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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.

I don't use bashed patch. It seems that something is then overwriting the original settings in Morroblivion master. This must be one of the recommended mods from the distribution list. I do have other mods but they are small and don't touch Ghostfence (I checked).

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I fixed the Ald'ruhn bug, big thanks @YoJeff
 

@Lena Wolf I never used a bashed patch either only LOOT, personally I haven't looked into the ghostgate collision bug, good news is in v65 BSA files it's the original files from @qwerty but still...

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In Solstheim, if you clear the Caves of Fjalding under Lake Fjalding before receiving the quest, it seems to lock you out of the questline. I'll need to doublecheck Tharsten Heart-Fang topics, but the test of strength doesn't seem to show.

Also, when you clear the cave before the quest, the shaman Korst Wind-Eye still moves to the Lake area.

Edit: I went into the caves before the Skaal questline, I killed Aesliip, which added the quest to my journal with entry "Aesliip is dead." I then proceeded further into the caves to kill all the frost atronachs, which updated the quest with entry "You went with "Aesliip and I have defeated the last of the Frost Daedra."

I seem to be stuck there. I will try to update the quest to the last stage and see if it allows me to continue the questline.

Edit 2: Advancing the quest with the console allowed me to continue properly

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Lena Wolf

I don't use bashed patch. It seems that something is then overwriting the original settings in Morroblivion master. This must be one of the recommended mods from the distribution list. I do have other mods but they are small and don't touch Ghostfence (I checked).

Was looking for some info and I found that :

Morrowind_ob - MorroblivionTreeReplacer.esp

- Dirty Edit: Ghostgate fence uses outdated mesh with bugged collision polygon.

This could be the culprit.

Also, I have found another bug. During the quest "Bloodmoon:The Castle Karstaag", the named Riekling Krish doesn't seem to spawn in the caverns.

Edit: I reloaded a save before entering the cave and after entering anew, he was there. I reloaded a save in which I had already entered the cave and found him swimming under the level after using TCL. 

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In the EbonHeart Imperial Commission, the candle falls through the chest even after the collision of the chest was fixed.

0LightUComUCandleU16, nif is candle_16.nif.

Openning the file in Nifskope, developping the collision branch.

The last item is a bhkConvexVerticesShape.  The mouseover text indicates : if used on a clutter item, the item will fall through the floor if used under a bhkListShape.  That is what we have here.

Solution : Remove the bhkListShape, and connect the bhkConvexVerticesShape under the parent bhkRigidBody.

The resulting collision branch is similar to the one in the pillow NBPillow01.nif.

I will send the file.

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Candles 03, 08, 09, 10, 14, 16 falling through the floor.
Candle 07 with wrong collision position
Probes - were Static Objects, made Clutter
Fixed the gap in the spiral stairs
Extended the stairs to access Wolverine Hall - Nif + Patch
Barrel with bad collision

Link

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Shikenshu

Was looking for some info and I found that :

Morrowind_ob - MorroblivionTreeReplacer.esp

- Dirty Edit: Ghostgate fence uses outdated mesh with bugged collision polygon.

This could be the culprit.

Investigated. The current version of the Tree Replacer is clean and does not do anything to the Ghostfence. I don't really mind, I quite like not to have a fence ;) even if it is not what was intended. But for those who want a fence, beware. I don't know what caused the disappearance in my game. It could still be the old NIF, but I don't know where it comes from.

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Lena Wolf

Investigated. The current version of the Tree Replacer is clean and does not do anything to the Ghostfence. I don't really mind, I quite like not to have a fence ;) even if it is not what was intended. But for those who want a fence, beware. I don't know what caused the disappearance in my game. It could still be the old NIF, but I don't know where it comes from.

It's because Vivec is the only one powering the fence and he is growing weak lol

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YoJeff

Candles 03, 08, 09, 10, 14, 16 falling through the floor.
Candle 07 with wrong collision position
Probes - were Static Objects, made Clutter
Fixed the gap in the spiral stairs
Extended the stairs to access Wolverine Hall - Nif + Patch
Barrel with bad collision

Link

Great Fix!! I merged it into the internal build, I'm aiming for v67 to be the final of Resource Files and the main master!

