact me. I will try to fix when I have time. However I cannot work on it on August.
it's also completly possible that my work actually introduced some bugs. i think that no mod can avoid this possibility. I made my best, but everything can happen. something can always escape our checks expecially with a recreation of an entire game. And the fact that I'm using my savegame from v56 more or less8(yeah it's a bit dirty). I'm actually planing a clean save and then replay Morroblivion in his "almost final" version.
I will try to keep a look on this thread.
Link: http://www.mediafire.com/download/vwseap6gppo4ok2/bloodmoon_...
WOOOOOHOOOO! Big congratulations. This is pretty much the last step of Morroblivion being "done". Thanks for all the work you put into this.
Hello llde,


I can only agree. Great work.
Is there now Riekling and Riekling Riders?
If Bloodmoondebug inserted into the Morrowind_ob.esm the next update?
Greeting
First question affirmative.
Second question only qwerty knows .... But I think that it's possible.
Thanks For This Release have not done anything other than Talk to Bask-in-The-Sun, set Player up 100% Chameleon went Walk Abouts to check out yourWork, Starting to look like you are running Around Morrowind Again, you will have made Ashlander1 and Ice Proud by trying to Hold there work together as Much as you Have..
Thank You..
Next while running around Solstheim go into Cell ( -39,49 ) this comes Up, Have not Activated any Quest Yet.Have gone back into Cell from 2 different Directions. Save file is in Edonheart. Loaded from there.
I actually remember to have fixed already this issue. I will investigate maybe there is another issues that I didn't catch up,
Edit: Issue found. A bad condition check.
Edit 2: Fixed new file https://www.mediafire.com/?g6i1331ws4w4mc9
Only the esp, you will need the complete pack
BUG EXTERMINATED.
Is the bloodmoondebug.esp scripts included so that NPCs the player's name can say like this?

Can I bloodmoondebug.esp into German Translate and take him my translation, if this should not be included in the Morrwind_ob.esm in the near future?
Greeting
The script that manage this function is actually present in the master file v63.
But I integrated this functionality only in the dialgues of the rite of the wolf giver quest, it was a time matter.(i had recreated all dialgue from Rite of the Wolf Giver so it was easier than going to search and modify all dialogue of the other quests..).
Oh a final note: Oblivion Xp native support is not integrated in this quests.
Last run up to Skaal Village went Past Uncle Sweetshare's Workshop
It Came up Before i got to Thirsk,,Put Fix went back to All Place it Came , All Good fixed it no Problem
Thanks..
Dead Horkers did you use any of them or can i go Back to Doing Them.
I haven't tested very far but here are a few reports and notes.
The Odd Rumor note can't be picked up, you'll need to add a check to the OnActivate block of the script. There's a greeting in the fbmwBMBearHunt2 quest without any conditions that's being said by everyone. Falx Carius is also affected by a few lines of dialogue demanding booze. The quest marker for the Rebellion at Fort Frostmoth quest still points at the cave after defeating the enemies. A few of the creatures need their aggression values set higher, some didn't attack. The Berserkers need their personality values lowered or they won't attack. The fort doesn't get destroyed after the Rebellion quest. Also an evp command for the follower of that quest at the end of it is needed or he/she will keep following you around.
I also noticed there are a couple of redundant GameMode scripts that could easily be put into either other blocks like Ondeath or be put into quest stage result scripts. A couple of quest scripts could also be moved into local scripts. Not really serious issues but it might impact performance a little bit, moving quest scripts into local scripts has the benefit of quest updates appearing sooner without editing fQuestDelayTime.
And please, don't delete any references or base items from the original conversion, especially not NPCs. These are the ones starting with a 0. If you need certain objects gone, set them to be initially disabled. I'm saying this because it makes converting mods a lot harder if base items or placed objects are missing.
Brainslasher wrote:
Thanks I will investigate these. Also I didn't touched quest markers except in one case(by the way do you intend The Smuggler quest?). Fixed
Edit:BearHunt2 greeting fixed. Odd Rumor fixed. Booze greeting fixed on Captain Carius(This is not my fault, it was present in the conversion alredy but it wasn't reported by anyone.)
Brainslasher wrote:
Strange never had a trouble nor with the bersekers nor with creatures, but I will look. I edited now most of aggressions values to 100.
