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Daggers
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mwDeadSkeletonCorpse1 right

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

Bullfrog
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Haha, Gedna Relvel (01F8E84D)

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.

Bullfrog
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I encountered two cases of

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:

Bullfrog
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Wolf Armor has missing body

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

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.

YoJeff
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Bullfrog wrote:

Bullfrog wrote:

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?

 

Bullfrog
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Those aren't topics that the

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).

YoJeff
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More for archiving purposes..

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.

 

Bullfrog
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I haven't even looked at

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.

Bullfrog
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I just entered Aesliip's Lair

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.

Bullfrog
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The 0.67 "Morrowind_ob -

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.

Daggers
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The fix as said here is

The fix as said here is merged into the v67 meshes and the missing Cliff Racer textures in morro/f ..

Daggers
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mwDeadSkeletonCorpse1 and

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.

Daggers
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Fixed all Big Bones set XSCL
  • 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.

AttachmentSize
Binary Data mwbonesizefix.esp339.46 KB

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