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YoJeff
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All those barrels do not work

All those barrels do not work, or it's only specific ones?

Thanks again!

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All the barrels that use this

All the barrels that use this mesh do not work. I tried your new mesh. Thank you. It allows to activate the barrel, which is good, but the barrel is now placed in the ground. Below is a "Wooden Barrel" (011C00AF) in the back (in cell Abernanit).

The translation for Z coordinate is missing. I changed that for the wood and the rings and adjusted the vertices of the collision accordingly. This is the result:

Here is the download, if anyone else wants to test. I could activate the barrel on several spots of it's hull, so I'm satisfied with the fix.

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Bullfrog wrote:

Bullfrog wrote:

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.

Because of another such encounter, I decided to verify the creature changes in Dagger Galore Patch.

  • Gedna Relvel (01F8E84D)   28k health at base level 40, originally he had 700
  • Grurn (01003A13)   30k health at base level 15, originally 2000
  • Lich (0100847D)   5600 health at base level 20, originally 280, those are supposed to be regular enemies, not bosses
  • Profane Acolyte (01F8B885)   5600 health at base level 20, originally 280
  • Worm Lord (01F8AF75)   3680 health at base level 16, originally 230

I don't mind a little increase in difficulty, but these values are ridiculous and they increase with level. I decided to fix them and set proper base health and max levels in my game. Now they have:

  • Gedna Relvel (01F8E84D)   base health = 20, max level = 50; at base level 40 health is 20x40=800, at level 50 it's 1000
  • Grurn (01003A13)   base health = 130, max level = 40; at base level 15 health is 130x15=1950, at level 40 it's 5200
  • Lich (0100847D)   base health = 20, max level = 40; at base level 20 health is 20x20=400, at level 40 it's 800
  • Profane Acolyte (01F8B885)   base health = 20, max level = 50; at base level 20 health is 20x20=400, at level 50 it's 1000
  • Worm Lord (01F8AF75)   base health = 25, max level = 40; at base level 16 health is 25x16=400, at level 40 it's 1000

This is still an increase in difficulty, but a reasonable one.

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I fixed the stronghold

I fixed the stronghold collision normals with NifSkope. Internals are fixed with floor, walls and ceiling, except for the dome. It has over 2k triangles and I don't have the time to fix all of these manually, so I just fixed the floor.

External meshes got fixes to floors and some walls.

edit: Here is the complete download for fixed collisions in stronghold meshes. It's the best I could do manually.

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Meshes\morro\i

Meshes\morro\i\inustrongholdulpill00.nif has an incorrect texture path, leading to a purple ingame appearance.

Wrong:
Textures\morro\i\TxUexUstrongholdUwall05.dds

Correct:
Textures\morroblivion\improved\dungeons\strongholds\TxUexUstrongholdUwall05.dds

 

Meshes\Clutter\morro\m\miscudwrvuartifact50.nif has two incorrect texture paths. The second incorrect entry also applies to nbdwemercoherer.nif in the same folder.

Wrong:
Textures\Clutter\morro\m\txUeggmineUmetal10.dds
Textures\Clutter\morro\m\TxUborderUmetalUbronzeU01.dds

Correct:
Textures\morroblivion\improved\dungeons\dwemer\txUeggmineUmetal10.dds
Textures\morroblivion\improved\dungeons\dwemer\TxUborderUmetalUbronzeU01.dds

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The following meshes in

The following meshes in meshes\morro\x\ have no collisions at all and one can walk right through them:

terrainulavapot.nif, 
terrainulavapotu02.nif
terrainulavapotu03.nif
terrainumau20.nif
terrainumau30.nif
terrainuvolcano.nif

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All ashlander tents have

All ashlander tents have incorrect collisions, causing dead bodies to fall through the floor. I have uploaded a fix here.

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A few more fixed collisions.

A few more fixed collisions. This should cover the shrine platforms. You can download them here.

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Bullfrog wrote:

Bullfrog wrote:

The following meshes in meshes\morro\x\ have no collisions at all and one can walk right through them:

terrainulavapot.nif, 
terrainulavapotu02.nif
terrainulavapotu03.nif
terrainumau20.nif
terrainumau30.nif
terrainuvolcano.nif

File : See Comment

Unzip in meshes\morro\x\

If somebody could test in game, I'd appreciate it!

