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Valascon

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Everything posted by Valascon

  1. Is there a mod that provides a way for the MC to train marksman skills? My MC is an independent person - no faction alignment. One of the mods I play (more exclusive factions) has pretty broad service refusal to such characters who do not belong to their faction. The NPC trainers I'm aware of will only train members of their faction. The only sure way I know is for my MC to be out there using his marksman weapons on monsters and enemies, but that is too time consuming for this specific skill IMO. Perhaps there is a mod that adds purchaseable mannequins for training? The last thread I found talking about that was dated around 2010 and it seemed like it might be part of a much larger mod such as Rebirth. I'm looking for a narrowly focused mod, if there is such out there. thanks.
  2. Interesting. Unfortunately, it seems to me that there's insufficient info to track down the CTD origin. Not to mention that just yesterday I ran diagdx on my pc for completely unrelated reasons and ran across reports of APPCRASH involving morrowind.exe Here are two instances of what diagdx reported Perhaps this might help someone like hrmchand figure out the CTD problem. Maybe it's already there, but too bad there's not some utility that evaluates if a MWSE mod is compatible with the existing version of MWSE. That question has always been in the back of my mind. Modders stress getting the most recent build of MWSE for their mod, but some of the mods I play date back several years now and there's no way a lay person is going to know if the MWSE used in the older mod will function as intended with the newest build of MWSE. And there's the other issue that if the problem lies with MWSE, conflicts like I'm experiencing may be an even more subtle one involving MGE XE because it's including MWSE as part of its installation procedure. The issue that rises for me with troubleshooting the CTDs is simply that they increased in frequecy very soon after I built a new pc (AMD Ryzen 5700G CPU which has integrated graphics instead of a discrete graphics card) AND updated MGE XE at the same time (Dec 2022 or so) when a new version of it was released. So it's very difficult for me to say if the CTDs are a function of the new hardware, of the newly released version of MGE XE or is due to a specific unidentified mod, or a combination of those three events. FWIW, since December I think there have been two more updates to MGE XE released and which I've installed. The CTDs still happen. I see that a new update for MGE XE was released last week, but I haven't had the time to install it yet. The only reason why I think about MGE XE is that that was the one major piece of s/w I updated at the time and it interacts with both the pc hardware (graphics) and with the game.
  3. with all the CTDs I've experienced in my game, I finally got a warning message that may help someone else. The warning message was the last line in warnings.txt before the game did a CTD. "Script | Trying to RunFunction index greater than function count The script will not run anymore." Usually the warnings are the common xx missing yy in such and such. The warnings.txt file did not provide addtional info like what script had the problem. It does seem like the CTD usually occur outdoors.
  4. I puzzled over that one myself. No, it's not one of ours. When my search for it came up empty I concluded that it was probably the result of using a merged-whathaveyou tool, and your origin clue seems to confirm that. If it is such a 'patch' logically, it should load after the mods it affects. If changing the load order of the LGNPC mods resolves the issue, I would appreciate it if you would let me know. Will do, but it will probably be awhile because I'm just starting a new game. The only thing about a tool is that Polemons Wrye Mash has an option referencing tes3cmd as well as creating a multi-patch file. I don't think I used that but not sure. I watched a video by Danae about a different tool she likes tes3merge and used that to create the merged_objects.esp file you see listed as the last mod. I thought it just created that one file, but not sure because I did not try to dive any further than just making sure I installed it correctly to work.
  5. Their info sounds a bit contradictory. I read site's pages, but only the home page (?) said it works with Morrowind. The other pages only all mention Oblvion or newer. At the moment, I've got things squared away, so I'll keep it in mind.
  6. I took your advice about textcrawler and installed it on my pc. As far as I can tell, the CTD problem was due to the mod Improved Inns Expanded - TR addon.esp. At least, when I removed it from my mod list, I can start a new game without problem. No idea why the script itself would cause such a problem, especially since as a new game, I choose to start at Seyda Neen, not the Telvanni mainland and from its name it seems like it deals with dialogue. I play a lot of Danae's Wares mods, and I get warnings about missing parts but nothing serious.
  7. Hi Cyran0, long time. Thanks for the info about PaxRedoran. I'll fix it in my load order. From my recent experiences with mlox, I'd advise caution about it if only because it's usefulness is only as good as how much input the modding community gives to keep its database up to date. I discovered just now that the mod Improved Inns Expanded - TR addon.esp is what was causing my CTD, I removed it from my mod load list and that problem disappeared. Don't know why, though it most certainly had something to do with Error Unable to find cell id "Bal Oyra, The Black Ogre Tavern" in script aaEEGiveGoldScript_TR_1 I used the app TextCrawler Dragon32 suggested and found the mods you note. I've moved the mod LGNPC Fixes Merged.esp to load after the LGNPC mods, so that might help too. I'm not sure where I found LGNPC Fixes Merged.esp. The Wrye Mash info says it was generated by tes3cmd; I don't remember doing that however nor how often I should try to update it. Maybe it was from the LGNPC web site? I'll be looking forward to whatver new updates LGNPC releases.
