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kvngreeley

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Everything posted by kvngreeley

  1. Thanks for that clarification! As long as it isnât anything to worry about, that is good.
  2. Hi, Dragon32. Thanks for the response. Here is what I always see in my Warnings Text doc. I asked about this when I was having game breaking warnings and I think I was told that they were just duplicate records. Texture "Data Files\textures\steel_ref\b_A_Steel_helmet02_gm.dds" count 3. Texture "Textures\_land_default.tga" count 3. Texture "Data Files\Textures\glass_ref.dds" count 3. Texture "Data Files\Textures\menu_thin_border_bottom.dds" count 2. Also, I just checked the TESTool log. I have been meaning to do that, but for some reason I thought it was an option within TESTool itself and not a separate text doc. Here is what it shows from the last ESP I cleaned. File: Lucky Lockup Apartment.esp ============================== deleted DOOR Ex_imp_loaddoor_02 deleted DOOR hlaal_loaddoor_01 deleted DOOR hlaalu_loaddoor_ 02 deleted DOOR in_hlaalu_loaddoor_01 deleted DOOR ex_h_trapdoor_01 deleted DOOR in_h_trapdoor_01 deleted STAT ex_hlaalu_bridge_01 deleted STAT ex_hlaalu_canal_01 deleted STAT ex_hlaalu_b_15 deleted STAT ex_hlaalu_dsteps_01 deleted STAT ex_hlaalu_pole_01 deleted STAT ex_hlaalu_bridge_05 deleted STAT ex_hlaalu_win_01 deleted STAT ex_hlaalu_buttress_03 deleted STAT ex_hlaalu_bridge_06 deleted STAT ex_hlaalu_wall_01 deleted STAT ex_hlaalu_buttress_04 deleted CONT de_r_closet_01 deleted MISC misc_uni_pillow_01 CELL -2 -2, Balmora CELL -3 -2, Balmora CELL -3 -3, Balmora CELL Balmora, Lucky Lockup Apartment ============================== Saved: Lucky Lockup Apartment.esp And the boxes I have checked in TESTool now are "Don't change plugin filenames", "Retain file time, when cleaning", and "Restricted dialog cleaning". I have a backup copy of my mod download zips and the extracted contents so I'm not worried about changing the ESP files. I always have the original backup in archive folders. Thanks again for your responses and for helping everyone who posts questions here!
  3. Thanks to everyone who have been so helpful with my past questions! I think I understand cleaning a little bit better, but I have another question. I have noticed mods that say they have been thoroughly cleaned with Enchanted Editor. I still havenât learned how to use that tool. However, when I clean these mods with TESTool, with the 2 boxes in the upper left corner checked (canât remember what they are, but I always leave them checked - I think about making another copy or retaining the name of the ESP) & the Restricted Dialog Cleaning box checked, I am noticing that some things (objects) are being removed. Such as Misc Items Entries, Static Entries, Door Entries, Cell Entries, etc. I think these are duplicate entries that arenât needed, but I was hoping to confirm that. Also, when I check my Warnings text file, there are a few entries about things that have more than one instance, duplicates maybe? I think this means that I have some mods that add duplicate things that could be removed in cleaning, but maybe not. I am going back over all my mods, examining the contents of the ESP with TESPCD, cleaning with TESTool (unless the mod description specifically says not to), and then checking the contents again to see what has been removed, assuming TESTool says something was removed. I guess I am wondering if these things should have been removed when cleaning with Enchanted Editor or if I shouldnât be removing them with TESTool. Sorry if I am just being dense on this issue. Although looking at the contents of the ESP seems to help me understand what is going on a bit better. Thanks!
  4. Thanks for these responses and thanks for that explanation on how MLOX does that piece! Thanks for that link. I will look more closely at that. When I use TESTool to clean mods, my screen looks like the example from abot, meaning only those 2 boxes are checked. When boxes are not checked, like the dialog box, that means it is enabled, right? I hope I havenât misunderstood that. Thanks again!
