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Thanks ...and a list of bugs

Submitted by frond on

Firstly, I'd like to say thanks very much to everyone who has worked on Morroblivion, I've really enjoyed playing it, and I appreciate your efforts.

In the hope that it would be useful, I've made a note of the bugs that I saw along the way and that I haven't seen mentioned elsewhere in this forum. All of this applies to v064, which is the only version that I have used.

  • Ajira's inventory never refreshes, it always contains everything you've ever sold her.
  • "Apprentice's Probe" is spelt incorrectly.
  • Meeting with a Wise Woman - Minabibi Assardarainat doesn't go to the Mage's Guild when she is supposed to. She can of course be moved there by console commands, but leaves immediately.
  • Duel with Bolvyn Venim - The quest doesn't update after killing him in the duel.
  • The Caldera Slave Key doesn't free the Caldera slaves.
  • Bero's Support - It didn't seem to be possible to avoid killing Garding the Bold, knocking him down (as I did several times) didn't end the fight.
  • Soul of an Ash Ghoul - You are told to trap the soul of an Ash Ghoul, but that any filled grand soul gem will do. It turns out though that an Ash Ghoul only has a greater soul, and Skink will not accept either a filled grand soul gem or the trapped soul of the specific Ash Ghoul identified by the quest marker. The soul gem that he wants appears in the inventory of the Ash Ghoul when you kill it. Probably this is working as intended, the bug is really the mixed messages at the beginning.
  • It counts as murder if you kill the hostile NPCs outside Bal Fell. Even if you just stand there with Reflect Damage/Spell and let them kill themselves.
  • Ring in Darkness - John Hawker doesn't disappear when he gets the scroll. He also says that he's giving you some gloves, but what you actually get is the Zenithar Whispers amulet.
  • Trade Mission to the Zainab - Not a bug, but quest markers would have been nice as I forgot where Turedas lived.
  • The Black Dart Gang - Killing the gang (in combat) didn't produce a quest update. I didn't manage to find the lever. I did see several torches named "Burnt out Torch" with activation symbols but they didn't do anything.
  • The Clockwork City traps are insanely quick. The swinging blades don't swing, they appear and disappear like flashes of lightning; the Dome of Kasia rotating thing is (I think) unbeatable as well but luckily doesn't do you any harm when it hits you.
  • A Star is Born - The line "Do you know an Ashlander named Sul-Kharifa" is in the book but considered incorrect when you deliver it.
  • Pilgramages of the Seven Graces - The Ghostgate Shrine behaves erratically, and I was never able to get it to work properly. It would either do nothing at all, despite my having every type of soul gem, or it would work but fail to produce a quest update.
  • The Blade of Nerevar - Khash-Ti Dhrur doesn't have the Pyroil Tar.
  • Uvoo Llaren just stands there losing health, repeatedly healing herself and eventually collapsing. I don't think she was doing this to begin with, maybe one of the objects you bring her is to blame (the Hair Shirt perhaps).
  • A Lucky Coin - Quest can't be completed as Lalatia Varian won't talk about the coin.
  • The Patchwork Airship - If you go into Hrothmund's Barrow before taking the airship journal back to Louis Beauchamp, you are constantly prompted for the name of the wolf (not just at the entrance).
  • Fast travelling to the Tree Stone or the Sun Stone (and possibly all the other stones, though I haven't checked) traps you inside them.
  • Most Solstheim creatures can't be looted. This includes the Lightkeeper Grahl and the Udyrfrkte which carry items that you need.
  • Rieklings can't attack, they just nudge into you.
  • The Totem of Claw and Fang - The Tombs of Skaalara are inaccessible, the entrance is covered by ice.
  • The Ritual of the Beasts - I'm not at all convinced that the Good Beast exists. Maybe it does, and I just didn't find it, despite running all over the place. A quest marker would be helpful either way.
  • The Moon Sugar Mystery - Talking to Jeleen doesn't result in the "Silly Song" topic which is needed to advance the quest.
  • The Disappearance of Captain Carius - Quest doesn't complete even when you find him.
  • Items can lose their ability to be recharged. I saw this with Zenithar Whispers and the Amulet of Recall, but I don't know what happened to cause it.
  • Razing the Forest - The quest completes while you're still fighting the second of the four spriggans. Presumably there is a counter that's not taking into account that the spriggans die three times.

