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Lena Wolf
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I don't use bashed patch. It

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

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

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 wrote:

Lena Wolf wrote:

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 :

Quote:

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- Dirty Edit: Ghostgate fence uses outdated mesh with bugged collision polygon.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

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,

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

Lena Wolf
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Shikenshu wrote:

Shikenshu wrote:

Was looking for some info and I found that :

Quote:

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 wrote:

Lena Wolf wrote:

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 wrote:

YoJeff wrote:

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

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

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

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

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

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

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

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It isn't just the spell that

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

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

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

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

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

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

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. :)

Ok! I'll fix this up. :)

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Lena Wolf wrote:

Lena Wolf wrote:

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.

No, not using UCWUS.

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Ghost at the Gateway in

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 wrote:

Lena Wolf wrote:

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 wrote:

Lena Wolf wrote:

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

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

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

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

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

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

This should fix dwemer spectre and ancestral ghost bug

Mediafire

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1 - Take Nchuleftingth

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.

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Solve the Dwemer ruin bug

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

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The tips of wooden poles (for

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

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

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

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

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 wrote:

DaggerfallTeam wrote:

Krabutnica wrote:

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

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

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

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.

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Morphix wrote:

Morphix wrote:

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

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

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

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?

Could you try this file for mwbarrel10.nif?

https://drive.google.com/file/d/1eROPla6Qdb4AKAVYgAq5BBqrCMy...

I don't have a working Morroblivion installation.

Thanks!

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