The Underground 2 Patch Project

Post » Sat May 28, 2011 10:23 pm

This is a continuation of this thread: http://www.gamesas.com/bgsforums/index.php?showtopic=1052858&st=0

Well, I'm pinching myself; went through almost half the main quest without a crash/blockage, so I'll post what I have so far. 'Quick-testing' (using 'COC' and so forth) was done fairly completely for Synda, less so for Johnny.


- commented-out 'PositionCell' statements in some scripts which seems to have resulted in more stability re: Vladir's Crypt, travel to Amanda's from Vos, perhaps travel past the spikes as well
- for whatever reason, spiders in Balmora sewer have not crashed for me lately
- code added to SCUGLadder (A1ladder) which prevents ladder movement until ordinators are dead
- journal update created for retrieval of Quixoquinet amulet
- for whatever reason, I get no 'jitter dance' from Synda/Johnny in The Underground any more
- added dialogue entry which allows Johnny to advance past Prudance's guard (when Johnny not near)
- other fixes, most pertaining to journal updates
- minor dialogue changes

http://www.mediafire.com/download.php?ot3mkju4wtt

I would appreciate anybody else trying this partial fix to see how it works for you.

(More in included 'ReadMe')
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Red Sauce
 
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Post » Sat May 28, 2011 11:45 pm

Synda not doing the jitter dance in the underground bar anymore. Does that mean, that she follows you correctly in the bar and doesn't get stuck by the side doors or stops following you otherwise within the bar. That would remove a major annoyance.

I have just finished TU2 in my game, but I could make a testgame for this, since I'm quite interested in this being done.
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Lauren Dale
 
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Post » Sat May 28, 2011 4:44 pm

Synda and Johnny have followed me correctly when I first go in the bar with them, when I pick them up to go to Vos, and when we return from the torture chamber coming through the east door. I don't know about anything after the spikes because that's only as far as I got. They might or might not stop following while you, say, ask about Prudance's hairdo but I see that as normal behaviour. They have responded to the 'change' command.
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Dustin Brown
 
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Post » Sat May 28, 2011 8:44 pm

Merry Christmas!

Here are several problem areas which should now be fixed:

- Marpha
- Jym Cowen
- Spider Factory TNT
- Null Deacon
- Mannec (still tough, but should be more manageable)
- the spike fall
- Orange Poramous force field (after fix, I do seem to get the right greeting from Fram Daken)
- post-fairies crash
- Vos crash
- a few other tweaks

(For a non-scripter, the Null Deacon and TNT were quite a slog I must say!)

http://www.mediafire.com/download.php?jddjke4njyf

Other issues:

- while the one force field seems fixed, the rest of Poramous is still a mess (forcefields, doors)
- blight storms persist or at least cause CTD when tailing off
- couldn't fix the Johnny/Synda body non-pickup, but put workaround instructions in-game
- those blasted spiders in the Balmora sewer (grrr) I don't think it's the spiders themselves but a script (possibly SCUGsix) which causes them to jitter. Not fixed yet.
- Smiley's companion-follow - I won't fix this now. It's too complex and it mostly works anyhow.
- message boxes still screwy. I'm trying to think of a better way of presenting them
- 'strip', 'kiss', etc. commands not dealt with - undecided about how to far to go with fix
- Luminer Realm not dealt with
- outstanding issues from previous version still undealt with (body parts, texture patch, compatibilities, etc.)


Most breaks in the main quest are thus patched. Anyone who has been dissuaded from playing this mod because of bugs should now give it a try. The remaining bugs (except Poramous and the blight) should be things you can overlook or work around, and this mod has a brilliant storyline and things you won't find anywhere else! Save often. Back up your saves.

My work on this mod will slow down as I turn my attentions elsewhere.

Happy new year!
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sam smith
 
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Post » Sat May 28, 2011 8:53 pm

I have my own little patch that fixes a number of things. Off the top of my head it fixes the pick-up synda's body bug and allows you to pick up requiem without a CTD ( which happened 99% of the time for me before ). Would you like me to send you the scripts to look at?
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C.L.U.T.C.H
 
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Post » Sat May 28, 2011 2:44 pm

If any tested patch is made, you can notice to me, so I can add a link to the patch from the TU2 page at PES
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The Time Car
 
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Post » Sat May 28, 2011 11:09 pm

I was hoping for further bugfixes after I saw the first patch posted. With this is seems, that most serious bugs are fixed.