A couple of strange things that I saw only after installing Morroblivion, but could just as easily be my fault not the fault of the mod, so you might not want to pay too much attention to these ones :

  • On travelling to Cyrodiil, I would be marked as a murderer after killing certain hostile NPCs. Examples : Kalthar, Agarmir and his friend.
  • Using a soul gem causes the menu to get messed up. If you want to use several soul gems you have to exit the menu completely and go back in.
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Thanks for the bug reports. At this point I can only tell you about the Tribunal problems and maybe a few others.

The Black Dart Gang - Killing the gang (in combat) didn't produce a quest update. I didn't manage to find the lever. I did see several torches named "Burnt out Torch" with activation symbols but they didn't do anything.

There was no quest update in the original game either. The torch is located next to the door leading to the sewer where the gang lives, not in the sewer itself. Perhaps a questmarker could be helpful. Was also discussed here and here.

The Clockwork City traps are insanely quick. The swinging blades don't swing, they appear and disappear like flashes of lightning; the Dome of Kasia rotating thing is (I think) unbeatable as well but luckily doesn't do you any harm when it hits you.

This is something that doesn't happen in my game. Are you using some kind of FPS managing mod, how are your framerates in general?

The Blade of Nerevar - Khash-Ti Dhrur doesn't have the Pyroil Tar.

Should be fixed in the next version. See here.

A Star is Born - The line "Do you know an Ashlander named Sul-Kharifa" is in the book but considered incorrect when you deliver it.

I have honestly no idea how that went unnoticed, however I only added the voiceover for that quest. But anyway, here's a fix.

Regarding the bloodmoon creatues: This will be fixed in the next version, a fix can be found here.

Attachment Size
fbmwtrmsperformerschoicefix.esp 12.13 KB
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 Ajira's inventory never refreshes, it always contains everything you've ever sold her.

Fixed for v065.

 "Apprentice's Probe" is spelt incorrectly.

Fixed for v065.

Meeting with a Wise Woman - Minabibi Assardarainat doesn't go to the Mage's Guild when she is supposed to. She can of course be moved there by console commands, but leaves immediately.

Does this actually affect quest progression or is just an inconsistency?

 Duel with Bolvyn Venim - The quest doesn't update after killing him in the duel.

I don't see anything wrong with the script.

Soul of an Ash Ghoul - You are told to trap the soul of an Ash Ghoul, but that any filled grand soul gem will do. It turns out though that an Ash Ghoul only has a greater soul, and Skink will not accept either a filled grand soul gem or the trapped soul of the specific Ash Ghoul identified by the quest marker. The soul gem that he wants appears in the inventory of the Ash Ghoul when you kill it. Probably this is working as intended, the bug is really the mixed messages at the beginning.

Yes, working as intended.

 

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The Patchwork Airship - If you go into Hrothmund's Barrow before taking the airship journal back to Louis Beauchamp, you are constantly prompted for the name of the wolf (not just at the entrance).

Very strange issue. Looking at the script it seem nothing can cause the issue you are describing.(For the sake of non-programmers this means absolutly nothing).

Can you post a screenshot of the message that continue to pop-up?

Fast travelling to the Tree Stone or the Sun Stone (and possibly all the other stones, though I haven't checked) traps you inside them.

I know just use tcl for now it will be fixed(or just don't use fast travel to the stones).   Fix will affect only new game/clean save however) I actually thought to have fixed these but I suppose I forgot this two stones.

--Fixed(I hope). I had forgot the wind stone too. Clean save only

Rieklings can't attack, they just nudge into you.

Bloodmoon creatures are not perfect. They still need to have better collisions and animations.

The Totem of Claw and Fang - The Tombs of Skaalara are inaccessible, the entrance is covered by ice.

Screen please? 

The Ritual of the Beasts - I'm not at all convinced that the Good Beast exists. Maybe it does, and I just didn't find it, despite running all over the place. A quest marker would be helpful either way.

The good beast exist. It's just misplaced from Original Bloodmoon.

The Moon Sugar Mystery - Talking to Jeleen doesn't result in the "Silly Song" topic which is needed to advance the quest.

I cannot confirm your issue. Are you sure to be asking about Moon Sugar Investigation to Jeleen(the imperial priest)?

I however discovered another bug. Now the specific dialogue for member of the imperial legion is restored.

The Disappearance of Captain Carius - Quest doesn't complete even when you find him.

You should go to the fort again and speak with Lucius or Artoria after speaking with the Skaal. But the needed greetings are not setted up. Or they were not converted or they are somewhere in the GenericMorrowind quest(or somethingh similar). I will look but this is low priority.

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Brainslasher :

With your fixes I can now loot Solstheim creatures and perform the play as written, thanks for those.