Brainslasher wrote:
I will look into the follower trouble. it should be fixed.
The fort not destroyed, look at the description at the first post at the very very bottom.
Brainslasher wrote:
I made sure that GameMode blocks are executed only when needed or almost. Only the werewolf script I think that can give performance issues.
Brainslasher wrote:
I deleted only unused base object(unused also in vanilla morrowind-bloodmoon) and reference that were used in morrowind for a certain scope(invisible activators the DefaultMarker.nif ones) expecially used in scripting, but were not used anymore becouse their functionality is implemented better in a Quest script.(and also they were shown as a float red thing. they were however very quests related)
EDIT: New version update 2: http://www.mediafire.com/download/dad4ofbgnf74h2g/bloodmoon_...
Even with the latest version the Beast stone can't advance because the Riecklings never spawn next to the bear. The doonce in the script has to be 0. The sun stone map marker puts you right into the stone so you have to use TCL.
On a sidenote: Do you plan on debugging the sidequests? Some of them still don't work.
Okey that's strange. Do you installed my file while the quest was already activated?
I suppose I will relook.
Sidequests: which of them still don't work? I didn't debug all sidequests, only the one I recived bug reports.
I only tried Ingmar in a Bind just now and the Valbrandr Draugr doesn't attack because of his low aggression value.
It should be an easy fix. But it should be done with scripting not aggression value.
Edit: Update3: http://www.mediafire.com/download/mf1ty2jssmmz31m/bloodmoon_...
Can not See how you Have Ingmar Alive, have left Morrowind 6 Times on Arriving in Soltheim, Ingmar is Dead with in 5 mins. when he Wanders and Wild Wanders
they Attack him Dead Ingmar.
https://tesrenewal.com/oblivion/morroblivion-problems/3652
The Missing Missionary Quest posted Here 03\22\2013 went and Played the Quest is Still the Same can not Complete with out a Follow Spell
Can you Put on to Do List.
http://youtu.be/eYZ6xG9Vj-4
Clip for when you ask to Travel Together.
Thanks.
The Good Beast Riecklings have the wrong type of loot. During this quest the bear also attacks the player. Some of the loot in the chest is insane, lots of enchanted robes and weapons in one chest. Not sure if this is the way it was originally though. The Reavers don't attack the player. The Cursed Captain never starts because Thormoor Gray Wave doesn't have a specific Greeting. That brings me to another issue:
Many of the quest specific greetings have not been restored. For example during the Skaal test of wisdom none of the actors have any of their special greetings and this is the case with many other quests, such as after the attack on Fort Frostmoth. Because of this Rigmor won't follow you after the test of Wisdom, only after you ended the quest. At the end when the wolves attack him, others come to his rescue and attack the wolves.
I didn't touched the loot for the Riekling so whatever issues is present is not my fault. The bear never attacked me. The Reavers always attacked me
Brainslasher wrote:
Which container?
The Cursed Captain never starts because Thormoor Gray Wave doesn't have a specific Greeting. That brings me to another issue:
Many of the quest specific greetings have not been restored. For example during the Skaal test of wisdom none of the actors have any of their special greetings and this is the case with many other quests, such as after the attack on Fort Frostmoth. Because of this Rigmor won't follow you after the test of Wisdom, only after you ended the quest. At the end when the wolves attack him, others come to his rescue and attack the wolves.
I did't touched side quest that were not reported as not-working. I fixed only reported side quest or bugs taht I discovered casually.
The Rigmor follow issues: I don't understand what you mean you said the same thing twice in a different form: "Rigmor won't follow you after the test of Wisdom, only after you ended the quest" .
The other Rigmor issues: this is a trouble with Oblivion AI. I will look into faction relations
And for the missing quest related greetings: which ones are missing? I tested them extensively and never gave a trouble in this sense. The only thingh I can think is a later fix that overrode the greetings. I will look but without a more detailed report, it will take more.
Roxon: Ingmar is Dead.
I will look into it but in my game is quite alive. Maybe a No Low level
Like I said the specific greetings for Engar and Risi Ice-Mane and Halfhand don't appear, they greet you like any other generic NPC. When the Fort got attacked none of the guards have the greeting regarding this, they greet you like always. There could be many more missing greetings though because this is one thing the converter absolutely doesn't do.
