I really don't think what it is, but it's broken Fighters Guild questline:
1 - Accomplish all quests of Eydis Fire-Eye, Lorbumol gro-Aglakh.
2 - While make their quests go to Tel Mora and kill Berwen's Stalker without take quest from Hrundi earlier, then accomplish this quest to Berwen.
3 - Get quest Remove the Heads of the Thieves Guild from Sjoring Hard-Heart, but instead kill Sjoring using taunt.
RESULT: You can't get any quest from Hrundi or close Berwen's Stalker quest (whatever I talk to Hrundi, Berwen the quest stage stays 89), you can't get any quest from Percius Mercius. The only way to solve this - set stage 90 from console.
UPDATE: after start of Hrundis' orders questline and get Berwen's Stalker quest - quest can't be done, because it is already done by console. Hrundi doesn't offer any new quest.
The Morroblivion Resource File has been updated, Please re-download too update.
Dagger Galore has been updated, WARNING: Requires the updated Resource File.
Other:
The Fighter Guild issue has NOT been resolved yet, crashing in certain areas hasn't been looked at yet either. The Galore update was pushed, So resources could get updated.
I have downloaded updated resources 66.1 and the latest Daggers Galore patch, but I now have quite a lot of missing textures where previously textures were available. Looks like something went wrong - did you clean up a little too much by accident?
Example: Gnisis trade house - the chairs are pink (missing texture). These are standard chairs, but it's one of those that I fixed with the Furniture Fix (added furniture markers). I did not change the texture path though, so not sure what is going on.
Madach Tradehouse? verified chairs are indeed working over here! I redirected those textures before the merge, The bugs your having are the ones I had and reinstalls worked, BUT in this case I rather know the real issue. :(
I really don't think what it is, but it's broken Fighters Guild questline:
1 - Accomplish all quests of Eydis Fire-Eye, Lorbumol gro-Aglakh.
2 - While make their quests go to Tel Mora and kill Berwen's Stalker without take quest from Hrundi earlier, then accomplish this quest to Berwen.
3 - Get quest Remove the Heads of the Thieves Guild from Sjoring Hard-Heart, but instead kill Sjoring using taunt.
RESULT: You can't get any quest from Hrundi or close Berwen's Stalker quest (whatever I talk to Hrundi, Berwen the quest stage stays 89), you can't get any quest from Percius Mercius. The only way to solve this - set stage 90 from console.
UPDATE: after start of Hrundis' orders questline and get Berwen's Stalker quest - quest can't be done, because it is already done by console. Hrundi doesn't offer any new quest.
These issues should be fixed in the latest galore update!
Madach Tradehouse? verified chairs are indeed working over here! I redirected those textures before the merge, The bugs your having are the ones I had and reinstalls worked, BUT in this case I rather know the real issue. :(
Indeed, after some fiddling with too many old BSAs, I've got it sorted. My mistake! :)
1. I deleted the BSA files and copied the V66.1 ones into the Data folder.
2. I checked the mesh path using the contruction set for the cauldron static and dwemer items. I double-checked that there were no NIF files in the same path inside my Meshes folder (to be sure another BAIN installed mod wasn't overwriting the BSA).
3. I checked the texture paths as well to make sure none exist in my Textures folder that could overwrite the BSA path.
4. I extracted the texture and Normal Map for the dwemer items for the sections of the mesh that were showing white in game. The texture was txudwrvutrim14.dds found in Textures\morroblivion\improved\dungeons\dwemer I then created new normal maps using PhotoShop. I placed my new normal map and the texture in the same path as the BSA points to within my Textures folder so it would overwrite the BSA.
I made an extension for Gnisis (posted on Nexus) which also contains a number of bug fixes, such as turning furniture the right way around so you don't end up inside a wall and augmenting path grids inside dwellings so as to make everything reachable. Would you be interested in these things? I can extract them into a separate ESP, if you like. I have also given schedules to all Legionnaires who were previously standing still and I upgraded their stats so that they level with the player. I realise that these changes may be too arbitrary to go into the main release though, but you're welcome to them if you want them.
Get them here. One has just the furniture turned around and path grids extended, the other has all the NPC changes. The mod that I posted on Nexus contains all of that, plus the port and the extra NPCs. Use what you deem right.
Hey all - i don't know if this is the right place to post this, but this sounds like a bug???
Ok so my issue is this...
I have Oblivion GOTY (Deluxe) and Morrowind GOTY...
