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[REL] Morroblivion Fixes v1.6e

(Original thread is here.)

Morroblivion Fixes v1.6e 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 1.6e:
- 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 04/22/2017 - 15:24
ponyrider0
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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.