I've been playing through Morroblivion recently and I've encountered some bugs I think might be worth reporting.
Major Bugs (no idea how to fix):
- During Hircine's Hunt (I took the non-werewolf route) when dealing with Tharsten Heart-Fang, the game crashes to desktop whenever he either dies or tries transforming to a werewolf.
- When walking around outside Onnissiralis there are two staircases (one of which presumably leads to the entrance to the shrine). Walking up either staircase causes the game to crash to desktop.
Moderate Bugs (fixable with console commands):
- When speaking with Vodunius Nuccius in Seyda Neen, no "Little Advice" topic appears. Note: I started the game with the "alternate start" mod and my character has never been to Cyrodiil, I don't know if this affects anything.
- The ghostfence doesn't have a hole in it where there's supposed to be one at Ghostgate.
- During "The Ritual of Beasts" quest, I was entirely unable to find the bear being attacked by rieklings. I looked all around the lake and south on both sides of the river.
- During "The Ritual of the Sun" quest, I killed the lightkeeper grahl, but was unable to loot his corpse. Because of this I was unable to break the ice wall to "free the sun".
- During "The Ritual of Trees" quest, after killing the riekling I was told that I had picked up seeds from his corpse (without looting his corpse, which was impossible anyway). There was already a tree in the "plot of fertile soil" (alternately labeled "First Tree" and "Sapling of First Tree") and I was unable to plant seeds there.
- After beginning "The Totem of Claw and Fang" quest, the entrance to the Tombs of Skaalara was still blocked by snow.
- After the end of "The Totem of Claw and Fang" quest, there is no topic with Korst Wind-Eye about the Ristaag.
- During the "Ristaag" quest, after killing the spirit bear I was unable to loot its carcass and so unable to get its heart.
- At the beginning of the "Castle Karstaag" quest, Korst Wind-Eye keeps saying he doesn't want to talk about The Bloodmoon Prophecy until I manually advance the quest to stage 20 (in other words the quest is stuck at stage 10).
Minor Bug (missing mesh):
- When any werewolf dies (including hounds of Hircine) their corpse falls down as expected, but a giant yellow "missing mesh" star also appears above their corpse. The exception to this was that when werewolves died in the Skaal village during the first attack there was no giant yellow "missing mesh" star (but the ones that died inside the greathall did have them).
Anyway, I don't know if anyone's still working on Morroblivion, but I thought I'd bring these up just in case. I'm mostly only concerned about the first one (Hircine's Hunt) as it's part of the Bloodmoon main quest line and just crashes to desktop, but the others might be worth looking into to make sure they don't carry over to Skywind.
If anyone can give me a suggestion as to how to work around the Hircine's Hunt bug, I'd be grateful (I want to finish the Bloodmoon main quest line).

People are still working on the stuff, they've been internally fixing some bugs I've been reporting. You do have the version 0.64 of Morroblivion, right?
For some reason a bunch of Bloodmoon creatures had their collisions removed when they were merged to the master. Draugrs are affected too. This makes it impossible to activate them. I could upload the old files but maybe there's some sort of reason for it.
The yellow signs are a sign that you installed something wrong. Is OBSE working correctly? Are you using the latest assets?
It does make it impossible to loot them, though, and looting them is necessary for several quests, as the OP notes. At least, quest-important ones should have their collision restored, although I fail to see any reason why would you make any Bloodmoon creature impossible to loot.
Yes, I've noticed the inability to loot wolves, plague wolves, rieklings, draugr, and grahls, but it's been a long time since I played Morrowind last so I just assumed that I'd forgotten about these being unlootable in the original for whatever reason.
And yes, I'm using the 0.64 version of Morroblivion, downloaded about 2 weeks ago.
In the original version they all are very much lootable. If collision was just removed by someone without consideration of consequences, than it's mildly disconcerting.