I download morroblivion master files from this site and follow the instructions (link morrowind to steamapps>common>morrowind and oblivion steamapps>common>oblivion...
It says it installs successfully... but when i load oblivion through steam and before it lets me click new game it says something about
ERROR... *.mesh* missing
ERROR... *.BSA* missing
ERROR... *etc*
Cannot find morrowblivion.ini... default settings will be loaded...
I have disabled all my mods apart from shivering isle/knights of the nine etc...
I have OBSE and use Vortex for my mod loader etc (also oblivion is on F: and morrowind is on E:)
You need to download the resource archive and add it to you data folder (like for other mods). You should also look for the Dagger Galore Patch mod on nexus (also linked on the release thread I think) for additional fixes not included in the current master release.
The installer only generate the .esm file, but doesn't include the resources like meshes, textures and sounds.
Thank you for that, but after trying for the past 40 minutes etc... i am giving up... what a convoluted way to install a mod :O... i know how to install every mod for every other game that has mods... but this one keeps failing... wryebash cant find it... etc...
besides its only a morrowind reskin... not an oblivion extension... if it was an extension i wouldn't mind trying to get it to work for the enxt 12 hours!
No offence... the guys did a great job for those who can get it to work who prefer morrowind etc... but the moment io saw it was just a replacement, i lost all drive to do it
Morroblivion is an extension of Oblivion similar to DLC like shivering isles or horse armor. Quests, Creatures, etc etc. There are video instructions, writen instructions, whole forum, discord etc etc. Have a read around.
Awesome stuff! How many animations are missing with creatures?
Well, let me be clear - it's not an animation itself, they were already there, all of them, but a particle effect that was left behind. Apart from that, I am sure that grahl (ice troll) is missing turnleft and turnright and that his idle behaviour is odd. I didn't got to the root of his problem yet :(
Hi, this is a bit off topic but Tamriel Rebuilt threads are currently locked. A folder of meshes is missing from Tamriel_Data: morro\tr\d. I've been correcting missing textures but these are missing meshes that I can't correct.
Hi, this is a bit off topic but Tamriel Rebuilt threads are currently locked. A folder of meshes is missing from Tamriel_Data: morro\tr\d. I've been correcting missing textures but these are missing meshes that I can't correct.
I'm currently updating the TR threads, Tamriel Data will have it's own thread. Hm the current files are being batched fixed.
Morroblivion Resource File Update with Option for Previous Installs
The BSA files have been updated, please update for all texture fixes with additional improvements. Notice: This requires a previous working install of Morroblivion, everyone else can continue to follow installation instructions.
Merged Sewers - Arkitektora of Vvardenfell (Tyddy)
Fixes inconsistency in Vivec Sewers with Tyddy Sewers
Merged Articus Old Stucco 2K Retexture (ArticusArt)
Merged Articus Old Mournhold and Sewers Retexture 2K (ArticusArt)
Merged Articus Clockwork City of Sotha Sil 2K Retexture (ArticusArt)
I used Divine Intervention at Aidanat Camp near Ald Velothi, North of Gnisis. It took me to Solstheim. :-/ I had expected it to be Gnisis.
I tried to use Divine Intervention in Vivec but it doesn't work at all. I can see only the animation. No effect. Looks like it always fails especially from Vivec to Ebonhearh. =(
DaggerfallTeam wrote:
Krabutnica wrote:
Can't enter the Fatleg's Drop off cave. The door is not active
Something isn't quite right with collision on the Gnisis terrace. Two chaps got into a fight, got killed and ended up hanging under the ceiling rather than lying on the floor above. Hilarious but probably not how it should be. :D
Citizens that participate in quests need to be made Essential until their quest starts, I think. Or otherwise the quest needs to be canceled and not allowed to start. As it is, there was a fight in Gnisis (which I didn't start) and Oritius Maro got killed. However, I was still given the quest on Talos Cult, and although I did loot Maro's body and got the key to the shrine, without talking to Maro the quest got stuck. I had to advance it manually because obviously I couldn't talk to dead Maro...
Since people are prone to attack others for no reason, there needs to be a precaution against this. I am assuming it is normal that people are going crazy and attacking others for no reason? It happens quite a lot. Cities become empty very quickly, so I had to add respawning NPCs to prevent them turning into ghost towns. But named NPCs get killed and don't respawn.
- Drop a stack of Journeyman's Probes. Let's say I don't want to use and break one on a trap. They suspend in mid-air. Approach and touch them, and the game gets 100% cpu usage, and it is nearly impossible to anything for a long time. If you drop just one or two it is acceptable.
