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Bullfrog
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Does anyone else still

Does anyone else still experience issues with collisions in Daedric shrines?

I entered Ashalmimilkala. Down the curved stairs was a Daedroth. It charged towards me and I killed it with a spell. The dead creature fell through the stairs.

The NPC "Meryaran" came running for me and knocked me to the ground while I was on the stairs. I fell through the floor and slid down the stairs, but actually "under the stairs". I couldn't get up anymore after that and had to reload the previous save.

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Bullfrog wrote:

Bullfrog wrote:

Does anyone else still experience issues with collisions in Daedric shrines?

I entered Ashalmimilkala. Down the curved stairs was a Daedroth. It charged towards me and I killed it with a spell. The dead creature fell through the stairs.

The NPC "Meryaran" came running for me and knocked me to the ground while I was on the stairs. I fell through the floor and slid down the stairs, but actually "under the stairs". I couldn't get up anymore after that and had to reload the previous save.

Confirmed: the first stairs have correct collision, but the first platform at the base of the stairs has a collision bug.  I'm assuming it's a reversed normals problem... will try to track down the NIF and fix immediately...

EDIT: confirmed collision normal bug.  NIF file fixed and hotfix is posted in the second post of this thread.

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Wow, that was a quick fix. I

Wow, that was a quick fix. I just tested it with the old save and can confirm that it is working fine.

Thank you very much! :)

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I entered Sorkvild the Raven

I entered Sorkvild the Raven's Tower near Dagon Fel, and killed him and all his henchmen.

When I try to collect my rightful booty of stuff lying around, a lot of it is marked as stolen items.

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Frohwalt wrote:

Frohwalt wrote:

I entered Sorkvild the Raven's Tower near Dagon Fel, and killed him and all his henchmen.

When I try to collect my rightful booty of stuff lying around, a lot of it is marked as stolen items.

I just checked the original Morrowind.esm and you are in fact wrong: it is not your rightful booty, but is rightfully the property of Sorkvild the Raven.  There may be a discrepancy for how Morrowind handles ownership of items when the original owner dies, however, Oblivion's engine maintains that the original owner is still the original owner even when he dies.  If you want to change this behavior, then that would be an additional mod NOT a bugfix.

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ponyrider0 wrote:

ponyrider0 wrote:

--- it is not your rightful booty, but is rightfully the property of Sorkvild the Raven.

Thanks, tough luck for me - so I will have to sort it out with Sorkvild's heirs, if I ever meet any.
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Ever time I try to go to

Every time I try to go to Firemoth, the game crashes.

When I talk to the third of my companions (doesn't matter which one) on the dock of Seyda Neen, the game teleports me and them to a beach (I could see it once) and crashes immediately over there, or in most cases just before.

What can I do ?

PS. When I swim over there, without the companions, I can enter Firemoth island without problems and walk there freely.

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I have done the Firemoth

I have done the Firemoth quest not long ago, shortly after I arrived from Cyrodill. It was working fine. You may be a victim of the infamous crashes on cell changes. These are very common on the Bitter Coast. I suggest that you do the following:

- go to the guy on the Seyda Neen docks that teleports you to the fort
- save the game
- open the console and enter "pcb". (this purges the cell buffers)
- talk to him and you should be able to get to the island without crashing the game

You will probably experience such crashes in other places, for example northwest of Pelagiad or around Gnisis. I'm currently running my own cell purger mod together with ENBoost 0.259. The game runs pretty stable with it in Morrowind worldspace. I guess any other cell purger mod should help too.

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This helped, many thanks !

This helped, many thanks !

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Here to report another bug. 

Here to report another bug.  After I completed the Hortator quest line I was also automatically called the Nerevarine of the Ashklans.

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When I talk to Suryn Athones

When I talk to Suryn Athones in the palace of Justice in Vivec about slanders (Imperial Legion quest), he attacks me (I let him deal the first blows). The other Ordinators around hurry to his help and attack me as well. Having killed Suryn, there is a bounty of 1000 draken on my head and I have gained 1 infamy for murder.

Why is self-defense not accepted here ?

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Frohwalt wrote:

Frohwalt wrote:

When I talk to Suryn Athones in the palace of Justice in Vivec about slanders (Imperial Legion quest), he attacks me (I let him deal the first blows). The other Ordinators around hurry to his help and attack me as well. Having killed Suryn, there is a bounty of 1000 draken on my head and I have gained 1 infamy for murder.