  5. Hi, everyone. I am trying to better understand what to look for to know that I shouldnât clean a mod. I know to check the readme txt file for that warning. However, as part of testing mods, I have started examining the contents of the ESP files using TESPCD. In doing that, I am finding many strange things in some mods that donât seem to have a purpose. I have been limiting my cleaning to when the Admin Comments on MWMH say it needs cleaning or MLOX indicates it. However, I was just looking at a mod where neither MWMH or MLOX said it should be cleaned. But the mod contained 72 GMSTs for no apparent reason. It also had some Misc Item Entries, Static Entries, etc. that didnât seem like new content. I went ahead and cleaned the mod and all the GMSTs were removed as well as 7 other objects. Afterward, the ESP content was reduced by over half of the previous entries listed. I tested the mod again after cleaning it and it worked the same. I also just batch cleaned all my mods on my old computer and I think that was a mistake since some Companion mods were cleaned that have the warning about not cleaning. So I am looking for some hints on what to look for in TESPCD or elsewhere that might indicate I can clean the mod to remove unnecessary content. I donât know if doing that will help reduce the number of reported conflicts when I run a conflict report on my full load list or if doing that will help with a very large load order or when looking to combine mods to conserve load order space. I am still using TESTool for cleaning as I try to learn more about Enchanted Editor. I am also curious why MLOX doesnât always say that a mod contains Evil GMSTs. I have the latest version of MLOX. Thanks for any hints, guidance, or references you can offer!
  6. Is this resolved for you? I noticed a very similar issue posted on the Morrowind Steam forum by Câthun under the title Missing Meshes. It appears that was resolved by checking to make sure that the contents from the mod downloads were installed in the correct folders. If you & Câthun are the same, then is this resolved? If you arenât the same, check out that thread on the Steam forum, posted on the same day as this one. Good luck!
  7. This is another great mod by Emma! I have all of her faces mods as well as most of her other mods. They all work great with no apparently problems. When I do find an issue, it is usually with a conflicting mod. I love the variety that all these faces bring and the fact that many faces can be used for different races. Thanks for all your wonderful mods and the help that you provide on your Forum!
  8. Actually, Crankgorilla just emailed me and it doesn’t appear that the problem is with the mod. I must have a conflict with one of the few mods I use for testing. I keep forgetting about the STEP Wiki mods that have ESP files. Maybe Better Robes or Better Clothes is causing the issue. I will need to investigate further. But Crankgorilla also just suggested that I could delete the item from the mod so that is an option too. Thanks and I hope this helps someone else if they look for the same problem!
  9. I have been putting off trying this mod because I haven't wanted to deal with something following me that doesn't fight. But there are a lot of other companion mods for that. I finally decided to try this and it works great! Just like all the other Emma and Grumpy mods! I use a cheat ring for testing mods and my PC has a speed of 265. The donkeys didn't have any trouble keeping up. But they do have a bit of an attitude based on what healing potions you give them. :) And unlike Spot, the donkeys like to be left outside. If you have more than one donkey, they can sometimes stand a little too close to each other and they will clip through each other, but not a big deal. Definitely not as bad as when I had an adopted child from the Ebonheart Orphange mod standing inside Spot! I really like this mod, which doesn't surprise me since I love your other mods. Thanks for all your hard work and for sharing your wonderful mods!
  10. Hello, everyone. I am hoping someone has an idea on how I can fix this issue. I have encountered this twice now with the same robe in two different mods by Crankgorilla. They are Seyda Supplies and Pelagiad Provisions 1.52. Both are incredible mods. But there is one Exquisite robe that causes problems only for a female PC. If you are using a male PC, no issue. When you try to equip the robe, the game either gives several in-game warnings and you might be able to continue to play. Or, there will be a CTD. The Warning Txt file is filled with rows that say: Missing first person body part '62_c_M_robe_exquisite_an_1f.1st'. I have searched for this problem and I couldn't find anything that offered a real solution. Again, there isn't any problem when using a male PC. Only a female. Any ideas on how I can fix this? I can just avoid the robe, since it isn't that important, but if there is a way to fix it, I would like to understand how. I would post on the download pages, but the Seyda Supplies page doesn't allow comments and the Pelagiad Provisions is on Great House Fliggerty. I emailed Crankgorilla at the only email I have, but it may not be good or he/she might be busy. Thanks for any help you can provide!