I know you know about Havok objects, but this is worse than in other cases, and arises from "one" item.
- A small thing. The door in Canodia Fellanus' House in Caldera has a very small area near the ground to activate from the outside.
I wouldn't worry about it. It is obviously in their AI, but if the cause is unclear, then something is adding a Follow package to them. Since that package is removed after a while, I'd just say they are being affected by the Blight and forget about it. :)
In my game, they wanted my character to join the Thieves Guild.
A couple of weeks ago, I saw Ruccia Conician being attacked by soldiers in the Imperial Commission, and I didn't get why.
Yesterday, I entered the East Empire Company Hall at 6 AM, and saw three of the four Fighters Guild members being attacked, and then I understood why. They have Eat packages, but no food in their inventory, so they try to steal food from others, and they are seen by the guard.
Of course, I'm not asking for a fix, it was just funny.
---------
I have written some notes about the bunk beds 03 and 09, wondering why 03 work and 09 doesn't. I then found some 03 that don't work. I tried replacing some 09 beds by 03, and the new 03 would also not work.
I then realized that when beds work, it's because of magic (literally, they work in the Balmora Guild of Mages),and I should stop asking questions...
Question: was the Ghostfence supposed to be an actual barrier? Sorry, I didn't play enough Morrowind TES3 to know. As it is in Morroblivion, I can see it in distant view, but when I come close, the shading disappears and there is nothing to stop you (or others) to walk right through. If it is supposed to be a fence, I think it needs collision boxes all along it.
Some portions of it have a collision box. I can go through the fence around ghostgate, but I cannot cross through other sections I tried.
That's just it. There are no collision boxes and I can cross it everywhere I tried. Perhaps the shading bit was supposed to have collision? But it isn't present in my game. Everyone is just walking back and forth through it.
I haven't been all around it yet, but the stretch from South of Ald'Ruhn to North of Maar Gan has no collision in my game. I have no mods for the Ghostfence, so not sure what's going on, why you have collision and I don't.
At the end of the Tribunal main quest, when I tried to use the barilzar's mazed band to go leave, my game would crash no matter which option I tried. I had to use console command to return to Mournhold. However, after finishing the main quest, I can now use the ring properly to teleport.
Also, not sure if intended or not, but the sword Hopesfire has more way charge points than Trueflame. In original MW, they have the same amount.
Some portions of it have a collision box. I can go through the fence around ghostgate, but I cannot cross through other sections I tried.
That's just it. There are no collision boxes and I can cross it everywhere I tried. Perhaps the shading bit was supposed to have collision? But it isn't present in my game. Everyone is just walking back and forth through it.
I haven't been all around it yet, but the stretch from South of Ald'Ruhn to North of Maar Gan has no collision in my game. I have no mods for the Ghostfence, so not sure what's going on, why you have collision and I don't.
I tried to cross east of Ald'ruhn and it blocked me.
However, I think it also happened to me to be able to go through the fence early on when I was building my modlist, but that's months ago, so I don't recall properly. I think it went away after ordering my final list with LOOT and rebuilding my bashed patch.
Please check - Nelso Salenim doesn't sell spells, but she must (https://en.uesp.net/wiki/Morrowind:Nelso_Salenim), 81 disposition.
Solved, not a bug! I simply visited her at night.
I really don't think what it is, but it's broken Fighters Guild questline:
1 - Accomplish all quests of Eydis Fire-Eye, Lorbumol gro-Aglakh.
2 - While make their quests go to Tel Mora and kill Berwen's Stalker without take quest from Hrundi earlier, then accomplish this quest to Berwen.
3 - Get quest Remove the Heads of the Thieves Guild from Sjoring Hard-Heart, but instead kill Sjoring using taunt.
RESULT: You can't get any quest from Hrundi or close Berwen's Stalker quest (whatever I talk to Hrundi, Berwen the quest stage stays 89), you can't get any quest from Percius Mercius. The only way to solve this - set stage 90 from console.
UPDATE: after start of Hrundis' orders questline and get Berwen's Stalker quest - quest can't be done, because it is already done by console. Hrundi doesn't offer any new quest.
Notice
The Morroblivion Resource File has been updated, Please re-download too update.
Dagger Galore has been updated, WARNING: Requires the updated Resource File.
Other:
The Fighter Guild issue has NOT been resolved yet, crashing in certain areas hasn't been looked at yet either. The Galore update was pushed, So resources could get updated.
