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[REL] Morroblivion Fixes v1.8

(Original thread is here.)

Morroblivion Fixes v1.8b for Morroblivion v064

This mod contains several bug-fixes for vanilla Morroblivion v064 including changed/new scripts, AI, quest, dialog and worldspace objects.   

Requirements:
Morroblivion v064: "Morrowind_ob - UCWUS.esp" must be loaded.  

Installation:
Load after the base ESPs from the Morroblivion v064 distribution.  I recommend importing this mod into a Bashed Patch -- Bash Tags are already in the description, so just place it above a Bashed Patch in Wrye Bash.  

By default, mapmarker locations are fast-travel enabled only after you visit it once.  The morroblivion-fixes-v1_6-fasttravel.esp is an add-on patch which allows fast-travelling to a location as soon as an NPC marks it on your map.  

(UPDATED Apr-01-17) Known Issues:
OnTarget CWU items don't seem to be compatible with Oblivion Reloaded's auto-equip feature: my script does not currently run when the item is auto-unequipped, causing the enchantment to fire as soon as you equip it again.  I've made a workaround for the issue, but will probably need to update it if another Oblivion Reloaded version is released.

(UPDATED Apr-22-17) New Files:
​Version 1.6e includes a UI file for the main menu: "main_menu.xml" which includes a tweak to allows me to hide the "New Game" button until after Morroblivion is loaded and ready to start -- so no more accidentally starting in Cyrodil because you clicked the New button too soon.  If you would rather use a main menu from DarnUI or DarkUI, just over-write the main_menu.xml that I'm providing.

Change Log:
Version 1.8b:
- Removed accidental inclusion of old Oblivion\Menus\options\main_menu.xml.
- Mainquest, Dialog/Quest advancement fixes for fourth and fifth trials, House Redoran quests.
- Tribunal Temple: shrine of Veloth blessing fixes
- Thieves' Guild: Nerano Manor key bribery fix
- Imperial Cult: Gathering muck spell reward fix
- Vivec map-marker names updated for easier navigation to Canton Top-Floor Plazas.
- Fast-travel add-on updated with latest map-markers.

Version 1.7:
- Removed version number from filename for better support of backward compatibility with future versions.
- Updated CWU system to support cast-when-used weapon enchantments.  MageBane added to enchantment table.
- Several fixes to main quest scripts:
- Restored missing Morrowind main quest dialog for Nibani Maesa and Sul-Matuul.
- Fixed 3rd, 4th, 5th trial quest dialog bugs including Nerevarine / Hortator quest completion problems.
- Fixed permanent magic status icon when Corprus Immunity is applied.
- Fixed Boots of Blinding Speed script bug.

Version 1.6e:
- CWU items now add "proxy spells" which can be selected and hotkeyed in the spell menu -- no more unequip/re-equip just to select an enchantment to cast.  The referring enchanted item will be auto-equipped if it's not already.  Old behavior of selecting enchantment OnEquip is on by default and can be disabled through INI settings.
- INI Settings added to Morroblivion.ini to enable Morrowind style run/walk/fatigue.  Enable/Disable the two default Oblivion spells vs Morrowind equivalents.  Enable Morrowind-style enchantment selection behavior.
- Fixed CWU script for Flamebolt Ring (was missed last time).
- Added Viper enchantments to Viper weapons -- works best when used with magic-fixes which adds ability to resist effects with Poison Resistance.
- Fixed Leveled Item Lists to use the proper versions of enchanted rings (flamebolt/viperbolt/shardbolt rings).
- Restored names and rebalanced stats for throwing weapons to make them compatible with Unnecessary Violence 3 which will now automatically detect and use them as throwing weapons.
- Finally fixed issue with receving 20 ebony broadswords instead of the missing ebony throwing stars in Ahnassi quest: item is now replaced with Ebony "throwing knives".

