Skip to main content

[v66] Morroblivion Bug Reports and Fixes

Submitted by Daggers on

[insert image here]

The Beginning of a combined Bug Reports and Fixes for Morroblivion and Dagger Galore

Notice: Dagger Galore contains the latest updates for Morroblivion without it your game will have issues, Please also see the Dagger Galore nexus page bug tab, i'll keep track of both and updated as needed.

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.
  • 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.

Bloodmoon Expansion
  • Text in books and scrolls are displayed with formatting tags visible.
  • Hrothmund's Barrow: riddle is not voiced.
  • 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).
  • Apparition of Hircine: dialog at "Mortrag Glacier: Entry" is not voiced. +Does not teleport away. +Very easily killed and looted.
  • Ancient Nord Pickaxe, Discovery in the Mine: quest item but can be dropped -- Havok physics glitched.
  • Razing the Forest: misspelled message: "The roots should be poisoned by now."
  • Raven Rock Tavern: stairs have invisible walls underneath.
  • Raven Rock: smith: wears both ebony and adamantium helmets at same time.
  • Frostmoth Smugglers: if smugglers are killed before starting quest, multiple dialog inconsistencies will occur, quest stages are advanced prematurely.

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.
  • 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' 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 sometimes 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.
  • Fighter's Guild, The Verethi Gang: Eydis Fire-Eye pays player twice.
  • Morag Tong, Writ for Feruren Oran: ?crash? (can not reproduce) when approaching NPC.
  • Shirt Off His Back: Quest reward is not Belt of Iron Will.
  • Sudanit Mine: ebony deposits, etc. are incorrectly unowned.
  • Fargoth might snap into place upon exit from Census Office depending on time of day.
  • Therana mistakenly addresses the Player as vampire.
  • Manwe attacks on the first sight?
  • Some NPC may say I'mpush Button 6

Physics and Graphical issues
  • Ancestor ghosts and dwarven specters have ash piles showing when still alive.
  • Item/Furniture Positioning (post locations when found): NPCs get out of bed or chairs on the wrong side into walls. 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.

  • Please post location whenever you see these: Cliff racers getting stuck in many places. Some ladders in caves do not have collision polys, you'll fall through. Cave bandits and other cave dwellers fall through the wooden bridges and ladders down into the water. Dreughs often spawn half stuck in the sea bottom.
  • When entering Tel Baranora Upper Tower (Falling items)
  • Diseased Shalk have moving antennas when they die.
  • Broken Normals for Huts typically found around the Bittercoast/Azura
  • Inside Dwemer Ruins,  killed npcs or paralyzed will fall through the floor in some spots.
  • Multiple shipwrecks have bedrolls, you can use to sleep underwater.
  • 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.

Fixed Bugs

Fixed Bugs
  • Succour of Indoril: incorrect capitalization: 'of'.
  • 0DaedrothBaldas uses original deadroth creature model instead of Oblivion equivalent.
  • Ships have inaccessible containers.
  • Fixed Pillow models falling off beds

This list is INCOMPLETE

Miscellanous Bugs
  • PCName in documents(post locations when found): Some personal documents just says "PCName" instead of your actual player name.
  • Spell Wild levitation, 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.
  • Fortify Resist Disease over 100% makes you susceptible to disease.
  • Daedric Dai-Katana does less damage than Daedric Katana.
  • Multiple 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.
  • Ash Ghouls (Sennananit): casting spell with missing mesh.
  • Random Crash-To-Desktop can occur near Pelagiad, Hla Oad, Caldera, Ebonheart, and other settlements.  Resolved by waiting 3 days to reset scripts.

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.
  • Morag Tong, Ultimatum for Carecalmo: NPC is incorrectly hostile.
  • NPCs/Bandits incorrectly fighting each other in: Odibaal, Andasreth, Addadshashanammu, Gro-Bagrat Plantation, Shishara, Ashlander Camp near [10,6], Elanius Camp
  • Zanabi Cave: Smugglers are incorrectly friendly (non-hostile) Gilmyn Andrilo, Hamlof Red-tooth, Sitialius Catanius and Tilena Thalor
  • Scribs and Kwama Workers: ?incorrectly? hostile to player if player attacks Kwama Warriors or Larvae.