I have downloaded updated resources 66.1 and the latest Daggers Galore patch, but I now have quite a lot of missing textures where previously textures were available. Looks like something went wrong - did you clean up a little too much by accident?
Example: Gnisis trade house - the chairs are pink (missing texture). These are standard chairs, but it's one of those that I fixed with the Furniture Fix (added furniture markers). I did not change the texture path though, so not sure what is going on.
Madach Tradehouse? verified chairs are indeed working over here! I redirected those textures before the merge, The bugs your having are the ones I had and reinstalls worked, BUT in this case I rather know the real issue. :(
verttrev wrote:
These issues should be fixed in the latest galore update!DaggerfallTeam wrote:
Indeed, after some fiddling with too many old BSAs, I've got it sorted. My mistake! :)
I'm having a weird issue.
Many of the textures for the merged Improved Meshes and Textures models are showing up as glossy white in my game:
https://imgur.com/UrMA8Lb
https://imgur.com/babbUK9
To troubleshoot, I did the following:
1. I deleted the BSA files and copied the V66.1 ones into the Data folder.
2. I checked the mesh path using the contruction set for the cauldron static and dwemer items. I double-checked that there were no NIF files in the same path inside my Meshes folder (to be sure another BAIN installed mod wasn't overwriting the BSA).
3. I checked the texture paths as well to make sure none exist in my Textures folder that could overwrite the BSA path.
4. I extracted the texture and Normal Map for the dwemer items for the sections of the mesh that were showing white in game. The texture was txudwrvutrim14.dds found in Textures\morroblivion\improved\dungeons\dwemer I then created new normal maps using PhotoShop. I placed my new normal map and the texture in the same path as the BSA points to within my Textures folder so it would overwrite the BSA.
Once I did this, the texture showed up fine in game:
https://imgur.com/XvFVVwY
Do you know why this might be or what might be going on? Very odd if it's only happening for me.
I checked and I definitely have SkyBAS plugin installed in my OBSE Plugins folder. I'm not sure what else would affect it.
Those are known issues, There are a few missing/wrong format normals.
Your install is "normal" at this time.
But feel free to share the fix here!
I made an extension for Gnisis (posted on Nexus) which also contains a number of bug fixes, such as turning furniture the right way around so you don't end up inside a wall and augmenting path grids inside dwellings so as to make everything reachable. Would you be interested in these things? I can extract them into a separate ESP, if you like. I have also given schedules to all Legionnaires who were previously standing still and I upgraded their stats so that they level with the player. I realise that these changes may be too arbitrary to go into the main release though, but you're welcome to them if you want them.
I'll be interested in those files :)
Get them here. One has just the furniture turned around and path grids extended, the other has all the NPC changes. The mod that I posted on Nexus contains all of that, plus the port and the extra NPCs. Use what you deem right.
DaggerfallTeam wrote:
Ok, thank you!
I'm headed out for a week long vacation, but when I get back I'll fix as many of these as I can find and share them.
-Jess
Looking forward to it!!
I'll be redirecting the models to the proper textures, So feel free to muck about in the textures.
@Tsuna
I noticed your Discord profile is gone? I had posted the fix for your reported missing textures.
Temp_Core
-Fixes reported Missing Texture (Tsuna)
-Added Collision Fixes (ilpirata)
DaggerfallTeam wrote:
this should fix forager and queen falling through the floor. I restored the forager's spit attack that was present in original morrowind too
kwama
Hey all - i don't know if this is the right place to post this, but this sounds like a bug???
Ok so my issue is this...
I have Oblivion GOTY (Deluxe) and Morrowind GOTY...
I download morroblivion master files from this site and follow the instructions (link morrowind to steamapps>common>morrowind and oblivion steamapps>common>oblivion...
It says it installs successfully... but when i load oblivion through steam and before it lets me click new game it says something about
ERROR... *.mesh* missing
ERROR... *.BSA* missing
ERROR... *etc*
Cannot find morrowblivion.ini... default settings will be loaded...
I have disabled all my mods apart from shivering isle/knights of the nine etc...
I have OBSE and use Vortex for my mod loader etc (also oblivion is on F: and morrowind is on E:)
You need to download the resource archive and add it to you data folder (like for other mods). You should also look for the Dagger Galore Patch mod on nexus (also linked on the release thread I think) for additional fixes not included in the current master release.
The installer only generate the .esm file, but doesn't include the resources like meshes, textures and sounds.
