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Björn
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Hi! I already have postet it

Hi! I already have postet it here (https://tesrenewal.com/forums/morroblivion-problems/missing-...), but Brainslasher told me to post it also in this thread.

I don't know if the Bethesda-translator added a sentence again or if you missed a dialog line: The 'GREETINGs'-Topic of the Quest 'fbmwMSGreetings'. Speaker: Brynjolf

There is one more sentence in the german Version:

Lieber würde ich meine Fähigkeiten beweisen und handgefertigte Fellrüstungen aus den Pelzen von Solstheims exotischeren Tieren machen.

Translated by me:

I would like to proof my talent by making handmade fur armors out of the fur of Solstheims more exotic animals.

Screenshot: https://tesrenewal.com/files/screenshot_2014-8-13_9.42.26.png

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Using a similar technique

Using a similar technique that I used to get all the countless leveled list spawn point placements converted I made this to add the dead Horkers.

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I have encountered another

I have encountered another mistake:

Quest: fbmwMSMuseum  | Topic: 1BootsSofStheSApostle3

Missing Info: 'You don't have the Boots of the Apostle with you? Then come back with them, and we'll settle the deal.'

This Info should appear, if you are willing to donate the Boots, but you do not have them.

Edit: The 'You don't have the Item'-Info is also here missing: '1DaggerSofSSymmachus1' and '1DaggerSofSSymmachus3'

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I debugged this quest. These

I debugged this quest. These responses are not needed cause you can't get them, so restoring them won't do anything.

P.S. It's not a Bloodmoon quest BTW.

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Ah, ok. Then the Museum was

Ah, ok. Then the Museum was Tribunal? It has been a while since I played Morrowind (10 years). 

Thanks for checking.

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http://youtu.be/lMV0X55DWYo

http://youtu.be/lMV0X55DWYo

Link for Horkers Placed on Ground Clip.

I could not work out How to Change the Angle on the Dead Horkers in CSE, so I Changed the Ground Angle in the Skeleton.Nif and  Renamed to Suit, there is 17 different Angles to Place Horkers on the Ground, see what you think.

To Stop Floating Horkers,and Horkers Sticking out the Side of Hills.

 

 

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Thanks Roxon. The Horkers in

Thanks Roxon. The Horkers in my esp used the exact locations as they did in Morrowind so I assume the models aren't 100% identical. However I didn't adjust them because they need to be fixed anyway because right now they can't even walk. (The living variants that is). However your approach seems to work very well. It's a shame they can't make full use of the Havok system.

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I'm back and ready to work

I'm back and ready to work again.

I want to thanks Brainslasher and Roxon for their reports. And I apologize for the missing werewolf skeleton.

I'm now working to a new updated version with more bugs fixed and new features.

This is the changelog of version 6(with some comments):

Roxon for some reasons I cannot reproduce your issues with health bar on some dead npc, or the good beast attacking the player. the other bugs you reported should be Fixed.

brainslasher I thank you for your words and your help.

You reported to me some meshes/texture trouble but I don't have the knowledge to fix them(I already suspected the issues about alpha channels on Ice texture).

Aesliip animation are a little bugged it's true, but the Draugr animation are bugged(the bugs are augmented in aeslip becouse he is an NPC). I never had a trouble with Aesliip head but I added a workaround.

Thanks for the robes mod but this will not be done at this stage, unless you advice me which replacement you did.

I switched to the non spam functions variant for werewolf transformation.

I'm having trouble to implement the attribute modification for werewolf, but I added a workaround for the encoumbrance.

I made the script faster and fixed some bugs about reloading/restarting. I changed a bit the bloodlust script but I don't know if this will fix your bug.

The detect life effect bug is mysterious. I never had this before. Maybe is dued to having the effect removed trought Removespell. I try to handle this as costant effect enchantment.

I never had the trouble about invisible weapons after transforming back. You have this bug even if you change weapon before transforming?

The Npcs that appear only after you go in a certain spot in the Tomb of skalaara are intended.
I changed something in Herth-Fang script  but i cannot reproduce your issue. 19 Ring of Hircine in his inventory, something went terribly wrong.

Summon Bonewolf spell complete. Call wolf spell complete.

The other reported major bug are fixed. Some minor bugs still not.

I integrated the dead horkers spawnpoint in this new version

Bjorn I restored the dialogue.

Updated Hircine's ring to prevent bugs.

A complete repackage with file added on the way and missing file(WerewolfSekelton.nif). Deleted some unused files
 

Version 6 : https://www.mediafire.com/?kpbdo67htpmcz81

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Bjorn I restored the dialogue

Bjorn I restored the dialogue.