The problem with smiley, is he always thinks you are seeing him for the first time, and that he is guarding the door. That ought to be easy to fix with a hastalked to (I would think).
With the 'strip', 'kiss', I noticed, that it used a global named comnaionNear instead of checking, who you are talking to (it might have been thought of as a shortcut, to avoid having dialogues for both Synda and Johnny).

I have never had crashes on the spiders.

Chainy's pickupSynda would be nice to have included (I don't remember what requiem is).

Would it be possible to merge it (after it is finished) into TU2 itself (after all, nobody would want to play an unpatched version, if there is a patch). It might require Qarl's permission, but it would be the right thing to do.
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Stephanie Nieves
 
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Post » Sat May 28, 2011 1:04 pm

Chainy's pickupSynda would be nice to have included (I don't remember what requiem is).


noun 1. Roman Catholic Church. a. Also called Requiem Mass. the Mass celebrated for the repose of the souls of the dead. b. a celebration of this Mass. c. a plainsong setting for this Mass.  2. any musical service, hymn, or dirge for the repose of the dead.

huh?
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katsomaya Sanchez
 
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Post » Sat May 28, 2011 9:48 pm

noun 1. Roman Catholic Church. a. Also called Requiem Mass. the Mass celebrated for the repose of the souls of the dead. b. a celebration of this Mass. c. a plainsong setting for this Mass.  2. any musical service, hymn, or dirge for the repose of the dead.

huh?

I know Mozart's requiem B) I was referring to him saying, that he had made a patch to allow to pickup requiem without CTD. I don't remember, what it was in the mod. Maybe something in the cathedral.
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Teghan Harris
 
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Post » Sat May 28, 2011 2:16 pm

I know Mozart's requiem B) I was referring to him saying, that he had made a patch to allow to pickup requiem without CTD. I don't remember, what it was in the mod. Maybe something in the cathedral.


In the sewers under balmora there is a mini-quest with a girl who has lost her ring in the water, if you retrieve it for her she (reluctantly) tells you the location of a dungeon "googoo-booboo" which contains a sword "requiem".
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xemmybx
 
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Post » Sat May 28, 2011 12:29 pm

In the sewers under balmora there is a mini-quest with a girl who has lost her ring in the water, if you retrieve it for her she (reluctantly) tells you the location of a dungeon "googoo-booboo" which contains a sword "requiem".

Ok, then I know, why I don't remember Requiem, because I never found "googoo-booboo" , eventhough I searched for it for a long time.
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:)Colleenn
 
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Post » Sat May 28, 2011 12:08 pm

Chainy,

Please send along anything you have! Thank you.

Zarnatheron,

Would it be possible to merge it (after it is finished) into TU2 itself

At this stage, I am creating stand-alone versions of the mod. If you want to play it, just download the .esp and replace your existing .esp. Support files can be left as they are. I'm not really creating a patch so much as new versions of the mod as I go.

I think you are probably right about Smiley and the 'kiss' 'strip' issues.

re: the spiders: If I approach them and fight them on the spot, they might not crash. But if I leave the vicinity then come back, they often do.
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Sista Sila
 
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Post » Sat May 28, 2011 9:02 am

Creating a new version is even better :) It has always pained me to see great works in Morrowind modding not reaching their potential due to not being properly finished, so this is great and long overdue.
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James Hate
 
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Post » Sat May 28, 2011 4:38 pm

Ok, then I know, why I don't remember Requiem, because I never found "googoo-booboo" , eventhough I searched for it for a long time.


There was a cell named googoo-booboo?
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Eric Hayes
 
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Post » Sat May 28, 2011 2:24 pm

There was a cell named googoo-booboo?


Yes :P

it was like a daedric ruin but with yellow/orange metal textures instead:P
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Chris BEvan
 
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Post » Sat May 28, 2011 8:03 am

Chainy,

Please send along anything you have! Thank you.


I sent you a pm with the script.

Also, I was mistaken about the name of the sword, it is redemption, not requiem, lol. Get confused with all of these swords....
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Emily Shackleton
 
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Post » Sat May 28, 2011 8:04 am

Any updates on this?
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Emily abigail Villarreal
 
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Post » Sat May 28, 2011 7:47 am

Nice work!I hope someone can upload another site,because I can't visit Mediafire.Thanx!!!
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GLOW...
 