Added to bug report list.  Thanks.

EDIT:

Bug is fixed, but not ideal.  Now all Ordinators will attack Suryn.  Download bugfix v1 in second post.

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Many thanks, I had his fellow

Many thanks, I had his fellow Ordinators kill Suryn, for immediately resorting to violence when he was only asked a question.

My next quest, finding Saprius Entius, is a bit difficult, as nobody whom I talk to has got the option to ask about his whereabouts. Not even Ordinators in the Arena District. It is not a real problem though, earlier or later, when I explore the whole of  Vivec, I will stumble accross him.

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I just reached Ald Daedroth

I just reached Ald Daedroth and was surprised that the ordinators and worshippers do not attack each other. In vanilla Morrowind they would be at each others throat the moment the player enters the cell. It seems that their scripts have not been ported to Morroblivion. So in Morroblivion the worshippers only attack the player and his companion(s). The ordinators just idle.

What's the best fix for this issue? Port the scripts or add the worshippers to a new faction and make them hostile towards the temple faction?

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I found another Daedric

I found another Daedric shrine floor where characters and objects fall through. It's static "0inUdaeUhallUlU3wayU01" which uses mesh "morro\i\inudaeuhallulu3wayu01.nif". You can find it in Ald Daedroth - Left Wing. The two Ordinators are standing on it.

edit: It took me quite some time, but I managed to figure out what exactly was wrong with the mesh.
The normals of the collision object triangles for the floor were pointing down instead of up.

I fixed that and you can download the fixed mesh here.

I also checked all other daedric ruin meshes and they have correct normals. This means that we can finally bury these damn issues with objects falling through the floor in daedric ruins. *woo-hoo!*

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I have uploaded some personal

I have uploaded some personal fixes for Morroblivion 0.65 <link removed, new version below>. This also includes a fix for above mentioned problem with cultists in Ald Daedroth. Feel free to use any of these fixes/changes for the main mod.

Fixes/Changes:

Creatures:

  • changed Cliff Racer aggressiveness from 90 to 0/20/40 so only diseased and blighted Cliff Racers will attack the player
  • changed intelligence of all types of the following creatures to 19, so they can't follow into interior cells:

    Cliff Racer
    Alit
    Wild Guar
    Kagouti
    Kwama
    Mud Crab
    Nixhound
    Rat
    Scrib
    Shalk


NPCs:

  • fixed issue with cultists and ordinators in and around Ald Daedroth. They were not fighting each other as they should be.


Items:

  • updated leveled list 0lUnUsoulSgem to contain empty soul gems and filled soul gems. This gives the player a chance to not only find crap soul gems.


Quests:

  • Quest fbmwMQTelvanni could not be finished if all councilors were already dead
  • Quest fbmwHRGuardSarethi - assassins now attack the player as it should be


Dialogue:

  • dialogue topic fbmwMasterIndex1Andasreth2 had wrong conditions


Spells:

  • added visual and audio effects to Mark/Recall
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Bullfrog wrote:

Bullfrog wrote:

I found another Daedric shrine floor where characters and objects fall through. It's static "0inUdaeUhallUlU3wayU01" which uses mesh "morro\i\inudaeuhallulu3wayu01.nif". You can find it in Ald Daedroth - Left Wing. The two Ordinators are standing on it.

edit: It took me quite some time, but I managed to figure out what exactly was wrong with the mesh.
The normals of the collision object triangles for the floor were pointing down instead of up.

I fixed that and you can download the fixed mesh here.

I also checked all other daedric ruin meshes and they have correct normals. This means that we can finally bury these damn issues with objects falling through the floor in daedric ruins. *woo-hoo!*

Confirmed, great job.  Did you watch my videos on Fixing Collision Meshes for Daedric Shrines?

https://www.youtube.com/playlist?list=PLxOIdwQ6z1G04k5exS1oa...

 

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No, I didn't watch the videos

No, I didn't watch the videos. I wasn't even aware of them. If fixed the mesh in NifSkope.
I downloaded the current version of Blender, but it doesn't even have an option to open or import a .nif file. I guess it is missing some components. Like I said, I have two left hands when it comes to animations, models and textures. At least I can fix texture paths with NifSkope, which I had to do a lot for Fallout mods. I even managed to move the foregrip on an LMG once by moving all its vertices by hand. Took me two hours or so...

