ATTENTION: To whoever wants to report that the mod is not working, please do the following steps first: Type in the console "ScriptRunning dbAttackScript" and see if it returns 0 or 1. If it's 0, I will at least know that I should be looking for the reason it stopped. You also may type "StartScript dbAttackScript" and see if things are better for you. If it's 1, though: If you're playing with OpenMW, check the list of your mods and see if Morrowind Patch vX.X.X.esm is enabled there (you may also search your mod folder for whatever other .esm containing dbAttackScript; I'm only aware of this one so far, but the remedy will be the same). If it is, do the following: Open DB_Attack_Mod.esp in Construction Set, but also check Morrowind Patch file (or whatever other .esm you found). Save the mod again. Launch the game, and make a quick check: type "dbAttackScript.notYet" in the console. If it returns 0 or 1, and NOT an error, then you know that the workaround worked.
If you're on OpenMW (I don't remember exactly would it work on vanilla MW, but you could try anyway), and if you still have a save from when the mod wasn't yet uninstalled, would you please type following commands into console and tell me the results: dbattackScript.journalOnce dbattackScript.attackOnce dbattackScript.playerLevel dbattackScript.attackmod dbattackScript.othermod dbattackScript.dbnumber dbattackScript.temp dbattackScript.sleepOnce dbattackScript.notYet
In a game with the mod uninstalled, have you tried restarting the script? StartScript dbAttackScript
Same. On my first playthrough and I'm (I assume) pretty damn far into the main story and I haven't been attacked once. The description says it's level based as well?
The player level should affect the assassins' strength and their frequency of appearing, but not be a stopper.
People *have* complained that it doesn't work, but... "It worked on my machine" (C), and I'd have to have direct access to a game where it doesn't to figure what might go wrong. What you can do is call the console and try following commands
If the former returns zero, you can StartScript dbAttackScript to make it work again... or if you're interested in a proper investigation, PM me back (for some reason I don't get email notifications for comments on site) and we could decide on further steps.
(You also can search your mod folder for any file other than Tribunal.esm and this mod that contains "dbAttackScript" text in it, to see if any other mod messes with that.)
I appreciate the list of the quests that should activate it. I didn't mean any disrespect with my comment, your continued support of such an old (but quite necessary) mod is really admirable to me, especially since this IS my first real playthrough of the game and I'm really enjoying it. Thank you =)
When should the attacks start? I finished the Main Quest already and so far nothing (considering it's been quite some time since I first met one of the conditions)
I'm doing Redoran's quests right now and still nothing.. Is there a time limit until it can be considered a bug? (about 5 days in game have passed after finishing the MQ)
The Patch for Purists (which is an essential mod, by the way) mod author has implemented an alternative and expanded version of this mod, which also addresses the Solstheim rumors issues and some other common complaints about Bethesda's Tribunal/Bloodmoon expansions (https://www.nexusmods.com/morrowind/mods/47068). FYI!
Patch for Purists v4.0.2 no longer contains the expansion delays. The mod author has moved those features into a new mod called 'Expansion Delay'. You can use v4.0.2 of Patch for Purists and this mod without conflict, as long as you don't try to also use Expansion Delay at the same time as this mod.
Well, I do not use Mod Manager myself, so can't really say if and how it works. Manually, you just place the .esp file into Morrowind/Data Files folder and then enable it in the launcher.
Whatever bug was preventing the attacks completely, it's still there. Started a new game with this installed, and got almost to the end of the main quest (literally, till right before Dagoth Ur) with no nighttime DB attacks at all. I forgot I even had it turned on till I realized I hadn't run into any DB/Tribunal quests or been to Mournhold. Turned off the mod, got a DB attack the next night.
So I guess this mod "works" if you want to choose exactly when you want to be attacked. Just have it on till you're ready, then disable it when you want to start Tribunal.
Note: I'm not using any other mods that affect DB/Tribunal stuff or quests in general.
Well, I'm sorry that it did not work for you. Some people report that it does work completely OK, others that it doesn't. To determine what differs ones from anothers, experimenting is necessary to be performed on a machine where it doesn't; yet it works for me and I don't know how to recreate conditions where it wouldn't. So, just go with the original game, or maybe look for alternatives.
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Type in the console "ScriptRunning dbAttackScript" and see if it returns 0 or 1.
If it's 0, I will at least know that I should be looking for the reason it stopped.
You also may type "StartScript dbAttackScript" and see if things are better for you.
If it's 1, though:
If you're playing with OpenMW, check the list of your mods and see if Morrowind Patch vX.X.X.esm is enabled there (you may also search your mod folder for whatever other .esm containing dbAttackScript; I'm only aware of this one so far, but the remedy will be the same). If it is, do the following:
Open DB_Attack_Mod.esp in Construction Set, but also check Morrowind Patch file (or whatever other .esm you found). Save the mod again.
Launch the game, and make a quick check: type "dbAttackScript.notYet" in the console. If it returns 0 or 1, and NOT an error, then you know that the workaround worked.
dbattackScript.journalOnce
dbattackScript.attackOnce
dbattackScript.playerLevel
dbattackScript.attackmod
dbattackScript.othermod
dbattackScript.dbnumber
dbattackScript.temp
dbattackScript.sleepOnce
dbattackScript.notYet
In a game with the mod uninstalled, have you tried restarting the script?
StartScript dbAttackScript
Would be nice to know.
B1_UnifyUrshilaku >= 50
B2_AhemmusaSafe >= 50
B3_ZainabBride >= 50
B4_KillWarLovers >= 50
B5_RedoranHort >= 50
B6_HlaaluHort >= 50
B7_TelvanniHort >= 50
HH_WinCamonna >= 100
HR_Archmaster >= 100
HT_Archmagister >= 100
C3_DestroyDagoth >= 50
TG_KillHardHeart >= 100
FG_KillHardHeart >= 100
MG_Guildmaster >= 100
The player level should affect the assassins' strength and their frequency of appearing, but not be a stopper.
People *have* complained that it doesn't work, but... "It worked on my machine" (C), and I'd have to have direct access to a game where it doesn't to figure what might go wrong. What you can do is call the console and try following commands
ScriptRunning dbAttackScript
GetJournalIndex TR_dbAttack
If the former returns zero, you can StartScript dbAttackScript to make it work again... or if you're interested in a proper investigation, PM me back (for some reason I don't get email notifications for comments on site) and we could decide on further steps.
(You also can search your mod folder for any file other than Tribunal.esm and this mod that contains "dbAttackScript" text in it, to see if any other mod messes with that.)
I'm doing Redoran's quests right now and still nothing.. Is there a time limit until it can be considered a bug? (about 5 days in game have passed after finishing the MQ)
So I guess this mod "works" if you want to choose exactly when you want to be attacked. Just have it on till you're ready, then disable it when you want to start Tribunal.
Note: I'm not using any other mods that affect DB/Tribunal stuff or quests in general.