I'm using a fairly elderly PC of modest specification. It can handle vanilla Oblivion fine, but with some mods I have to resort to "tlb" at times (in the case of Morroblivion it's daedric shrine interiors and the Raven Rock bar that are most problematic). If what I am seeing in the Clockwork City is also down to performance, then it's probably not worth worrying about.

qwertyasdfgh :

Meeting with a Wise Woman can still be completed, so yes it's just an inconsistency.

llde :

I don't want to give the impression that I'm asking for fixes. I'm just listing the issues that I've seen so that anyone who is working on fixing bugs is aware of them. There's nothing that I'm actually stuck on (I have console workarounds for everything in the list).

I've attached a screen shot of the ice obscuring the Tombs of Skaalara, though I don't think it tells you much. However, I just repeated this four times from the point at which you get the quest from the Shaman, and on one of the four occasions the ice wasn't there.

As far as I can tell, if you don't have the "Silly Song" conversation with Jeleen, then you don't get anything out of Uncle Sweetshare. I found that I needed to use the console to advance the quest to stage 30.

Attachment Size
skaalara.jpg 166.49 KB
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Also, another two very minor bugs that I forgot :

  • The Moon Sugar Mystery - Despite what Severia tells you, the shortsword that she gives you is unenchanted.
  • Whitewalker (Fryssa's robe) is unenchanted.
Attachment Size
Whitewalker enchantment patch 520 bytes
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llde :

The Patchwork Airship - I just tried, but can't reproduce it unfortunately. The message that kept popping up was just the same one that you get at the entrance to the barrow offering a selection of passwords and it would appear every few seconds.

The Moon Sugar Mystery - Having now looked in the Construction Set, it seems to me that the problem lies with Severia not Jeleen. There is supposed to be a second topic that leads to her asking you whether or not you want to take the case. If you accept, then the quest advances to stage 30 in which you can question Jeleen effectively. However this second topic doesn't appear.

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Maybe your issue with the patchwork airship was just a script hiccup. However I make a change to make it more robust.

 

For the tomb of skalaara issues. A screen shot is useful. Always.

I will fix the two enchantment.

 

Moon sugar mystery I was searching for the bug in the wrong place it seems.

I checked for the bug more than one time. I followed all choice  of diaolgue, I replayed the Quest but I could not experience this bug. I made few changes to restore Imperial Legion specific Greetings, but not anythingh else.

I'd like to understand what is going on, but for this I need a save just before starting the quest.

Edit: Cannot reproduce the issue at the tomb of skaalara.

To further debug the issue I will probably need your savegame(prior to starting this quest)

 

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Right, I know what the Tomb of Skaalara problem is.

The tomb is initially blocked by ice. At stage 10 of The Totem of Claw and Fang the ice is removed. But it is possible to begin the quest at stage 20 if you select "Totem of Claw and Fang" instead of "Ristaag", which is what I have nearly always been doing (because "Ristaag" doesn't appear as an option until you end the conversation and start another one). So I have been jumping over the stage at which the tomb is made accessible.

I've attached a fix, which is simply the script from stage 10 copied to stage 20 as well.

Attachment Size
Tomb of Skaalara fix 2.22 KB
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I've had another play with the construction set. This patch adds quest markers for the Skaal Test of Loyalty quest. Useful if, like me, you derive no pleasure from charging blindly around the wilderness on the orders of a lying magic stone looking for something that you increasingly suspect doesn't really exist.

Note that all the things that are otherwise awkward to find (eg the Good Beast) do in fact definitely exist despite my earlier doubts.

Attachment Size
Quest markers for Skaal Test of Loyalty 19.36 KB
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Tomb of skalaara fix.

You are right the issue lies in the last greeting of the Attack on Skaal Village.

I fixed it with the right topic. However I feel that coping that script resoult in the stage 20 it's not a good fix but an ugly workaround.

For the Saveria enchanted sword, it is an Cast when used enchantment.

However I need to look if it can work with the UCWS system or I need to script it.

Ok  for the quest marker. I will include them in the patch(just to be sure that you didn't change somethingh that conflict with the changes I made)

 

Ok I looked at your fix. But in their current state are not usable directly. The esp files are extremly dirty, with many dirty edits and some bad edits.

Consider yourself: more than one fix in your esp is overwrotre by a wild edit by another one.

I will merge your fixes with my fixes to avoid record overlap.

I will take a point:

1)Whitewalker enchantment included

2)Tomb of skaalara fix: Discareded. Your is not a proper fix but rather a workaround. Also the added script is incomplete(rendering the quest easier that it should be and others potential issues). Not only a woraround but an exploitable one.