Version 1.6d:
- Added Agility Drain -100 to Boots of Blinding Speed.
- Changed Main Menu "New" button to "Morroblivion" or "Oblivion" depending on AltStart setting in Data\ini\Morroblivion.ini.
- Dynamically changes starting spells depending on AltStart setting.
- Fixed Charge/Cost of a few more enchantments.
- Fixed Stop the Moon Shrine buff not working.
- Fixed GhostGate Shrine bug: will now take filled soulgems too - so be careful!  Works more like Patched Morrowind behavior.
- Work-around for Puzzle Canal Grate/door bugs (moved all doors to outside of the overly large collision boundaries of Palace building).
- Fixed dialog conditions for Gnisis Eggmine guard. He will now respond to Miner's Axe and Legion membership.
- Fixed double quest reward for Legion-Land Deed quest.
- Fixed Legion quest bug: Kwama Queen - Blighted Kwama Warriors were auto-attacking her due to their AI stats.
- Fixed alternative solutions to Tribunal Temple's "Disease Carrier" quest.   Version 1.6c:
- Restored some clothing records that I thought were unnecessary Identical-To-Masters, but it turns out that I must have originally included them to fix BashPatch from over-riding object scripts when it imports Clothing replacers.
- Added missing Greeting dialog for Sjorvar Horse-Mouth.   Version 1.6b:
- Minor script tweak to mark ontarget enchanted items as enchanted when unequipped.  You will not be able to see the true enchantment, just that the item is enchanted.

Version 1.6
- Added new CWUTarget system to enable enchanted items with targets without auto-casting when item is equipped (such as the ring of fireball).  All known OnTarget enchanted items should be using this new system.  This was achieved by hardcoding a table which matches each item to its appropriate enchantment.
- 100+ enchanted clothing items fixed to use UCWUS.
- Gauntlets of the Horny Fist: enchantment charge amount was doubled to account for Morrowind having separate left/right gloves.
- Belt of Armored God: Added a second shield effect to replace missing sanctuary effect. (This will be replaced by a true Sanctuary spell if you use the morroblivion-magic-fixes mod.)
- Bugfixed Mudcrab AI script and added a Slaughterfish AI script to make them more aggressive like Morrowind slaughterfish.  These modified versions were renamed to "Eastern Mudcrab" and "Eastern Slaughterfish".  All morroblivion map records which were still using the original Oblivion mudcrab and slaughterfish have been changed to use the "Eastern" variety.
- Fixed Fargoth's Ring not showing up in his hiding place.
- Fixed Thieves' Guild bounty payment script.
- Pilgrimage of Seven Graces Quest fixed so that you will be given the book even if some quest stages are already completed.
- Several typos fixed including the infamous "Iron Longword".
- A fixed a few NPCs who didn't sell spells in Morrowind.
- Adjusted NPC vendor inventories: ArrilLe now carries Cheap Restore Health and Fatigue potions -- which is part of his inventory with Morrowind Patch Project.

Version 1.5:
- Scouts/Savants will now add mapmarkers for Suran, Ald'Ruhn, Dagon Fal, Gnisis, Ald Velothi, Ghostgate, Tel Aruhn, Tel Branora, Tel Fyr, Tel Mora, Tel Vos, Molag Mar, Bal Fel, Ald Reydannia, Ahemmusa Camp, Erabenimsun Camp, Urshilaku Camp, Zainab Camp.
- In addition to Scouts/Savants, Hunters and NPCs who say the words "Let me mark it on your map" will actually place mapmarkers for places mentioned above.
- Change made to one of the "Gnaar Mok" dialog topics to be used by a scout located in Seyda Neen (ie, Elone) rather than Hla Oad (AFAIK, there are no NPC scouts in Hla Oad). 
- Implemented code for alternate solutions to Mating Kagouti quest.
- Implemented code for alternate solution to False Incarnate quest.
- Incorporated fix for the impassable Ghostgate bug for people who use MorroblivionTreeReplacer.
- Mudcrab AI fix: standard mudcrabs will now attack when you get very close to them (as per Lore description).  That is, unless you have an extremely high personality in which case they will still stay neutral -- or very low, in which case they will attack on sight.
- Main Menu / AltStart Detection: Morroblivion specific starting spells are now removed when starting in Cyrodil.  When combined with the new Morrowind-Starting-Spells mod, oblivion specific starting spells are only removed when starting in Morrowind.  

Edited by: ponyrider0 on 10/04/2017 - 16:28
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Morroblivion-fixes is meant

Morroblivion-fixes is meant to primarily fix bugs which affect the base Morroblivion v064 distribution.  Here are some of my other mods which add more functionality or cosmetic improvements:

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Nice to see an update. Hope

Nice to see an update. Hope this will fix my Fargoth stump quest problems.

Any plans on doing typo fixes? I mean, constantly looting an "Iron Longword" is funny but...

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Quorwyf wrote:

Quorwyf wrote:

Any plans on doing typo fixes? I mean, constantly looting an "Iron Longword" is funny but...

