Gluby's Comprehensive Catalog and Guide to Bugfixes for Morrowind
Version 0.98 (Feb. 4, 2008)



NEWS: Bugfix compilation in the works. Sabian7 is working on compiling a list of outstanding bugs for fixing in a major bugfix compilation. Please post any new bugs found at The Unofficial Bug List.


The last official patch for Morrowind (version 1.6.1820) was released by Bethesda in June 2003. It left a great deal of bugs unfixed, many of which cannot be fixed without changing the game's coding. However, many others, if not most, can and have been fixed by the modding community.

This document is a catalog of all bugfix mods designed to help players distinguish which of the many such mods are essential, which are preferable, and which are obsolete and/or problematic. Note that, for the purposes of this document, "bugfix mod" means a mod that addresses any game bug or problematic content. Thus, textual corrections (typos, misspellings, etc.), obvious quest and lore gaffes, and annoying "features" are considered "bugs."

The first two mods listed—Thepal's Unofficial Morrowind Patch (UMP) v1.6.3b and Baldurdash's Text Patch (TP) v1.3—are major bugfix compilations that should be considered essential for any decent game experience without any substantive changes to game content, and are pretty much the standard.

The rest of the available mods listed below are divided into two groups:
  1. Mods that are more "pure" fixes of bugs and/or problematic game content that do not involve a large degree of discretion. These are generally recommended for all players, and it is hoped some enterprising modder will compile these into an add-on for the UMP.
  2. Mods that remedy problems, but that either ( a ) address an issue that calls for discretion or ( b ) contain additional content.
Finally, at the end of this document is a list of all bugfix mods that I have discovered out there in the modding community that are verified to be obsolete (i.e., the underlying problem has either been fixed by Bethesda, is fixed in the UMP or TP, or is superseded by another bugfix mod).

This document is currently a work in progress still under revision. If there are any errors or distortions, or if you simply have useful information that should be on this list, please do PM me or post it here.


Essential Bugfix Compilations

Unofficial Morrowind Patch v1.6.3b [Thepal]: The definitive compilation of community bugfixes, and effectively a must-have mod. [Apr. 2005. Verified essential.]

Morrowind Text Patch v1.3 [Baldurdash]: A comprehensive compilation of corrections for 2,968 textual errors. [Jul. 2004. Verified essential.]


Currently Valid Bugfix Mods

BM Armor Fix v1.0 [Misty Moon]: Fixes visual problems with the Wolf Greaves, female Ice Gauntlets and Snow Bear Boots. The mod uses an ESP plugin to fix the female Ice Gauntlets and the Snow Bear Boots, while it fixes the Wolf Greaves problem by the use of replacement meshes. [Apr. 2005. The female ice gauntlets 1st-person view problem is fixed in the UMP.]
    The Wolf Greaves part of this fix requires no ESP file; it is a simple replacement of the meshes. Compare with Aedroth's BM Wolf Greaves Fix and Corrodedsoul's Snow Bear Boot Fix below.
BM Female Armor Fix v0.3 [The Other Felix]: Eliminates clipping issue with the two Bear Guirasses and some groin models, and enables the female Ice Gauntlets in first-person view. No actual meshes changed; ESP only. [Jul. 2003. The female ice gauntlets 1st-person view problem is fixed in the UMP.]

BM Wolf Greaves Fix [Aedroth]: Replaces the Bloodmoon Wolf Greaves mesh (which is literally backward in-game) with a correct-facing version. [Jun. 2003.]
    This mod fixes the Wolf Greaves by adding new, flipped meshes and also changing the game to reference them instead of Bethesda's bugged meshes. It requires the use of the included ESP. Compare with Misty Moon's BM Armor Fix v1.0 above.
BugFix01 [shiva7663]: Eight groups of minor fixes that correct ownership for several items in two cells, fix typos in the Buoyant Armiger class and the sSoultrapSuccess message, correct a few dialogues, and change some other minor quest and faction issues. [Nov. 2004. Verified valid fixes except for sSoultrapSuccess message, which is fixed by UMP.]
    This mod incorporates shiva7663's smaller individual bugfixes: Fast Eddie Fix, Buoyant Class Fix and Dren Plantation Faction Tweaks.
BugFix02 [shiva7663]: Corrects the visual and sound effects for over 40 Magic Effects, and fixes several description typos and school assignment mistakes. [Jan. 2005. Some conflicts with UMP.]
    Some parts of this mod conflict with UMP, reversing some of its corrections—notably the UMP's amended descriptions of the Absorb Health, Absorb Fatigue and Absorb Magicka spells that better reflect what the spells do; Bethesda's original descriptions are misleadingly incorrect about how the spells work. However, many of BugFix02's changes are appropriate and reach spell effect gaffes not addressed by the UMP. Some—mainly those that change visual effects to strictly reflect the effect's school of magic—may be discretionary, as some may find the old effects more appropriate in given cases.
Cattle Fix [ps33/Peter]: Fixes issue with vampire quests in which, after completing all quests for one's clan, killing cattle of OTHER clans erroneously triggers the Journal entry that the player has killed her own cattle and is no longer welcome at her clan. [Nov. 2005.]

Corprus Bugfix [Inki]: Fixes an endless loop bug with the dialog for Caius Cosades that causes him to continue to respond to the player as if she has corprus, thus refusing to assign quests until the player is cured. [Jun. 2002. Not covered in the UMP; has this been fixed by Bethesda?]

Ebony Armor Fixes v1.1 [Sapphron]: Fixes the green tint and missing textures for certain pieces of ebony armor. Specifically, it fixes the mismatched greenish-tinted color of the pauldrons and several pieces' ground meshes, and fixes the missing groin texture for the greaves. [Mar. 2005. Verified.]

Eisenfaust's Minor Fixes v1.01b [Eisenfaust]: A collection of three bugfixes (the Crosier of St. Lothis's self-damaging enchantment, a bug in the Tribunal "Pieces of the Blade" quest, and a fix for a spot in the Ebonheart warehouse in which the player can get stuck) and three logical corrections (one for the Crusader class making Willpower, not Agility, its favored attribute; one for Arch-Mage Trebonius Artorius equipping him appropriately for his profession; and one for Telvanni guards fixing their problematic skills and equipment layout). Eisenfaust's fixes are modular (each is in a separate ESP file). [Jan. 2008. Currently still being updated with additional fixes.]

Factor Fix v1.0 [Mithrim]: Fixes the Bloodmoon bug that causes "weirdness" when the player mouses over the "East Empire Company" entry in the Factions section of the Character sheet window. [Oct. 2003.]

Hasphat's Books v1.0 [Monica21]: Hasphat Antabolis, at the end of his first quest, recommends you buy four books from Dorisa Darvel's shop. Problem is, she doesn't have 'em. This adds a container with the four books to her shop. [Apr. 2007.]

Lurlock's Left Gloves v1.0 [Lurlock]: Flips the icons and models of all left and right gloves, bracers, gauntlets, and pauldrons so that they can be distinguished from their right counterparts. Also fixes a display bug with the Orcish and Dwemer right pauldrons. [Feb. 2005.]

MiniMods Collection [ManaUser]: A modular collection of individual tweaks, each in a separate ESP plugin file, a few of which contain fixes. Only one falls solidly in the category of fix (Pelagiad Fix), and another contains both fixes and additional content (Suran Ferry). The rest are arguable/optional fixes (Barb Fix, DB Armor Reducer, Healing, Sol-Weather Tweak, and Stolen Goods Fix) and mods that change, tweak or add new content (Ahnassi, Big Women, Detect Gold, Disease, Grave Goods, Hide the Skooma, Mixed Guards 2, Reikling Knock Off, Show Ammo Dmg, Sleep). [May 2007.]

Mournhold Sewer Fix [Enmesharra]: The meshes for the Goblin Bucklers and Goblin Buckler Unique reportedly cause the game and the CS to crash for many people. This mod replaces the defective meshes with the mesh for the Chitin Shield. [Mar. 2004.]

Nerevarine Greetings v1.00 [Alphax]: Fixes the Nerevarine greeting bug by simply decreasing the priority of the "E-e-excuse me, sera..." greeting, making it so it will not be seen unless there are no other possible greetings for that NPC. It also changes one of the endgame greetings to be consistent with other similar greetings. [Mar. 2007.]
    Vanilla Morrowind has an infamous bug, widely considered quite annoying, in which, when the player is Nerevarine, the NPC greeting "E-e-excuse me, sera..." actually blocks all other Nerevarine greetings from occurring because of its overly high priority in the greetings list. Compare with Raptormeat's No More Excuse Me Nerevarine, below, which uses an alternative approach to remedying the problem.

    Note that this mod effectively supersedes GlassBoy's Nerevarine Greeting Tweaks, which uses a problematic method to eliminate the "E-e-excuse me, sera..." greeting and replace it with another greeting, causing other problems—see the entry in the Obsolete and Superseded Bugfix Mods list, below, for more information.
NoLore Solstheim [Adam]: Bloodmoon added Solstheim as a general lore conversational topic to ALL NPCs — even those who shouldn't have general lore conversational topics. Adam's bugfix removes Solstheim as a conversational topic from such NPCs (flagged as "NoLore") [Jan. 2004.]

No More Excuse Me Nerevarine [Raptormeat]: Fixes the Nerevarine greeting bug by adding a condition to the "E-e-excuse me, sera..." greeting that checks whether the player has ever spoken to this NPC before, with the result that each NPC can only ever say it once, and must use other greetings from then on. It does not otherwise alter the priority for the "E-e-excuse me, sera..." greeting. [Jun. 2002.]
    See notes for Alphax's Nerevarine Greetings v1.00, above, which uses an alternative approach to remedying the problem.
Ralen Hlaalo Quest Reward Fix [Stephane Geney]: Fixes an exploit in the Ralen Hlaalo murder quest allowing the claiming of the 1,000 gold reward from Nileno Dorvayn repeatedly without limit. [May 2002.]

Snow Bear Boot Fix [Corrodedsoul]: Fixes the Snow Bear Boots. [Jun. 2003.]
    Fixes the Snow Bear Boots by changing the default Snow Bear Boots entry to refer to the proper boots NIF, rather than to the pauldron NIF as Bethesda left it. See also Misty Moon's BM Armor Fix, which does the same thing along with several other fixes.
Solstheim Undialog [SeekerVI]: Fixes the Bloodmoon expansion's heavy-handed and indiscreet addition of the Solstheim lore dialog to just about every NPC , even nolore ones, by adjusting the Solstheim dialogs so that only NPCs in northwestern Vvardenfell, Imperial Legion NPCs, and the CharGen captain will speak of it. Also corrects S'vir's dialogs being uttered by other NPCs. [Feb. 2004.]
    The UMP v1.6.3b also addresses this problem, but only by making them disappear once the player has gone to Solstheim, deleting one of the Solstheim dialogues altogether, and adding "Not Local Nolore = 0" checks on the last three of the Solstheim dialogues. SeekerVI's fix smoothes the Solstheim dialogues into the game in a more seamless and immersive way.
Templar Pauldrons Fix v1.1 [Counciler]: Fixes the Imperial Templar Pauldrons to use the upper arm/forearm meshes and textures included by Bethesda but not actually assigned in-game. [Oct. 2006. Verified.]
    A similar fix is included in Cjad's Imperial Chain Boots n Gauntlets mod, which is not included in this list because it is not a bugfix, and in Midgetalien's Tweaks 'n' Additions.
Ten Pace Boots Mesh Replacer [Alphax]: Fixes the problematic Ten Pace Boots mesh by replacing it with a fixed, working version. [Nov. 2007.]
    The UMP also fixes the Ten Pace Boots, but this mod aims to fix it using a different, more effective and more appealing method. The author's explanation follows: "This fix does something very different [from what the UMP does] - boots don't have to be broken up into two meshes to work (see for example the Heavy Leather Boots, or the High Ordinator uniform from Tribunal). Bethesda's original mesh was a single boot with incorrect weighting; I mirrored it and applied the correct weighting. The UMP simply cuts up the mesh, meaning there's an ugly seam on the ankle, and isn't textured correctly (especially evident on the toes and ankle straps)." (Comment from mod's entry at the download link at Planet Elder Scrolls.)
Tribunal Crimson Plague Quest Tweaker v0.01 [Max a.k.a. ~NOBODY~]: Fixes a bug with the Crimson Plague quest in which the game failed to recognize that all seven rats in the Hall of Ministry have been killed, which is required for the game to enables the next dialog in the quest. [Nov. 2003; appears to be valid, but needs verification.]

