Hi, not sure if this is still being monitored, but i was wondering what you meant, when you said it could cause conflict with openmw due to its unfinished state? Is there somthing specific or were you just generalizing possible conflict because it hasnt been tested on that engine ?
This "fix" permanently breaks Werewolf cure quest, and possibly others (I'm yet to play through Tribunal), besides I haven't seen anything else being actually fixed, most notorious bugs and problems mentioned in Wikia are still present. No endorsement
No one else has mentioned this. Possibly a mod conflict. I'll need more info... are you using Tomb of the Snow Prince and/or another major Solstheim mod? Or a mod that affects werewolves? Are you using OpenMW or the real Morrowind? What version of the Morrowind Patch Project, if any, do you have? Did you enable this mod after visiting Solstheim, or before?
And what are these "notorious bugs and problems" on Solstheim that are still present when using this mod + MPP (unless you mean on Vvardenfell; this mod is mostly focused on the expansion areas)?
No, I'm not using any mods directly related to DLC's at all(aside from your own), also not using OpenMW and without PatchProject, mod was enabled since the very start of the game. As long as ScriptImprovement is active I can't even get close to the shrine. After disabling it I've finally managed to finish the quest by removing all rock pieces of altar with help of the console (game was still crashing the moment victim is supposed to turn into werewolf), then it plays normally.
Open the mod in the Construction Set and place an instance of the NPC "wolfgiver_f_nord2" in the cell "Solstheim, Altar of Trond". Try to reproduce the crash. Afterwards, please report whether that solved your issue.
I believe I've found the problem. I was able to reproduce your crash during some testing, even though I had successfully play-tested this section in the past when I made the mod. There seems to be an incompatibility with the "NPC minor behaviour fixes" feature of recent Morrowind Code Patch versions (2.3 & 2.4). I'll have to find a workaround, I suppose, but in the meantime anyone stuck in this spot should be able to avoid any crashing by disabling that feature in the MCP "Bug fixes" subheading (21st checkbox from the bottom of the list), or by temporarily running an unmodified backup of Morrowind.exe long enough to get past the quest.
I haven't really played that mod yet, but TES Plugin Tool did alert me to one semi-major conflict:
***minor Bloodmoon spoilers***
There is a conflict in the lycanthropy cure quest. There will actually be two Female Nord Innocents, but one of them is hidden inside a rock just to the left and down from the other. That hidden Nord is the one you need to interact with to complete the quest, so click on the large rock just beneath the altar slab in the ~console and Disable it to uncover her. The other Nord Innocent you can see to start with (should be "wolfgiver_f_nord000000001" when clicked on in the console) should be just be ignored.
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UPDATE: This particular issue should no longer arise with versions 1.1+.
Yeah, thanks very f**ing much, game doesn't allow me anywhere near altar, it always crashes even with Mark/Recall, and even if I disable your mod, so quest is impossible to finish normally, some "improvement"
From the looks of it, most fixes described in the description are already fixed/prevented from happening if you are using OpenMw engine v0.43 and above.
Does this play nice with GotY Script Tidy? Or does one cancel out the other?
This is "kinda covered" in the readme, which says that GotY Script Tidy will undo what Scripting Improvements does, thus invalidating the latter's efforts. This suggests to me that reversing their load order would fix that, but I have not tried it, and I know enough about scripting in general to know that it might not work, since GotY TS is changing a fair amount of code, not just these dialogue- and quest-related minor bugs. I only just got Goty ST, and have not yet tested it with OpenMW, which is what I'm using (I'm on a Mac). Maybe some Windows peeps with the original game engine have tried this load-reversal test already?
There are various other script fixing mods. Probably the #1 useful thing a skilled modder could do would be to track down what all of them are fixing and produce a unified mod.
