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(Wip) Bloodmoon debugging

Submitted by llde on

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_fix_v3_FINAL.7z

Final v 3.1 :http://www.mediafire.com/download/z7gozup5wnr5tng/bloodmoondebug.esp (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.

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Last edited by llde on 20 Nov 2014 - 12:28.

This is definitly a VERY strange bug.

It's the character you are experiencing this  issues the same character you used to played the bloodmoondebug.esp? Do you played as a werewolf in the last play?

Have you tryed to deactivate that .esp(making a clean save) before updating to v64?

Also you have some other mods that handles combat?

Have you experienced the bug with a new PC? (Try to create a new test pc and play the bloodmoon questline)

The two werewolf quest shouldn't be running when you cured yourself from lycantropy , and belonging to  the werewolf faction doesn't modify combat at all. BUT if you were a werewolf before updating, you should manually start both quests.

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Thanks for answering :)

The bug only affects this old character. Other characters which started in newer versions and hadn't been through Bloodmoon are unaffected. This character never had Bloodmoondebug.esp activated. Starting with 0.64 also doesn't cause it.  Yes the character was a werewolf in the previous version but got cured with the scroll that I had written which got merged in version 0.60. This leads me to believe I played the questlines in 0.59.

I played with it through the Bloodmoon questline choosing the werewolf path. I had to use a few console commands at times. It's very likely that because of script and quest changes this character is entirely incompatible with this version. However even calling the script functions in the Wolfender scroll as it is now (resetting the quest variables and stopping the quests) from the console doesn't fix the bug. The strangest thing for me is that entering interior cells fixed it temporarily.

I don't have any combat enhancing mods running and the bug even happens with only Morrowind_ob.esm and .esp activated. I'll check if the bug also affects newly created characters after they get cured. I'll also try starting both quests manually to see what happens. I know that this bug is probably extremely rare and the chance of fixing it is low but I'd really like to know what causes it :)

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I changed many variables on the scripts. As you also I want to understand what cause this issue.

Maybe your game didn't register correctly all new variables, or there are index clashes. Something that affected the savegame. I changed so many variables. Probably some other scripts are reading a bad variable. Or maybe a variable still has 1 when it should be 0(I'm making hipotesis).

I'm sorry, this is so unlucky. I don't know if this is fixable or not.

If you load your save without Morroblivion activated, the bug is still here?

If not try to make a new save, (don't overwrite, make a easly recognisable name) and reactivate morroblivion. The bug return again?

Please report everythingh you  can.

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Okay, I managed to fix it by doing the following:

Loaded up a savegame from 0.63a but with the 0.64 .esm with the player in an interior cell. Also loaded a plugin with all questscripts removed from the fbmwBM quests. It also called thesese functions once:

Script player.setfactionrank fbmwbmwerewolffaction -1
player.setfactionrank fbmwwerefaction -1
player.removespell 0werewolfSblood
player.removespell fbmwbmwerewolfbloodab
stopquest fbmwbmwolfgiver
set fbmwBMAAAImAWere.isday to 1
set fbmwBMAAAImAWere.iswerewolf to 0
set fbmwBMAAAImAWere.haskilledaswere to 0
set fbmwBMAAAImAWere.DoOncebloodlust to 0
set fbmwBMWereStart.infectday to 0
StopQuest fbmwBMAAAImAWere
StopQuest fbmwBMWereStart

With this the first NPC to attack me in the night just ran up to me without attacking and just kept running into me but after a few seconds he initiated combat as normal. All other enemies after that also attacked normally and setting GameHour to 0 doesn't stop enemies anymore.

The exact reasons are a mystery but one other thing was that the WolfGiver questscript continuously sets these variables to 0 and then stops the werewolf quests again with an FQuestDelayTime of 0.5 even after the quest is finished. This stopped me from trying out certain thhings with those quests.  I also noticed a few of the other quest scripts don't have a doonce check when it would be better to have one.

Maybe I'll check what in particular fixes it but I'm too tired for that now.

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