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Daggers
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[OUTDATED] Morroblivion Experimental Release [v067]

 

Looking for the latest stable release? See here

The forum for Morroblivion version 67 test release. Users can report bugs on Discord and/or Dagger Galore BUG Tab on nexus mods. This website, Morroblivion.com is the best place! Before you begin with the experimental builds, it is REQUIRED to update ALL FILES if you are using the Test Builds; Existing save games will not be compatible; A new game is required.

Experimental Release

Patch Files for version 67

Patch Notes for Version 67

Old Patch Files

Edited by: Daggers on 03/24/2025 - 13:08 Reason: A new version 67 test build
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[reserved for changelog?]

[reserved for changelog?]

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Master File Installer has

Master File Installer has been updated

  • Merged "forgot to document" from Dagger Galore and Unofficial Patch Reconciled
  • Removed West Gash SpeedTrees.
  • Removed OBTalonrockLg03, OblivionLarge690, CHRock345, RockBeachSand220, CHRock165, CHRock390, CHRock255 from use and Redircted them to their original rock model.

Dagger Galore Patch has been updated

  • Removed Vivec Plaza (Canton) markers (DaggerfallTeam)
  • Replaced Bone Wolf with Skinned Hound (Creature Re-Enabled will revert this) (DaggerfallTeam)
  • Fixed all wolf sizes in bloodmoon -Object Placement fixes in various bloodmoon tombs (DaggerfallTeam) Fixed all wolf speed (DaggerfallTeam)
  • Added new subspace sizes (DaggerfallTeam)
  • Added Subspace to Balmora, Ebonheart, Ald'ruhn, Caldera, Vos, Tel Mora (DaggerfallTeam)
  • Removed Shrine of Daring Map Marker and directed quest marker to base of shrine. (DaggerfallTeam)  

Unofficial Patch Reconciled has been updated

  • Added Unofficial Patch Reconciled - UCWUS.esp (all the UCWUS changes except for a proxy spell)
  • merged most of it into Dagger Galore and the Master File

All links in the first posts have been updated..

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ExperimentalFix 1

ExperimentalFix 6-21-2023

  • fixed missing Telvanni floor texture
  • adjusted Crystals Material Maps
  • updated tree bark textures for consistency with Tree Replacer
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Mages Guild Quest Fix

Mages Guild Quest Fix
-Fixed Four Types of Mushrooms repeating greeting and Quest Advancing

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Small Fix A for Directional

Small Fix A for Directional Lighting and Flora Ivy
 

  • Fixed Percius's bed position
  • Fixed Balmora interior Directional Lighting
  • Fixed object placements
  • New Ivy 1 and 2 model created from Oblivion ivy (Daggers)
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I tried this experimental

I tried this experimental build, but it crashes for me. My character is currently in Vivec Foreign Quarters, upper plaza, looking at the huge western double doors. In release 0.66.3b I can go through that door and enjoy the view over the countryside and Hlaalu canton to the left. In 0.67 when I go through that door, the loading bar fills completely and then the game crashes.

To upgrade, I have removed the 0.66.3b files, then ran the 0.67 installer to get the new Morrowind_ob.esm. Then I copied from 0.67:

  • Morrowind_ob.esp
  • Morrowind_ob - Meshes.bsa
  • Morrowind_ob - Sounds.bsa
  • Morrowind_ob - Textures.bsa
  • Morrowind_ob - UCWUS.esp
  • the ini and video folder (set all "mwFixes.x" settings in Morroblivion.ini to 0)
  • Morrowind_ob - Chargen and Transport Mod.esp
  • Morrowind_ob - Conversation.bsa
  • Morrowind_ob - Conversation.esp
  • the experimental fix from 20230621
  • Dagger Galore Patch.esp

Load order is the same as before with 0.66.3b:
 

Oblivion.esm
Morrowind_ob.esm
Morrowind_ob.esp
Morrowind_ob - UCWUS.esp
Morrowind_ob - Conversation.esp
Morrowind_ob - Chargen and Transport Mod.esp
Morrowind_ob - Shirts Replacer.esp
Dagger Galore Patch.esp
 

I have no idea why it crashes with the new version. I went back to 0.66.3b, so I can continue my playthrough.

edit: Today I tried 0.67 again and it worked. I'm still in Vivec, just in a different part of the city. But when I walked back from southern Vicec through Redoran canton and tried to cross the bridge to the Foreign Quarter, the crash happened again. Something in that area is broken in 0.67. It must be to the northwest of the Foreign Quarter. I was able to levitate around the quarter on the eastern side up to the Siltstrider, but when I tried to move further west, the game crashed, just like when I try to move from the southern edge of Hlaalu canton to the north.

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I experienced a similar crash

I experienced a similar crash ( but using 0.66) walking from west to east. Walking from Seyda Neen to Vivec Foreign Quarters, crash occured after passing Abaesen-Pulu Egg Mine, when walking east. Thats the area you mention too, right?

