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Jac

Unofficial Patch Project
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Posts posted by Jac

  1. I don't see much reason to buy the AE because none of the CC content interests me; that and I'm not interested in paying for bug fixes that should have been implemented years ago. I agree with Adella that all of this sounds like nothing more than a convenient cash grab. The only re-released addition that I think was worth paying for was SE due to it being ported into a new 64-bit engine, but even that could be considered a stretch since the original worked fine for the most part. I think I'll pass on this "upgrade" because it holds no value for me, though I can see why it would hold some for others.

  2. I never used Lua, so I doubt I'll be doing any programming or scripting in OpenMW. I also didn't create the scripts for Jasmine, those were done by Melian who modified Grumpy's original companion scripts; all I did was modify them as needed. I believe Jasmine was already ported to OpenMW, but I don't have a link for the download. I found it by searching for "Jasmine Morrowind" awhile back.

  3. 8 hours ago, Pseron Wyrd said:

    I think a fan fiction forum would be the way to go then, rather than a pinned thread.

    Same here. Otherwise it would be difficult to follow a particular story you were interested in because of all of the other stories mixed in with it.

  4. On 6/9/2021 at 11:25 AM, Leonardo said:

    From the posted UMP 2.0 changelog

    Is everything in MPP 1.6.6 included in UMP 2.0?

    If so then the player will likely get a few quests stuck in the journal for the rest of the game, unless finishing the quests via the console in-game.

    I once tested MPP 1.6.6 and after a while I remove it due for touching things that has never been altered in the previous patches.

    Faction filtered quest in Ald-ruhn, Molag Mar without fixing the quests

    https://en.uesp.net/wiki/Morrowind:Ienas_Sarandas_(quest)

    https://en.uesp.net/wiki/Morrowind:Cure_Lette

    https://en.uesp.net/wiki/Morrowind:Necromancer_in_Mawia

    https://en.uesp.net/wiki/Morrowind:Slay_Raxle_Berne

    I may have missed a few things, but I wonder if the dirty edit was removed or not.

     

     

    We went through and reviewed Quorn's changes. I can't say for certain whether or not we discarded those changes, but I'll release a fix for them if necessary.

  5. Since I've been a terrible curator, I'm looking for someone to take over hosting and updating the project. If you're interested, let me know and I'll send you what Andy sent me. There are a couple of texture files that I don't know what they replace and I have two character animation (the ones the player and NPCs use) files for some reason. I know the group made one to prevent the silt strider drivers from falling off of their platforms, but I don't remember what the other one was for.

  6. If you had stuck around and participated in our discussions, Leo, you would have known that we reviewed Quorn's patch and either kept or discarded his changes. As for that quest, I'll take a look and update the file if necessary. You're more than welcome to start over if you like, but I'm not interested in helping. I will fix any issues brought to my attention in this patch, though.

