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danidanidanii

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Posts posted by danidanidanii

  1. I deleted those region records from a copy of a save but that didn't help either. :confused: Thanks for the suggestion though. Btw what are those region records used for if you can just delete them without making your savegame unplayable?

     

    I finally found a way to play those older saves. I have to disable the plugin for the overhaul, then load up the save and save it again. Then i can load this new save with the plugin enabled. (I should have tried this earlier...)

  2. "I've been using Better Sounds before"

    IIRC, that mod used non-English region names.

    Why would it have non-English region names? And what can I do about that?

     

     

     

    So are you loading save games which were made when you used that mod?

    Yes, they were saved when I used BS.

     

     

     

    If the "Morrowind Acoustic Overhaul" master file (esm), then it can conflict with other masters (for saved games).
    Try to convert it into an esp-file.

    I tried. It didn't help.

  3. I just downloaded it to get a fresh feel of Morrowind and it really makes the game sound better, but I'm having a bit of trouble with it.

    I get this error when loading saves:
    Expression Error Unable to find cell id "Bitter Coast Region" in script AO_Music_Global.
    And then it just crashes Morrowind.

    I only get this error when loading earlier save games. I could start a new game and have it work just fine.

    I read somewhere that this error could mean a syntax error in the script so I looked into the script but I'm only experienced in c/c++ and assembly and I couldn't find anything.
    I'll copy the script so you can also take a look.

     

    Begin AO_Music_Global
    
    	Long lTemp
    	Long lCell
    	Float fCellTimer
    	Short sInterior
    
    		; MessageBox "DEBUG: MusicExt= %G, ExtTemp= %G" AO_MusicExplore AO_MusicExploreTemp
    
    	If ( AO_active_Music == 0 )
    		Set lTemp To 0
    		Set lCell To 0
    		Set fCellTimer To 1
    		StopScript "AO_Music_Global"
    		Return
    	EndIf
    
    		; RESET VARIABLES
    	If ( AO_MusicTimer > 0 )
    		Set AO_MusicTimer To ( AO_MusicTimer - GetSecondsPassed )
    	EndIf
    
    	If ( AO_CombatNoTier > 0 )
    		Set AO_CombatNoTier To ( AO_CombatNoTier - 1 )
    		Set AO_PCCombat To 0
    	ElseIf ( AO_MusicCom == 1 )	; set in GetRef script
    		Set AO_PCCombat To ( AO_PCCombat - 1 )
    		If ( AO_PCCombat > 0 )
    			If ( AO_Cfg_Mus == -1 )	; battle music disabled
    			ElseIf ( ScriptRunning "AO_Music_Combat" == 0 )
    				StartScript "AO_Music_Combat"
    			EndIf
    		EndIf
    			;	MessageBox "AO_MWSEMaxHp = %G, AO_PCCombat = %G, AO_MusicTimer =%G" AO_MWSEMaxHp AO_PCCombat AO_MusicTimer
    		Set AO_MusicCom To 0
    	EndIf
    
    		; if ( Player->GetEffect sEffectRecall )
    		;    StreamMusic "AO\Silence.mp3"
    		;    set AO_MusicTimer to 0
    		;    set AO_MusicInt to 0
    		; endif
    
    	If ( AO_MusicIntTemp > 0 )
    		Set AO_MusicIntTemp To ( AO_MusicIntTemp - 1 )
    		Return
    	ElseIf ( AO_MusicInt != 0 )
    		StreamMusic "AO\Silence.mp3"
    		Set AO_MusicTimer To 0
    		Set AO_MusicInt To 0
    	EndIf
    
    		; Workaround for CellChanged engine bug
    	If ( AO_CellChanged == 1 )	; AO_CellChanged should only equal 1 for one frame
    			;	MessageBox "Player has changed cell. Reset."
    		Set AO_CellChanged To 0
    	EndIf
    
    	If ( fCellTimer <= 0.5 )
    		Set fCellTimer To ( fCellTimer + GetSecondsPassed )
    	Else
    		Set fCellTimer To 0
    	EndIf
    
    	ifx ( fCellTimer )
    	Else
    		xFileRewind "AO_CellChanged"
    		setx lTemp To xFileReadString "AO_CellChanged"
    		setx lCell To xPCCellID
    		setx lTemp To xStringCompare lTemp lCell
    		ifx ( lTemp )	; different cell
    			xFileRewind "AO_CellChanged"
    			xFileWriteString "AO_CellChanged" lCell
    			Set AO_CellChanged To 1
    				;	MessageBox "CellChanged"
    			Set fCellTimer To -0.5 	; delay next check
    		EndIf
    	EndIf
    
    	If ( GetInterior != sInterior )
    		Set sInterior To GetInterior
    		Set fCellTimer To 1
    	EndIf
    
    	If ( GetInterior == 1 )
    		If ( CellChanged == 1 )
    			If ( fCellTimer >= 0 )	; sometimes CellChanged equal 1 for more than 1 frame
    				Set fCellTimer To 1
    			EndIf
    		EndIf
    		Return
    	EndIf
    
    	If ( MenuMode == 1 )
    		Return
    	EndIf
    
    	If ( AO_MusicBeacon > 0 )
    		Set AO_MusicBeacon To ( AO_MusicBeacon - 1 )
    		Return
    	EndIf
    