Tribunal Quest Fix v1.0 [Enmesharra]: Fixes a bug in the Tribunal quest that occurs in Barenziah's greetings when the player completes the Mazed Band quest before the Journalist (The Common Tongue) quest. [May 2004.]

Uupse Fyr Bug Fix [Wormlore]: Fixes missing dialog option to "calm the inmates" that should be there if player has brought the guar-skin drum to the Tel Fyr Corprusarium. [Jul. 2002.]

Wild Rare Ingredients v1.00 [Alphax]: A modular collection of bugfixes addressing bugs and logic errors regarding the availability of certain alchemical ingredients in the wild. [Feb. 2008. Modular ESPs include a base version, add-ons for certain issues specific to Tribunal and Bloodmoon, and a merged version containing all the fixes.]


Optional/Discretionary Bugfix Mods

Ald Daedroth Cleaned [Celtic RiverHeart]: Removes certain NPCs, creatures and corpses that have been known to cause the game to freeze (for some people) from Ald Daedroth, allowing the player to complete the portion of the main quest that requires cleaning it out for the Ahemmusa Tribe. [Jan. 2005.]

Almalexia Undialog [SeekerVI]: Modifies the "Almalexia" topic so as to be limited to Temple faction members, rather than a more general lore topic. [Feb. 2004. Contains dirty GMSTs that must be cleaned from the mod before use.]

Anti-Shock SFX Mod v2.0 [Jintao]: Ameliorates a Morrowind sound bug that causes sounds to play at double volume when they occur twice in such a short period of time that they overlap. It does this by decreasing the volume of certain sounds. [Jul. 2003.]

Beds for Rent [Havokk]: Adds previously missing rentable beds and publicans to Dagon Fel (at End of the World Renter Rooms), Gnisis (at Madach Tradehouse), Suran (at Suran Tradehouse) and Molag Mar (at St. Veloth's Hostel and The Pilgrim's Rest). Also changes the publicans' dialogue to be less generic and fixes a door at The End of the World Inn. [Sep. 2002. Arguably much more of a content addition rather than a fix.]

Bloodmoon Ammo Fix v1.0609 [Srikandi]: Fixes Bloodmoon's leveled lists, which, unlike the leveled lists for the rest of the game, only give one of any type of ammo at a given time; Srikandi's fix makes them give 5, 10, 15 or 20. [Jun. 2003. Verified. No download link currently available.]

Calendar Fix [Tom Curtis]: An alternative to Zennorious's Month Bugfix v1.0 that similarly fixes the calender bug via a script that ensures that the first month of the year both occurs and lasts its full length. [Jun. 2006. May be problematic; see notes for Zennorious's Month Bugfix v1.0 and v2.0, below.]
    The scripting for this mod is slightly different from that of Zennorious's Month Bugfix v1.0, but appears to be roughly equivalent. It does, however, have a global variable by which a the month fix scripting can be temporarily disabled to avoid certain foreseeable problems by setting the variable to 0. Nevertheless, be sure to read the cautionary notes on Zennorious's Month Bugfix v1.0, below, before using any calendar fix.
Daito & Stamina Fix [Kobu]: Replaces references to "dai-katana" with"daito" (the correct Japanese usage) and renames the derived attribute "Fatigue" to "Stamina," correcting all other incorrect references to"fatigue." [May 2002. Description taken, in edited form, from Empirical Morrowind.]

Devil Tanto Noncombat Fix [Raejak]: Allows a nonviolent, stealthy solution for the first Thieves' Guild mission from the Jeweller in Ald'Ruhn, by making the guard so he is wandering around the guildhouse rather than standing post just inside the door. [Oct. 2002.]

Dodge Bonus v2.1 [Aragon]: Morrowind's Unarmored skill functions like all other armor skills; it raises the player's AR (damage resistance). However, the game has an unfortunate bug that makes the skill fail to operate completely (giving no protection at all) unless the character is wearing at least one piece of armor. Aragon's mod is a workaround that translates the Unarmored skill into a Sanctuary bonus (i.e., a chance for the opponent to completely miss) that is heavily-penalized by the wearing of armor, making it work like the Dodge skill from Daggerfall. [Apr. 2003.]
    Compare to WDog's and LDones's Dodge Mod Enhanced-WD v1.2, below, a variant that does the same thing. Both mods are versions of Horatio's original Dodge mod, which suffered from a few bugs. The difference: Dodge Bonus v2.1 is a completely rewritten version, while Dodge Mod Enhanced-WD v1.2 is an updated and fixed version of Horatio's scripting. [Is there any functional difference between the two?]

    Compare also to DinkumThinkum's Unarmored Corrector, below, which addresses the bug by instead adding an invisible helmet to the player's inventory that is automatically equipped by script whenever the player character is wearing no armor, thereby making the skill function as the designers intended (though hits to the head still result in Light Armor skill development).
Dodge Mod Enhanced-WD v1.2 [Horatio, updated by WDog and LDones]: Morrowind's Unarmored skill functions like all other armor skills; it raises the player's AR (damage resistance). However, the game has an unfortunate bug that makes the skill fail to operate completely (giving no protection at all) unless the character is wearing at least one piece of armor. WDog's and LDones's update of Horatio's mod is a workaround that translates the Unarmored skill into a Sanctuary bonus (i.e., a chance for the opponent to completely miss) that is heavily-penalized by the wearing of armor, making it work like the Dodge skill from Daggerfall. [Mar. 2003.]
    Compare to Aragon's Dodge Bonus v2.1, above, a variant that does the same thing. Both mods are versions of Horatio's original Dodge mod, which suffered from a few bugs. The difference: Dodge Bonus v2.1 is a completely rewritten version, while Dodge Mod Enhanced-WD v1.2 is an updated and fixed version of Horatio's scripting. [Is there any functional difference between the two?]

    Compare also to DinkumThinkum's Unarmored Corrector, below, which addresses the bug by instead adding an invisible helmet to the player's inventory that is automatically equipped by script whenever the player character is wearing no armor, thereby making the skill function as the designers intended (though hits to the head still result in Light Armor skill development).
East Empire Essential NPCs [qwert44643]: Modifies all East Empire Company faction NPCs, flagging them as essential so that the player will receive a warning message if she kills one of them. [Jun. 2003.]

Fashionable Merchants v1.0 [TakeMeToYourLizard]: Makes it so merchants will no longer wear purchased armor instead of retaining it in inventory. [Jul. 2003.]
    Both Fashionable Merchants and Merchant Unequip seek to fix the highly-annoying merchant armor problem. Merchant Unequip is a simpler mod and simply changes 22 merchants to increase their Unarmored skill to 50, thereby ensuring that no armor is always the preferable option to the AI. It also turns off NPC auto calculate stats for those merchants.

    Fashionable Merchants, on the other hand, sets the unarmored skill of 49 merchants (rather than just 22) to 100 and turns off their NPC stat auto calculation, and also sets up hidden script-bearing activators in all merchant cells that change the merchants' stats back to their original numbers. As it has been explained to me, only their
    initial skill values are used by the computer to determine NPC armor preference, and thus Fashionable Merchants fixes the problem without making potentially-unrealistic changes to NPC merchants' skill levels, at the cost of a very light local scripts running in every location containing a merchant.

    Note that this mod will conflict with mods that change merchant NPCs, notably NPC head replacers.
Fort Frostmoth Restoration [Case]: Returns Fort Frostmoth to its undamaged state upon completion of the Bloodmoon story arc, instead of leaving it partially destroyed as it is in the unmodified expansion. [Dec. 2004.]
    (See Talthybius's Frostmoth Repaired for a more gradual alternative. See also Master Sam's Mournhold Plaza Fix for the Tribunal equivalent.)
Frostmoth Repaired v0.31 [Talthybius]: Makes it so, upon completion of the Bloodmoon story arc, Fort Frostmoth is gradually repaired as time goes by. Includes scaffolding and construction clutter. [Dec. 2004. Note: The title is misspelled at Planet Elder Scrolls, and will not be produced by a search. Use the link provided or search by author name instead.]
    (See Case's Frostmoth Restoration for a simpler alternative. See also Master Sam's Mournhold Plaza Fix for the Tribunal equivalent.)
Improved Followers v1.3 Beta [Lurlock]: Attempts to compensate for the horrible pathfinding AI in the game (which typically causes companions and NPCs following the player to get lost and/or stuck on minor terrain features, and is a generally-acknowledged source of unreasonable frustration for players) by adding a script commonly used by companion mods to all NPCs that follow the player in the game. [May 2005.]
    Specifically, the companion script accomplishes four main things for vanilla Morrowind NPCs/pets/companions following the player: (1) temporarily adjusts their speed to the player's speed plus a certain amount so that, no matter what the player's speed, they can keep up; (2) increases their acrobatics to reduce their likelihood of deaths from falls; (3) makes it so that hitting them accidentally (an annoyingly common thing) will not cause them to become hostile (ruining whatever quest they're involved in), but instead will cause them to yell "Be careful!" or "I'm on your side!"; and (4) adds a warping script that makes them teleport to you if they become too far away.

    This version is fully functional but not completely tested. Notably, it does not work well with Corky, the guar sold to the player by Llovyn Andus for resale to Drulene Falen. However, it is easy to remove the script in the CS or another plugin editor (such as MWEdit) from that one creature.
Improved Shrine Journal Entries [Nedlum]: A helpful tweak that modifies the shrine journal entries to not only report that you have visited the shrine, as is the case with the unmodified game, but also to contain the text of what the shrine said. [Jul. 2002.]

Intervention Plus v1.0 [Lurlock]: Adds Almsivi and Divine Intervention destinations in places that were woefully lacking them before. [Apr. 2005. Description taken from Empirical Morrowind.]

King's Oath Fix [Paktu]: Modifies the enchantment for the King's Oath sword to apply its fire damage to the player's target, rather than to the player ("Self"). [Mar. 2003.]
    There are two perspectives on whether the King's Oath enchantment's damaging the player every time an opponent is hit with the sword is correct or a bug, both of which are completely plausible and have good arguments behind them.

    The first is that it is a bug because of the obvious inconsistency in a weapon with two enchantments that damage enemies and one that damages self. The conclusion that the sword should not automatically damage the player is arguably supported by lore (specifically, descriptions of the sword that state that it will harm those upon whom it is bestowed if, and only if, they betray the king) and by the fact that there are two identical instances of King's Oath in Morrowind (which could indicate that the dev team had intended to create one good version for pre-betrayal, and one cursed version for post-betrayal, but forgot or never got around to it).

    The second view is that the self-damaging enchantment is consistent with Helseth's intent (and repeated attempts) to harm the player. After all, he could just as easily have a "special" version made for his special enemy. If this view is accepted, then this mod is a tweak, not a bugfix, and wholly optional.
Less Lore v0-02 [ManaUser & Wrye]: Reduces the amount of generic lore topics seen from "NoLore" characters—particularly companions and Morrowind Comes Alive (MCA) NPCs—and removes generic responses that are duplicative or no longer relevant once the related quest has been completed. [Oct. 2005.]

Master Index Journalfix v1.0 [DeusXMachina]: A fix for Bethesda's official Master Index quest plugin, released before Tribunal, that makes the lengthy Master Index quest show up in the open and finished questlists functionality provided by Tribunal's upgraded journal. [Jun. 2005.]

