Jump to content

abot

Premium Member
  • Posts

    178
  • Joined

  • Last visited

Everything posted by abot

  1. nah. you skipped the "set " part so what you found is changes to a legit new variable. maybe some mod messing with the dialog so instead of checking for default Random100 global variable in dialog filters it uses something else , or in theory (but not likely) any mwse-lua mod could change that Random100 variable too maybe search for writes to Random100 in .lua files too. What you could try at this point is the good old, tedious but usually safe way: disable half mods, check if the remainders cause the error, keep going with only the half causing the error enabled until you find the culprit
  2. IMO grab the GOTY while on sale on GOG, well worth the money
  3. are you sure you generated/loaded a merged leveled list? it is probably needed for leveled creatures coming from different mods to work. you can generate one (multipatch.esp) from tes3cmd (tes3cmd.exe multipatch), more recent Mash versions (e.g. Polemos' Mash) can even call tes3cmd multipatch from Mash menus if you have tes3cmd installed
  4. if it is on MMH maybe try this database search site, it works
  5. try this: before and after listening to greetings, open the in game console and type: show Random100 and press [ENTER] key you should see different random values IF values tend to be the same, maybe some mod is setting that Random100 global variable improperly (normally it should happen only in the standard Main script), you could search (in Data Files folder only) for *.es? files containing the text string "set Random100 to"
  6. so above what level? [EDIT] this is using level 10
  7. GMSTs starting with iCrime mostly, but for more details better to check the whole crime information in MSFD9 and/or OpenMW mechanics wiki info
  8. Game engine limits workaround. Better bodies/better clothes use apparently wrong body slots in this funny way to allow more variety/extra slots ((jewelry, accessories...)/transparency etc. You can find more technical info on related readmes, the original site is no more available so you would have to look in the internet archive, in short
  9. the object you want to move must be unique and marked as persistent (there is a checkbox in the object properties window) for the script to find the object real time reference
  10. if you don't plan/care about joining back the factions, probably a fast/less risky way is to be expelled. you could use these console commands PCExpell "Thieves Guild" PCExpell "Dark Brotherhood" alternatively, if you have the Morrowind Code Patch option "Allow faction leaving" you could be able to repeatedly use the PCLowerRank function instead and in theory be able to re-join later "id": 100, "brief": "Allow faction leaving", "description": "Allows the removal of a player from a faction, leading to new quest possibilities.\n\nReducing the player's rank in a faction below 0 with the PCLowerRank function will remove the player from a faction. The player's reputation with the faction (often used for recognizing duties performed) remains, but may be cleared with the SetPCFacRep function. There are also faction-specific globals attached to the main faction dialogues which may need resetting."
  11. Yep, this seems to be a weird thing about Morrowind file system, it gives priority to resources put in Morrowind\Data Files\Data Files, some recursion bug or a way for developers to more easily test new resources without overwriting originals in Morrowind\Data Files. One more reason to use proper morrowind capable mod manager (Mash, Mod Organizer 2...) or some good old orthodox file manager (double commander, total commander...) if you know how to compare file/folders
  12. 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
  13. What you ask probably can be done, but the mod is a little too specific IMO to be interesting enough for someone with the knowledge to invest 1 half hour or so to make and test the mod. I think you'd better go to the MWSE channel on Morrowind Modding Discord and ask for hints here and there, most people are currently working hard on Morrowind Modding Madness projects but a hint here and there should be easy to get
  14. In my experience best/simpler tool for mass converting textures is ordenador. For single/few textures editing I like paint.net. Short/simple rules: Anything visible in the User interface e.g. icons (Data Files\Icons folder), opened book images (Data Files\Bookart) does NOT need mipmaps. Anything else do need mipmaps Anything without transparency/alpha should be saved as DXT1 .dds Anything with transparency/alpha should be saved as DXT5 .dds