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I have uploaded a new version

I have uploaded a new version of my personal fixes for Morroblivion 0.65 here.

In addition to previously mentioned fixes this also fixes some minor issues that I recently noticed:

Items:
- Berandas Propylon Index is missing its proper ownership, so taking it counts as a crime despite Baladas Demnevanni allowing you to take it.
- the unique sword "Magebane" had no enchantment and incorrect health, magic and value. This has been fixed and now it causes Silence for 15s on hit.

Creatures:
- some creature leveled lists were missing the proper flags.

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When I meet Saprius Entius

When I meet Saprius Entius (Imperial Legion Quest), the two ordinators appear.

However, they restrain themselves to kill a rat, and then one of them attacks and kills the other one. I can talk to the killer, even when his disposition to me is lowered to zero, and he just continues to ignore Saprius Entius. Saprius continues to tell me every time to watch out behind me and then ends the conversation.

I had this repeated three times. Then I tried to use console commands. Quest ID is TnoMMO. Quest stage is 20.00. When I give the console command

setstage TnoMMO 30 (or any other number)

the quest stage remains at 20.  What am I doing wrong ?

When I taunt the surviving ordinator and kill him, Saprius Entius agrees to follow me. The quest stage is still 20.00.

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That's a problem in other

That's a problem in other quests too, like the cultists in Ald Daedroth and the Sarethi assassins (both fixed in my previous hotfix).

When you find Saprius Entius, the ordinators are enabled and then should start to fight him and the latter is the part that wasn't ported from Morrowind. I will fix it when I get to this quest.

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Frohwalt wrote:

Frohwalt wrote:

When I meet Saprius Entius (Imperial Legion Quest), the two ordinators appear.

However, they restrain themselves to kill a rat, and then one of them attacks and kills the other one. I can talk to the killer, even when his disposition to me is lowered to zero, and he just continues to ignore Saprius Entius. Saprius continues to tell me every time to watch out behind me and then ends the conversation.

I had this repeated three times. Then I tried to use console commands. Quest ID is TnoMMO. Quest stage is 20.00. When I give the console command

setstage TnoMMO 30 (or any other number)

the quest stage remains at 20.  What am I doing wrong ?

When I taunt the surviving ordinator and kill him, Saprius Entius agrees to follow me. The quest stage is still 20.00.

TnoMMO has nothing to do with Morroblivion.  That is a part of NorthernUI.  I have no idea how you came up with that quest name or how you came up with the quest stages you chose to try to manually advance the quest.  Instead of arbitrarily choosing quest IDs and quest stages to make things work, here is a set of instructions which should help you with any quest (with examples given for your current issue with Saprius Entius):

The quest record you want to look at is called "fbmwILProtectEntius".  Please refer to the original Morrowind quest information at UESP: https://en.uesp.net/wiki/Morrowind:Saprius_Entius_(quest).  Here is what you do to actually find the correct QuestID and relevent stages:

1. Open UESP Morrowind Quests page: https://en.uesp.net/wiki/Morrowind:Quests

2. Find and click on the correct Quest Line (in your case above, it is Imperial Quest Line): https://en.uesp.net/wiki/Morrowind:Imperial_Legion#Imperial_Legion_Quests

3. Find and click on the correct quest (in your case, Saprius Entius): https://en.uesp.net/wiki/Morrowind:Saprius_Entius_(quest)

4. Find the place that lists the QuestID, located on the top center column of the page at the above URL.  It is listed with the words: "ID: xxxx".  In your case, the line shows: "ID:  IL_ProtectEntius".

5. The standard naming convention for QuestIDs in Morroblivion starts with fbmw.  For QuestIDs, underscores are usually skipped.  So based on the standard naming convention, this quest in Morroblivion should be named "fbmwILProtectEntius".

6. So open up TES4Edit and open the Morrowind_ob.esm.  Click on the "EditorID" heading to sort by EditorID.  Then open the Morrowind_ob.esm root tree and find the "Quest" branch and open that.  Now scroll down to the records beginning with "fbmw", then find "fbmwIL".  Now search for something like the original Morrowind quest ID (IL_ProtectEntius).  You will see that "fbmwILProtectEntius" exists and is the exact name predicted by the Morroblivion naming convention.