Okay, since nobody else is replying I'll assume this was a mistake. Here are the old body meshes as well as fixed versions for Rieckling and Mounted Boar. Since Riecklings can't equip weapons due to misnamed bones and missing animations I added the weapon and shield to the mesh. The mounted boar had the back of the shield not rigged to the skeleton so it kept floating in place.
Removed collisions was a mistake on my part. They are done completely wrong (attached to wrong files, wrong type and such) and I didn't even expect the game would recognize them.
Bloodmoon creatures need to be re-rigged, but until then temporary collisions can be used.
I'm not sure what you mean by "alternate start mod", but topic will appear, just keep talking to people.
I know, but that doen't prevent you from going through.
All other issues seem to be related to Bloodmoon, so I'll leave them to someone more knowledgeable.
qwertyasdfgh wrote:
I mean the option where you begin a new character in Seyda Neen, just like in Morrowind (I think this is the Chargen and Transport Mod included in the main file). It's probably irrelevant, but I thought I'd mention it just in case.
As for it appearing, I had talked to everyone in Seyda Neen at least 5 times including Vodunius himself at least 20 times.
In any case I made myself a small workaround for this particular occurrence where I changed Vodunius' original greeting to add the topic 1littleSadvice when given, and so that this greeting didn't only happen the first time the player talks to Vodunius, and this cleared it up.
qwertyasdfgh wrote:
It prevented me from going through without using tcl. I walked past the raised outer gate and was stopped a short distance before the visible ghostfence effect. I walked around a bunch, but it was still blocking me. Of course I wasn't prevented from levitating over the ghostfence or entering via Kogoruhn.
Also, the crash to desktop at Onnissiralis isn't (as far as I can tell) related to Bloodmoon, but other than that the rest are.
Thanks for taking an interest, all of you!
I have encountered a new bug:
During the Tribunal quest "Helseth's Champion", you cannot initiate the fight until the time of day is later than the time at which you obtained the quest, even if it is many days afterwards.
I noticed this when Helseth, after four days of waiting, still said "It is not time yet for you to fight my champion". I went looking for the problem and found the following. In the quest fmbwTRChampion, the script is fmbwTRrChampionScript. The bit that is supposed to prevent the fight from starting until a day has passed is as follows:
Whereas it should say
(possibly with added brackets or different spacing; I'm not that familiar with this scripting syntax.)
This meant that, since I received the quest at about 10:30 pm, I had to talk to Helseth between 10:30 pm and midnight in order for the quest to progress, even though it was 4 days later.
Thanks for the report. Fixed. Please note that you have to wait outside the throne room or the Winged Guar.
My workaround for the crash in Hircine's Hunt :
I don't know if this has any unpleasant side effects, but it does at least allow the quest to be completed.
Rather than start my own thread for bugs I've found, I'll just post them here.
Ok, I'll check the condition.
This one is on your end, check that installed everything correctly.
Noted.
This should've been fixed a long time ago. Are you on the latest version?
Already fixed.
Difficult how?
I'll look into it if I have time, but it's not a priority ATM.
qwertyasdfgh wrote:
This one is on your end, check that installed everything correctly.
Does that particular boat use the Oblivion Meshes\Architecture\Ships\rowboat01.nif as opposed to a Morroblivion specific mesh? Because if so, it'll be a conflict with the Oblivion mod Improved Tools and Clutter. I have not seen any other missing boats, either, just the one in Hla Oad.
qwertyasdfgh wrote:
Yeah, it wasn't a biggie, but I thought I'd chuck it out there anyway. :P
qwertyasdfgh wrote:
Yep, v064. Also, just wondering, why do the Scamps and Clannfear use Morrowind adapted meshes? Couldn't the Oblivion ones be used instead?
qwertyasdfgh wrote:
It seems to be fixed in some Daedric Ruins, but in Bal Fell the bandits still fell through the floor. There was an Orc corpse that didn't fall through, but the enemies I killed did. I'm getting the feeling that this is potentially a problem with the Oblivion mod Elys Realistic Gravity. I've changed some of the .ini settings in Realistic Gravity (notably the gravity amount) to see if that rectifies the issue.
qwertyasdfgh wrote:
I cannot activate them unless I'm at a certain distance and certain angle.
qwertyasdfgh wrote:
I have experience with modelling and texturing (I did those new steel weapons all those months ago) so I'll have a more in-depth look and perhaps some experimenting. Also, just thought I'd throw out there that the glowing thing isn't related to ENB - toggling the ENB off didn't affect it.