    	If ( AO_MusicExploreTemp > 0 )
    		Set AO_MusicExploreTemp To ( AO_MusicExploreTemp - 1 )
    		Return
    	EndIf
    
    		; REGIONS
    	If ( GetPCCell "Ascadian Isles Region" == 1 )
    		Set AO_MusicExplore To 1
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Short01" == 0 )
    			Player->StartScript "AO_Music_Explore_Short01"
    		EndIf
    		Return
    	EndIf
    
    	If ( GetPCCell "Ashlands Region" == 1 )
    		Set AO_MusicExplore To 4
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Short04" == 0 )
    			Player->StartScript "AO_Music_Explore_Short04"
    		EndIf
    		Return
    	EndIf
    
    	If ( GetPCCell "Azura's Coast Region" == 1 )
    		Set AO_MusicExplore To 3
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Short03" == 0 )
    			Player->StartScript "AO_Music_Explore_Short03"
    		EndIf
    		Return
    	EndIf
    
    	If ( GetPCCell "Bitter Coast Region" == 1 )
    		Set AO_MusicExplore To 2
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Short02" == 0 )
    			Player->StartScript "AO_Music_Explore_Short02"
    		EndIf
    		Return
    	EndIf
    
    	If ( GetPCCell "Grazelands Region" == 1 )
    		Set AO_MusicExplore To 1
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Short01" == 0 )
    			Player->StartScript "AO_Music_Explore_Short01"
    		EndIf
    		Return
    	EndIf
    
    	If ( GetPCCell "Molag Amur Region" == 1 )
    		Set AO_MusicExplore To 4
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Short04" == 0 )
    			Player->StartScript "AO_Music_Explore_Short04"
    		EndIf
    		Return
    	EndIf
    
    	If ( GetPCCell "Red Mountain Region" == 1 )
    		Set AO_MusicExploreTemp To 30
    		If ( GetJournalIndex "C3_DestroyDagoth" < 50 )	; Dagoth Ur is alive
    			Set AO_MusicExplore To 5
    			If ( ScriptRunning "AO_Music_Explore_RedMountain" == 0 )
    				Player->StartScript "AO_Music_Explore_RedMountain"
    			EndIf
    			Return
    		Else
    			Set AO_MusicExplore To 4
    			If ( ScriptRunning "AO_Music_Explore_Short04" == 0 )
    				Player->StartScript "AO_Music_Explore_Short04"
    			EndIf
    			Return
    		EndIf
    	EndIf
    
    	If ( GetPCCell "Sheogorad Region" == 1 )
    		Set AO_MusicExplore To 3
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Short03" == 0 )
    			Player->StartScript "AO_Music_Explore_Short03"
    		EndIf
    		Return
    	EndIf
    
    	If ( GetPCCell "West Gash Region" == 1 )
    		Set AO_MusicExplore To 2
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Short02" == 0 )
    			Player->StartScript "AO_Music_Explore_Short02"
    		EndIf
    		Return
    	EndIf
    
    	If ( GetPCCell "Solstheim, Felsaad Coast Region" == 1 )
    		Set AO_MusicExplore To 3
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Short03" == 0 )
    			Player->StartScript "AO_Music_Explore_Short03"
    		EndIf
    		Return
    	EndIf
    
    	If ( GetPCCell "Solstheim, Hirstaang Forest" == 1 )
    		Set AO_MusicExplore To 2
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Short02" == 0 )
    			Player->StartScript "AO_Music_Explore_Short02"
    		EndIf
    		Return
    	EndIf
    
    	If ( GetPCCell "Solstheim, Isinfier Plains" == 1 )
    		Set AO_MusicExplore To 4
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Short04" == 0 )
    			Player->StartScript "AO_Music_Explore_Short04"
    		EndIf
    		Return
    	EndIf
    
    	If ( GetPCCell "Solstheim, Moesring Mountains" == 1 )
    		Set AO_MusicExplore To 4
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Short04" == 0 )
    			Player->StartScript "AO_Music_Explore_Short04"
    		EndIf
    		Return
    	EndIf
    
    		; OTHER
    	If ( GetPCCell "Wilderness" == 1 )	; exterior cells without region and unique name
    		Set AO_MusicExplore To -100
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Wilderness" == 0 )
    			Player->StartScript "AO_Music_Explore_Wilderness"
    		EndIf
    			; MessageBox "DEBUG: Wilderness"
    		Return
    	EndIf
    
    	If ( AO_MusicExplore != 0 )	; exterior named/unnamed cells with regions added by mods
    		Set AO_MusicExplore To 0
    		Set AO_MusicExploreTemp To 30
    		If ( ScriptRunning "AO_Music_Explore_Unknown" == 0 )
    			Player->StartScript "AO_Music_Explore_Unknown"
    		EndIf
    			; MessageBox "DEBUG: Modded region"
    		Return
    	EndIf
    
    End
    

     


    I tried cleaning my saves with Wrye Mash(updating masters and repairing the save) but that didn't help.

    I've been using Better Sounds before so I don't know if it's possible to make this overhaul work with my older saves...

    Any help would be appreciated.

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