Regarding Rigmor: When confronted with the evidence he says "let's go to the great hall" but he never follows you. After you go there alone and complete the quest, chosing for him to be eaten by the wolves you have to go into his house, talk to him, though he doesn't say anything specific, and only then will he follow you.
Also the NPC and creature attack issues only happen on this particular character of mine. The one I tested the spawns and creatures on before sending them to you didn't have this problem.
Everything NPC\Creatures Attack Player in my Game also. Also from a Long Way Off.
Only running on Auto Save so i Can Delete Files, Put Ingmar in Creature Faction in 1k .esp, to do the Quest for the Moment can Delete Saves anytime and Replay.
Ingmar attacked Valbrandr as soon as you enter Cave, the Quest does not update till You Attack Valbrandr, Valbrandr is fighting Back with Ingmar.
Brainslasher wrote:
I raised the priority of the fbmwBmsmugglers quest. Can you tell me if it is at stage 100 when you start conversation with the guard.
For the greeting in skaal test of wisdom they are actually missing. The quest is completable however.
Brainslasher wrote:
Ah now I understand. I will get this fixed.
Roxon_55 wrote:
I shouldn't. I will revert to low aggression values and use startcombat.
You shouldn't really stop quests that contain important dialogue. It adds personality to the characters. And as I said many of the quest scripts would actually work just as well in local scripts or even better so stopping the quests isn't even necessary.
Oh and I added collision and a furniture marker to the chieftain chair so you don't just walk right through it. You'll have to create a new furniture object though and replace the static objects. You can find the two references in the Skaal Hall and Thirsk. But don't actually delete the base object please ;)
Tahnks for the file brainslasher. Replaced.
I raised the priority of the fbmwBmsmugglers quest. Can you tell me if it is at stage 100 when you start conversation with the guard. I actually didn't stopped this quest.
After Hircine's Hunt many quest-related dialogue become deprecated, so it should be safe to stop them.
For the greeting in skaal test of wisdom they are actually missing. The quest is completable however.
I want to fix still present or newly created gamebreaking bugs atm
I think to have fixed the Rigmor follower bug,and the Skaal that try to help the death-senteced Rigmor.
I added a workaround with Ingmar in Blind quest, to prevent the draugr to attack him instead of the player. Ingmar is made No Low Level Processing Flag that is removed during the quest.
Edit: Still another update : Update4: http://www.mediafire.com/download/nh56uqwckuqcg3u/bloodmoon_...
Edit2: I will be able to work on bug report only until today night(23) becouse tomorrow I go at the Alps and I will not bring my computer with me(it's not a notebook). I return the 16 August.
Thanks for all your hard work, llde. This will form the bulk of the next master release.
Update 5: http://www.mediafire.com/download/9p3cscu8evbn8gc/bloodmoon_...
Fixed The Cursed Captain quest start greeting.
Fixed two dialogue response in The Missing Missionary, that were wrongly referred to The FrosthMoth's Smuggler quest, thus rendering thame unaviable if that quest was not started.
Loaded New Game From Mournhold Place V5 in Game,Minor Quest
Completed. in order as Played.
The Missing Missionary.
The Sad Seer.
Ulfgar the Unending.
Started the Cursed Captain.
Ingmar in a Bind, 2 Days to Get to Here you could just see a Health Bar.from the Wild Life Out Side of the Cave.
A Wife's Retribution.
The Cursed Captain Finished.
Tymvaul in the Well Quest for Lassnr Skall Village Completed.
But had to Play 3 Times, 4 skeletons were Chasing Tymvaul out the Door and Killing Him, with going down the Well run straight through to try and keep Him Alive.
The Frostmoth Smugglers Quest, You get done for Murder Killing the Smugglers if you Hit them, Before they hit Player.
Completed
Rebellion at Frostmoth.
The Frostmoth Smugglers.
The Disappearance of Captain Carius Quest.
When you first talk to Tharsten Heart-Fang , at the End he ask you (Your Business Here) but it does not Come up in His Dialog until to you Finish talking to him, Then Click Back on to Him to Talk then
Your Business Here comes up in His Dialog..
The Chest Brainslasher said about Chest 01F08A9A.. found 8 Chests they are setup about the same as most Place around Morrowind, 2 much in 1 Chest, and the Rest have Next to Nothing in them.