 

Other Information such as Files Releases and Older Bug Threads are available below.

 

Old Bug Report Threads

Linked from oldest releases to newest.

Karma: 0 (0 votes)
Last edited by Daggers on 4 Jun 2023 - 19:28.

Lots of crashing upon fast traveling?

Karma: 0 (0 votes)

Assemanu map marker is misspelled as Assamanu

Karma: 0 (0 votes)

ilpirata

Assemanu map marker is misspelled as Assamanu

 

Fixed!

 

Karma: 0 (0 votes)

i hope you dont mind but ill keep reporting stuff and mainly appending my post unless someone else posts.

i got no fast travel crashes, random ones on load or outside but thats just oblivion i guess.

Karma: 0 (0 votes)

tsuna

i hope you dont mind but ill keep reporting stuff and mainly appending my post unless someone else posts.

i got no fast travel crashes, random ones on load or outside but thats just oblivion i guess.

Yeah, The CTD I got was due to the imperial textures. I'm fixing entire folders, Oblivion just didn't like the DXT format :P

 

Bugs in Mesh/Texture Update
  • 1 Purple Tree (Fixed in internal)
  • Missing Baseboard texture in Imperial Buildings (Fixed in internal)
  • Candlestick using wrong texture
  • Dwemer Ruins missing normals (WIP)
  • Redoran Door trim missing normals (Fixed in internal)
  •  
Karma: 0 (0 votes)

Btw if i can make it any easier for u to track the amount of bugs i post let me know.

Also as far as i am aware someone made a tool for skyrim that should be able to mass compress/convert textures, maybe can give that a shot. https://www.nexusmods.com/skyrim/mods/12801

stuff clipping, Imperial Prison Ship, 01866e82, 01866e86, 01866e81, 018490a4, 01866e83, 01866dc6, 01866dc7, 01866db3

On top of the Imperial Prison Ship, floating barrel, 018489fa

vassir-didanat cave, the mine cart curve 0185f596 uses a different wood texture than the other minecart straight pieces

floating crates 0180c539, 0180c533, 0180c538 in Zainsipilu

Every urn in Samarys Ancestreal Tomb clips into the tables, example 0185e286

Every urn in Sarys Ancestral Tomb clips into the tables, example 0185b8ec

Every urn in Thelas Ancestral Tomb clips into the tables, example 0185b940

I assume the majority of this specific urn is clipping, maybe all can be moved at once? Altho after that we may need to check all of them.

Urns clipping floor and floating in Arys Ancestreal Tomb, despite stuff being fixed previously it happens again.

Additionally, Arys Ancrestral Tomb, clipping crate 01828bb8, clipping sack 01828bcb, 01828b77, floating barrel 01828b79

Karma: 0 (0 votes)

tsuna

Btw if i can make it any easier for u to track the amount of bugs i post let me know.

Also as far as i am aware someone made a tool for skyrim that should be able to mass compress/convert textures, maybe can give that a shot. https://www.nexusmods.com/skyrim/mods/12801

stuff clipping, Imperial Prison Ship, 01866e82, 01866e86, 01866e81, 018490a4, 01866e83, 01866dc6, 01866dc7, 01866db3

On top of the Imperial Prison Ship, floating barrel, 018489fa

vassir-didanat cave, the mine cart curve 0185f596 uses a different wood texture than the other minecart straight pieces

floating crates 0180c539, 0180c533, 0180c538 in Zainsipilu

Every urn in Samarys Ancestreal Tomb clips into the tables, example 0185e286

Every urn in Sarys Ancestral Tomb clips into the tables, example 0185b8ec

Every urn in Thelas Ancestral Tomb clips into the tables, example 0185b940

I assume the majority of this specific urn is clipping, altho there seem to be variants that dont.