  11. Thanks for your reply! I will give that a try. In theory, you should probably be able to remove the previous race's ability the same way. Thanks again!
  12. Does anyone know if you can change your race (in-game without starting a new game) and have the associated Abilities change as well? I was just testing the mod Rebirth, which allows you to make CHARGEN changes in-game without using the console commands. It adds an NPC that allows you to make changes to your PC in-game. Everything seemed to work fine, except I noticed that when you change races, the Powers change after reloading the game, but the Abilities don't. I tested this with using the console command (player->enableracemenu) and that does the same thing. So you could start as one race for the Abilities and then change to a new race for the Powers, but keep the prior race Abilities. I have no idea if this will cause problems later in the game. So it looks like the Rebirth mod is limited to what is available through the console commands (it just gives the ability to make the change through an NPC, maybe for immersion retention). I am just wondering if there is a way to also change the Abilities, so they match the new race or if anyone knows if having a discrepancy between the race and Abilities might cause a problem down the road. Having a Breton with Nord Abilities and not Breton Abilities. Thanks!
  13. I love all of Emma's mods and I am happy to see that you can find them on all the major mod download sites. All of her face mods are great and I use them all. I wish there was already a compilation mod to put them all together, but I have done that myself in the CS and it seems pretty easy and works great. That way you get all the wonderful faces, but only use 1 ESP slot. A huge thanks to Emma for all her mods!
  14. I just finished testing this mod, along with the other sexy mods in this series. This mod works good and the armor looks nice. I think I am still more partial to the Sexy Ice Armor appearance, but they are all pretty nice and offer interesting options. This armor has the exact same stats as the Bonemold armor in the original game. All of these mods use the icons from the original game. The warning is definitely appropriate about nudity. Thanks for sharing this and the other sexy armor mods!
  15. I just finished testing this mod and it works fine. I did have a little trouble walking onto the boat because of how narrow the space is, but wiggling the mouse a little solves that. Or you could just levitate or hop toad jump. Because I use the replacers from the STEP Wiki, the exterior and interior of the boat stand out a bit. They have a lower quality look. However, the clothes are VERY NICE! The detail on the embroidery is fantastic! The training works and the unique dialog is a really nice touch. Most other merchant type mods have either no unique dialog or very little. With this mod, almost every topic has unique dialog that fits into the background of the merchant. If anyone has problems with the download from this site (I didn't), the same mod is available on MWMH under the name Soti's Kung-fu Collection. I will be keeping this mod in my load order for the very unique, if somewhat expensive, clothes! Thanks for sharing this great mod!
  16. I am still in the process of testing many mods and some land mass mods I have skipped so far because they will conflict with other mods. My suggestion is to look on Nexus and Morrowind Mod History (MWMH) for the categories related to new lands or anything similar. I would go to Nexus first because there you can see how many times the mod has been downloaded, how many endorsements it has, and you can read comments posted. MWMH has a lot of old mods, but there arenât any endorsements or comments. Many people speak highly of Tamriel Rebuilt and I only started looking around Wyrmhaven. Hopefully others will have some more specific suggestions, but I have found spending some time looking on Nexus, MWMH, Great House Fliggerty, etc. has led me to discover a lot of very cool mods. You can also search for Morrowind load lists or load order and many people have posted the mods they are using for different reasons. Hope that helps a little, good luck, and enjoy MW!