Sure -- I'll look through the item records and correct any I see.  Send me whatever typos you find and I'll incorporate them as well.  ( Iron Longsword already added. )

UPDATE - Typos fixed so far:
-Iron Longword, Veloths Tower Shield, Appretices Probe, ...
-Dagger of Judgment (spelled as "Judgement" in Morrowind),
** was going to change Dart of Judgment too, but it looks like that's the original spelling in (non-patched) Morrowind... 
Send me your typos.

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Appretice's Probe should be

Appretice's Probe should be Apprentice's Probe

Just remembered something else I wondered about...is the Thieves Guild bounty removal system broken? I tried clearing a bounty of 500 through Phane Rielle and he told me I didn't have enough gold for his help. I had close to 2k at the time.

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Appretice's Probe corrected. 

Appretice's Probe corrected. 

Regarding the Thieves' Guild bounty system, it appears to be working for me.  Try opening you console and typing "player.getcrimegold" to make sure your bounty is truly 500.  You can doublecheck to make sure the Bounty System script is active by typing "getquestrunning fbmwTGCrimeGoldDiscount"; the return value should be 1.000. 

Let me know if you're still having this problem even after verifying the correct bounty value and that the quest script is running.

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I tested it again just now by

I tested it again just now by getting a bounty of 2. I got the same message about not being able to afford Phane's services the first time I went through his dialog, but I did it a second time and it completed successfully. So its working, but not on the first time I talk to him.

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OK, I've verified the need to

OK, I've verified the need to ask Phane twice in order to pay bounty!  Let me experiment with tweaking the script... fixed.  The changes will be in the next version of morroblivion fixes.

The problem is that the original bounty system relies on the quest script to update (which can take up to 5 seconds).  Instead of fiddling with fquestdelay, I just reimplemented the script as an OBSE user-defined function.

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That script must have had a

That script must have had a longer delay than five seconds as I played "Make the Hlaalu Guard run around until he falls into the Odai" for about 15 seconds before I went to South Wall. Anyway, thanks for another fix.

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It was 5 seconds from when

It was up to 5 seconds from when you click "Price on head" to when you click "Thanks, I'll pay it" -- not from when bounty is incurred (that's why your second attempt worked).  In any case, should no longer be an issue with fix.

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Cool.

Cool.

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Update: I've been going

Update: I've been going through the enchanted armors and clothing to update them to use the Cast When Used script system.  There are about 20 armor items and about 120 clothing/jewelry items which will be updated.  Along the way, I'm also updating most of their associated enchantments to reflect the original Morrowind stats.  Unfortunately, I'm having a really hard time trying to figure out what is a pre-UCWUS workaround to enchantments/stats and what is a rebalance for better gameplay in the Oblivion engine.  I will release a version 1.6 which stays faithful (as much as possible) with Morrowind.  And then focus on gameplay rebalance on a later version.

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New version will be released

New version will be released in a couple hours​ is now uploaded.  It has a huge list of changes but includes the updated UCWUS with better support for OnTarget enchantments....

Potential To Do for next version:
- Fix all vendors that are inappropriately selling spells, training, enchantment.
- Adjust vendor inventories to better reflect inventories from Morrowind Patch Project.
- Make sure all map references use appropriate Morrowind records rather than Oblivion records.

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I've been working on an

I've been working on an update to version 1.6 that fixes a number of quests and also adds a few more enchanted items that I missed the last time...  I'll try to post an interim update soon.

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Wow ponyrider, you are the

Wow ponyrider, you are the most prolific guy! You should take over Morroblivion v65 or something I swear,...

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hehe, Thanks for the vote of

hehe, Thanks for the vote of confidence but qwertyasdfgh and the other Morroblivion contributors have literally forgotten more about Morroblivion than I'll ever know!  I'm still discovering very cool mods and ideas that were posted here 4 or 5 years ago. 

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Is it Time to Resort the

Is it Time to Resort the Fixes file into What can Be Merged into the Next Master File and What Stays as Fixes. Like Files for Correcting UCWUS.

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roxon_55 wrote:

roxon_55 wrote:

Is it Time to Resort the Fixes file into What can Be Merged into the Next Master File and What Stays as Fixes. Like Files for Correcting UCWUS.

That sounds good.  Just let me know how or what to do to get the mods ready for merger.  I'm double-checking a final batch of fixes before I post an interim update to Morroblivion-Fixes v1.6.  Hopefully, I can get it posted within the next hour.​ 

Version 1.6e finally posted.  There is one UI file and several INI Tweaks files for Wrye Bash which show the custom settings you can enable/disable in the Morroblivion.ini.  I'll write a more in-depth description about some of the features later.  Compatibility update made for MorrowindStartingSpells (v1.5).