7. Now open this record and you will see a list of quest stages.  If you refer back to the UESP quest page (https://en.uesp.net/wiki/Morrowind:Saprius_Entius_(quest)), you will see at the very bottom a list of quest stages for the original Morrowind quest record.  Since the original Morroblivion developers strove for such a great faithful reproduction of the original game, you will see that the quest stages for fbmwILProtectEntius match very closely with the stages of the original, right down to the stage numbers.

8. Now check the actual stage numbers.  You will see that stage 10 is the first stage of the quest.  And the next stage is actually stage 40.  And the stage after that is stage 50.  Read the "log" subrecord of each stage and you will see that stage 40's log is "I found Saprius Entius."  and stage 50's log is "Saprius Entius agreed to follow me back to Frald the White in Ebonheart."  So these are good stage numbers to use in the console to try to manually advance your quest.

Good luck!

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Bullfrog wrote:

Bullfrog wrote:

That's a problem in other quests too, like the cultists in Ald Daedroth and the Sarethi assassins (both fixed in my previous hotfix).

When you find Saprius Entius, the ordinators are enabled and then should start to fight him and the latter is the part that wasn't ported from Morrowind. I will fix it when I get to this quest.

FYI, this dialog record and corresponding dialog script should be activated when talking to Saprius Entius for the first time and initiate combat with the Ordinators:

 [01] Morrowind_ob.esm (93F330A2) \ Dialog Topic \ 000000C8 <GREETING> \ 01006799

Dialog: "Who are you? Are you in the Imperial Legion? The Ordinators have been looking for me. I've done a terrible thing. Can you... Look out! Behind you!"

Script: 
setstage fbmwilprotectentius 40
startcombat 0ordinatorSwanderUilpeU1REF
startcombat 0ordinatorSwanderUilpeU2REF

I suspect that the quest bug and fix has to do with ordering the dialog records so that the above record and script are played correctly when speaking with Saprius Entius.  Good Luck!

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ponyrider0 wrote:

ponyrider0 wrote:

TnoMMO has nothing to do with Morroblivion.  That is a part of NorthernUI.  I have no idea how you came up with that quest name or how you came up with the quest stages you chose to try to manually advance the quest.

Hi, many thanks. I hardly ever use console commands and so don't know much about them. I didn't know of the fbmw prefix. So I tried to find out the ID by the console command sqt (show current quest), which yielded TnoMMO, and getstage TnoMMO produced the 20. I have never installed NorthernUI. Maybe TnoMMO is from another mod, but it is strange that it is given by the sqt command in spite of Entius being my current quest.

With the help of your instructions, I have advanced the stage of the fbmwILSapriusEntius quest to 50, Saprius Entius agreed to follow me and he and I stood by watching both ordinators killing the rat, and then one ordinator killing the other. I talked to the survivor with Saprius at my side and then we passed on. Also all the other ordinators we passed by just ignored me and Saprius.

All the better for Saprius ;-)

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ponyrider0 wrote:

ponyrider0 wrote:

FYI, this dialog record and corresponding dialog script should be activated when talking to Saprius Entius for the first time and initiate combat with the Ordinators:

 [01] Morrowind_ob.esm (93F330A2) \ Dialog Topic \ 000000C8 <GREETING> \ 01006799

Dialog: "Who are you? Are you in the Imperial Legion? The Ordinators have been looking for me. I've done a terrible thing. Can you... Look out! Behind you!"

Script: 
setstage fbmwilprotectentius 40
startcombat 0ordinatorSwanderUilpeU1REF
startcombat 0ordinatorSwanderUilpeU2REF

I suspect that the quest bug and fix has to do with ordering the dialog records so that the above record and script are played correctly when speaking with Saprius Entius.  Good Luck!

Thanks for the hint, but that is not how it works in Fallout or Elder Scrolls games. You cannot run such commands for disabled references. The dialogue topic should just advance the quest with:

setstage fbmwilprotectentius 40

Then in the quest stage itself we enable the ordinators and make them attack the target:

ordinatorSwanderUilpeU2REF.enable
ordinatorSwanderUilpeU1REF.enable
ordinatorSwanderUilpeU2REF.startcombat mwSapriusEntiusREF
ordinatorSwanderUilpeU1REF.startcombat mwSapriusEntiusREF

You could enable the references inside the dialogue and then make them attack, but I prefer above method. You can download the Saprius Entius Fix here.

