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[OLD] Morroblivion Bugs and Fixes List 2017

Submitted by ponyrider0 on

 

**This list is out of date and is being updated for 2019.**

Please use the Active Bugs and Fixes List 2019

 

UPDATE: Morroblivion Unofficial Patch 2017-Dec-18 has been released.  This version includes nearly all of the bugfixes posted below. However, you will need to start a new game unless you are updating from an older Unofficial Patch.  So the fixes here will still be useful for people who want to use their old saved games.

Looking for the Latest Bug Fixes?  They are attached to the second post.

Prefer to ask your questions in chat?  Join The Morroblivion Help Desk.

Since Morroblivion has been in development for many years, it's hard to keep track of which bugs have been fixed, still open or no longer relevant.  Since I don't have the experience or resources to set up a bug tracking server, I'll try to maintain a list of active bugs for 2017 in this first post and a list of all fixed bugs in a second post.  Feel free to post bugs and fixes you find in 2017 to this thread.

Credits (please let me know if I missed anyone):
Bug-report and fix/work-around contributors: Puddles, roxon_55, llde, Brainslasher, qwertyasdfgh, Kalnwer, DivergentDroid, Frozenwolf150, JustAnotherDisgrace, Seldalore, Diana TES GotH, Tel Ash

Main quest- Dagoth Ur's Final voiced dialog lines when entering the heart chamber are not played.

Tribunal Expansion - Unable to advance in Tribunal Quest due to missing dialog topics. Workaround: must advance at least to Antabolis Informant in Morrowind Mainquest.
- Disloyalty among the guards: can not complete quest after finding evidence that Ivulen Irano is a traitor. Can not confirm bug. Bug reporter probably confused correct note with Irano's copy of Common Tongue.
- Infidelities quest: get journal update that you've found Taren Andoren regardless of time. Taren doesn't appear properly so quest can not be completed. Can not confirm bug, quest works perfectly in v064.
- Bamz-Amschend: fight between Dwemer automatons and fabricants (faction relations bug).
- Her Hand's armor: conflict between Greaves and Greaves and Boots. Can wear Her Hand's Helmet + Devil Cephalopod Helm.
- Museum artifacts: can not sell certain items. Can not confirm bug.
- Museum: Mace of Molag Bal: shows up as option even before you find it. When you do get it, Torassa Aram assumes you've stolen it and calls guards.

Bloodmoon Expansion - Plague wolves drop "red wolf pelt" instead of wolf pelts.
- Text in books and scrolls are displayed with formatting tags visible.
- Dungeon of Skygge: skeletal enemies are already killed by necromancers (faction relations bug).
- Rebellion at Frostmoth: openning Antonio Nuncius' desk before receiving quest will break quest stages. Work-around by Frozenwolf150: questID=0101B6CE, setstage 100 to advance to next quest.
- Attack on Frostmoth: fort does not have ransacked appearance.
- Establish the Mine: Falco asks you to find more ebony, but harvesting ebony is not guaranteed.
- A Blocked Door: Hroldar the Strange does not surrender when fatigue is 0.
- A Woman Scorned: cant be completed, no quest markers. Quest Item Note does not appear in Skaal Village (falling through floor bug?). Killing Erna does not advance quest.
- The Sad Seer": Geilir the Mumbling has no dialog option to ask about Draugr.
- The Cursed Captain: can't be completed: no dialog option about missing friend.
- Hrothmund's Barrow: riddle is not voiced, riddle is asked every single time.
- Hrothmund's Axe: get message that you are granted rulership of Thirsk even without quest.
- The Ritual of Water: The Swimmer gets stuck at starting location. Work-around by Frozenwolf150: travel away and come-back: Swimmer will appear on surface of water above cave.
- Making a Choice: siding with Carnius skips straight to "Supply Route Problems" quest instead of "Setting Up Shop" quest.
- The Moon Sugar Mystery: can't advance if already spoken to Uncle Sweetshare (vanilla Morrowind glitch). Work-around by Frozenwolf150: Quest ID=0101B6CD. SetStage 30 to ask Jeleen about "Silly Song".
- The Skaal Test of Wisdom: quest breaks if choose to you feed Rigmor to wolves and then quickly kill 3 Caenlorn Wolves before they kill Rigmor. Tharsten is supposed to berate you and Rigmor is exiled anyway.
- Mead Hall: You can consume the Heart of the Udyrfrykte because it's not marked as quest item (Vanilla Morrowind bug).
- Been Infected, Korst Wind-Eye: Casting Cure Disease on Self does not work to advance dialog.
- The Siege of the Skaal Village: Werewolves have female grunts when struck. Two werewolves enter Greathall, only need to kill one to get quest journal entry.
- Castle Karstaag: Krish does not acknowledge you killed eighth Deadly Graal, can't advance quest.
- Apparition of Hircine: dialog at "Mortrag Glacier: Entry" is not voiced. +Does not teleport away. +Very easily killed and looted.
- Mortrag Glacier: Outer Ring: Carius is supposed to speak to you right away (does not).
- Tharsten has werewolf head with human body.
- Hircine's Hunt: Carius is permanently stuck in follower mode after quest.
- Ancient Nord Pickaxe, Discovery in the Mine: quest item but can be dropped -- Havok physics glitched.
- Raven Rock Mine: no guaranteed harvest from stahlrim deposit.
- Razing the Forest: Falco: responds to "spriggans" topic as if you already killed them all. Spriggans must die 3 times but quest journal updates after first deaths.
- Razing the Forest: misspelled message: "The roots should be poisend by now."
- Protect Falco: NPCs do not attack, Falco stuck in "StartConversation" loop.
- Raven Rock: stairs have unvisible walls underneath.
- Raven Rock: smith: wears both ebony and adamantium helmets at same time.

