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Naufragous77

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Everything posted by Naufragous77

  1. A modding treasure! If it weren't for his vids, I would never have figured out the construction set!
  2. Ah, now that makes sense. I was scratching my head wondering why NMM decided to go offline. Thanks for the news report!
  3. I tend to play MW as immersive as possible, using every mod from food/sleep to being weighed down by armor when I swim. However, when I was playing lately with a low speechcraft character, I realized I'd spent twenty minutes admiring an NPC, but in game time, no time obviously passed... I was wondering, is it possible to make a script that could advance the game clock depending on how many persuasion attempts you make? Something like ten attempts equal ten minutes? I'm not sure if that's possible or how to get started... the idea just dawned on me as something neat to make persuasion actually feel like a conversation had passed between you and the NPC, rather than button spam. Any ideas how this could be done? Does MW keep track of persuasion checks? I've no idea where to begin.
  4. Recently I've been trying to regenerate my land distance, and everything seem okay 'til the very end when I'm prompted about the "water00.tga" not being able to be converted. I reinstalled MGE XE and even updated it from the skunk works, but the issue persists. I've never gotten this error before, nor could I find an answer online. I tried looking for that file in my setup and there's nothing, save a file called "water_nrm" - my older setups in my backup drive have water files which I moved over to see what would happen, but still got the error. I've checked in-game, the water seems fine to me, but I like to route out any problems before they come to bite me later on. Anyone have/seen/heard of this issue before?
  5. Actually, what I found was kinda strange... there was another Furn_Com mesh sitting in my "F" file, and when I removed it, the problem went with it. I find this strange because I'm under the impression that meshes in those files override the BSA.
  6. I'm working on a fresh install and I'm encountering a problem with the furniture placement, particularly the ends of bars, and the rounded corner. They're not snapped to their adjacent piece and are separated by a fraction of an inch. I find this an eye sore. I can't figure out why or where it's coming from. I consoled and all I got was that the ref. is called "furn_com_rm_bar_04" for the one at Arille's Tradehouse. I tried looking online, but no one see to mention "furn_com_rm_bar," so I don't even have a place to start. Now, I unchecked Dave Humphrey's furn. mod, and a few others, but the problem persists. Any one else counter a similar issue?
  7. Solved it... well, at least for Animated MW, but that should work for the Bard mod. I remembered that in Animated MW there's at least one bard that works, playing his lute by the well. Looking through the meshes, there's a "AM_Bard2" and a "AM_Lute" - only difference I saw was one started playing right of the bat; the other did not. I hit the "play button" on the animation, saved it, tested in-game, and it worked. It looks like it was a slight oversight in packaging, but I'd suggest doing that ViolentRic. The meshes in the Bard mod are named differently, but still essentially the same. Make sure both "play buttons" are ticked, which is the only thing I noticed that was different than what was set up in Animated MW.
  8. Unfortunately that link is dead. All you get are 404 Errors when you try to DL anything from that page. As a side note, the same issue can be seen in Animated MW and Animated MW merged. I never noticed, since my character slept mostly by night, but there were a few times I saw the bard in a tavern, and it just stood there. I tried a fresh DL, still nothing... I even tried pulling the musician files from another mod, still the same disturbing results. When you say loop, is that something that has to be done in NifSkope? I assume it's that play button above, eh?
  9. Yeah, it must be locked in somehow. I tried, as you suggested, and made a new cell. Water worked as a charm. I did a little for research and it seems to be an old problem. Some guides say that building a new cell works fine, but problems abound when adding to vanilla cells. I'll have to rearrange my dungeon layout a bit, but thanks for the replies.
  10. Correct on both regards - water checked and water levels are in. I even lowered the entire dungeon to a certain level so I knew how high and low to go. I went into it in-game, both with a brand new character and an old character, both showered nothing... I'm at a loss.
  11. I did that but for some reason it wasn't showing in-game. Does it matter if it's a cell that already exists? I'm redoing a Dwemer ruin from vanilla MW.
  12. Lately I've decide to try my hand at extending a dungeon for myself, but the issue I've come across is adjusting the water level to an interior that didn't have it to begin with. I figure out the numeric part to lower and raise the water and in CS the water height looks about waist deep. However, when I go in-game to test it, there's no water to be seen anywhere. Is there something I'm missing here? Something else I'm meant to click or you can't add water levels to a preexisting interior? I figured adding water would be straight forward. I've looked online, but nothing seems to address the lack of water levels. Any help would be appreciated.
  13. As far as I know, I don't think so. I scour through Nexus, Mod History and Fliggerty constantly and the closest thing that comes to mind is a "reveal all" markers on the map mod, which still isn't a solution, seeing that only cities and important locations have markers. Places like tombs remain unmarked in a world map.
