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character creation & Seyda Neen bugs/issues

Submitted by iamnone on

I tried Morroblivion (v063a) this week... and I'm impressed. Easy install, great work overall despite some rough bits. Here are some issues I've noted while fooling around in Seyda Neen:

1. Assaulting Jiub or the guard in the prison ship results in an infinite loop: The guard attempts to arrest the player but can only say the dialogue about getting on deck. Closing this dialogue results in another arrest attempt, and so on. (This is a minor issue caused by being foolish, of course.)

2. Ganciele Douar (at the Census and Excise Office in Seyda Neen) is missing topics compared to the original game (he has only the topic about joining the Imperial Legion).

3. If the player speaks to Socucius Ergalla before the scripted character creation dialogue triggers, he tells the player to take his papers to the captain despite them not yet having been created.

4. Starting spell selection or the spells themselves could be refined. A Breton Nightblade was unable to cast several of the starting spells.

5. Fargoth starts the game in his house instead of near where the player exits the Census and Excise Office. He did not leave the house until I unlocked the door via the console.

6. Two item caches (one containing a silver cup and some gold, the other an iron shardaxe) hidden around Seyda Neen in tree stumps near the lighthouse are missing.

7. Since Morroblivion already takes some liberties with the original game (extra guard in Census and Excise Office, etc) consider having Vodunius Nuccius give the player the key to his house upon the completion of his quest and rendering all containers in the home safe storage (as in the Morrowind mod Vodunius Nuccius House by Horny Buddha). Otherwise, the house is unused and unoccupied after the quest. It is an excellent starter home for the player.

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Thanks for the reports.

1. Assaulting Jiub or the guard in the prison ship results in an infinite loop: The guard attempts to arrest the player but can only say the dialogue about getting on deck. Closing this dialogue results in another arrest attempt, and so on. (This is a minor issue caused by being foolish, of course.)

Noted.

2. Ganciele Douar (at the Census and Excise Office in Seyda Neen) is missing topics compared to the original game (he has only the topic about joining the Imperial Legion).

What topics do you mean, exactly? If it's just the generic ones like rumors, they'll get added later on.

3. If the player speaks to Socucius Ergalla before the scripted character creation dialogue triggers, he tells the player to take his papers to the captain despite them not yet having been created.

Noted.

4. Starting spell selection or the spells themselves could be refined. A Breton Nightblade was unable to cast several of the starting spells.

This could happen, because spell magnitude\duration are ported directly from Morrowind, but the game calculates spell cost by Oblivion's rules. Which spells are you talking about?

5. Fargoth starts the game in his house instead of near where the player exits the Census and Excise Office. He did not leave the house until I unlocked the door via the console.

Many NPCs have full AI packages now, so they won't be in the same spots as they were in Morrowind all the time. However, Fargoth leaves his house just fine in my game.

6. Two item caches (one containing a silver cup and some gold, the other an iron shardaxe) hidden around Seyda Neen in tree stumps near the lighthouse are missing.

This is most likely an issue with collision. Because Oblivion has Havok physics on various items they can't be placed with the same precision as they were in Morrowind.

7. Since Morroblivion already takes some liberties with the original game (extra guard in Census and Excise Office, etc) consider having Vodunius Nuccius give the player the key to his house upon the completion of his quest and rendering all containers in the home safe storage (as in the Morrowind mod Vodunius Nuccius House by Horny Buddha). Otherwise, the house is unused and unoccupied after the quest. It is an excellent starter home for the player.

Check this out.

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What topics do you mean, exactly? If it's just the generic ones like rumors, they'll get added later on.
Ah, okay.  In Morrowind, I usually talked to him before leaving the room, and so I am used to him having the topics at that point.  Seemed odd for him to be unwilling to chat.  ;)  Perhaps consider adding the topics earlier, maybe during the scripted sequence with Socucius?  (a minor nitpick, I know)


This could happen, because spell magnitude\duration are ported directly from Morrowind, but the game calculates spell cost by Oblivion's rules. Which spells are you talking about?
Feet of Notorgo (requires Restoration 50)

Hearth Heal (requires Restoration 50)

Tap Energy (requires 1149 Magicka)

Water Walking (requires Alteration 50)


Not sure about the other schools of magic, can test later.  But...


It sounds as if ALL ported spells might need to be checked and possibly rebalanced.  No promises, but if I'm feeling motivated/frisky, I might revise them as I play and send you an esp afterwards.  Or maybe I'll check/revise all of them before I start a game (I've been fooling around with a test character so far).


Many NPCs have full AI packages now, so they won't be in the same spots as they were in Morrowind all the time. However, Fargoth leaves his house just fine in my game.
Tested again, and Fargoth left his house after waiting until afternoon/early evening.  Perhaps consider having him meander around the dock office area for a few hours at the beginning of the game before starting his normal schedule to allow players a chance to speak to him immediately as in the original game.


This is most likely an issue with collision. Because Oblivion has Havok physics on various items they can't be placed with the same precision as they were in Morrowind.
I've modded for Oblivion and remember the wonky physics, so I should have realized that.  I can imagine the cup bouncing around the inside of the stump for a few minutes before shooting a mile into the air and then landing somewhere on Red Mountain. ;)


Very nice!  But it's a bit expensive.  By the time most players could afford it, I suspect they'd rather buy (or save for) a home in a better location (Balmora, etc).  I'll probably edit the price down to 500 or so and use it in my game.  Thanks!
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Very nice!  But it's a bit expensive.  By the time most players could afford it, I suspect they'd rather buy (or save for) a home in a better location (Balmora, etc).  I'll probably edit the price down to 500 or so and use it in my game.  Thanks!

player.additem f 3500

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Hello!

I have problems in very beginning of the game. During character creation process i walk thru the bridge from prison ship to first building. There is a imperial guard on that bridge. When i walk closer to him there should start another character creation stage. Instead I stuck in place and cannot move, that guard don't say anything, I cannot start any conversation. I can only look around. I remember in Morrowind that Guard should say sentence or two and there should appear some window with character creation. I cannot pass that first bridge :(

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Please post your load order.

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Oblivion.esm 00

Morrowind_ob.esm 01

DLCShiveringIsles.esp 02

Morrowind_ob -MorroblivionTreeReplacer.esp 03

Morrowind_ob -Morroblivion Maps.esp 04

Morrowind_ob -Conversation.esp 05

Morrowind_ob -UCWUS.esp 06

Morrowind_ob.esp 07

OB - SeydaNeen 1.20.esp 08 - i add this to solve my problem - with no result

MorrowOblivion_World transport.esp 09

Bashed Patch,0.esp 0A

 

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OB - SeydaNeen 1.20.esp 08 - i add this to solve my problem - with no result

You shouldn't have, it's merged.

MorrowOblivion_World transport.esp 09

Here's your problem. Remove it and start anew. Use the latest version of Chargen and Transport mod if you want to take you existing character to Morrowind or travel to Cyrodiil after starting a new game in Morrowind.

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Thank you! Its working now. I must say that i'm impressed when I see this huge amount of hard work which you have done to finish this project. Good luck in Your future projects!

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