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[Old Version] Multiple fixes to v064

Submitted by ponyrider0 on
Attachment Size
original version 31.95 KB
morroblivion-fixes-v1_1.esp 32.09 KB
morroblivion-fixes-v1_4.esp 77.61 KB

UPDATE: The latest versions of this mod will be posted in [REL] Morroblivion Fixes.

Hi, folks.  First, I want to thank everyone who's contributed to the Morroblivion project and helped make it the great game that it is.  Since the last official update to Morroblivion (v064) was almost 2 years ago, I'm not going to hold my breath for another release.  (If this isn't the case, please let me know.)  

Anyway, over the last few weeks, I've been playing through the game and making modifications as I go along.  The following ESP is the first part of several fixes and additions I've made.  I'll make another post with an ESP that changes/fixes some magic system related things, and perhaps another post with an ESP that tweaks NPC faces to be more compatible with OCO2.  Also, I've been trying for the last two weeks to convert Tamriel Rebuilt to Morroblivion but there are a lot of obstacles including corrupted landscape data and so many database items that the ESP Converter crashes I've been breaking up the regions and the database items, but it's very slow going.  

The attached ESP contains the following fixes:  

  • The Main Menu script has been modified so that you can start a game in Morrowind multiple times. In order for the Morrowind setting to take effect, wait about 3-4 seconds before clicking "New Game" when the main menu displays. Previously, a second new game always started you in Cyrodil.
  • Fargoth now spends most of his time in front of the Census office so he is easier to find (no need to lockpick his house just to give him his ring).
  • The door to Foryn Gilnith's house is now unlocked for most of the day. Apparently, he was unable to unlock his door because it was owned by his faction and not personally by him.
  • You can now sleep in Foryn Gilnith's bed again, similar to Morrowind.  (His roommate won't mind.)
  • You can now sleep in the bedroll in the Census office, similar to Morrowind.
  • Blades trainer beds have been re-assigned to faction owned, so they are now all usable (after you join the Blades.)
  • Surane's bedroom door in Caldera can now be lockpicked without incurring a bounty (like in Morrowind).
  • Mage Guild Guides have all had AI adjusted so they spend most of their time at the transport pad.
  • Also, the Guild Guides have had their faces tweaked.
  • The supply closet in Ald-ruhn Mages Guild is now locked, like in Morrowind.
  • The Telvanni Mouths in Sadrith Mora have had their AI adjusted to spend most of their time at their stations.  They no longer get weekends off (which was confusing to me, since I couldn't tell which gameday corresponds to a weekend).
  • The Dreugh Warlord in Koal cave near Gnisis is now named "Dreugh Warlord" instead of just "Dreugh".
  • Daedroths have been changed to use the Oblivion creature mesh.
  • A bug in the Mysterious Killings in Vivec quest is fixed.  Previously, speaking to Elam Sandas about details of the killings before actually asking him for work resulted in skipping a quest stage where necessary quest items were spawned.
  • The Grandmaster's Retort quest given by Big Helende has been modified so that the quest dialog now uses the term "Grandmaster's Retort" again rather than the Oblivion equivalent, "Master Retort".  The specific retort mentioned in the game has been changed to be a Grandmaster's Retort as well.  However, for flexibility, you can still give her either the Grandmaster's Retort of the equivalent oblivion item (Master Retort).
  • The Potion Recipe quest from Big Helende has been modified so that you can ask Anis Seloth about the potion recipe and get the dialog response that she gave in Morrowind.
  • Also: the Bandit faction disposition modifier for the player is adjusted.  Previously, it was -100 which was absolute overkill since almost all bandits have an aggression level of 82 or higher.  I changed it to -10 which seems more sensible.  **recommend combining with the Calm Humanoid spell-fix in my magic-fixes post for fun use of high personallity and speechcraft skills. 

EDIT: Updated post with Version 1.1

  • Modified Main Menu script to now display message "Morroblivion v064" when it loads for the first time.  Wait until you see this message to know that a new game will start in Morrowind instead of Cyrodil.