Max's Quest Fixes Mod v1.0 [Max aka ~NOBODY~]: Fixes four quests (including one for Tribunal and one for Bloodmoon), listed below. [Dec. 2003. The first two of the quest fixes are obsolete by because they are covered in the UMP, but the latter two may be considered optional.]
  • Sul-Senipul's Longbow Quest: Obsolete; this fix is included in UMP v1.6.3b.
  • Recovering CloudCleaver: Obsolete; this fix is included in UMP v1.6.3b.
  • Museum of Artifacts (Tribunal): Valid alternative fix. This problem is fixed in UMP v1.6.3b by simply eliminating the journal entry name for the museum quest (which is unfinishable). Max's Quest Fixes Mod takes a different approach, expanding upon and filling out the Museum quest via the addition of a new dialogue, a new special reward item, and a script to track the quest. Unfortunately, the new script runs constantly, is hefty for what it does, and never ceases, even after the Museum quest is complete.
  • The Patchwork Airship quest (Bloodmoon): Valid fix; see the quest's UESPWiki entry.
Merchant Unequip v1.0 [Elspet]: Makes it so 22 merchants will no longer wear purchased armor instead of retaining it in inventory. [Apr. 2005.]
    Both Fashionable Merchants and Merchant Unequip seek to fix the highly-annoying merchant armor problem. Merchant Unequip is a simpler mod and simply changes 22 merchants to increase their Unarmored skill to 50, thereby ensuring that no armor is always the preferable option to the AI. It also turns off NPC auto calculate stats for those merchants.

    Fashionable Merchants, on the other hand, sets the unarmored skill of 49 merchants (rather than just 22) to 100 and turns off their NPC stat auto calculation, and also sets up hidden script-bearing activators in all merchant cells that change the merchants' stats back to their original numbers. As it has been explained to me, only their initial skill values are used by the computer to determine NPC armor preference, and thus Fashionable Merchants fixes the problem without making potentially-unrealistic changes to NPC merchants' skill levels, at the cost of a very light local scripts running in every location containing a merchant.

    Note that this mod will conflict with mods that change merchant NPCs, notably NPC head replacers.
MidgetAlien's Tweaks 'n' Additions v4.0 [MidgetAlien]: The main purpose of this mod is to add a considerable amount of new content, including new goblins (complete with new meshes and textures) and goblin lairs; enchantable scrolls; thief's lairs and hideouts (even one under Arrille's Tradehouse); expanded dungeons and tombs; new quests and dialog; and more. However, it is on this list because it contains several bugfixes. It is still, as of this writing, alive and being updated. [Nov. 2007. Currently pending upgrade by the author to version 5.0; I will add further information as to which bugs are fixed upon its release.]

Month Bugfix v1.0 [Zennorious]: A fix for the calender bug that ensures that the first month of the year not only appears, but lasts more than one day (see below). Vanilla Morrowind erroneously skips the first month of the year (Morning Star) every year; upon the conclusion of the last day of the year, it goes directly to the second month. [Apr. 2004. Verified.]
    The short version: This mod and Tom Curtis's Calendar Fix both adequately fix the calendar bug which makes Morrowind skip the first month of the year, but players have reported problems unavoidably caused by all fixes for this bug. Consequently, it is recommended that this mod be used with caution. These mods supersede Spuzzum's Year Patch, and do not change month lengths or add leap years as does Zennorious's Month Bugfix v2.0. The UMP used to fix this bug, but the fix was removed in version 1.6.3b because of the aforementioned problems.

    The full version: Morrowind's calendar code has a bug: when its designers made the game start a new year on month 1, they forgot that the months were numbered 0 to 11, rather than 1 to 12. As a result, the game effectively has only eleven months per year; the first month (Morning Star, or January) is always skipped. Furthermore, simply running a script that only detects the first day of a new year, then changes the month to Morning Star (as does Spuzzum's Year Patch), is insufficient because the game engine, being rather obstinate, automatically moves to the 1st of Sun's Dawn the very next day. Thus, Morning Star lasts precisely one day.

    Zennorious's Month Bugfix and Tom Curtis's Calendar Fix solve both problems via the addition of a further bit of scripting that makes Morning Star run its full length. However, it appears that
    this fix introduces a further problem: it interferes with the game engine's running of certain checks that are supposed to occur at midnight.

    As stated above, the UMP used to contain a MonthFix script, but the script was removed in version 1.6.3b because of the new problems. And, indeed, the conclusion of the UMP authors was that "[a]ll methods of MonthFix produce problems."

    This mod contains replacement scripts for Spuzzum's Year Patch and the UMP's old calendar fix scripts ("_spzYearPatchActivatorScript" and "LtM_MonthFixScript," respectively) which neutralize those scripts. These may safely be removed if one is comfortable using the CS or another editor.
Month Bugfix v2.0 [Zennorious]: Upgrades Zennorious's fix to not only fix the missing month problem, but also to change the calendar to conform to the Gregorian calendar, including leap years. This comes at the cost, however, of a lengthier, heavier global script that is constantly running. [Jul. 2004.]
    See the notes for Month Bugfix v1.0 above.

    This mod contains replacement scripts for Spuzzum's Year Patch and the UMP's old calendar fix scripts ("_spzYearPatchActivatorScript" and "LtM_MonthFixScript," respectively) which neutralize those scripts. These may safely be removed if one is comfortable using the CS or another editor.
Morag Tong Writ Fix v1.1 [Lurlock]: Makes Morag Tong masters take old writs back when completed with no bounty on the player's head, and gives a bonus award for completing a writ without needing to present papers to the authorities. Also incorporates Lurlock's mod that changes writ names and descriptions to be more descriptive. [Apr. 2005.]

Mournhold Plaza Fix v1.1 [Master Sam]: Returns Plaza Brindisi to its undamaged state upon completion of the Tribunal story arc. [Sep. 2005.]
    See Case's Fort Frostmouth Restoration and Talthybius's Frostmoth Repaired for the Bloodmoon equivalents.
Mournhold Teleportation Fix v1.0 [Baratheon79]: Changes the two NPCs who provide teleportation between Ebonheart and Mournhold to provide regular Mages Guild-style travel, thereby allowing companions and pets (like the packrat) to accompany the player. [Jun. 2004. Verified.]

Mug Fix v2 [Reznod]: Remedies a bug, inadvertently introduced by Bethesda in one of its patches, that makes it so the player can no longer mug NPCs—that is, beat the NPC with one's fists until the NPC collapses from loss of stamina, at which point one can access the NPC's inventory, effectively mugging him. [Jun. 2003. Changes all "Attack" and "Hit" dialogue exclamations, and so may conflict with mods that change the same.]
    Note that Horatio's NPC Enhanced v1.2, a combat extension mod that is dependent upon MWSE (Morrowind Script Extender), also fixes this problem. However, NPC Enhanced does so using the enhanced functionality provided by MWSE, rather than by changing all "Attack" and "Hit" entries to run the Mug Fix script checks. It has been noted that NPCs can still be mugged in vanilla Morrowind by casting Calm Humanoid on them after knocking them out. See the short discussion of the bug and the various fixes for it archived at Mythic Mods, here.
Nymeria's Mages Guild Fix [Nymeria]: Fixes incorrect ownership for the potion chest in Sadrith Mora Mages Guild and adds a Supply Chest to the Caldera Mages Guild (a more optional bit of additional content not strictly a bugfix). [May 2004. Partially/wholly obsolete.]
    The chest ownership fix is covered in the UMP v1.6.3b, and the Caldera potion chest is included in Midgetalien's Tweaks 'n' Additions mod. Thus, for those who use T'n'A, this fix is completely obsolete.
Sotha Sound [PCC a.k.a. Blockhead]: Adjusts the volume and pitch for Bethesda's poorly-implemented ambient sound for Tribunal's clockwork city of Sotha Sil so that it is less loud, strident and annoying. [Jun. 2003.]

Steel Broadsword Fix v1.1 [Quorn]: Fixes an oversight by Bethesda in which the steel broadsword and the imperial broadsword are visually identical (they use the same mesh, texture and icon) by making the steel broadsword visually different. [Feb. 2008.]
    Quorn's mod accomplishes this by completely replacing all visuals for the steel broadsword—the mesh, the texture and the icon—with new, unique ones of his own creation. Compare with Sapphron's Steel Broadsword Fix, below.
Steel Broadsword Fix [Sapphron]: Fixes an oversight by Bethesda in which the steel broadsword and the imperial broadsword are visually identical (they use the same mesh, texture and icon) by making the steel broadsword visually different. [Dec. 2005.]
    Sapphron's mod accomplishes this by replacing only the texture for the steel broadsword with a new, unique one designed to better match the steel weapons set. The mesh and icon remain the same. Compare with Quorn's Steel Broadsword Fix, above.
Texture Fix v1.8 [Slartibartfast]: A massive correction of all landscape texture "seams" throughout Vvardenfell—points where 3 or more textures converge, causing the game to show a sudden ugly "seam" (Morrowind cannot properly blend more than two textures together on one point, apparently). [Oct. 2006.]
    Texture Fix may be considered optional for those who do not use any of the general scenery texture packs, as the "seams" are hardly noticeable when using Bethesda's default landscape textures, and the fix does have a small drawback: it decreases texture diversity somewhat. However, for those using any of the various higher-resolution texture packs, this extensive fix should be considered essential, as the slight loss in texture diversity is more than offset by the elimination of ugly spots all over the landscape.

    The Solstheim region is
    not covered by this mod; use Slartibartfast's Texture Fix - Bloodmoon v1.1 companion mod, below. The author has also made companion fixes for Balmora Expansion, Silgrad Tower and Tamriel Rebuilt.

    This mod supersedes Kung Fu Sung-Hu's Seamless Morrowind v1.0.14.1, which does the same thing but on a smaller scale and was never completed as a project.
Texture Fix - Bloodmoon v1.1 [Slartibartfast]: The Solstheim companion for Slartibartfast's Texture Fix v1.8, above. [Aug. 2006.]

Trap Difficulty Mod [Hyzmarca]: A simple GMST tweak that implements a feature coded into the game but not implemented: trap disarming difficulty based on the strength of the spell used to trap it. Could also be considered a thief skill gameplay tweak rather than a fix. [Jun. 2004.]

Tribunal Integration [The Other Felix]: A mod that seeks to integrate the new content from Tribunal into the rest of pre-Tribunal Vvardenfell. Modifies several pre-Tribunal NPCs to have Tribunal weapons and armor, integrates new Dwemer constructs into old leveled lists, and makes changes to Dark Brotherhood dialogues (including the addition of new dialogue) and journal entries. It changes lower-level Dark Brotherhood assassins to have low-end armor instead of the high-end Dark Brotherhood Armor all assassins come with by default. It also adds two bugfixes: a fix for the Float script (apparently still valid) and a correction to a pre-Tribunal NPC, Sjoring Hard-Heart (obsolete). [Nov. 2002. Partially obsolete; uses problem-causing AddToLevCreate command. See notes below.]
    NOT recommended unless you know how basic CS skills—this mod contains the problematic AddToLevCreate script command, which is now considered a no-no to use because it can make later changes to leveled lists ineffective. Only use it if you feel comfortable editing this mod to remove the offending script (TribIntegInit) and its startscript. Optionally, you may wish to add the new Dwemer constructs to the appropriate lists manually if you feel comfortable doing so. Also, to avoid problems, you should definitely remove the obsolete Sjoring Hard-Heart entry (the problem was fixed by the UMP, which may make further changes as well if I am not mistaken).

    For the Tribunal Dark Brotherhood (DB) attacks section, there is a series of mods addressing this area that I will address in a list of its own soon. For now, compare with the following mods: Fetus X's Dark Brotherhood Assassins Fix (changes low-to-mid-level DB assassins to be equipped with lower-end armor like netch leather and chitin), Avenger's and Hellwolve's Delayed Dark Brotherhood Attack Add-on v2 (changes DB attack script to not begin DB attacks until the player has accomplished one of several specified major quest goals), Avenger's and Kir's Delayed DB Attack v2.1 (same overall effect as Hellwolve's variant, but based on an earlier version of Avenger's script with optimized scripts and with one less condition that will trigger DB attacks), killgore's Dark Brotherhood Armor (updates several pre-Tribunal DB NPCs to have DB armor, and creates a Morag Tong equivalent), and Dimitri Mazieres's Dark Brotherhood Armor Replacer v1.1 (changes the meshes and textures for DB armor), the Expanded version v1.0 (includes the DBAR v1.1 changes, and further adds new Asian-style DB weapons, includes a version of Avenger's Delayed Dark Brotherhood Attack, and makes some other minor cosmetic changes), and the Expanded With Ranks version v2.0 (same as Expanded version v1.0, but also makes DB armor color-coded by assassin's rank).
Unarmored Corrector v1.0 [DinkumThinkum]: Morrowind's Unarmored skill functions like all other armor skills; it raises the player's AR (damage resistance). However, the game has an unfortunate bug that makes the skill fail to operate completely (giving no protection at all) unless the character is wearing at least one piece of armor. DinkumThinkum's mod is a workaround designed to make the skill operate as intended by running a script that automatically equips an invisible helm on the player character when no armor is worn. The helm appears in inventory with a paper icon as notes on self-defense. [Aug. 2005.]
    Compare to Aragon's Dodge Bonus v2.1 and to Horatio's, WDog's and LDones's Dodge Mod Enhanced-WD v1.2, above, both of which address the bug by an alternative means: translating the Unarmored skill into a Sanctuary bonus (i.e., a chance for the opponent to completely miss).
Vampire Doors Bugfix v1.0 [Yacoby]: Fixes an annoying bug that causes a red ring to appear around the screen when a vampire player character enters an interior area while taking sun damage. [May 2005. Split into three separate ESPs for the base game and expansions. Alternate download location: Author's site.]
    It is recommended that this mod be used with caution, as it places a script all generic external doors in the game, and some players have reported that it breaks the Vivec Arena and certain essential quests in the game. See, for example, the comments by Alzikar and theadept at the Planet Elder Scrolls page for the mod (the main download link).

