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Active Morroblivion Bugs and Fixes List 2017

Since Morroblivion has been in development for many years, it's hard to keep track of which bugs have been fixed, still open or no longer relevant.  Since I don't have the experience or resources to set up a bug tracking server, I'll try to maintain a list of active bugs for 2017 in this first post and a list of all fixed bugs in a second post.  Feel free to post bugs and fixes you find in 2017 to this thread.

Credits (please let me know if I missed anyone):
Bug-fix contributors: Puddles, roxon_55
Bug-report contributors: Puddles, Kalnwer, roxon_55, DivergentDroid

Morroblivion-Fixes v1.8 posted (see below).

Faction Relation Fixes (Beta) posted (see below).

Magic/Enchantment fixes will be incorporated into a new version of Morroblivion-Magic-Fixes in a few days.

Edited by: ponyrider0 on 10/14/2017 - 11:43
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Fixed Bugs...

Fixed Bugs List with Fix mods / Work-arounds:

Morroblivion-Fixes v1.8 is here.

Werewolf Related Bugs -- see llde's Werewolf Redone mod

Raven Rock, Bar Brawl -- see workaround if needed

Ash Blight Storm visual effects not appearing -- turn off Precipation Shader in Oblivion Reloaded (see original thread)

Starting Tribunal Expansion / Dark Brotherhood Attacks -- see this thread for requirements

Finding Dead NPCs / Faction Relation Bugs -- work-in-progress fix mod available here.

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I’ll look into the Seyda Need

I’ll look into the Seyda Need problem and then send you the faction fix esp, hopefully today ponyrider0.

The Ash Blight Storm issue RE: OR can probably be fixed by adding it into the Precipitation INI...somehow. Will look at that when I have free time.

The Khajiit slave thing I suspect has to do with a screwed up script, since I’ve seen it happen with other scripted incapacitations.

The Armiger girl either needs to be set to Essential until the right quest stage where you meet, or disabled until you reach the area.

The Kwama Queen’s name should be an easy fix, just need to tweak the script to include a SetActorFullName line(s). Not sure about the scroll.

The Fighters Guild Camonna Tong debt thing...that’s something with stages not being set right.

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"The Kwama Queen’s name

"The Kwama Queen’s name should be an easy fix, just need to tweak the script to include a SetActorFullName line(s). Not sure about the scroll."

Not just the name, the quest doesnt update, there is no feedback regarding the cure at all, the miner wont take the job.

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Good post 

Good post 

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Here are some of todays

Here are some more issues:

"Boethiah shrine quest": The orc sculpturer floats around dead in the water around Khartag Point?? (...resurrect to advance the quest)

"Beneran's Bounty": There is no "Sargon" topic when you talk to people in Maar gan (which makes it impossible to find the place as its on an island far from Maar gan, and not like the lunatic quest giver says "near Maar gan"?? (I use no quest locations on map, searched for 2 hours before google it?!))...use addtopic to advance the quest

"House Hlaalu Quest": You can become grandmaster of the house just by doing the final quest concerning Drens evil brother, without any of the requirements regarding skills (1 at 90, 2 at 35...my highest was 68)

"Feruren Oran": the first guy that you should slay in Morag tong questline. This guy makes my game crash as soon as I come close to him in the Elwen nation club in Hllallu Plaza, Vivic. I have mention this in another thread, and after I not only reinstall, but also re-downloaded the whole Morroblivion, I have the exact same crashes as before when coming close to this #%¤& guy. To my satisfaction a friend of mine install Morroblivion on his computer and also (thank godness!) experince the same crashes.(I have to kill this guy using the kill command, and even that took some tries because of the constant crashing). After he has been terminated there is no problems at all in this place! Please check this guy out!!

Some other issues:

Two Hlaalu guards fought each other to the death in the Balmorra square?? (think the Camona tong guys triggered it)

"Raflod the Braggart", the ugly nord in Seyda neen, seems to have some "free pass" regarding attacking people. He attacked me and I defended myself and got bounty for murder?? (Happened in the "death of the taxman quest", when he defends his fellow bedmate (the killer dumner), but also when I tested to Taunt him into attacking me, Im not allowed to defend myself?? ( I can yield though...)

