Fixes for Uvirith's Legacy

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Bonehurtingjuice
Posts: 9
Joined: 01 Aug 2017, 21:47

Re: Fixes for Uvirith's Legacy

Post by Bonehurtingjuice »

Ash-Kosh, Sara <3 and Verena:

Obtaining them works perfectly fine.

Issue with the little war between Sara and Verena. Setting up Sara to pretend she got pranked by the cursed ring works fine, but then Verena won't follow me into the tunnels properly. After some time she just says she'll be back in her quarters". If you talk to her during the escort, she says the same. I simply skilled that and got Verena married to that mainland mage lord.

Sometimes Sara and Ash-Kosh get "stuck" in the following state. For example, if I send Sara away to our meeting place, Eddie will still comment on her and Verena will still refuse to talk to me, unless I go back to Sara and follow/dismiss her again. Also, her Azura statute shrine will only pop up when re-dismissing her the same way.

If you use the Daedric portal in Ash-Kosh's sanctuary, Ash-Kosh will be set as a current follower, no matter if (s)he was dismissed or following before. It's only "officially" so, since Ash-Kosh will still remain in her/his sanctuary.

Uvirith's phylactery got stuck so hard that even with TCL I had a hard time finding it. But I guess OpenMW's collision is to blame for that.

"Weather Control Device" doesn't pop up as a Topic for Aryon or Divayth Fyr after getting the note from your prisoner. Adding the Topic manually works well.

For now, I'm restarting because I'm sick of being a Breton and GCD skyrockets my Intelligence into the thousands, to the point where the game is no longer challenging at all. Long Blade, Heavy Armor and Magic are overpowered enough as it is. :D
Xandaros
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Joined: 10 Jun 2016, 17:44

Re: Fixes for Uvirith's Legacy

Post by Xandaros »

Hmm, I just did the quest with the escaped prisoner. After I found Arnamir, I opted to imprison him.
Since then, I am unable to fly or teleport; even after leaving the high security prison.

I was able to fix the teleport by setting uvi_teleportdisable to 0, but I have no idea how to restore levitation. Any ideas?

Edit: The levitation can be fixed by going to Mournhold and back. "coc Mournhold" works, even though the cell is not normally accessible in the game.
Setting uvi_teleportdisable to 0 also does not allow the use of intervention spells, but after going to Mournhold, those are accessible again, as well.

I'd fix it with the mod, but I have no clue how...
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Jemolk
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Joined: 20 Mar 2017, 02:12
Location: Sadrith Mora

Re: Fixes for Uvirith's Legacy

Post by Jemolk »

Xandaros wrote: 15 Nov 2017, 04:22 Hmm, I just did the quest with the escaped prisoner. After I found Arnamir, I opted to imprison him.
Since then, I am unable to fly or teleport; even after leaving the high security prison.

I was able to fix the teleport by setting uvi_teleportdisable to 0, but I have no idea how to restore levitation. Any ideas?

Edit: The levitation can be fixed by going to Mournhold and back. "coc Mournhold" works, even though the cell is not normally accessible in the game.
Setting uvi_teleportdisable to 0 also does not allow the use of intervention spells, but after going to Mournhold, those are accessible again, as well.

I'd fix it with the mod, but I have no clue how...
I just went and looked through UL in OpenMW-CS for the problem, since I encountered the same thing after leaving
Spoiler: Show
I think I've figured it out. The global variable "uvi_teledisable" is set to 1 by a localized activator, and never explicitly set back to 0. Same with "uvi_levban". It looks to me like this involves a limitation in the vanilla engine where disableteleporting and disablelevitate would not ever be able to be applied globally. I suspect this is hardcoded because I've played through UL many times in vanilla with no such issue, but here, no errors are being spit, no verification failures, nothing. It's doing exactly what it was told to do, but OpenMW is in some way not limiting the execution of the fuction as vanilla Morrowind does. If I'm correct, it could be fixed in the mod by setting those variables back to 0 on cell change most likely.

EDIT: Ugh. I'm no longer anywhere near as sure as I was. Manually changing the variables with the console once was enough to prevent it from reoccurring, even on the save where it existed before. Unless the script I created is being read from the deactivated omwaddon version I made, I have no idea what's going on, because I can no longer reproduce it at all, where before, it was 100%. No other changes in the mean time.

Second Edit: Deleting the OMWaddon file I made has no effect. Once this was fixed for one save, it was apparently fixed permanently for all saves. I have no idea what's doing that. OpenMW seems to have some kind of faulty interaction with the activator and script, but I have no idea what. I don't even dare suggest anything else. Any help?

Third Edit: Actually, I remember encountering something like this happening before, with Rise of House Telvanni. Starting up the game one time, a ton of its globals were set to 1 from the beginning of the game, meaning Mages' Guilds taken over, etc. Changed it once with the console, and it didn't occur again. I wonder...is this something to do with implementation of global variables in OpenMW?
Xandaros
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Joined: 10 Jun 2016, 17:44

Re: Fixes for Uvirith's Legacy

Post by Xandaros »

I am not sure if this is OpenMW specific, but opening the alchemy table while having a secretmaster's pestle and mortar in your inventory makes master's pestle and mortar appear in the table. And not just one, but a whole lot of them.

This can go to ridiculous proportions, I first noticed this when I had 40,000 pestle and mortars in the alchemy table...

