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[OUTDATED] Morroblivion Experimental Release [v067]

Submitted by Daggers on
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Last edited by Daggers on 24 Mar 2025 - 13:08.A new version 67 test build

[reserved for changelog?]

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Master File Installer has been updated

  • Merged "forgot to document" from Dagger Galore and Unofficial Patch Reconciled
  • Removed West Gash SpeedTrees.
  • Removed OBTalonrockLg03, OblivionLarge690, CHRock345, RockBeachSand220, CHRock165, CHRock390, CHRock255 from use and Redircted them to their original rock model.

Dagger Galore Patch has been updated

  • Removed Vivec Plaza (Canton) markers (DaggerfallTeam)
  • Replaced Bone Wolf with Skinned Hound (Creature Re-Enabled will revert this) (DaggerfallTeam)
  • Fixed all wolf sizes in bloodmoon -Object Placement fixes in various bloodmoon tombs (DaggerfallTeam) Fixed all wolf speed (DaggerfallTeam)
  • Added new subspace sizes (DaggerfallTeam)
  • Added Subspace to Balmora, Ebonheart, Ald'ruhn, Caldera, Vos, Tel Mora (DaggerfallTeam)
  • Removed Shrine of Daring Map Marker and directed quest marker to base of shrine. (DaggerfallTeam)  

Unofficial Patch Reconciled has been updated

  • Added Unofficial Patch Reconciled - UCWUS.esp (all the UCWUS changes except for a proxy spell)
  • merged most of it into Dagger Galore and the Master File

All links in the first posts have been updated..

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ExperimentalFix 6-21-2023

  • fixed missing Telvanni floor texture
  • adjusted Crystals Material Maps
  • updated tree bark textures for consistency with Tree Replacer
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Mages Guild Quest Fix
-Fixed Four Types of Mushrooms repeating greeting and Quest Advancing

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Small Fix A for Directional Lighting and Flora Ivy
 

  • Fixed Percius's bed position
  • Fixed Balmora interior Directional Lighting
  • Fixed object placements
  • New Ivy 1 and 2 model created from Oblivion ivy (Daggers)
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I tried this experimental build, but it crashes for me. My character is currently in Vivec Foreign Quarters, upper plaza, looking at the huge western double doors. In release 0.66.3b I can go through that door and enjoy the view over the countryside and Hlaalu canton to the left. In 0.67 when I go through that door, the loading bar fills completely and then the game crashes.

To upgrade, I have removed the 0.66.3b files, then ran the 0.67 installer to get the new Morrowind_ob.esm. Then I copied from 0.67:


  • Morrowind_ob.esp
  • Morrowind_ob - Meshes.bsa
  • Morrowind_ob - Sounds.bsa
  • Morrowind_ob - Textures.bsa
  • Morrowind_ob - UCWUS.esp
  • the ini and video folder (set all "mwFixes.x" settings in Morroblivion.ini to 0)
  • Morrowind_ob - Chargen and Transport Mod.esp
  • Morrowind_ob - Conversation.bsa
  • Morrowind_ob - Conversation.esp
  • the experimental fix from 20230621
  • Dagger Galore Patch.esp


Load order is the same as before with 0.66.3b:
 

Oblivion.esm
Morrowind_ob.esm
Morrowind_ob.esp
Morrowind_ob - UCWUS.esp
Morrowind_ob - Conversation.esp
Morrowind_ob - Chargen and Transport Mod.esp
Morrowind_ob - Shirts Replacer.esp
Dagger Galore Patch.esp
 

I have no idea why it crashes with the new version. I went back to 0.66.3b, so I can continue my playthrough.

edit: Today I tried 0.67 again and it worked. I'm still in Vivec, just in a different part of the city. But when I walked back from southern Vicec through Redoran canton and tried to cross the bridge to the Foreign Quarter, the crash happened again. Something in that area is broken in 0.67. It must be to the northwest of the Foreign Quarter. I was able to levitate around the quarter on the eastern side up to the Siltstrider, but when I tried to move further west, the game crashed, just like when I try to move from the southern edge of Hlaalu canton to the north.

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I experienced a similar crash ( but using 0.66) walking from west to east. Walking from Seyda Neen to Vivec Foreign Quarters, crash occured after passing Abaesen-Pulu Egg Mine, when walking east. Thats the area you mention too, right?

I was able to reproduce it after loading again. But fast-traveling far away and back fixed it for me and I was able to pass this Area. Not sure what was causing it in the end.

Maybe your Bug gets fixed this way too?

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Yes, if you come from the west, that's probably the area. I went there in 0.66.3b and had no problems. Actually there wasn't anything special there, just some mudcrabs, some slaughterfish and maybe a dreugh or so.

Fast travel is disabled in my game, but I teleported elsewhere, purged cell buffers, nothing worked. I will stick with 0.66.3b for now.

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First Post has been updated. Experimental Builds remain outdated

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Ok, with my new knowledge about the excessive draw calls issue, I decided to give the 0.67 experimental another try. I:


  • removed 0.66 and the loose patched files that I used before
  • installed 0.67 experimental
  • unpacked "Morrowind_ob - Meshes.bsa" to a separate folder
  • copied all my fixed meshes to that folder, overwriting the original files
  • ran this folder through Sniff's "Convert strips to shapes" function
  • merged the output with the folder, overwriting the old files
  • copied the original meshes\armor\indoril files over to the folder (they have several issues and Sniff makes them worse, so I rather use the original files)
  • packed the folder into a new "Morrowind_ob - Meshes.bsa"

Now I'm playing with this new BSA and it's amazing. The game runs fluid with high res textures and there is no more crashing when leaving Vivec Foreign Quarters. Actually I ran from the Foreign Quarters through all Vicec and then to Ebonheart Chapel, something that wasn't possible with the original meshes, because the game would crash at some point along the way.

