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  1. hwvn
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    Looking forwards to someone doing a patch to play as female and have the female companion instead of the male one.
    1. ngc2008
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      A large number of dialogues would have to be modified to do this...
      Could you do it?
    2. hwvn
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      I've actually attempted to do it, but always faced some oversight on my part. I might give it a try, but one has to be fully aware of all the intricacies involved. I believe there's a way to just change the initial choice and then it's just down to getting each spawn to be the gender opposite companion, so maybe no actual dialogue lines need to be edited, outside of the actual quest choices related to companion spawns and scripts and such, of which there should actually be only be a few, though I imagine it would get more complicated towards the end of the quest line. Then again, my knowledge is very limited - either way, I'll give it another try.
    3. ngc2008
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      The mod and the two characters are full of scripts, even complex ones, which operate for the entire duration of the Quest. Do you mean like a script that swaps characters, with IDs swapped between them (but not names) when starting the game or quest?
    4. hwvn
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      I meant changing the IDs manually in the scripts.
    5. Varil92
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      Too much hassle. I don't think it's worth it.
    6. ngc2008
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      In the mod there are 5 NPCs for Johnny and 7 for Synda, I don't know why this difference, but simply changing the IDs I don't think is enough. However if you find a way or have an idea, I am available for help with a possible patch.
  2. Chresones
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    This is a FANTASTIC mod . Thank you ALL very much for working on it & distrubuting it! Gothic/dark moods + Morrowind = Double Love baby 🖤🖤
    ------------------------------
    BUT. Alas, after all the ("super") patches & all these years this instance of the Underground mod can still get quite BUGGY along the way! From what I've discovered bugs are mostly quest-related. Below are some of the harshest examples from my playthrough ▼. In every case I had to use TESCS & console to troubleshoot & fix my way through everything myself (including additional .esp etc.).

    1) Multiple minor quests didn't finish & stayed in journal forever: Brawl, Magic Bone, Big Guy, spiny snapping turtle etc..... Reason: those didn't have 'Finished" check at the last index entry. Solution: toggling the checkbox via TES CS.
    2) Synda dialogue greeting looped during 1st Phasmatii mahcine encounter! Reason: greeting condition constantly positive. That was caused by missing dialogue response for AASynda_Rains NPC for choice id 1355 (final phrase). That becomes obvious if we look at the same analogy for AAJohnny_Rains NPC which in fact does have the entry required to raise _phasBreed (_phasBreed2) index (creating '*NPCname* believes we should destroy the machine' journal entry) thus disabling greeting condition & ending the loop. Solution: console ► journal _phasBreed 20 during looped dialogue with Synda.
    3) 3.1) This one may have been caused by different actions/bugs, but I could never get index 50 for _flart quest properly triggered & failed to troubleshoot the issue. Whenever I console-forced the index, Flartibarttalimu became unresponsive, which threw me in another day of troubleshooting. My bad or not, but this particular bug may be also explained by improper dialogue programming -- since whenever _flart quest index WOULD raise to 50 - Flartibarttanimu would STILL be unable to speak! Solution: removing Journal - _flart - < 50 condition for Flart's 'What!' greeting allowed me to continue the quest.
    3.2) I'm also out of ideas how the H was I supposed to know the thing Flart had wanted before he told about the monoliths - no hints arose during my playthrough whatsoever. Had to console-force quest progress here too (add reqiured item).
    4) Monolith Symbols quest incoherency - Frasi still asks for monolith symbols despite all given! She should never technically do so! Researching TES CS showed she in fact does not have other options. Quite wierd.
    5) Bunny quest incoherent! I failed to locate Magistrate's (Kraki's) house mentioned in the quest simply because it was totally MISSING! I ended up finding the required (identical ?) bunny roaming freely down in the entry mini-forest via TES CS & gave it to Sunsi. That was quite misleading.
    6) Puni & Bunny quest didn't end - last event ('reward') woudn't trigger (neither journal entry nor Endurance incrase) despite proper end scene etc. Solution: forced journal index via console & added some Endurance points manually :( .
    7) Brear quest bug - bear followed me even after quest completion - had to kill it :D

    Etc...... I think that's enough to conclude that unfortunately, even latest versions of TU2 Morrowind mod (including super-patched ones) may still need some patching to do 🙂 ...

    but . as again, still one of my FAVOURITE mods for Morrowind !!!!! 💖👍 THANK YOU !) 
    1. Varil92
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      Thank you very much for your detailed report. Atm we are working to fix all the major issues remained, in particular on OpenMW.
    2. Chresones
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      Thank YOU for your work! It's been a real pleasure playing the mod 🖤
    3. ngc2008
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      The Luminer portion was never completed, so a lot of the content isn't present or complete. In the new release of the mod there are already some changes for this part but there is still a lot to do and we don't know if it will ever be complete. In the meantime, we take note of your notes and will continue to do to the best of our abilities.
      Thanks for your list.
    4. Chresones
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      Looks like it.. Frasi's returning the symbols, Temple's secret room, Crystals purpose etc. - neither seem to have further content. Guess I'll have to force-complete the Luminer quests for this playthrough.