"Ra'Zhid Dwemer artifacts": In Fatleg's (Hla Oad), if you confront the Kajjit guy after you stolen the artifact from his chest he will attack you on the spot (of course!), but you will also be attacked by his sidekick the redguard trader, which results in slaughter on both of them by the guards (...and no more trading in that village) 

The Slaugther fishes and Draughs are way to slow (Draughs also often stuck to the sea bottom), you can easily out-swim them even at a low Athletics skill and heavily packed, wasnt like that at all in original game (they´d eat you alive). Sometimes these creature can be seen on dry land??

Cliff racers gets stucked everywhere??

Sometimes strange "stretching" of the textures/meshes from mostly clothes on the shops counters and various items flies around indoors when you enter.

When arriving at Aldrun using siltstrider, sometimes there is a massive spawn of redoran guards taking place, just outside the two towers. I counted up to 36 guards at one point(!!) (wasnt able to take screenshot unfortunately). I mean, is it really necessary?? (performance wise)

Some personal documents just says "PCName" (or something like that), instead of your real player name.

Some ladders in caves are "transperant", you "step through" them (no-clipping phenomena), you have to levitate (hope you understand what I mean)

Good thread!

Edit: one more thing, the various "Escort quests". Sometimes they wont follow you, sometimes they wont let you go after arrival to destination. But always, ALWAYS!!...when you are under attack, they ALWAYS put themselves between you and your enemy, just standing there staring at you like an idiot, making it impossible not to hit them, which results in (after the fight) spending time running around looking for them??? So tired of this, really hate these missions.

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Kalnwer wrote:

Kalnwer wrote:

Edit: one more thing, the various "Escort quests". Sometimes they wont follow you, sometimes they wont let you go after arrival to destination. But always, ALWAYS!!...when you are under attack, they ALWAYS put themselves between you and your enemy, just standing there staring at you like an idiot, making it impossible not to hit them, which results in (after the fight) spending time running around looking for them??? So tired of this, really hate these missions.

That means it's working exactly as it does in Morrowind, awesome!   Just kidding... thanks for everyone's comments, I will try to incorporate them into the active and fixed bugs lists.  I will try to release a beta version of Morroblivion-Fixes 1.8 this weekend.

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Large Postings need to Put a

Large Postings need to Put a A Text Document. How do you Get on if you Don't Have All these Problems and Have Completed Some of the Quest you are Posting Fixes For. How will it Alter ypur Games if you Run these Fixes..

1 of the Wurst issue in Game is Cliff Racers ( AI ) to High and they Travel to Far they End Up Attacking NPC need Toneing Down of Set Faction Relations so they do not Attack NPC.. A lot of Clipping with Cliff Racers. You Could Try Puddles Upgraded Version of the Cliff Racer.

Clipping Issues has not Been Seen Much Since Clothing Galore was Released.

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Not even my upgraded version

Not even my upgraded version of the Cliff Racer really fixes that their collision. The problem is that Oblivion’s AI doesn’t support autonomous use of Jumping animations for non-PC actors. The Symphony version has tweaked animations to simulate that by making the idle animation slowly lose altitude and the movement animations make it gain altitude, but even that causes some minor issues with the skeleton’s collision box. It might be possible to look at Saiden’s Akatosh mount to see how it flies...

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roxon_55 wrote:

roxon_55 wrote:

....How do you Get on if you Don't Have All these Problems and Have Completed Some of the Quest you are Posting Fixes For. How will it Alter ypur Games if you Run these Fixes..

This is a good question.  Let me clarify the nature of 90% of quest bugs and what the fix mods do...

In other words, you should not need to worry about a (fully tested) quest dialog fix affecting your game in bad way, and (usually) the only way to benefit from a quest dialog fix is to install it early before you ever encounter the conditions which would trigger the quest dialog which it fixes.

...or tl;dr -- always save into a new slot/file because quest dialog fixes work best if you load them into a save-game that was made BEFORE encountering a bug.

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( Kool )

( Kool )

Thanks

Puddles..

Ponyrider0..