EDIT: Version 1.4

  • Moved NPC face changes to my Morroblivion-Faces-for-OCO mod (will put link here).
  • Adjusted the position of some hidden loot in Seyda Neen so they are less likely to fall inside the meshes where they are hidden.
  • Fixed a dialog bug so that Scout NPCs will now have the "My Trade" dialog topic appear.
  • (WIP) Scouts and Savants will now mark cities on your worlmap. (currently implemented for Balmora, Caldera, Ebonheart, Gnaar Mok, Hla Oad, Pelagiad, Vivec)
  • (WIP) Modified MapMarkers to only allow FastTravel after you have visited the above areas.
  • Bash Tags: Actors.AIPackages, C.Owner, Factions, Invent, Names, Relations

Compatibility/Load Order:
- I recommend loading this mod after the standard Morroblivion mods included with v064 except for the "Morrowind_ob - Morroblivion Maps.esp" mod (or any other worldmap replacer mods).
- If you use mods that modify specific stats, spells, inventory, AI, faces for specific NPCs, they may conflict with this mod.  In that case, you will need to use Wrye Bash to create a Bashed Patch to integrate the changed records from each of those mods together.

Karma: 4 (4 votes)
Last edited by ponyrider0 on 24 Oct 2016 - 06:40.

Thank you! I'll be tracking your updates and trying out your fixes. [External image]

 

Karma: 1 (1 votes)

Thank you very much for your work. I will include some of it into the next master release.

Since the last official update to Morroblivion (v064) was almost 2 years ago, I'm not going to hold my breath for another release

Well, it's 1,5 years, not 2, don't exaggerate :)

But truth be told, there was so little activity on these forums for a long time (apart from last month or so), that I wasn't particularly motivated to finish the next release. V065 is currently sitting on my HDD about 75% done.

Also, I've been trying for the last two weeks to convert Tamriel Rebuilt to Morroblivion but there are a lot of obstacles including corrupted landscape data and so many database items that the ESP Converter crashes I've been breaking up the regions and the database items, but it's very slow going.

Good luck with that. Personally, I wasn't able to convert anything apart from Map 1 (Telvanni territory), back when TR was released as multiple esm's.

Karma: 3 (3 votes)

qwertyasdfgh

Well, it's 1,5 years, not 2, don't exaggerate :)

Hehe, I stand corrected: "1,5 years".  :D

Let me know if there're changes you'd recommend I make to my ESP so you can more easily merge with the master.  I'm planning on putting the NPC overrides into a separate file so that they can be mergable with other mods via Wrye Bash.

 

Karma: 0 (0 votes)

Great to hear a new master release is being worked on, if you need any help, let me know.

Karma: 0 (0 votes)

@ ponyrider0

I am including many of your fixes and updates in my latest guide "Mod Organizer Modded Morroblivion". It is still a WIP, but several of your fixes are already included in it. Thank you for all your work. It is greatly appreciated! I can't wait to see more, especially Tamriel Rebuilt.

 

Karma: 0 (0 votes)

That's really swell!  Thanks for the kind words but most of the credit really goes to all the contributors to Morroblivion over the years.  Mainly, I just copy and paste their work in new places, make a few changes and cross my fingers. [External image]

Karma: 0 (0 votes)

Where should this go in the load order?

Karma: 0 (0 votes)

The only conflict I've found is that it will over-ride your world map, so any world map-mods like Morrowind_ob - Morroblivion Maps.esp will need to be loaded after it.  It should play well with with most other morroblivion ESPs.

Karma: 1 (1 votes)

Hi, long-time lurker and Morroblivion player.  I created an account just now to voice my support for this project and everyone who has contributed (and to let qwertyasdfgh know that people still care).  :) 

Karma: 2 (2 votes)

I updated the ESP to version 1.4.  The changelog and download are in the original post.  This version adds some fixes to dialog for Scouts/Savants so that the cities they talk about will show up in the Worldmap.  Corresponding fixes to mapmarkers were made to only allow you to Fast Travel there after you have visited those sites. Another addition to this version is use of Bash Tags to help Wrye Bash preserve changes when using conflicting mods via a bashed patch.

Karma: 1 (1 votes)

Any chance for a version without fast travel changes?

Karma: 0 (0 votes)

You mean a version which will allow you to fast travel as soon as a Scout/Savant places a marker on your map?  Sure, I'm actually working on an overhaul of most of the Morrowind mapmarkers -- I will make an alternate version which allows immediate fast travel once a marker is placed on the map.  I'll put a link to it here once I post it.