I dont know if moving all of them would break some others.

But i assume so since we fixed some before that which will likely break, possibly arys ancestral tomb.

We may need to re-check all urn fixes done in recently.

I have that tool! I use many in conjunction and a few custom ones.

I figured out the troubling Urn, fixed in the internal build.

 

Karma: 0 (0 votes)

Thanks let me know when that is downloadable.

Floaty Crate, Caldera, 01f8ecee; 01f8ecef

Stretched Texture, Caldera, 01820632, house corner.

Heleran Ancestral Tomb, floating crate 018515fb, 01851600 floating urn, clipping urn but a different model 018515ff

floating clipping objects Zanabi, 0181679f, 0181669d, 0181669e, 018167b6, 0181669f, 018167b4, 018167b3, 018451b5

The Smuggers in Zanabi arent hostile if you enter without a weapron drawn but it seems that they should be according to the wiki. Gilmyn Andrilo, Hamlof Red-tooth, Sitialius Catanius, Tilena Thalor

consistent CTD when approaching Boethia's rebuilt shrine.

Karma: 0 (0 votes)

I am not sure if this was mentioned, but with the newest morroblivion mesh and texture update, 0exUtUdoorUslavepodU01 is missing a texture

this is a screen from Ald Velothi during a night. Note the odd yellowish textures

Karma: 0 (0 votes)

ilpirata

I am not sure if this was mentioned, but with the newest morroblivion mesh and texture update, 0exUtUdoorUslavepodU01 is missing a texture

this is a screen from Ald Velothi during a night. Note the odd yellowish textures

  • Double checked model 0exUtUdoorUslavepodU01 and it's fine, I did update the mesh/textures less then 24 hours ago probably was fixed then.
  • The huts are a known issue, well only that particular hut lol
Karma: 0 (0 votes)

The last meshes and textures BSA update was released April 26th 2022

The last Dagger Galore Experimental update was released the same day.

Karma: 0 (0 votes)

DaggerfallTeam

The last meshes and textures BSA update was released April 26th 2022

I downloaded the file from MEGA yesterday. I got the other file from Google Disc now, but things got even worse. These files do not have the same size. Not only it didn't solve the problem, but there are many more missing textures - Imperial interior set, Hlaalu platform as well. Am I missing something? :(

Karma: 0 (0 votes)

Any idea how i track down the CTD around Boethias rebuilt shrine so it can be fixed?

Karma: 0 (0 votes)

DaggerfallTeam
  • The huts are a known issue, well only that particular hut lol

 

I made a fix for the hut - only vertex paints. However, the problem with its roof texture is still there :(

exudeushacku01

Karma: 0 (0 votes)

Pilgrimage Quest, Gnisis Shrine of the mask of vivec, I got the spell Vivec's Touch for the potion of cure, but the quest stage does not finish. I have touched the mask repeatedly, but it does not help.

€: Disregard this, I should have touched the frame of the shrine again, not the mask.

Karma: 0 (0 votes)

Hello, OBSE reports the following error on load for the UCWUS mod:

Error in script 0a018043
Number of arguments to function script does not match those expected for event
Error in script 1104a846
Attempting to call function GetNthActiveEffectMagicItem without a reference
    File: Morrowind_ob - UCWUS.esp Offset: 0x0258 Command: GetNthActiveEffectMagicItem
  Let @0258 script 1104A846
ERROR: opcode 5200 out of range (end is 2861) when executing CommandTable:GetByOpcode
  <unknown> @029A script 01F8EC4B
ERROR: opcode 5200 out of range (end is 2861) when executing CommandTable:GetByOpcode
  <unknown> @0020 script 01F8EC4C
Error in script 1104a846
Attempting to call function GetNthActiveEffectMagicItem without a reference
    File: Morrowind_ob - UCWUS.esp Offset: 0x0258 Command: GetNthActiveEffectMagicItem
  Let @0258 script 1104A846
ERROR: opcode 5200 out of range (end is 2861) when executing CommandTable:GetByOpcode
  <unknown> @029A script 01F8EC4B
ERROR: opcode 5200 out of range (end is 2861) when executing CommandTable:GetByOpcode
  <unknown> @0020 script 01F8EC4C

 

Karma: 0 (0 votes)

If Kwama Foragers die, they fall through the floor, every time.