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Some more things:

Some more things:

The Hlaalu-guard on the ground floor in Suran manor accuse you for trespassing imediately ("Intruder", "Get out"). There's a guest giver in that mansion, and if you dont talk with hm fast enough, you will be arrested. They even sell stuff on the ground floor so it must be public area? (I have never been stealing here, Im a member of thief guild though) (Obs: Only the ground floor guard)

Open books on pedistals, shelves... are often turned the wrong way

Often cave bandits and other cave dwellers falls trough the wooden bridges, ladders down into the water when forcing at you, making me have to fight them swimming (have something to do with the "non-clipping ladders" I mention earlier post)

The cliff racers aggression against you and other NPCs (mostly bligthed or deseased ones). I have found  some outdoor camps with already dead bandits, dwellers....and a pile of dead cliff racers. (must tune down their attacking power or something?)

Edit!!

"Battle at Nchurdamz" (figthers guild). The girl you suppose to assist will fall through the floor and die as soon as you enter the dwemer ruin. The quest updates that "she died bravely"??. I had to put no-clipping mode on her (TCL) so she could pass the "transparent" stairs at the entrance.

Slaves in bandit caves, sometimes spawns outside the slave compound, and often they take the bandits side and attack you using fist fight. (I have set free like 20 or more slaves, has good standing with twin lamps, but to no avail)

 

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"Telasero (Fighters guild)":

"Telasero (Fighters guild)": The woman you should find and support, attacks you together with the dreamers (tested it several times), after you kill the dreamers she refuse to talk to you, just runs away. If you use stealth and kills all the dreamers silent, she talks to you and ask you to escort her to entrance. At the entrance, the quest wont update and you are stucked with her (I even walked outside with her to no avail). Setstage 70+75.

The wild levitation spell sometimes gets stucked after the 30 sec

There are different icons for the exact same thing (weapons, arrows, armors etc), items wont stack in the inventory because of this.

The whole value/pricing system maybe needs an overhaul.

The comments and dialogue are very mismatched. Walk pass a guard and he call you "scum", talk to him and he suddenly adorse you?!

Edit: Regarding "PCName" in earlier comment, I think it was the Building contract or land deed for your stronghold in House Hlaalu-quest.

Edit2: Seems that finished quests dont set some variable (or something). For example, I have done the Bothia shrine quest and got the sword, but when I talk to some one about this subject afterwards, it registers in my quest diary like I never heard about this before (same with some other quests/subjects)

Edit3: There is a spawn point just outside Dragon Fel, spawning Deadras (Ogrims), resulting in slaughter of civilians (possible quest-givers/participants)

Edit4: House Hlaalu-quest "Beros support". When you fight Beros champoin in the Arena, its seems impossible to make him yield (which Bero prefer). I tried to hit him with a single fist over and over again, causing him minimal damage, took long time, but he died, instead of surrender (tried it 3 times). Have anybody manage to solve this quest and spared his life?

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I’m still perplexed about the

I’m still perplexed about the Cliff Racers...did they behave less chaotic in Morrowind?

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A Clip at Dragon Fel About

A Clip at Dragon Fel About the ........................................( Slaughter of Civilians )  There NO Civilians in Oblivion or Morroblivion they are NPC Created By a Construction SET and Controlled By a Game Engine...    only went there 3 times, First 2 times a Ogrim Turned Up Guard Kills Ogrim the Third Time a Hunger Turns Up Guard Kills Hunger.

Have only Played Since V053 dont Remember to Many NPC being Kill there by Ogrims or Hungers. 

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Book Placements at Gnisis

Book Placements at Gnisis,Vivec High Fane,Molag Mar.

Could use ( ~ ) then click on Books to give a List of Numbers to Check out . I Could have Missed Lots.

The Same with Ladders in Caves and Clothing with Clipping..

Thanks.

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Puddles wrote:

Puddles wrote:

I’m still perplexed about the Cliff Racers...did they behave less chaotic in Morrowind?

Not to Much Diff.

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Thanks for the info (NPC, CS,

Thanks for the info (NPC, CS, engine...I will remember that!). I was, of course, referring to non-military personal (non-guards). I hope its okay that I continue to report what I experience during My playthrough!

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Kalnwer wrote:

Kalnwer wrote:

Thanks for the info (NPC, CS, engine...I will remember that!). I was, of course, referring to non-military personal (non-guards). I hope its okay that I continue to report what I experience during My playthrough!

No Prob's Keep Posting.