    [NOTE: If anyone can resolve whether it is a problem with this mod itself, or a problem of this mod conflicting with some other mod, it would be much appreciated.]
VGreetings v0.9.6 [The Other Felix]: Fixes and tweaks many issues involving greetings and voice samples, implements many of Bethesda's included-but-unused voice samples, and enables Tribunal's new faction and rank greetings in the rest of Vvardenfell. [Aug. 2003.]

Writ Bug Fix [Mashin]: Arguably not strictly a "bug," per se, the problem this mod seeks to fix is the confiscation of items flagged as stolen when you successfully complete an assassination and hand in the writ. This mod "fixes it so that goods are not automatically removed after handing in a Writ." [Jun. 2002.]


Obsolete and Superseded Bugfix Mods

Fixed in official Bethesda patches:Fixed in Thepal's Unofficial Morrowind Patch v1.6.3b:Fixed in Baldurdash's Morrowind Text Patch v1.3:Fixed in Midgetalien's Tweaks 'n' Additions v4.0:Superseded by other patches:
  • Buoyant Class Fix [Shiva7663] (Superseded by Shiva7663's Bugfix01)
  • Dren Plantation Faction Tweak [Shiva7663] (Superseded by Shiva7663's Bugfix01)
  • Ebony Greaves [TommyKhajiit] (Superseded by Sapphron's Ebony Armor Fixes v1.1)
  • Fast Eddie Fix [Shiva7663] (Superseded by Shiva7663's Bugfix01)
  • Mournhold Merc Transportation Fix [Nick Cowan] (Superseded by Baratheon79's Mournhold Teleportation Fix. Both mods change Asciene Rane and Effe-Tei to provide Mages Guild-style teleportation service. However, Nick Cowan's mod makes som fff8 e other highly-questionable changes. It contains dirty references to a couple of statics, and it makes several strange and pointless (and probably accidental) changes to Ebonheart and Mournhold cells (such as modifying the doors, rugs, a Helseth guard, etc.—likely dirty references rather than actual changes for the most part.)
  • Nerevarine Greeting Tweaks [GlassBoy] (Superseded by Alphax's Nerevarine Greetings v1.00 because GlassBoy's fix does two problematic things: (1) it deletes dialog entries, which is considered an unwise thing to do from a technical perspective, and (2) it places its replacement greetings above the slave greetings, which braks their "go free" dialogue. As a more minor issue, it also contains errant GMSTs. Thanks to Alphax for this info.)
  • Seamless Morrowind v1.0.14.1 [Kung Fu Sung-Hu] (Superseded by Slartibartfast's Texture Fix series, which does the same thing and has greater coverage. See Kung Fu Sung-Hu's note in the mod download comments at the Planet Elder Scrolls link provided.)
  • Spuzzum's Year Patch [Spuzzum] (Superseded by Zennorious's Month Bugfix and Tom Curtis's Calendar Fix.)


Change Log

Version 0.99 (... In Progress...)
  • Added Alphax's Wild Rare Ingredients v1.00 to Currently Valid Bugfix Mods.
  • Added God 2.0's Telvanni Quest-Fix to Obsolete and Superseded Bugfix Mods.
  • Updated Quorn's Steel Broadsword Fix listing to version 1.1.

Version 0.98 (Feb. 4, 2008)
  • Added Quorn's Steel Broadsword Fix, Sapphron's Steel Broadsword Fix, Reznod's Mug Fix v2, Hyzmarca's Trap Difficulty Mod, Qwert44643's East Empire Essential NPCs, DeusXMachina's Master Index Journalfix v1.0 and SeekerVI's Almalexia Undialog to Optional/Discretionary Bugfix Mods.
  • Added Alphax's Nerevarine Greetings v1.00 to Currently Valid Bugfix Mods.
  • Moved Powell's Telvanni Magister Fix, GlassBoy's Nerevarine Greeting Tweaks and Scruggs's Sinking Gondola Fix to Obsolete and Superseded Bugfix Mods.
  • Added LDones's Bloodmoon Quick Fixes and TommyKhajiit's Ebony Greaves to Obsolete and Superseded Bugfix Mods.
  • Revised descriptions for Sapphron's Ebony Armor Fixes v1.1 and Raptormeat's No More Excuse Me Nerevarine.

Version 0.97 (Jan. 21, 2008)
  • Rewrote entries for Zennorious's Month Bugfix and moved both versions to Optional/Discretionary Bugfix Mods.
  • Added Spuzzum's Year Patch and PCC/Blockhead's Word Use Fix to Obsolete and Superseded Bugfix Mods.
  • Added Tom Curtis's Calendar Fix, PCC/Blockhead's Sotha Sound and Yacoby's Vampire Doors Bugfix to Optional/Discretionary Bugfix Mods.
  • Moved Paktu's King's Oath Fix to Optional/Discretionary Bugfix Mods.
  • Updated Eisenfaust's Minor Fixes to version 1.01b.

Version 0.96 (Jan. 18, 2008)
  • Added The Other Felix's Tribunal Integration, Slartibartfast's Texture Fix v1.8 and Slartibartfast's Texture Fix - Bloodmoon v1.1 to Optional/Discretionary Bugfix Mods.
  • Added emerald avatar's Quest Fix, Saggitarrii's Clan Quarra Quest Fix, Cep's Pillow Quest Fix, Kung Fu Sung-Hu's Seamless Morrowind v1.0.14.1, Shakti's Secret Masters Fix and Kal Choedan's Vampire Levitation Fix to obsolete mods.
  • Updated description for Eisenfaust's Minor Fixes to version 1.01a.
  • A few other minor editing corrections.

Version 0.95 (Jan. 13, 2008)
  • Fully HTMLized document and added links to all referenced mods (where available)
  • Extensive corrections and edits of descriptions; several rewritten.
  • Moved Midgetalien's Tweaks 'n' Additions v4.0 to Optional/Discretionary Bugfix Mods, as its focus is in the addition of a great deal of discretionary content, with fixes for pre-existing bugs added here and there.
  • Added Alphax's Ten Pace Boots Mesh Replacer to Current and Valid Bugfix Mods.
  • Added The Other Felix's VGreetings v0.9.6; Aragon's Dodge Bonus v2.1; and Horatio's, WDog's and LDones's Dodge Mod Enhanced-WD v1.2 to Optional/Discretionary Bugfix Mods.
  • Added download link for Srikandi's Bloodmoon Ammo Fix (thanks to wheatthin).

Credits

Thanks to the following people for making contributions to this Guide: Alphax, Dragon32, povuholo, rocker, Symon69, triffidfood and wheatthin.

I have long thought that something like this would be a great help to mod makers and users alike. Thanks for sharing this.
Wow, this does appear that it will be a very handy list to have. fing34.gif
How about links to each of the bugfixes that aren't obsolete though. That would make it even more handy!
Thanks for the kind words, guys!

Links (and formatting easier on the eye) are definitely on the drawing board for v1.0.
OMG! Fantastic work, Gluby! You need a beer. But all I have is cake sad.gif

cake.gif

Thank you! thumbsup.gif
Really useful looking list. I was trying to figure out which bug fixes to install (other than the Unofficial Patch) when I started a new game a few week ago, but gave up because there isn't really much info about this, and I was worried about causing problems if I had two mods trying to change the same thing (i.e. in different ways?)

Anyway this looks really helpful, thanks for this Gluby. Printing now (I'm getting tired of staring @ the screen.......huh.gif)
QUOTE(Dragon32 @ Jan 9 2008, 01:08 AM) [snapback]11558969[/snapback]
OMG! Fantastic work, Gluby! You need a beer. But all I have is cake sad.gif

cake.gif

But here's some ice cream and cookies as well! thcookie.gif 1146.gif
Thanks guys!

Relatively soon I'll have this rendered in a form less painful to read. In fact, what would be best? A regular HTML page? A PDF? Just a plain text file in a zip archive? Something else?

Also, if anyone has any intentions to consolidate any of these fixes into an Unofficial Patch Part 2 or something along those lines, please tell me and I can send you more detailed "Obsolescence Reports" I made for a few mods (Lurio's Bugfixies, Max's Quest Mods, and BugFix01 and 02, and I'm working for one for MA's T'n'A) that go through every change listed and identify whether it has been fixed and so forth.

Also, if anyone knows of a bugfix mod not listed here, please do let me know!
nm
QUOTE(Gluby @ Jan 10 2008, 05:40 PM) [snapback]11570101[/snapback]
Relatively soon I'll have this rendered in a form less painful to read. In fact, what would be best? A regular HTML page? A PDF? Just a plain text file in a zip archive? Something else?

Tbh, I usually copy lists such as this over to a word doc, change the font to Verdana & then print them out (partly for convenience, but also because staring @ the screen too long gives me eyestrain huh.gif)


Anyway, could I ask a question here please (not so much about your list, but about using bug fixes generally...)

How safe is it to use two (or more) fixes that attempt to change the same thing? For example, quoting from your list:

QUOTE
* BUGFIX01 [shiva7663]: Eight groups of minor fixes that correct ownership
for several items in two cells, fix typos in the Buoyant Armiger class and
the sSoultrapSuccess message, correct a few dialogues, and change some
other minor quest and faction issues. [Nov. 2004. Verified valid fixes
except for sSoultrapSuccess message, which is fixed by UMP.]


... it's the bit I bolded above I'm not sure about ... if I use BUGFIX01 (for the other fixes it includes) with the UMP, will this cause problems if both attempt to fix the same thing (i.e. if BUGFIX01 loads last, what happens if it 'finds' the sSoultrapSuccess message bug already fixed?)

Sorry if that's a stupid question, I'm just really cautious about causing any more problems than necessary ... sleep.gif
VGreetings (~about half way down the page) seems to contains fixes, in so far as it restores dialogue (well, greetings) to the game that Bethesda originally mistakenly (??) left out. I'm not sure if that counts as a bugfix or a tweak, but anyway I just thought I'd mention it (& completely coincidentally, bump this topic @ the same time of course happy.gif )
QUOTE(triffidfood @ Jan 12 2008, 01:28 PM) [snapback]11580309[/snapback]
VGreetings (~about half way down the page) seems to contains fixes, in so far as it restores dialogue (well, greetings) to the game that Bethesda originally mistakenly (??) left out. I'm not sure if that counts as a bugfix or a tweak, but anyway I just thought I'd mention it (& completely coincidentally, bump this topic @ the same time of course happy.gif )


Thanks for the note on that, triffidfood. That's definitely a valid entry, and I'm going to check it against the Text Patch and include it on this list.

As to your conflict question...

QUOTE(triffidfood @ Jan 11 2008, 08:13 PM) [snapback]11576875[/snapback]
How safe is it to use two (or more) fixes that attempt to change the same thing? For example, quoting from your list:



... it's the bit I bolded above I'm not sure about ... if I use BUGFIX01 (for the other fixes it includes) with the UMP, will this cause problems if both attempt to fix the same thing (i.e. if BUGFIX01 loads last, what happens if it 'finds' the sSoultrapSuccess message bug already fixed?)