  15. You probably need at least some computer knowledge about files, folders, user access privileges for this. Morrowind is an old game made when any executable program was expecting to have full access rights to their files and folders, this may have problem with how modern Windows versions try to protect files and folders. try re-installing the game following suggestions about installation paths if not already doing that. If you are using steam, move the steam folder accordingly and disable steam overlay when using Morrowind related things. Also when installing the game and standard expansions be sure to follow the release order: First Morrowind, then Tribunal, then Bloodmoon. If that is not enough run the game and tools with administrator privileges (you can right click any executable to set that, to tell executables from the rest be sure to enable display of file extensions). Personally I don't suggest to use MO2 as mod manager as it needs any tool to be run from MO2 too to work, and users usually forget/don't understand it often causing troubles, use/learn Mash Polemos' version instead, it is needed anyway to properly maintain a modded Morrowind
  16. Check if the file Meshes\f\Photodragons.NIF exists in your hard disk, if not check if it is present in some of the Bethesda add-ons mods, IIRC it is from Bitter Coast Sounds You have probably installed some extra package from some Windows Glow archive for which you don't have the related required mods installed. If you post your loading order (e.g. from from Mash or MLOX) someone probably will be able to tell you more.
  17. For people having similar issues: If some mod is a different version/patch for another mod, there are essentially 2 possibilities: 1. the mod is a patch (it usually needs to be loaded after the original mod) or 2. the mod is a replacer (it needs to be loaded instead of the original mod) if you fail to find the information about this in the mod documentation, a simple rule to establish if mod is a patch or a replacer is to compare the mod size with the original. if the original is much bigger, the mod is 99% a patch that needs to be loaded after the original. I guess VSW_TOTSP_abotBoats.esp is a patch changing only boat routes to moved Solstheim so it needs to be loaded after the original abotBoats* mods
  18. ; balmora; Journal town_balmora 5 will not work if you write everything in the same line, ; means "anything from here to the end of the line is a comment", it needs to be: ; balmora; Journal town_balmora 5 if you placed your new dialog line right before the original one, there are other random lines before that could trigger instead, try placing your line before the "People don't realize how deeply the Dark Elves resent the Occupation" one try your mod with only the 3 master loaded, this way you should be sure it's not a (rare, but not impossible) dialogue id conflict with the other mods
  19. are you using mod organizer 2 or some other virtual file manager? if so try starting the installer from it
  20. basically, morrowind.exe and many of the related tools made for modding it have been made at a time when Windows operating systems for personal/common use would work without imposing read/write access restrictions to files and without the operative system moving files to different folders behind the scenes if deemed safer. So any of these old programs is expecting files are in their original folders and to have full read/write access to files. So it is always better to put morrowind installation out of any folder that modern Windows OS could want to mess with. Not only that, but recent versions of Windows allow some kind of operations (e.g. drag and drop of files to the construction set) only if you are executing the program with administrator privileges, so to make the game/tools work as expected it is better to run morrowind.exe and any related tool with a user having administrator privileges
  21. Well. To be honest ROHT is not as easy to google as TESPCD and Leonardo typed the ROHT acronym wrong, but anyway TESPCD (full name first in previous post Swordsguy2010 even quoted), suggestion is valid, best tool for checking mod conflicts: from TESPCD: 1. File\Choose Active Plugins 2. remove your mod from the Plugin Files folder 3. Checktype\Single Versus 4. add your mod to the master plugin folder 5. press the red arrow icon this should show you possible conflicts (if any detected) of your mod with the other mods in your loading list
  22. that's a nice idea, I remember taking a look at the city a while ago and it was nice. In case nobody helps, i suggest you plan releasing a very small complete settlement first, usually this can gather more interest/show it is not one of the big neverending projects starting too big, and if things stop developing for any reason at least it will be something playable
  23. if you already encountered the creeper in game. probably previous creeper money has been stored in your saved game. Think about a saved game as a mod that is always loaded last, such overwriting some of your mods changes. in short, you cannot change some things from a mod in this way if you have already changed them during gameplay, they would work only from a new game. You could probably script the money change as workaround, but that is more difficult than changing the money field in the construction set.
  24. I think you keep on adding spells each frame with that script, you know, scripts usually loop forever e.g. use a state variable short doneOnce if ( doneOnce ) ; do nothing else dosomething set doneOnce to 1 endif , see Morrowind Scripting For Dummies 9 for more examples/details
×
×
  • Create New...