Side Quests - A Man and his Guar quest: Rollie still follows you even after reaching bridge at Foreign Quarter.
- Shrine of the Mask: using potion of cure common disease makes the true ash mask disappear?
- Shrine of the Mask: don't need potion to use true ash mask?
- Bitter Cup: picking up cup has same effect as drinking from it.
- Caldera Slave Key does not free slaves in Caldera Ebony Mine without Redoran quest.
- Abebaal Slave Key does not free slaves in Abebaal Egg Mine.
- Hawkmoth Legion Fort: all NPCs have "Get Me Out" prisoner line.
- Hawkmoth Legion Fort: Frald the White sleeps in locked prisoner's cell during daylight hours.
- Berandas: Ama Nin is dead when you get there (drops of ledge to fight daedra below).
- Salven Ancestral Tomb: vampire Mastrius will start fighting and kill his own minions (faction relations bug).
- Hair Shirt: Uvoo Llaren constantly casting heal spell on herself, then a few hours later she is unconscious.
- Webspinner: Fleetness quest: can't be completed if you get Fleetness before Threads of Webspinner under Special Duties.
- Ring of Sanguine Sublime Wisdom can't be turned in until you get specific quest under Special Duties.
- Morag Tong: Writ for Ethal Seloth and Indrosal Vendu: only Ethal Seloth has quest marker.
- if you kill Matyhn Bemis and Brilnosu Llarys before getting the writs for them, you won't be able to advance the quest line. Work-around by Frozenwolf150: Quest ID=0100b839, Setstage 100 to complete it.
- Fargoth's Hiding Place: Fargoth may somtimes appear to stutter when approaching his hiding place and does not place items there. Workaround: follow-him around in first person or, use the Wait/Sleep key to keep waiting in in one hour increments until Fargoth leaves his hiding place.

