Adding Morrowind Patch Project to existing game

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JordisIsMYgirl
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Adding Morrowind Patch Project to existing game

Post by JordisIsMYgirl »

I have been playing Morrowind for over a month, and don't want to start over. But I have hit a few broken quests and other problems that very possibly would be fixed by the Morrowind Patch Project. I am looking at installing MPP v1.6.6, but my questions is this: Can MPP be added without starting over, especially since it is an .esm file?

My concern is that I have read that adding mods to the middle of the load order can mess things up. So when I added my latest mods I forced the newest mod to be last in the load order (mod redated to be in the right order). However, as I understand it, the esm master files are always loaded first, then the esp files. Before I seriously mess up my game, I thought I would see if anyone can offer any advice or warnings. Assuming I can added MPP to an existing game, where should it be in my load order? Obviously after the Morrowind, Tribunal, and Bloodmoon .esm files, but before or after the 3 Better Head esm files??

Any advice would be appreciated!

Here is my current setup and load order:

Using Morrowind from the Elder Scrolls Anthology (GOTY addition??), with all official patches applied.

Morrowind Code Patch is applied

Load Order:

Morrowind.esm
Tribunal.esm
Bloodmoon.esm
Better Heads Tribunal addon.esm
Better Heads Bloodmoon addon.esm
Better Heads.esm

Better Bodies.esp
Better Clothes_v1.1.esp
More Better Clothes.esp
MixedSignposts.esp
IceNioLivRobeReplacerALL.esp

I played Oblivion and Skyrim on xbox 360, and it is so nice playing the PC version of Morrowind and having the console available (saved me a few times now), and the few mods I have make things look even better. When I am finished playing the main game, I will look at some of the more interesting expansion mods I have seen, but am not going to risk the main game until I have played it through.

Thanks in advance! Sure hope some folks are still checking the forum and can give me some help on the above! Thanks to all the folks that have posted all the mod info in forums that have gotten me this far, and especially to uesp.net for hosting all of the awesome content!!
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Dalos
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Re: Adding Morrowind Patch Project to existing game

Post by Dalos »

I have both in my Morrowind install with no problems but I started my game with both installed.
Mlox puts it right after the Bloodmoon ESM.

The Unofficial Morrowind Patch v1.2.1/v1.6.2 by Thepal Readme was included in the documentation that came with MPP v1.6.5 Beta ( required for MPP v1.6.6).
If you're starting a new game

The first time you load you'll get an error message about MonthFixScript. Just press "Yes" to continue loading. You won't get the message after saving again.
Using with an existing saved game

If you are using the patch with an existing game there are a few things you will need to do (you don't need to do this if you start a new game).

The first time you load the game you will probably get a couple of errors about scripts having a different local variable count (blueScript and dariusScript that I know of). Don't worry about that. Just click 'Yes' to continue loading. When you save with the patch active you will not get the errors anymore.
Once in the game, open the console by pressing the ~ key. Then type startscript patchscript. You will be asked if your character is male or female (this will set up the PCGender variable) and the MonthFix will also be started.
In the console (press ~ key) type sv. If in the list that is displayed, under "Global Scripts" it says blueScript->doOnce = 0, then type stopscript bluescript into the console.
Not sure if this helps you decide.
Good luck.
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JordisIsMYgirl
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Re: Adding Morrowind Patch Project to existing game

Post by JordisIsMYgirl »

Actually, that does help. Thank you! The fact that the read me you provided has instructions for using the patch with an existing game at least implied that it would work. So....

I went ahead and installed Morrowind Patch Project v1.6.6, and so far everything seems to be OK after a few hours. It did fix a minor problem with a quest where you bring back an invoice and get something unimportant. There wasn't even an entry in the journal for it, but hey - it is fixed now! So I know MPP is in there and doing something.

My new .esm Load order (after changing a few file dates) is as follows:

Morrowind.esm
Tribunal.esm
Bloodmoon.esm
Morrowind Patch v1.6.6_beta.esm
Better Heads.esm
Better Heads Tribunal addon.esm
Better Heads Bloodmoon addon.esm

By default, MPP was placed just after the main Morrowind.esm, but I forced it down after the 2 official add-ons before I actually started up, since every load order I have seen always has Morrowind/Tribunal/Bloodmoon first. I also moved Better Heads.esm up above the other two Better Heads .esm files because it just makes more sense that way to me.

I wish I had a better handle on how and when changing the load order can mess things up, but as long as any future mods I do are .esp mods, I will just add them at the end and not worry about it. My limited understanding is that there is something called a "mod index" that is important, but I don't fully understand when it is a problem. I understand what it is, and how that "could" be a problem, but not sure when the references that contain a mod index are created. Maybe none of the mods I have in place create references that include a mod index, since they are just replacing existing things (like clothes) with new versions. Not sure if there is a way to tell which mods do in fact create those types of references, but that is a project for another day.

I did have a moment of panic almost immediately. Possible spoiler, so I hope this spoiler tag works and hides this info unless a person wants to see it!
Spoiler:
Almost immediately after getting MPP v1.6.6 installed, I set out on a quest and while in a cave needed to rest. I was then jumped by two Dark Brotherhood Assassins. Not just one, but two! Got my butt kicked (health was low, which is why I was resting) almost immediately. I was stunned, and had read about something called "doubling" that can happen when things like the mod index get messed up, and feared I had created a total mess by installing MPP the way I did. After I took a deep breath, I went to the trusty internet, and found out that after you reach a certain level (Maybe 20), that it was possible to be attacked by two assassins instead of just one. So I reloaded my quiksave, drank some health potions, rested again, and survived this time. Much more of a fight with two assassins attacking!

After playing for a few hours, and resting again several times to see if it would happen again, I now seem to get consistently attacked by two assassins instead of just one WHEN I get attacked - I don't get attacked every time I rest. The funny thing is, that the assassin attacks had recently all but stopped. I can't remember when the last one was.

I am wondering if the more frequent attacks are something that MPP fixed (meaning they should NOT have stopped), or if some counter got reset so they started up again. Or if it is all just random. The reason I posted this assassin story is that I am curious if anyone has more info, or if this COULD be an indication of a problem, but for now I am moving on.
Thanks Again!!
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Re: Adding Morrowind Patch Project to existing game

Post by Dalos »

JordisIsMYgirl wrote: ...
My new .esm Load order (after changing a few file dates) is as follows:

Morrowind.esm
Tribunal.esm
Bloodmoon.esm
Morrowind Patch v1.6.6_beta.esm
Better Heads.esm
Better Heads Tribunal addon.esm
Better Heads Bloodmoon addon.esm
That's the same load order that I use.
I wish I had a better handle on how and when changing the load order can mess things up, but as long as any future mods I do are .esp mods, I will just add them at the end and not worry about it. My limited understanding is that there is something called a "mod index" that is important, but I don't fully understand when it is a problem. I understand what it is, and how that "could" be a problem, but not sure when the references that contain a mod index are created. Maybe none of the mods I have in place create references that include a mod index, since they are just replacing existing things (like clothes) with new versions. Not sure if there is a way to tell which mods do in fact create those types of references, but that is a project for another day. ...
Adding mods to the end of your load list might not work that well.
Last loaded overwrites previously loaded plugins.
That might be right, that might be wrong.

I can not stress how easy mlox makes getting the right load order.
Of course the choice is yours but the tools are there to make it easier.
Have fun! :D
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Religion is the PCP of the masses.
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