dont know about if it already fixed in 67 but that characters who appear nude in game: there are two possibilities for that - first if character has mantle but not pants and has cuirass - second sometimes when some character change his cloth before sleep for example, if character has only armor but no clothes it will be nude. This can be simple resolved by adding right clothes through construction set. By the way i hope that High Ordinators armor fixed and they dont go without boots (because their boots need 2 slots for boots and greaves and they have greeves to thats why they dont used boots in previous versions)
Morroblivion Patch 2 includes all of patch 1, overwrite files.
Patch 2
Bonemold Helm Fix: Incorrect texture path on the helm mesh.
Fog Fix: Fixes blockiness
Lava Pot Fix
Observatory Fix: Fixes shakey and unplayable dwemer ruins
Redoran Master Helm Fix: Fixed some of the more obvious clipping and reduced the file size by about half.
Sphere Centurion Fix: Fix CTD when entering any cell with a Sphere Centurion.
Steel Weapon CTD Fix: Fix for consistent CTD approaching Feruran Oran in the Elven Nations Corner Club. This is caused by the Steel Daikatana mesh he has equipped.
Telvanni tower texture fix: Fixes purple texture such as Wolverine Hall
Morroblivion Patch 3 includes all of patch 1 and 2, overwrite files.
Remove mwRollieCellFix.esp superseded by Pack Guar Crash Fix
Patch 3
Arrille's FPS Fix
-Fixed chair collision
Dagoth Ur Dialog Fix
-Fix for Dagoth Ur's dialog not triggering, which prevents progression of the final quest.
Solstheim Tree Fix
-Fixes purple static trees
RieklingCrashFix
-Temp solution to incorrect Object Types
IC Advancement Fix
Berandas Crash Fix
-Fix for a consistent CTD in Berandas Underground, caused by an incorrect object type.
Pack Guar Crash Fix
-Workaround for a CTD when entering any cell with a pack guar.
in original morrowind resist magic protects from only curses, drain effects, not from elemental damage or poisons and not from deseases of course
in stupid oblivion mechanic system resist magic protects from all - no need of spell-absorb, reflection, element or poison resist - just simple low-cost spell 100% magic resist for all incoming harm - and in addition this ruins all items enchants, because they from morrowind, and in morrowind there are a lot items with high magic resist.
I'm currently working on a solution, there are different options, but the best option would be to change the mechanics of magic resistance so that it works as described, and does not have a hidden (yes, this shit is also hidden) effect of protection from all spells at once. unfortunately I haven't found where the behavior of the magic resistance effect is written yet, maybe in hundreds of scripts in Oblivion.esm maybe it is impossible to change vanilla resist magic effect, but it is 100% possible to change related actor value and then change all spells and enchants contain this effect (but it is long way, I tryed resist water damage instead resist fire and resist fire instead resist magic, but resist water is boolean or something like this - it works only if equal 100 or not works )
there is also a problem with the idiotic damage reflection effect that can be found on summoned atronachs and clanfears - this effect did not exist in Morrowind and rightly so
i suppose if i couldn't find solution for change magic resist mechanics, I'll change magic resist actor value from resist magic to resist paralyze - paralyze always was strange effect which has his own resist but in game there is actually not logical explain of this mechanic, why this work like this? why paralyze is not magic? Even bethesda in tes 5 made paralyze effect without special resist.
Then it remains to edit a couple dozen spells of abilities and enchantments of objects and finally the resistance
of magic will work as it was in Morrowind, at the same time the vampires will more logically become immune not
only to paralysis but also to curses and drain effects, which is more logical because they themselves are masters
of draining and cursing and because of their appearance, they close to undead, besides they already have weakness
to fire and I not need to use weaknesses killing them
The High Indoril armor has similar floating issues as the Indoril armor had. I took the meshes from the earlier v66 and corrected the texture paths to be the same as the v67 meshes. I'm not sure if DaggerfallTeam was doing anything else with the meshes to update them from v66 to v67, but that's the only change I made to at least resolve the floating parts issue.
