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[v66] Morroblivion Bug Reports and Fixes

Submitted by Daggers on

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The Beginning of a combined Bug Reports and Fixes for Morroblivion and Dagger Galore

Notice: Dagger Galore contains the latest updates for Morroblivion without it your game will have issues, Please also see the Dagger Galore nexus page bug tab, i'll keep track of both and updated as needed.

Main Quest

Dagoth Ur's Final voiced dialog lines when entering the heart chamber are not played.

Tribunal Expansion
  • Unable to advance in Tribunal Quest due to missing dialog topics. Workaround: must advance at least to Antabolis Informant in Morrowind Mainquest.
  • Disloyalty among the guards: can not complete quest after finding evidence that Ivulen Irano is a traitor. Can not confirm bug. Bug reporter probably confused correct note with Irano's copy of Common Tongue.
  • Bamz-Amschend: fight between Dwemer automatons and fabricants (faction relations bug).
  • Her Hand's armor: conflict between Greaves and Greaves and Boots. Can wear Her Hand's Helmet + Devil Cephalopod Helm.

Bloodmoon Expansion
  • Text in books and scrolls are displayed with formatting tags visible.
  • Hrothmund's Barrow: riddle is not voiced.
  • The Skaal Test of Wisdom: quest breaks if choose to you feed Rigmor to wolves and then quickly kill 3 Caenlorn Wolves before they kill Rigmor. Tharsten is supposed to berate you and Rigmor is exiled anyway.
  • Mead Hall: You can consume the Heart of the Udyrfrykte because it's not marked as quest item (Vanilla Morrowind bug).
  • Apparition of Hircine: dialog at "Mortrag Glacier: Entry" is not voiced. +Does not teleport away. +Very easily killed and looted.
  • Ancient Nord Pickaxe, Discovery in the Mine: quest item but can be dropped -- Havok physics glitched.
  • Razing the Forest: misspelled message: "The roots should be poisoned by now."
  • Raven Rock Tavern: stairs have invisible walls underneath.
  • Raven Rock: smith: wears both ebony and adamantium helmets at same time.
  • Frostmoth Smugglers: if smugglers are killed before starting quest, multiple dialog inconsistencies will occur, quest stages are advanced prematurely.

Side Quests
  • A Man and his Guar quest: Rollie still follows you even after reaching bridge at Foreign Quarter.
  • Shrine of the Mask: using potion of cure common disease makes the true ash mask disappear?
  • Shrine of the Mask: don't need potion to use true ash mask?
  • Bitter Cup: picking up cup has same effect as drinking from it.
  • Caldera Slave Key does not free slaves in Caldera Ebony Mine without Redoran quest.
  • Abebaal Slave Key does not free slaves in Abebaal Egg Mine.
  • Hawkmoth Legion Fort: all NPCs have "Get Me Out" prisoner line.
  • Hawkmoth Legion Fort: Frald the White sleeps in locked prisoner's cell during daylight hours.
  • Salven Ancestral Tomb: vampire Mastrius will start fighting and kill his own minions (faction relations bug).
  • Hair Shirt: Uvoo Llaren constantly casting heal spell on herself, then a few hours later she is unconscious.
  • Webspinner: Fleetness quest: can't be completed if you get Fleetness before Threads of Webspinner under Special Duties.
  • Ring of Sanguine Sublime Wisdom can' be turned in until you get specific quest under Special Duties.
  • Morag Tong: Writ for Ethal Seloth and Indrosal Vendu: only Ethal Seloth has quest marker.
  • if you kill Matyhn Bemis and Brilnosu Llarys before getting the writs for them, you won't be able to advance the quest line. Work-around by Frozenwolf150: Quest ID=0100b839, Setstage 100 to complete it.
  • Fargoth's Hiding Place: Fargoth may sometimes appear to stutter when approaching his hiding place and does not place items there. Workaround: follow-him around in first person or, use the Wait/Sleep key to keep waiting in in one hour increments until Fargoth leaves his hiding place.
  • Fighter's Guild, The Verethi Gang: Eydis Fire-Eye pays player twice.
  • Morag Tong, Writ for Feruren Oran: ?crash? (can not reproduce) when approaching NPC.
  • Shirt Off His Back: Quest reward is not Belt of Iron Will.
  • Sudanit Mine: ebony deposits, etc. are incorrectly unowned.
  • Fargoth might snap into place upon exit from Census Office depending on time of day.
  • Therana mistakenly addresses the Player as vampire.
  • Manwe attacks on the first sight?
  • Some NPC may say I'mpush Button 6

Physics and Graphical issues
  • Ancestor ghosts and dwarven specters have ash piles showing when still alive.
  • Item/Furniture Positioning (post locations when found): NPCs get out of bed or chairs on the wrong side into walls. Open books on pedistals, shelves, etc. are often turned the wrong way.