NPC and Creature AI - Escort Quest/Follower Combat AI: Sometimes they wont follow you, sometimes they wont let you go after arrival to destination. But when you are under attack, they ALWAYS put themselves between you and your enemy. --this is an issue with the Radiant AI settings, I think the easiest solution is to have the person you escort have confidence=0 so they always run away from a fight... of course, this doesn't work for the fighter's guild quest where you are supposed to help clear out a cave... for that, I need to figure out how to patch the game to have better combat AI or at least fake it.
- NPC 'Flashmobs': When arriving at Ald'ruhn using siltstrider, sometimes there is a massive spawn of redoran guards taking place, just outside the two towers. --I think it's because all guards use the same Radiant AI schedule.  I think the easiest solution is to create 4-5 different NPC variations: AldruhnGuard1, AldruhnGuard2, etc.
- Ald'ruhn Guild of Mages: NPCs crowd around the same bed. --Other empty beds exist, but NPCs all try to use same bed (Radiant AI scheduling bug).
- NPC AI Aggression/Faction Relations: Two Hlaalu guards fought each other to the death in the Balmorra square. "Raflod the Braggart", the ugly nord in Seyda neen, seems to have some "free pass" regarding attacking people. Ra'Zhid Dwemer artifacts: In Fatleg's (Hla Oad), if you confront the Kajjit guy after you stolen the artifact from his chest he will attack you on the spot, but you will also be attacked by his sidekick the redguard trader, which results in slaughter on both of them by the guards. Slaves in bandit caves, sometimes spawns outside the slave compound, and often they take the bandits side and attack you using fist fight.
- Trespassing AI: The Hlaalu-guard on the ground floor in Suran manor accuse you for trespassing imediately ("Intruder", "Get out"). There's a guest giver in that mansion, and if you dont talk with hm fast enough, you will be arrested.

Physics and Graphical Bugs --Please post location whenever you see these: Cliff racers gets stuck in many places. Some ladders in caves do not have collision polys (you fall through). Cave bandits and other cave dwellers fall through the wooden bridges, ladders down into the water. Dreughs often stuck to the sea bottom.
- Item/Furniture Positioning(post locations when found): NPCs get out of bed or chairs on the wrong side (into wall). Open books on pedistals, shelves, etc. are often turned the wrong way. --For furniture, this is due missing animation/positioning information which does not exist in Morrowind. For other items, this is the same bug as finding lamps, torches, candles placed on their side instead of upright. The problem seems to be a bad NIF conversion causing switched XYZ ordering. The easiest fix would have been to modify the NIF file, but since there are already hundreds of references already repositioned based on the sideways NIF files, the best solution is to probably just to manually change each remaining reference when we find them.
- Ancestor ghosts and dwarven specters have ash piles showing when still alive.
- Vos, Thilse Aralas' Farmhouse: second floor is disconnected from first.
- Purple objects: When the game engine can't load a texture file, it will paint those objects in a solid purple color. There are several different bugs that can cause purple objects. Here are different troubleshooting threads: Purple Seyda Neen houses.

Miscellaneous Bugs -PCName in documents(post locations when found): Some personal documents just says "PCName" instead of your actual player name.
- Magic/Spell bugs: The wild levitation spell sometimes gets stuck after the 30 sec. --If you can, please try to post instructions to reproduce.
- Mudcrab Merchant: screen jumps after transaction, barter option disabled before 8PM, tries to equip items you sell.
- Ships have inaccessible containers.
- Fortify Resist Disease over 100% makes you susceptible to disease.
- Daedric Dai-Katana does less damage than Daedric Katana.
- Dialog bugs: I have done the Bothia shrine quest and got the sword, but when I talk to some one about this subject afterwards, it registers in my quest diary like I never heard about this before (same with some other quests/subjects). --This sounds like a bug related to conditions which cause a dialog line to be played. These bugs are nearly impossible to find and fix unless you give us the (1) name of NPC, (2) the last 2-3 lines of dialog which they say in the bugged dialog, and (3) the dialog topic you chose which caused them to say the bugged dialog.
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Last edited by Daggers on 26 Nov 2022 - 18:20.

Save sound about right 4000kb, 200 Game days ,340 places on Map Completed 139 Quests .ess Save file 5379kb have not seen Bloating Game Still works Fine.. The More Play More Entrys Go into Save File Has to Get bigger... Bloating is when Save 2000kb to 8000kb Example.

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Frozenwolf150I ran into the Puzzle Canal grate problem when trying to do Pilgrimage of the Seven Graces, and I realized I wasn't using this patch.  I downloaded and installed it after the fact, and based on the changes to the title screen I assume it was installed correctly.  However, I fast traveled back to the Palace of Vivec and the grates were still inaccessible.  The only way to reach them is to use TCL to walk through the outer surface of the palace.  Did I install something incorrectly?

Sounds like you installed it properly -- unfortunately, the Puzzle Canal fix is one of the fixes that only affects new games because the doors/grates are persistent objects, so their positions are stored in your saved game file and are not reloaded from the mod.  Keep the mod installed, and your new games will have the fix.