Another crash test was to teleport to Hlormaren and then run south to Hla Oad. This would always crash in the past. Not anymore.

I will continue playing with this setup and then I'll see if stability is improved in other parts as well. I'm willing to bet that it is.

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- Update - Part 1

I have finished my Morroblivion playthrough and fixed many bugs on the way. I will upload my fixes in two parts. The first part is the updated 0.67 "Morrowind_ob - Meshes.bsa". You can find the changelog below.

Part 2 will be changes to the esp and some texture fixes. I still have to go through the esp, in order to remove some personal changes and update the changelog.

Download: Morrowind_ob - Meshes.zip

Changelog:

Expand

  • removed invalid NiAlphaProperty from meshes\armor\indoril\cuirassf.nif. It was causing lighting issues.
  • fixed incorrect texture paths in:

        meshes\creatures\spherecenturion\body.nif
        meshes\morro\x\exututowerustrghtulrg.nif
        meshes\vvardenfellarmormod\bonemold\cryohelm.nif
        meshes\Clutter\morro\m\NBdwemerTube.nif
        meshes\morro\i\inuglacieruconnectulcave.nif
        meshes\morro\i\inustrongholdulpill00.nif
        meshes\Clutter\morro\m\miscudwrvuartifact50.nif
        meshes\Clutter\morro\m\nbdwemercoherer.nif

  • replaced ugly static meshes\morro\i\InUOMUwaterfallUsmall.nif with the animated Vivec exterior counterpart meshes\morro\x\exuvivecuwaterfallu03.nif
  • meshes\MIP\Container\Barrels\mwBarrel10.nif had incorrect collision data, making it impossible to interact
  • fixed missing collision definition for shack trap doors (meshes\morro\i\inudeushackutrapdoor.nif and meshes\morro\i\inudeushackutrapdooru01.nif)
  • fixed broken floor collision normals for:
  •     strongholds, ashlander tents, daedric shrine platforms
        stronghold meshes (meshes\morro\i\inustronghold... and meshes\morro\x\exustronghold...)
        Mournhold Sewer meshes (meshes\morro\i\inumusewer...)
        old Mournhold building meshes (meshes\morro\i\inuomu...)
        Tribunal Dwemer Ruin meshes (meshes\morro\i\inudweu...)
        Clockwork City meshes (meshes\morro\i\inusothau...)
        Solstheim meshes (meshes\morro\i\bmu...)
        Thirsk meshes (meshes\morro\i\inuthirsk...)
        Solstheim meshes (meshes\morro\i\inubmutomb...)
        Hircine's Hunt mazes (meshes\morro\i\inumaze...)

  • added mesh fix for lava pools by YoJeff
  • removed the FX effect from "bcscum01.nif", as it looks terribly blocky and is unnecessary
  • converted object meshes with NiTriStrips to NiTriShapes to improve performance. NiTriStrips are causing excessive draw calls.
  • mesh fix for meshes\morro\i\inudwrvuobsrv10.nif that fixes player bounce in all dwemer cells that contain an observatory
  • fixed Kwama Forager skeleton, so it doesn't fall through the floor all the time after being killed
  • fixed incorrect rotation of cushion on chair meshes\morro\f\furnucomuchairu01.nif
  • replaced "Aesliip's Barrier" (010E04AA) meshes\morro\f\bmuforcefield.nif with a version that has working collision
  • added ground model "meshes\armor\indoril\boots_gnd.nif for Indoril Boots
  • added new meshes for High Indoril boots and greaves "meshes\vvardenfellarmormod\high indoril\..."
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- Update - Part 2

Here comes the rest of the update. It consists of a "Morrowind_ob - Patch.esp", which has to be loaded AFTER "Dagger Galore Patch.esp", because it fixes bugs in Morroblivion main files as well as Dagger Galore. This patch should be merged with Dagger Galore by the Morroblivion team. You can find the changelog below.

I have completed my journey across Morrowind, Mournhold and Solstheim and reached the highest rank in all factions, for those where it's possible at least. There are probably some miscellaneous quests left, which I have missed. I also declined two or three quest offers. The main quests are complete, my character is a member of House Redoran, so I haven't played the Hlaalu or Telvanni quest chain.

Download: Morroblivion 0.67 Patch

Changelog:

Expand
Activator:

  • added activator to open Dagoth Ur main door shield from the inside

AI Packages:


  • added new package "fbmwBMIngmarWaitEditorLocation" to Ingmar, so he will wait outside "Valbrandr Barrow" during quest "Ingmar in a Bind", before the player does or does not accept to help him. This prevents him from going inside the barrow and idling there.

