Tretor Posted February 18, 2018 Share Posted February 18, 2018 I have 2 major errors. 1 is that all NPC casters shoot 2 spells each cast, they are different spells. All other NPCs can now summon a black wolf and do so in the start of every fight... if I kill the wolf they resummon.I assume one of my mods (or 2 of them) apply these effects to all NPCs. I don't know how to troubleshoot this gameplay error except to disable each mod 1 by one to see which does it. Is there any sort of better troubleshooting technique that I can employ? Any help or suggestions is greatly appreciated. Attached is 5 .PNG files of my load order (I don't know a better method of showing my load order since I use openMW and they aren't listed in the .ini file)... I use openMW. If your suggestion is I simply ditch openMW then so be it. =/ Oh, also; I used TestTool to clean all my .esp files and merge objects... I made sure to not merge dialog or textures. Thanks ahead of time! Link to comment Share on other sites More sharing options...
Dragon32 Posted February 19, 2018 Share Posted February 19, 2018 Not heard of that one, see you've got two versions of Better Clothes installed (you only need one plugin). Not that that's causing the problem. I'm afraid I don't know how to debug OpenMW installs. I'd normally suggest running mlox but that works off of morrowind.ini Link to comment Share on other sites More sharing options...
Tretor Posted February 20, 2018 Author Share Posted February 20, 2018 Alrighty, so downloaded and tried Mlox out and used WryeMash on an old save. Running it on the normal launcher... NOT OpenMW... and NPCs still fire 2 spells at once and summon wolves.Any other ideas? Link to comment Share on other sites More sharing options...
Dragon32 Posted February 20, 2018 Share Posted February 20, 2018 Could you copy & paste your mod list from mlox? It'd be easier to parse. Link to comment Share on other sites More sharing options...
abot Posted February 21, 2018 Share Posted February 21, 2018 (edited) this is what I'd try:1. get (and rename if you are already usually using standard tes3cmd) latest alpha of tes3cmd so you can use the --active option2. run something liketes3cmdalpha.exe dump --list --active --type spel --match autocalc --ignore-plugin "Morrowind.esm" --ignore-plugin "Tribunal.esm" --ignore-plugin "Bloodmoon.esm" "*.es?" > out.txtthis should give you in out.txt the list of mods defining autocalculated spells, probably some of them with high cost/strong power are used automatically by NPCsor you could try the usual "divide et impera" binary search method, but it probably will take more time Edited February 21, 2018 by abot Link to comment Share on other sites More sharing options...
ProfArmitage Posted February 26, 2018 Share Posted February 26, 2018 For every caster having the wolf spell, I recall other discussions in which the effect was caused by having Auto Calculate Cost checked for the new spell. For some reason, it apparently causes custom spells to propagate into the game and appear in NPC spell lists, I think. Maybe I'm misremembering. Link to comment Share on other sites More sharing options...
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