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@Bullfrog check your messages

@Bullfrog check your messages^ 

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Bullfrog wrote:

Bullfrog wrote:

ponyrider0 wrote:

FYI, this dialog record and corresponding dialog script should be activated when talking to Saprius Entius for the first time and initiate combat with the Ordinators:

 [01] Morrowind_ob.esm (93F330A2) \ Dialog Topic \ 000000C8 <GREETING> \ 01006799

Dialog: "Who are you? Are you in the Imperial Legion? The Ordinators have been looking for me. I've done a terrible thing. Can you... Look out! Behind you!"

Script: 
setstage fbmwilprotectentius 40
startcombat 0ordinatorSwanderUilpeU1REF
startcombat 0ordinatorSwanderUilpeU2REF

I suspect that the quest bug and fix has to do with ordering the dialog records so that the above record and script are played correctly when speaking with Saprius Entius.  Good Luck!

Thanks for the hint, but that is not how it works in Fallout or Elder Scrolls games. You cannot run such commands for disabled references. The dialogue topic should just advance the quest with:

setstage fbmwilprotectentius 40

Then in the quest stage itself we enable the ordinators and make them attack the target:

ordinatorSwanderUilpeU2REF.enable
ordinatorSwanderUilpeU1REF.enable
ordinatorSwanderUilpeU2REF.startcombat mwSapriusEntiusREF
ordinatorSwanderUilpeU1REF.startcombat mwSapriusEntiusREF

You could enable the references inside the dialogue and then make them attack, but I prefer above method. You can download the Saprius Entius Fix here.

Awesome!  Thanks for correcting my mistake.

I vote to give Bullfrog ownership over this thread so he can update and maintain the bug report list.  Bullfrog is already a major contributor to the bugfixes incorporated into v065, so there is good continuity.  Thanks and good luck, everyone!

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I'm trying to do the Bandits

I'm trying to do the Bandits in Suran quest for the Fighters Guild. For that I have to talk to Avon Oran in Oran Manor. The problem is that all doors are "red" and entering the house counts as trespassing.

Does anyone know how to fix that?

The owner of the cell is Avon Oran himself and the Construction Set Wiki says:

Owner NPC: Select an NPC which owns the cell -- anyone else will be considered trespassing unless the cell is flagged Public or all locked load doors have been unlocked by the owner.

The public flag is not set and I don't want to set that. None of the doors are locked, so from the description above it shouldn't be trespassing to enter this house.

 

edit: I "fixed" it now with the following method:

- open the console and click on one of the doors
- enter "lock 99 1" (this will lock the door by the owner)
- enter "unlock 1" (this will unlock the door by the owner)

Now the trespassing state is lifted and I can enter freely.

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Another small bug - Cunius

Another small bug - Cunius Pelelius is set to "essential". This causes issues with the quest Donation from Cunius Pelelius, because when you demand him to keep his word, he will attack you and you can't kill an invincible character.

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Bullfrog wrote:

Bullfrog wrote:

I'm trying to do the Bandits in Suran quest for the Fighters Guild. For that I have to talk to Avon Oran in Oran Manor. The problem is that all doors are "red" and entering the house counts as trespassing.

Does anyone know how to fix that?

The owner of the cell is Avon Oran himself and the Construction Set Wiki says:

Owner NPC: Select an NPC which owns the cell -- anyone else will be considered trespassing unless the cell is flagged Public or all locked load doors have been unlocked by the owner.

The public flag is not set and I don't want to set that. None of the doors are locked, so from the description above it shouldn't be trespassing to enter this house.

 

edit: I "fixed" it now with the following method:

- open the console and click on one of the doors
- enter "lock 99 1" (this will lock the door by the owner)
- enter "unlock 1" (this will unlock the door by the owner)

Now the trespassing state is lifted and I can enter freely.

I ran across this same issue and wrote it down, I can fix it easily and have it merged into the next Master File Update.
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I was finishing Bloodmoons

I was finishing Bloodmoons mainquest line and cured myself of lycanthropy and moved up until the Ristag. After the three day period I still become a werewolf and the cut scene for transforming plays the game continues but a second later the cut scene plays all over again. It loops indefinitely and I can only activate the console between the cut scene playing.