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excuse me, how can i remove

excuse me, how can i remove the script effect of the boots of bliding speed? because in game i remove (and sell the boots)but the effect persists (remove 30 of agility attribute, the blindness effect) thanks

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I've written an auto-fixer

I've written an auto-fixer mod for you.  It will remove Blindness which was applied by the Boots of Blinding Speed. 

  1. Load this esp after Morroblivion-Fixes-v1.6.
  2. Then load your saved game. 
  3. Wait for the MessageBox popup notifying you that Blindness was removed.
  4. Check to make sure your Agility is fixed.
  5. Make a new save file.
  6. Remove this ESP.

** I'll change the Boots in the next version of Morroblivion-Fixes so that this kind of script error shouldn't happen anymore.

AttachmentSize
Binary Data autocureblindingspeed.esp962 bytes
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thank you!

thank you!

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Wow, it's been more than a

Wow, it's been more than a month since my last version update to Morroblivion fixes.  I am getting a new version ready which will contain several fixes and restored dialog to the main quests, especially the ones involving Nibani Maesa.  This version will get rid of the version number in the filename so it will be more backward compatible when future versions come out.  I will need to do updates to other mods to maintain compatibility too.  ETA is probably a week.

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Version 1.7 alpha 2:

Version 1.7 alpha 2:

Due to filename change and multiple quest and script changes, I need help playtesting this version before officially releasing it.  Please leave a comment if you do or do not run into any bugs.  Hopefully, this should be completely compatible with older saved games.  If you use morroblivion-magic-fixes, you will need to use the updated version provided here.​  I'll post the latest version of magic-fixes on its main thread after version 1.7 is finalized.

Update: official version 1.7 now posted.

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I'm not sure if this is due

I'm not sure if this is due to the Fixes mod or something inherent to Morroblivion, but I "apparently" had an NPC I've never seen cast the Hex Charm item's spell on me twice at some point. There's a seemingly permanent pair of -10 "Damage Luck" "enchantments" attached to my character. Dispel doesn't fix it, Restore Luck potions don't fix it...or rather they do briefly, but the moment I exit the status menu, the script associated with the item replaces them. Any ideas how to fix is? -.-

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I don't think the fixes mod

I don't think the fixes mod modifies any of the damage luck spells/enchantments.  Try these console commands:  

player.removespell 0104004d
player.removespell 01060092  

The first removes a hex enchantment.  The second removes the hex spell.  

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First one just comes up as

First one just comes up as "not a spell", second says my character doesn't have the spell...I guess I'll just go find the NPC, kill them, and disable the item. Maybe that will fix it. .___.

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I'm finally to the point of

I'm finally to the point of installing the Morroblivion Fixes and Patches. I would love some suggestions and recommendations for the guide, especially anything new that you would consider "must have" for the users.

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Cool!  I'll spend Saturday

Cool!  I'll spend Saturday wrapping up loose ends and will post new versions and my recommendations early on Sunday.

UPDATE:
Okay, the official version 1.7 is now released -- check the first post.  I've also updated several other mods as well.  Here are my recommendations separated into categories -- I'll update them with links and some commentary a little later today.

Core (bug fixes, improved core gameplay, improved main quest, seamless transition to Oblivion main quest):
- Morroblivion Fixes v1.7 (now incorporates auto starting spell selection from MorrowindStartingSpells)
- Werewolf Redone by llde
- Better Character Generation v1.8
- MultiSkill Trainers v1.3
- No Delay Guild Advancement
-
 Protocolled Dialogs by Eazzy (to display current conversation / dialog history)

Gameplay Modifications:
- Morroblivion Magic-Fixes v1.7 (now incorporates rebalance from MorrowindStartingSpells mod and includes Lost Magic esp)
- More Armor Slots v0.9 (now stable and faster)
- Morroblivion Guar Mounts and Pack Guars
- Unofficial CM Partners v3 patch + Unofficial Morroblivion CM Partners v2 (original mod by Theramalse)
- Pet Guar
- Unofficial Buyable Houses update

Visual Improvements:
- Oblivion Character Overhaul Facelift v0.2 for Morroblivion
- Symphony of Creatures by Puddles
- WA Signy Signposts conversion
- Baldurian's Pondscum conversion
- Morroblivion Lights and Darkness
- Vurt's Bitter Coast Tree Replacer II  conversion
- Vality's Balmora Addon conversion
- TR HD Worldmaps (hopefully, I will update in the future)
- Betty's Spring Overhaul for Addon Morroblivion (aka Morroblivion Earthday 2017)

Audio / Voice Improvements:
- Voicefile_Redirector OBSE plugin (replacement for Elys_USV)
- Morroblivion Computer Generated Voices pack
- Voice-Acted Voices pack

I'll also post my custom OblivionReloaded Shader settings for Morroblivion later today.  Eventually, I'd like to incorporate all of these mods into a easy convenient "Morroblivion Overhaul" modpack.