  8. No, I will never use a Mod Mangler. So, there IS no file that controls load order, it's done by DATE MODIFIED of the esm and esp files? Strewth! Modding Skyrim is so much easier! I got the original Morrowind and DLC when they came out on disk, then GotY edition. I've not played it since 2015, and I've forgotten everything I knew! I'm only using about 15 mods, anyway. So if I change the load order by moving eps files up and down in Wrye Mash and Save, that will automatically change the date modified and load things correctly? Cheers, thanks for the help! :D I've been having similar questions and issues you mention and am trying to find answers. Did you succeed in fixing your problems? Also, would you clarify which version of Wrye Mash and mlox you're using? I'm playing the GOTY edition as a standalone (no subscription to places like steam) in Windows 10 Pro. I'm using Polemos Wrye Mash 2021 ver 6 Beta and the rhuzzo mlox fork. I only updated to the rhuzzo fork recently because it automatically checks for updates to the sort rules. I've noticed some what seem to me bizarre load order suggestions along the lines of what you noted.
  9. Of course. The .ini files were also screwy. BTW, what is loot? I'm not familiar with it.
  10. Have the following problem. I get a CTD when I select new game. I have been unable to identify where the problem is. I've been messing with this for 3 weeks or so now and each time I think I've put it behind me, it crops up again even just updating an older version of a mod with a newer version. Here's the mlox load order Here's the Morrowind warning, note last line where the CTD happens the mod load list provided by abot's modloadlist seems OK. It lists the MWSE mods I'm using Nothing jumps to mind when I look at the MWSE mods. I use Polemon's 2021 ver6 beta Wrye Mash to manage the mods. I use rhuzzo's mlox fork to check the load order for conflicts and/or missing mods that a mod might need. I use tes3merge to create mashed_objects.esp. I run all of them in adminstrative mode. The one thing that I notice and freaks me out is that the load order sequence listed in the morrowind.ini file will look strange even though the output from mlox and from the modloadlist appear as expected. Sometimes after using mlox, mods such as ancestral tombs etc will be listed as gamefile0 in the morrowind.ini file. Merged_objects.esp may appear around 103 in the sequence even though as I understand it, that file should always be loaded last. Any ideas what is going on? At least clarify the role that the gamefile section of morrowind.ini plays with respect to the load order sequence. I always thought that that part of the .ini file always specified an absolute order in which the game will load the various esm/esp files regardless of the time stamp of the file. So I could at least use the .ini file as a master to control the load sequence order and resolve these types of problems by myself. But recently I've started to wonder if all that that section does is give the game the overall list of mods I want to load and the game loads the mods based on its internal programming. thanks.
  11. Recently, I've noticed a problem with the gamefile load order in the morrowind.ini file. Sometimes, the order gets messed up. e.g., the morrowind.esm file is loaded behind bloodmoon, which is behind tribunal, and so on or other esm files are listed before those. I've gotten to the point that I made a text file with what the load order for the mods I use should be and copy and paste that into into the .ini file when the problem occurs. Has anyone run into this problem before? It only seems like it's started happening recently. I'm running the GOTY edition with patch on Windows 10 Pro 64-bit O/S. The game location is C:\MWGame. I use the Polemos 2021 Wrye Mash beta 6 ver and rhuzzo's mlox. I've had problems with rhuzo's mlox fork suggesting weird order sequences and now run mlox only to check if there are conflicts or missing files and otherwise manually type the recommended load order; if I let mlox go ahead with the proposed load order, I double-check the .ini file for whatever obvious errors I can see. It get tedious. I run Wrye Mash and mlox in administrative mode and have set folder permissions of the folders to full read/write. Here's the gamefile list I'm using in the morrowind.ini file
  12. OK, discovered that the warnings involved the mod Ahead of the Classes. rearranged load order and seems to have been fixed
  13. I added new mods and updates for several mods. When start the game, I'm given the following warnings Any ideas which mod it might be? I'm loading Merlord's Character Background mod but have not had problems with it before. Thanks.
  14. Thanks. I deleted that line and successfully finished creating the multipatch file. The tes3cmd.log showed some issues that I remember seeing before, but the issues it posted were with some of the mods I just added. Started a new game with the multipatch file to check but way too early to tell if there are any gotchas with it.
  15. I'm starting a new game and added a number of mods. I was using tes3cmd in Polemon's Wrye Mash (latest beta version) to create a multipatch file. Has worked without problems many times before, but this time got the following message FATAL ERROR (): Config::IniFiles encountered errors in "C:/MWGame/Morrowind.ini": Line 125 in file C:/MWGame/Morrowind.ini is mal-formed: =1.7 0.0000 0.0000 0.5000 0.5000 0.0000 0.0000 0.5000 0.5000 0 0 0 at script/tes3cmd line 427 Line 125 is the header line for "menu states" Neither Google nor the Elder Scrolls wiki (?) gave any clues and the link to Yacoby's site was down. I'm not familiar with what that last line in the Menu States should be. Help, anyone? Thanks
  16. Built a pc recently and started playing. I get CTD very frequently which did not happen before on the previous pc. I can't say if with much certainty, but it almost always seems to happen either when I move from an indoor scene to outdoors OR when traveling outdoors. When I re-start the game, the CTD does not happen at the same location as before. Sometimes a CTD will occur shortly after the spot where the previous CTD happened or no CTD will happen and the game continues on its merry way. FWIW, in the game it feels to me like it's happening where the game would load a transition scene (you know where it pops up a message saying its loading an area). That's just my gut feeling, I don't have anything to document it. I'm using MGE-XE MGE XE 0.13.7. I looked at the log, and it didn't seem to have problems. MGE-XE log: I used the MWSE update exe file to update MWSE before I started the game (v2.1.0-1875 (built Nov 16 2021) hooked). MWSE log: The MW warnings file did not show any unusual warnings from what would be expected. As crazy as it sounds, I'm wondering if perhaps my computer's hardware specs may be too advanced for the game to properly run now. My pc specs: Mod load list including MWSE mods: Ideas of what may be going on? What settings may be at issue? Thanks.