For furniture, this is due missing animation/positioning information which does not exist in Morrowind. For other items, this is the same bug as finding lamps, torches, candles placed on their side instead of upright. The problem seems to be a bad NIF conversion causing switched XYZ ordering. The easiest fix would have been to modify the NIF file, but since there are already hundreds of references already repositioned based on the sideways NIF files, the best solution is to probably just to manually change each remaining reference when we find them.

  • Please post location whenever you see these: Cliff racers getting stuck in many places. Some ladders in caves do not have collision polys, you'll fall through. Cave bandits and other cave dwellers fall through the wooden bridges and ladders down into the water. Dreughs often spawn half stuck in the sea bottom.
  • When entering Tel Baranora Upper Tower (Falling items)
  • Diseased Shalk have moving antennas when they die.
  • Broken Normals for Huts typically found around the Bittercoast/Azura
  • Inside Dwemer Ruins,  killed npcs or paralyzed will fall through the floor in some spots.
  • Multiple shipwrecks have bedrolls, you can use to sleep underwater.
  • Purple objects: When the game engine can't load a texture file, it will paint those objects in a solid purple color. There are several different bugs that can cause purple objects. Here are different troubleshooting threads: Purple Seyda Neen houses.

Fixed Bugs

Fixed Bugs
  • Succour of Indoril: incorrect capitalization: 'of'.
  • 0DaedrothBaldas uses original deadroth creature model instead of Oblivion equivalent.
  • Ships have inaccessible containers.
  • Fixed Pillow models falling off beds

This list is INCOMPLETE

Miscellanous Bugs
  • PCName in documents(post locations when found): Some personal documents just says "PCName" instead of your actual player name.
  • Spell Wild levitation, sometimes gets stuck after the 30 sec. --If you can, please try to post instructions to reproduce.
  • Mudcrab Merchant: screen jumps after transaction, barter option disabled before 8PM, tries to equip items you sell.
  • Fortify Resist Disease over 100% makes you susceptible to disease.
  • Daedric Dai-Katana does less damage than Daedric Katana.
  • Multiple Dialog Bugs: I have done the Bothia shrine quest and got the sword, but when I talk to some one about this subject afterwards, it registers in my quest diary like I never heard about this before (same with some other quests/subjects). --This sounds like a bug related to conditions which cause a dialog line to be played. These bugs are nearly impossible to find and fix unless you give us the (1) name of NPC, (2) the last 2-3 lines of dialog which they say in the bugged dialog, and (3) the dialog topic you chose which caused them to say the bugged dialog.
  • Ash Ghouls (Sennananit): casting spell with missing mesh.
  • Random Crash-To-Desktop can occur near Pelagiad, Hla Oad, Caldera, Ebonheart, and other settlements.  Resolved by waiting 3 days to reset scripts.

