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[v66] Morroblivion Bug Reports and Fixes

Submitted by Daggers on

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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.

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Last edited by Daggers on 4 Jun 2023 - 19:28.

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.

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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.

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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.

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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.

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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. :(

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verttrev

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!
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DaggerfallTeam

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! :)

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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.

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Those are known issues, There are a few missing/wrong format normals.

Your install is "normal" at this time.

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But feel free to share the fix here!

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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.

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I'll be interested in those files :)

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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.

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DaggerfallTeam

Those are known issues, There are a few missing/wrong format normals.

Your install is "normal" at this time.

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

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Looking forward to it!!

I'll be redirecting the models to the proper textures, So feel free to muck about in the textures.

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@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)

Attachment Size
03_temp_core.rar 12.46 MB
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DaggerfallTeam

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)

 

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

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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:)

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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.

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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

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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.

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ilpirata

DaggerfallTeam

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)

 

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

Awesome stuff! How many animations are missing with creatures?
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DaggerfallTeam

ilpirata

DaggerfallTeam

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)

 

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

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 :(

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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

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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

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Sorry, no Dwemer texture issues - it was my own fault!

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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.

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Lena Wolf

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.
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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)
  • Merged Articus Mournhold 2K Retexture (ArticusArt)
  • Fixed all reported missing textures as of 9/18/2022
  • Removed unused texture files
  • Dwemer interior fixed (ilpirata)
  • Cavern of the Incarnate fixed (ilpirata)
  • Common architecture fixed (ilpirata)

  Download (Google Drive) for previous installs of Morroblivion

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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.

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Can't enter the Fatleg's Drop off cave. The door is not active

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Lena Wolf

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.

Yeah someone reported something similar on the Dagger Galore nexus page Bugs.. Divine Intervention seems to be buggy.
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Krabutnica

Can't enter the Fatleg's Drop off cave. The door is not active

Shacks are buggy... See here for shack stuff..

Edit: Fixed it, download is on the linked thread.
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Lena Wolf

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

Krabutnica

Can't enter the Fatleg's Drop off cave. The door is not active

Shacks are buggy... See here for shack stuff..

Edit: Fixed it, download is on the linked thread.

thanks, I'll see =)

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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

[External image]

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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.

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I'm missing the ghostfence meshes.  Is that a known thing?  So far, that's the only missing mesh I've found.

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- 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.


 

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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.

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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.

 

 

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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...

 

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I think it is the fix for fbmwTTCompassion, pretty sure anyway.

I merged those fixes and fixed the fbmwMQTelvanni script!

 

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That's hilarious, the AI is wonky, in the experimental they all have some bread in their inventories, in the cells mentioned.
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The bed models are a bit messy, I wonder if they could be improved upon.. Double beds and all.. :P

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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.

 

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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.

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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.

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Wow, you found the bug! What a weird specific behavior

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Shikenshu

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.

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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.

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Lena Wolf

Shikenshu

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.

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