I just discovered that generic CarryingWeight/Encumbrance mods still do not work with Morroblivion Unofficial Patch even if you start a new game. This Hotfix should fix that. I will add this hotfix to the main post after I do more testing.
CarryWeight / Encumbrance Hotfix 2019-Oct-24
for Morroblivion Unofficial Patch 2017-Dec-18 and 2018-july-bloodmoon-fixes
Description:
Compatibility patch to use most generic Oblivion mods that modify carrying capacity / encumbrance.
Installation:
Install the ESP file with mod-manager into the Oblivion\Data folder. Then modify the load-order so that Morroblivion_CarryWeight_Hotfix.esp is positioned somewhere below Morroblivion_Unofficial_Patch.esp and 2018-july-bloodmoon-fixes.esp.
This is pretty minor, but I can't loot the paper lantern 012C0106 (in Abanadi) because when I do, the game CTDs; presumably because of the script attached to it from this mod. I'm able to loot it just fine with morroblivion-v64 loaded.
This is pretty minor, but I can't loot the paper lantern 012C0106 (in Abanadi) because when I do, the game CTDs; presumably because of the script attached to it from this mod. I'm able to loot it just fine with morroblivion-v64 loaded.
Thanks so much for posting the formID! I knew about this lantern crash, but could not track down the exact lantern to reproduce the crash and test a hotfix. You were correct that the original script was causing the crash. I have rewritten the offending script using another technique that hopefully does not cause crashes. Yet another hotfix below:
Thank you very much for the Morroblivion_CarryWeight_Hotfix. I was personally experiencing the bug, when I noticed altering the "Actor: Strength Encumbrance Multiplier" in the Tweak Settings of my Bashed Patch had no effect. I was forced to do the work-around console command "set oldencoumbrancesetting to GetGameSetting fActorStrengthEncumbranceMult"
My question is, are you sure that this Morroblivion Unofficial Patch bug only effected the "Actor: Strength Encumbrance Multiplier".... maybe this same bug also blocked other Tweak Settings in the Bashed Patch such as "Master of Mercantile extra gold amount" or "Actor: Training Limit" etc
The bug is specifically tied to how the bloodmoon/werewolf scripts implement CarrryWeight/Encumbrance when transitioning in and out of Werewolf mode. Without the hotfix, the bugged script did not account for people modifying this value through bashed patch or other mods. The hotfix will check for changes everytime the game is launched.
If you are experiencing issues with Master of Mercantile or Training Limit, then that would be a separate bug unrelated to the bloodmoon scripts and would not be fixed by this hotfix. In which case, please make a new bug report regarding any of those issues and I will look into them. Thanks.
No, I have not experienced any observable issues with Master of Mercantile or Training Limit. I was just checking because I wasn't sure what the bug was. I thought maybe if the bug was somehow related with the tweak settings in bashed Patch, then I was worried these other tweak settings would also be affected, but so far so good :)
This is how Ghostgate looks in the current build:
And you can walk through without any issues, I just tested. I hope this clears any further confusion.
That's what I understand. Worthy. Did you do it yourself? Or is there an original?
I made it myself. It's particle based, looks very different compared to the current one.
It does look 'very different,' but I'd say 'amazing' is a better way to describe the how the new one looks! :)
How possible is the fall of FPS?
Haven't noticed any, personally. These types of effects are not what affects FPS the most in this game.
I notice while using Wrye Bash to install this mod, it is skipping a Sound file.
%2C%20CBash%20v0_7_0_%20Default%20%5BSI%5D.png)
Well, it's not a sound file, it's an esp file placed in sound folder, presumably by accident - that's why WB is skipping it.
qwertyasdfgh wrote:
LOL, I knew better. Modding on exhaustion is always a bad idea.
I just discovered that generic CarryingWeight/Encumbrance mods still do not work with Morroblivion Unofficial Patch even if you start a new game. This Hotfix should fix that. I will add this hotfix to the main post after I do more testing.
mediafire link: Morroblivion_CarryWeight_Hotfix.7z
from the README:
CarryWeight / Encumbrance Hotfix 2019-Oct-24
for Morroblivion Unofficial Patch 2017-Dec-18 and 2018-july-bloodmoon-fixes
Description:
Compatibility patch to use most generic Oblivion mods that modify carrying capacity / encumbrance.
Installation:
Install the ESP file with mod-manager into the Oblivion\Data folder. Then modify the load-order so that Morroblivion_CarryWeight_Hotfix.esp is positioned somewhere below Morroblivion_Unofficial_Patch.esp and 2018-july-bloodmoon-fixes.esp.
This is pretty minor, but I can't loot the paper lantern 012C0106 (in Abanadi) because when I do, the game CTDs; presumably because of the script attached to it from this mod. I'm able to loot it just fine with morroblivion-v64 loaded.
FireTehVahu wrote:
Thanks so much for posting the formID! I knew about this lantern crash, but could not track down the exact lantern to reproduce the crash and test a hotfix. You were correct that the original script was causing the crash. I have rewritten the offending script using another technique that hopefully does not cause crashes. Yet another hotfix below:
mediafire link: lantern_ctd_hotfix.7z
Thank you very much for the Morroblivion_CarryWeight_Hotfix. I was personally experiencing the bug, when I noticed altering the "Actor: Strength Encumbrance Multiplier" in the Tweak Settings of my Bashed Patch had no effect. I was forced to do the work-around console command "set oldencoumbrancesetting to GetGameSetting fActorStrengthEncumbranceMult"
My question is, are you sure that this Morroblivion Unofficial Patch bug only effected the "Actor: Strength Encumbrance Multiplier".... maybe this same bug also blocked other Tweak Settings in the Bashed Patch such as "Master of Mercantile extra gold amount" or "Actor: Training Limit" etc
The bug is specifically tied to how the bloodmoon/werewolf scripts implement CarrryWeight/Encumbrance when transitioning in and out of Werewolf mode. Without the hotfix, the bugged script did not account for people modifying this value through bashed patch or other mods. The hotfix will check for changes everytime the game is launched.
If you are experiencing issues with Master of Mercantile or Training Limit, then that would be a separate bug unrelated to the bloodmoon scripts and would not be fixed by this hotfix. In which case, please make a new bug report regarding any of those issues and I will look into them. Thanks.
Thanks for all your quick responses Ponyrider0 :)
No, I have not experienced any observable issues with Master of Mercantile or Training Limit. I was just checking because I wasn't sure what the bug was. I thought maybe if the bug was somehow related with the tweak settings in bashed Patch, then I was worried these other tweak settings would also be affected, but so far so good :)
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