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Thanks for the reply. Unfortunately any of the tools I have found including the Wrye Bash bloat fixer does not correct the issue. As the save size on the ESS file approaches 4000 KB, the game will crash. I am just not sure how to approach the problem. I believe the file size is just a symptom. One thing I am trying is the patch that allows the game to use more memory. What is the max size ESS file people have with the game? If others have ESS file sizes larger than 4000 KB then something about my install or perhaps just a bad save somewhere along the way?

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I mised roxon_55s post. Ok, that confirms that the ESS file can be larger than 4000 KB. Hmmmm.

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About the game crashing and noticing ESS files were approaching 4000 KB. I was looking through some of the mods available and decided to try 4gb_Patch_plus_Ram_optimization mod on the thought that if the game itself was running out of memory on my pc then maybe allowing more for it to use would help. Also, I noticed that I had the two different purge cell mods running at the same time. I had not realized that only 1 should be running so I turned the Cell Change.esp off and then set the Loading.esp to 5. So far the game is running without a crash. So it is possible the crashing came from the two cell purge mods being active. The memory patch definitely has made the game run faster. Going through doors now is almost immediate. So far so good. I may get brave and back out the ram patch and then turn both purge cell buffer mods back on to see if I can replicate the crashing. For now, I think I will just play some more ...

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You can use Purge Cell Buffers on Loading then Find ExPCB comes with an .ini you Can Use Manual Settings,, Just have to Work Out to Where you Place them in Your Load Order 1 at Beginning 1 at End, on which go where.

4gig Patch is a Must Have..

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I ran into the same problem as described in this older thread from 2 years ago:

https://tesrenewal.com/forums/morroblivion-problems/tribunal-topic-missing

I've spoken to Meralyn Othan, then Eno Romari, and exhausted all the conversation options.  I ran back and forth between them to see if anything new came up, but nothing did, and I appear to be stuck now.  I noticed that in the other thread, you have to ask Eno Romari about "Nerevarine" but I can't do this because I started the Tribunal MQ by completing a major faction questline (specifically the Mages Guild) instead of the Morrowind MQ.  I haven't even gotten to the point where "Nerevarine" shows up as a dialogue option with NPCs.

Edit: I found out that yes, I have to go back to the Morrowind MQ and finish "Antabolis Informant" so that the dialogue option shows up.  I had been trying to go through the game in very unconventional ways, and this is one of the consequences of procrastinating on the main quest.

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Try Playing through till you Get Moon and Star.

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Another problem (for me at least, dont know for others) i cant get fargoth to put his stuff in  the hollow stump, yes he starts to sneak around, and gets near the stump, right before he`s about to enter the water, and he just stops, he stutters like he`s trying to move but he cant, tried enable/disable, moveto, kill/resurrect/ tcl. 
P.S. its not a clone of the NPC.

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Have you Checked the Stump.

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roxon_55

Have you Checked the Stump.

 

Of course i did...

He cant approach the stump like i sad it seems he is stuttering when i needs to enter the water around the stump.

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Last 2 times i Played the Quest, go get the Quest in the Morning leave seyda neen be back there by 10.30 pm dont go near the Light house Followed him in Camera Mode he goes to the stump, if you miss him then for the next 20+ times he never goes to the Stump as you say he Goes into Stutter Mode. if you Caught him the First Time even in camera Mode the items turned up in the Stump you will have to try 1 of the Fixes.

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Well i fixed it by re loading my save file for like 10 times, and NOT going to the lighthouse when i got the quest, so i simply started following him for the whole day and eventually he got to the stump, and i looted the items, the thing is that its was just annoying to follow him up, huge time waster, oh and i  tried like you sad to get out of Seyda Neen but that did not work either.

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Don't Know about a Waste of Time 300-400 Game Days Playing Morroblivion is Still a Lot Fun.This is Why they say Save Often..

Another Self-e.

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JustAnotherDisgraceWell i fixed it by re loading my save file for like 10 times, and NOT going to the lighthouse when i got the quest, so i simply started following him for the whole day and eventually he got to the stump, and i looted the items, the thing is that its was just annoying to follow him up, huge time waster, oh and i  tried like you sad to get out of Seyda Neen but that did not work either.