      Anyway, I've just beat the mod and once again it is GREAT. What a dark adventure..🖤

    5. Varil92
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      We in fact completed some unfinished side quests of the Luminer Realm, but there's still its main quest which remains unfinished. It would require a lot of work and it would probably need an entire team so it remains paused for now. But beside that, every original finished content should be fixed and fully playable now, even on OpenMW. The Luminer Realm is more of an extra. 
      I'm glad you enjoyed your playthrough :)
    6. Chresones
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      I see . well . still even without that Luminer realm is like 95% completed so np! Still very enjoyable 

      ..Btw, hey guys since u use my bug notes, here's some more! The rest of the harshest bugs I encountered (and even fixed one):

      8) Passage of Woe companion forcefield bug. During my playthrough upon agreeing to pull the lever Synda died (was swapped with the dummy) but the forcefield remained active no journal eventno music etc. At that time I used levitation & telekinesis to peek through a small hole up the forcefield and pull the shock lever myself thus progressing. ...Bug inspection showed it's was a scripting problem huge % of which as I think was based on AASynda_RainsPreD->AiActivate "qs_dwe_lever_a" command never executing because (if I'm not wrong) dead (-PreD / corpse versions of Synda/Johnny) NPCs can't AIActivate anything. Hence whole event was stuck. Solution appeared to be pure scripting and that's what I changed:

      SCUGSyndaForce script:
      1) Made true companions (not PreD versions) AiActivate the lever & receive death shock spell
      2) Delayed vamp companion death (NPC swap) event sequence hooking it up to a trigger (NPC approaches the lever , activates it & gets damaging spell and THEN it all happens). I chose GetSpellEffects as a trigger as the first thing that worked.
      SCUGLeverQDeath script
      1) Changed Cast command to NPCID->AddSpell (my Morrowind instance scripted Cast *spell* *TargetID* always gives CTD)
      2) Delayed ▲ death sequence trigger a little (more realistic)
      ConstructionSet:
      1) Changed QshockDeath spell from Spell to Ability type ◄ that is mandatory if you apply my fix

      And woala! ..Though lever stopped emitting shock & other minor nuances may still appear but at least now the whole scene works! 

      Here's edited code of both scripts ▼ below (?????? - my comments) in case you need a ready fix. Tested - works in my modded TES 3 instance! Hope it helps! ...if it doesn't - you should still have basic idea of the fix for your Morrowind instances... that is if you guys or anybody else has this bug to begin with :) 

      ....... Btw no problems with Synda's body ! great job! 👍
    7. Chresones
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      (removed) (issue has been already fixed)
    8. Chresones
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      9) Underground (IQTest) puzzle door bug. I recall after successfully completing the 4 diamonds puzzle the rocks behind it did NOT dissapear completely during my playthrough making me unable to progress to the door behind THEM. Had to console-scorpion (GETOVERHERE) the door to enter it. .. you might wanna check scripting & make sure rocks dissapear / get deleted. Sry for no solution here 

      .......Anyway, thank you once again for Your Work!!!!  Mod is superb so I was glad to help u guys 🤝
    9. Varil92
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      @Chresones both the 4 diamond puzzle bug and the Synda/Jhonny force field bug have been already fixed in the latest version :)
      So I suggest you try latest version when you want to make one more playthrough :D
    10. Chresones
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      Darn :)