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Thanks for all the bug-report

Thanks for all the bug-report and bug-fix contributions!  I will try to update bug-reports and fixes at least once per week and hopefully more often when I can.  Regarding pending bugfixes, I think may try to release individual bug-fixes when I can do them and then merge them all into the next version of Morroblivion-Fixes once a month.  Also, I've been making changes to my work arrangements so that I can continue putting lots of time into Morroblivion mods: see my patreon page at https://www.patreon.com/ponyrider0.

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ponyrider0 wrote:

ponyrider0 wrote:

1) This has nothing to do with the different icons. There's just multiple iterations of some items that have slightly different values or stats. "Fixing" this would be a hassle, although it's possible with TES4Edit. We'd be steering away from it being as close to Morrowind as possible, though...

2) The value array for armor, etc. is totally incongruent with Oblivion: agreed. This would be boring to fix but not impossible. Would just need to find the Oblivion equivalents of each armor tier and modify the cost accordingly...also some of the armor is completely imbalanced, but that's another story lol.

3) The "generic" dialogue is really widespread. Unless we can get specific examples of which NPC is doing it to trace back to the right dialogue/conditions, fixing this would be a lot of digging in the dialogues.

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The Dialogue is Widespread

The Dialogue is Widespread because of the mullity options you had in Morrowind

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Puddles wrote:1) This has

Puddles wrote:

1) This has nothing to do with the different icons. There's just multiple iterations of some items that have slightly different values or stats. "Fixing" this would be a hassle, although it's possible with TES4Edit. We'd be steering away from it being as close to Morrowind as possible, though...

To clarify, there is an Oblivion version and a Morrowind version of many items with the exact same name (and sometimes more than just two versions).  One alternative solution I can think of is to rename all Morrowind items with a prefix like "Morrowind" or "Vvardenfel", ex: "Morrowind Iron Longsword" vs the vanilla Oblivion "Iron Longsword". 

DIY Fix: Renaming items can actually be done in a Bashed Patch by making a custom-made CSV (comma-separated-values) spreadsheet file...  this could be an easy optional mod for people to use or not use based on their preference.  The format for the CSV file is: "Type,Mod Name,ObjectIndex,Editor Id,Name".  Just look in the Mopy\Bash Patches\ folder for examples.  Or even better, just use Wrye Bash to export a CSV of all the named items in Morroblivion, edit the item names, and then import those changed names into your Bashed Patch.  Mini-tutorial:

  1. From inside Wrye-Bash: right-click Morrowind_ob.esm,
  2. Select Export->Names...
  3. Enter the filename and location where you want to save your CSV file.
  4. Open the new file in a spreadsheet program, 
  5. copy and save whichever items you'd like to modify (remember to copy row 1 to use as a header)
  6. edit and save your new CSV file.
  7. Now move it to the "Mopy\Bashed Patches" folder of where you installed Wrye Bash
  8. Back in Wrye Bash, right-click on your Bashed Patch and select Rebuild...
  9. In the Bashed Patch dialog window, click Import Names in the left window pane,
  10. Activate your newly made CSV file.
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Puddles wrote: 3) The

Puddles wrote:

3) The "generic" dialogue is really widespread. Unless we can get specific examples of which NPC is doing it to trace back to the right dialogue/conditions, fixing this would be a lot of digging in the dialogues.

To elaborate further: The NPC's facial/emotional response is hard-coded into each line of dialog.  If you want to have the NPC smile, frown, grimace, etc. when they say a specific line of dialog based on player disposition, you must make a separate copy of that line of dialog for each emotional reaction. 

For the Morroblivion greetings, there are many variations for the different levels of disposition and other status effects, and these are stored in "Morrowind_ob - Conversation.esp".  These greetings are played whenever you come close to an NPC or end dialog.  However, once you actually initiate dialog with an NPC, there may only be 1 or 2 variations of a particular dialog line that only depends on quest conditions and might be completely independent of the actual disposition.  Thus, you will get the basic "I hate outlanders" comment when you approach, but once you start talking, the dialog line might only be hard-coded with a happy response.  I remember this happening in the TES3: Morrowind game engine too.  The real solution is to sit down and re-write all the dialog lines with several variations based on disposition...  either that or make an advanced AI engine which can simulate emotion and dynamically generate natural-language dialog based on disposition.... and that AI would probably pass the Turing Test.

