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criminalboy

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    Morrowind

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  1. Hello Greyxael :) When you get that error, there's a problem with a global variable in a script, probably in one of the mods, because I don't recognize it as a vanilla game global variable. Since you don't usually change scripts when installing, I doubt that you did anything, there's probably just a bad script in a mod, but which one? Error mentions "BoatScript", so which mods have to do with boats? I'd turn all of those mods off, and of course any mods that are dependent on them, and try launching the game again. Please let me know if this helps, or if you have any questions. Have a good one. :) "global variable "ab01boNoLight2" in script ab01bogBoatScript"
  2. Thanks :) We're still looking for more peeps to help, if you're interested, please contact me.
  3. Great, thanks Dragon32, I appreciate the help. I'll definitely check that out. :)
  4. Hi abot - This is an old post, so I'm not sure if you're still following this thread, but quick question about this post above... Where you said "Oh, and Mash fix references does not always solve the reference problems, it just deletes references no more pointing to something (e.g. a mod was moving/replacing a window, reference to that window is no more valid, reference is deleted, still window does not move in game) you usually need both the old and new version of the mod and the updaters procedure to upgrade mods correctly when references change (e.g. refrence to moved window is remapped correctly to the new mod version, window move as planned in game)"... my question is what is the "updaters procedure" to use to upgrade mods? Are you just referring to directions that the mod creator gives if you need to update their mod to a new version that they've posted, or is this something else that you can do with an editor? Thanks and have a good one :smile:
  5. Great question TwistedMemory :smile: This is kinda an old post, so not sure if you're still checking this, but maybe this response will be handy to someone else. For me, I would say these are must haves: Tamriel Rebuilthttps://www.nexusmods.com/morrowind/mods/42145Definite must have, and many addon mods have been made for it. This mod is decades in progress, and is on version 20, I believe.It adds the mainland, and many places, and quests. Lore friendly. There are also two sister mods for that. Skyrim Home of the Nordshttps://www.nexusmods.com/morrowind/mods/44921/"...bringing the province of Skyrim to the world of TESII." Province Cyrodilhttps://www.nexusmods.com/morrowind/mods/44922/"Set almost exactly between the great ports of Cyrodiil, Hammerfell, Valenwood and Summerset, the isle of Stirk offers a safe harbor to the many trade ships that sail on the wide Abecean Sea. Though poor and provincial compared to the mighty cities of Cyrodiil, the island thrives on passing trade and the rich fishing grounds that surround it." Also -Darknut's Greater Dwemer Ruinshttps://www.nexusmods.com/morrowind/mods/43544"This mod affects Dwemer ruins “Odrosal”,” Vemynal” & “Dagoth Ur” in Main Quest timeline, and it is my attempt to make the quest to find Kagrenac’s Tools and destroy Dagoth Ur a much more involved task. You can expect to find much larger ruins to explore as well as traps, puzzles, and a completely new final battle with Dagoth Ur featuring a new end sequence. Never a dull moment." There are many others as well, I haven't even touched on replacers, leveled lists, etc. but maybe someone else can cover those. :smile:
  6. Yeah, it must've been that one then. I don't know, maybe they updated it since last time you used it. After I install it, I'll see if I come across the bug, and let you know if I can figure out a way around it in the CS. :) Have a good one.