AttachmentSize
File or_shader_settings_v1.7z2.26 KB
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Awesome and Thank You! I'll

Awesome and Thank You! I'll make certain to update the guide according to your recommendations. I'll try to get on it a little later today and check back in for your updates.

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ponyrider0 wrote:

ponyrider0 wrote:

Audio / Voice Improvements:

- Voicefile_Redirector OBSE plugin (replacement for Elys_USV)

Do you have a link for this? My search didn't turn up any results.

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Diana TES GotH wrote:

Diana TES GotH wrote:

ponyrider0 wrote:

Audio / Voice Improvements:

- Voicefile_Redirector OBSE plugin (replacement for Elys_USV)

Do you have a link for this? My search didn't turn up any results.

Getting ready to post within the hour.   Okay, link is now udpated, and also here for convenience.

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Hm...is it normal for guild

Hm...is it normal for guild quest-givers not to collect the items you collect for them, or not give you quest rewards? I paid 5k for the Wizard's Staff and didn't get it...

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I'm getting ready to update

I'm getting ready to update the guide with your new recommendations. I should have it done within a couple of hours (hopefully, if all goes as planned). 

Core (bug fixes, improved core gameplay, improved main quest, seamless transition to Oblivion main quest):
- Morroblivion Fixes v1.7 (now incorporates auto starting spell selection from MorrowindStartingSpells)

Does this mean MorrwindStartingSpells is no longer needed? Also, is there still a need for:

Workaround fix for Levitation Morroblivion v064

Fixing creature attack timings (aka Alit machine-gun attacks) Morroblivion v064

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Diana TES GotH wrote:

Diana TES GotH wrote:

Does this mean MorrwindStartingSpells is no longer needed? Also, is there still a need for:

Workaround fix for Levitation Morroblivion v064

Fixing creature attack timings (aka Alit machine-gun attacks) Morroblivion v064

Correct, MorrowindStartingSpells is no longer needed.

Levitation Workaround is still useful, but only in the very rare circumstances where the user can not move when levitation is cast.  Maybe it should be in a troubleshooting/FAQ section rather than the main section.

Alit Attack Timing Fix is still very helpful for people who play melee characters and like to block Alits.

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Puddles wrote:

Puddles wrote:

Hm...is it normal for guild quest-givers not to collect the items you collect for them, or not give you quest rewards? I paid 5k for the Wizard's Staff and didn't get it...

I haven't gotten very far with bug-fixing Mage's Guild quests, but that sounds like one of the dialog/quest script bugs.  Another variation is the repeatedly-receiving-quest-rewards bug.  Unfortunately, it's not uncommon to still to run into one or two of those bugs during the side quests.

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hi, Im using this mod but

hi, Im using this mod but suddenly when I fast travel and then save the game or quicksave my game crashes, I try to disable other mod and this mod but seems like this mod cause the issue, any idea how to fix it?

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ramonxick wrote:

ramonxick wrote:

hi, Im using this mod but suddenly when I fast travel and then save the game or quicksave my game crashes, I try to disable other mod and this mod but seems like this mod cause the issue, any idea how to fix it?

A few questions to help us figure out what's going on:

1. Was the morroblivion-fixes mod working fine for a while but then suddenly started to crash when saving or did it immediately start to crash after you first installed the morroblivion-fixes mod? 
2. Does the game immediately crash when you try to save or does it successfully save then crash?  
3. Does it crash to desktop without any error messages, or does a pop up an error message or does the computer just stop responding?
4. Does this happen when you start a new game?
5. Please send me the Oblivion\obse.log file -- this has information about your OBSE plugins and also about attempts to load and save a game.

ramonxick
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thanks for answering,

thanks for answering,

1. the fix working fine, at least when I play without fast travel but when I fast travel and then save the game, the game suddenly crashing

2. The game immediately crash when I save the game, the savefile is there but when I load it giving me error corrupted save