Sorry if that's a stupid question, I'm just really cautious about causing any more problems than necessary ... sleep.gif


Good question. Here's where I reaffirm that I am by no means an expert in this stuff. smile.gif

I'm under the impression, however, that something like that GMST entry will not cause problems; BUGFIX01's entry will simply overwrite the UMP's entry. As I understand it, most conflicts are benign, and, where two mods change the same entry, the last-loaded mod will supersede the earlier. The real problem is where the canceling out of one mod's changes to an entry by another mod causes a functional problem. Mods that modify merchants (TakeMeToYourLizard's Fashionable Merchants and Elspet's Merchant Unequip, for example) are a good example of this. Can anyone verify whether I understand this correctly?

Personally, I'm very curious about the armor fixes -- Misty Moon's BM Armor Fix, The Other Felix's BM Female Armor Fix, Aedroth's BM Wolf Greaves Fix, Sapphron's Ebony Armor Fixes, Counciler's Templar Pauldrons Fix, and others like these -- and how they reconcile with the various female (and male) armor upgrades that are pretty much standard (Jeremy's Domina armor meshes and so forth).
QUOTE(Gluby @ Jan 13 2008, 06:57 AM) [snapback]11583480[/snapback]
<snip>
I'm under the impression, however, that something like that GMST entry will not cause problems; BUGFIX01's entry will simply overwrite the UMP's entry. As I understand it, most conflicts are benign, and, where two mods change the same entry, the last-loaded mod will supersede the earlier. The real problem is where the canceling out of one mod's changes to an entry by another mod causes a functional problem. Mods that modify merchants (TakeMeToYourLizard's Fashionable Merchants and Elspet's Merchant Unequip, for example) are a good example of this. Can anyone verify whether I understand this correctly?
<snip>
Sounds right to me thumbsup.gif
FAQ HTMLized and updated. All mods are now linked. As usual, please inform me of any errors or any other information that could be useful on this list.
http://web.archive.org/web/20040417143524/...ndi/AmmoFix.zip

Here is a working download for Srikandi's Bloodmoon Ammo Fix.

On Firefox it takes a few seconds to start, but it does download.

One other thing 7-zip could not open it on my computer, but using Microsoft to open it worked.
Can I suggest a tweak:-
King's Oath Fix [Paktu]: Fixes an error in the enchantment for the King's Oath sword that causes its damage to be applied to the player ("Self")

Surely this is not a fix, as Helseth intends the player be harmed! It's a tweak!
Another couple that I use (or currently have installed anyway ~ I haven't really tested the 1st one, since I haven't become a vamp in my current game yet).

Vampire Levitation Fix ~ enables you to fly (~levitate) when/if you become a vampire, which Bethesda apparently intended should happen but messed up the scripting for. happy.gif

Seamless Morrowind ~ modular plugin which fixes many of the landscape seams in MW (if you use texture packs these can sometimes be really annoyingly obvious & glaring, but this does help a lot to address this IMO).

Plus there's also Slartibartfast's landscape/ seam fixes for Bloodmoon, Balmora Expansion & Tamriel Rebuilt (though I'm not sure if the last 2 would count, in terms of this list? huh.gif )
QUOTE(Gluby @ Jan 13 2008, 01:57 AM) [snapback]11583480[/snapback]
I'm under the impression, however, that something like that GMST entry will not cause problems; BUGFIX01's entry will simply overwrite the UMP's entry. As I understand it, most conflicts are benign, and, where two mods change the same entry, the last-loaded mod will supersede the earlier. The real problem is where the canceling out of one mod's changes to an entry by another mod causes a functional problem. Mods that modify merchants (TakeMeToYourLizard's Fashionable Merchants and Elspet's Merchant Unequip, for example) are a good example of this. Can anyone verify whether I understand this correctly?

I had an example of exactly that sort of problem very recently .... Fashionable Merchants conflicted with Economy Adjuster Merchants mod, so that traders torsos completely vanished if I sold them clothes (though not armour, that seemed okay). Anyway I moved FM further down the load order & that seemed to fix the problem (at least in terms of the dematerialising traders, FM could now be causing the EA plugin not to work in ways that aren't so obvious, I guess....... blush.gif )

Anyway thanks for the explanation!
I still have unsorted bugfix in my hard disk Pillow quest fix,Quarra quest fix, and spellfix no WGI.
[Oops -- I accidentally updated this reply, rather than the OP.]
Thanks gluby it was your list that convinced me to undertake my mammoth Ultimate Morrowind Patch. As such any help you could lend me would be much appreciated in the identification of any bugs not already listed as well as the reports that you mentioned. Also if your interested i'll probably need somone to advise me on what is an actual bugfix and whats a tweak(is setting the archers in fort moonmouth as members of the legion because they are wearing the legion uniform a fix or a tweak for example) as well as testing.

Cheers!
QUOTE(TheOverlord @ Jan 18 2008, 04:42 AM) [snapback]11612568[/snapback]
Thanks gluby it was your list that convinced me to undertake my mammoth Ultimate Morrowind Patch. As such any help you could lend me would be much appreciated in the identification of any bugs not already listed as well as the reports that you mentioned. Also if your interested i'll probably need somone to advise me on what is an actual bugfix and whats a tweak(is setting the archers in fort moonmouth as members of the legion because they are wearing the legion uniform a fix or a tweak for example) as well as testing.

Cheers!


Right on. I'll help in any way I can. Are you intending on making one enormous patch (including the UMP), or are you intending on making a sort of patch for it with all bugfixes done since?
QUOTE(Gluby @ Jan 18 2008, 04:52 AM) [snapback]11612314[/snapback]
Slartibartfast's texture fixes definitely seem to be valid fixes to me. Vampire Levitation Fix, on the other hand, is now obsoleted by the UMP. I'll write 'em up and get 'em on the list shortly. Except, of course, the BE and TR mods, as you noted. smile.gif

It is? I didn't realise that, I'll uncheck it then...

There's also a similar (much more recent) mod @ PES, which does the same thing + also fixes something else. I'll try to find it anyway (the "something else" bit might still be valid...)
Awesome list you have here. Nice job!
In finding links for posting in your Herbalism thread, I made my way to Blockhead's site. I noticed on there a couple of plugins:

word_use_fix.zip
QUOTE
This plug-in fixes two odd word-use errors in the dialog and greetings for Morrowind. The errors are:

(1) mis-use of the word "issues" in a guard greeting and again in a Fighters Guild quest
(2) under the Topic "blight disease", the phrase "an diseased kwama mine" should be "a diseased kwama mine" (say it out loud to really hear the difference!)
I think these will have already been fixed by the UMP. For completeness I thought I'd mention it.

Sotha Sound (pcc_sotha_sound.zip).
QUOTE
This tiny plugin makes the ambient sound for Sotha Sil less annoying. Requires Tribunal and at least the first official Tribunal patch.
Not sure if this is a fix or a tweak.

Also, FYI, Eisenhaust's Minor Fixes has gone to v1.0b, adding:
QUOTE
Telvanni Guard Fix.esp

This plugin fixes the absolutely s**tty assignment of stats and weapons to the Telvanni Guards as pointed out to me on the ES forums.


[Edit: edited the quotes]
Vampire Doors Bugfix! I don't think this is part of the UMP.

Keep up the good work! smile.gif
QUOTE(Gluby @ Jan 18 2008, 09:52 AM) [snapback]11612314[/snapback]
Thanks for the catch, Symon69.

I did check it out beforehand, but I haven't been able to get this clear. I read another argument a while back that the sword is only supposed to harm the user if he betrays the king. Plus, there are two identical versions of the sword, which seems like it could indicate that the devs had intended to make one of the pre-treason and one of them post-treason, but never did finish that little bit. After reading up on it, my own vague conclusion was that it likely should not have been automatically made to apply fire damage to the wielder, so I put it on here as a bugfix. Can anyone verify if the sword is genuinely supposed (by virtue of the storyline and so forth) to apply its fire damage to the wielder rather than the opponent?

Can I suggest you move it into the 'Optional/Discretionary Bugfix Mods' category then? With an explanatory note that there is a school of thought that the 'damage to the player' is NOT a bug that requires a fix but yet ANOTHER deliberate attempt by Helseth to kill the PC?
QUOTE(povuholo @ Jan 20 2008, 06:42 AM) [snapback]11624952[/snapback]
Vampire Doors Bugfix! I don't think this is part of the UMP.

Keep up the good work! smile.gif


Thanks Povuholo. I'd forgotten about that one. I'll add it in.

QUOTE(Symon69 @ Jan 20 2008, 09:18 AM) [snapback]11625625[/snapback]
Can I suggest you move it into the 'Optional/Discretionary Bugfix Mods' category then? With an explanatory note that there is a school of thought that the 'damage to the player' is NOT a bug that requires a fix but yet ANOTHER deliberate attempt by Helseth to kill the PC?


That makes more sense. I'll move it in the next revision.
QUOTE(Dragon32 @ Jan 20 2008, 06:37 AM) [snapback]11624934[/snapback]
In finding links for posting in your Herbalism thread, I made my way to Blockhead's site. I noticed on there a couple of plugins:

word_use_fix.zipI think these will have already been fixed by the UMP. For completeness I thought I'd mention it.

Sotha Sound (pcc_sotha_sound.zip).Not sure if this is a fix or a tweak.

Also, FYI, Eisenhaust's Minor Fixes has gone to v1.0b, adding:

[Edit: edited the quotes]


Oops! I missed your post when I responded to the latest posts on this thread earlier. Thanks for the info -- those'll go on the list in the next update. And I'm definitely being completist here, so obsolete entries are definitely appropriate.
Guide updated to v0.97, incorporating suggested changes, adding several new entries, and making some extensive edits.

Thanks for the input, guys.
I found in ElricM
Mug Fix by Reznod
QUOTE(rocker @ Jan 26 2008, 07:12 AM) [snapback]11660539[/snapback]
I found in ElricM<a href="http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=145" target="_blank">
Mug Fix by Reznod</a>


Thanks for catching that, Rocker. I have it here in my Optional Bugfixes mods directory here on my hard drive, but I somehow neglected to put that one in. Cheers!
GREAT work!
I knew that the game had afew bugs still but the list is huge
QUOTE(Gluby @ Jan 29 2008, 09:01 PM) [snapback]11681584[/snapback]
Thanks for catching that, Rocker. I have it here in my Optional Bugfixes mods directory here on my hard drive, but I somehow neglected to put that one in. Cheers!


Yeah they say that fix is in NPC Enhanced, but I can very get it to work. Destroys my method of bribing people up then punching them out and taking my money back (haha)!

Edit- I was reading on that posted thread for mug fix and it says that MWE offers the helper thing or whatever to run the mug ability. Does MWSE allow the mug ability also or was that lost with the MWSE Patch?
Looks quite useful.
Don't know, whether this has been suggested before (no time to spell out every reply on this forum), but an extract of this may deserve a place in the pinned FAQ topic at top of page.

Cheers,
J.M.
Great list! It should be noted though that the BM Armor Fix v1.0 also tweaks the game a little, it's not a "pure" bugfix mod. smile.gif
Thanks, Cabron!

QUOTE(Golf @ Jan 31 2008, 11:44 AM) [snapback]11690727[/snapback]
Yeah they say that fix is in NPC Enhanced, but I can very get it to work. Destroys my method of bribing people up then punching them out and taking my money back (haha)!

Edit- I was reading on that posted thread for mug fix and it says that MWE offers the helper thing or whatever to run the mug ability. Does MWSE allow the mug ability also or was that lost with the MWSE Patch?


I'm not sure about that. I'll have to look into it.


QUOTE(Aldert @ Jan 31 2008, 11:50 AM) [snapback]11690751[/snapback]
Looks quite useful.
Don't know, whether this has been suggested before (no time to spell out every reply on this forum), but an extract of this may deserve a place in the pinned FAQ topic at top of page.

Cheers,
J.M.


Thanks, J.M.

Re pinning the topic, being new to the modding community and all, I'll leave that decision to others and keep my nose to the grindstone.

QUOTE(Ferital @ Feb 2 2008, 03:31 AM) [snapback]11699983[/snapback]
Great list! It should be noted though that the BM Armor Fix v1.0 also tweaks the game a little, it's not a "pure" bugfix mod. smile.gif


Thanks, Ferital. But what do you mean? I don't understand how Misty Moon's BM Armor Fix tweaks the game. Can you explain further?
QUOTE(Gluby @ Feb 2 2008, 09:05 PM) [snapback]11701682[/snapback]
Thanks, Ferital. But what do you mean? I don't understand how Misty Moon's BM Armor Fix tweaks the game. Can you explain further?