If someone was really badass, they would also test it with OpenMW-CS to make sure it works in the OpenMW engine. If it does not, the fix is probably to isolate out the bits that don't work with an OpenMW-specific .OMWaddon file. A reason for some likely incompatibilities is that the OpenMW team detected some of these issues themselves and fixed them in OpenMW, and they may not have fixed them in precisely the same way as some of these fix-it mods. OpenMW is remarkably robust, even with huge mods like GS Seyda Neen Complete, but it's easy to break something if it's at the level of core scripting. My own approach so far has been to manually fix bugs in the game where I find them, like if/elseif/endif errors, instead of relying on plugins. But this is unlikely to resolve many of the quest-completion-breaking bugs, since OpenMW-CS will detect code syntax flaws but cannot read devs' minds to correct bad game logic.
Has some degree of incompatibilty with OpenMW (not sure how much), which is still at beta version 0.39.0 at the time of this writing. Hopefully it will be fully compatible with 1.0 when it arrives.
Can you be specific? This might be easily resolvable with a .OWMaddon file.
As of 2017-02 (and since 2016-12), OMW is at 0.41.0, so the issues could have been resolved. (OWM version 1.0 is a long time away; the development has slowed, and the project's version number incrementation is very conservative. They won't call it 1.0 unless it's virtually flawless with all popular mods that don't depend on external .EXEs.)
I can't play-test programmatically and bug-hunt without details on what the reported issues were.
33 comments
And what are these "notorious bugs and problems" on Solstheim that are still present when using this mod + MPP (unless you mean on Vvardenfell; this mod is mostly focused on the expansion areas)?
I'll have to find a workaround, I suppose, but in the meantime anyone stuck in this spot should be able to avoid any crashing by disabling that feature in the MCP "Bug fixes" subheading (21st checkbox from the bottom of the list), or by temporarily running an unmodified backup of Morrowind.exe long enough to get past the quest.
***minor Bloodmoon spoilers***
There is a conflict in the lycanthropy cure quest. There will actually be two Female Nord Innocents, but one of them is hidden inside a rock just to the left and down from the other. That hidden Nord is the one you need to interact with to complete the quest, so click on the large rock just beneath the altar slab in the ~console and Disable it to uncover her. The other Nord Innocent you can see to start with (should be "wolfgiver_f_nord000000001" when clicked on in the console) should be just be ignored.
-
UPDATE: This particular issue should no longer arise with versions 1.1+.
This is "kinda covered" in the readme, which says that GotY Script Tidy will undo what Scripting Improvements does, thus invalidating the latter's efforts. This suggests to me that reversing their load order would fix that, but I have not tried it, and I know enough about scripting in general to know that it might not work, since GotY TS is changing a fair amount of code, not just these dialogue- and quest-related minor bugs. I only just got Goty ST, and have not yet tested it with OpenMW, which is what I'm using (I'm on a Mac). Maybe some Windows peeps with the original game engine have tried this load-reversal test already?
There are various other script fixing mods. Probably the #1 useful thing a skilled modder could do would be to track down what all of them are fixing and produce a unified mod.
If someone was really badass, they would also test it with OpenMW-CS to make sure it works in the OpenMW engine. If it does not, the fix is probably to isolate out the bits that don't work with an OpenMW-specific .OMWaddon file. A reason for some likely incompatibilities is that the OpenMW team detected some of these issues themselves and fixed them in OpenMW, and they may not have fixed them in precisely the same way as some of these fix-it mods. OpenMW is remarkably robust, even with huge mods like GS Seyda Neen Complete, but it's easy to break something if it's at the level of core scripting. My own approach so far has been to manually fix bugs in the game where I find them, like if/elseif/endif errors, instead of relying on plugins. But this is unlikely to resolve many of the quest-completion-breaking bugs, since OpenMW-CS will detect code syntax flaws but cannot read devs' minds to correct bad game logic.
Can you be specific? This might be easily resolvable with a .OWMaddon file.
As of 2017-02 (and since 2016-12), OMW is at 0.41.0, so the issues could have been resolved. (OWM version 1.0 is a long time away; the development has slowed, and the project's version number incrementation is very conservative. They won't call it 1.0 unless it's virtually flawless with all popular mods that don't depend on external .EXEs.)
I can't play-test programmatically and bug-hunt without details on what the reported issues were.