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I tested the meshes in

I tested the meshes in Berandas Underground. That's where I previously noticed the problem. They work fine. I can no longer walk through the objects. Thank you.

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During the quest "Imperial

edit: Nevermind, this is fixed in Dagger Galore for 0.67.

During the quest "Imperial Legion: Courtesy" we can visit the book dealer "Codus Callonus" in Ald'ruhn to get a copy of the book "The Red Book of Riddles". However, when we talk about that book to him, all he says is "I already gave you my copy. Use it well." (01F8EA83). I have never spoken with him before and he didn't give me any book.

The problem is, that this incorrect dialogue uses the same condition as the correct dialogue "Yes, I have a copy... Why do you ask?" (01F8EA84).

Some distinction is needed. An easy one would be to add a condition to dialogue 01F8EA83 to check if the player already has a copy of the book with him. The condition would be:

GetItemCount > 0 for "0bkUredbookofriddles "The Red Book of Riddles" [BOOK:011800AB]"; Run on Target

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There are some bugs that were

There are some bugs that were fixed for v67.  You can see some bugs reports on the page for the Dagger Galore Patch on the Nexus.

That one should be fixed in v67.

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Thank you, I forgot to check

Thank you, I forgot to check that for this report.

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Here is another floor

Here is another floor collision fix, this time for Velothi buildings.

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The quest "Imperial Legion:

The quest "Imperial Legion: Saprius Entius" is still bugged. When I talked with Saprius, two ordinators showed up, attacked Saprius once and then started chatting with each other. I had to taunt one of the ordinators and then both attacked me. After I killed them, I had a 1000 gold bounty on my head. That makes no sense. Who is going to report this fight, Saprius? Unfortunately, in Oblivion there are no crime settings, like there are in Fallout 4 or Skyrim. So, except for using "player.payfinethief" in the console and still getting infamy and a bounty history, is there another way to fix this?

edit: Ok, I found a fix. The problem is that the ordinators and Saprius are in the same faction. That's why the ordinators stop their attack and Saprius never fights back. I have removed Saprius from 0factMorrowind "factMorrowind" [FACT:0122001B].

Now he fights back when he is attacked by the ordinators. I joined the fight and we both killed the ordinators. Afterwards, I had no bounty and the quest progresses normally. I was able to get him to Ebonheart and complete the quest.

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The "Helm of Graff the White"

The "Helm of Graff the White" (01120107) has an incorrect armor value. It should be 5 instead of 16.

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I don't know if it's just my

I don't know if it's just my game setup, but I have a strange and annoying bug with invisible statics. The first time I experienced this was around Hlormaren. Part of the outside stronghold structure was invisible. I didn't know why. Now I visited Ald'ruhn and had the same bug with the temple. It's invisible:

After investigating the structure in CS (it's visible there), I found that it has the "Visible When Distant" flag set. I removed the flag and now it is shown in game:

I checked Hlormaren and found the same issue there. The right part of the building has this flag and is invisible.

As this flag has no positive use and was set in a very inconsequential way on (part of) some objects, I propose to remove it from all (parts of) objects in the game world.

A quick and easy way of removing the VWD flag is to use this TES4Edit script that I made.

Just right-click on the world space that you want to modify (e.g. WrldMorrowind), select "Apply Script...", in the dropdown box select the "Change VWD flag" script and then click OK. When asked if "Set [YES] or clear [NO] Visible When Distant flag?" just select "NO", because you want to clear the flag.

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The quest "Armor Repair Debts

The quest "Armor Repair Debts" (01003479) does not work correctly. One is supposed to convince Giras Indaram (0126021A) to pay his debt. He will challenge the player to a duel and if accepted, some annoying fool named "Ulms Drathen" (01260707) will charge into the room and attack the player. He will not stop, even if the duel is over.

edit: I have created an experimental fix for this. The fix will disable Ulms Drathen when the duel starts and enable him again after Giras Indaram admits defeat.

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Ulms Drathen was the only one

Ulms Drathen was the only one who joined?  I see that there are other NPCs in the cell.