Thanks 

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Good to have you back.

Good to have you back.

You don't seem to have included the icons for the werewolf claw weapons.  The disappearing weapon happens when you have a weapon unsheathed and equipped as a human, transform into a werewolf, have your claws equipped and unsheathed and then transform back into a human. The weapon is only invisible in first person and sheathing and unsheathing or unequpping it returns it. If it's one of those engine bugs I wouldn't worry about it.

The hunger now works correctly but the message about it appearing after every kill is somewhat annoying. There are more silent functions for adding spells and items and equipping them btw. They all have corresponding functions for removal too. I could fix the alpha channels on the textures for you. As far as I can see there are only two. That goes for any help related to non quest related things, like fixing all the faulty levelled lists, so you can focus on the more important tasks.

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Only deleted Save back to

Only deleted Save back to Before The Skaal Test of Strenght, for moment Played that then the Siege of the Skaal Village no Prob.

Playing The  Totem of Claw and Fang, No NPC all Werewolf. before you Released the New Version i played the Same Quest and had all Werewolf no NPC.

could you check the Skaal Honor Guard, 2 Guards Lost Health,Alving Whitebeard Lost Health out of the 8 That Turned Up.

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Brainslasher the message is

Brainslasher the message is for debug purposes. Now that I see that it work correctly I can remove it in the next version.

It's the Detect life issues fixed?

I will change in the next version the various function with their Non-spam/silent variant when possible. I will include the various textures.

An help with the textures and with the faulty levelled lists is welocomed. Can you please check the reported issues(by Roxon) about the standing stones(bad collisions)?

Roxon: The totem of claw and fang quest is intended. I had no trouble with Skaal Honor Guard or Alvring.

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The detect life issue seems

The detect life issue seems to be gone from what I can tell. I'm working on the levelled lists and textures right now. I noticed the normal Riecklings still have the boar combat style which causes them to not attack properly and drop boar meat which they shouldn't. The Draugrs' speed should probably be reduced. You should also remove the edits to the Testing Hall and Rigmor and undelete the base NPCs that you set to delete, if they're not used it doesn't matter if they're left in the master file but when converting mods this causes problems.

The beast stone problem has nothing to do with collisions, the map marker is placed inside of the stone so that you spawn inside of it when you fast travel there.

Okay, levelled lists are done, they're the same as they were in the original now, Berserkers finally actually have weapons. I set your file as a master so you'll have to use the merge to master function in Tes4Gecko. Also included are the fixed ice and colony textures. Now you can't look through the ice caves anymore and the colony houses don't reflect light so much.

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Thanks for your help. I made

Thanks for your help. I made the edit in the testinghall before I discovered the graveyard of Tester cell. I cannot simlpy delete this edit becouse they are needed in scripts for questline.

I was speaking of another issue that Roxon reported, about jumping from above the stones. I will relocate the Beast Strone marker

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Well, there were messages in

Well, there were messages in Bloodmoon when killing things, something about it strengthening you and when activating things you can't activate there used to be a message stating that you can't do that as a werewolf and there would be a howling sound. But why did you remove the ability to wait? In werewolf form you could wait but not rest. These might be combined in Oblivion but it still should be made possible. Also in Morrowind you always transformed back into your naked form, not the armor that you were wearing before. That would remove the invisible weapon bug too. Not sure if any of these messages can be found in the CS, I might take a look ingame.

I think by jumping Roxon meant fast travel.

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I made the wait control

I made the wait control reactive after feeding on NPC.

About the message "You can't do this as werewolf" and howling sound: The fact is I deactivated the activate control. In Morrowind it was hardcoded.

For the requipping armour my original plan was to make it activable by user choise trought a ini.

I'm fixing some bugs about misc quests like Sad seer and mead hall massacre.

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http://youtu.be/s1ufv30zyx8

http://youtu.be/s1ufv30zyx8

Clip for Hircine's Hunt, Could there be a Problem with Hircine's Hunt and See You Sleep DLL. i waited an Hour in Real Time and Player was Still Laying There.

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Is the issue present with see

Is the issue present if you leave only the dll active and not the esp?

Is the issues present if you active both dll and esp?

I have to study how See you sleep DLL work.

Edit: Try in console player.pickidle

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Removed See You Sleep DLL.esp

Removed See You Sleep DLL.esp  went down to Fort Frostmoth Saved Exit Game, Reloaded Reloaded ad Saved Again Exited Game, Reloaded this Save Slept Still went into Bed Mode.

Removed  the .dll and .ini Out of Plugins then it worked no Problems

Went to Mortrag Glacier: Outer Ring.