Sorry, I never noticed this problem before because my computer is not powerful enough to have a long view distance to see NPCs from the top of the Lighthouse.  I suspect that Fargoth is getting stuck in a collision box and then his AI is failing to complete it's path.  When this happens, if you use the Wait/Sleep key to advance time by 1 hour (repeat as needed) until Fargoth leaves then the items will be in his hiding place.  This workaround has been tested to work whether you are on top of the lighthouse or following behind him.

My personal method to finish the quest, since my view distance is not that far, is to just go to the top of the lighthouse.  Wait until 10pm.  Then wait in 1 hour increments until about 2am.  Then go down to the hiding place.  There is no need to watch or wait for any NPC.  Just follow those steps.

The ideal solution would be to fix all the collision boxes for the meshes and then hack and fix the Oblivion physics engine so that it accurately calculates movement and collisions for small and distant objects... while the collision box may potentially get done in the future, I don't think hacking executable code to fix the physics engine is worth anyone's time or effort.

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Pic Looking from Lighthouse can not see any Extra Collision Boxes,the only things there are the Stump setup and Finemouth Seat on the opposite Side to where the Stutter Happens..TPG_TCP Views can not See any Extras have to Check CSE.

Attachment Size
hiding_place_23_10_2017.7z 1.82 MB
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What's the <missing name> object supposed to be?  I've seen this item sold by several merchants in the miscellaneous category.  It costs 16 gold and weighs 0, but has no item icon.  When I bought and equipped it to find out what it was, it made the torch lighting sound and was displayed as an oversized blue lantern held sideways instead of right side up.  When I tried dropping this item from my inventory, it floated in midair and could not be interacted with again.

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Go back and check what the Numbers Are on the Lanterns.

I just did 2, 1 at Southwall Cornerclub False Number started with ( ff ). Candle. Floated in the air When Dropped..

Second was Ra'Virr Trader Balmora Same Started with ( ff ) it was a Lantern will Keep Looking. Floated in the Air when Dropped..

Dralasa_Pawnbroker,,Meldor_Armorer,,Milie Hastien_Fine Clothier..White Haven_Fine Aclhemist.. All Have Lanterns_Candles all with False Numbers..Player Hold Candles & lanterns Correct.a Couple of the candles did not drop to the Floor. Some Numbers or which Shop to go to..

Thanks.

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Most of the "floating" lanterns are not actually broken or bugged -- they have been modified to disable Havoc physics so that they can be positioned on hangers/trees/walls and not continually fall down in an infinite loop.  What is actually broken / bugged is that they need one of two things:

1) completely disabled user interaction and removal from all NPC/Vendor inventories so they can act as static light fixtures in architecture, OR

2) a dynamic script applied to them so that the version with Havoc disabled is switched out for the same lantern that uses a model with Havoc physics enabled.

The second approach is what I've used for torches in the Lights and Darkness mod.  I have a working version of the above script to fix problems with falling lanterns in the Tamriel Rebuilt conversion.  I just have not had time to apply this script to all lanterns in vanilla Morroblivion.

Don't waste time testing lanterns in-game to see if they are broken... a faster way is to check the NIF files to see if Havoc physics is enabled or disabled.  Once I'm done with the TR conversion, I'll try to apply the lantern fix script to the vanilla assets.

And the sideways lantern is just part of the sideways object bug which affects many auto-converted models like books, torches, etc (refer to Sideways Object bug for more info).

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One of the reported bugs I do not see listed here is Ahnassi quest bug fix. In my guide I do list this bug fix, but I wonder if it is needed?

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Adding it to the fixed list, thanks for pointing this out!

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Unfortunately, I still have my hands very full trying to rebuild my development setup on another computer since my main Morroblivion development system had a harddrive failure several days ago.  However, perhaps we can start a discussion about combining all of the bug-fixes on this thread into an Unofficial Morroblivion Patch?  Here are some questions to address:

1) What bugfixes should be combined into the patch?

2) Are there any bugfixes that should only be a separate optional patch?

3) Should this be named an "Unofficial Morroblivion Patch" or just "Unofficial Morroblivion v65"?

