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,,Animated Morrowind'' editing in CS - issues


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Hi.

The mod itself (ver. I, II and extended) works fine in game and I can spot numerous new characters engaging in their tasks. Recently I tried to mod newly created NPCs and adding those new animations to them. Here's what I do (I'm attempting to do a "writer"): I create new NPC and place it in the world. I properly assign new nif (in this case AM_Writer2.nif) to it and in CS it is properly displayed as a sitting NPC with hand ready to write. Then I assign mod's custom script for writers (AM_writers) and add a special item for writers - AM_quill to npc's inventory so it can look like holding a quill and animate it. I place NPC on a chair and near the table, save the plugin, add to Data Files. Then I go to that location and the NPC is nowhere to be seen (!) although the newly added chair, table and book are on place. Not even the quill writing sounds can be heard. Ok, I thought perhaps the cell was bad (it was from Tamriel Rebuilt), so I moved all stuff to one of Balmora's houses and still the same. Later, curiously I accidentaly assigned a bad nif from Frost Giant - it rendered the npc invisible in CS. Saved plugin, reloaded the game. When I entered that area with the writer the game shown an error message regarding bad nif, so it proves it attempts to load a model so why when it loads proper nif of the writer nothing is displayed??? I changed strategy. I checked on Census and Excise Office in Seyda Neen, there is a Breton writer. Ok. In CS I merely altered that npc's hair, saved, reloaded and he got disappeared too. WTF? What am I doing wrong? Is this mod somehow locked from editing and utilising it's resources? Has anyone tried to use this mod in CS before?

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Checked that as well. Sadly to no avail.

Hmmm

try removing/putting a return on top of the local script for the NPC, this way you can see if it is a script problem (script should enable NPC at daytime)

in case you are not doing it already, test from a fresh new game with only essential mods loaded (e.g. use a fast start mod like http://mw.modhistory.com/download-44-12561) to be sure saved game is not altering results.

 

Edited by abot
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  • 2 weeks later...

Okay… I managed to get it to work :happy: As much as I anticipated removing the script didn't work, because earlier I was modifying it and removing that day time/night time part of the code and the outcome was still the same. It seems the mods load order was the biggest offender here. After sorting that out, I made sure no scripts were attached to the npc, saved the plugin and voilà!

Thanks man!

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