I thought it might be the factions, but they seems okay? (Well, in my Morroblivion.esm.  I don't know if they are modified elsewhere.)

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Yes, he was the only one. I

Yes, he was the only one. I don't really understand it myself. Some of the others are in the temple faction, just like me, so their disposition towards me is high. But Giras' brother "Tidros Indaram" (0126021C) has the same factions as Ulms Drathen and Tidros didn't attack me. Ulms' disposition towards my Breton was 50, Tidros' was 72.

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New file with Updated version

New file with Updated version for terrainulavapotu03.nif (Better collision)

https://drive.google.com/file/d/1HuNgU_JAetUw8dekLTrl38Kxseanyu6C/view?usp=drive_link

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Dremora (01F8B535) and

Dremora (01F8B535) and Dremora Lords (01F8B534) cause a huge drop in framerate, from smooth FPS to unplayable. It's caused by their armor mesh. Removing their armor resolves the problem. For now, I have replaced their mwDremoraFullBodyArmor "Dremora Armor" [ARMO:01F8E36F] with the following in my game:

Dremora:
Dremora1CaitiffBoots "Dremora Caitiff Boots" [ARMO:0003E9BA]
Dremora1CaitiffCuirass "Dremora Caitiff Cuirass" [ARMO:0003E9BE]
Dremora1CaitiffGreaves "Dremora Caitiff Greaves" [ARMO:0003E9BF]

Dremora Lord:
Dremora2KynvalGreaves "Dremora Kynval Greaves" [ARMO:0003E9AE]
Dremora2KynvalBoots "Dremora Kynval Boots" [ARMO:0003E9BB]
Dremora2KynvalCuirass "Dremora Kynval Cuirass" [ARMO:0003E9C1]

These armors have no impact on FPS.

edit: This problem also applies to Vardenfell Ebony Armor. If an opponent wears that, the game comes to a crawl. Remove it from the victim and FPS go back to normal.

edit 2: I have now solved the problem for my game. I replaced the regular Morroblivion daedric armor pieces and created new dremora armor pieces, both use the resources from Morrowind-esque Valkynaz Armor. These don't cause the game to step on the breaks.

For the Morroblivion Ebony Armor pieces, I used the regular Oblivion meshes and coupled them with Redesigned Ebony Armor V2. Of course they don't look the same as Morrowind Ebony, but still look different than the original Oblivion armor and they don't slow the game down.

edit 3: The problem also applies to Nordic Trollbone armor. Unfortunately, I haven't found a substitute for them yet.

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These are probably all NPCs

Bullfrog wrote:

https://morroblivion.com/comment/90084#comment-90084

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

These are probably all NPCs with a Robe in their inventory. In Morrowind, robes could be worn over armour and clothes, but Oblivion doesn't allow that. So they go for the item with the highest armour class instead. However, they have no pants in their inventory, because it was assumed that the robe would cover them.

There are some armoured robes mods, and it would be neat to give them something like that, although it would require some work. The easier option would be to just give pants to everyone with a robe in his inventory.

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I keep finding "Potion of

I keep finding "Potion of Detect Enchantments" (01023CE3). There is no "detect enchantment" effect in Oblivion. The actual effect is "detect life", so the potion should be renamed accordingly.

edit: The same applies to the "Potion of Detect Key" (01023CE1).

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Malacath's Quest has problems

Malacath's Quest has problems with its dialogue scripts.

1. Dialogue 01320FDF has a script that doesn't belong there (it's an intermediate dialogue) and the script itself is missing important commands, making everyone run away instead of attacking the player.
2. Dialogue 01F8A999 and 01F8A99B are missing the script to make Farvyn Oreyn and his guards attack the player and they are missing the Goodbye flag.

I have fixed above issues and uploaded the fix here.

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The Silver Dagger (01f8e981)

The Silver Dagger (01f8e981) has an absurd price of 500 gold. It needs to be 50, to bring it in line with other silver weapons. The same applies to all the special "0silverSdagger" dagger types.