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Godol I think is ment to own

Godol I think is ment to own a Deadric war axe and not full set of Ebony think he ment to be void of th helm and guntlets but has the full set in place of the Deadric axe he had the ebony one.

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Can't progress MQ 12 "Meet

Can't progress MQ 12 "Meet Vivec"

He says I was not invited even though I got the key from the Arch Bishop guy. Can't figure out how to progress. Any help?

Frohwalt
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I have come across two

I have come across two missing objects.

Main Quest: Urshilaku Burial Caverns:

I find the Wraith of Sul-Senipul. He doesn't react to me, so I attack him, kill him, and that's it. Looting his body, it is empty. No Bonebiter Bow of Sul-Senipul anywhere ?

Imperial Cult Quest: The Silver Staff of Shaming

I find the dead corpse of Linus Iulus, but he has got only the Stendarran Belt and the Maran Amulet on his body. I can't find the Silver Staff of Shaming anywhere ?

How can I find the object IDs of these two objects ? I reckon, I will have to open the console, enter "additem [object ID]" and the bugs will be healed, at least for my game ?

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Frohwalt wrote:

Frohwalt wrote:

Main Quest: Urshilaku Burial Caverns:

I find the Wraith of Sul-Senipul. He doesn't react to me, so I attack him, kill him, and that's it. Looting his body, it is empty. No Bonebiter Bow of Sul-Senipul anywhere ?

Imperial Cult Quest: The Silver Staff of Shaming

I find the dead corpse of Linus Iulus, but he has got only the Stendarran Belt and the Maran Amulet on his body. I can't find the Silver Staff of Shaming anywhere ?

How can I find the object IDs of these two objects ? I reckon, I will have to open the console, enter "additem [object ID]" and the bugs will be healed, at least for my game ?

I have done both quests already and had no such problems. The bow is the death item of that wraith. He also has one ectoplasm as any ghost has. The bow has the ID 0101D5D3.

The staff is inside the container "0containULinusUIulus" (the dead body of Linus Iulus) together with some bonemeal, the belt and amulet. The staff has the ID 01100171.

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I found another quest related

I found another quest related bug. In the quest Pledge from Canctunian Ponius the dialogue is broken. The topics "Mossanon" and "Embezzled Funds" don't show up in the dialogue list when they should. This makes it impossible to advance the quest.

I have created a fix. You can download it here.

If you have already started the quest and told Canctunian Ponius that you will track down Mossanon, just talk to him again about the "1000-Drake Pledge" or "Generous Pledge". This will unlock the "Mossanon" topic, so you can ask him about your target and continue the quest as normal.

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Many thanks, player.additem

Many thanks, player.additem 01100171 1 did it :-)

I don't know why these items don't show up for me. I had something similar in the very beginning: Mentor's Ring wasn't there. After several tries I reloaded and left the container for good, and when I came back at a higher level, the ring was there.

And your Canctunian Ponius fix came in handy. It worked, except that Shazgob gra-Luzgan's sentence about the visits to the guild guide is cut in the middle, somewhere around Before he went ... (at least in my game). The journal entry is complete though, and I could go on.

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Imperial Cult Quest: Restless

Imperial Cult Quest: Restless Spirit

Okur does tell me about the murder of Julielle Aumine by four smugglers, but not where to find them. Seems two topics to talk about are missing:

https://en.uesp.net/wiki/Morrowind:Okur

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Frohwalt wrote:

Frohwalt wrote:

Imperial Cult Quest: Restless Spirit

Okur does tell me about the murder of Julielle Aumine by four smugglers, but not where to find them.

I did this quest some time ago and I believe there was a quest marker on the cave. Even if there wasn't a marker, there was just one smuggler cave near Hla Oad, so I went there and killed the smugglers. You'll get the amulet and can return it to Okur.

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Frohwalt wrote:

Frohwalt wrote:

I don't know why these items don't show up for me. I had something similar in the very beginning: Mentor's Ring wasn't there. After several tries I reloaded and left the container for good, and when I came back at a higher level, the ring was there.