Oh sorry I checked the Bloodmoon fix readme, not the BM Armor fix one. action-smiley-030.gif
Reading (again smile.gif ) about shiva7663's BugFix02 reminded me of another mod: Correct Spell Sounds by Zener:
QUOTE
Changes the spell sounds for spells with incorrect sounds. This mod changes the sounds to match the school of magicka. Mainly for use with Horatio's Spellcasting Mod.


[Edit:]
Thought I'd have a look through my HDD for anymore...

BloodmoonQuickFixes-LD compiled by LDones. Updated June 28, 2003. No sign of it on the webpage, but a direct download link is: http://www.hiredgoons.net/MWFiles/BloodmoonQuickFixes-LD.zip
The fact it's not on the webpage makes me think it's been superseded. Quite a number of bug fixes described in the readme. Includes BMFemArmorFix.esp.

East Empire Essential NPCs by qwert44643. All this does is flag the East Empire Npcs as Essential so if the player kills em they will get a warning message.

Almalexia Dialog Modifier by SeekerVI. This simple "mod" shifts the omnipressant subject of "Almalexia" to Temple faction members.

Fire Hurt by sisco. This is a realism mod that makes fire hurt you when you stand on it or walk through it.

Trap Difficulty Mod by Hyzmarca. This mod impliments a previously unused feature that increases disarm difficulty based on the strength of the spell used in the trap.

Weight Fix by Dan. This mini mod fixes the weight for many misc. items such as forks, spoons, knives, plates, and cups.

Ebony Greaves by TommyKhajiit. This plugin replaces the none textured groin of the Ebony Greaves by a textured version. Superseded by Ebony Armor Fixes by Sapphron.

A fix for an offical mod:
Master Index Journalfix by DeusXMachina. This little fix does nothing but adding the Masterindex-quests given by Folms Mirel in the Mages guild Caldera to the open and finished questlists in the upgraded journal which came with Tribunal.

Nathan Strong's Journal Fix (I cannot find a download link). 09/01/02004. With the release of Tribunal and Bloodmoon, Bethesda Softworks has added a new feature to Morrowind that allows you to keep track of your active quests. However, there are a some quests that seem to be impossible to finish (or at least remove from the journal list). This plug-in is aimed at fixing as many of these as possible.

Some of these may be more tweaks than fixes...
QUOTE( @ Feb 3 2008, 07:15 AM)
<snip>...
Thought I'd have a look through my HDD for anymore...
...<snip>...
Some of these may be more tweaks than fixes...


Thanks, Dragon32! I appreciate the research and context you added with those. I'll get those onto the list in the next day or so.

Cheers!


EDIT: Okay! I've checked these, and here's what I came up with:

Sisco's Fire Hurt is fairly definitely a realism tweak rather than a fix, so I'll leave it off this list. Likewise, Dan's Weight Fix is a game balance/realism tweak that probably belongs on another list (I'll work on that one soon).

TommyKhajiit's Ebony Greaves is superseded by Sapphron's Ebony Armor Fixes v1.1, so I've added it to the superseded list.

LDones's BloodmoonQuickFixes-LD is mostly, if not completely, obsolete. See my next post for more on that.

I couldn't find Nathan Strong's Journal Fix either, but his much-more-recent (2006) Questfix compilation contains many journal corrections and is completely incorporated into the UMP. I'll hold off on adding it to the superseded/obsolete list until I can be sure.

Qwert's East Empire Essential NPCs, SeekerVI's Almalexia Undialog, Hyzmarca's Trap Difficulty Mod and DeusXMachina's Master Index Journalfix have all been added to the list.

Thanks again for pointing those out and giving additional info!


Hmm... interesting. LDones's old Bloodmoon Quick Fixes, while mostly obsolete, raises a few questions I'll need help from more knowledgeable people to answer:
  • It notes that the sinking gondola bug was fixed by Bloodmoon. If this is true, then Scruggs's sinking gondola fix is obsolete. Can anyone verify, by looking at the unmodded script, whether the sinking gondola problem has been fixed by Bethesda?

    ANSWERED: Yes, Bethesda fixed it, and Scruggs's fix is obsolete. Thanks for checking that out, Dragon32!

  • Can anyone verify whether the scrambled dialogue problem introduced by Bloodmoon (described below) was fixed? The Dandras Vules part appears to be fixed in v1.6.1820, and Nerile Andaren's dialogue gets substantial revision in the UMP, but it is unclear whether it affects this bug. The Bethesda patch release notes have no obvious references to this problem.

    ANSWERED: Yes, the UMP fixed it. Thanks for verifying this, The Other Felix!

  • I am not certain what to make of this part -- can anyone give me some help in determining whether the following described fixes are obsolete or still valid?

    QUOTE
    CLARIFICATION - On the previous bug and the next one(s) - Bloomoon's executable version does 'something' to the scripts from Tribunal that make function calls for 'PlayGroup, "Death1"'(such as the cavein_script, and the script for the bridge in the Dome of Udok. They don't work unless the scripts are 'refreshed' by a newer .esp, but I've no idea why...

    [ . . . ]

    - Continuing the trend of Tribunal-based 'PlayGroup, Death1' scripts not functioning properly until being re-saved, we've added the script 'rockslide' to the fixes .esp - Prior to doing this the rock slide activator in the cell "Old Mournhold: Abandoned Crypt" would not function properly, enabling the PC to enter a (near) end-game area far too early. This has been corrected.


    For the record, there is one bugs listed between these two entries that is fixed by Bethesda in v1.6.1820 and that seems related to them, and so Bethesda's fixing of this problem may also fix the ones above:

    QUOTE
    - Fixed a bug in an installer-altered script-error (not changed by Bloodmoon.esm, but the Bloodmoon installation itself) in the Tribunal script 'cavein_script'. The script was partially improved, keeping the countdown timers for placed dwemer satchel charges on-screen for an entire second each (in Tribunal they disappeared too quickly), but the newer version prevented the 'death' animation for the boulders (the explosion) from playing - so progress was halted. This has been corrected by incorporating the improved parts of the new script with the working parts of the old. (This error is strange, but the fix works, trust me)

    *** FIXED IN V1.6.1820
New one from me (well, I made it a while ago, but only just uploaded it): Nerevarine Greetings (did I spell it right? tongue.gif) I made it before I found either of the other two that you've got listed:

QUOTE(from the readme)
Unlike Raptormeat's "No More Excuse Me Nerevarine", you will never see Bethesda's default unless the NPC has no other possible greeting; unlike Glassboy's "Nerevarine Greeting Tweaks", you can still talk to slaves, and no dialogue entries have been deleted, nor are dirty dialogue entries present (cloning & altering the original entry) - both of these are bad. Additionally, an error where Buoyant Armigers didn't give you a disposition increase was corrected.
QUOTE(Alphax @ Feb 4 2008, 09:42 PM) [snapback]11715499[/snapback]
New one from me (well, I made it a while ago, but only just uploaded it): Nerevarine Greetings (did I spell it right? tongue.gif) I made it before I found either of the other two that you've got listed:

QUOTE(from the readme)

Unlike Raptormeat's "No More Excuse Me Nerevarine", you will never see Bethesda's default unless the NPC has no other possible greeting; unlike Glassboy's "Nerevarine Greeting Tweaks", you can still talk to slaves, and no dialogue entries have been deleted, nor are dirty dialogue entries present (cloning & altering the original entry) - both of these are bad. Additionally, an error where Buoyant Armigers didn't give you a disposition increase was corrected.


Right on! Thanks for the release and the heads-up!

So Glassboy's mod causes other problems?
Hello Gluby. I am new to this mod stuff. I just got done going through your list and added what I wanted to and such. I got 2 errors, one as I loaded the game and one for my save game. The first one is as follows:

One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "warnings.txt" file for more information.

The second is when I loaded my save game:

Local count for script 'Pub_Balmora_Eight' differs from local count for saved reference data.

I started the game anyways and it seems that it will run fine. Is there anything I should look for or worry about or is this common?
QUOTE(heman0420 @ Feb 5 2008, 05:32 AM) [snapback]11716399[/snapback]
Hello Gluby. I am new to this mod stuff. I just got done going through your list and added what I wanted to and such. I got 2 errors, one as I loaded the game and one for my save game. [ . . . . . ]


This question was addressed in its own thread, so I'll leave it at that. Hope this list is very helpful for you, Heman!

Cheers.
QUOTE(Gluby @ Feb 4 2008, 06:27 PM) [snapback]11712053[/snapback]
<snip>
It notes that the sinking gondola bug was fixed by Bloodmoon. If this is true, then Scruggs's sinking gondola fix is obsolete. Can anyone verify, by looking at the unmodded script, whether the sinking gondola problem has been fixed by Bethesda?
<snip>
Well, I'm no scripter, but this is weird:
Morrowind
CODE
begin Float

float      timer
float    swingTime
float    swingSpeed
float    startAngle

set startAngle to GetStartingAngle, x

if ( MenuMode == 0 )

    set swingTime to 1
;set swingSpeed to 30

    set timer to ( timer + GetSecondsPassed )

;rotate up
    if ( timer < swingTime )

        Rotate x,2

;rotate down

    elseif ( timer < (swingTime * 3) )

            Rotate x, -2

;up again
    elseif (timer < (swingTime * 4 ) )
        Rotate x, 2

;reset timer to zero
    else
        set timer to 0
        SetAngle, x, GetStartingAngle, x

    endif

endif

Tribunal
CODE
begin Float

float      timer
float    swingTime
float    swingSpeed
float    startAngle

set startAngle to GetStartingAngle, x

if ( MenuMode == 0 )

    set swingTime to 1
;set swingSpeed to 30

    set timer to ( timer + GetSecondsPassed )

;rotate up
    if ( timer < swingTime )

        Rotate x,2

;rotate down

    elseif ( timer < (swingTime * 3) )

            Rotate x, -2

;up again
    elseif (timer < (swingTime * 4 ) )
        Rotate x, 2

;reset timer to zero
    else
        set timer to 0
    ;SetAngle, x, GetStartingAngle, x

    endif

endif

end Float

Bloodmoon
CODE
begin Float

float      timer
float    swingTime
float    swingSpeed
float    startAngle

;set startAngle to GetStartingAngle, x

if ( MenuMode == 0 )

    set swingTime to 1
;set swingSpeed to 30

    set timer to ( timer + GetSecondsPassed )

;rotate up
    if ( timer < swingTime )

        Rotate x,2

;rotate down

    elseif ( timer < (swingTime * 3) )

            Rotate x, -2

;up again
    elseif (timer < (swingTime * 4 ) )
        Rotate x, 2

;reset timer to zero
    else
        set timer to 0
        SetAtStart

    endif

endif

end Float

Gondola fix
CODE
begin Float

float      timer
float    swingTime
float    swingSpeed
float    startAngle

set startAngle to GetStartingAngle, x

if ( MenuMode == 0 )

    set swingTime to 1
;set swingSpeed to 30

    set timer to ( timer + GetSecondsPassed )

;rotate up
    if ( timer < swingTime )

        Rotate x,2

;rotate down

    elseif ( timer < (swingTime * 3) )

            Rotate x, -2

;up again
    elseif (timer < (swingTime * 4 ) )
        Rotate x, 2

;reset timer to zero
    else
        set timer to 0
    ;SetAngle, x, GetStartingAngle, x

    endif

endif

end Float
So the differences seem to be in whether the "set startAngle to GetStartingAngle, x" line is used, and in the ELSE statement. But none of them agree unsure.gif

The version of the Float script in BloodmoonQuickFixes-LD.esp matches that in Bloodmoon.
QUOTE(Dragon32 @ Feb 5 2008, 01:14 PM) [snapback]11718118[/snapback]
Well, I'm no scripter, but this is weird:

<code snipped>

So the differences seem to be in whether the "set startAngle to GetStartingAngle, x" line is used, and in the ELSE statement. But none of them agree unsure.gif

The version of the Float script in BloodmoonQuickFixes-LD.esp matches that in Bloodmoon.