Armor:


  • fixed Health values of armors which were way too low compared to their Cyrodiil counterparts
  • renamed "Daedric x" armor pieces to "Vvardenfell Daedric x" to distinguish them from Cyrodiil counterparts
  • added missing icon for "Imperial Chain Coif" (0112003A)
  • lowered absurd price of Goblin Buckler (01F8E527) from 1000 to 100
  • fixed incorrect armor value on "Helm of Graff the White" and increased its value
  • fixed incorrect classification of Indoril armor as light armor (stats are that of heavy armor)
  • fixed incorrect name, mesh and body part definition for Indoril Boots (0112001B). This requires the updated "Morrowind_ob
  • Meshes.bsa".
  • fixed incorrect name, mesh and body part definition for High "Indoril Greaves" (0112014D) and "High Indoril Greaves and Boots" (01120149) and their "Her Hand's" counterparts. This requires the updated "Morrowind_ob
  • Meshes.bsa".
  • added missing "hair" body slot to "Her Hand's Helmet" (01120126) and "High Indoril Helmet" (0112014E)
  • renamed Orcish armor and properly flagged it heavy armor (stats are that of heavy armor, not to mention that Cyrodiil Orc armor is also heavy armor)
  • added missing "Heavy Armor" flag to Nordic Mail Shield (01158ADD)

Book:


  • fixed "Rogue Necromancers Journal" (01180272) formatting
  • fixed "Settler's Journal" (01180273) formatting
  • removed incorrect enchantment points setting from "Scroll of Tranasa's Spelltrap" (011801BD)

Cells:


  • replaced the creature skeleton (01000888) in multiple cell records with container 0containUcorpse00 "Corpse" [CONT:011C02DF] (like in 0.66) because record type and object do not match, causing CTD
  • replaced the creature skeleton (01000889) in multiple cell records with container 0containUcorpseUwater "Corpse" [CONT:011C0316] (like in 0.66) because record type and object do not match, causing CTD
  • replaced the NPC (01F0A264) in multiple cell records with creature Golden Saint (01F8CCC5) (like in 0.66) because record type and object do not match, causing CTD
  • replaced the NPC (01A804D6) in multiple cell records with creature 0Riekling "Riekling" [CREA:0102080A] (like in 0.66) because record type and object did not match, causing CTD
  • replaced the NPC (0100089A) in multiple cell records with creature 0bmRieklingBoarmaster "Riekling Boarmaster" [CREA:01003291] (like in 0.66) because record type and object did not match, causing CTD
  • replaced the NPC (01000897) in multiple cell records with creature 0bmRieklingMounted "Riekling Raider" [CREA:01A010BD] (like in 0.66) because record type and object did not match, causing CTD
  • replaced the NPC (01000896) in multiple cell records with creature fbmwbmrieklinggoodbeast "Riekling" [CREA:0105AE15] (like in 0.66) because record type and object did not match, causing CTD
  • replaced the NPC (0100088F) in a cell record with creature fbmwRieklingTrees "Riekling" [CREA:01F8B1B1] (like in 0.66) because record type and object did not match, causing CTD
  • fixed ownership of doors and made cell "SuranVSOranSManor" public (required for a quest)
  • moved "dark hole" (01F037D8) to an accessible location in "Bamz-Amschend, Passage of the Walker"
  • added editor ID to "Ulms Drathen" (01840035), so he can be used in scripts
  • added missing "Public Place" flag to cell "Shashurari Camp, Zennammu's Yurt" which is required for quest "Imperial Legion: Rescue Jocien Ancois"
  • added missing "Public Place" flag to cell "Gnisis, Vabdas Hut", which is required for Imperial Legion quest "Widow Vabdas' Deed"

Clothing:


  • fixed prices of robes. They were cheaper than a shirt, which makes no sense and also caused people to run around half naked, if they had a shirt and robe.

Creatures:


  • set Cliff Racer aggression from 90 to 0/20/40, so they do not constantly attack
  • lowered Intelligence to 19 for the following creatures, so they don't follow into interior cells:

        Alit
        Cliff Racer
        Wild Guar
        Kagouti
        Kwama
        Nixhound
        Rat
        Scrib
        Shalk
        Wild Guar

  • added "0randomUadamantium" leveled list to Lich (0100847D)
  • added "0randomUadamantium" leveled list to Profane Acolyte (01F8B885)
  • added "0randomUadamantium" leveled list to Gedna Relvel (01F8E84D)
  • fixed stats and script (01F8E846) for Gedna Relvel (01F8E84D), because greater than 55k health, fatigue and mana is silly
  • fixed stats for Grurn (01003A13) in Fort Firemoth
  • fixed stats for Worm Lord (01F8AF75) in Urshilaku Burial
  • fixed stats for Profane Acolyte (01F8B885) in Mournhold Temple Shrine
  • fixed stats for Lich (0100847D) in Old Mournhold
  • removed micro treasure loot from Rats
  • added missing max level for Starving Cave Rat (01013AE3)
  • removed weapon from Goblin Bruiser (01F8E52C), because this is a hand-to-hand fighter
  • removed "no low level processing" from trained rat (01009ED3), as it keeps them from following properly to other cells


Dialogue:


  • fixed incorrect condition order and target in dialogue (0100A1E8, 010269E6, 0100A1EA, 010269E5) for quest "Destroy Dagoth Ur)
  • fixed incorrect dialogue conditions (01321FA9, 01321FAA and 01006000) for "Imperial Legion: Lord's Mail" quest, that did not allow the quest to progress.
  • dialogue (01F8AC72) could be exploited for an unlimited supply of Cyrodiilic Brandy. This is supposed to happen only once. His regular greeting should be (01F8AC73).
  • fixed "Ulms Drathen" interfering in the duel with "Giras Indaram" during the quest "House Redoran: Armor Repair Debts" (Ref 01840035; dialogues 01323093 and 01003BDE)
  • Quest fbmwICMarshmerrow (0100B822) cannot proceed, because Balur Salvu (012604cc) does not have the correct dialogue conditions (01F886B7 and 01F886B8).
  • modified dialogue (010085AB, 010085AC, 010085B8) to allow quest "The Warlords" be completed without murdering anyone. You can now convince Dovor's fellow conspirators anytime to betray him.
  • removed Feruren Oran "Goodbye" dialogue flag making it impossible to taunt him during the initiation quest for the Morag Tong
  • fixed broken greetings 01018ACA, 01018ACC, 01018ACD, 01018ACB that showed "Push F14; blabla"
  • traders won't refuse to trade anymore if the player has Skooma or Moon Sugar in his inventory
  • made quest dialogue for quest "House Telvanni: Slave Rebellion" available outside of the quest, so the player can free the slaves without being in House Telvanni
  • fixed Paur Maston's dialogue (01F8A3CB) in Quest "An Escort to Molag Mar", because he only repeated the same line, making quest progress impossible.
  • changed condition for blades trainer dialogue to be available when the player isn't at lowest rank of the blades anymore, so he can complete the quest.
  • added missing condition to dialogue (01F8A438) for Fighters Guild quest "Berwen's Stalker"
  • fixed dialogue script for "Malacath's Quest" (01002C88) dialogue 01320FDF, 01F8A999 and 01F8A99B to make them attack instead of running away
  • added missing condition to dialogue (0132130B, 0132130C, 01F8A4C3) for Thieves Guild quest "Hrundi's Lover". Added new dialogue (xx00B663, xx00B664, xx00B665) for when Sjoring Hart-Heart  is dead.
  • changed "Kill the Telvanni Councilors" quest to exclude Therana. There is no honor in killing handicapped people. Affected dialogue: 01F8ACBC, 01F8ACBD, 01F8ACBE
  • added missing condition to dialogue (01321817, 01F8A523) for Fighters Guild quest "Beneran's Bounty"
  • added missing condition to dialogue (01010A31) for House Hlaalu quest "Dealing with Orvas Dren". It's not supposed to be available when Orvas Dren is already dead.
  • added missing condition to dialogue (01F8A5E1, 01321BAF) for Fighters Guild quest "The Verethi Gang". It was available even after the quest was completed.
  • added missing condition to dialogue (01321D58, 01F8A624, 01321D55) for Fighters Guild quest "Silence Tongue-Toad"
  • added missing condition to dialogue (01F8A62A) for Fighters Guild quest "Hunger in the Sarano Tomb"
  • fixed incorrect condition for quest "Fighters Guild: Desele's Debt" dialogue (01F8A6A0)
  • added option to solve the Fighters Guild "Code Book" quest without giving the code book to Eydis Fire-Eye
  • added missing condition to dialogue (01034157, 01034156) for Thieves Guild quest "The Bitter Cup". Added new dialogue (1500B662) for when Eydis Fire-Eye is dead.
  • fixed dialogue (01320622) script to make Gavis Velas attack the player instead of running away
  • fixed dialogue (01F8AB62) script to make Ahnia attack the player instead of running away. Also fixed typo in her name.
  • fixed "Wood Elf with a Grievance" (0101C624) quest dialogue script for Holmar (01322FA6, 01322FB6) to make Holmar attack instead of running away
  • fixed "Bouncer" (0101c61b) quest dialogue script for Denegor (0132317D) to make him attack instead of running away
  • added missing condition to dialogue (013233DB, 013233DC) for Thieves Guild quest "Speak With Percius", which should not be available when Eydis Fire-Eye and/or Sjoring Hart-Heart are dead
  • fixed dialogue (013233F0) for quest "A Woman Scorned". The dialogue script was not compiled, causing the quest to be stuck forever in stage 10.
  • fixed dialogue (0132345E) script that enabled the wrong rat reference

Enchantment:


  • "Scroll of Tranasa's Spelltrap" incorrectly had Spell Reflection instead of Spell Absorption effect
  • fixed incorrect charge amount, area and duration for Trueflame (010402E7)

Factions:


  • revoked the faction relation change for "0factMorrowind" in Dagger Galore, because it caused infighting in groups of bandits, ashlanders etc.
  • added missing faction icons from 0.66 to 0.67 "textures\menus\icons\darthsouth\factions\"

    Leveled Creatures:

  • updated flags for all creature LLs to provide more variety
  • replaced new NPC type Rieklings and Golden Saints with the creature variant for consistency

Leveled Items:


  • added random regular glass weapons to LL "0randomUsmugglerU11X" (011A00CF). These were nowhere to be found in the game.

Light:


  • Paper Lantern (012C0192) had a tiny radius

NPCs:


  • added missing greaves to many NPCs. They were running around half naked.
  • added wait package to Ingmar (01260B29)
  • removed faction 0factMorrowind from Saprius Entius (012602FC), so the Ordinators can properly attack him
  • fixed incorrect aggression value of "Navil Ienith" and "Ranes Ienith" at Orvas Plantation
  • removed script "fbmwDBassassinScript [SCPT:0102D8AD]" from all normal assassins (01260B08, 01260A74, 01260A75, 01260A76). It was only supposed to be on the first scripted assassin and not the ones that are placed in the game world.
  • added missing spells to Laurina Maria in Mournhold
  • added missing spells to Crito Olcinius in Mournhold
  • fixed incorrect faction assignment for Baslod (01260B99), Cimber Valerius (01260BA1), Capiton Popillius (01260BA0), Afer Flaccus (01260B83, 01260B84), Garnas Uvalen (01260B80), Gratian Caerellius (01260B82), so the "Protect Falco" (0101BE3F) can play properly
  • changed Aesliip's confidence from 50 to 100, so he doesn't flee all the time during quest "The Skaal Test of Strength"

Potion:


  • renamed "Potion of Detect Enchantments" and "Potion of Detect Key" to "Potion of Detect Life", as there is no "detect enchantment" or "detect key" effect in Oblivion

Quests:


  • added scripts to the following quests to complete them when the corresponding quest target is killed. Otherwise they would stay in the quest log forever.

        fbmwMQTelvanniDratha
        fbmwMQTelvanniNeloth
        fbmwMQTelvanniTherana

  • removed the "SetStage fbmwMQ14 0" command from stage 50 of fbmwMQ13. It makes no sense there, because the stage is already set to 1 at this point.
  • added option to solve the Fighters Guild "Code Book" quest without giving the code book to Eydis Fire-Eye
  • changed "Kill the Telvanni Councilors" quest to exclude Therana. There is no honor in killing disabled people. Affected dialogue: 01F8ACBC, 01F8ACBD, 01F8ACBE
  • added XP to stage 120 of "Bitter Cup" quest (01009327)
  • added proper log entries to Percius quest (0100932E)
  • added proper log entries to "Hrundi's Lover" quest (01009330)
  • added proper log entries to "The Warlords" quest (0101C638)
  • fixed scripts "mwDarisNorvayneScript", "mwDalinNorvayneScript" and the stage 30 script of quest "Helm of Tohan" (fbmwEBQArtifact)

Scripts:


  • script "mwCheckInstallationScript" (01008457) referenced an invalid quest variable
  • fixed scripts "mwDarisNorvayneScript" (01008496), "mwDalinNorvayneScript" (01008495) of quest "Helm of Tohan" (fbmwEBQArtifact), so the brothers have a properly duel
  • modified script (010085D3) to complete quest "The Warlords" (0101C638) when Dovor is killed
  • fixed door scripts (0101034F, 01010350) that caused incorrect door status detection during quest "An Assassination Attempt"
  • added GetDead code to script "fbmwbmlightkeeper" (010197c4), so we don't get an infinite visual REHE magic effect bug when the "Lightkeeper Grahl" dies
  • added GetDead code to script "fbmwbmFireRegenScript" (0101C995), so we don't get an infinite visual REHE magic effect bug when a Grahl dies
  • fixed incorrect conditions and order in script "fbmwTelvanniHortCount" (01022DDF)
  • fixed script "fbmwTRrChampionScript" (0102A44B) to keep Karrod in position in the throne room, so the duel can be started
  • removed nonsense "Player Here" message from "mwMQDagothTaunt01Script" (0147009A)
  • fixed quest script "fbmwMSPerformersPlayScript" (0147031B) to make the assassin attack the player instead of running away during the quest "A Star is Born"
  • added OnHit block to Sigvatr's script (01F8AC48) to make him fight back when the player attacks him during quest "A Wife's Retribution" (0101B6CF)
  • added OnActivate block to Aesliip's script (01F8B1AB) to prevent the "I have no greeting!" message when the quest "The Skaal Test of Strength" (0101AF8D) isn't running
  • modified script "fbmwbmKrishScript" (01F8B82A), so his follow package can work properly during quest "The Castle Karstaag" (0101B6C3)
  • fixed duplicate item bug in script "fbmwbmHeartFangHuntScript" (01F8B82D)
  • added new variable "iLevActive" to quest script "JDLevitationDataScript" to be used by other mods to check if levitation spell is active (requirement for the Realistic Gravity Patch https://www.nexusmods.com/oblivion/mods/54312)
  • modified "JDLevitationNormalScript", "JDLevitationStrongScript", "JDLevitationWeakScript" and "JDLevitationWildScript" to make use of the new "iLevActive" variable
  • changed "JDLevitate" script to use the configured keys for movement instead of WASD
  • fixed script (01F8E846) for Gedna Relvel (01F8E84D), because greater than 55k health, fatigue and mana is silly
  • fixed incorrect event handler in script "mwMainMenuScript"
  • fixed illegal function calls without reference and an infinite loop in "Morrowind_ob - UCWUS.esp" scripts "mwCWUHandlerOnMagicApply" (07048F60) and "mwCWUFnInitialization" (0704A846)

Weapons:


  • added missing "Ignore normal weapon resistance" flag to "Trueflame (01011A63, 01100212)
  • fixed incorrect charge amount and other stats of "Trueflame" (01011A63)
  • reduced the price of the Ancient Silver Dagger (100 -> 50)
  • reduced the price of Silver Dagger types (500 -> 50)
  • lowered absurd price of Goblin Club (011001F7) from 3000 to 300
  • changed incorrect weight and health values for the Ebony Scimitar
  • lowered prices of Huntsman weapons
  • fixed prices of Nordic Silver weapons. They were all worth 1000 gold.
  • fixed incorrect reach of "Mace of Aevar Stone-Singer" (01F8AF97)

Worldspace:


  • included official Morroblivion Better Map and updated settings and texture, so the icons properly align with the map (Solstheim was completely wrong)
  • replaced Riekling NPCs with its corresponding creature to prevent crashes
  • replaced Golden Saint NPCs with its corresponding creature to prevent crashes
  • fixed position of the dome on top of Marandus stronghold. It was floating in the air.
  • added new trigger box "mwDagothUrExitTrigZone [ACTI:1500B667]" to Dagoth Ur with script "mwDagothUrExitDoorTrigZone", so the player is not stuck inside the metal doors when leaving Dagoth Ur.
  • moved and enlarged the weather trigger box (0100BC70) in front of Dagoth Ur, so the weather change triggers when the player leaves the building instead of only when he moves some steps forward
  • moved the ladder (01F0475F) in "Mournhold, Plaza Brindisi Dorom" to be better accessible, because previously there was just one pixel that could be used to activate it