I was able to reproduce it after loading again. But fast-traveling far away and back fixed it for me and I was able to pass this Area. Not sure what was causing it in the end.

Maybe your Bug gets fixed this way too?

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Yes, if you come from the

Yes, if you come from the west, that's probably the area. I went there in 0.66.3b and had no problems. Actually there wasn't anything special there, just some mudcrabs, some slaughterfish and maybe a dreugh or so.

Fast travel is disabled in my game, but I teleported elsewhere, purged cell buffers, nothing worked. I will stick with 0.66.3b for now.

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I will update the first post

I will update the first post soon :)

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First Post has been updated.

First Post has been updated. Experimental Builds remain outdated

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Ok, with my new knowledge

Ok, with my new knowledge about the excessive draw calls issue, I decided to give the 0.67 experimental another try. I:

  • removed 0.66 and the loose patched files that I used before
  • installed 0.67 experimental
  • unpacked "Morrowind_ob - Meshes.bsa" to a separate folder
  • copied all my fixed meshes to that folder, overwriting the original files
  • ran this folder through Sniff's "Convert strips to shapes" function
  • merged the output with the folder, overwriting the old files
  • copied the original meshes\armor\indoril files over to the folder (they have several issues and Sniff makes them worse, so I rather use the original files)
  • packed the folder into a new "Morrowind_ob - Meshes.bsa"

Now I'm playing with this new BSA and it's amazing. The game runs fluid with high res textures and there is no more crashing when leaving Vivec Foreign Quarters. Actually I ran from the Foreign Quarters through all Vicec and then to Ebonheart Chapel, something that wasn't possible with the original meshes, because the game would crash at some point along the way.

Another crash test was to teleport to Hlormaren and then run south to Hla Oad. This would always crash in the past. Not anymore.

I will continue playing with this setup and then I'll see if stability is improved in other parts as well. I'm willing to bet that it is.

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- Update - Part 1

- Update - Part 1

I have finished my Morroblivion playthrough and fixed many bugs on the way. I will upload my fixes in two parts. The first part is the updated 0.67 "Morrowind_ob - Meshes.bsa". You can find the changelog below.

Part 2 will be changes to the esp and some texture fixes. I still have to go through the esp, in order to remove some personal changes and update the changelog.

Download: Morrowind_ob - Meshes.zip

Changelog:

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- Update - Part 2

- Update - Part 2

Here comes the rest of the update. It consists of a "Morrowind_ob - Patch.esp", which has to be loaded AFTER "Dagger Galore Patch.esp", because it fixes bugs in Morroblivion main files as well as Dagger Galore. This patch should be merged with Dagger Galore by the Morroblivion team. You can find the changelog below.

I have completed my journey across Morrowind, Mournhold and Solstheim and reached the highest rank in all factions, for those where it's possible at least. There are probably some miscellaneous quests left, which I have missed. I also declined two or three quest offers. The main quests are complete, my character is a member of House Redoran, so I haven't played the Hlaalu or Telvanni quest chain.

Download: Morroblivion 0.67 Patch

Changelog:

The Morroblivion team still needs to remove the following files from "Morrowind_ob - Textures.bsa", as they don't belong there and cause white planes where the fire is supposed to be.

  • all normal map files from "Textures\Morroblivion\fire\MournholdLampFire\"
  • all normal map files from "Textures\Morroblivion\fire\Hopesfire\"
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Thank you, Great work on this

Nice work on this. I have to pull this apart...  When fixing bugs, Whatever it is, needs to act the same as TES3 Morrowind.

Exceptions

  • Morroblivion Better Map should not be included? The issue was with Morroblivion Conversation Worldspace header, Morroblivion received an elven map a few years ago.
  •  
  • The "Potion of Detect Enchantments" and "Potion of Detect Key" effects can be and already exist in Oblivion mods, it can be re-implemented.
  • These icons are deleted on purpose "textures\menus\icons\darthsouth\factions\" new Oblivion Style factions are included and since been fixed.
  •  
  • The glass weapons added to "0randomUsmugglerU11X"... Glass is rare in Morrowind, is it not?
  • The "Scroll of Tranasa's Spelltrap" did have the correct effect from TES3 Morrowind wiki it's Reflect 20−60% for 30 secs on Self...
  •  
  • The traders refusing to trade if the player has Skooma or Moon Sugar in his inventory was apart of TES3 Morrowind
  • 0randomUadamantium was a official plugin, so adding it to other level lists,I'm not so sure.
  • Lower Intelligence is removed, wasn't apart of TES3.
  •  
  • The issue with record type and object do not match, causing CTD.. can be fixed in the CSE.
  • The missing heavy armor flags was apart of ponyrider0 moving Morrowind Medium Armor types into Light Armor for game balance.