A proper fix(that address that cause of the bug) will be released and included.

3) Quest marker for the skaal test of loyalty.

They will be merged becouse they change some quest I changed.

Also I will make them toggleable as the original ones.

I feel however unconfortable(And I think many others) to have Questmarkers and Map Markers from the quest start. I will probably keep only the map marker, but will not make them travelleable by start(only after you discover them). I will delete Questmarkers to the Standing Stones.

4)Some changes in the Hrotmund Barrows door's script , now it will check for the player before running the script. Better conditions and some conditions made reset properly in some cases.

5)Still need to  test Saveria's Sword.  Probably it will not make in this.

I hope to relase it tomorrow or at least Friday.

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Sorry about that. For my own sense of completeness if nothing else I've cleaned the quest marker mod and reposted it. I am puzzled by 'make them travellable by start' as I specifically made them so that they would have to be discovered (as you would expect). I agree, your proposed fix for Skaalara is fine if you can guarantee that stage 10 won't be skipped. If you can't, then action has to be taken at stage 20.

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Ok. The right behaviour is that stage 10 should not and could not be skipped. I can condition the stage 20 dialogue to apear only after stage 10 triggered. Considered the mod type, 19.36 KB seems a bit too much for a cleaned one. However it is already implemented.
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It would appear that quest targets, (and there are about 20 of them) contain more data than might be expected.

Anyway, I have some more minor bugs to report. None of these cause problems, and in fact one of them makes the quest easier, but I may as well document them :

  • The Daggers of Judgement - In some places the daggers get referred to as "darts".
  • Find Brother Nads - The quest marker points to Nads before you have been told where he lives (stage 50 reached but not stage 25).
  • The Grandmaster's Retort - The quest marker pointed to me (on the map) or north (on the compass), rather than to where I had been directed. When I got to the shop, the retort wasn't there. It's not impossible that I had already taken it and sold it and perhaps that's how the quest marker (which is set to point to the retort itself) reacts in this situation.
  • The Dwemer Goblet - The name of the goblet is spelt incorrectly ("Dewmer").
  • The Reavers all have male heads but female voices.
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 The Daggers of Judgement - In some places the daggers get referred to as "darts".

Where? They are meant to be darts actually, but were replaced with daggers of the same name because Oblivion doesn't have throwing weapons.

 The Dwemer Goblet - The name of the goblet is spelt incorrectly ("Dewmer").

Fixed.

 The Reavers all have male heads but female voices.

There are no "male" and "female" heads (unless you use OCO 2). Both genders use the same basic mesh, the rest is just facegen.

Items can lose their ability to be recharged. I saw this with Zenithar Whispers and the Amulet of Recall, but I don't know what happened to cause it.

Are you using the latest version of Universal Cast When Used System mod?

Razing the Forest - The quest completes while you're still fighting the second of the four spriggans. Presumably there is a counter that's not taking into account that the spriggans die three times.

I think this should be fixed in the next version.

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Aengoth refers to them as 'darts' and also as 'arrows' more than once, both when he gives you the quest and when you bring the daggers back to him.

As for the Reavers, see the attached screen shots. Presumably the issue is that the 'female' box is ticked. I'm not using OCO2 or any cosmetic-type mod.

You're right about UCWUS, it turns out that for some reason I wasn't using the latest version, so that 'bug' can be disregarded. I've now switched to 1.2 and was able to resurrect both dead items without too much trouble which was a bonus, thanks for that.
 

Attachment Size
Apparently male 73.36 KB
...hang on a minute 54.24 KB
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@frond: That's what happens with all that Reaver inbreeding.

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how i have to use it? When i click on the attachment only appear strange script codes 

 

frond

I've had another play with the construction set. This patch adds quest markers for the Skaal Test of Loyalty quest. Useful if, like me, you derive no pleasure from charging blindly around the wilderness on the orders of a lying magic stone looking for something that you increasingly suspect doesn't really exist.

Note that all the things that are otherwise awkward to find (eg the Good Beast) do in fact definitely exist despite my earlier doubts.

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Try right-clicking and selecting Save-As.

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Damn! I'm an idiot! Thx so much!
One more question, i can't plant seeds near the tree stone...how i've to do? Thx twice ;)

ponyrider0

Try right-clicking and selecting Save-As.

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It's the second time i modify the post, i solved stone quests, only one question, if i decided don't cure myself can i do Hircine quests like morrowind? Hircine doesn't contact me...

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