4) If we want to call it "Unofficial Morroblivion v65", it's probably best to merge this directly into the v64 master.  Does anyone have experience doing something like this?

5) Are there any other questions/issues we should ask/discuss?

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2 Lots of Patches.

1 Everything to do With UCWUS all in 1 Patch as an Upgrade to improve and Fix In Game Ench on all Game Content as in more armor Slots,Weapons,Armor,Rings examples.

2 Morroblivion_V064-V065 Fixes 2017

as a ( Must Have )..for all other Content. If possible all Fixes 01\01\2015..On

Went back to Page 16 up till Page 10 looking for Updates to Create a New Update Patch, dont know if you have had the chance to go Searching.

Missing Placements, would it be worth placing Cliffracer in Also.

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Unfortunately, this glitch reported 2 years ago still exists in the current release:

https://tesrenewal.com/forums/morroblivion-problems/imperial-legion-morag-tong-advancement-failure

I've returned both the Lord's Mail and Chrysamere to Varus, and when I exited the conversation I was told I was eligible for promotion to Knight Garland.  However, when I ask him about "Advancement" he tells me to follow all his orders, and when I ask him about "Orders" he tells me only a Knight Garland is eligible.

I'll have to see if the hotfix in that thread works.  It should be added to the unofficial patch, given that this glitch effectively breaks the questline.

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Thanks roxon_55 and Frozenwolf150.  I'll add all those patches to my list for merger into our Unofficial Morroblivion Patch or whatever we end up calling it.

@roxon_55: Thanks for searching through all the old posts!  I'm still trying to re-create my mod development so your help is very appreciated!

Also, about UCWUS (Universal-Cast-When-Used-System aka enchanted item fixes): putting all of the item enchantment related mods into a single separate file sounds reasonable.  We can still package it in the same download as the core fixes.

I should clarify to everyone that (at least as of version 1.8) Morroblivion-Fixes does not incorporate any fixes found elsewhere.  I posted the first version in July 2016 and all fixes that I've made up to now have been for bugs which were not fixed by any other patch.  Which is a long way of saying that you should be installing all patches posted after January 1, 2015 if you want the associated bug fixed. (At least until the "Unofficial Morroblivion Patch" is created.)

 

Frozenwolf150

Unfortunately, this glitch reported 2 years ago still exists in the current release:

https://tesrenewal.com/forums/morroblivion-problems/imperial-legion-morag-tong-advancement-failure

That's probably because the "current release" was posted around November/December of 2014, and this bug-report and the possible fix were posted in March of 2015.  So, I agree: it's very unfortunate that we can not travel back in time. JK [External image]

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So whenever I fight an enemy that wields a morroblivion version of still claymore my game crashes. Any working fix?

 

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Tel Ash

So whenever I fight an enemy that wields a (( morroblivion version of still claymore )) my game crashes. Any working fix?

 

If possible could you Load a Earlier Save go to Where, you Know 1 of these Swords Are, Use ( ~ ) console Click on the Sword, If the Number Starts with ( 01 ) Post the Number. then just exit your Game ..

Thanks.

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Good news / Unofficial Project Announcement:
I finally have a working Oblivion mod development machine setup.  I am going to hold off on any new fixes/patches and focus on merging all existing patches since Jan 1, 2015 into an Unofficial Morroblivion Patch.  I will use the release date as the version number.  Hopefully, the first version will be Unofficial Patch 2017.12.01 or something close to that date.

EDIT: Please help me figure out how much interest there is in making an Unofficial Morroblivion Patch, click thumbs-up if you want it or thumbs-down if not interested.  Thanks!

Karma: 3 (3 votes)

ponyrider0

I've been trying to figure out a solution to prevent cliffracers from doing this for months -- but your comment just gave me an idea.  I will need to do some testing, but I think there is an intelligence threshold below which a creature can not operate doors.  That's probably the best way to keep cliffracers and any other creatures which need to be confined to a single area, from leaving that area.

Looking through the old posts that roxon_55 sent me: It turns out that I was about to re-invent the wheel for the cliffracer fix.  Bullfrog had already did all the testing and created the mod to prevent cliffracer's from using doors:

https://tesrenewal.com/comment/75098#comment-75098

This will be included in the Unofficial Patch.