  7. Tattoos - sweet :). My husband does tattoos also, and I have several myself. Hope those links help, have a good one.
  8. Hey Arugal, how's it goin'? :smile: Just a quick question to help me help you fix this - is this happening for you just in MW or in OB, and FO3 also? I know it can happen in the other games, but is it happening for you? The reason I ask is because I'm wondering if it's a mod issue (are you using any mods with audio files), or an issue with hardware, or Steam (are you using Steam)? Have you always had the problem on the same computer? I did find a couple links, they were narrowing it down to a problem with Steam overlays in game, or an audio hardware setting in MW. https://www.reddit.com/r/Morrowind/comments/7w1aep/music_stuttering_and_shuffling/ http://www.gamesas.com/game-music-stuttering-t14435.html https://steamcommunity.com/app/22320/discussions/0/846955554635435111/ I'll check back and see what you said, have a good one :smile:
  9. Hey Buntohideshisboots,How's it goin'? :smile: I think we can figure this out, I just have a few questions to help me help you - are you running a save game that used MGSO, or a new game (because you said reinstall MGSO, so I wasn't sure, and just wanted to clarify)? Are the other mods you listed ones you had installed before the errors, and they ran fine, or were they installed right before you started getting the errors, because, in that case, the problem could be with one of the other mods. When you installed those mods, did they ask you to overwrite any files? If they did, then they might have replaced some files with bad textures or meshes that you're having trouble with. If you're running an old save game that you made when playing using MGSO, then that save probably requires MGSO to load without problems.In that case, I would stick to MGSO, or start a new game, or you could try cleaning your save game file (make a copy of it first just in case). MGE XE is pretty different from MGSO, and the author of MGSO said it was outdated, because it is when concerning mods that are more recent than the last time MGSO was updated (sorry I don't know when that was), but if you're using mods that are as old as that version of MGSO, and nothing newer, then I'd just stick to that, unless you're cool with trying to clean your save game, or start a new game. Here's a couple links that can help with cleaning save game files:https://en.m.uesp.net/wiki/Tes3Mod:Repairing_Saves Link to Wyre Mash download (link above talks about using it to clean save games, but also, as mentioned by Abot and Dragon32, you can use it for lots of other things too. On this mod page, they have links to lots of info and directions for working with Wyre Mash, including the next link.)https://www.nexusmods.com/morrowind/mods/44386 This is sort of an "all about" Wyre Mash page. To fix your save game, if that's what you want to do, I'd suggest reading the part about "Repairing a Save Game" and "Master List Updating" (if the save game sees MGSO as a requirement/dependent on it, then you can use Wyre Mash to remove that dependency). Now I don't use MGSO myself, but if it installs ESP or ESM files (like most mods do), then the "Master List Updating" part of this page will be helpful in removing that dependency on MGSO. Make sure you make a copy of that save game first, just in case.http://wiki.theassimilationlab.com/mmw/Wrye_Mash Hope this helps, I'll check back, and see what you said, but also let me know if you have questions :smile:
  10. Hey spqr1fulminata, how's it goin'? Sorry people were such jerks at that reddit page. I hate that elitest crap. :wink: So I use Mod Org 2 also for MW, no problems and it makes things SO much easier, but as you probably know, it does install the mods in their own folders in a different spot outside of the MW game folder, by default it's C:/Users/Your User Name/AppData/Local/ModOrganizer/Morrowind (you can see where it installs them for you in your Settings window). Also (if you don't already know) you can see your BSA files listed in the Archives tab on the right side of MO2, so you can verify either way there what's registered, and put that suggestion to sleep for everyone. :wink: I think *possibly* because of the way MO2 works, using different install folders, that it might have a bug with using the SSD D:/ Drive. What I would suggest doing, just for TR, is installing it manually without MO2, to forgo that possibility. If you haven't installed mods manually, and then installed others using MO2, I can tell you that it will still have some access to those manually installed mods, and you can turn the ESP files off and on in the right side of the window as usual. It will call those manually installed mods "Unmanaged", and that's how I installed TR, and then went on to install everything else using MO2 (only because I started using MO2 after I installed TR). It's worth a shot maybe, or maybe check with MO2's support page to see if there's a bug like this one involving SSD drives. But I figure, it's worth a shot, because it's a fabulous mod. :smile: Have a good one, and stay well.