NPC and Creature AI
  • Escort Quest/Follower Combat AI: Sometimes they wont follow you, sometimes they wont let you go after arrival to destination. But when you are under attack, they ALWAYS put themselves between you and your enemy. --this is an issue with the Radiant AI settings, I think the easiest solution is to have the person you escort have confidence=0 so they always run away from a fight... of course, this doesn't work for the fighter's guild quest where you are supposed to help clear out a cave... for that, I need to figure out how to patch the game to have better combat AI or at least fake it.
  • NPC 'Flashmobs': When arriving at Ald'ruhn using siltstrider, sometimes there is a massive spawn of redoran guards taking place, just outside the two towers. --I think it's because all guards use the same Radiant AI schedule.  I think the easiest solution is to create 4-5 different NPC variations: AldruhnGuard1, AldruhnGuard2, etc.
  • Ald'ruhn Guild of Mages: NPCs crowd around the same bed. --Other empty beds exist, but NPCs all try to use same bed (Radiant AI scheduling bug).
  • NPC AI Aggression/Faction Relations: Two Hlaalu guards fought each other to the death in the Balmorra square. "Raflod the Braggart", the ugly nord in Seyda neen, seems to have some "free pass" regarding attacking people. Ra'Zhid Dwemer artifacts: In Fatleg's (Hla Oad), if you confront the Kajjit guy after you stolen the artifact from his chest he will attack you on the spot, but you will also be attacked by his sidekick the redguard trader, which results in slaughter on both of them by the guards. Slaves in bandit caves, sometimes spawns outside the slave compound, and often they take the bandits side and attack you using fist fight.
  • Trespassing AI: The Hlaalu-guard on the ground floor in Suran manor accuse you for trespassing imediately ("Intruder", "Get out"). There's a guest giver in that mansion, and if you dont talk with hm fast enough, you will be arrested.
  • Morag Tong, Ultimatum for Carecalmo: NPC is incorrectly hostile.
  • NPCs/Bandits incorrectly fighting each other in: Odibaal, Andasreth, Addadshashanammu, Gro-Bagrat Plantation, Shishara, Ashlander Camp near [10,6], Elanius Camp
  • Zanabi Cave: Smugglers are incorrectly friendly (non-hostile) Gilmyn Andrilo, Hamlof Red-tooth, Sitialius Catanius and Tilena Thalor
  • Scribs and Kwama Workers: ?incorrectly? hostile to player if player attacks Kwama Warriors or Larvae.

 

Other Information such as Files Releases and Older Bug Threads are available below.

 

Old Bug Report Threads

Linked from oldest releases to newest.

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

mwDeadSkeletonCorpse1 right click the ref in CSE and use Jump to Central Use Info List

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Haha, Gedna Relvel (01F8E84D) is even more crazy than I thought. I met him today with my level 37 character. With the new stats that I gave him, he initially had 800 health (base health 20 x level 40). Last time I missed, that he also has a script attached and after that script ran at quest stage 140, he had over 58k health, fatigue and mana. No thanks...

After checking that script, I decided to set his base health to 60, fatigue to 20 and spell points to 10. At level 50 he will have 3000 health which is the intended cap in the script (1000 fatigue and 500 mana) . I removed all the stat altering code from the script and now this creature is working as intended.

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I encountered two cases of new invalid data in 0.67 "Morrowind_ob - Textures.bsa". In:

Textures\Morroblivion\fire\MournholdLampFire\
and
Textures\Morroblivion\fire\Hopesfire\

all _n.dds files have to be removed from the BSA. As long as they are there, they produce a white plane effect in game. These files did not exist in 0.66. So far I have seen this on the lanterns in Mournhold and the Hopesfire sword. This is how it looks:

[External image]

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Wolf Armor has missing body parts and big seams. This applies to Snow Wolf Armor too.

[External image]

For now, I have replaced the regular wolf armor in my game with the Wolf Pelt Armor. Looks much better.

Not sure what to do with the Snow Wolf Armor. I haven't found a proper replacer yet and I haven't encountered NPCs who use it yet.

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Bullfrog

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.


I am a bit late...  I have trouble understanding how you saw and used the topics

It began here. It will end here...

or

Have you something more to say?

without the script (adding 1oursbusiness and 1partingswords) working.  Maybe running scripts don't like being modified?

Do you remember if Vivec gave you Wraithguard, or if you took it after killing him?

 

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Those aren't topics that the player can select during a conversation, those are greetings. Dagoth Ur will either greet you with:


  • 1. "Strange. This outcome I did not foresee. That you would come unprepared." (010269E4) or "Until I see you better prepared, we have nothing to discuss." (010269E3) if you do not have the three tool with you.
  • 2. "It began here. It will end here. Have you any parting words? Or would you prefer to skip the speeches, and get to our business." (010269E6, 0100A1E8) if you have the tools with you. This should only happen once. The conditions were incorrect for this one and I also set the "Say Once" flag in my fix.
  • 3. "Have you something more to say?" (010269E5, 0100A1EA) if you talk to him again after the initial conversation. The conditions were incorrect for this as well and 0100A1EA was actually missing the scipt for adding the business and parting words topics.