  7. Change Log 2.0.0


    • using quorn's 1.6.6 beta as base
    • kept active_sign_c_guildf_01, active_sign_c_guildm_01, active_sign_c_guildm_caldera changes
    • quorn activators done - agreed with Skrawafunda's review
    • All potion names changed to conform to [Quality] [Effect] [Potion] convention. "Potion" may be abbreviated to "Ptn" or dropped completely if 32 character limit reached. "Potion" will be added to name in the instances that potion already uses [Quality] [Effect] convention, but doesn't include "Potion" on the end. For example: Bargain Potion of Burden ==> Bargain Burden Potion, Standard Fire Resistance ==> Standard Fire Resistance Potion. Exceptions are listed below.
    • Potions with same effect are named consistently within group, so "Potion" or "Ptn" will be dropped for entire group if one potion's name would be too long with "Ptn" appended. For example: Bargain Disease Resistance not changed because Exclusive Disease Resistance is too long for "Ptn" to be added to name.
    • Unique potions were not renamed, except as noted below.
      • Potion of Fool's Luck ==> Fool's Luck Potion
      • Potion of Cure Blight Disease ==> Cure Blight Disease Potion. This potion doesn't have a quality.
      • Potion of Cure Common Disease ==> Standard Cure Common Disease. Record ID lists this as Standard.
      • Potion of Cure Paralyzation ==> Standard Cure Paralysis Potion. Record ID lists this as Standard. Paralysis is grammatically correct and fits within the 32 character limit.
      • Potion of Cure Poison ==> Standard Cure Poison Potion, per record ID.
      • Potion of Detect Creatures ==> Standard Detect Creatures Ptn, per record ID. "Potion" abbreviated to fit within limit.
      • Potion of Detect Enchantments ==> Standard Detect Enchantment Ptn, per record ID.
      • Potion of Detect Key ==> Standard Detect Key Potion, per record ID.
      • Potion of Dispel ==> Standard Dispel Potion, per record ID.
      • Spoiled Cure Disease Potion ==> Spoiled Cure Common Disease Ptn. There is no Cure Disease Potion. They are called Cure Common Disease, so spoiled potions renamed to follow convention.
      • Spoiled SlowFall Potion ==> Spoiled Slowfall Potion. Minor spelling correction for consistency.
      • Bargain Frost Resistance ==> Bargain Resist Frost Potion. All potions of Frost Resistance renamed to follow name for Standard Resist Frost Potion (original name).
      • Potion of Heroism ==> Standard Heroism Potion, per record ID.
      • Bargain Rising Force Potion ==> Bargain Levitation Potion, per record ID. 
      • Potion of Marking ==> Standard Mark Potion, per record ID.
      • Potion of Recall ==> Standard Recall Potion, per record ID.
      • Bargain Potion of Reflection ==> Bargain Reflection Potion. All reflection potions renamed in same fashion. This reverses quorn's change. The new name also matches the record ID.
      • Potion of Slowfalling ==> Standard Slowfall Potion, per record ID.
      • Potion of Telekinesis ==> Standard Telekinesis Potion, per record ID.
      • Potion of Water Breathing ==> Standard Water Breathing Potion, per record ID.
      • Potion of Water Walking ==> Standard Water Walking Potion, per record ID.
    • potions done. Note: not all changes listed. Only exceptions that needed more explanation are listed. All others either had "Potion" tacked on to the end of the name or had "Potion of" removed and "Potion" tacked on to the end.
    • all apparatus done.
    • Blessed Tower Shield value = 190. quorn's documentation incorrect.
    • Discard quorn's change for imperial helmet armor_Dae_curse - use Greatness' fix
    • Kept quorn's change to lbonemold brace of horny fist to match name for right bracer. This differs from Thepal's change, which means we will not be implementing Thepal's version. This also differs from Skrawafunda's review for the left bracer. He agreed with the change for the right bracer.
    • Discarded quorn's changes to the Shield of the Undaunted based on our previous discussions. This makes the Shield have slightly better stats than a regular Chitin shield, which is the way Bethesda defined it originally.
    • quorn armour done.
    • body parts done. Changes per Skrawafunda's reviews.
    • all activators done, per Skraw's reviews. Thepal's changes processed.
    • Thepal's armour changes:
      • added LegionUniform script to silver_cuirass. Not included in quorn's patch.
      • added female armour model to steel_cuirass. Also not included.
      • added a_tenpaceboot_A and a_tenpaceboot_F body parts. Added Thepal's meshes for those parts.
      • changed tenpaceboots so left and right foot used a_tenpaceboot_F and left and right ankle used a_tenpaceboot_A
    • classes done. quorn's changes removed. One change was to a non-playable class and the other was to switch the primary attribute for the Crusader class. We don't know why the second change was done - it wasn't documented.
    • all doors done per reviews. Merged Greatness7's patch.
    • all factions done per reviews. Merged Greatness7's patch.
    • all game settings done per reviews. Merged Greatness7's patch.
    • all clothing done per reviews. Merged Greatness7's patch.
    • fixed cursed items scripts. MPP's scripts attempted to replace the cursed item with a non-cursed version after the spell was cast, but they did this in the item's own script, which causes crashes. Our scripts do the item replacement in another script to prevent crashes. We created three new scripts to do this: UMP_Cursed, UMP_Floater and UMP_Removal_Handler.
    • creature review complete. See creature review.txt for list.