  11. Hey Bassgolem :) This is kinda an old post, so I don't know if you're still reading this, but if someone else runs into the same problem, maybe this can help... One of the best parts of playing MW is modding it, but you can run into errors too, but we can figure it out. :) So Googling the error is the first thing I'd do. I looked up the "PCGreatBeast" error you had, and saw this https://gamefaqs.gamespot.com/boards/913818-the-elder-scrolls-iii-morrowind/43391740 where they had the same error and also narrowed it down to that Madd leveler mod. I'm not familiar with that mod, but you can check to see if that's it by turning it off in your mod installer, or MW's main menu, whichever you used when you activated the mod. If the error isn't there when you load up the same save game, then that's probably the mod for sure. Now if that's the case, then I'd check the mod's page, wherever it's uploaded to (maybe Nexus?), and see if anyone else posted a bug like that one. Maybe the mod creator has a fix, or a patch. They might have also listed any mods that conflict with their's, and either cannot be used with it, or they might have a patch for it. Hope this helps anyone reading it. :)
  12. Hey KillerK, welcome back to MW :smile: i just started back recently too. So I'm wondering if it's a bug related to LGNPC, since that's a massive dialogue mod. Unfortunately I haven't had the chance to play through it yet, and was already past that point on the MQ when I got LGNPC, so I can't say for sure. But that would be my guess. Might be worth cracking open the LGNPC_TelUvirith.esp (or other LGNPC eps that are in the tribe's area) in Creation Set and take a look at the MQ journal entries and dialogue for the main npcs in the Erabenimsun Tribe. See if the MQ journal entries/quests have been changed at a point involving the Erabenimsun (maybe look for a * next to anything). At the very least, you can use the quest ids to pass that point and be able to continue the main quest normally. I know that's not as fun :smile:, but if you look at the main npcs' dialogue in CS, for the wise woman, etc., you can probably piece together what's been changed, and come up with a way around it. If you're not real familiar with the CS, you can PM me if you want, and I'll help you. I did take a look at LGNPC's site, unfortunately it's not very detailed concerning changes to that specific tribe right now as far as I could find on the tribe's progress page http://lgnpc.org/lists/erabenimsun.htm, but they've got a lot of work on their hands. They do have a contact page, if you want to try it http://lgnpc.org/contact Sorry I couldn't be of more help. I'm sure there's people on here who have more experience with that mod, or might think it's another one on the list causing the trouble. :smile: Have a good one, and stay well.
  13. UPDATES ON THIS MOD PROJECT: 2/25/2018 (Check out our rusty new logo!) Peeps is working on an epic-size story arc for the Fallout Revolution Mod Project, and the Wasteland couldn't get any more twisted. Building on Fallout 3, no I mean Fallout New Vegas, no I meant... BOTH?! Yeah, we'll take what we can get, and we're getting bits from all of the post-apocalyptic thunderdomes in both (You old enough to know what the thunderdome was?), and Revolution is coming with us to the Wasteland. But do they know it? Or are they asleep in a vault somewhere under the ever vigilant eye of the Nano. Ben knows. Wait - Ben's still alive?! What about Rachel and Tom? Yeah, I think we're just gonna ignore that last lil bit of Rev as literature, and see where the colliding worlds take us. Oh, and... WE NEED MORE BODIES!! If you're into that, COME JOIN US https://trello.com/b/b3htpxfF (see what peeps is doin'). You think you know somethin' 'bout somethin'? Come sit down with some joe and prove it.
  14. UPDATES ON THIS MOD PROJECT: 2/25/2018 (Check out our rusty new logo!) Peeps is working on an epic-size story arc for the Fallout Revolution Mod Project, and the Wasteland couldn't get any more twisted. Building on Fallout 3, no I mean Fallout New Vegas, no I meant... BOTH?! Yeah, we'll take what we can get, and we're getting bits from all of the post-apocalyptic thunderdomes in both (You old enough to know what the thunderdome was?), and Revolution is coming with us to the Wasteland. But do they know it? Or are they asleep in a vault somewhere under the ever vigilant eye of the Nano. Ben knows. Wait - Ben's still alive?! What about Rachel and Tom? Yeah, I think we're just gonna ignore that last lil bit of Rev as literature, and see where the colliding worlds take us. Oh, and... WE NEED MORE BODIES!! If you're into that, COME JOIN US https://trello.com/b/b3htpxfF (see what peeps is doin') AND https://discord.gg/fNBgQfg (meet more bodies). You think you know somethin' 'bout somethin'? Come sit down with some joe and prove it.
  15. UPDATES ON THIS MOD PROJECT: This mod is being focused only Fallout 3, though, due to the nature of Revolution, there may be some file conversions from Fallout New Vegas. Fallout 4 will not be used. Since Revolution has most of the cities on the East Coast, it's more appropriate. If you're still interested in joining us, check out our Trello board site https://trello.com/b/b3htpxfF to see where we're at, and message me here. Have a good one!
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