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The quest "Helm of Tohan"

The quest "Helm of Tohan" (01F8E3E9) doesn't work at all. I can talk to the brothers, ask them about "Exploring the Ruin", then ask them about their "Family Honor" and then they will start a fight with each other. The first that scores a hit will cause the other to yield and the fight is over. The quest is permanently stuck in stage 30 and cannot be advanced, except through the console.

I have fixed the corresponding stage 30 quest script and their NPC scripts (01008495, 01008496) and uploaded the fix here.

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The "Spear of Bitter Mercy"

The "Spear of Bitter Mercy" has incorrect texture paths in its mesh, causing the weapon to appear purple in game. Here is the fix.

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The 0.67 Guar (all types)

The 0.67 Guar (all types) cannot be looted. Like the Alit and Dwemer Sphere, its new skeleton is missing proper collision.

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Bullfrog wrote:

Bullfrog wrote:

Dremora (01F8B535) and Dremora Lords (01F8B534) cause a huge drop in framerate, from smooth FPS to unplayable. It's caused by their armor mesh.

[...]

edit: This problem also applies to Vardenfell Ebony Armor.

I don't have this problem with 0.66. Maybe try the armour meshes from v 0.66?

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The dremora meshes are the

The dremora meshes are the same in 0.66 and 0.67.

I'm running ENBSeries 0.500 which puts more strain on the system, so that may cause the problem to become visible. Still, the replacements are clearly superior, so I will keep using them.

I will test the 0.66 ebony armor meshes again.

edit: Nope, the 0.66 ebony armor meshes are different from 0.67, but not better in terms of performance.

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The spell scroll "Scroll of

The spell scroll "Scroll of Tranasa's Spelltrap" (011801BD) has an incorrect magic effect. It applies spell reflection, but should apply spell absorption.

Magic effect "0scUtranasasspelltrapUen" (01040219) has to be modified to "SABS" and actor value "Spell Absorb Chance".

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During the Imperial Legion

During the Imperial Legion quest "Rescue Jocien Ancois" you are told to enter "Shashurari Camp, Zennammu's Yurt" (01480360). This is considered trespassing, because the "public place" flag is missing on the cell record.

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Does anyone else think the FX

Does anyone else think the FX in the pools on the Bitter Coast looks awful? I mean this blocky something:

It's even visible in CS. So, I decided to remove the FX from the mesh and the result is some nice looking fog without blocks.

If you like the change, I have uploaded the modified mesh here.

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The Imperial Legion quest

The Imperial Legion quest "Lord's Mail" does not work at all. After Varus Vatinius gives the player the order that he needs to get back this armor, there are no dialogue options to progress the quest. He will only say the default blabla about the Lord's Mail that any member of the legion will tell, instead of using his quest dialogue. This is caused by incorrect dialogue conditions.

I have uploaded a fix here.

This also fixes the corresponding quest dialogue for Rufinus, the two shrine guards and other members of the legion, as well as Furius cowardly running away instead of attacking.

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The quest "Telvanni Hortator"

The quest "Telvanni Hortator" doesn't work very well. When you speak with some of the councilors you get an extra quest to convince them. If you decide to kill them nevertheless, the quests will be stuck in the log forever. Also, if you decide to kill some and convince others, you will still get the message that you are the sole survivor and have named yourself Hortator, which makes no sense.

I have created a fix and uploaded it here.

The fix covers Dratha, Neloth and Therana. I haven't had problems with other councilors. It also covers the incorrect condition and order in script "fbmwTelvanniHortCount".

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I caught myself up with all

I caught myself up with all the fixes! Thank you Bullfrog, very nice!

I plan to spend the next few days merging them, I have a latest experimental that is about a year newer, but perhaps a updated changelog would be best. I keep one going on the Discord as I work on the Master Files.

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Bullfrog wrote:

Bullfrog wrote:

I keep finding "Potion of Detect Enchantments" (01023CE3). There is no "detect enchantment" effect in Oblivion. The actual effect is "detect life", so the potion should be renamed accordingly.

edit: The same applies to the "Potion of Detect Key" (01023CE1).