Cell CTD Fix near Arano Plantation caused by Rollie ... needs to be looked at but in the meantime the plugin disables Rollie and his owner.
dont know about if it already fixed in 67 but that characters who appear nude in game: there are two possibilities for that - first if character has mantle but not pants and has cuirass - second sometimes when some character change his cloth before sleep for example, if character has only armor but no clothes it will be nude. This can be simple resolved by adding right clothes through construction set. By the way i hope that High Ordinators armor fixed and they dont go without boots (because their boots need 2 slots for boots and greaves and they have greeves to thats why they dont used boots in previous versions)
Morroblivion V67 Patch 1 fix is a accumulation of all version 67 fixes thus far... Extract to your Oblivion folder
(Google Drive) Download
Morroblivion Patch 2 includes all of patch 1, overwrite files.
Patch 2
Bonemold Helm Fix: Incorrect texture path on the helm mesh.
Fog Fix: Fixes blockiness
Lava Pot Fix
Observatory Fix: Fixes shakey and unplayable dwemer ruins
Redoran Master Helm Fix: Fixed some of the more obvious clipping and reduced the file size by about half.
Sphere Centurion Fix: Fix CTD when entering any cell with a Sphere Centurion.
Steel Weapon CTD Fix: Fix for consistent CTD approaching Feruran Oran in the Elven Nations Corner Club. This is caused by the Steel Daikatana mesh he has equipped.
Telvanni tower texture fix: Fixes purple texture such as Wolverine Hall
(Google Drive) Download
Morroblivion Patch 3 includes all of patch 1 and 2, overwrite files.
Remove mwRollieCellFix.esp superseded by Pack Guar Crash Fix
Patch 3
Arrille's FPS Fix
-Fixed chair collision
Dagoth Ur Dialog Fix
-Fix for Dagoth Ur's dialog not triggering, which prevents progression of the final quest.
Solstheim Tree Fix
-Fixes purple static trees
RieklingCrashFix
-Temp solution to incorrect Object Types
IC Advancement Fix
Berandas Crash Fix
-Fix for a consistent CTD in Berandas Underground, caused by an incorrect object type.
Pack Guar Crash Fix
-Workaround for a CTD when entering any cell with a pack guar.
Download (Google Drive)
in original morrowind resist magic protects from only curses, drain effects, not from elemental damage or poisons and not from deseases of course
in stupid oblivion mechanic system resist magic protects from all - no need of spell-absorb, reflection, element or poison resist - just simple low-cost spell 100% magic resist for all incoming harm - and in addition this ruins all items enchants, because they from morrowind, and in morrowind there are a lot items with high magic resist.
I'm currently working on a solution, there are different options, but the best option would be to change the mechanics of magic resistance so that it works as described, and does not have a hidden (yes, this shit is also hidden) effect of protection from all spells at once. unfortunately I haven't found where the behavior of the magic resistance effect is written yet, maybe in hundreds of scripts in Oblivion.esm maybe it is impossible to change vanilla resist magic effect, but it is 100% possible to change related actor value and then change all spells and enchants contain this effect (but it is long way, I tryed resist water damage instead resist fire and resist fire instead resist magic, but resist water is boolean or something like this - it works only if equal 100 or not works )
there is also a problem with the idiotic damage reflection effect that can be found on summoned atronachs and clanfears - this effect did not exist in Morrowind and rightly so
i suppose if i couldn't find solution for change magic resist mechanics, I'll change magic resist actor value from resist magic to resist paralyze - paralyze always was strange effect which has his own resist but in game there is actually not logical explain of this mechanic, why this work like this? why paralyze is not magic? Even bethesda in tes 5 made paralyze effect without special resist.
Then it remains to edit a couple dozen spells of abilities and enchantments of objects and finally the resistance of magic will work as it was in Morrowind, at the same time the vampires will more logically become immune not only to paralysis but also to curses and drain effects, which is more logical because they themselves are masters of draining and cursing and because of their appearance, they close to undead, besides they already have weakness to fire and I not need to use weaknesses killing themThe High Indoril armor has similar floating issues as the Indoril armor had. I took the meshes from the earlier v66 and corrected the texture paths to be the same as the v67 meshes. I'm not sure if DaggerfallTeam was doing anything else with the meshes to update them from v66 to v67, but that's the only change I made to at least resolve the floating parts issue.
These can just be added to the Patch 3 files, if anyone else wants to use them: https://www.mediafire.com/file/cfkpta1ry056p6j/Fixed_High_In...
Feel free to bundle these with any other patch files if you want to, DaggerfallTeam.