Meshes:


  • replaced 0.67 version Alit skeleton with 0.66 version file, because it was impossible to interact with the body and loot it, as the 0.67 skeleton has no collision defined
  • replaced 0.67 version Guar skeleton with 0.66 version file, modified to be used with 0.67 animations and mesh, because it was impossible to interact with the body and loot it, as the skeleton has no collision defined
  • replaced 0.67 version Sphere Centurion skeleton with 0.66 version file, because it was impossible to interact with the body and loot it, as the skeleton has no collision defined

Textures:


  • included updated Morroblivion Better Map
  • included missing faction icons
  • included missing Cliffracer furniture textures

The Morroblivion team still needs to remove the following files from "Morrowind_ob - Textures.bsa", as they don't belong there and cause white planes where the fire is supposed to be.


  • all normal map files from "Textures\Morroblivion\fire\MournholdLampFire\"
  • all normal map files from "Textures\Morroblivion\fire\Hopesfire\"
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Nice work on this. I have to pull this apart...  When fixing bugs, Whatever it is, needs to act the same as TES3 Morrowind.

Exceptions

  • Morroblivion Better Map should not be included? The issue was with Morroblivion Conversation Worldspace header, Morroblivion received an elven map a few years ago.
  •  
  • The "Potion of Detect Enchantments" and "Potion of Detect Key" effects can be and already exist in Oblivion mods, it can be re-implemented.
  • These icons are deleted on purpose "textures\menus\icons\darthsouth\factions\" new Oblivion Style factions are included and since been fixed.
  •  
  • The glass weapons added to "0randomUsmugglerU11X"... Glass is rare in Morrowind, is it not?
  • The "Scroll of Tranasa's Spelltrap" did have the correct effect from TES3 Morrowind wiki it's Reflect 20−60% for 30 secs on Self...
  •  
  • The traders refusing to trade if the player has Skooma or Moon Sugar in his inventory was apart of TES3 Morrowind
  • 0randomUadamantium was a official plugin, so adding it to other level lists,I'm not so sure.
  • Lower Intelligence is removed, wasn't apart of TES3.
  •  
  • The issue with record type and object do not match, causing CTD.. can be fixed in the CSE.
  • The missing heavy armor flags was apart of ponyrider0 moving Morrowind Medium Armor types into Light Armor for game balance.

 

 

Karma: 0 (0 votes)

Actually, I found lots of raw glass, so it's not particularly rare. I also found lots of enchanted glass weapons, but not the regular ones. That's why I made the change.

"Tranasa's Spelltrap" is interesting. I checked it in the Morrowind Wiki and it clearly says "spell absorption", which makes sense as the spell name is "trap". Checking the original "Morrowind.esm" in CS, it really was a spell reflect. I still like the absorb better, as it matches the name.

The thing with "0randomUadamantium" is, that it is so rare that you can't possibly find enough for armor crafting. Therefore, in my opinion it makes sense to add some to the highest level monsters in the area that has the ore veins anyway.

Lower intelligence is a requirement for the Oblivion engine, otherwise creatures can use doors and get stuck in the void after entering an interior. Before the fix, this happened all the time with Cliffracers, causing FPS to go down to 0. It's a bug fix, nothing else.

The heavy armor flag removal was a mistake for several reasons:
1. He didn't update the stats, so now you have light armor with better stats than heavy armor. Makes no sense.
2. There already exists same armor in Cyrodiil that is flagged heavy.
3. Percius' quest gives you a set of light and heavy armor. With the removal of the heavy flag from Orcish Armor, you only get two sets of light armor.
4. High Indoril Armor is still heavy armor, same as the regular Indoril Greaves and has almost the same stats as Indoril Armor.

Karma: 0 (0 votes)

Lower intelligence is a requirement? Where did you hear this, vanilla creatures particularly with Arms can open doors, Bethesda did it where it made sense, example a Rat won't open a door but a Skeleton and Bear might, The creatures falling into the void should not be happening, with Flying creatures Yes, the bounding box is too large for most interiors.. But ultimately it's a bounding box issue. The fix would be lower intelligence on creatures where it makes sense and follow Bethesda's vanilla creatures. CreatureRat for example has 15 intelligence

I agree with Heavy Armor flag removal, It was an unfinished attempt, regardless  stats will get ai set, using all values based on vanilla stats.

The adamantium and glass definitely look into adding those into the World more, LVL where it makes the most sense! :)

Karma: 0 (0 votes)

The pushbutton6, &sUActnQuick1 and &sUActnQuick2 should be working, but they broke in v66.. We should not be removing it as it adds in NPC and Player name just as it was in Morrowind..

Checkout this
 

Edit 1: I merged your Patch into the Master without the quest changes. Here is the changelog edited to reflect it.

Expand

Activator:

    added activator to open Dagoth Ur main door shield from the inside

AI Packages:

    added new package "fbmwBMIngmarWaitEditorLocation" to Ingmar, so he will wait outside "Valbrandr Barrow" during quest "Ingmar in a Bind", before the player does or does not accept to help him. This prevents him from going inside the barrow and idling there.

