Is it possible that OpenMW still introduces quest bugs in SureAI's TCs

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MasterParadox
Posts: 28
Joined: 16 Mar 2021, 06:08

Is it possible that OpenMW still introduces quest bugs in SureAI's TCs

Post by MasterParadox »

I'm asking because I am stuck on several quest chains in Arktwend.
The journal don't update when it should, missing speech topic to turn in quest items and one missing NPC needed for a Thieves guild quest which must be done to be able to continue the main quest.
The journal not updating happened early in the Myar Aranath main quest as well.

This is with OpenMW 0.47
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Amenophis
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Location: Fortaleza - Ceará - Brasil

Re: Is it possible that OpenMW still introduces quest bugs in SureAI's TCs

Post by Amenophis »

Arktwend has many unfixed bugs even patched with TAO https://www.nexusmods.com/morrowind/mods/28293.
I've been working on a patch for some of them but not yet released. If you want test it and report another bugs you've found here's the link:
https://mega.nz/file/pIVAkCYK#w6VRPv-Yf ... Lv7pXE6Hi4
MasterParadox
Posts: 28
Joined: 16 Mar 2021, 06:08

Re: Is it possible that OpenMW still introduces quest bugs in SureAI's TCs

Post by MasterParadox »

Thank you very much.
I'll test your patch against the quest braking bugs that happened to me and report back.

It's just that a youtuber named Waffles have a LP with Arktwend.
He did not see any of the bugs I have experienced.
I don't know if he played with OpenMW or not so I''m going to try the vanilla engine with MCP without your patch in a separate install as well to see the difference.
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Amenophis
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Location: Fortaleza - Ceará - Brasil

Re: Is it possible that OpenMW still introduces quest bugs in SureAI's TCs

Post by Amenophis »

Besides the one I listed above I've found this "AE_Patch Version 3" has fixes for some quest I haven't looked at. I use myself on my playthrough.
https://www.nexusmods.com/morrowind/mod ... ?tab=files

If you decide to play on OpenMW this one is higly recommended.
https://www.nexusmods.com/morrowind/mods/45611
MasterParadox
Posts: 28
Joined: 16 Mar 2021, 06:08

Re: Is it possible that OpenMW still introduces quest bugs in SureAI's TCs

Post by MasterParadox »

I use the Arktwend English mod from Moddb which includes patch 3.
That is what is linked to on the SurAI Arkywernd page.

Is there any real reason to prefer the umlautless version on nexus?
I thought OpenMW now works with umlauts. That's the impression I got from searching this forum.
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Amenophis
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Re: Is it possible that OpenMW still introduces quest bugs in SureAI's TCs

Post by Amenophis »

Mostly because fix bugs and introduce nice features.
MasterParadox
Posts: 28
Joined: 16 Mar 2021, 06:08

Re: Is it possible that OpenMW still introduces quest bugs in SureAI's TCs

Post by MasterParadox »

Perhaps you're right since the moddb version is much older.
But the description only mentions the removed umlauts and no other fixes or features.
MasterParadox
Posts: 28
Joined: 16 Mar 2021, 06:08

Re: Is it possible that OpenMW still introduces quest bugs in SureAI's TCs

Post by MasterParadox »

The bugs I experienced did not happen when I installed it to my laptop.
It looks like my previous install was borked in some way.
But the murder mystery for the guards is still unsolvable because of a different bug.
The murderer is friendly. :o
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Amenophis
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Re: Is it possible that OpenMW still introduces quest bugs in SureAI's TCs

Post by Amenophis »

Can you share details and a save. I'd like to test it.
MasterParadox
Posts: 28
Joined: 16 Mar 2021, 06:08

Re: Is it possible that OpenMW still introduces quest bugs in SureAI's TCs

Post by MasterParadox »

This install is not using OpenMW.
As I said I wanted to check if it helped to play with the vanilla engine and MCP.
Do you still want to check the save?

In that quest for the city guards you investigate some murders.
Clues lead you to a wearhouse with the door locked.
Inside is the murderer.
According to the googletranslated german wiki He is supposed to fire a big bunch of poisoned bolts in your direction when you take something inside there. Instead he is just standing in place while being friendly to my character.
He can't be killed if I attack him. Console command Kill is not recognized by the game.
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