  17. I did some more testing and narrowed the problem down to some type of MWSE technical conflict involving Smart Journal mod. I have resolved the problem for now, but only by uninstalling the mod entirely. The problem did not happen immediately but took place over time afaict. I'll try SJ again sometime in the future.
  18. I intended to resume the game I'm playing and was checking the journal entries to remember what I needed to do. The pages in the journal are available to read, but the Quest and Topics page are missing. They were working at the time I exited the game yesterday. Has this happened before to others? It's the first time I've run into this problem and don't know if there are any codes that will get things working again. I won't say it is due to a mod because I have not installed any once I started this game. I've been playing it several days now, and this is the first time this type of problem happened. Thanks
  19. Thank you. It's been bugging me because I always had the impression that Vvardenfell had not been opened very long at all but I never remembered seeing any in-game dialogue pinning it down.
  20. You might find it easier to accept the speed of releases by keeping in mind that LGNPC is a collaborative effort that started over a decade ago and think of it as a group of mods rather than one single mod. They have their own plans and are active. As pointed out by others, their web site is active, and cyrano the spokesperson can be contacted directly.
  21. No problem. From your description, I'm not sure what the problem may be and can only suggest posting in the thread of the Morrowind Script Extender (MWSE). Regardless of where you post, it will help everyone if you can be more detailed about the problem or describe what you expected to happen. For example, is it a specific MWSE mod or just MWSE in general? It wasn't clear to me when I first started using MWSE mods that there is an selection titled something like mod options or mod configuration as part of the whatever the screen is called in which you choose game choices such as new, load, save, exit etc. Similarly, that screen is accessible during the game when you hit the Esc button. Not much help here but good luck.
  22. How many years has Vvardenfall actually been open to people to immigrate and settle? As far as I remember, dialog in the story only says that it has been a few years, that previuosly it was tightly controlled by the Temple. I'd like to get a better handle on how long in terms of years, decades or centuries, that people have been allowed to settle there.
  23. While true, I asked specifically about MWSE. MWSE mods do not automatically require a esp file and count against the mod load cap. Moreover, I'm interested in a mod that dynamically checks items added by other mods to add jewelry to the inventory of the merchant NPC. IIRC, there is at least one mod that added jewelry to the game world, not to mention reading mod descriptions out there using MWSE to add new items that other mods add.
  24. Don't know if it can be done, but can MWSE be used to add items to the inventory of an existing merchant NPC? Specifically, I would like an MWSE mod that will add at least one each of unenchanted exquisite ring, amulet and belt in the game including those added by mods. The clothier merchant NPC Milie Hastien in Balmora makes the most sense to me because she already carries a few such items and because Balmora is the HQ for Hlaalu who would probably have the gold and interest in luxury jewelry. It would be nice if those items would re-stock periodically. Like I say, I don't know if MWSE can do that and it's outside my skills which is why I'm requesting such a mod. Another reason is simply that, if it can be done, it saves an .esp slot. Thanks, Valascon
  25. Thanks but not quite what I was looking for. Its readme says it changes the amount of money the NPC merchant has with which to bargain. I'm thinking about the case related to how many of an item the merchant has. In RL, you should expect a vendor to maintain an inventory of an item in line with the demand for it. If the vendor has too much, a vendor usually stops buying until inventory is in line with sales. In MW, after awhile vendors can end up having hundreds of an item e.g. netch leather boots compared to starting with say 5 in inventory, seems unrealistic and immersion breaking that an NPC will continue buying something after reaching a certain amount. It just seemed to me that there might be a mod that would enable the trader NPC to refuse to buy because his/her inventory was too much and then decrease the inventory over time till it reached a baseline amount at which time the NPC would start buying that type of item again. My CHRs are usually money hungry and almost always pick a place clean to sell the loot for whatever cash can be made and their loot is always purchased by one trader or another. None of them complain and refuse/postpone to buy because they have too many of that item. Fliggerty did make a mod IIRC called Trash Compactor (don't have link handy) that allowed you to permanently remove items from the game world by turning stuff into debris. Depending upon the type of item trashed, your CHR could sell the trash to smiths to earn a bit of cash or to burn off as waste removal :smile: Unfortunately, that mod was a bit rough around the edges and sometimes caused CTDs on my pc.
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