Inside dwemer ruins, NPCs which die or get paralyzed fall through the floor.

Charged Items do not seem to discharge on use?

Karma: 0 (0 votes)

DWS

If Kwama Foragers die, they fall through the floor, every time.

Inside dwemer ruins, NPCs which die or get paralyzed fall through the floor.

Charged Items do not seem to discharge on use?



Kwama Foragers, Fall through floor on death. (Known Issue)

Universal Cast When Used, items do not deplate charge. (Known Issue)

The dwemer ruins report is new, added to the list of bugs

Karma: 0 (0 votes)

Lena Wolf

Hello, OBSE reports the following error on load for the UCWUS mod:

Error in script 0a018043
Number of arguments to function script does not match those expected for event
Error in script 1104a846
Attempting to call function GetNthActiveEffectMagicItem without a reference
    File: Morrowind_ob - UCWUS.esp Offset: 0x0258 Command: GetNthActiveEffectMagicItem
  Let @0258 script 1104A846
ERROR: opcode 5200 out of range (end is 2861) when executing CommandTable:GetByOpcode
  <unknown> @029A script 01F8EC4B
ERROR: opcode 5200 out of range (end is 2861) when executing CommandTable:GetByOpcode
  <unknown> @0020 script 01F8EC4C
Error in script 1104a846
Attempting to call function GetNthActiveEffectMagicItem without a reference
    File: Morrowind_ob - UCWUS.esp Offset: 0x0258 Command: GetNthActiveEffectMagicItem
  Let @0258 script 1104A846
ERROR: opcode 5200 out of range (end is 2861) when executing CommandTable:GetByOpcode
  <unknown> @029A script 01F8EC4B
ERROR: opcode 5200 out of range (end is 2861) when executing CommandTable:GetByOpcode
  <unknown> @0020 script 01F8EC4C

 

This is known and was brought up to llde on our Discord

Quote:

  1. llde — 03/28/2022

    opcode diagnostic need to be improved a lot. The error however is real and depend on having a call to an user defined function that inside has a call to a function that require a reference, but no reference was passed in the context of the first call (edited) [7:51 AM] error is added in xOBSE, in OBSEv21 was simplyt failing to execute the function properly (however it was probably executing the following instructions has the script were not halted so the behaviour can be different)
Karma: 0 (0 votes)

RC1 of Core/Mesh is available. RC meaning Release Candidate, nothing major is going to change. So Resources File can get an update sooner rather then later...

-Imp Fort, Chair with wrong texture

-Missing Dwemer Ruin Normal Maps

Karma: 0 (0 votes)

Clipping Paper Lantern 01874ea3 Hlormaren, Propylon Chamber

Misplaced Candles, 0180741c, 01807428, Hlormaren, Keep, Bottom Level

Clipping Sack, 01866d44, Hlormaren, Keep, Top Level

Several pieces of the tileset use different wood textures than the rest, Hlormaren

Hlormaren, Underground, 01807dc9, this chest counts as owned and therefor taking things is theft. Even tho the place is only inhabited by bandits.

Karma: 0 (0 votes)

Experimental Patch has been updated, it's safe to update from previous experimental releases.

Karma: 0 (0 votes)

tsuna

Clipping Paper Lantern 01874ea3 Hlormaren, Propylon Chamber

Misplaced Candles, 0180741c, 01807428, Hlormaren, Keep, Bottom Level

Clipping Sack, 01866d44, Hlormaren, Keep, Top Level

Several pieces of the tileset use different wood textures than the rest, Hlormaren

Hlormaren, Underground, 01807dc9, this chest counts as owned and therefor taking things is theft. Even tho the place is only inhabited by bandits.

 

All Fixed in internal

Karma: 0 (0 votes)

What about the urns?