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The Wolverine Stairs : I always "hated" the little jump to the stairs, and I thought the white slope had been added in Morroblivion for "techincal reason", but I checked in Morrowind, and it's there.

If you don't add it, that's fine with me.  It helped me get over my fear of Blender!  I worked a bit with 2.49b, and it's okay.  But I installed 2.9, and my brain simply froze.  Too much buttons!

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Entering Arvs-Drelen causes a CTD.  I was only able to complete the rescue of Ragash by using the console to teleport to Baladas, then to Ragash, then to another cell (she came with me), and then lead her to the trigger point outside the tower (movetoqt to talk to Baladas, killall so Ragash stops fighting the rat plus loot Baldas, movetoqt to talk to her, coc gnisisvsbarracks)  If I turned to the right after getting into the tower, the game crashed.  To read the books and take the gold on Baladas' table I had to back up rather than turn.  I could turn around in the cell with Ragash, but as soon as we got to the door beyond the cell, it crashed.

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I've done that quest. I had no issues. This seems to be setup-dependent, like so many things.

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Perhaps a silly question, but how do I start the Tribunal quest line? My character is level 14, he slept many, many times and nothing happened...

EDIT: Never mind, found my answer in the FAQ. :)

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Hi, there is a problem with the Dagger Galore patch - I have 66.3b. It breaks Burden effect. That is, Burden doesn't do anything to NPCs any more. I made a test spell Burden 750 points (that's quite enough :) ), and in all my other game installs an NPC hit with this spell is rooted to the spot. Also with Morroblivion without Dagger Galore patch. But as soon as I activate the patch, the NPC keeps moving, and quickly! This was a very vanilla Orc Adventurer in the TestingHall, so he didn't have any special Morrowind items or anything. Any idea what's going on?

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That's odd since Dagger Galore does not edit any Spells

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It isn't just the spell that's broken. The whole encumbrance calculation is off. You can overload an NPC with any amount of  gear and he will not slow down, let alone stop. Do you make any changes to encumbrance calculations anywhere? If you're sure that you don't, then it must be a glitch, hard to track down.

EDIT: Ok, let's pen this down to some mod conflict. It is fixed. How? I have no clue... :-s I added some chairs to a cave, and voila...

It is interesting to note that NPCs can indeed carry any amount of gear and not become overencumbered. Using "getav encumbrance" then just reports their maximum allowed encumbrance based on their strength. However, Burden spell works again, and it does raise their encumbrance above the maximum. But this behaviour is vanilla - tested on a "naked" installation.

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Interesting, there are enough reports to definitely say, small bugs can arise from normal gameplay and can be fixed with reloads/previous saves/game restarts depending entirely on severity.

Side Note: Galore does not touch Magic, atleast it's not done intentionally. Lost Magic has all the magic changes that galore isn't including.

Galore = Bug Fixes that would otherwise break the Master if I try merging it - :3
Lost Magic = is the "official" magic mod - basically everything that requires OBME. btw the one on nexus is bugged.

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Morroblivion v67 I will have a test build soon that is more like a release candidate. I want to work more on Tamriel Rebuilt and another video for the channel.

I've logged over 100 hours into the Construction Set Extender, since my last re-install a few months back. It won't be a missing texture mess this time around - :P

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I am not using Lost Magic because I want my game feel like Oblivion, otherwise I would have just played Morrowind. :) Do you intend to merge Lost Magic into the main Morroblivion ESM at some point? If so, it will no longer be a DLC, it will be a separate game on its own right because you won't be able to play regular Oblivion with it installed any longer. Just saying.

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Lost Magic is meant to stay separated, too many OBME records anyway :3

btw, Experimental Files 12-6-2022 are public, First post updated!
 

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For some reason everyone in Lord Gothren's tower in Tel Aruhn think that the player is a vampire. But I'm sure he is not.

Also people in Neloth's tower thought the player was a vampire. But not everyone.