Also, a couple of new things I found last night:
No, it's a Morroblivion mesh.
To preserve Morrowind's design.
By 'already fixed' I meant that I knew of the bug and it is fixed in the next version. Sorry if I wasn'r clear.
Well, this depends on how fast you read, really. USV gives you 8 seconds by default. There was also a 30 seconds version somewhere.
Or you could just install Protocolled Dialogs, which is really good.
No, it's a Morroblivion mesh.
Ah okay, I'll have to check that out then.
To preserve Morrowind's design.
Fair enough, though the animations in Oblivion are much better than Morrowind's.
By 'already fixed' I meant that I knew of the bug and it is fixed in the next version. Sorry if I wasn't clear.
Ah, cool. Another thing to look forward to in the next version. :)
Well, this depends on how fast you read, really. USV gives you 8 seconds by default. There was also a 30 seconds version somewhere.
I'm using USV and I still couldn't read the whole thing. Those particular pieces of dialogue need to be split into 3, at least. I'd do it myself but I need some guidance on how to do that without wrecking stuff so I can upload my edits.
And wow, I had no idea that Protocolled Dialogs mod existed, and it looks awesome! That would certainly be a good workaround for those long lines of dialogue. :D
EDIT: Argh, the quote thing stuffed up.
EDIT 2: For some reason, guards keep spawning in Ald-Ruhn, just down from where the Silt-Strider is. One spawns about every 3 seconds, and it doesn't stop. They just stand there from the looks of it (I waited until there were about 30 of them and they didn't do anything).
They don't "spawn", they come out the guard tower nearby. The person who made AI for Ald'Ruhn created a shitton of new guards, so they have day\night shifts. Yus just happened to be there at the time they all change their packages - wait a little while and they go to their posts.
Ahhh okay, but whoa, that IS a lot of guards. Perhaps a workaround would be to put them in different starting locations and then let their AI packages take over? I dunno.
After Quarra Clan Quest "The Cult of Lord Irarak" NPCs have continued the topic "Lord Irarak" also NPCs in Cyrodiil.
Edit: The glass poison sword bears the Volrina Quarra is created as a Two-Handed Weapon, but is a One-Handed Weapon.
Greeting
Poisonsword bug is known and fixed, I will check the topic.
Ok, I started playing, and while playing I went to Caius Cosades' house, while there I noticed that one of the common shirts when picked up, had no texture on the bottom, this screenshot confirms, what I've discovered.
Maegon wrote:
I think this is the Mesh was Converts from Morrowind, as there is no physics engine was in the original game and items were placed only on the floor.
The mesh could be replaced at most, for example, against a standard Oblivion shirt.
Greeting
Whenever I fight with an NPC who is struggling with a steel claymore weapon, there is a CTD.

So far I could find at the 3 NPCs:
- Eloe, Galom Daeus
- Durz large-olor, Valenvaryon, Durz's Hut
- Iner Raledran, Ebernanit
Who I before a fight with the console commands "Kill" kill this NPC I can continue playing normally.
Greeting
I think I have to bring up the topic about the cliffracers in interior cells again.
This issue happened to me multiple times now and these creatures force the game to a crawl.
What happens is this:
A cliffracer sees you while you are still outside if a dungeon or other interior cell. Sometimes this cliffracer hides inside a rock so you can't even find him. You enter the interior cell and are placed at the transit point. The cliffracer follows you and is also placed at the transit point. However, since it is classified as flying creature it is placed high above you and outside of the walls.