There was a mod created recently that added both of those effects, both effects can be added back. I just forgot the name of it...
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Regarding the huge drop in

Regarding the huge drop in FPS with Dremora, Ebony and Nordic Trollbone armor - today I learned the reason for that. It is caused by something called "excessive draw calls". These are the result of using NiTriStrips instead of NiTriShapes in meshes. So I took a lot of the weapon and armor meshes from 0.67, ran them through Sniff's "convert strips to shapes" function and revoked all my changes to above armors in the esp, so that I can see the original armor again.

You can probably guess that there were no more frame drops in the game. I could fight several Dremora at once without any FPS issues. My armor mannequin with a full set of Ebony armor also doesn't slow down anything anymore, neither does the Trollbone armor or others.

In case you want to try these meshes, I have uploaded them here. These are experimental!

edit: Just to give you an idea how bad the original meshes are, here are some examples and their draw calls:

You can see that the first two are ok. They have little impact on performance. It gets much worse with the imperial armor and the rest is completely sick.

For comparison, here are example values of the new meshes:

Looks much better, doesn't it? Before you think now that you can do this with all the Morroblivion meshes - a word of warning. The "Convert strips to shapes" function converts ALL NiTriStrips in the mesh. This can also affect collisions. If the game tries to load such converted mesh, it will crash. I'm already in contact with the author, maybe he can provide a solution to leave those collisions alone.

edit 2: Zilav has published a new version 1.6 of Sniff that will ignore collision NiTriStrips. I have run the Morroblivion meshes through it and now I'm testing. So far - no crashing and better performance. 

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I wonder if others have

I wonder if others have noticed odd behavior of ashlanders or bandits. Often when I get to an ashlander campsite, either some of them are already dead or they are currently at each others throat. The same applies to bandits in caves.

I'm still using the 0.66 esm with some of the 0.67 changes. Among these changes is faction "0factMorrowind" (0122001B), which removed the bonus to itself in Dagger Galore Patch 0.67. I suspect that the hostility within this faction is caused by high aggression stats of bandits and ashlanders coupled with the removal of the bonus. If others, who are using the full 0.67 build can confirm this issue, maybe it's better to just decrease the bonus somewhat?

Lustidrike was also already dead when I entered Ald Daedroth. It seems he was killed by the other scamp or the worshippers.

edit: After playing more with the 0.67 build, I came to the conclusion that the change to the "0factMorrowind" was a bad idea. It does indeed cause bandits and ashlanders to kill members of their own group. Also, it causes issues with other NPCs. For example, it causes the corprus victims to attack Uupse Fyr in the Corprusarium.

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There's a strange thing that

There's a strange thing that I don't understand with the Fighters Guild. I started my career in Balmora and currently have the "Code Book" quest active. I decided not to give the code book to Eydis Fire-Eye and instead take other orders from other guild stewards. Unfortunately, none of the stewards has dialogue for "orders", so I cannot advance in the guild.

When I checked the quest code, I found that every single job in the Fighers Guild has code to stop the dialogue quest "fbmwFGAdvancement" (01010566). Why is that? None of the other factions block you from taking jobs from different job givers.

I can only assume that this was done because at some point you need to choose sides. But why was this done to ALL the quests and not just the final ones?

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The 0.67 esm and Dagger

The 0.67 esm and Dagger Galore Patch have a bug that prevents proper mod initialization. Script "mwMainMenuScript" sets an incorrect event handler for "PostLoadGame". The most obvious effect of this is the constant message in the game saying "Loading Area" when the player changes cells.

I have uploaded a fix here.

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The Morrowind specific

The Morrowind specific faction icons are missing in 0.67. They point to "textures\menus\icons\darthsouth\factions\" and that folder does not exist in the 0.67 "Morrowind_ob - Textures.bsa".

The folder can be extracted from the 0.66 "Morrowind_ob - Textures.bsa".

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I just finished playing

I just finished playing through the Fighters Guild quests (good path). There were quite a number of dialogue condition problems that allowed to get the reward multiple times for example. I have fixed them and uploaded the fix here.

