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abot

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  1. check section "convenient defaults" in this article
  2. PBR was only present in an experimental MGE-XE build, basically abandoned due to the huge FPS cost. Normal and bump maps are sometimes used for special meshes (e.g. armors, weapons...) but never for generic retexture e.g. for landscape/architecture so usually not worth for that kind of all-encompassing retexture packages. Basically when you see normal/bump maps for OpenMW in the mod package info avoid using it as a mesh replacer for standard Morrowind.exe
  3. there are some logs you could post Morrowind.iniWarnings.txtMWSE.logmgeXE.log
  4. I don't think --overwrite is a valid parameter for clean [EDIT] uhm. no it should be, but maybe try without it, or add "" around the plugin file name
  5. Visible swimming requires proper animation. Swimming checkbox in creature properties in the construction set should make the creature AI more likely to dive/stay in water (slaughterfish has that checkbox on) else creature should try to normally avoid water
  6. https://mw.modhistory.com/download-95-11705 https://www.nexusmods.com/morrowind/mods/3833 https://mw.modhistory.com/download-55-15436
  7. > Did some quick reading, and tried using the GMST Fix.esp as a quick and dirty trick to see if that worked. Nope, still have the same issue, but it was worth a shot! GMST Fix.esp is to be loaded in the construction set when you edit the mod to AVOID generating the dirty GMSTs on save, it can't clean your dirtied mod after the fact. You need TESTool or tes3cmd clean for that (or other editors like enchnated editor/tesame... if you don't want to clean in automatic way)
  8. Personally I clean with testool + tes3cmd everytime after saving from the construction set, as it is a fast procedure, completely automatic = no possible human errors like low level editing with tesame or similar tools, and easily repeatable with identical parameters/results. But you really need to do it at least before uploading your mod.
  9. placeitem/placitemcell do not work with variables. this and other info in MSFD9
  10. Assuming you start from a fresh new game, if not already doing this try loading only the standard Bethesda masters, + the other mod and your mod, to be sure you have no other mods potentially changing the same NPC. If this works, maybe you have in your full loading list some other mod loaded trying to change the same NPC. If 2 mods change the same object (e.g. a NPC) still often only the last loaded one will have the changes applied overwriting the changes to the NPC done by the previously loaded one. To reconcile things usually tools like TESTool merge objects option (but this is obsolete as it may crash with long loading lists) or Tes3merge (the current state-of-the-art one) work, maybe give tes3merge a try
  11. Morrowind Modding History search is broken since forever and I doubt uploading is working properly, better to use Modding Hall or even a Google/Microsoft free hosting IMO
  12. you should test your mods first from a fresh new game. If and only if they work from a fresh new game they could work from a previous save too. Think about a save like a mod always loaded last, it could override almost anything you changed in your mod (e.g. inventories of NPCs already encountered in game)
  13. I'd try making a C:\\Morrowind\ folder and putting anything related to the game there or in subfolders there, out from Program Files or any other protected folder
  14. You could try some mod made for testing, you will probably be high level but a mod asking you to be nerevarine should already be tuned for a high level character maybe try this one
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