Yep, it does -- the author (LDones) wrote that the Bloodmoon expansion fixed the sinking gondola problem, and that he doesn't change it but (I think) simply eliminates an unnecessary variable call or something like that:

QUOTE(BloodmoonQuickFixes-LD readme)
- The float script is fixed by Bloodmoon (broken in Tribunal) - gondolas, etc. should no longer gradually tip and/or sink. A new call that they used to fix the script makes another set variable call obsolete, so to speed up the operation of these scripts it can be removed. I& 18c0 #39;ve added this change to the BloodmoonQuickFixes-LD file. (Thanks to JOG)


So, if LDones is right here, Scruggs's Sinking Gondola Fix is obsolete.

EDIT: Those script changes really are weird. Looking at it closer, it appears that the devs decided to change the script from using "set startAngle to GetStartingAngle, x" to using the "SetAtStart" function in their Bloodmoon version of the script. Scruggs's Gondola Fix actually does the same thing -- the problem was that you were looking at the wrong script smile.gif -- Scruggs for some reason included the unmodified Tribunal script in the mod. He actually changes the gondola to using the Float_Gondola script instead of the Float script:

CODE
begin Gondola_Float

float      timer
float    swingTime
float    swingSpeed
float    startAngle

set startAngle to GetStartingAngle, x

[b]if ( cellchanged == 1 )
    setatstart
endif[/b]

if ( MenuMode == 0 )

    set swingTime to 1
;set swingSpeed to 30

    set timer to ( timer + GetSecondsPassed )

;rotate up
    if ( timer < swingTime )

        Rotate x,2

;rotate down

    elseif ( timer < (swingTime * 3) )

            Rotate x, -2

;up again
    elseif (timer < (swingTime * 4 ) )
        Rotate x, 2

;reset timer to zero
    else
        set timer to 0
    ;SetAngle, x, GetStartingAngle, x

    endif

endif

end Gondola_Float


So, it appears that the only difference between Bethesda's fix and Scruggs's is that Scruggs resets the gondola's position only when the player has left and re-entered the cell, while Bethesda's script does it every swing cycle. Based on that, I'm satisfied in saying that Scruggs's Sinking Gondola fix is needed no longer, and will go ahead and annotate the list as such. Thanks for doing that research!
QUOTE(Gluby @ Feb 5 2008, 07:13 PM) [snapback]11715947[/snapback]
Right on! Thanks for the release and the heads-up!

So Glassboy's mod causes other problems?


Yes. First, it straight out deletes two dialogue entries (which I was told was bad - mine refilters them to "dialogue placeholder"), and second, it puts the new "Nerevarine, it is good to see you" greetings above the slave greetings (so that they'll never get "go free") - IIRC the UMP fixed this, but I'm refiltering it anyway. Oh, and it has the evil GMSTs.
hey,

MTA is going to take a long time. If you want you can make the changes to the curren version, then when the new version comes out make the changes to that one. problem with that is that its going to mean doing it twice. i'd send the current version to you but i scwred it up by over going one of the quests, so any changes you make wouldnt actually work at the moment in the new version i am working on.

sorry didnt reply via pm, but its been messing me about (people not getting pm's i send etc..) so it felt safer to tell you this way

~MA~
QUOTE(midgetalien @ Feb 5 2008, 07:20 PM) [snapback]11720266[/snapback]
hey,

MTA is going to take a long time. If you want you can make the changes to the curren version, then when the new version comes out make the changes to that one. problem with that is that its going to mean doing it twice. i'd send the current version to you but i scwred it up by over going one of the quests, so any changes you make wouldnt actually work at the moment in the new version i am working on.

sorry didnt reply via pm, but its been messing me about (people not getting pm's i send etc..) so it felt safer to tell you this way

~MA~


No worries! Yeah, I don't really want to do it twice, so just let me know whenever you've got it ready for me to go over, and it'll be my pleasure to polish it up for you.
QUOTE(Alphax @ Feb 5 2008, 06:07 PM) [snapback]11719892[/snapback]
Yes. First, it straight out deletes two dialogue entries (which I was told was bad - mine refilters them to "dialogue placeholder"), and second, it puts the new "Nerevarine, it is good to see you" greetings above the slave greetings (so that they'll never get "go free") - IIRC the UMP fixed this, but I'm refiltering it anyway. Oh, and it has the evil GMSTs.


Thanks for clearing that up, Alphax. That's twice, so far -- much appreciated! I've updated the list to reflect the information. Given that GlassBoy's mod has unintended consequences, I've moved it to the Obsolete and Superseded Bugfix Mods category and revised the descriptions.
QUOTE(Gluby @ Feb 6 2008, 01:09 AM) [snapback]11721057[/snapback]
No worries! Yeah, I don't really want to do it twice, so just let me know whenever you've got it ready for me to go over, and it'll be my pleasure to polish it up for you.

ok will do smile.gif
Just a little *bump!*

Have added Alphax's latest Wild Rare Ingredients to the list and made a couple of other minor updates.
QUOTE(Gluby @ Feb 4 2008, 02:27 PM) [snapback]11712053[/snapback]
Can anyone verify whether the scrambled dialogue problem introduced by Bloodmoon (described below) was fixed? The Dandras Vules part appears to be fixed in v1.6.1820, and Nerile Andaren's dialogue gets substantial revision in the UMP, but it is unclear whether it affects this bug. The Bethesda patch release notes have no obvious references to this problem.

The v1.6.1820 patch did address the issue. If I remember correctly, rather than altering the .esm data, it changed the way the game prioritizes dialogue introduced by different sources (which could sometimes result in significant differences in the way dialogue related plugins behave when used together with other versions of the game).
QUOTE(The other Felix @ Feb 13 2008, 09:51 AM) [snapback]11758861[/snapback]
The v1.6.1820 patch did address the issue. If I remember correctly, rather than altering the .esm data, it changed the way the game prioritizes dialogue introduced by different sources (which could sometimes result in significant differences in the way dialogue related plugins behave when used together with other versions of the game).


Thank you for verifying that, Felix!

I'll annotate it as such.
Hello, quick question.

I just downloaded unofficial patch newest version for GOTY, but do I have to start a new game or does the patch work with save games?

Thanks....
It will work if you add it, but you will want to use Mash to update your save (and make a backup). Make a note of any errors that you get - I had lots of errors appear when I updated from 1.2 (MW only) to 1.6.3 (GOTY) version of the UMP.

Good to see that my "Wild Rare Ingredients" has been added smile.gif Another one for the "optional" list (not mine): CdCooley's Propylon Lighting 1.0 from his homepage.
QUOTE
Replaces the Propylon Chamber Platforms with Starcon's mesh without the FPS killing particle effects. Good for those with lower-end machines.

Similar to the "goblin buckler" fix - not a bug per se but a technical issue.
This is an amazing thread.

One question though, what's the general rule for cleaning "BugFix" plugins?

I always wondered if due their special nature they should be left alone. I think TESTool is a great utility, but it's also known that some mods should not be cleaned with it (as stated in their readme).

One example: The Unofficial Morrowind Patch v1.6.3b is modified by TESTool on a cleaning process.


Thanks for this list.
QUOTE(Sleawer @ Feb 16 2008, 08:03 AM) [snapback]11776765[/snapback]
This is an amazing thread.

One question though, what's the general rule for cleaning "BugFix" plugins?

I always wondered if due their special nature they should be left alone. I think TESTool is a great utility, but it's also known that some mods should not be cleaned with it (as stated in their readme).

One example: The Unofficial Morrowind Patch v1.6.3b is modified by TESTool on a cleaning process.
Thanks for this list.


Thanks, Sleawer. Generally, having looked at all or most of them, I don't think there's any reason to clean them. Where there is, I have so annotated it (i.e., dirty refs, evil GMSTs, etc.), and I recommend using a more surgical tool, like TESAME or TESPCD, to remove the errant entries. However, for those not annotated as having problems, the problem is made worse by the fact that, if I understand correctly, there is a rather high chance of necessary entries being deleted on a TESTool clean. I wouldn't let anything touch the UMP -- and besides, that puppy is tried and true.


QUOTE(Alphax @ Feb 13 2008, 03:36 PM) [snapback]11760800[/snapback]
It will work if you add it, but you will want to use Mash to update your save (and make a backup). Make a note of any errors that you get - I had lots of errors appear when I updated from 1.2 (MW only) to 1.6.3 (GOTY) version of the UMP.

Good to see that my "Wild Rare Ingredients" has been added smile.gif Another one for the "optional" list (not mine): CdCooley's Propylon Lighting 1.0 from his homepage.

Similar to the "goblin buckler" fix - not a bug per se but a technical issue.


I really like your little fixes. I'm hoping to see them all built into an addendum for the UMP. smile.gif

I'll check out CDCooley's mod when I get the chance -- been busy with RL issues for the past few days. Thanks for the note!
Lurlock's Left Gloves v1.0 [Lurlock]: I believe this only works for Morrowind. Anything added in Tribunal or Bloodmoon will not work which makes it look inconsistent.

Also Mournhold Sewer Fix [Enmesharra] should be moved to optional as it is similar in nature to Ald Daedroth Cleaned [Celtic RiverHeart], ie it fixes a problem not everyone has.

Also while it does a lot more, PTE also fixes merchant equiping armor as do Fashionable Merchants v1.0 [TakeMeToYourLizard] & Merchant Unequip v1.0 [Elspet]. I am mentioning it as you have mentioned several other mods which do have bugfixes but have extra non-bugfix content.
QUOTE(Jinnai @ Feb 17 2008, 05:44 PM) [snapback]11786128[/snapback]
Lurlock's Left Gloves v1.0 [Lurlock]: I believe this only works for Morrowind. Anything added in Tribunal or Bloodmoon will not work which makes it look inconsistent.

Also Mournhold Sewer Fix [Enmesharra] should be moved to optional as it is similar in nature to Ald Daedroth Cleaned [Celtic RiverHeart], ie it fixes a problem not everyone has.

Also while it does a lot more, PTE also fixes merchant equiping armor as do Fashionable Merchants v1.0 [TakeMeToYourLizard] & Merchant Unequip v1.0 [Elspet]. I am mentioning it as you have mentioned several other mods which do have bugfixes but have extra non-bugfix content.


Thanks for the heads-up, Jinnai! I'll check it out and add notes on those mods when I get the chance -- RL projects have been interfering with MW ones for the last week. smile.gif
QUOTE(Gluby @ Feb 23 2008, 08:13 PM) [snapback]11821186[/snapback]
RL projects have been interfering with MW ones for the last week. smile.gif


Has this fantastic thread and project died a death?? I have literally just signed up to hopefully add more content and keep this going as the list has just saved me loads of time. Just getting back to Morrowind after a long break and creating my must have mods list. This really has helped!! thumbsup.gif (Forgive my ingorance but what is an RL project anyway?)

I am having a problem opening the VGreetings v0.9.6 [The Other Felix] mod with 7-zip similar to the prob someone else had with the Bloodmoon Ammo Fix v1.0609 [Srikandi] so I will try open with microsoft winzip but it looks strange to me. Is the VGreetings link dead as well?

So I looked around for VGreetings elsewhere and couldn't find it. But came across the following [post="http://www.mwmythicmods.com/Archives/Mods/VGreetings%20and%20Unofficial%20Morrowind%20Patch%20conflicts%20potential%20solution.htm"]VGeetings UMP Conflics[/post]

But I came across a new mod [post="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6372"]Appropriate Greetings [Arcimaestro Antares][/post] from the the PES mod library which seems to address this issue and more. Should be able to make the Nerevarine Greetings obsolete. Need this verified as frankly I don't know what I'm talking about.

Also regarding the the broken link for Srikandi's Bloodmoon patch. I searched the web high and low for this as it addressed a problem that always annoyed me in the past. Apparently Srikandi accidentally deleted her Morrowind mods page [post="http://srikandi.wordpress.com/2006/05/31/the-elder-scrolls-2-daggerfall/"]Srikandi's Blog[/post] and it doesn't like like she's active anymore. Anyway I did find the mod in a compilation torrent file that me half the day to download for just that one mod. Does anyone think its Ok for me to upload it on PES for anyone to use?