This fixes dialogue for:

  • Beneran's Bounty
  • Berwen's Stalker
  • Desele's Debt
  • Hunger in the Sarano Tomb
  • Silence Tongue-Toad
  • The Verethi Gang

On top of that I implemented a good version of the code book quest. Instead of giving the code book to Eydis Fire-Eye, you can now give it back to Sottilde or throw it away and then lie to Eydis Fire-Eye that "they destroyed it". It will lower her disposition towards you, but also complete the quest (without a reward and faction improvement of course). The starting condition for the next quest "Desele's Debt" has been adjusted accordingly.

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Now I have continued the

Now I have continued the Thieves Guild quest line and ran into several dialogue problems. They are related to the Fighters Guild, because when you already killed Eydis Fire-Eye and Sjoring Hard-Heart, none of the existing dialogues and quest entries make any sense. I have uploaded a fix here.

This affects the quests:

  • Speak With Percius
  • The Bitter Cup
  • Hrundi's Lover
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Version 0.67 experimental

Version 0.67 experimental introduces a critical bug with the Golden Saints. Someone changed the base record of some placed references from 0GoldenSaint "Golden Saint" [CREA:01F8CCC5] to fbmwGoldenSaint "Golden Saint" [NPC_:01F0A264].

This causes the game to crash when the cell is loaded, because the reference signature is ACRE, which means only creatures can be placed with it, not NPCs. For NPCs you'd need an ACHR signature record.

I have uploaded a fix here, which revokes this change.

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It was time to take care of

It was time to take care of Dagoth Ur. When I encountered him, he only had two lines:

  • Strange. This outcome I did not foresee. That you would come unprepared. (010269E4)
  • Until I see you better prepared, we have nothing to discuss. (010269E3)

The thing is, I have Wraitguard, Sunder and Keening with me. The reason was more incorrect dialogue conditions. I fixed those. Unfortunately, I wasn't able to fix the topic "1partingSwords" and "1ourSbusiness". They simply don't show up in my game. I have no idea why.

As I could not do the whole conversation, I simply attacked and "killed" him. I proceeded to the heart chamber and destroyed the heart. Then I got out of the chamber and spoke with Azura. So far so good. Then I wanted to leave the facility and found myself blocked by the metal doors, the ones that you can open with a crank from the outside, but there is no crank on the inside!

Therefore I decided to add a trigger box between the doors that will automatically open the outer doors, so the player can leave. I have uploaded the changes here.

edit: I have re-uploaded the fix. It now also fixes the weather trigger box in front of the citadel. Before, when you exited the citadel, there was still a blight storm going and only after a few steps the weather would suddenly be sunshine and butterflies. That was very strange. Now the weather is clear from the moment you exit the building.

edit 2: Re-uploaded the fix, because the editor had eaten one of the dialogue scripts.

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Another CTD, this time in Old

Another CTD, this time in Old Mournhold: Palace Sewers. Again, someone replaced one object type with a different type.

Record 01F060C2 has a REFR signature. It cannot hold creatures or NPCs.
mwDeadSkeletonCorpse1water "Skeleton" [CREA:01000889] has to be replaced with 0containUcorpseUwater "Corpse" [CONT:011C0316], like it was in 0.66.

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The problem with incorrect

The problem with incorrect object types is actually huge in 0.67. I have just fixed ~100 cells with skeleton bodies (01000888) or submerged bodies (01000889) that caused CTDs.

All the "Riekling" NPC types are also used in places that require a CREA signature type.

That means the game will basically crash anywhere you go.

I will not provide any more patches. There are just too many fixes required. I will upload my combined fixes when I'm through with Morroblivion and also provide the updated Morrowind_ob - Meshes.bsa.

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Bullfrog wrote:

Bullfrog wrote:

Another CTD, this time in Old Mournhold: Palace Sewers. Again, someone replaced one object type with a different type.

Record 01F060C2 has a REFR signature. It cannot hold creatures or NPCs.
mwDeadSkeletonCorpse1water "Skeleton" [CREA:01000889] has to be replaced with 0containUcorpseUwater "Corpse" [CONT:011C0316], like it was in 0.66.



xEdit was used to Batch Replace the Obvious Record Types that should be; like the Skeleton, Golden Saints. The CTDs are caused by the REFR signature not being Set correctly. The Fix is editing said Object,NPC,CREA whatever it is, in some way, This will set the REFR Signature correctly.

An example here of the Mournhold Skeleton

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