I experienced something similar today. I wanted to finish the quest "I'm NOT a Necromancer!", so I picked the lock on that large chest in the Balmora Mages Guild. In the editor I can see that the book "Sharn's Legions of the Dead" is supposed to be in there, but it wasn't. The other three books, that should be in there, were all present however. That was strange. So I decided to pickpocket Sharn gra-Muzgob and was surprised to find the book in her inventory! It seems that NPCs sometimes pick up items from containers and we wonder, why they are not where we expect them to be.

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i have begin a new game with

i have begin a new game with the latest release of morroblivion, plus the 4 bug-fix.. but the game continuosly crashes when i'm on my way to sudanit mine.. i'm the only with this problem? does exist a solution?

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Rossimi, did you try to open

Rossimi, did you try to open the console and enter the command pcb (means: purge cell buffers) just before arriving at the place where the game uses to crash ?

This helped me up to now with all my crashes.

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yes, it crashes anyway :(

yes, it crashes anyway :(

i don't use any texture pack, only oscuro and maskar overhaul with morroblivion.. and i've start a new game.. never been before in this area

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- The Weary Vampire

- The Weary Vampire

In Tel Mora you don't get rumors about Marara and in the tomb she just attacks without the possibility to talk to her.

- The Imprisonment of Mastrius

The same problem.

- The Boy Who Would Be Undead

Fathasa Llethri does not talk to the player when you are a vampire although she should.

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Can confirm that Rosssimi's

Can confirm that Rosssimi's problem is most likely caused by something in v065. I had crashes in certain places back in v064 and PCB helped a lot. In v065 I started experiencing these crashes again and PCB did not prevent them. However, after I downgraded to v064, I could travel through the place where the crashes happened without any problems.

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TeimoTheShopkeeper wrote:

TeimoTheShopkeeper wrote:

Can confirm that Rosssimi's problem is most likely caused by something in v065. I had crashes in certain places back in v064 and PCB helped a lot. In v065 I started experiencing these crashes again and PCB did not prevent them. However, after I downgraded to v064, I could travel through the place where the crashes happened without any problems.

I took a look at your load-order and I think your frequent crashes are caused by OCO2 + Blockhead.dll.  Try removing Blockhead.dll and using the OCO1.5 addon mod (https://morroblivion.com/forums/morroblivion-mod-releases/re...), then remove ALL hair replacers if you are using any.  Let me know if that improves stability with v065.  Also, you should try the two methods for resolving crashes associated with specific locations:

1. Rest 72 hours then go to place of previous crash

2. Start new game and go to place of previous crash

These two steps are very important to figuring out if there is a bug specific to v065 or if there is an incompatibility with a load-order.  If a specific place is still crashing even after trying the above, then post your load-order (I saw this already in your cross-post) and the EXACT steps to reproduce your crash (start game, go here, do this, etc).  Without that information, trying to find the problem is like looking for a needle in a haystack.  Thanks.

 

FYI, Morroblivion v065 can be very stable if it is properly installed.  I have played up to four continuous hours without a crash, please see these videos/livestreams:

https://youtu.be/r8zgJtOHJzg

https://youtu.be/udMLRJpGc7o

https://youtu.be/uxYI0FggypE

https://youtu.be/7dP-6PGXKu4

 

I will try to make a new thread to discuss stability setup when I have time in the future.  Good luck.

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Aha! So it was Blockhead.

Aha! So it was Blockhead. Thanks! I guess I can live with makeup on my character. As for starting a new game, that wouldn't help. Crashes only start after 2-3 hours of gameplay per character, and it's a different location in each playthrough. Or locations, I'm not really sure.

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Galsa Andrano is missing from

Galsa Andrano is missing from the temple in Tribunal. When I tried searching for her by player.moveto I found her floating above the worldspace in Redoran crab shell in Ald Ruhn of all places.

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I'm having an issue where

I'm having an issue where equipping certain items is a guaranteed crash.

So far the items that cause crashing for me are:

Warlocks ring

Dwemer Boots of flying

a belt that adds a spell to summon a scamp

 

edit: sorted, just some issue with the script extender

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I didn't see this listed yet:

I didn't see this listed yet: 

I hit the Udyfrykte with paralysis and it's body disappeared. It was not invisible, and I could still damage it, but it didn't register with console commands, and was not possible to loot. I circumvented the need for it's heart by just going to the big ax that says you're worthy, but still felt it should be mentioned. Plus the Nord's leg is awesome, and I couldn't get it. OH! And this persisted after loading an older save too.

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