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Posted

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.

Posted
7 hours ago, Jac said:

using quorn's 1.6.6 beta as base

What? :blink:

A fair guess of why using quorn's MPP 1.6.6 as base is because it is the latest.

But let me tell you and the UMP team, quorn's MPP 1.6.6 is unfinished (suddenly faction filtered a quest that hasn't been faction filtered before) and besides it has dirty edit.  I tested MPP 1.6.6 myself and after I discovered that quest to be faction filtered among other unnecessary changes I stop using MPP 1.6.6 and went back to UMP 1.6.3.  There are still bugs that has NEVER been fixed and quorn either missed or ignored them I dunno.

Even UMP 1.6.3 has errors that needs to be fixed, but it saves time using UMP 1.6.3 than using MPP 1.6.6.  Which probably requires to be re-created from scratch.

I think it is time to start from scratch without using any material from the previous patches, just to get a working and solid game patch that has the same standard as UOP and USKP to replace the previous game patches once and for all.

Posted

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.

Posted
34 minutes ago, Jac said:

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.

Right, if I had stick around, but remember why and what reason I had back then.  Which is why I choose to leave the project almost 5 years ago as I was more less *forced* to make a decision about staying or leaving and I decided the latter.

I've since then participated in the public discussions haven't I, but somehow that doesn't seems important for the UMP team.  Also, not a single time was I asked if I was intrested to come back.

As for asking of coming back, I am not that kind of a guy who beg instead I prefer to be asked.

  • Arthmoor pinned and pinned this topic
Posted

Due to a miscommunication on my part, I'm hiding the patch until I'm able to get all of the team's patches integrated into it. I apologize for any inconvenience.

  • 2 weeks later...
Posted

I re-uploaded the file. Hopefully I got the right version this time. :facepalm:

  • 5 weeks later...
Posted

Has a separate UMP project category been created on AFK Bug Tracker yet?

If so then I would appreciate if the "Failed to login" issue could be solved once and for all.

 

Anyway, today I discover another sea grotto and the name is Malmus Grotto at 12, 12, so using the "coe 12, 12" console command without quotes will transport the player directly in front of the entrance.

I only discovered that Malmus Grotto today when I tested a mod, which has nothing to do with that cell coordinates in-game as it was only used to find a specific location easier in-game.  That grotto has the same 'getting stuck when diving into the water' as another grotto that is located two cells directly north from Holamayan and once the mountain ridge stops turn around and look south for an entrance in the water facing north.  I don't remember what that grotto was called, but I recall mention that on TAL.

The algeas (I hope I spell it correct) in the grotto doesn't have collsion and should the player decide to dive the player can get stuck and drown, so using the "tcl" command in the console is the only solution to correct it unless reloading a gamesave.

  • 1 month later...
Posted

Hey Jac. Came here looking for this, but the download link doesn't currently work. Really looking forward to checking this version of the patch out.

Posted

Confirmed.  The link is dead.

Posted

Which link is dead?

Posted

This link is dead.

On 10/26/2020 at 1:48 AM, Jac said:

Download here.

Posted

Jac has it marked as hidden so you'll need to wait on him to find out if that should still be the case.

Posted

If he had done that then he should remove the link in the OP.

Posted

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.

Posted

Relax, anyone can make a mistake. :)

As for the texture files.  Do you know who created them?

I can only guess, but has the other animation files you have, aside from Greatness7's animation bug fix, to do with Oblivion style spell casting.

Posted

Thanks for re-enabling the upload, Jac. Looking forward to checking it out.

Posted

Don't worry about it Jac. You're doing fine.

  • 4 months later...
Posted

From the posted UMP 2.0 changelog

Quote

using quorn's 1.6.6 beta as base

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.

 

 

Posted
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.

Posted

Well, if you mean a fix for the vanilla quests I mentioned then don't bother, because the whole quest needs to be fixed in which Quorn didn't touched at all.

Posted

I'll look at those quests later and fix them if necessary.

Posted

And I know there are other quests, mostly faction quests, that also needs to be fixed.  Like those quests the player can start them via the kitchen door so to speak without being a faction member.

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

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

https://en.uesp.net/wiki/Morrowind:Nchuleftingth_Expedition - (after getting a letter of introduction from Hasphat Antabolis in the first quest in the MQ)

https://en.uesp.net/wiki/Morrowind:Mystery_of_the_Dwarves - (the player can actually get the whole dialogue revealed during the first quest in the MQ)

https://en.uesp.net/wiki/Morrowind:The_Death_of_Ralen_Hlaalo - (should be a local misc quest)

In other words dialogue and quest design is more or less broken for a lot of quests, like the dialogue the player have with Sjovar Horse-Mouth in the Blades Trainers mini quests by just visiting and talk to them before continue the MQ.

So, that's why I consider MPP 1.6.6 unfinished due for having a dirty edit and lots of stuff has never been fixed.

  • 2 years later...
Posted

So um ... any notions on whether to use this with OpenMW?

thanks

Posted

No idea, never had any experience with OpenMW. Logically speaking since it's just a .esm file it ought to work unless OpenMW fundamentally changed the file format somehow.

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