Update:
Thanks again to roxon_55 for going through all the forum posts looking for fixes/patches since Jan 1, 2015!  I've counted up about 37 mods (including ESPs, Meshes, etc) to potentially merge into the Unofficial Patch.  I'm going to make a tentative goal of releasing an experimental version for testing by the end of November / Thanksgiving Holidays.  Then hopefully everyone can test the mod and send feedback throughout December with a goal of releasing an official version by Christmas Holidays.  This is probably an overly optimistic timeline since it will require me to merge, package and test about 2-3 mods everyday for the next 2 weeks.  I'll post general updates to this thread and try to maintain a separate daily developer blog.

And please remember to vote up or down regarding your interest in the Unofficial Morroblivion Patch in the previous post.

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I'm still playing through Bloodmoon right now, and I'll have a more comprehensive bug report once I've explored everywhere I can think of.  Though one glitch that appears immediately when arriving on Solstheim is the one addressed here:

https://tesrenewal.com/comment/71360#comment-71360

If Bloodmoon creatures can't be searched, it pretty much breaks all the major questlines.  I did find one exception, which is the spriggans.  If you attempt to search them the first two times you knock them down, you'll be blocked from searching them the third time, even though the search icon appears correctly.  If you wait until you beat them the third time before trying to search them, it usually works.

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Good to Hear ponyrider0 will keep Looking to if we Missed Any.

Horker will have to go into Patch the Orig Horker Body Dated 14\05\2013 217kb you can Loot, the File in the ( .bsa ) 216kb you cannot Loot Never had this Problem cause My Game runs the File out of Directory Structure not the .bsa never took them out any Upgrade.

Can Repost the Horker Files.

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Here is my current list of mods to merge into the Unofficial Patch.  Mods will be divided into a core patch, a separate magic overhaul patch and an optional patch.  This is only a tentative list because I will be going through each mod to verify that there are no duplicate fixes, dirty edits, or incompatibilities with each other.  More details are being posted in a developer journal.

@roxon_55: please post the original Horker files and I will include them. Thanks.

If you haven't voted on the patch, please vote-up or down on this post here.  I will probably be adjusting my development timeline based upon potential number of testers and overall interest among users.

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Link for the Orig files Still on Mediafire.

Kreshweed fix is it for Morroblivion or for TR, Kreshweed have gone Bloated up on Dagon Fel.

Downloaded them then Pulled all the Horker Files out setup in Directory structure. no .esp

pdf list for people who do not have a ( .xlsx ) Reader like Openoffice.

Would you be Better of just to Use Werewolf Redone v0.9 in your Patch. the Claws Fixes should not be Need now that iidle's had the chance to Finish his werewolf File.

Are the nohavok-clutter files going as a Optional Extra

When doing The Black Dart Gang, you Drown them, Quest does not Update till you Talk to Narisa Adus. Quest Completed.

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roxon_55

Would you be Better of just to Use Werewolf Redone v0.9 in your Patch. the Claws Fixes should not be Need now that iidle's had the chance to Finish his werewolf File.

Are the nohavok-clutter files going as a Optional Extra

When doing The Black Dart Gang, you Drown them, Quest does not Update till you Talk to Narisa Adus. Quest Completed.

I will review Claw Fixes to see if it negatively impacts game and if I can do it with existing assets in Werewolf Redone.

NoHavok-Clutter will be optional.

I will review Black Dart Gang quest to see if any changes should be made so that it completes in an intuitive way.

Thanks.

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When running Around Godsreach you hear Venasa Sarano Raving about Robot Arena but nothing in here Dialogue to Pick, the Quest Up From. Know how to Start Quest so no Prob. Do the Quest Dwemer Warbots,,Ignattius Flaccus Ask you to get 3 Dwemer Cogs, get Cogs Return when you Give them to Him He only Takes 1,,could not Work out why i was carrying 100 Extra.

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I posted a discussion on my developer journal today about how to include UCWUS in the Unofficial Patch.  My current opinion is to integrate the full UCWUS scripts into the Core patch so that Ring of Healing and Ring of Fireball always work and reserve a separate "Magic Overhaul" Unofficial Patch for things like OBME-based mods and Argonian water breathing.  For more details and my reasoning, please see the developer journal post for more information.