Thank you for that, but after trying for the past 40 minutes etc... i am giving up... what a convoluted way to install a mod :O... i know how to install every mod for every other game that has mods... but this one keeps failing... wryebash cant find it... etc...
besides its only a morrowind reskin... not an oblivion extension... if it was an extension i wouldn't mind trying to get it to work for the enxt 12 hours!
No offence... the guys did a great job for those who can get it to work who prefer morrowind etc... but the moment io saw it was just a replacement, i lost all drive to do it
Good luck with the project
Morroblivion is an extension of Oblivion similar to DLC like shivering isles or horse armor. Quests, Creatures, etc etc. There are video instructions, writen instructions, whole forum, discord etc etc. Have a read around.
ilpirata wrote:
Awesome stuff! How many animations are missing with creatures?DaggerfallTeam wrote:
Well, let me be clear - it's not an animation itself, they were already there, all of them, but a particle effect that was left behind. Apart from that, I am sure that grahl (ice troll) is missing turnleft and turnright and that his idle behaviour is odd. I didn't got to the root of his problem yet :(
speaking of particle effects, aren't they missing Creature VFX - they remind me of the restored skeleton shaders
https://www.nexusmods.com/morrowind/mods/46194
Patches for fbmwHHEscortMerchant and fbmwHHStronghold
===================
Tarvyn Patch :
Package fbmwHHMerchantFollow : Removed the condition : GetinCell PelagiadHalfwaytavern. The only condition is fbmwHHEscortMerchant.follownow == 1
Changed the script to Tarvyn Faren :
- Removed the OnPackageEnd block.
- Added a GameMode block.
---------
BEGIN GameMode
IF GetStage fbmwHHEscortMerchant != 50
RETURN
ElseIF Player.GetInCell PelagiadVSHalfwaySTavern == 1 && mwTarvynFarenREF.GetInSameCell Player == 1
SetStage fbmwHHEscortMerchant 70
set fbmwHHEscortMerchant.FollowNow to 0
mwTarvynFarenREF.evp
mwTarvynFarenREF.StartConversation Player GREETING
ENDIF
END
=====================
Fjorgeir Patch :
Added Follow package
Added script to Fjorgeir for the FollowNow variable
Added result scripts to topics 1fightStogether1 and 1fightStogether2
======================
Link : Google Drive
Sorry, no Dwemer texture issues - it was my own fault!
Hi, this is a bit off topic but Tamriel Rebuilt threads are currently locked. A folder of meshes is missing from Tamriel_Data: morro\tr\d. I've been correcting missing textures but these are missing meshes that I can't correct.
Lena Wolf wrote:
I'm currently updating the TR threads, Tamriel Data will have it's own thread. Hm the current files are being batched fixed.Morroblivion Resource File Update with Option for Previous Installs
The BSA files have been updated, please update for all texture fixes with additional improvements. Notice: This requires a previous working install of Morroblivion, everyone else can continue to follow installation instructions.
Download (Google Drive) for previous installs of Morroblivion
I used Divine Intervention at Aidanat Camp near Ald Velothi, North of Gnisis. It took me to Solstheim. :-/ I had expected it to be Gnisis.
Can't enter the Fatleg's Drop off cave. The door is not active
Lena Wolf wrote:
Yeah someone reported something similar on the Dagger Galore nexus page Bugs.. Divine Intervention seems to be buggy.Krabutnica wrote:
Shacks are buggy... See here for shack stuff..Edit: Fixed it, download is on the linked thread.
Lena Wolf wrote:
I tried to use Divine Intervention in Vivec but it doesn't work at all. I can see only the animation. No effect. Looks like it always fails especially from Vivec to Ebonhearh. =(
DaggerfallTeam wrote:
thanks, I'll see =)
Something isn't quite right with collision on the Gnisis terrace. Two chaps got into a fight, got killed and ended up hanging under the ceiling rather than lying on the floor above. Hilarious but probably not how it should be. :D
Citizens that participate in quests need to be made Essential until their quest starts, I think. Or otherwise the quest needs to be canceled and not allowed to start. As it is, there was a fight in Gnisis (which I didn't start) and Oritius Maro got killed. However, I was still given the quest on Talos Cult, and although I did loot Maro's body and got the key to the shrine, without talking to Maro the quest got stuck. I had to advance it manually because obviously I couldn't talk to dead Maro...
Since people are prone to attack others for no reason, there needs to be a precaution against this. I am assuming it is normal that people are going crazy and attacking others for no reason? It happens quite a lot. Cities become empty very quickly, so I had to add respawning NPCs to prevent them turning into ghost towns. But named NPCs get killed and don't respawn.
