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https://abitoftaste.altervista.org
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check section "convenient defaults" in this article
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MGE XE: Normal maps, bump maps, PBR question.
abot replied to AreaFive's topic in Morrowind's Discussion
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 -
there are some logs you could post Morrowind.iniWarnings.txtMWSE.logmgeXE.log
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Tes3cmd Strawberry Perl Errors when cleaning mods
abot replied to Citadel535's topic in Morrowind's Troubleshooting
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 -
https://mw.modhistory.com/download-95-11705 https://www.nexusmods.com/morrowind/mods/3833 https://mw.modhistory.com/download-55-15436
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> 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)
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"OnActivate" doesn't work.
abot replied to Ganguro's topic in Morrowind's Construction Set and Modders
spacing is important, try this: if ( done == 1 ) -
Race Menu Bug Because of my mod
abot replied to Eluwil's topic in Morrowind's Construction Set and Modders
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. -
My Mods not working on OpenMW
abot replied to madxcot's topic in Morrowind's Construction Set and Modders
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 -
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
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My Mods not working on OpenMW
abot replied to madxcot's topic in Morrowind's Construction Set and Modders
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) -
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
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Is there a way to end the MQ without having to play it through?
abot replied to autumnsky38's topic in Morrowind's Discussion
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