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Daggers
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Lots of crashing upon fast

Lots of crashing upon fast traveling?

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Assemanu map marker is

Assemanu map marker is misspelled as Assamanu

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ilpirata wrote:

ilpirata wrote:

Assemanu map marker is misspelled as Assamanu

 

Fixed!

 

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i hope you dont mind but ill

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.

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tsuna wrote:

tsuna wrote:

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)
  •  
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Btw if i can make it any

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

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tsuna wrote:

tsuna wrote:

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.

 

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Thanks let me know when that

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.

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I am not sure if this was

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

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ilpirata wrote:

ilpirata wrote:

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
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The last meshes and textures

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

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

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DaggerfallTeam wrote:

DaggerfallTeam wrote:

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? :(

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Any idea how i track down the

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

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DaggerfallTeam wrote:

DaggerfallTeam wrote:

  • 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

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Pilgrimage Quest, Gnisis

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.

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Hello, OBSE reports the

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

 

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If Kwama Foragers die, they

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?

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DWS wrote:

DWS wrote:

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

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Lena Wolf wrote:

Lena Wolf wrote:

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. llde03/28/2022

    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)
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RC1 of Core/Mesh is available

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

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Clipping Paper Lantern

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.

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Experimental Patch has been

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

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tsuna wrote:

tsuna wrote:

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

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What about the urns?

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

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The urns are not fixed as of

The urns are not fixed as of yet, low priority

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Barrel Clipping with Minecart

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.

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I noticed (awhile ago) that

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.

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tsuna wrote:

tsuna wrote:

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.

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I have no issues with missing

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.

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is this the same sideways

is this the same sideways Lamp

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I apologise - disregard the

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.

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I only have installed what

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

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You can still use Tree

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.

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Lena Wolf wrote:

Lena Wolf wrote:

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
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If you don't do that and

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.

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Clothing replacer comes with

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.

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Sorry, I forgot about that.

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.

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tsuna wrote:

tsuna wrote:

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)
tsuna
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Loot's load order is the same

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.

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Lena Wolf wrote:

Lena Wolf wrote:

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.

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idk if you guys use a AMD

idk if you guys use a AMD card but checkout DXVK - Vulkan-based translation layer for D3D9 report if it helps Morroblivion's performance.

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Sorry, I cannot do a re

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.

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There are indeed some

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.

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Where is this invisible

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

 

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I meant there is purple

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.

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DaggerfallTeam wrote:Where is

DaggerfallTeam wrote:

Where 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.

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Reported by Merge Plugins:

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

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I have a reproducible crash

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.

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Lena Wolf wrote:

Lena Wolf wrote:

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!
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Vivec, St. Olmes Canton,

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

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