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[WIP/RELZ] Unofficial Morrowind Patch


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Unofficial Morrowind Patch
By UMP Team

Version: 2.0.0

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

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Requirements
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Morrowind, Tribunal, and Bloodmoon

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Description
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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.

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

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

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

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Contact
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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/

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

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

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Credits
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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.

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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.

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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.

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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.

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  • Arthmoor pinned and pinned this topic
  • 2 weeks later...
  • 5 weeks later...

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.

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