Work-around:  If the mood incongruent greeting and dialog bother you, try disabling "Morrowind_ob - Conversation.esp" and see if that is better.  Of course, you won't get Morrowind specific voiced greetings.

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Active Fighter's Guild Quest

Active Fighter's Guild Quest Bugs hopefully all resolved.  Please see bug-fixes post.  Download bugfix here.  Let me know if anything still doesn't work.

Update: House Hlaalu and Twin Lamps active bugs now fixed as well.  See bug-fixes post and download link above.  NOTE: I didn't see anything which would prevent the Khajiit slave from reviving after being knocked unconscious.  I did tweak the Khajiit slave's reference so that it is disabled by default and only enabled when the right quest stage is reached.  Also: please make sure you are using the NPC-Relations patch, as creatures/daedra/etc. should not be attacking slaves. 

Again, please let me know if anyone's still running into these bugs after using the fix.

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Regarding NPC's who get away

Regarding NPC's who get away with attacking others -- I think the TES4 engine only registers a crime when (1) NPC first enters combat, (2) another person is hit.  So if Raflod the Braggart starts attacking you in Foryn Gilnith's hut then you both go outside, the guards will not be alerted until he hits or starts attacking someone else.  If anyone knows more details about how the engine works, please post.  Thanks.

EDIT:
For comparison, the TES3 Morrowind game engine will not register combat started by Taunting as a crime (both for the taunter or the victim of the taunt).  So it basically treats it as a "legal duel" between two people.  I will look into re-working the Taunt script in Morroblivion to behave this way.

EDIT2:
I think I can use OBSE script extensions to create a dynamic callback to hook OnAlarm events for a taunted NPC and then immediately clear it out when it happens so that guards don't react to a crime committed by a taunted NPC...  I'll put this on my to-do list.  For now, all taunted NPCs will commit a crime when they attack which will cause nearby guards to react when it occurs.

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I posted Misc-fixes-sept-2017

I posted Misc-fixes-sept-2017 in the fixes section (second post of this thread).  This should fix all currently documented active quest bugs -- let me know if the you're still getting any of those bugs.  Thanks to roxon_55 for posting a big ESP with hundreds of repositioned objects... I will try to get that ready for merger in the next Morroblivion-Fixes.  And thanks again to everyone contributing bug-reports and/or fixes, I think we've made very good progress towards squashing many bugs in the sidequests.

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This is only a Modified

This is only a Modified Cliffracer.

Added a FACT                                    0122001B..

Changed AI From 0000563B,,     to      000AA01D..

000563B ExploreCurrentLoc 3000....

000AA01D CreatureExterior 1500....

Put them Under a Netch Wander Package..

Changed Aggression From 90,,,,to 75..

Changed Confidence From 100.... to 70..

Changed Combat Skill From 50,,,, to 60..

Reset Body Model in Nifskope from ( 1 ) to ( .9 )..

Reset Skeleton Model from ( 1 ) to ( .9 )..

Did this on 28\09\2017 Have ran the whole of Vvardenfell Killing Cliffracers. in My Game have not had a Cliffracer when Dead do any Clipping,Still Attack no Prob's, Have not Seen any Around a Town YET will Keep Looking. Give it a Try you Will have to Put in the Complete File into your Game, First below the ( .esm ) Files..

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roxen, I’ll add that tweak to

roxen, I’ll add that tweak to Symphony of Creatures.

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Completed Fighters Guild

Completed Fighters Guild Quest..

Telasero Quest Sondaale was inside as always,had Killed 2 Dreamers was Down 2 Half Health heal Her .Had Killed Everything before going to Her, Go Together to Leave Telasero go Out the Door She was right Behind Player Stood there 5 mins Quest Did Not Update so went Back into Telasero ran around inside Went Out the Door without Her She turns up about 1min Later Quest Updated Completed..She did not Attack the Player no Probs.

Fighters Guild Battle at Nchurdamz.

Assisting Larienna Player the Same as I would in Morrowind go in Kill Everything bar Her Target, then Talk to Her then Race her to the End and Help Her to Kill Her Target She Lives...

Also NO Bugfixes Installed just Standard V064 and NO consle Commands..