EDIT: I found the reason for this. I am getting greeting 0100A9A3 from quest fbmwVampireGreetings. It has as condition "GetVampire == AundaeCount" which in this case translates to "if not a vampire".

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House Telvanni quest Black Jinx ring. I went to speak to Alven Salas at the Morag Tong Guild Hall, he told me that he had the ring. His disposition wasn't high enough, so no duel followed. I left. Tried again the next day (having obtained some charm spells) but Alven was no where to be found. Also discovered that my character now had a Black Jinx curse on him: Burden 62 points, but no changes to Luck that I could see. He hasn't got the ring but he got cursed because it's a constant area effect applied on the item.

EDIT: Alven Salas reappeared after the game was restarted, and once I obtained the ring, the curse was lifted. I think it wasn't just my character but everyone within 1ft of Alven Salas got cursed with Burden because the spell has a constant effect. Other characters must still carry the curse though because they were not "magically" cured by script when the player got the ring.

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Ok! I'll fix this up. :)

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Lena Wolf

House Telvanni quest Black Jinx ring. I went to speak to Alven Salas at the Morag Tong Guild Hall, he told me that he had the ring. His disposition wasn't high enough, so no duel followed. I left. Tried again the next day (having obtained some charm spells) but Alven was no where to be found. Also discovered that my character now had a Black Jinx curse on him: Burden 62 points, but no changes to Luck that I could see. He hasn't got the ring but he got cursed because it's a constant area effect applied on the item.

EDIT: Alven Salas reappeared after the game was restarted, and once I obtained the ring, the curse was lifted. I think it wasn't just my character but everyone within 1ft of Alven Salas got cursed with Burden because the spell has a constant effect. Other characters must still carry the curse though because they were not "magically" cured by script when the player got the ring.

Do you have UCWUS?
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No, not using UCWUS.

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Ghost at the Gateway in Sadrith Mora. This quest is very fickle in terms of sequence. Started it by talking to the host there under "work". Didn't go to the chamber but went straight to talk to the Mouth and then to the mage at the Guild. The mage told me it was a joke and said "give these papers to the host", except she didn't give me any papers. Back to the host, he insists I have to go see the chamber first. Ok, go there, kill the wraith, then he says I have to go talk to the Mouth... So I do the whole thing again, and now the mage at the Guild gives me papers. Bring the papers to the host at the Gateway, quest done. But the topic "Gateway Haunting" remains active. Talk to a random person, ask about the Haunting, they say there's a ghost at the Gateway haunting the Southern chamber... and the quest updates. What a haunting indeed! :P

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Lena Wolf

For some reason everyone in Lord Gothren's tower in Tel Aruhn think that the player is a vampire. But I'm sure he is not.

Also people in Neloth's tower thought the player was a vampire. But not everyone.

EDIT: I found the reason for this. I am getting greeting 0100A9A3 from quest fbmwVampireGreetings. It has as condition "GetVampire == AundaeCount" which in this case translates to "if not a vampire".

This should be fixed in the experimental build.
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Lena Wolf

No, not using UCWUS.

without UCWUS the entire enchanted item system is really really messed up, I don't think anything has changed with this part of the mod in years.   It might be the cause of it
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Unfortunately UCWUS has too many problems. I get many, many error messages in the logs and my game becomes very unstable and crashes much more with UCWUS enabled. So sorry, but until it is fixed, I cannot use it. I simply ignore all those items with enchantments that go against the rules of Oblivion. :)

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Just so you know, there is an incompatibility between Morroblivion and Immersive Interiors on my system. With Im.Int. enabled, entering any building in Cyrodiil effected by Im.Int. causes the floor to vanish and all characters within to fall into the void. It does not effect anything in Morrowind.

I am running V66.03 if I remember correctly. I am also running this under Linux/wine. My system is not the latest and greatest but the i9-9700f and Nvidia RTX 3070ti handles everything the game can throw at it very handily. I have view distances greatly increased in the Oblivion.ini file and the game is at times stunningly gorgeous.