 

 

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Actually, I found lots of raw

Actually, I found lots of raw glass, so it's not particularly rare. I also found lots of enchanted glass weapons, but not the regular ones. That's why I made the change.

"Tranasa's Spelltrap" is interesting. I checked it in the Morrowind Wiki and it clearly says "spell absorption", which makes sense as the spell name is "trap". Checking the original "Morrowind.esm" in CS, it really was a spell reflect. I still like the absorb better, as it matches the name.

The thing with "0randomUadamantium" is, that it is so rare that you can't possibly find enough for armor crafting. Therefore, in my opinion it makes sense to add some to the highest level monsters in the area that has the ore veins anyway.

Lower intelligence is a requirement for the Oblivion engine, otherwise creatures can use doors and get stuck in the void after entering an interior. Before the fix, this happened all the time with Cliffracers, causing FPS to go down to 0. It's a bug fix, nothing else.

The heavy armor flag removal was a mistake for several reasons:
1. He didn't update the stats, so now you have light armor with better stats than heavy armor. Makes no sense.
2. There already exists same armor in Cyrodiil that is flagged heavy.
3. Percius' quest gives you a set of light and heavy armor. With the removal of the heavy flag from Orcish Armor, you only get two sets of light armor.
4. High Indoril Armor is still heavy armor, same as the regular Indoril Greaves and has almost the same stats as Indoril Armor.

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Lower intelligence is a

Lower intelligence is a requirement? Where did you hear this, vanilla creatures particularly with Arms can open doors, Bethesda did it where it made sense, example a Rat won't open a door but a Skeleton and Bear might, The creatures falling into the void should not be happening, with Flying creatures Yes, the bounding box is too large for most interiors.. But ultimately it's a bounding box issue. The fix would be lower intelligence on creatures where it makes sense and follow Bethesda's vanilla creatures. CreatureRat for example has 15 intelligence

I agree with Heavy Armor flag removal, It was an unfinished attempt, regardless  stats will get ai set, using all values based on vanilla stats.

The adamantium and glass definitely look into adding those into the World more, LVL where it makes the most sense! :)

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The pushbutton6,

The pushbutton6, &sUActnQuick1 and &sUActnQuick2 should be working, but they broke in v66.. We should not be removing it as it adds in NPC and Player name just as it was in Morrowind..

Checkout this
 

Edit 1: I merged your Patch into the Master without the quest changes. Here is the changelog edited to reflect it.

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I attached 2 text files, one

I attached 2 text files, one is the Master Changelog and the other is All Issues.

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Many years ago, it was

Many years ago, it was decided by the Morroblivion team to lower intelligence of creatures below 20 (they don't need it anyway), because any value below 20 blocks them from using doors. That's why a value of 19 was used. This effectively fixed the problem with the Cliffracers causing the game to hang after they followed to an interior cell. If you have a better solution, that's fine.

Is the "All Issues as of October 18 2024" the list of open issues? If that is the case, I can tell you that these are fixed already:

  • Siege at Firemoth: The Grurn has over 52,000 health. Even with over 100 blade skill, I was unable to make a dent. (stat fix for creature Grurn 01003A13 in my patch)
  • Rabinna's Inner Beauty: The hatch leading to the basement of Fatleg's Drop-Off cannot be activated. (fix is part of my updated "Morrowind_ob - Meshes.bsa")
  • Blades Trainers: Incorrect faction rank condition for the dialog. (fixed in my patch)
  • Imperial Legion, Lord's Mail: The quest didn't begin when I spoke to Varus Vantinius. (fixed in my patch)
  • Door to Bamz-Amschend unreachable without TCL. (fixed in my patch)

probably fixed:

  • Bug in dwemer ruins which causes the player character and NPCs to shake violently. (Is that the bug with the observatory? If so, fix is part of my updated "Morrowind_ob - Meshes.bsa")
  • If you have any Fighters Guild quest active, Percius Mercius in Ald'ruhn loses his dialogue topics. (Never experienced that. Actually, I could ask him about my active FG quest.)
  • Thieves Guild, Felen's Ebony Staff: Big Helende asks for the staff but doesn't start the quest. (I did that quest and finished it successfully.)
  • Telvanni Hortator: Quest completes immediately, even if you are not a Telvanni member. (When all Telvanni council members are dead, the quest will complete.)
  • Telvanni Hortator quest completes immediately on assignment. (When all Telvanni council members are dead, the quest will complete.)
  • Temple, Crosier of St Llothis the Pious: Uvoo Llaren wouldn't offer the quest. (I did this quest with no problem.)
  • Not promoted from Clanfriend to Hearthfriend during the Ashlander main quest. (I was promoted.)
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Updated Open Issues

Updated Open Issues

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A new experimental has been

A new experimental has been released, first post updated.