3. It crash without any error, I using OBSE plugin that allow me to give crashdump, it creates 700+kb crashdump file tho

4. This happen when I started a new game, in fact I just install morroblivion and just start to play with oblivion and morrowind fresh install

5. Ok I'll send you ASAP when I hot back to home, currently at workplace atm
 

ramonxick
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attached obse.log as

attached obse.log as requested

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File obse.rar2.68 KB
ponyrider0
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Sorry -- I should have been

Sorry -- I should have been more clear: I need you to send me the obse.log that is generated immediately after reproducing the morroblivion-fixes + fast-travel + save-game crash that you have described in your first post.  Specifically, I need you to re-enable morroblivion-fixes, start a new game, then fast-travel, then quick-save.  When the game crashes, copy this obse.log out of the Oblivion folder and post it here.  If you had to do additional steps to cause the crash, please post all the steps you took from loading the game to causing the crash. 

Also, please post the load order which is generated by Wrye-Bash since plugins which are merged or just imported  into the Bashed Patch do not show up in other mod managers.  To do this, open Wrye-Bash, go to the Mods tab, right-click directly on top of the File heading and select "List Mods..."  A window titled "Active Mod Files" will popup.  Right-click in this window and select "Select All".  Then copy and paste it into a new text file and post it here.  Again, I need the exact load-order which was used that caused the crash you described.

Additionally, have you tried just disabling only your Bashed Patch with morroblivion-fixes still loaded?  Have you tried disabling your OBSE plugins?  Also, Elys_USV.dll should be disabled if you are using voice_redirector.dll.

ponyrider0
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v1.7 introduced a few dialog

v1.7 introduced a few dialog bugs and didn't fully fix all scenarios of prior bugs in mainquest.  Just posted morroblivion-fixes-v1_7-hotfix-july2017 to resolve some of the major ones (mainly related to third trial quest).  This should be loaded anywhere after morroblivion-fixes v1.7, before or after bashed patch.  If you load it before bashed patch -- you may need to rebuild the patch.

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Dude just wanted to say you

Dude just wanted to say you're doing some awesome work here. It's like a version 0.65. I wish I still had the time to mod.

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Thanks!!!  I've spent about 4

Thanks!!!  I've spent about 4,000 hours playing and modding Morrowind, so I think I can more easily identify and understand when things aren't working in Morroblivion.  Mostly I'm just making little tweaks here and there: the work that you and the other Morroblivion contributors have already done over the past 4+ years is just phenomenal

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Version 1.8 is now posted.

Version 1.8 is now posted.  Refer to the first post for fixes.  Please let me know if you find any problems with it.

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Huge apologies to everyone --

Huge apologies to everyone -- the old main_menu.xml was accidentally included when I packaged v1.8.  I've uploaded v1.8b which removes that file.  The main effect of this file is to turn the New Game button invisible until the main menu OBSE scripts can run and patch Oblivion to start Morrowind instead of Oblivion.  However, if you disable morroblivion-fixes.esp without properly removing the mod through Wrye Bash, this main_menu.xml will prevent you from starting a new game until uninstall the plugin properly or delete the file (located at: Oblivion\Menus\options\main_menu.xml).

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Once I finish my personal

Once I finish my personal update/cleanup of Reaper’s the Dark Tower, I’ll take another crack at the big list.

roxon_55
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Could you have Look TES4Edit

Could you have Look TES4Edit Errors

Thanks

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File errors_tes4edit_fixes_1.8b.7z2.42 KB
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I think errors are related to

I think errors are related to TES4Edit not being able to interpret the OBSE extensions.  Are you using TES4Edit version 3.2 or higher?  With that version, you should not see the long list of ENCH errors. 

You will still see two CTDA Condition errors in INFO:01009346 and INFO:01F8AB05.  I think this is a bug related to TES4Edit not updating it's internal memory for the variable list for over-rided scripts.  The same records are read just fine by Construction Set Extender and appear to work in-game. 

Let me know about your TES4Edit version number and if you experience any problems with enchantments or problems with receiving multiple Seven Graces book for the Temple Pilgrimage quest.

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No Prob V3.0.15 Experimental.

No Prob V3.0.15 Experimental.

Have had a Look through the Fix File, Might Leave it Alone Till I Start a New Game, I dont Run Morrowind_ob-UCWUS.esp in My Game have not Had to Many Quest Problem Yet, can still do Around  another 100 Quest for the moment.

Thanks.

Edit..

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Plain text icon completed_quests_10_16_2017.txt4.04 KB