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I tested it but I'm not stuck

I tested it but I'm not stuck. After Hiricne's talk to me I just pushed the activate button and player stood up.

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Yes i tried that 3 Times and

Yes i tried that 3 Times and Crashed to Desktop, like it Needs a Delayer on Hircine so he does not come Over and Talk to Player as Soon as You Spawn

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Well, pressing the activate

Well, pressing the activate button is how you always get out of bed using See You Sleep DLL mod.

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Roxon You will need to stand

Roxon You will need to stand up after Hircine's talk.

 

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I did Try to Stand UP But it

I did Try to Stand UP But it Crashes to Desktop

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Then I don't know what's

Then I don't know what's happening to you I have no CTD. I need at least another person who is able to experience this CTD and provide me details

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No Prob will keep Playing

No Prob will keep Playing till i finish then Re_Activate after finishing  Playing through, then Delete Save and Re_Play Solstheim again.

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Hello. I'm a noob who joined

Hello. I'm a noob who joined today and not sure what exactly this does.

The Q&A section says that Morroblivion does not yet support Bloodmoon. If I install this patch, would I be able to play Bloodmoon main quests and side quests, or is this unplayable at this stage?

 

I've heard the news of Morroblivion about 3 years ago, and have been waiting ever since to complete Morrobind and expansions 100% using it. I would like to know if the work Bloodmoon has been done. I'm sorry for the noob question.

 

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Bloodmoon is in Beta Stage,

Bloodmoon is in Beta Stage, More People Playing will Help to Sort out Hicups, You do not Have to Play the Bloodmoon Expansion if you Do Not Wish to, you Can Still Play Morrowind and Tribunal Expansions.

Every Person Plays Different and on Different Computers. for Testing.

Save Often for when you Need to Delete some Saves Every now and then.

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http://youtu.be/soVqorhRYW4

http://youtu.be/soVqorhRYW4

This might only be Happening in My Game Dont Know.

Captian Carius running in Dumb Mode looses 1 quarter of his Health Before he Starts to Fight Back. Did not Last 1 Werewolf after it just Become a Mess,Every Werewolf in The Realm was Standing at the Player.

So ( TGM ) went Through to Next Realm same With Heart-Fang before he Died  Lost 1 quarter of his Health Before Fighting Back got 4 Killed Before the Rest of the Werewolves Turned Up at Player Did Clip in  ( TGM ) could not keep Player Alive.

Small Realm and the Werewolves are Sensing the Player then the Next you know they Are Beside You.

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For the Captain Carius

For the Captain Carius problem this is probably only your game unless someone else also experienced the trouble. But I will check in case.

For the werewolf they are not scripted to attack the player, except the Hound of hircine ones.(P.S it's supposed to be a very very hard fight)

Highsis this mod is in an advanced beta stage. This means that yes the bloodmoon mainquest and side quest are generally playable, but not every sidequest is tested and 1 of the tested sidequest still not working(The mead hall business). Main quest is completly playable and tested(in the last version), but some minor bugs(nothing big or gamebreaking). There is a feature that still is not completly tested but this is a bonus feature that were excluded at the last moment from the original bloodmoon. Only the Ring of Hircine can give trouble ATM and in fact marked in script as hgly experimental. I'm thinking to handle this differently in the next version I think that the current script is too unreliable.

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Thanks for the answers.

Thanks for the answers.

Is there a rough ETA for a post beta release?

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This is time of holiday for

This is time of holiday for us. I think that tonight or tomorrow(Italian time) I will release the next version with some side quest bug fixed and other changes in some scripts. Then I go to the sea(a little island) and I will not have internet at all(no support for 2 weeks sorry). So I think that the current ETA is half/end september.

However this is playable. I recommend to install this(if you still not have activated morroblivion esm/esp) mainly becouse I made some fix that require a clean save.If you don't trust just don't play the bloodmoon quests. Otherwise these fix are not required to play bloodmoon(only minor bugs fixed mainly graphics) so you can wait the "final" release. Said so the only final release will be when this will be merged into the main esm.

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I will try this then. Thanks!

I will try this then. Thanks!

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New version: http://www

New version: http://www.mediafire.com/download/weox4abfcnf68jx/bloodmoon_...

Changelog(This is the changelog of the last two version(This included) Beta 2 and beta 2.1)

Fixed Hircine's ring(now it don't block player action anymore.)(And now the script is more reliable)

Fixed Heart-Fang(now he equip hircine's ring properly)

Restored Mead Hall business

Fixed The Sad seer.