      K mate, updating my SCUG right away! I'll try with the current one
  3. kevinflynn1430
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    I love vampires and morrowind. This will always be my favorite mod. Thank you for your continuing efforts to make this playable for all. I downloaded 2.0 for a new run cuz of the updates. Will it be fine if I just oversight the .esp or do I need to reinstall the resources as well? Again, thanks and keep up your awesome work.
    1. ngc2008
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      Changed some scripts that didn't run well in OMW, but they are just scripts that run locally. None of the original content has been changed, so it should have no effect on existing save games.
      In testing everything always worked, so I don't think you'll have any problems continuing without starting a new game. Let us know...
    2. Varil92
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      Resources didn't change. Only the .esm.
      A new game in these cases is always recommended, but not mandatory, especially on OpenMW.
    3. kevinflynn1430
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      Thanx for replying guys. I'm gearing up for another replay to test your updates. I play with omw .48 on an android tablet so I really appreciate you guys work. Since it takes forever to install the resources im just going to overwrite the .esp and start a new game. Keep it coming man and I will post my findings here. Thanx again.
  4. KalBreen
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    Not sure what's happening but when i enter the Underground, although I can see the interface, hud and magical effects and hear sounds perfectly, the screen otherwise is pitch black as if there was no lighting. Any suggestions?
    1. Varil92
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      It's in the description. If you're on OpenMW, the first time you enter the Underground bar, you must use Almsivi/Divine Intervention or Recall spell and then enter manually from the door and it will fix it.
      If you have none of these spells, open the console and type "coc balmora". 

      Anyway we're fixing these last remaining issues on OpenMW and next big update should get rid of them all.
    2. KalBreen
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      Actually, problem solved. I'm using vanilla Morrowind and it's the fog bug, totally unrelated to this mod, and easily fixed with the console command, ts.

      Thanks!!!
    3. Varil92
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      You're welcome. We know the mod should work perfectly on vanilla engine.
      As for the OpenMW users, we already had fixed most of them, but we fixed other issues too and next update should be the final one which should get rid of them all. Also, Luminer's Realm will have more contents, to at least be able to complete the side quests. 
  5. Katyuz
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    Hey mate thanks for the patch, but now i can't progress the mod after Johnny brought me to the bar. He tell me buy him the blood breton but even though i buy him there doesn't any option to give the drink. Is there way to fix it? Or at least can give me the journal entry code and the awareness code? Just want continue the quest but i can't😭

    Edit: i just got the awareness page code from his inventory but i still need the journal entry code because i still can't progress the quest 
    1. ngc2008
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      Try Journal "_AwarenessM" 29.
      Do you play OpenMW or Vanilla/MGE?
    2. Katyuz
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      On OpenMW, btw is fixed. I can just straightfoward to the place that must drink small potion(i forgot the place name) with the Awareness note without journal entry. Thanks.
    3. ngc2008
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      Well, we're doing a review of the issues, if you encounter any others we'd love to hear about them. Thanks to you.
  6. KalBreen
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    I'm new to Morrowind. Can I play this on a 1st playthrough. Does it change the main storyline. And at what point can I not start this mod. I only just arrived at Balmora and joined the mages guild, fighters guild and thieves guild but not started any of their quests. Thanks.
    1. Varil92
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      The questline of the mod is completely separated from Morrowind's main quest. You should start the mod's questline (in the sewers of Balmora) once you reached a very high level (40 or something) because it's very hard. 
    2. KalBreen
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      Thanks so much for the quick reply. I've installed the mod and got it easily up and running. I'm still level 1 so I've got a long way to go!
      Just another quick question hopefully. Is animation compilation only required for open mW compatibility. I use vanilla Morrowind and not open mW and want to keep my mod list down to avoid compatibility issues. Cheers!
    3. Varil92
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      Yes, Animation Compilation with Greatness 7's fixes is only required if you play on OpenMW. 
    4. Varil92
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      Anyway I consider it an essential mod, like Patch for Purists. The Greatness 7' fixes remove the NPCs' long-term displacement in the vanilla game too. 
  7. ri11
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    anyone know of the rebirth compatibility of this?
    1. Varil92
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      No idea. I don't use Morrowind Rebirth since it's a great mod but it makes too many edits to Vvardenfell and so it potentially conflicts with several mods I use. I suspect some conflict with Underground 2 is to be expected too. 
  8. hwvn
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    Soon I'll find time to return to this masterpiece again! Cheers on the great work, keep it up. Glad to read about Lumineer's being fixed too - that's huge.
    1. Varil92
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      Thank you. Anyway I didn't fix the Luminer's Realm, since that part would require a huge endeavour, because it's simply unfinished content. I mainly fixed some issues that made some of those sections incompatible with OpenMW. Now they work fine like on vanilla engine. Sadly the original author of the mod passed away a few years ago so that part of the mod remained unfinished.
      The Underground questline is finished nonetheless and that's huge. 
  9. crepidatus
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    I'm using OpenMW 0.48 official and have a problem after solving the 4-diamond puzzle. I think it's supposed to reveal a door, but all I see is the faint outline of a door with a rock texture covering it. It cannot be activated. Is this a known bug with a known workaround?
    1. Varil92
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      Use tcl to go through it. It's an old issue of the mod apparently. I don't know why it's there, despite all the patches I applied.
    2. crepidatus
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      Thanks for the tcl suggestion. However, a little later:
      1) None of the skulls under the chest in the mausoleum in Vos are given any red eyes hence the chest can't be opened.
      2) Using tcl to progress still further, Synda is unable to walk through the forcefield. She walks up to it but is unable to pass (her legs are still animated).