Karma: 1 (1 votes)

Great. Thanks.

Karma: 0 (0 votes)

***Deleted Comment*** An error on my part. Apologies.

Karma: 0 (0 votes)

Slight hiccup I noticed just now with the patch for 1.4. For some reason the link for 1.4 points to a file with the name "morroblivion-fixes-v1_4_0.esp" so the 1.4 esp needs a slight renaming to prevent a missing master error.

Karma: 0 (0 votes)

fixed. thanks for catching that... auto-renaming by the webserver when I tried to update the initial upload.

Karma: 0 (0 votes)

I thought that was the case as i noticed the _0 on another file I grabbed but I wasn't sure since I grabbed it twice.

 

Does the patch need bash tags?

Karma: 0 (0 votes)

The (fasttravel) patch could benefit from bash tags in case there are other mods that modify mapmarkers -- unfortunately, I don't think there are any bash tags defined for Worldspace Object References yet.

Karma: 0 (0 votes)

Would anything in this cause the stump part of Fargoth's quest to hang? I'm having a problem where Fargoth just stands at the stump until I zone through(enter and exit) the lighthouse, no matter how long I wait.

 

On second thought, I see a new fix thread so i'll see what happens when I add that one and phase out the things it replaces.

Karma: 0 (0 votes)

@Quorwyf

Did you figure out your issue with Fargoth?  I looked through all of his scripts and I don't think my changes should affect the Hiding Place quest.  But I did fix one bug regarding his ring and this quest.

Hiding Place Quest spoilers Once Fargoth gets to the treestump, a script associated with the treestump should be activated which alters Fargoth's AI Package and forces the game engine to re-evaluate (EVP script command) his AI.  I suspect that sometimes the game engine doesn't run the EVP as intended, causing him to idle at the stump for 4 hours.  By zoning out/in, you are manually resetting his AI Package which allows him to move on to the next activity. 

I did find a bug where his Ring was never added into his inventory (and therefore never gets added to the tree stump).  Fix will be included in v1.6.

Karma: 1 (1 votes)

I haven't re-tried that quest just yet. Been running around looking for trainers.

Good catch on the ring. I meant to ask about that a while ago but it slipped my mind.

Karma: 0 (0 votes)

Fargoth's quest still isn't advancing. I thought the problem may have been within this mod as the only changes I made in my mod setup from when I was able to complete was adding in some of the fixes that popped up here over the past 2 months or so, and this one was the only one that I recalled actually mentioning Fargoth. Whatever. I'll just advance it with the console.

Karma: 0 (0 votes)

quest spoilers Where exactly is the quest stuck?  With Fargoth at the treestump and not leaving or no items in the treestump?  If he just isn't moving from the treestump, then it's probably Fargoth's AI package not resetting and you can usually get around this by waiting several hours until 8am or so.  If there are no items in the tree stump, then the actual script code may not be running properly.
Karma: 0 (0 votes)

Fargoth goes to the stump and stays there until I zone out and in. It doesn't matter how long I wait, Fargoth doesn't leave until I zone out then back in. When i check the stump after he's gone, its empty.

Karma: 0 (0 votes)

It sounds like the script associated with the treestump is not working -- do you have any tree-replacers installed?  well, technically it's a container... so any tree or container mods could potentially screw with the script.

hiding place spoilersFYI, the treestump's Base Record EditorID is fbmorrofFloraUBMUtreestumpU06 and the actual reference's ID is mwMSLookoutTreestumpREF (0102BB66).  If you click on the treestump with the console open, make sure that you see the reference's ID.  The script that is essential to updating Fargoth's AI, populating the treestump and thus advancing the quest is fbmwmslookouttreestumpscript.  This script is supposed to be run when Fargoth activates the treestump.  The fact that he walks up to the treestump suggests that the AI to make him activate it is probably working, which then points to the treestump's script as the issue.   

 

Karma: 0 (0 votes)

I have some replacers installed but i'm pretty sure they only change the meshes and textures, and the quest was functioning with all of my present ones in place. I checked the stump's id in the console and I see "Hollow Tree Stump" (0102bb66).

Karma: 0 (0 votes)