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Hello. Another issue I would like to be added to the patch is those belts fix. For example belt of heart or something like that restores 25 health per second. Constant effect. I kind of never died in oblivion. But with this belt I doubt anything that kill you at all. I witnessed 7 assassins with paralysis blade that tried to kill me. I just waited untill their weapons broke and killed them. Same situation happened when 3 grummits deathdealers(pretty tough enemies) tried to get me. Anyway I've found this on the forums. It's a fix made by Brainslasher.
 

Attachment Size
morrowind_ob_-_hearthbeltfix.esp 246 bytes
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Tel AshHello. Another issue I would like to be added to the patch is those belts fix. For example belt of heart or something like that restores 25 health per second. Constant effect. I kind of never died in oblivion. But with this belt I doubt anything that kill you at all. I witnessed 7 assassins with paralysis blade that tried to kill me. I just waited untill their weapons broke and killed them. Same situation happened when 3 grummits deathdealers(pretty tough enemies) tried to get me. Anyway I've found this on the forums. It's a fix made by Brainslasher.

This issue is supposed to be fixed in Morroblivion-Fixes.  Please let me know if Morroblivion-Fixes does not fix it.  Also, Brainslasher's fix is actually an old rebalancing work-around designed for older versions of Morroblivion prior to v64 when the Cast-When-Used scripts had not been developed yet.

Also, thank you for posting this report.  It is a perfect example of issues that users have when the UCWUS features are not fully integrated into Morroblivion that I just discussed here.

Update: (Repost from previously mentioned developer journal)

I've made a final decision to fully integrate UCWUS into the Core Unofficial Patch.  New and old users alike have trouble understanding how to install Morroblivion and what each of the ESPs in the v64 Base Install do.  In my opinion, making everything simply work is an acceptable trade-off to theoretical incompatibilities.

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The active bugs and bug-fixes posts have been updated with the new bug reports and fixes on werewolves.  The latest Werewolf Redone patch is here.

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When Playing claw and Fang Quest in the Tombs of Skaalara you Get the werewolf Effect on the Player and you Can Not Remove it With Potions or with Spells you Can Not Open the Chest Because of the Effect Clip 01,with the werewolffix Activated.

Clip 02 is with Saves Deleted Back to Mournhold to Remove all Entrys out of the Save File Played All Quests Back Up to the Same Point and in the Tombs of Skaalara no Script Effect you Can Complete the Quest..

Attachment Size
01_skaalara_werewolffix.7z 9.71 MB
02_skaalara_without_fix.7z 9.16 MB
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While the siege of the skaal village quest is active every nordic character(even ones from oblivion) will spam "Some of the beasts ran inside come get them quickly".

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The call wolf and call bear powers are marked as Destruction spells while they have to be Conjuration.

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Hircine does not use his voice lines. After his first speech he does not disappear - you can onehit him and loot his corpse. Imperial general dude follows you till the last fight while in vanilla he wasn't following you after the first chamber. I had to disable him via console because the poor dude initially found me in he Imperial city, like a good stalker he is.

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The chests in divayth fyr aren't supposed to be "key only" as far as I remember. I remember picking one chest to get that daedric moonblade.

 

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I am currently compiling a list of all the recent bug reports in the last 2 months.  I will be out of town for the first two weeks of December, but hopefully, I will be able to post a few updates on the active bugs as well as send out some follow-up questions for details regarding the bug reports. 

If you've posted a recent bug report and were able to fix or solve the problem with one of the bugfixes here or using any kind of workaround, please be sure to update your bug report so other people can benefit from your knowledge and experience.  Thanks so much!

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I've finally finished updating the Active and Fixed Bugs List with everything up to the release of the Morroblivion Unofficial Patch.  I've fixed a couple minor bugs and will incorporate that plus all the things I've left out from the last Unofficial Patch into a new Patch.  This will hopefully be released in a few days (some time next week).

If I've left out any bug reports or workarounds please let me know.  I left off Fjol the Outlaw and the Cyrodiil to Seyda Neen travel time bugs because they are going into the next patch.

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