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ponyrider0
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[REL] Morroblivion Fixes v1.6

(Original thread is here.)

Morroblivion Fixes v1.6 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.  

Change Log:
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 03/11/2017 - 18:10
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:

Quorwyf
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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.

Quorwyf
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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.