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ROHT < Telvanni Council House

roht meshes textures missing telvanni council house mouths cs construction set references persist rise of house telvanni

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#1
AYLeiDRuiN

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[SOLVED] See posts #9 & #10.

 

Hello Morrowind Community. I had missing textures in my Telvanni Council House. Where all the Mouths are.

While running Rise of House Telvanni and/or the added plugin by a different mod'r 2.x.x

Pix of problem which shows missing floors and outer walls:

https://ibb.co/3vskg0B

 
I Fixed it by opening up, in Construction Set, the added plugin ROHT.2.0.8.esp and marking the Meshes as "References Persist" in the Hall. Before I tried Pointing the meshes directly to where they are located in folder. =didn't need to do that :tongue:
 
My question is Why did I have to mark "ref. persist"?  Why wasn't it working? It's fine now tho Wrye Mash is yelling about a Bad Ref on one of the Beam textures but w/e. Before: the problem persist with all ROHT mods. My thinking was another plugin was overwriting it but I had ROHT.2.0.8.esp as 3rd last. Even moved a platform in that esp to say that it Modded that interior. Which didn't work ofc.
 
Anyways if y'all know what's going on here I'd greatly appreciate it :smile:
Thank you for your time.
-AR

Edited by AYLeiDRuiN, 28 December 2020 - 05:25 PM.


#2
AYLeiDRuiN

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Welp, I thought I fixed it. Had the council house all showing b4 writing the thread, but now its back to the pictures. Found a script tied to RoHT_CouncilHouse_beams. It's about the expansion to the council. I'm going to attempt to mark those beams as "ref. persist" and see what happens. I'll edit this post with results. I did clean w/ TesTool & Tes3cmd dragNdrop, but the ref. persist was still checked after I cleaned it.

 

EDIT: Ok. Problem persists. Testool & tes3cmd both cleaned the file, but in CS, the checkmark for References Persist remain. Load up & go in there and back to the invisible walls/floors. So I'm going to replace the mod w/ the original and play til I expand the house. I'm including my load order. Again, thanks for your time.

 

EDIT 2: I think My Problem has to do with this script. In which I'll have to playthru n c if it corrects itself after expansion.

Spoiler

 

Load Order:

Spoiler

Edited by AYLeiDRuiN, 25 October 2020 - 01:13 AM.


#3
Dragon32

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It sounds like it could be mis-assigned references, did you try Renumber Refs?

#4
AYLeiDRuiN

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Thank you for the reply, Dragon32. No I have not "Renumbered Refs". Just did it and will let you know how I make out. I'm following this guide at assimilation labs.

 

EDIT: It didn't work. Same problem. Renumbered Refs on ROHT.2_0_8.esp. Couldn't do it to Rise.of.house.telvanni.esm probably bc it's a master. Followed the guide but when I copied ROHT2x.esp it said no need for an "updater". Renumbered to 4379 or something like that.

 

Since added plugin ROHT.2xx.esp doesn't do anything but dialogue, what if I edit the Council Hall as References Persist like I did before THEN Renumber Refs? I'm going to try that and see what happens. 

IOW set mesh in_t_councilhall.nif in ROHT_2_0_8.ESP as References Persist in CS. Then Renumber Refs on that esp.


Edited by AYLeiDRuiN, 24 October 2020 - 08:57 PM.


#5
leonardo2

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What does the GOTYMinImpactSomeMPPv2.01.esm do?

 

I suggest that you get rid of MPP 1.6.6 (I consider it to be unfinished) since it has dirty edit and use an older MPP version e.g UMP 1.6.3, MPP 1.6.4, MPP 1.6.5 (NOT MPP 1.6.5d as it has have the same dirty edit as MPP 1.6.6).

 

Not sure about MPP 1.6.5c though as I haven't checked.



#6
AYLeiDRuiN

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Thank you for the reply, Leonardo2. It probably comes from the <2016 STEP Morrowind Guide. You think it's safe to switch them mid-playthrough? Back from Hayride so I'm going to do what I said in previous post.

 

EDIT: No go. Restoring plugin & look forward to anymore replies. Thanks again y'all :)


Edited by AYLeiDRuiN, 25 October 2020 - 04:35 AM.


#7
Dragon32

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Hrm, I'm not sure what to suggest then I'm afraid.

 

IIRC, "GOTYMinImpactSomeMPPv2.01.esm" is one of the options available in Script Tidy.



#8
leonardo2

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IIRC, "GOTYMinImpactSomeMPPv2.01.esm" is one of the options available in Script Tidy.

It is?

 

I've never heard of Script Tidy before.


Edited by leonardo2, 26 October 2020 - 06:41 PM.


#9
AYLeiDRuiN

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Merry Christmas and/or Happy Holidays, Morrowind Community. Apologies for necro'n my Old Thread but I found my Problem / Solution. 

Tel Dranori added a Static to the in_t_CouncilHall.nif. It added a Sky_Moon_Large.nif. Idn what that is, other than some sort of moon :P

Anyways if anyone has this problem in the future; I opened all the mods I run in TESPCD. Checked all and found Tel Dranori...esp added a static to above. I then opened Enchanted Editor and deleted the Static Entry. Just checked and all is well. Cleaned the plugin just in case, but yea. I'm good. The Mouths Now have something to stand on xD

 

Enjoy the Holidays :)



#10
abot

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Note: renumber refs is not a tool you should use often, it is mostly for mod authors/very advanced users trying (and failing most of the time) to avoid the updating references problems for most users. What you should use if mod has broken references is Repair Refs.

But ideally your mods (and saves) should have broken refs rarely. This can be achieved using the Updaters Mash procedure whenever you update a mod (instead of directly overwriting the old mod version) and doing the same for o saves
More details in Mash help, my site posts and my youtube Morrowind modding playlist







Also tagged with one or more of these keywords: roht, meshes, textures, missing, telvanni council house, mouths, cs, construction set, references persist, rise of house telvanni

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