  14. Ever since MacKom released his phenomenal head textures, I've been trying to strictly use mods that don't add too many faces, so to keep a sense of unity in my current game-play. Recently, I fired up my spellsword character and instantly wanted to change Julan's face. He stuck out like a sore thumb. However, he's been in my current play-through for some hundred or two hundred hours, so the record goes back quite a bit. I looked in Emma's FAQs and she said: "a) MAKE A SAFETY COPY OF YOUR SAVED GAME!!! b) Place the copy of your savedgame in the Morrowind data files folder. Rename your saved game from an ess-file to an esp-file (right-click on the save and hit rename.Exchange the letters ".ess" with ".esp", hit enter). c) open up TES Construction set, highlight your renamed esp-file and mark it with "X". Hit the "details"-button (don't load the esp, just hit details). d) In the details-list, look for and highlight a line called “NPC”+the ID-name of your npc, for instance "NPC-1AA_Morgana". DELETE this line. Use the "delete"-tab. You will get a question if you really want to delete the line, say OK to this. If you look in the details list, you will now see a "|" in front of the NPC-1AA_Morgana-line. This means that you have successfully deleted the line. Please note: there is also a line called "NPCC-1AA_Morgana". DON'T touch this line. e) Close the TES Construction set (do not save or load the esp-file, just close TES construction set) f) Go back to your data files folder and find the saved game esp. Right click and hit rename. Exchange the letters ".esp" with ".ess". g) place your updated ess-file among your saved games. Now, you are ready to play. Please note: this is rare, but some people may have to do one extra step, as they have problems to revert their new esp back to an ess. This is how to fix it: go to “start” hit my computer, hit tools, hit view and uncheck the last line "hide file extensions" hit apply now go back and now right click on the esp and hit rename and place the s where your p was." ... I tried this method and each time CS crashed on me. I tried opening it up with Enchanted Editor, which I'm less familiar with, and toyed around a bit. I deleted the subrecord of face and hair and that just left him without a face - not an exclamation mark, just a helmet with an invisible head. I tried a few things, but I'm afraid the more I try, more I gamble in destroying what I've built over something as small as personal aesthetics. I was wondering if anyone knew of a alternative method, seeing that CS crashes every time...?
  15. I deleted the whole, regenerated, and still ghost trees. I've since corrected the issue by reinstalling the game and copy/pasting my backup modded MW from my passport. But before I did that, I tried figuring it out and for the life of me couldn't pinpoint the issue. With or without the mods clicked during regeneration, it'll still would leave Vurt/Vality's meshes on the landscape. It was a peculiar mystery I wasn't able to solve.
  16. I did that and it still was regenerating the grass and trees, even with it using current load order. If I clicked on the esps during the regen step, the glitch still persisted. I even deleted the who "distant land" file and that still didn't solve the problem.
  17. After installing and running around with Vurt's entire collection of trees and grasses, I stumbled upon Vality's bitter coast mod, and decided to give it a try. I liked it, but the FPS hit was too much for me to fully enjoy the atmosphere that it brought. I decided to remove the apprpriate files, reinstall Vurt's bittercoast mods, and regenerate the meshes. However, what I noticec was that in the distance, between Vurt's trees were remnants of Vality's leaves ( "tx_bc_leaves" ) which are easily to spot seeing that Vurt's leaves are more mossy. Either way, I went back, downloaded Vality's mod again, compared it with my own files and found nothing remaining in my data files. Even the texture leaves had been deleted. I reran MGE to regenerate the meshes, making sure Vurt was the only thing that was in my data files, but i'm STILL getting these ghosts leaves... if I come close to them, they dissapear! I've been mulling this over an hour or two and I don't get what's happening. I even downloaded Vurt's trees again, just in case the meshes were wrong, but I keep getting this... http://s29.postimg.org/ipy19vbqb/MW_2015_11_01_17_00_55_183_min.jpg EDIT: As a side note, I just reran MGE without any of Vurt's files and the world still has grass and trees. So, i'm assuming this is being saved somewhere separate from me clicking the .esps during land distance. I'm not familiar with MGE, so I'm not sure what I can and can't delete.
  18. I tried looking for version 3.00 and I can't find it anywhere. It seems 3.03 is the latest version I can get my hands on.
  19. I downloaded it again, version 3.03a, just in case it was an oversight on my part. But, looking in the compatibility files, you get: NoM_reatures Loot PHW (and Standard version), Vurt's grass, CoM, Illuminated Order, Lothavor’s Legacy, and three for Morrowind Crafting. From the readme, the creature loot just does that, allow creatures to drop NoM items, and makes no mention of Creatures XI (or earlier versions). When I back tracked older files, the only diffrence was older files had Namira's fast walk, but those files mlox keeps flashing about aren't there. When I googled the specific name, like "NoM_BF Compatibility Patch.esp" all that I found were old forum posts, wherein someone copy/pasted there mod list, and that was one of them.
  20. I didn't think of that. I'm asking them now as well. Thanks for pointing me in the right direction... hopefully! *fingers crossed*
  21. You're in the right place to ask. I was in the wrong place to answer! lol
  22. I've recently decided to give Necessities of Morrowind a try, but I'm aving issues tracking down compatibility patches. That sounds silly, but mlox is yelling at me, and I've search across the net without much sucess. I've even downloaded older versions of the same mod, hoping that those patches would be in there, but they are not. I spent all last night looking, but nothing turned up, except there mention in forum mod lists... I'm trying to run NoM 3.0. with Barabus' Fireplace 2 and "NoM_BF Compatibility Patch.esp" keeps getting mentioned. Anyone know where it can be found? Or is that something lost when Planet Elderscrolls folded? For that matter, mlox wants a compatibility patch for Creatures XI, but all I've got is a "creature loot" esp in the files downloaded. Supposedly there's a replacement for creatures so NoM recognizes kriin meat. Either way, this isn't game breaking to my current mod list, but more of a OCD/curiosity/completist/mlox leave me alone type of thing lol Any help is greatly appreciated.
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