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Solstheim


Solstheim

A Wife's Retribution Quest.

Any to Keep Sigvatr the Strong Alive till you do the Quest he Has Left the World Space..

Same as with Ingmar in a Bind If you do not Do the Quest as Soon as you Get to Solstheim he Dies ( Dead ).

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roxon_55 wrote:

roxon_55 wrote:

Solstheim

A Wife's Retribution Quest.

Any to Keep Sigvatr the Strong Alive till you do the Quest he Has Left the World Space..

Same as with Ingmar in a Bind If you do not Do the Quest as Soon as you Get to Solstheim he Dies ( Dead ).

Thanks, I'll take a look at those quests/NPCs to tweak the SetEssential status.

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Clips no Hurry to Fix.

Clips no Hurry to Fix.

Skaal Test of Loyality Quest, Quest works no Prob Swimmer need Fine Tuning a bit Relaxed.

Water Stone when quest Completed says About the Stone Glowing it Don't Glow. Picky.

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Many objects will fall

Many objects will fall through the surface they're placed on, preventing you from reaching them.  I haven't made a comprehensive list of specific locations because this seems to be more of an overarching engine bug than anything else.  However, I can think of a few examples of when this has happened to me.

* In Addamasartus there's that dark tunnel with the rats and a skeleton.  There's supposed to be a Thief Ring under the ribcage, but by the time I got there, it had already sunken under the floor.  I was still able to reach it by waving the cursor around and picking it up through the floor.

* Numerous times with loose objects placed atop dressers, especially small objects like individual gold coins, soul gems, or alchemy ingredients.  I'll pick one up, and the rest will fall through or behind the dresser and become unreachable.

* As others have mentioned, sometimes enemies in dungeons will fall through the floor or simply disappear.

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I've spent many hours trying

I've spent many hours trying to reposition unique items like the Thief Ring so that they don't fall through the floor.  I think a faster and more convenient solution is to just disable Havok Physics for these objects until the player picks them up.  Unfortunately, the only way I currently know to disable Havok Physics is by manually duplicating the relevant NIF file and modifying the physics and/or collision records within the NIF.  What I would like to do in the future, is figure out how to use the NIFSE OBSE extension to do this programmatically... of course, that will probably not happen until some time next year.  Until then, I will need to spend ~5 minutes for each item to create NoHavok NIF files and then link to these in the ESM.

WIth creatures and NPCs falling through the floor, we need to redo a lot of collision boxes for the thousands of auto-converted building/architecture meshes in the game.  qwertyasdfgh has a tutorial on how to do this here.  Personally, I think Blender and its NIF conversion tools are unintuitive and buggy.  My next project after the Tamriel Rebuilt Converter will be creating a more intuitive NIF editing/conversion solution for Morroblivion projects.

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Also, I forgot to add this to

Also, I forgot to add this to my last report, but it's unrelated and has to do with the comments about cliff racers.  I haven't had too many problems with them in terms of behavior, as they were highly aggressive in vanilla Morrowind and could pursue you from just about anywhere.  However, there's a glitch that's unique to Morroblivion, which is that they can follow you through doors and into buildings.  This wouldn't be a problem in itself, except that any time a cliff racer follows you inside, there's a massive drop in framerate and the game turns into a slideshow.  The only things I can do are either somehow kill the cliff racer, or shut down the game via Task Manager.

It doesn't make much sense that they could follow you indoors, since creatures like rats can't open doors.

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I've been trying to figure

I've been trying to figure out a solution to prevent cliffracers from doing this for months -- but your comment just gave me an idea.  I will need to do some testing, but I think there is an intelligence threshold below which a creature can not operate doors.  That's probably the best way to keep cliffracers and any other creatures which need to be confined to a single area, from leaving that area.

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Ring 01001B5C in Clip No

Ring 01001B5C in Clip No Problem with Havoc .

Prob is where the Ring is inside the Rib Cage you Can not Lock onto the Ring Unless you Use Camera Mode and Consle.

Put on the todo List to Shift or Pull the Rib cage out of the Ground so it Can be Picked Up and Shifted.

A List of other Locations as you go. Edit.......

Thanks.

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Renamed My Morrowind_ob.esm

Renamed My Morrowind_ob.esm did a Clean Install of Morrowind_ob.esm Loaded Game, Why everyone is Having Floating Items and Exploding Silver ware.