Restored internal support for OblivionXP(as structured in the new master)

Fixed Falx Carius leaving player's party too soon(Hircine's Hunt)

Fixed Detect Life issue.(Beta2)

Now werewolf transformation use the most silent/non spam function variant.

Maked Falx Carius and Kaarstag a bit more powerful.

Fixed issues with reloading a savegame/restarting the game(related to some werewolf transformation function).

 

 

Many other fix of bugs reported by brainslasher. P.s hircine aspect of speed is slow is true but I think it is an animation trouble
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Glad to see you got all those

Glad to see you got all those bugs rooted out. Good work as always

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Now that I'm back I' m ready

Now that I'm back I' m ready to finish my work with the next version if trouble don't arise.. I just need to finalize 1 or 2 scripts.

I'm aware of some bugs regarding meshes and animations that still were not resolved(they are in the first post). But at my state of knowledge I cannot fix them.

 I will however try to fix the swimmer bug( first I  need to understand why I cannot edit pathgrids anymore , cause CTD).

Brainslasher can you look the animations of the Hircine's aspect of speed to see if it's possible to make it faster?(The creature is setted to 200 of speed attribute, but is still too slow)

If some of you spot a bug tell me so I can fix it.

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To change the speed of the

To change the speed of the animation just open WalkFastForward.kf in the HircineWolf folder and under the main branch (NiControllerSequence) change the Frequency value to something higher. I tried 3 and it looks really good. You can test it quickly by adding the .kf in nifskope to the skeleton.nif. Perhaps the other files need to be changed the same way but the only slomo animation I noticed really was the running.

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Thanks I will try. Now I'm

Thanks I will try. Now I'm fixing some creature's animation that were setted to  wrongs non existants animgroup.

Brainslasher I tried you suggestion but it didn't work. It seem like the fastwalk animation doesn't play at all.

But finally I fixed the Swimmer bug. I recreated all the cell's pathgrid that somehow went corrupted, reworking them in a more reliable way

Edit: Hircine's aspect of speed, after changing the combat style with a custom one more focused on movement than power attacks, and changed the attribute speed to 100(deactivating the script command) now it play the fastwalk animation. But the animation is still slow.

The trouble was that make higher the speed value trought script was confusing the engine(with getav speed reporting 15000 or something similar and getwalkspeed an even bigger value)

To EveryOne if noone give me new bug reports, I will release the new package tomorrow. It should be the final version(except for some minor bugfix that will be reported on the first page)

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I couldn't test it again

I couldn't test it again because of time restrains but one thing you should probably change are the edits to the testing Hall because once your file gets merged into the main esm file a bug could happen that bascially removes all the interior architecture of a cell that gets edited by another esm. You could put them into another dummycell like the Tester's graveyard or the empty Solstheim dummy cell.

I also don't understand why you're so adamant to remove the NPCs 0glenmorilUwitchUaltarU2, 0glenmorilUwitchUcave, 0wolfenderUfUimperial and 0wolfenderUfUnord from the game entirely. If they're not used then just disable or delete their placed references but as I've said multiple times now converting original Morrowind mods gets made a lot harder by doing this.

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I already removed TestingHall

I already removed TestingHall edits in tthe new version. Even if this is the first time that I hear of that bug. I knew of the dreaded worldspace bug, that cause the landscape and the architecture to vanish if the worldspace was not injected into 00 index or loaded in the 01 index(a bug that affect morroblivion and some other mod as Dibella's watch)

I  also don't think that removing them will make converting mod more difficult. You would be right if a the conversion were an 1:1 formids convertion but that's not the case. Or if a mod used those particular objects. But even if their are not used they are scripted for the Rite of the wolf ender quest, the same script in the used variant. So is highly improbable to encounter this type of mod. Also some original unused object were already be removed from the master file(the last with v60 rework or v61), or weren't converted.

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Release of the Final version:

Release of the Final version: http://www.mediafire.com/download/e6uard0ys6j9m0g/bloodmoon_...

What change in this version:

Creatures related animations have the animation type fixed so they can be actually recongized by the game and played.

Some creatures models are cleaned with remove bogus nodes.

Fixed the Swimmer bug(reworked pathgrids)

Partially fixed the Hircine's aspect of speed slowness. Now is a bit faster and actually play the FastWalk animation but it's still slow. This is a problem that I cannot fix becouse I have no knowledge of animation.

Deleted edits from the TestingHall and relocated to The graveyard of testers.

Wild Hunt now the dialogue response of the chose of the hunter aspect have the goodbye flag.

If nobody have a bug report of this version I think that this is the version that can be merged.