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Post » Sat May 28, 2011 4:56 pm

I'm having the same problem that Chainy mentioned with the Redemption sword in the googoo cave. I also get a CTD whenever I try to pick it up.

I am now using UG2PhaseC_v06 with my game. I understand that I should only use this .esp and not the original underground .esp - when I use both, I get duplicates of characters etc. The first time I ran the game with just the UG2PhaseC_v06.esp I got a number of error messages regarding missing spells etc., but unfortunately I did not write them down and just OK'd all of them - I haven't had these messages again, so I can't give a list of them.

I have also found another potential problem - in the Luminer land, in the river that flows under the large waterfall, there is an entrance to Galmar - entering it causes a CTD for me most of the time. I have only been able to enter it once (I'm not sure why it worked).

SPOILERS below

I have looked at other posts regarding Luminer lands on this forum and found that people had problems with the quest involving a tree and a fire that needs to be put out. This quest can in fact be solved - there are several buckets in Luminer lands and there is a place where they can be filled.
Spoiler
Look around near the forge in the Luminer village.


I will continue to post my progress through Luminer lands, as this area is both very cool and not covered by the walkthrough.
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Emmi Coolahan
 
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Post » Sat May 28, 2011 3:54 pm

I'm still in the Luminer lands, but it seems that this portion of the mod really is unfinished. Working off huskobar's most recent .esp, I have made some corrections to mine that provide just a few very basic fixes - some quests that were not closed out in the journal even though they were completed and one small fix to a script (Bunni and Puni). That script still has some problems with it, but they are beyond my ability to fix. If anyone is interested, and huskobar doesn't mind, I can provide it.
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Dalia
 
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Post » Sat May 28, 2011 7:27 pm

Working off huskobar's most recent .esp, I have made some corrections to mine that provide just a few very basic fixes - some quests that were not closed out in the journal even though they were completed and one small fix to a script (Bunni and Puni). That script still has some problems with it, but they are beyond my ability to fix. If anyone is interested, and huskobar doesn't mind, I can provide it.


Mind? Heck, the welcome mat goes out to any willing helpers. The way I see it, this is not my mod. I'm just a struggling fixer, and the more input the merrier!

In fact, I must apologize, I've really backed off working on this. I hope it's a temporary suspension, but I REALLY must find a job. :sad: I'm nearly in starvation mode. Also, my efforts have shifted more to MWAM (Morrowind Amalgamated - my stupid project to moosh everything together). Plus, this week, I'm having to put my computer back together after doing a sloppy job of reinstalling Windows.

In the next version, just so you know, I hope to fix those running dialogue boxes, try some suggested script fixes, try integrating that companion teleportation, and perhaps tackle the Luminer Realm a bit.

Thanks.
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Charity Hughes
 
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Post » Sat May 28, 2011 3:17 pm

I added a link to this topic

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5865
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Red Sauce
 
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Post » Sat May 28, 2011 4:27 pm

Iam having a problem when i try to enter amandas shack the first time i cant enter the door i keep clicking it and nothing its very frustrating anything i can do to get past this?
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Sammi Jones
 
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Post » Sat May 28, 2011 9:08 am

Are you going there along with Synda or alone? It's heavily scripted, so I would guess , that you can't enter without Synda, and that she should have shown you the way from Vos (there is one hard to find spot, where she has to be in order to initiate her leading the way to Amanda's shack).
Maybe that can be the issue.
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Bonnie Clyde
 
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Post » Sat May 28, 2011 6:41 pm

Does this incorporate the script that I PM'd you now? Did it work ok for you? Are there any other scripts that you need help with because I already have a lot of fixes and tweaks in my own esp that I can refer to with ease :)

Mind? Heck, the welcome mat goes out to any willing helpers. The way I see it, this is not my mod. I'm just a struggling fixer, and the more input the merrier!

In fact, I must apologize, I've really backed off working on this. I hope it's a temporary suspension, but I REALLY must find a job. :sad: I'm nearly in starvation mode. Also, my efforts have shifted more to MWAM (Morrowind Amalgamated - my stupid project to moosh everything together). Plus, this week, I'm having to put my computer back together after doing a sloppy job of reinstalling Windows.

In the next version, just so you know, I hope to fix those running dialogue boxes, try some suggested script fixes, try integrating that companion teleportation, and perhaps tackle the Luminer Realm a bit.

Thanks.

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jodie
 
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