Armor:

    added missing icon for "Imperial Chain Coif" (0112003A)
  fixed incorrect classification of Indoril armor as light armor (stats are that of heavy armor)
    fixed incorrect name, mesh and body part definition for Indoril Boots (0112001B). This requires the updated "Morrowind_ob
    Meshes.bsa".
    fixed incorrect name, mesh and body part definition for High "Indoril Greaves" (0112014D) and "High Indoril Greaves and Boots" (01120149) and their "Her Hand's" counterparts.
    added missing "hair" body slot to "Her Hand's Helmet" (01120126) and "High Indoril Helmet" (0112014E)
    renamed Orcish armor and properly flagged it heavy armor (stats are that of heavy armor, not to mention that Cyrodiil Orc armor is also heavy armor)
    added missing "Heavy Armor" flag to Nordic Mail Shield (01158ADD)

Book:

    fixed "Rogue Necromancers Journal" (01180272) formatting
    fixed "Settler's Journal" (01180273) formatting
    removed incorrect enchantment points setting from "Scroll of Tranasa's Spelltrap" (011801BD)

Cells:

    fixed ownership of doors and made cell "SuranVSOranSManor" public (required for a quest)
    moved "dark hole" (01F037D8) to an accessible location in "Bamz-Amschend, Passage of the Walker"
    added editor ID to "Ulms Drathen" (01840035), so he can be used in scripts
    added missing "Public Place" flag to cell "Shashurari Camp, Zennammu's Yurt" which is required for quest "Imperial Legion: Rescue Jocien Ancois"
    added missing "Public Place" flag to cell "Gnisis, Vabdas Hut", which is required for Imperial Legion quest "Widow Vabdas' Deed"

Clothing:

    fixed prices of robes. They were cheaper than a shirt, which makes no sense and also caused people to run around half naked, if they had a shirt and robe.

Creatures:

    fixed stats and script (01F8E846) for Gedna Relvel (01F8E84D), because greater than 55k health, fatigue and mana is silly
    fixed stats for Grurn (01003A13) in Fort Firemoth
    fixed stats for Worm Lord (01F8AF75) in Urshilaku Burial
    fixed stats for Profane Acolyte (01F8B885) in Mournhold Temple Shrine
    fixed stats for Lich (0100847D) in Old Mournhold
    removed micro treasure loot from Rats
    added missing max level for Starving Cave Rat (01013AE3)
    removed weapon from Goblin Bruiser (01F8E52C), because this is a hand-to-hand fighter
    removed "no low level processing" from trained rat (01009ED3), as it keeps them from following properly to other cells

 


Enchantment:

    fixed incorrect charge amount, area and duration for Trueflame (010402E7)

Factions:

    revoked the faction relation change for "0factMorrowind" in Dagger Galore, because it caused infighting in groups of bandits, ashlanders etc.

Light:

    Paper Lantern (012C0192) had a tiny radius

NPCs:

    added missing greaves to many NPCs. They were running around half naked.
    added wait package to Ingmar (01260B29)
    removed faction 0factMorrowind from Saprius Entius (012602FC), so the Ordinators can properly attack him
    fixed incorrect aggression value of "Navil Ienith" and "Ranes Ienith" at Orvas Plantation
    removed script "fbmwDBassassinScript [SCPT:0102D8AD]" from all normal assassins (01260B08, 01260A74, 01260A75, 01260A76). It was only supposed to be on the first scripted assassin and not the ones that are placed in the game world.
    added missing spells to Laurina Maria in Mournhold
    added missing spells to Crito Olcinius in Mournhold
    fixed incorrect faction assignment for Baslod (01260B99), Cimber Valerius (01260BA1), Capiton Popillius (01260BA0), Afer Flaccus (01260B83, 01260B84), Garnas Uvalen (01260B80), Gratian Caerellius (01260B82), so the "Protect Falco" (0101BE3F) can play properly
    changed Aesliip's confidence from 50 to 100, so he doesn't flee all the time during quest "The Skaal Test of Strength"


Quests:

    added scripts to the following quests to complete them when the corresponding quest target is killed. Otherwise they would stay in the quest log forever.

        fbmwMQTelvanniDratha
        fbmwMQTelvanniNeloth
        fbmwMQTelvanniTherana
    removed the "SetStage fbmwMQ14 0" command from stage 50 of fbmwMQ13. It makes no sense there, because the stage is already set to 1 at this point.
    added XP to stage 120 of "Bitter Cup" quest (01009327)

    added proper log entries to Percius quest (0100932E)
    added proper log entries to "Hrundi's Lover" quest (01009330)
    added proper log entries to "The Warlords" quest (0101C638)

    fixed scripts "mwDarisNorvayneScript", "mwDalinNorvayneScript" and the stage 30 script of quest "Helm of Tohan" (fbmwEBQArtifact)

Scripts:

    script "mwCheckInstallationScript" (01008457) referenced an invalid quest variable
    fixed scripts "mwDarisNorvayneScript" (01008496), "mwDalinNorvayneScript" (01008495) of quest "Helm of Tohan" (fbmwEBQArtifact), so the brothers have a properly duel
    fixed door scripts (0101034F, 01010350) that caused incorrect door status detection during quest "An Assassination Attempt"
    added GetDead code to script "fbmwbmlightkeeper" (010197c4), so we don't get an infinite visual REHE magic effect bug when the "Lightkeeper Grahl" dies
    added GetDead code to script "fbmwbmFireRegenScript" (0101C995), so we don't get an infinite visual REHE magic effect bug when a Grahl dies
    fixed incorrect conditions and order in script "fbmwTelvanniHortCount" (01022DDF)
    fixed script "fbmwTRrChampionScript" (0102A44B) to keep Karrod in position in the throne room, so the duel can be started
    removed nonsense "Player Here" message from "mwMQDagothTaunt01Script" (0147009A)
    fixed quest script "fbmwMSPerformersPlayScript" (0147031B) to make the assassin attack the player instead of running away during the quest "A Star is Born"
    added OnHit block to Sigvatr's script (01F8AC48) to make him fight back when the player attacks him during quest "A Wife's Retribution" (0101B6CF)
    added OnActivate block to Aesliip's script (01F8B1AB) to prevent the "I have no greeting!" message when the quest "The Skaal Test of Strength" (0101AF8D) isn't running
    modified script "fbmwbmKrishScript" (01F8B82A), so his follow package can work properly during quest "The Castle Karstaag" (0101B6C3)
    fixed duplicate item bug in script "fbmwbmHeartFangHuntScript" (01F8B82D)
    added new variable "iLevActive" to quest script "JDLevitationDataScript" to be used by other mods to check if levitation spell is active (requirement for the Realistic Gravity Patch https://www.nexusmods.com/oblivion/mods/54312)
    modified "JDLevitationNormalScript", "JDLevitationStrongScript", "JDLevitationWeakScript" and "JDLevitationWildScript" to make use of the new "iLevActive" variable
    changed "JDLevitate" script to use the configured keys for movement instead of WASD
    fixed script (01F8E846) for Gedna Relvel (01F8E84D), because greater than 55k health, fatigue and mana is silly
    fixed incorrect event handler in script "mwMainMenuScript"
    fixed illegal function calls without reference and an infinite loop in "Morrowind_ob - UCWUS.esp" scripts "mwCWUHandlerOnMagicApply" (07048F60) and "mwCWUFnInitialization" (0704A846)

Weapons:

    added missing "Ignore normal weapon resistance" flag to "Trueflame (01011A63, 01100212)
    fixed incorrect charge amount and other stats of "Trueflame" (01011A63)
    lowered absurd price of Goblin Club (011001F7) from 3000 to 300
    changed incorrect weight and health values for the Ebony Scimitar
    lowered prices of Huntsman weapons
    fixed prices of Nordic Silver weapons. They were all worth 1000 gold.
    fixed incorrect reach of "Mace of Aevar Stone-Singer" (01F8AF97)

Worldspace:

    fixed position of the dome on top of Marandus stronghold. It was floating in the air.
    added new trigger box "mwDagothUrExitTrigZone [ACTI:1500B667]" to Dagoth Ur with script "mwDagothUrExitDoorTrigZone", so the player is not stuck inside the metal doors when leaving Dagoth Ur.
    moved and enlarged the weather trigger box (0100BC70) in front of Dagoth Ur, so the weather change triggers when the player leaves the building instead of only when he moves some steps forward
    moved the ladder (01F0475F) in "Mournhold, Plaza Brindisi Dorom" to be better accessible, because previously there was just one pixel that could be used to activate it

Meshes:

    replaced 0.67 version Alit skeleton with 0.66 version file, because it was impossible to interact with the body and loot it, as the 0.67 skeleton has no collision defined
    replaced 0.67 version Guar skeleton with 0.66 version file, modified to be used with 0.67 animations and mesh, because it was impossible to interact with the body and loot it, as the skeleton has no collision defined
    replaced 0.67 version Sphere Centurion skeleton with 0.66 version file, because it was impossible to interact with the body and loot it, as the skeleton has no collision defined

Textures:

    included missing Cliffracer furniture textures

 

Karma: 0 (0 votes)

Many years ago, it was decided by the Morroblivion team to lower intelligence of creatures below 20 (they don't need it anyway), because any value below 20 blocks them from using doors. That's why a value of 19 was used. This effectively fixed the problem with the Cliffracers causing the game to hang after they followed to an interior cell. If you have a better solution, that's fine.

Is the "All Issues as of October 18 2024" the list of open issues? If that is the case, I can tell you that these are fixed already:


  • Siege at Firemoth: The Grurn has over 52,000 health. Even with over 100 blade skill, I was unable to make a dent. (stat fix for creature Grurn 01003A13 in my patch)
  • Rabinna's Inner Beauty: The hatch leading to the basement of Fatleg's Drop-Off cannot be activated. (fix is part of my updated "Morrowind_ob - Meshes.bsa")
  • Blades Trainers: Incorrect faction rank condition for the dialog. (fixed in my patch)
  • Imperial Legion, Lord's Mail: The quest didn't begin when I spoke to Varus Vantinius. (fixed in my patch)
  • Door to Bamz-Amschend unreachable without TCL. (fixed in my patch)

probably fixed:


  • Bug in dwemer ruins which causes the player character and NPCs to shake violently. (Is that the bug with the observatory? If so, fix is part of my updated "Morrowind_ob - Meshes.bsa")
  • If you have any Fighters Guild quest active, Percius Mercius in Ald'ruhn loses his dialogue topics. (Never experienced that. Actually, I could ask him about my active FG quest.)
  • Thieves Guild, Felen's Ebony Staff: Big Helende asks for the staff but doesn't start the quest. (I did that quest and finished it successfully.)
  • Telvanni Hortator: Quest completes immediately, even if you are not a Telvanni member. (When all Telvanni council members are dead, the quest will complete.)
  • Telvanni Hortator quest completes immediately on assignment. (When all Telvanni council members are dead, the quest will complete.)
  • Temple, Crosier of St Llothis the Pious: Uvoo Llaren wouldn't offer the quest. (I did this quest with no problem.)
  • Not promoted from Clanfriend to Hearthfriend during the Ashlander main quest. (I was promoted.)
Karma: 0 (0 votes)