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Nice work, thank you

Nice work, thank you

I think you forgot to remove the Rigmor edit and create the Raving Lunatics though. Also, did you manage to have the Riecklings use their weapons?

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I edited Rigmor with a

I edited Rigmor with a purpose if you chose exile during the relevant quest.

I had not unluckly it seem like they miss the right animations.( I forgot to put this issue on  main post)

I completly forgot about the Raving Lunatic. Also I forgot to implement the Gibbering Lunatic. They exist in the master file but were not implemented into the gameworld.

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The Rigmor I meant that you

The Rigmor I meant that you edited was the vanilla Oblivion Rigmor.

Maybe for the Riecklings it's possible to repurpose their unarmed fighting animations? It could look good enough. Though I think you'd have to rename one or two bones in their skeleton.

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Oops bad edit. It's actually

Oops bad edit. It's actually an ITM for me but I have a localized Oblivion.esm

For Riecklings: maybe it will require different try I'm not skilled with skeleton and animation editing.

I implemented the wandering NPcs werewolfs. And removed the bad edit. Now I still must upload the file.

Edit : version 3.1 http://www.mediafire.com/download/z7gozup5wnr5tng/bloodmoond...

This is only the updated esp. You will need tha base file.

Changelog Impelemented the NPcs werewolfs. Removed some dirty edits and some unreferenced forms.

Edit: If you open my file trough tes4edit and select check for errors you will be shown with this log message:

[00:00] [INFO:01F8B8FB]
[00:00]     INFO \ Conditions \ CTDA - Condition \ Parameter #2 -> <Warning: Variable Index not found in "fbmwbmRolfScript [SCPT:01F8B827]">
[00:00] [INFO:01F8B8F7]
[00:00]     INFO \ Conditions \ CTDA - Condition \ Parameter #2 -> <Warning: Variable Index not found in "fbmwbmRolfScript [SCPT:01F8B827]">

They are not real errors. For some reason GetScriptVariable conditions will  be checked(condition var -> script var) index -> name and not index -> index or name->name as it should be, causing the program to not find the variables. I don't know if this is a regression introduced during development or it's a always present bug.

qwertyasdfgh
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I am aware of this behavior -

I am aware of this behavior - it's because TESEdit checks a script from the master for present variables and not the modified version in your plugin. This will resolve itself when the file is merged.

There is another set of errors however:

It looks like you've replaced placed levelled lists (REFR records) with manually placed creatures (ACRE). Because they have different subrecords TES4Edit can't display them properly.

Also, is the latest esp you uploaded ready to be merged? If so, any further changes you might want to make should be in completely new esp file.

llde
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No one complained with bug

No one complained with bug reports the last release so it's completed and ready to be merged. 

I know don't worrry.

Yes it's true that I replaced some levelled lists  with hand placed creatures, and sometimes npcs. They are intended, becouse they had bad records.

 

highsis
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Fantastic work, llde.

Fantastic work, llde.

If this module is integrated into Morroblivion, does that mean Morroblivion project is complete at long last? Would I be able to play every main&side quest of Morrowind, Tribunal, and Bloodmoon?

llde
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You will be able to play

You will be able to play every quest. But a huge mod as Morroblivion will surely still have some bug.

P.S this will be integrated in the next master v64.

Brainslasher
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I'm experiencing a rather

I'm experiencing a rather strange bug with the first character that I created back with version 0.58 and that I upgraded with each version. After upgrading from 0.63a to 064 enemies aren't able to attack anymore in exterior cells. They stay were they are and just twitch every time the character moves. They only attack once I'm really close to them.

After going into an interior cell they follow me into it and fight normally and even going outside again lets them fight normally including enemies in the vicinity that weren't in combat before. But the enemies in the next exterior cell suffer from the same bug again.

This only affects this particular, albeit old, character. It's worth mentioning that I already had completed the Bloodmoon questline with it before upgrading, but none of the werewolf quests (fbmwBMWereStart, fbmwBMAAAImAWere) are running. The player is also not in a werewolf faction. It also happens with only Morroblivion installed but not when using the WIP Bloodmoondebug.esp and version 0.63a.

The reason I'm saying this is that I suspect it has to do with one of the werewolf scripts because during daytime this bug doesn't always occur. Enemies attack normally until I change  Gamehour to 0 in the console. This stops them in their tracks and they can't move again. In previous versions  this doesn't affect combat at all. It affects both the Oblivion and Morroblivion worldspace.

I've tried a lot of things, including stopping most Bloodmoon quests but nothing appears to be working, maybe there's a script that handles this sort of thing but I can't find it. Any help regarding this is much appreciated, there are a around 300 hours of playtime in this character.

 

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