BTW, I am just returning to Morroblivion after a long time and I am once again admiring the talent and fortitude of the developers who worked on this project. Thank you all.

Best regards, Bob G.

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I am unable to complete Arkngthand as entering Heaven's Gallery has a severe graphical disturbance that I don't know how to describe. I am also unable to move except to turn around and go back out. I recorded a video in fraps and it looks like the perspective is rapidly shifting back and forth. If I pause the video or take screenshot it looks normal so attaching a screenshot doesn't help. 
There is also a really annoying bug that sees many killed bugs/enemies etc fall through the floor/ground so I cannot loot them.
Great work on this by the way. I am hanging out for all the TESR projects...

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Hello everyone! About a year ago I wrote, on this page at post 31, about a bug around
Fanacasecul. In many places around Fanacasecul, and in the streets further afield, there are dozens of NPCs that should be in Vvardenfell. I started a new game several times and going through both morroblivion and the classic map of Oblivion and Fanacasecul I found this bug. Anyone know what to do or ever had this case?

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Im not sure if this is where I put this but the game is crashing every time I enter dubdilla, uncharted caverns and I cannot cure my vampirism because of this.

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This should fix dwemer spectre and ancestral ghost bug

Mediafire

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1 - Take Nchuleftingth Expedition quest.
2 - Go to Nchuleftingth and enter inside.
3 - You see NPCs at entrance moving like crazy (collision?) - only tcl console command help to move player out.

[External image]

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Solve the Dwemer ruin bug using this: https://www.mediafire.com/file/9j6har7y2f5om1i/dwemer_bug_fix.rar/file It's the old .nif of the room containing the telescope. Install it as any other mod.

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edit: This was fixed in 0.67 experimental.

The tips of wooden poles (for example on Dren Plantation) are purple. This is caused by an incorrect texture path in "meshes\morro\x\exuhlaaluupoleu02.nif".

It is:
textures\textures\morroblivion\improved\architecture\hlaalu\txuwooduweatheredurings.dds

instead of:
textures\morroblivion\improved\architecture\hlaalu\txuwooduweatheredurings.dds

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Guril Retheran is missing some greaves, so he is waving his dick around...

Give him some 0netchUleatherUgreaves "Netch Leather Greaves" [ARMO:01120028] please.

edit: Relen Hlaalu is asking for the some 0netchUleatherUgreaves "Netch Leather Greaves" [ARMO:01120028] too.

edit2: Gulfim gra-Borbul would like some greaves too, maybe some FurGreaves "Fur Greaves" [ARMO:00024764]?

edit3: Faras Thirano would like some 0chitinSgreaves "Chitin Greaves" [ARMO:01120004].

edit 4: Muldroni Rendas requires some 0bonemoldUgreaves "Bonemold Greaves" [ARMO:01120068].

edit 5: Benar Neleth requires some 0steelUgreaves "Steel Greaves" [ARMO:01120051].

edit 6: Vistha-Kai requires some 0steelUgreaves "Steel Greaves" [ARMO:01120051].

edit 7: Ienas Nadus requires some 0bonemoldUgreaves "Bonemold Greaves" [ARMO:01120068].

edit 8: Miraso Seran would like some 0chitinSgreaves "Chitin Greaves" [ARMO:01120004] and
Emusette Bracques requires some 0bonemoldUgreaves "Bonemold Greaves" [ARMO:01120068].
Anora requires some 0bonemoldUgreaves "Bonemold Greaves" [ARMO:01120068].
Rinina requires some 0bonemoldUgreaves "Bonemold Greaves" [ARMO:01120068].

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In the daedra shrines the platform with the statue on top always has a plate with some offerings (gems and other stuff). As soon as one of these items is affected by havok, all the items fall through the platform.

I guess the corresponding mesh "morro\i\inUvelothiUplatformU01.nif" needs some fix.

edit: Fix can be found in this post.

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I was just greeted by Dro'Barri in Vivec St. Delyn plaza:

"Push F14; welcomes you. How may he favor his new friend?"