I started Correcting Placements 22\08\2013 to 09\12\2014 Loaded them into TES4Edit, out of the 9066 Placments Corrected their is not to Many in V064 don't know why, they were posted Under ( worth Looking At ) Don't Know Why They were not Merged..

Have Merged them into My Morrowind_ob.esm, is Why i Don't have These Problems.

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An addendum to:

An addendum to:

Frozenwolf150 wrote:

* As others have mentioned, sometimes enemies in dungeons will fall through the floor or simply disappear.

The most persistent variation of the collision physics glitch has to do with enemies that fall through the floor upon death.  I've had this happen on several occasions, and the one factor they had in common was that they were inside daedric ruins.  The first time was in Assurnabitashpi and the second was in all areas of Ald Sotha.  When I killed the human enemies, they would fall through the floor and become unsearchable.  Even their dropped weapons fell through the floor.

Unfortunately, this meant I lost the Sanguine items that would be needed for the Threads of the Webspinner quest, since I couldn't search the enemies in time.

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Yeah the collison for the

Yeah the daedric ruins have a lot of issues. At a glance, I don't see any rips or tears in the floor nif of the daedric ruins, so the reason they're sinking through the floor is seemingly unrelated to that. I think it's an issue with the pathgrid inside the ruins being partially phased through the floor in some instances, so as the NPC falls the game directs them to the nearest path node...which is beneath the floor.

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Korrad is a Mute but He Still

Korrad is a Mute but He Still Speaks..

Extracted All ( .bsa ) Placed them in My Game Checked All Paths for Creatures to Directory Structure into Oblivion Game..

1 Entry 0101CE6C is using ( Creature\StormAtronach\ ) Directory

Where all Other Atronachs use ( Morroblivion\Creatures\Daedra\ ) Directory Structure..

Still a Couple of Dreugh using Oblivion  Creatures to be Looked At.

bar FlameAtronach do not Have a Model to Look close enough to a Morrowind Model.

Spell Names and Scroll Name so they can be Checked

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roxon_55 wrote:

roxon_55 wrote:

Korrad is a Mute but He Still Speaks..

Hehe, that's pretty funny.  I think the best solution is to make a custom silent MP3 specifically for that specific line of dialog.  That way, it won't confuse the VoiceRedirector plugin. I'll include the custom MP3 with the next version of fixes.

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Mournhold Quest where the

Mournhold Quest where the Fabricants Attack the Fabricants Distort when they are Killed, the Same thing happens when you Kill them in Sothis Sil World ,So Played this a Few Times Ended Up Resize the Model to .800 Before the Model Stopped  Stretching. Resized Imperfect to .900

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I made this with Hedgehog12's

I made this with Hedgehog12's help before I was able to fully convert the Symphony model. This is safer to use than the fully converted Symphony one, because that one has some bugs with the ragdoll. This one uses the Oblivion animations, etc...just wearing armor closer to Morrowind's.

roxon_55 wrote:

Korrad is a Mute but He Still Speaks..

Extracted All ( .bsa ) Placed them in My Game Checked All Paths for Creatures to Directory Structure into Oblivion Game..

1 Entry 0101CE6C is using ( Creature\StormAtronach\ ) Directory

Where all Other Atronachs use ( Morroblivion\Creatures\Daedra\ ) Directory Structure..

Still a Couple of Dreugh using Oblivion  Creatures to be Looked At.

bar FlameAtronach do not Have a Model to Look close enough to a Morrowind Model.

Spell Names and Scroll Name so they can be Checked

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Kool Ready to Go.

Kool Ready to Go.

Animations are Nothing Model is All that is Needed.

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Feruren Oran in Elven Nation

Feruren Oran in Elven Nation Corner Club.

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Another Clip i call it Errors

Another Clip i call it Errors in the World Space that Contribute to The Worlds Space of Vvardenfell being Unstable,there are Hundreds of these That do not Generate Correctly as You Run around Vvardenfell World Space, Go to the Next Cell and Save Game Exit Reload Save go Back to the Same Place it Has Generated Correctly No Problems.

( -12,28 ) ( -48063,118743, 3659 ).

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File errors_in_world_space.7z1.43 MB