  17. By any chance did you keep a list of what you installed that didnât have an ESP file? You can post your load list here for help by copying and pasting from your Morrowind .ini file or from Wyre Mash if you use that, but knowing what replacers you installed that wonât show up in your load list would probably be helpful.
  18. Thank you for this video! I will definitely watch this! I have watched a few others, like how to build a house mod, and I keep looking for others to watch. Thanks again!
  19. Thanks! I donât think I ever had a problem with the merged objects, but the other merge option (for creatures) started to error out when I used too many mods. It got to a point I couldnât use it because it would always error. When I posted that problem, it was recommended that I use Wrye Mash. Havenât had that problem with Wrye Mash, at least not yet. I have stayed away from merging dialog because I have read that it is perilous to do that, especially if you donât know what you are doing, which describes me quite well! :) Thanks again!
  20. Thanks for your comment on your experience! I havenât seen any problems with using it for cleaning either except for one stubborn ESP that wouldnât clean. But learning how to use other options seems like a good idea too. Thanks again!
  21. Thanks again! I will try to learn how to use the Enchanted Editor. I stopped using TESTool to merge lists. I use Wyre Mash to merge lists now since I kept getting errors in TESTool. I pretty much only use TESTool to clean mods but if Enchanted Editor is better for that, then I want to learn to use it. I have had problems cleaning saves in the past, but it was probably because I wasnât doing it right. I need to take more time to read up on more features of Wrye Mash, the CS, TESPCD, Enchanted Editor, etc. Thanks!
  22. Thanks for that reminder! Currently, I am avoiding that by loading mods with my core test game save and then immediately saving as a working save. That way my core test game doesnât get changed by a mod unless I plan on keeping that mod as part of my core test game. I also clean the updated mod with TESTool and run MLOX to update the load order before testing the changes. Things have been going much smoother since I got my test save game to where I want it to be and then only test mods by adding one at a time and always creating a new test save to keep my core test save from being changed. Thanks again!
  23. Thanks for your response! So it sounds like I could open it in the CS to see if that section of the floor has two meshes. I am still trying to learn about moving or manipulating objects in the CS, but I am slowly learning how to make little changes here and there. Very interesting. Thanks again!
  24. Hi, everyone. I was just testing a mod called Underwater Palace of Doom that is on the MWMH site. Everything seems to work fine with it, but there is an odd flickering inside a room on the floor. There are several rings on the floor. The outside floor and the inner ring look fine. But the outer ring constantly flickers when moving the mouse. It seems to be shifting between floor textures? If you stop the mouse at the right point the floor will look like the boards on the rest of the floor. Sometimes it looks like dirt or maybe the interior floor of the temple. Most of the time it flickers with a patchwork of both types. The mod doesn't have its own meshes or textures. In looking at the ESP, there are a number of cell entries and one is Balmora, Temple. Does anyone know why this might be happening? Perhaps the ESP somehow is using 2 different floor textures and they are fighting with each other? Not sure why it would only effect a ring of floor and not the entire floor. Also, if you understand why this might be happening, do you know of a simple way to fix it in the CS? Thanks for any thoughts or assistance!
  25. I just finished testing this mod and it is a nice PC home. I like the interior, features, and location. The inside looks great. The mod displaces some things, but nothing important is lost. I like that you can't access the flat without the password. I also enjoyed the note that was with the password which links the flat with the original game and fits in rather well. That was a nice touch. The animated cases and door work great and I really like the glass door display cabinets. There is plenty of storage in several locations. I tested every piece of this mod and it worked fine with no problems. You won't get any cheat items or uber stuff from this mod. I like the mannequins, but they don't appear to be Better Bodies compatible. This isn't something I have paid much attention to while testing other mods, but I will have to start. Some BB armor doesn't even show up on the mannequins and some BB clothes, like pants, have clipping issues. This isn't a big deal, but worth noting. Don't lose the password or leave it inside the flat or you can't get back in, unless you have set a mark inside where you can recall to. Thanks for this very nice mod!
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