I think this is dialogue 01018ACD. There are also two others that use the same format (01018ACA and 01018ACC) and probably don't work too.

These are all Khajiit greetings, so I suggest to replace "&sUActnQuick2;" with "Khajiit".

edit: The same bug applies to greeting 01018ACB. This is not specific to Khajiit, so I think it's best to just use:

"I don't think we've been introduced, outlander. How can I help you?"

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During the Quest "Imperial Cult: Gathering Marshmerrow" (0100B822) you are supposed to deliver a "Quality Fortify Strength" potion to Balur Salvu. If you have spoken with him before, this quest cannot continue because of incorrect dialogue conditions in dialogue 01F886B7 and 01F886B8.

I have uploaded a fix here.

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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.

Should this be still required?

I too cannot use the trapdoor. No crashes so far, but no usable door. Using the potential fix produces crashes when entering Fatleg's Dropoff (or when loading savegame while inside).

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Wow, who had the great idea to give god mode to Grurn (01003a13) in Fort Firemoth? You should either rebalance the stats or remove the change in the Dagger Galore Patch. Regeneration ability and already 30k health at level 15 is absurd.

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The Alit in experimental 0.67 cannot be interacted with. It has no collision for its skeleton. It looks nice, but I would like to loot it after combat. Replacing the 0.67 meshes\Creatures\Alit\body.nif with the 0.66 nif, fixes this problem, so I replaced the whole folder for the Alit with the 0.66 data until there is a fix for 0.67.

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The Kwama Forager always falls through the floor after being killed. This is a problem with its skeleton. I have uploaded a fix here.

Just like Vilja, I'm satisfied with the result.
[External image]

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Morphix

Should this be still required?

I too cannot use the trapdoor. No crashes so far, but no usable door. Using the potential fix produces crashes when entering Fatleg's Dropoff (or when loading savegame while inside).

The fix in that thread is not required anymore. It was a mesh fix for the interior shack door, that has been incorporated into 0.67 experimental. This fix solved the crash when entering the shack.

You have a different problem. The trap doors, both the one in the shack as well as the destination in the cavern below require a mesh fix. The scene root has no link to the collision box. Therefore you cannot interact with the door. I have uploaded a fix here.

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In and outside of strongholds enemies are constantly falling through the floor into the void. I just experienced this in Hlomaren. After entering the ground floor it was quite ok. The fight took place at the entrance and I only lost one enemy to the void. He was further down a corridor. On the second floor there was a long corridor. I shot one enemy with my bow, he fell through the floor, two others came running *plop* *plop* through the floor. I had to get the IDs in the editor to loot them. They died on one of those long corridor tiles, probably meshes\morro\i\inustrongholducorr2u04.nif or something like that.

Then I went out to the top, where Brilnosu Llarys and Nevon Verilnith are waiting. I killed them and both fell through the floor. It was next to the exit, so probably meshes\morro\x\exustrongholdufort01.nif.

I guess all the stronghold meshes need proper collision data.

edit: This was really bugging me, so I analyzed the meshes. I figured out what the problem was. The collision normals were all done incorrectly, just like in the past with the daedric shrines and other places. The normals need to point in the direction where the colliding objects are, basically to the INside of a room. So, on a floor they need to point upwards.

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The barrels that use MIP\Container\Barrels\mwBarrel10.nif cannot be interacted with. The collision data in the mesh doesn't allow it. Examples are "Wooden Barrel" (011C0040) and "Old Rotting Barrel" (011C0041).

Fixed in this mesh. Thanks YoJeff.

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The 0.67 Sphere Centurion cannot be interacted with. Just like the Alit skeleton, the Centurion skeleton meshes\creatures\spherecenturion\skeleton.nif is missing proper collisions. Replacing the skeleton with the one from 0.66 fixes this problem and allows to loot the body.

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Could you try this file for mwbarrel10.nif?

https://drive.google.com/file/d/1eROPla6Qdb4AKAVYgAq5BBqrCMyPEwlf/view?usp=sharing

I don't have a working Morroblivion installation.

Thanks!

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