The Ritual of Beasts Quest.
yes Good Beasts attack Player heal From a Distance,when you Get the Bear Back to the Beast Stone, after Talking to the Beast Stone the Good Beast does not Attack the Player any More.
Played Again when you Jump Back to the Beast Stone you End Up Inside the Stone.
You Jump to the Tree Stone you End Up Inside the Tree Stone.
After Completing The Ritual of Trees Quest, you are Left with (Strange Seeds) in Player Inventory..
The Ritual of the Sun Quest,,after letting the Sun Out you end up with this in Game 01F0944A. in the suns Place.
You Jump to the Sun Stone you End Up Inside the Sun Stone.
Doing Skaal Test of Strength, we crash Game missing Resources, came out Lake Fjalding talk to Wind-Eye, Sends you to Talk to Heart-Fang talk to Heart-Fang come out Door.
In your File 01F8B8C1 === 01F8B87A is in
Charecters\_Male\Skeletonwerewolf.nif,,, There is No Such File.
In Bloodmoon fix i Downloaded 30\07\2014 it is In
Creatures\Aa_Blood\Werewolf\skeletonwerewolf.nif
not in Above Directory.
llde forgot to include the werewolf skeleton. Here it is.
changed Directory Structure in Bloodmoondebug.esp all Werewolf turned up Not Problems,as Brainslasher said they do not Fight Back..
They are not Character they are a Creature...
Open skeletonwerewolf.nif in Nifskope and Attach a .kf file it play the Animation, but is Says ( the Following Controlled Nodes were no Found in the .nif ) could be why they do not Attack..
Opened bloodmoondebug in CSE Found werewolf took the Model in Edit Window Most of the Attack animation work there but not in Game.
Check in bloodmoon Fix file you Downloaded 139mb there is no Attack on any of the Animations,Meshes\Characters\_Male\specialanims\CurseOfHircine\ there are,,SneakBack,SneakFast,SneakForward,SneakTurn,SwinBack,SwimForward,WalkTurn,WalkFast,
OneHandEquip,SneakOneHandUEquip, Nothing on Attack.
http://youtu.be/0slMC8QtTXk
Brainslasher i put your File in game and Replaced bloodmoondebug.esp back to Original.. The attack Werewolf and the Werewolf you can turn into Need to Be 2 Different Lots, 1 NPS.. the other Creature.. Clip shows werewolf fighting as NPC not as werewolf
doen't look Right or Sound Right with this Placing Skeletonwerewolf.nif in _Male Directory.. nif is reading fight Animations out of _Male Directory,
Strange, in my game using the latest updated esp they're using the correct werewolf animations. Maybe you need to load an older savegame, their animations are changed through a script.
Now they are Crouched over a Bit come in Arms Swinging , but still using NPC fight Animations more Claw the Punch, Does Sound a Bit Odd when Werewolf Says ( Die Cur ) Plus Others, an Improvement.
Minor Adjustments.
Well, that's what they are. NPCs with werewolf armor and specially scripted animations. Not sure why llde implemented it that way even for non transforming werewolves but that's how it currently is. In Morrowind it was the same way so that might be why. That's also why I suggested implementing werewolf combat sounds in the voiced combat and greetings plugin. We'll have to wait until he gets back.
In Bloodmoon there were 10, werewolf_ceremony ,, argonian NPC.
bm_werewolf_wilderness01 to 09 under Leveled Creature.
Creature Models are under ( Creature )
with Sounds ( Cr\were ) plus Sounds under ( fx ) fair chance need Converting.
Morrowind had werewolf transformation hardcoded, I assume they're using models and sounds and animations in the creature directory for consistency. But still all werewolves are actually NPCs set to transform into werewolves. Sounds are already converted in the master file. Though for them to be used by NPCs in combat they will have to be implemented differently anyway.
The leveled creatures are just lists that contain these NPCs. There is only one actual creature werewolf in Morrowind that's used by the game.
01F01AEC marker Pegs to Bury in the Ground.
Grerid Axe-Wife No Bottom Half on.
Grerid Axe-Wife while she is Dead has a Health Bar,Sattir the Bold while he is Dead has No Health Bar. Completed Ristaag Quest.
Started The Castle Karastaag, Quest NO DEAD Horkers. Talked to Krish asked to Kill trolls, killed 8 trolls plus Rieklings in Banquet Hall go through Door go to Talk to Dulk nothing There.. In his Dialog.
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