Jemol: In the past, I remember a lot of things in UL being triggered right from the start of the game, too. This play-through actually explains a lot of things to me :D
lambda
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Joined: 11 Sep 2016, 17:10

Re: Fixes for Uvirith's Legacy

Post by lambda »

I am not sure if this is OpenMW specific, but opening the alchemy table while having a secretmaster's pestle and mortar in your inventory makes master's pestle and mortar appear in the table. And not just one, but a whole lot of them.
I can confirm this problem. The way I sidestep it is to put and take the apparati directly with the table opened, instead of using the menu buttons with those specific operations.
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Jemolk
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Location: Sadrith Mora

Re: Fixes for Uvirith's Legacy

Post by Jemolk »

Xandaros wrote: 17 Nov 2017, 01:38 I am not sure if this is OpenMW specific, but opening the alchemy table while having a secretmaster's pestle and mortar in your inventory makes master's pestle and mortar appear in the table. And not just one, but a whole lot of them.

This can go to ridiculous proportions, I first noticed this when I had 40,000 pestle and mortars in the alchemy table...
40,000 of them...That's a bit insane. More than a bit, actually. Hey, at least the table has an infinite storage capacity. :lol:
Xandaros wrote: 17 Nov 2017, 01:38 Jemol: In the past, I remember a lot of things in UL being triggered right from the start of the game, too. This play-through actually explains a lot of things to me :D
Now that you mention it, the first time I tried to play through UL on OpenMW, all the teleport platforms had all doors active from the beginning of the game. I could actually use that to end up in the Tel Uvirith Upper Tower before any stage of the stronghold was built. Wish I knew what caused that. :?
michaldybczak
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Joined: 04 Mar 2017, 22:16

Re: Fixes for Uvirith's Legacy

Post by michaldybczak »

I just turned on the mod and lower tower (after second stage of development) seems to work well. Teleport ring works too.
I wanted to use the Open MW patch provided on the beginning of this thread but it showed me it's only compatible with 3.1 while Uvirith's Legacy is in version 3.5.

Are patches described in this thread included in 3.5?
Stuporstar
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Joined: 01 Jul 2017, 06:35

Re: Fixes for Uvirith's Legacy

Post by Stuporstar »

No, UL 3.53 doesn't fix the problems addressed in the patches, but the patch is compatible. I'll try to fix what I can for UL 3.54. I'm not currently working on it, but I am tracking all bugs reported in this thread.

However, there's not much I can do about broken ForceGreetings when the NPC has to be disabled, and the collision issues also have to be solved on OpenMW's end. As for globals automatically being set to 1, I think we need more info on that bug.

As for collision, adding a collision mesh to the upper tower elevator doesn't seem to fix the problem of the player falling through. The RCN collision flag was designed for moving objects, but I don't know if OpenMW supports it, so I haven't tried adding that flag to the mesh yet.

I can't remember if I mentioned this before, but in UL 4.0, all sitting NPCs will be standing on non-collision chairs, which should fix their floating problem.
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Jemolk
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Location: Sadrith Mora

Re: Fixes for Uvirith's Legacy

Post by Jemolk »

Stuporstar wrote: 08 Jan 2018, 22:55 No, UL 3.53 doesn't fix the problems addressed in the patches, but the patch is compatible. I'll try to fix what I can for UL 3.54. I'm not currently working on it, but I am tracking all bugs reported in this thread.
Fair. Thanks for the update!
Stuporstar wrote: 08 Jan 2018, 22:55 However, there's not much I can do about broken ForceGreetings when the NPC has to be disabled, and the collision issues also have to be solved on OpenMW's end. As for globals automatically being set to 1, I think we need more info on that bug.
Agreed. Unfortunately I have very little idea of what could cause that, especially because it definitely isn't restricted to one mod.
Stuporstar wrote: 08 Jan 2018, 22:55 As for collision, adding a collision mesh to the upper tower elevator doesn't seem to fix the problem of the player falling through. The RCN collision flag was designed for moving objects, but I don't know if OpenMW supports it, so I haven't tried adding that flag to the mesh yet.
The bug report mentions thin platforms. Perhaps there needs to be a much more substantial object? I know I don't fall through the platforms on all elevators...
Stuporstar wrote: 08 Jan 2018, 22:55 I can't remember if I mentioned this before, but in UL 4.0, all sitting NPCs will be standing on non-collision chairs, which should fix their floating problem.
Clever! This is probably the best workaround we can ask pre-1.0. Thank you! This has been one of the most annoying things by far!

Also, I ought to report that in my game at least, Llruvi is floating like 20 feet or more above her rock at all times. More funky collision nonsense apparently.
Mythrrinthael
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Joined: 30 Apr 2018, 13:07

Re: Fixes for Uvirith's Legacy

Post by Mythrrinthael »

Another thing involving anti-teleport scripts:

I thought I awakened Baladas, that old sack 'o' bones. But I hadn't; I brought Ash-Kosh back to Baladas' Tomb, saw he wasn't there, interrupted his beauty sleep and immediately got the "thx 4 bringing my BFF back" prompt, while he presumably lifted a curse that I hadn't received yet. I then found out I couldn't teleport anywhere. Not with the Tel Uvirith ring, not with Interventions or Recall.
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