# Bug Fixes

### Creating a Separator in MO2

* Right-click the empty space in the left pane of MO2 and select **Create Separator**.
* Name the separator **Bug Fixes**.

## Main Fixes

### [**Patch for Purists**](https://www.nexusmods.com/morrowind/mods/45096)

* **Main Files - Patch for Purists**

Unofficial patch that aims to make the game completely bug-free, within the abilities of Construction Set. It diverges from earlier community patches in that it takes a more conservative approach about what it considers a bug.

### [**Container Respawn Timescale GMST Tweak**](https://www.nexusmods.com/morrowind/mods/54200?tab=files\&file_id=1000043084\&nmm=1)

* **Download the mod and install through MO2.**

Increases the duration it takes for containers to respawn from 3 days to 7 days, to account for Morrowind Code Patch's tweaks to container respawn duration.

### [**Fortify Max**](https://www.nexusmods.com/morrowind/mods/49825)

* Install the pre-requesite mod [**Attribute Effect Tweaks**](https://www.nexusmods.com/morrowind/mods/51161?tab=files)**:**
  * **Main Files - Attribute Effect Tweaks**
* Install Fortify Max, as linked above:
  * **Main Files - Fortify MAX**

Causes Fortify Magicka and Fortify Fatigue to affect the maximum as well as the current stat, following Morrowind Code Patch's tweaks to Fortify Health.

### [**Divayth Fyr Puzzle Fixed**](https://www.nexusmods.com/morrowind/mods/45155)

* **Main Files - Divayth Fyr Puzzle Fixed**
* You will be prompted with a **FOMOD** installer:
  * Base Files -> **Patch for Purists**
  * Skip the Ownership Overhaul Patch and click **Install**.

Makes you require the correct key to open the chests in the Corprusarium as well as locking up all the artifacts, which now require the final key to be opened.

### [**Dubdilla Location Fix**](https://www.nexusmods.com/morrowind/mods/46720)

* **Main Files - Dubdilla Location Fix**

Moves the entrance to the cavern of Dubdilla to a more logical place according to in-game information.

### [**Great Service**](https://www.nexusmods.com/morrowind/mods/47767?)

* **Main Files - Great Service**

Enables over 100 lines of voiced dialogue for shopkeepers that were shipped with the original game but never used. Also includes new AI-voiced lines for races not covered.

### [**Improved Temple Experience**](https://www.nexusmods.com/morrowind/mods/49373)

* **Main Files - Improved Temple Experience**
* You will be prompted with a **BAIN** installer, here select **Vanilla Ghostgate** and click **Ok**.

Adds shrines and Almsivi Intervention markers to temples that were missing them.

### [**LDM - Context Matters**](https://www.nexusmods.com/morrowind/mods/48273)

* **Main Files - LDM - Context Matters**

Edits, re-filters, or adds on to vanilla dialogue to add more situational nuance.

### [**Putting Power in Willpower 2**](https://www.nexusmods.com/morrowind/mods/45742?)

* **Main Files - Putting Power in Willpower 2**
* You will be asked to select a data directory. Right-click **Data Files** -> **Set as data files directory.** This will make MO2 recognize it as a valid data files directory.
* Uncheck **Putting Power in Willpower - Absorbonach.ESP** and click OK.

Fixes Willpower not affecting your ability to resist magic.

### [**Reputation Fixes**](https://www.nexusmods.com/morrowind/mods/51096)

* **Main Files - All Reputation Fixes**

Adds reputation points for completing Fighter's Guild, Imperial Legion, and Thieves' Guild quests.

### [**The Publicans**](https://www.nexusmods.com/morrowind/mods/45410)

* **Main Files - The Publicans**
* You will be prompted with a **BAIN** installer, here select **Core** and click **Ok**.

Fixes several places in the vanilla game that are set up like inns, but in which Bethesda for some reason forgot to add the option to rent a room in.

### [**Uncalculated Leveled Creatures Fix**](https://www.nexusmods.com/morrowind/mods/51717?)

* **Main Files - Calculated List Fix**

Addresses a handful of leveled lists that prevented lower level enemies from spawning at higher character levels, as is the norm for most monster leveled lists in the game.

