Skip to content

Crash and Cell Issues with The Underground 2

Upon repeated tests of Qarl's mod across vanilla Morrowind and the OMW 0.47, 0.48, and 0.49 (most recent) builds, I observed consistent issues when entering specific cells in OpenMW but not in vanilla Morrowind.

Entering the first of these cells (The Underground Bar), the player is spawned in void space far above the intended location. This does not break the progression of the mod, as using intervention to leave and reenter through the main door will put the player in the intended position. However, the NPCs within the cell are slightly displaced, and this doesn't appear to be a result of animation differences, since those are consistent across vanilla from what was observed.

The second of these cells is the Luminer Guild of Mages. Upon cell load, the walls, ceiling, and floor are missing, and there is no collision with any of the scenery which should be in the interior. This causes the Mages Guild NPCs to fall indefinitely, without resetting position on cell reload, and completely breaks this section of the mod. The scenery that is rendered; carpets, ambient effects, etc. hover fixed in place.

Based on my observations from playing the mod on OMW, it appears that OMW has problems handling or interpreting the relative positions of objects (PC, NPC, creature, static, etc.) within an interior cell that is loaded via a script or not directly connected to the space/geometry of its entrance.

Further Information:

  • TU2 Super Patched and TU2 Redux do not use MWSE or MGE to function properly.

  • The installations contained only the TU2 Redux esp and the base three esm files (Morrowind, Tribunal, Bloodmoon).

  • Used Mod Organizer 2 with Mlox to sort load order and plugins across all versions of Morrowind tested (including vanilla).

Ex 1 (Bar) 0.49 openmw.log

Ex 2 (Enter Luminer Guild of Mages) 0.49 openmw.log 0.48 openmw.log

Ex 3 (Milie Hastien's Secret Tunnel Entrance) 0.49 openmw.log 0.48 openmw.log

Edited by blazingsun733