  8. Unofficial Morrowind Patch
    By UMP Team

    Version: 2.0.0

    =========
    Contents
    =========
    1.    Requirements
    2.    Description
    3.    Installation
    4.    Removal
    5.    Load Order
    6.        Contact
    7.        Team Members
    8.    Changelog
    9.    Credits

    =============
    Requirements
    =============
    Morrowind, Tribunal, and Bloodmoon

    ============
    Description
    ============
    The Unofficial Morrowind Patch aims to fix the bugs in Morrowind, Tribunal and Bloodmoon that Bethesda never fixed. We intend to create a single patch that will incorporate the various patches and fixes that have been released in the past so that no additional fixes to vanilla Morrowind are needed - one patch to fix them all. We will continue to develop our patch to fix the bugs that are still oustanding after the other fixes have been merged.

    =============
    Installation
    =============
    Unzip archive to the Data Files folder and activate Unofficial Morrowind Patch.esm.

    ========
    Removal
    ========
    Delete individual files, using archive as a guide to the files.

    ===========
    Load Order
    ===========
    Morrowind.esm
    Tribunal.esm
    Bloodmoon.esm
    Unofficial Morrowind Patch.esm
    <other mods>

    =======
    Contact
    =======
    Visit the forums at https://www.afkmods.com/index.php?/forum/408-unofficial-morrowind-patch/
    Please report bugs via the AFK tracker: https://afktrack.afkmods.com/

    ============
    Team Members
    ============
    Amenophis, AndalayBay, Arthmoor, Dragon32, Fritz, Greatness7, Jac, Skrawfunda

    ==========
    Changelog
    ==========
    Initial version of the unified Unofficial Morrowind Patch. See separate file for complete change log.

    ========
    Credits
    ========
    Thanks to Thepal and quorn, who's patches formed the basis of this project.
    Thanks to Bethesda Softworks for developing Morrowind and the Construction Set.
    Thanks to Brucoms for developing the TES3 Readme Generator this readme was made from.

     

    Download here.

  9. It's the only one that worked for me, that supposed FPS "fix" didn't do a damned thing. I've also been to Diamond City without any noticeable drop in FPS. I would only recommend this for those who have tried other options and are still getting the same issue, even in a completely vanilla game. I don't run a very mod heavy game, so that might have something to do with it.

  10. So either the old pre-combined bug is back or I'm doing something wrong. I'm having some serious flickering in Sanctuary where walls and roads just disappear and don't have invisible collision. After disabling every mod I, outside of the alternative start and UP, I tried a completely vanilla game with just the DLCs loaded (cleaned of course). I don't have the high-rez texture pack loaded, but I do have the "Season Pass"(?) loaded. Is there an ini setting I need to make/change? This problem is really causing me to tear out what little hair I have left. Oh, I have a gtx 1080ti w/ 11 gigs of RAM and the latest nVidia drivers. This is the first time I've had this issue outside of the Robot DLC. Thanks. Nevermind. I picked up No More Disappearing Act and either it or the ini edits fixed the problem. I'm still curious as to what caused this when this bug was supposedly "fixed".

  11. Hey everybody. Old MW modder here who's been out of the loop for a long time. I know about TES3CMD and TESTool, but I was wondering if there were any other MW modding tools that have been released lately? I heard talk about xEdit (or something similar) being back-ported to MW, but I was wondering if that ever happened. Thanks.

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