Ghostwall, the wall parts are just missing meshes like 0183c977

floating urn 0186870d, Andasreth, Lower Level

0180ad7f and 0180ad7e two floating trees in the wilderness

0180aacf, 0180aace more floating trees.

Aeta Wave-Breaker does not start her quest when you talk to her. She has no topics. her quest is fbmwMVBanditVictim

Karma: 0 (0 votes)

The urns are not fixed as of yet, low priority

Karma: 0 (0 votes)

Barrel Clipping with Minecart 018672d8 Sudanit Mine

Floating Barrels, 01823db9, 01823dba, Ramimilk Shrine

floating crate 0186c68d Vivec Telvanni Underworks

sideways lamp, 01849bce Kudanat

The Slaves in the Caldera Mine cannot be freed because their key doesnt count.

The quest Rescue Madura Seran can be done without joining the Imperial Legion despite it requiring it.

sideways lamp 018423ac Ghostgate, Tower of Dusk Lower Level

sideways lamp 018423a9, Ghostgate, Tower of Dawn Lower Level

some entity at the entrance to Ashinabi causes the plants in front to occasionally be marked as theft.

Missing texture on doorlook in gnisis, see 01800cbf

gnisis, missing alpha 01800413 on some leather tent?

gnisis floating tree 018034db, 0180638c

advancement in the fightersguild doesnt seem possible, at least in balmora there is nobody with advancement dialogue, additionally no advancement quest for the fighters guild is triggered.

lots of missing meshes around Pelagiad, 01846879 for example.

Karma: 0 (0 votes)

I noticed (awhile ago) that the bows are really bugged. if you have any bow equipped (Vanilla, Modded or Morroblivion) and save and exit the game, the next time you load back into the game the 1st person animation plays normally but the bows bowstring doesn't pull back with the players hand as well as the equipped arrow. This bug is highly replicable and happens every time after loading the game when you exit to desktop. It does however; fix itself when you un-equip and re-equip any bow. I enjoy playing as an archer and I'd love for this specific bug to get some attention.

Karma: 0 (0 votes)

tsuna

advancement in the fightersguild doesnt seem possible, at least in balmora there is nobody with advancement dialogue, additionally no advancement quest for the fighters guild is triggered.

lots of missing meshes around Pelagiad, 01846879 for example.

Double check your files the "missing mesh" 01846879 was apart of the Tree Restorer that was merged. I checked the Balmora FG and was able to advance fine, Load Order maybe??? Fire-Eye gives the advancments there.

Karma: 0 (0 votes)

I have no issues with missing meshes or Fighters Guild advancement either.

Sideways lamps spotted in Balmora: on the roof of Caius Cosades' house and on the balcony of the book shop.

Karma: 0 (0 votes)

is this the same sideways Lamp

Karma: 0 (0 votes)

I apologise - disregard the lamps, they are from More Detailed Places.

But here's a real bug: in Punammu diamond chamber there's a floating torch.

Karma: 0 (0 votes)

I only have installed what you told me to in the order you specified.

I suppose that means the tree replacer esp should not be loaded anymore?

I use this:

<oblivion esm>

Morrowind_ob.esm

<standard oblivion dlc stuff>

Morrowind_ob.esp

Morrowind_ob - UCWUS.esp

ClothingReplacer.esp

Morrowind_ob - Conversation.esp

Morrowind_ob - Chargen and Transport Mod.esp

Dagger Galore Patch.esp

Removing tree replacer didnt do anything, just floating missing meshes all around.

I have things sorted in modorganizer

core files

dagger galore core update

chargen and transport

clothing

conversations

dagger gallore

dagger gallore experimental

Fire-Eye has no advancement topic available at all.

I am also not able to be expelled from the guild. It looks like some sort issue with joining somewhere. I already did several quests but cant do any more without rank advancement. no requirements or join topic either. the faction shows up as rank associate in the menu tho.

I checked with xedit, neither the npc, nor topic nor fighters guild quest has any esp aside the esm and dagger galore editing it.