      Again, that's with OpenMW 0.48.
      Anyway, thanks for your work so far. It has been fun getting that far. Fingers crossed that things are eventually resolved. The mod doesn't deserve to die.
    3. Varil92
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      Idk about the chest but iirc I think Synda is not supposed to pass through the force field. You should wait until she tries to disable it, then something happens (spoiler), then you should be able to go through the force field because it will be disabled. 
      If at this point it's still not disabled (it can happen, it's the mod, not an OpenMW problem) only then use tcl to progress further, not before!
      Also, consult frequently the walkthrough guide I linked in the description. 
    4. ngc2008
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      Hi crepidatus, I don't remember if there is anything useful in that chest for any Quest, however it seems that OMW has some problems with the "SCUGSkullRotate" script, try this way:
      Open the console and type stopscript "SCUGSkullRotate" (pay attention to uppercase and lowercase letters) after this, click on the chest to select it and type unlock in the console.

      To allow Synda to pass the forcefield:
      Open the console again and click on the forcefield to select it, then type disable in the console.

      Hope this works for you, I agree this mod deserves better.
    5. crepidatus
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      Thanks to you both. This is a really helpful forum. Sadly the forcefield area still seems a bit broken (or it could be my stupidity or eyesight). Disabling the forcefield worked nicely. However, after that, Synda walks forward to near the lever and just keeps spinning around. I therefore used telekinesis and operated the lever myself with the expected result happening. So far so good. From the walkthrough I'm then supposed to go outside to the Azuras Coast region and return. I suspect that I'm then supposed to issue the console commands given in the technical note. This is where it goes pear shaped.
      player->additem q_syndas_body 1        -  this works fine. I then click on Synda from the console (which works) and type
      AASynda_RainsPreD                               -  which then gives an error "column 0 (<newline>): error: Unexpected special token"

      I suspect that I must be misreading the command but it definitely looks like AASynda_RainsPred.

      Any help, as ever, appreciated.
    6. ngc2008
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      Always happy to help ;)
      You are not to blame, this is a very complicated mod and can sometimes cause confusion among players.You have to create a save so you can come back if you screw something up, but I assume you've already done that, right?

      The Note says to type the command "player->additem q_syndas_body 1" in the console, after this command you have to click on Synda's body on the ground and her ID will appear at the top which is precisely "AASynda_RainsPreD" (perhaps followed by numbers, but this is not important).

      You don't have to type her ID, just click on the body.

      After selecting the body you need to type "disable".
    7. crepidatus
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      Bingo!
      Yes, I thought that paragraph was still governed by 'type:' rather than just the click. btw the ID is just 'aasynda_rains'. Well spotted. I do have save games everywhere. Folly not to, especially for a complex mod making a welcome and valiant effort to be OpenMW compatible.

      Thanks yet again.
    8. ngc2008
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      Thanks to you, we are taking note of the things that don't work in this mod, so we can find possible fixes. If you encounter other "anomalies" we would like to know, if you want of course.
  10. MisterPibb
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    I have a question I have not seen anywhere.  If I get Johnny or Synda to the tunnel with the force field that kills them...and I don't resurrect them, does it break the quest?  Or can I complete it without the remaining "Oh, I love you" stuff?  :D

    I have to say, thank you for fixing much with this mod update.  Hopefully someone can complete the Luminer quests someday, but hats off to you for getting to the point that I can complete both content areas to the point they were completed by the original author without having to do brain surgery on files to get there.  Super cool mod, super cool patches.
    1. ngc2008
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      I think the game features the resurrection of Johnny/Synda, but maybe you can continue on your own. I don't think anyone has ever tried this possibility and perhaps you will only lose a small part of the total contents.
    2. MisterPibb
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      Haha, I've played it through with the resurrection, but will do so without and see if it works.  I'll write back with the results.
    3. ngc2008
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      Very good, thank you in advance. Please also let us know of any problems