The topics for business and parting words are added by the greetings. Btw. I just noticed that my fix was missing a script which the CS must have eaten when saving the file, but that wasn't the reason why these two topics didn't show in my game. I experimented with the "Add Topics" feature, which is actually the proper way of adding topics and I also added them via console to no avail. They just didn't show.

Vivec gave me Wraithguard (011200EB).

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More for archiving purposes...

The topics are in fbmwMQ14 (priority 90), but they are duplicated in aamwDialog (priority 40).

I see that in your patch, you use a condition getstage fbmwMQ14 > 0

In fbmwMQ13, the script has :

    IF GetStage fbmwMQ13 < 50 && FoundSunder >= 1 && FoundKeening >= 1
        SetStage fbmwMQ13 50
        SetStage fbmwMQ14 1
    ENDIF

but in Stage 50, it has :

SetStage fbmwMQ14 0

I don't know what would be the resulting stage.

Text search for "Startquest fbmwMQ14" only has a reference to aamwDialog.

I haven't used the AddTopic box since I read this.

 

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I haven't even looked at fbmwMQ13, but that "SetStage fbmwMQ14 0" in stage 50 doesn't make any sense to me, because the fbmwMQ13 quest script already sets it to 1. I guess this command needs to be removed from stage 50.

Before I talked with Dagoth Ur, the quest stage for fbmwMQ14 was 1.

Thanks for the link to the AddTopic article. This is a nasty bug and I think that no player is safe from it, unless he is playing vanilla Oblivion. So, it's probably best to stick to the scripted add topic method, although I hate to use such workarounds.

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I just entered Aesliip's Lair in Solstheim. When I initiated dialogue with Aesliip (01F8B1AC), I only got "I have no greeting!".

That is somewhat true, because he has no greeting that has its conditions fulfilled. I do not have the quest "The Skaal Test of Strength" (0101AF8D) yet.

In order to prevent this message, I think the best solution is to prevent activation without the active quest. One could also automatically start the quest, but this may ruin the Skaal quest line. I have never played native Bloodmoon in original Morrowind, so I don't know what was possible there.

edit: The best thing is, that one can walk right through "Aesliip's Forcefield" (010E04AA). There is no collision at all.

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The 0.67 "Morrowind_ob - Textures.bsa" is missing the following files, which are required for "meshes\morro\f\furnucliffracer.nif":


  • textures\morro\f\txucliffraceruheadu00.dds
  • textures\morro\f\txucliffraceruheadu00_n.dds
  • textures\morro\f\txucliffracerutailu00.dds
  • textures\morro\f\txucliffracerutailu00_n.dds
  • textures\morro\f\txucliffracerutailu03.dds
  • textures\morro\f\txucliffracerutailu03_n.dds
  • textures\morro\f\txucliffraceruwingu00.dds
  • textures\morro\f\txucliffraceruwingu00_n.dds
  • textures\morro\f\txucliffraceruwingu01.dds
  • textures\morro\f\txucliffraceruwingu01_n.dds
  • textures\morro\f\txucliffraceruwingu02.dds
  • textures\morro\f\txucliffraceruwingu02_n.dds

The files were still present in 0.66. The ingame effect of purple textures can be seen in the Greathall in Skaal Village.

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mwDeadSkeletonCorpse1 and mwDeadSkeletonCorpse1water references are all fixed besides cells, SolstheimVSHrothmundAsSBarrow and BerandasVSUnderground. The two mentioned cells will crash the Construction Set.

EDIT 1: Fixed fbmwGoldenSaintmwRieklingNormal, mwRieklingRaider, mwRieklingBoarmaster, mwRieklingRider, mwRieklingGoodBeast, mwRieklingTrees references.

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  • Fixed all Big Bones set XSCL - Scale field to 1.0000
  • Replaced 25% of Ribcages with a Pelvis
  • Replaced 25% of Big Bones with a Clavicle
  • Replaced another 25% of Big Bones with Skulls

Both the Clavicle and Pelvis was not found in Morrowind, The Big Bone was used over 999+ times, So I decided to replace 25% then another 25% then another 25% until each bone had a fitting amount.

Attachment Size
mwbonesizefix.esp 339.46 KB
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