I can however see that 2 fighters guild quests miss the "Fighters Guild:" part of the name, namely Egg Poachers and Exterminator. Additionally looking over it the quest Egg Poachers it seems that the advancement is halted during it but not resumed after, leaving me unable to rank up or get the next quest.

the golden door 01871c3a has a missing texture Tower of Tel Fyr, Onyx Hall

dagger galore experimental comes with no mesh or bsa files from what I can see, wouldn't that explain the missing meshes?

0184d24f sideways lantern Abanabi

a piece of stairs missing at Wolverine Hall, next to 01803473

Karma: 0 (0 votes)

You can still use Tree Replacer, it is independent. What's been integrated is Tree Restorer.

I too downloaded the latest Dagger Galore Patch, and I had to rebuild the resource BSA because it is only the ESPs that were merged. If you simply remove them, their corresponding resources are no longer loaded, and that's why you have missing meshes. You need to rename all relevant BSA files so that they start with "Dagger Galore Patch - ". So I now have, among other things:

  • Dagger Galore Patch - Morroblivion Furniture Fix.bsa
  • Dagger Galore Patch - ClothingReplacer.bsa
  • Morrowind_ob - Tree Restorer.bsa

Check your other BSA files and make sure that they all start with the name of an ESP that you load, if they don't, they won't be loaded. It is not important what text comes after the dash.

If you use loose files instead of BSAs, make sure they overwrite each other correctly.

Why do you have both Dagger Galore and Dagger Galore Experimental? I have only Experimental, I think it includes the previous version of Dagger Galore. May be this is your problem, if things double up. Everything works correctly for me, no missing meshes and no issues with any quests so far.

Karma: 0 (0 votes)

Lena Wolf

You can still use Tree Replacer, it is independent. What's been integrated is Tree Restorer.

I too downloaded the latest Dagger Galore Patch, and I had to rebuild the resource BSA because it is only the ESPs that were merged. If you simply remove them, their corresponding resources are no longer loaded, and that's why you have missing meshes. You need to rename all relevant BSA files so that they start with "Dagger Galore Patch - ". So I now have, among other things:

  • Dagger Galore Patch - Morroblivion Furniture Fix.bsa
  • Dagger Galore Patch - ClothingReplacer.bsa
  • Morrowind_ob - Tree Restorer.bsa

Check your other BSA files and make sure that they all start with the name of an ESP that you load, if they don't, they won't be loaded. It is not important what text comes after the dash.

If you use loose files instead of BSAs, make sure they overwrite each other correctly.

Why do you have both Dagger Galore and Dagger Galore Experimental? I have only Experimental, I think it includes the previous version of Dagger Galore. May be this is your problem, if things double up. Everything works correctly for me, no missing meshes and no issues with any quests so far.

You do not need to do that... The experimental build is supposed to be used with the Core Mesh/Texture Update... They're both BETA Files, Galore reads assets from the Morroblivion BSA
Karma: 0 (0 votes)

If you don't do that and remove ClothesReplacer.esp for example, everyone becomes transparent because all clothes meshes are gone. The same with all the other ESPs that were integrated in the latest patch. Dagger Galore 66.3 does not have a BSA, yet it integrates a number of mods with resources. Those will be missing.

Karma: 0 (0 votes)

Clothing replacer comes with loose files so if you just delete the esp then those meshes remain.

using skybsa, as recommended should mean those lose files take priority.

Karma: 0 (0 votes)

Sorry, I forgot about that. Since I make mods myself, loose files is not an option for me, I immediately pack everything in BSAs. However, with that said, I have no missing meshes once I've sorted out my BSAs properly.

Also, SkyBSA does not work for me, never has - this is not a Morroblivion issue. It actually does the opposite. I use GOG Oblivion.

Karma: 0 (0 votes)

tsuna

I only have installed what you told me to in the order you specified.

I suppose that means the tree replacer esp should not be loaded anymore?