## Mesh Fixes

### [**Fix Those Bastard Rope Fences**](https://www.nexusmods.com/morrowind/mods/45741)

* **Main Files - RopeFenceFix 1.4**

Modifies collision boxes on rope-related meshes, player and NPC's hitboxes to prevent getting stuck.

### [**Morrowind Optimization Patch**](https://www.nexusmods.com/morrowind/mods/45384)

* **Main Files - Morrowind Optimization Patch**
* You will be prompted with a **BAIN** installer, here select only the following options and click **Ok**:
  * [x] **00 Core**
  * [x] **01 Lake Fjalding Anti-Suck**
  * [x] **03 Chuzei Fix**
  * [x] **04 Better Vanilla Textures**

Greatly improves performance and fixes some mesh errors.

### [**Project Atlas**](https://www.nexusmods.com/morrowind/mods/45399?)

* **Main Files - Project Atlas**
* You will be prompted with a **FOMOD** installer:
  * Leave the default options unchanged, and click **Install**.

Optimizes the most performance heavy areas of vanilla Morrowind through texture atlases.

{% hint style="warning" %}
**Project Atlas**' meshes utilize their own textures. Any retexture of the vanilla textures will require a patch to convert them to Project Atlas-compatible texture sets.&#x20;
{% endhint %}

{% hint style="success" %}
Mods installed in this guide are already compatible with **Project Atlas**, or have texture patches available which will be installed in due time.
{% endhint %}

### [**Creature VFX Restoration**](https://www.nexusmods.com/morrowind/mods/46194)

* **Main Files - Creature VFX restoration**

Restores visual effects on creatures that weren't displayed for technical reasons.

### [**Improved Thrown Weapon Projectiles**](https://www.nexusmods.com/morrowind/mods/44763)

* **Main Files - Improved Thrown Weapon Projectiles**
* You will be asked to select a data directory. Right-click **Data Files** -> **Set as data files directory** -> **OK**.

Mesh replacer for thrown weapon projectiles that makes them fly pointy end forward and, in some cases, spin in the air.

## MWSE Fixes

### [**Expeditious Exit**](https://www.nexusmods.com/morrowind/mods/45634)

* **Main Files - Expeditious Exit v1.3.0**

Forces the game to instantly close on exit.

### [**Doors Anti Stuck**](https://www.nexusmods.com/morrowind/mods/50931)

* **Main Files - abotDoorsAntiStuck**&#x20;
* **Optional Files - MorrowindOptimizationPatchDoorMeshesNormalsFix**
* **Optional Files - ProjectAtlasDoorMeshesNormalsFix**

Avoids actors getting stuck while opening doors.

### [**Just Drop It**](https://www.nexusmods.com/morrowind/mods/49557)

* **Main Files - Just Drop It**

Dropped items and corpses are automatically positioned and oriented to align with the ground.

### [**Consistent Enchanting**](https://www.nexusmods.com/morrowind/mods/50029)

* **Main Files - Consistent Enchanting v1.2**

Carries over unique item information, such as condition and script data when enchanting items.

### [**MultiEnchant**](https://www.nexusmods.com/morrowind/mods/51022)

* **Main Files - MultiEnchant**

Fixes a bug where the cost of the first effect is doubled in enchantments with multiple effects.

### [**Less Lame Leveled Spawns**](https://www.nexusmods.com/morrowind/mods/51059)

* **Main Files - Less Lame Leveled Spawns v1.0.0**

Fixes the issue of corpses respawning in dungeons on save load, and optionally adds a cooldown to leveled creature spawns.

### [**Quest Skill Reward Fix**](https://www.nexusmods.com/morrowind/mods/48269)

* **Main Files - quest\_skill\_reward\_fix**

Makes the game treat skill increases from quests as if there were raised via normal means.

### [**Skill Increase GMST Fix**](https://www.nexusmods.com/morrowind/mods/48029)

* **Main Files - Skill Increase GMST Fix**

Fixes a bug where GMST values are not applied properly when raising a skill via NPC training or a skill book.