Now the game tries to calculate a path from the cliffracer to you - a path which doesn't exist... The game uses almost all available resources for this task and that's the reason why we experience those "deadlocks".
In original Morrowind this wasn't a problem because creatures couldn't follow you through doors. In Oblivion they can. For NPCs this new functionality is good, for creatures it's just bad design and there should be a flag to turn it off for certain entities.
How can this problem be fixed?
this is the option I choosenot needed anymore because of bullet number 43020 - this prevents them from following anyone through a door, this is now my preferred solutionI already created a mod which attaches a script to cliffracers that will kill them if they are in an interior cell. This should prevent all future occurrences of the problem. During my playtesting it reliably killed every cliffracer that dared to follow me into a building - no more deadlocks because of cliffracers.edit: I uploaded a new mod that sets intelligence of the cliffracers to
2919. This will prevent them from using doors so they should always stay outside of interior cells from now on. Thanks to Brainslasher for the hint.Setting intelligence to 29 does NOT work. The threshold of 30 in the CS wiki is wrong.
An easier scriptless option would be to make them non low level processing or lowering their intelligence below 30 which prevents them from opening doors as well.
Cliffracers already have "no low level processing" set. They still follow the player. This is because the cell is still loaded so the creature runs in medium processing mode which is once every 18 seconds according to the CS wiki.
Thanks for the hint with intelligence. At the moment their intelligence is set to 50. I will lower it to 29 and remove the script but in any case this issue should be fixed in the main mod.
edit: new script uploaded - check my previous post
It already is.
Hehe, you mention so many fixed issues but they are not available to us "normal" folks because we only have access to version 0.64. When will a new version or hotfix be available?
I'm especially looking forward to daedric ruins being fixed so the opponents do not always fall through the floor in corners and crossings.
Also a fix for the mesh for ghostgate would be nice. TCL is no real solution to get through that force field.
When it's ready. Packing and uploading the new version is no small task and I can't do it for every minor issue that arises.
I can't do anything about that, as this "bug" was never present in my game. But since Ghostfence is getting an overhaul in the next version, maybe it will be fixed.
qwertyasdfgh wrote:
May I ask what value you set intelligence of the cliffracers to in the current development version? I made a mod that sets intelligence to 29 and that doesn't keep cliffracers from following me into interior cells. I just had an encounter with one and before killing it I checked its intelligence and it was indeed 29. Either the threshold of 30 in the CS wiki is wrong or the functionality is broken.I have it set to 5 and no, this functionality is not broken, as I know from experience.
Ok, thank you. I tested with a value of 19 now and that also works. The threshold in the CS wiki is certainly wrong but anything below 20 should work.
It may be a stupid question but one thing that always made me wonder is the soulgems that we can find in containers. These always contain the next lower soul so we can't fill them ourselves. Is this a mistake or intended?
In original Morrowind these soulgems were empty and I already created my own mod to make the loot lists use the empty gems again. Still I wonder if this should be "fixed" in Morroblivion?
In Morrowind it was the leveled list "l_n_soul gem" which was used for NPCs, containers in bandit lairs, tombs and so on.
In Morroblivion it's the leveled list "0IUnUsoulSgem" which is used instead and contains the soulgems that are already filled.
I haven't found a fix for the Hircine's hunt bug, but this file should enable you to get items from bloodmoon creatures and complete quests in which you need to loot bloodmoon creatures. It's just a workaround which adds the items to your inventory when the creatures die. I hope this helps.
Not sure why you're replying to this after two months but a fix for this already exists in this post.
When I speak to Eno Hlaalu, there is no "Join the Morag Tong" dialogue topic. Does anyone know a fix/console command that would allow me to bypass this problem? Thanks. :)
frond wrote:
I believe 4th step:
should actually be:
Also, once Hircine's Aspect is defeated you need:
to get out as the Aspects carcass (strength in my case) is not lootable.