I use this:

<oblivion esm>

Morrowind_ob.esm

<standard oblivion dlc stuff>

Morrowind_ob.esp

Morrowind_ob - UCWUS.esp

ClothingReplacer.esp

Morrowind_ob - Conversation.esp

Morrowind_ob - Chargen and Transport Mod.esp

Dagger Galore Patch.esp

Removing tree replacer didnt do anything, just floating missing meshes all around.

I have things sorted in modorganizer

core files

dagger galore core update

chargen and transport

clothing

conversations

dagger gallore

dagger gallore experimental

Fire-Eye has no advancement topic available at all.

I am also not able to be expelled from the guild. It looks like some sort issue with joining somewhere. I already did several quests but cant do any more without rank advancement. no requirements or join topic either. the faction shows up as rank associate in the menu tho.

I checked with xedit, neither the npc, nor topic nor fighters guild quest has any esp aside the esm and dagger galore editing it.

I can however see that 2 fighters guild quests miss the "Fighters Guild:" part of the name, namely Egg Poachers and Exterminator. Additionally looking over it the quest Egg Poachers it seems that the advancement is halted during it but not resumed after, leaving me unable to rank up or get the next quest.

the golden door 01871c3a has a missing texture Tower of Tel Fyr, Onyx Hall

dagger galore experimental comes with no mesh or bsa files from what I can see, wouldn't that explain the missing meshes?

0184d24f sideways lantern Abanabi

a piece of stairs missing at Wolverine Hall, next to 01803473

Remove the followering Plugins
  • ClothingReplacer.esp
  • Dagger Galore Patch.esp

Note: When using Dagger Galore Experimental, You only needed the BSAs from v66.2 and use the plugin from experimental.

Note: The Core Mesh/Texture Update and Dagger Galore Experimental were both updated today.

Personally, I always used LOOT and it manages the load order better.

Questions
Q: I can however see that 2 fighters guild quests miss the "Fighters Guild:" part of the name, namely Egg Poachers and Exterminator.
A: This was a work in progress, removing the name of the questline in the quest name. funny enough this has been ongoing since the single digit versions.
 
Reports
  • Golden Door 01871c3a has a missing texture Tower of Tel Fyr, Onyx Hall (fixed)
  • 0184d24f sideways lantern Abanabi
  • Stairs missing at Wolverine Hall, next to 01803473 (not found)
Karma: 0 (0 votes)

Loot's load order is the same as what i use tbh and i use that too altho in some situations it lets dagger galore be overwritten which isnt optimal (it causes the map to revert to the color map)

Id keep the questline name as its kinda easier to follow a single guild if you want to.

due to some issues obse plugins may only work outside mod managing systems.

Karma: 0 (0 votes)

Lena Wolf

Sorry, I forgot about that. Since I make mods myself, loose files is not an option for me, I immediately pack everything in BSAs. However, with that said, I have no missing meshes once I've sorted out my BSAs properly.

Also, SkyBSA does not work for me, never has - this is not a Morroblivion issue. It actually does the opposite. I use GOG Oblivion.

They're not missing as those plugins assets are integrated within the Morroblivion BSAs. If you keep those plugins assets installed you might get missing textures since the integrated assets may of had there texture paths redirected!

  • Morrowind_ob - Meshes.bsa
  • Morrowind_ob - textures.bsa

I usually do complete reinstalls each time I release a core/mesh update, I found that if you update the BSAs after 6-8 times the changed assets won't work in-game. Things become very very buggy.

I just did a reinstall to see the issues you had with the ESPs. without SkyBSA and everything works as expected, I don't have the Galore BSAs either. but the experiemental is of course installed.

Karma: 0 (0 votes)

Sorry, I cannot do a re-install, I'm actually playing it. :) I repack BSAs every time though - unpack them completely, update what files need updating, then pack a brand new archive with bsarch. No issues.

You are right that some of it may be missing textures rather than meshes. I believe transparent people would be textures. Anyway, all is well here on the resources front.

