Thanks! Wait till you see the next versions of the mods

It really will feel like another game, right from the Mortuary
Some hints, for those who haven't been keeping up in my forums with everything in development:
1. Restored Sounds and Banters component in Unfinished Business gets massive upgrade. 15 restored fully voiced banters, and no less than 27 voiced flirts with female zombies by Morte, any one of which has a chance of popping up after you've chatted with a female zombie (as I said, right from the beginning of the game
2. Locks fixed: Most locks in the unmodded game are trivially easy - even a strength 9 mage can successfully bash 80% of the locks in the game. This is even true in several cases where it's glaringly obvious that a door should not be easily picklocked without a key. And of the few locks that weren't totally trivial, Annah could open pretty much all of them without ever investing a single point in Open Locks. It was clearly broken - probably they were set to trivial values for testing and never put back. I went through all of the locked containers and doors in the game and assigned a proper lock difficulty. This means that low strength characters -will-, in fact, need the prybar to open some containers in the mortuary, as is hinted at repeatedly throughout the mortuary. Because, yes, the prybar will now give you a +10% bonus when bashing locks, as the text description of the prybar implies
3. Several engine fixes: Rat Charm usability restrictions will work properly, getting healing via dialogue will no longer be bugged, getting a stat boost in a dialogue will no longer deactivate stat boosts from items until the dialogue is over, and others.
4. In particular - MORALE FIXED. Previously, every NPC's morale would reset to 10 after a few in game hours. This will no longer happen. It opens up some dialogue lines, but most importantly, it will be possible to get -and keep- the alternate versions of Dak'kon's Zerth Blade that depend on his morale.
5. Restored Mebbeth component added to UB - restores two full conversation paths in Mebbeth's dialogue that couldn't appear in game.
That the highlights for now - I'm going through a full test run, beginning to end, to make sure this all works, and I have no doubt I'll be finding more stuff to fix (in the fixpack) and restore (in UB) as I go along.
Qwinn