None of my attempted liks worked whilst previwing my post so hopefully they work after I post. If not help where did i go wrong?
Yep it looks like i need link lessons!!
QUOTE(Liesadour @ Mar 22 2008, 07:30 PM) [snapback]11978732[/snapback]
But I came across a new mod [post="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6372"]Appropriate Greetings [Arcimaestro Antares][/post] from the the PES mod library which seems to address this issue and more. Should be able to make the Nerevarine Greetings obsolete. Need this verified as frankly I don't know what I'm talking about.

I use AA's greetings along with the last version of the UMP and they seem to be behaving with each other. I think AA's mod will conflict with the Nerevarine greetings mod, though, because they essentially do the same thing.
I opened every mod I downloaded (over 500+) with 7-zip with zero problems.

I'd recommend possibly installing the latest version. And sometimes a download does not completely finish, so 7-zip can not open the incomplete file. Ensure that the download size is correct.
QUOTE(Liesadour @ Mar 22 2008, 04:30 PM) [snapback]11978732[/snapback]
Has this fantastic thread and project died a death?? I have literally just signed up to hopefully add more content and keep this going as the list has just saved me loads of time. Just getting back to Morrowind after a long break and creating my must have mods list. This really has helped!! thumbsup.gif (Forgive my ingorance but what is an RL project anyway?)

[. . .]


No! Definitely not! But I've had to take a hiatus due to RL complexities and a nasty, horrible, terrible flu that has left me with just about no energy to deal with any nonessentials. No, I love the game and will definitely keep maintaining this. I'm still fighting this flu (apparently people say it lingers for 2 months or more), so I'm feeling like sleeping as I write this, but I'll be back into it. falloutop5.gif
QUOTE(Liesadour @ Mar 22 2008, 07:30 PM) [snapback]11978732[/snapback]
(Forgive my ingorance but what is an RL project anyway?)

RL (or R/L) stands for Real Life. I think it developed from that horrible tendency of professors saying "out in the real world" when lecturing college students. (At the going price of college credits I think college is quite real enough thank you!)

QUOTE(Gluby @ Apr 6 2008, 06:42 PM) [snapback]12060891[/snapback]
No! Definitely not! But I've had to take a hiatus due to RL complexities and a nasty, horrible, terrible flu that has left me with just about no energy to deal with any nonessentials. No, I love the game and will definitely keep maintaining this. I'm still fighting this flu (apparently people say it lingers for 2 months or more), so I'm feeling like sleeping as I write this, but I'll be back into it. falloutop5.gif

Sympathies and why aren't you making a healing potion?
why not just upload the files useing www.mediafire.com rather then posting links becuse what if that person decides to close his site down or something should happen
QUOTE(Gluby @ Apr 6 2008, 05:42 PM) [snapback]12060891[/snapback]
No! Definitely not! But I've had to take a hiatus due to RL complexities and a nasty, horrible, terrible flu that has left me with just about no energy to deal with any nonessentials. No, I love the game and will definitely keep maintaining this. I'm still fighting this flu (apparently people say it lingers for 2 months or more), so I'm feeling like sleeping as I write this, but I'll be back into it. falloutop5.gif

That's good to hear... foodndrink.gif

(Umm, I mean the not abandoning the project bit, not the flu bit blush.gif )

This topic has saved me a lot of time & a lot of messing about too, actually I had a couple of questions (coincidentally also about VGreetings + UOP compatability, mentioned before, also about using different seam fix mods at the same time), but I'll wait a bit before posting those, so at least the topic will get another bump then.

Anyway hope you beat the flu soon! smile.gif
QUOTE(povuholo @ Jan 10 2008, 03:29 PM) [snapback]11567895[/snapback]
But here's some ice cream and cookies as well! thcookie.gif 1146.gif


Don't forget the Owl

spotted-owl.gif
I have a question about the unofficial patch .

when you have Morrowind -> use the unofficial patch 1.2.2b
when you have Morrowind+Tribunal+Bloodmoon -> use the unofficial patch 1.6.3b

But what to use for Morrowind+Tribunal without Bloodmoon ?
I know there are several plugins fixing Tribunal bugs and text errors i have several of them.
I know you can't use the unofficial patch 1.6.3b if you don't have Bloodmoon, but can you use the unofficial patch 1.2.2b for Morrowind + those dozen of Tribunal bugfix plugins without extremely bad effects ingame ?
QUOTE(Miran @ Apr 6 2008, 05:50 PM) [snapback]12061559[/snapback]
Sympathies and why aren't you making a healing potion?


I did! Tasted a little horrible, but I'm much better now. No need to throw me in the corpse wagon.

Alright, so FINALLY, I'm ready to play catch-up and get back into maintaining this. So, can anyone tell me about any other patches that have been released in the last few months? I'm scanning through PES, but I may miss something...

So, hi again all!


QUOTE(Horizon @ Jun 15 2008, 08:00 PM) [snapback]12375111[/snapback]
I know you can't use the unofficial patch 1.6.3b if you don't have Bloodmoon, but can you use the unofficial patch 1.2.2b for Morrowind + those dozen of Tribunal bugfix plugins without extremely bad effects ingame ?


Not sure about that. Maybe someone else can answer?
What about the Apparatus Fix by Blake? (downloadable from Elric site) Is it included in the UMP?
The issue it adresses is explained in the Morrowind Mod Maker’s Manual by Edwardsmd:

QUOTE('Edwardsmd')
There appears to have been a couple of mistakes made. The Journeyman Calcinator is using the ‘Tx_calcinator_01.tga’ (used by the Apprentice Calcinator), but there is a ‘Tx_calcinator_02.tga’ that can be found on the CS CD. Did the wrong icon file get assigned? It’s also using the same mesh, but there is a separate mesh for the Journeyman Calcinator. (did the developers forget their coffee that day?). Also, the Apprentice Mortar & Pestle is using the ‘Tx_mortarpestle_j_01.tga’ file (the same as the Journeyman Mortar & Pestle), but there is a ‘Tx_mortarpestle_a_01.tga’ file on the CS CD. Simple mistakes apparently, but easy to fix.
Saw this on TESNexus: Museum Journal Fix by leunghoyiu2001
this is great, i always wished the unofficial patch would update, but the author stopped accepting bug suggestions a long while back
Maybe the new "Unofficial" Unofficial Morrowind Patch 1.6.3 from quorn should now replace the old patch from ThePal in the list.
QUOTE(Ferital @ Jul 16 2008, 04:39 AM) [snapback]12517903[/snapback]
Maybe the new "Unofficial" Unofficial Morrowind Patch 1.6.3 from quorn should now replace the old patch from ThePal in the list.


the "unofficial" unofficial patch still requires thepal's patch, as it's an add-on that finishes up some of the bugfixes that were left unfinished.
And what about this guy who wanted to make a new complete bugfix mod, including ThePal's fixes plus all the other bugs it does not adress? I can't find his name.

Edit. It is Sabian7.
which of these should go together for better complete morowind experience?
anyone know, i don't want conflicts and there is many big fixes? also is there any mod that make morrowind run faster?
A little bump for one of my permanently bookmarked threads. smile.gif With any luck, Hrnchamd can fix some of the seemingly unfixable bugs, like the Month bug. See this thread for more info!
this has helped much!
Many of these fixes are now incorporated into the Unofficial Unofficial Morrowind Patch (UUMP) by quorn. twirl.gif
we haven't heard from Gluby quite awhile, i'll fill in what I found out about the "unofficial unofficial morrowind patch project" (UUMPP), the details of all of the fixes are in the thread. i've started using it and decided to report which mods we can disable when we use the UUMPP, since there isn't a definitive list yet, and it can get confusing on what is changed between fixes.

here are teh fixes that are integrated, or mostly integrated:

BM Armor Fix v1.0 [Misty Moon]
BM Female Armor Fix v0.3 [The Other Felix]
BM Wolf Greaves Fix [Aedroth]
Snow Bear Boot Fix [Corrodedsoul]
all of those are fixed by the UUMPP in the same way by replacing the meshes and the 1st view. no real difference in the meshes.

BugFix01 [shiva7663]
all the fixes are in the UUMPP, looks exact same

BugFix02 [shiva7663]
mostly the same, though there's a few differences, like with the light spell, and elemental shields, so it looks like user preference here. the other fixes are the same.

Cattle Fix [ps33/Peter]
the UUMPP uses this, same script

Corprus Bugfix [Inki]
looks like this fix is for earlier versions of morrowind, and not needed

Ebony Armor Fixes v1.1 [Sapphron]
both replace the same meshes, but have different textures for the groin piece. the UUMPP one matches the ground greaves. user preference for the groin mesh

Eisenfaust's Minor Fixes v1.01b [Eisenfaust]
most of the fixes are used except the archmage one, which isn't in the UUMPP, and the telvanni guard one, the UUMPP changes differently. the other fixes look the same.

Factor Fix v1.0 [Mithrim]
the UUMPP sort of fixes it, but doesn't have an activator that corrects the rank if you already are the factor of the EEC before the fix. use this one if you are already the factor of the EEC in bloodmoon

Hasphat's Books v1.0 [Monica21]
the UUMPP changes hasphat's note, it says the books can be found in vivec, which they are placed in the secret library. this mod adds them to the bookseller in balmora. there's no issues using both, except the note no longer mentions the bookseller.

MiniMods Collection [ManaUser]
they both have the same fix for pelagiad fort, the other content isn't touched by the UUMPP, like the barbarian fix.

NoLore Solstheim [Adam]
Solstheim Undialog [SeekerVI]
the UUMPP adds nolore to the solstheim topic, and disable it after arriving in solstheim. NoLore Solstheim just adds nolore. Solstheim Undialog integrates the topic into morrowind better, and should be used if preferred.

Ralen Hlaalo Quest Reward Fix [Stephane Geney]
this is fixed the same way in the UUMPP

Templar Pauldrons Fix v1.1 [Counciler]
this is fixed the same way in the UUMPP

Tribunal Quest Fix v1.0 [Enmesharra]
the UUMPP fixes this differently, adding more checks for other situations, but accomplishes the same thing

Uupse Fyr Bug Fix [Wormlore]
the UUMPP has a similiar fix, both accomplish the same thing

Wild Rare Ingredients v1.00 [Alphax]
the UUMPP uses this mod, same exact fixes

Almalexia Undialog [SeekerVI]
the UUMPP adds nolore to the unfiltered topics, Almalexia Undialog filters those dialog to temple members, so it's removed from more NPCs. Use the Almalexia Undialog to get rid of the tribunal almalexia dialog from most NPCs.

Bloodmoon Ammo Fix v1.0609 [Srikandi]
both fixes the single counts of ammo, but in different ways. Srikandi adds more ammo in general in varying stacks, while the UUMPP adds less ammo in general, but in stacks of 20 like in the rest of containers. both modify the same lists, and Srikandi's fix can be used over the UUMPP.

teh rest of the fixes listed aren't touched and can be used as needed. hopefully this should help when searching for bugfixes and using the UUMPP. it is a great bugfix mod and reccomended, just not as detailed in its fixes like the UMP.

edit:
here are some more fixes that weren't included on gluby's list that i found are covered by the UUMPP:

Brittlewind Fix [64057]
fix is exactly the same

Bloated Morrowind [MagicNakor ]
UUMPP includes this, and uses a levelled list for bloat rather than just adding a bloat per plant. the UUMPP also includes a patch to remove the plants if you have a mod that already includes Bloated MW, like herbalism for purists, or if you just like using Bloated MW itself.

Thanks for doing all that, abyssmal terror thumbsup.gif Good work
http://www.ringen.net/~ajs/mw/pluginsmods.html

Misty Moon has several "fixes" listed on her website. I'm not sure if they constitute as bugs or not, or if they should be included.
QUOTE (promethean @ Nov 10 2008, 02:10 PM) *
Misty Moon has several "fixes" listed on her website. I'm not sure if they constitute as bugs or not, or if they should be included.

Bloodmoon Armor fixes are already incorporated. The other "fixes" are tweaks to change flee behavior or weapon damage per author's preference.
i think almost all of the essentials are included in the latest unofficial patch, most of the rest are more or less preference mods.
This looks great Gluby! Thanks. One problem I have always had with bugfixes is that I never know which ones to get so right now I just stick with the Unnofficial patch for Morrowind. Because it contains the most and I don't want conflicts.
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