Regarding SkyBSA or other OBSE plugins, I don't use any mod managers other than setting load order with Wrye Bash. OBSE will load every DLL found in Data\OBSE\Plugins folder, so once you drop it there, it is loaded. GOG Oblivion is modified compared to standard, may be that's why SkyBSA doesn't work correctly.

Graphic card - sorry, it's just NVIDIA 1050 on a 12 year old PC. Can't do anything fancy here. :) But I am not having any performance issues at all. Only CTDs. It isn't necessarily Morroblivion's fault either, but rather that some Oblivion mods prove incompatible (e.g. More Generic Dialogue). It is a matter of building a stable mod list.

Karma: 0 (0 votes)

There are indeed some invisible outfits without clothing replacer.

01818ddb sideways lantern, Khuul Aldi's Shack

are you aware those new files are 500mb smaller?

And they do see to cause a bunch more issues like missing normals on terrain and missing textures on some dwemer stuff.

Karma: 0 (0 votes)

Where is this invisible clothing? I don't have an invisible clothing issue, running basic 66.3

They are 500mb smaller :P   thats one benefit of the newer builds less bloat :) it'll get smaller

 

All landscape textures have a normal map, but yes Dwemer Ruins are missing most normal maps all the textures are located in textures\morroblivion\improved\dungeons\dwemer

 

Karma: 0 (0 votes)

I meant there is purple objects somewhat frequently in dwemer and daedric ruins still.

As well as with the new update all distant terrain is purple.

Also missing texture on a stool 018674e2 Vivec Redoran Prison Cells

btw those fast travel crashes u mentioned, those are present in this build.

Karma: 0 (0 votes)

DaggerfallTeamWhere is this invisible clothing? I don't have an invisible clothing issue, running basic 66.3

For me the invisible clothing was resolved by including Clothing Replacer BSA with the Dagger Galore Patch. I made that BSA from the loose files that came with the Clothing Replacer, so indeed if you just kept the loose files, there should have been no issues.

When you say "running 66.3" what do you run exactly? The latest ESP, yes, but which resources? It's all a bit confusing. I haven't downloaded yesterday's update yet, but in the one before (also labelled 66.3?) you wrote in the subscript to the file that you integrated my Morrowind Furniture Fix (thank you!), but you didn't mention it in the change log. It is important because it comes with new meshes for those chairs, it's not just the ESP. Without the meshes, you still can't sit on the chairs. So those new meshes will need to replace current ones. (A good place to test this is the inn in Caldera. None of the chairs and stools there can be sat on, unless you have my fix.)

I wonder if something similar is also happening with the Clothing Replacer - that somehow the new textures (and/or meshes) weren't installed correctly and so didn't carry over to the update. With previous 66.3 I disabled Clothing Replacer ESP and can confirm that when using Clothing Replacer self-made BSA, all clothes appear correctly.

Karma: 0 (0 votes)

Reported by Merge Plugins:

Checking for errors in Morrowind_ob.esm
  fbmwTGKillIenith "Thieves Guild: The Brothers Ienith" [QUST:01009332]
    QUST \ Conditions \ CTDA - Condition \ Parameter #1 -> Found a NULL reference, expected: QUST

Karma: 0 (0 votes)

I have a reproducible crash near Balmora, see map here. You should be coming from the North, just follow the road, the crash occurs shortly after the fork. If you walk slowly or veer off into the hills, you are sometimes able to avoid the crash, but if you just run along the road, it always happens. I tested it with various combinations of mods, and also without any mods besides the basics, it still happens.

Karma: 0 (0 votes)

Lena Wolf

Reported by Merge Plugins:

Checking for errors in Morrowind_ob.esm
  fbmwTGKillIenith "Thieves Guild: The Brothers Ienith" [QUST:01009332]
    QUST \ Conditions \ CTDA - Condition \ Parameter #1 -> Found a NULL reference, expected: QUST

Fixed!
Karma: 0 (0 votes)

Vivec, St. Olmes Canton, Canalworks level, trying to enter the door marked "Storage" crashes the game.

Karma: 0 (0 votes)