I'm missing the ghostfence meshes. Is that a known thing? So far, that's the only missing mesh I've found.
- Drop a stack of Journeyman's Probes. Let's say I don't want to use and break one on a trap. They suspend in mid-air. Approach and touch them, and the game gets 100% cpu usage, and it is nearly impossible to anything for a long time. If you drop just one or two it is acceptable.
I know you know about Havok objects, but this is worse than in other cases, and arises from "one" item.
- A small thing. The door in Canodia Fellanus' House in Caldera has a very small area near the ground to activate from the outside.
I wouldn't worry about it. It is obviously in their AI, but if the cause is unclear, then something is adding a Follow package to them. Since that package is removed after a while, I'd just say they are being affected by the Blight and forget about it. :)
In my game, they wanted my character to join the Thieves Guild.
I noted 2 new bugs on the nexus page. I've completed my run.
---------
Regarding the 66.4 Experimental :
Quest fbmwMQTelvanni has an error in the script, the ELSE IF that should be replaced by ELSEIF on line 8
On the same line, you also replace 0therena by 0therana.
Spell 0divineSintervention has a bug (See nexus page)
----------
The change log says
Fixed fbmwTTAdvancement can't advance in Temple., Stage 20, TempleAdvancement = 0 set to 3 (yojeff)
Is that the bug fix to fbmwTTCompassion?
----------
I have fixes for fbmwHHEscortMerchant and fbmwHHStronghold. If you are interested, the files are here.
Massacre at the East Empire Company Hall -
A couple of weeks ago, I saw Ruccia Conician being attacked by soldiers in the Imperial Commission, and I didn't get why.
Yesterday, I entered the East Empire Company Hall at 6 AM, and saw three of the four Fighters Guild members being attacked, and then I understood why. They have Eat packages, but no food in their inventory, so they try to steal food from others, and they are seen by the guard.
Of course, I'm not asking for a fix, it was just funny.
---------
I have written some notes about the bunk beds 03 and 09, wondering why 03 work and 09 doesn't. I then found some 03 that don't work. I tried replacing some 09 beds by 03, and the new 03 would also not work.
I then realized that when beds work, it's because of magic (literally, they work in the Balmora Guild of Mages),and I should stop asking questions...
I think it is the fix for fbmwTTCompassion, pretty sure anyway.
I merged those fixes and fixed the fbmwMQTelvanni script!
That's hilarious, the AI is wonky, in the experimental they all have some bread in their inventories, in the cells mentioned.
---
The bed models are a bit messy, I wonder if they could be improved upon.. Double beds and all.. :P
That is funny. Stand in Ald'Ruhn, between 10 and 11 AM. At 11, the members of the TG will flock to you.
The package mwAldRuhnWanderGuilds has the flag "Continue if PC near". Remove the flag, and no more harassement.
The "Stop Talking" mod has a screenshot with that bug.
Question: was the Ghostfence supposed to be an actual barrier? Sorry, I didn't play enough Morrowind TES3 to know. As it is in Morroblivion, I can see it in distant view, but when I come close, the shading disappears and there is nothing to stop you (or others) to walk right through. If it is supposed to be a fence, I think it needs collision boxes all along it.
Some portions of it have a collision box. I can go through the fence around ghostgate, but I cannot cross through other sections I tried.
Wow, you found the bug! What a weird specific behavior
Shikenshu wrote:
That's just it. There are no collision boxes and I can cross it everywhere I tried. Perhaps the shading bit was supposed to have collision? But it isn't present in my game. Everyone is just walking back and forth through it.
I haven't been all around it yet, but the stretch from South of Ald'Ruhn to North of Maar Gan has no collision in my game. I have no mods for the Ghostfence, so not sure what's going on, why you have collision and I don't.
At the end of the Tribunal main quest, when I tried to use the barilzar's mazed band to go leave, my game would crash no matter which option I tried. I had to use console command to return to Mournhold. However, after finishing the main quest, I can now use the ring properly to teleport.
Also, not sure if intended or not, but the sword Hopesfire has more way charge points than Trueflame. In original MW, they have the same amount.
Lena Wolf wrote:
I tried to cross east of Ald'ruhn and it blocked me.
However, I think it also happened to me to be able to go through the fence early on when I was building my modlist, but that's months ago, so I don't recall properly. I think it went away after ordering my final list with LOOT and rebuilding my bashed patch.
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