AYLeiDRuiN Posted October 23, 2020 Share Posted October 23, 2020 (edited) [sOLVED] See posts #9 & #10. Hello Morrowind Community. I had missing textures in my Telvanni Council House. Where all the Mouths are.While running Rise of House Telvanni and/or the added plugin by a different mod'r 2.x.xPix of problem which shows missing floors and outer walls:https://ibb.co/3vskg0Bhttps://ibb.co/ZVSBFSFhttps://ibb.co/dKsnTJyhttps://ibb.co/8jZWpsW I Fixed it by opening up, in Construction Set, the added plugin ROHT.2.0.8.esp and marking the Meshes as "References Persist" in the Hall. Before I tried Pointing the meshes directly to where they are located in folder. =didn't need to do that :tongue: My question is Why did I have to mark "ref. persist"? Why wasn't it working? It's fine now tho Wrye Mash is yelling about a Bad Ref on one of the Beam textures but w/e. Before: the problem persist with all ROHT mods. My thinking was another plugin was overwriting it but I had ROHT.2.0.8.esp as 3rd last. Even moved a platform in that esp to say that it Modded that interior. Which didn't work ofc. Anyways if y'all know what's going on here I'd greatly appreciate it :smile:Thank you for your time.-AR Edited December 28, 2020 by AYLeiDRuiN Link to comment Share on other sites More sharing options...
AYLeiDRuiN Posted October 24, 2020 Author Share Posted October 24, 2020 (edited) Welp, I thought I fixed it. Had the council house all showing b4 writing the thread, but now its back to the pictures. Found a script tied to RoHT_CouncilHouse_beams. It's about the expansion to the council. I'm going to attempt to mark those beams as "ref. persist" and see what happens. I'll edit this post with results. I did clean w/ TesTool & Tes3cmd dragNdrop, but the ref. persist was still checked after I cleaned it. EDIT: Ok. Problem persists. Testool & tes3cmd both cleaned the file, but in CS, the checkmark for References Persist remain. Load up & go in there and back to the invisible walls/floors. So I'm going to replace the mod w/ the original and play til I expand the house. I'm including my load order. Again, thanks for your time. EDIT 2: I think My Problem has to do with this script. In which I'll have to playthru n c if it corrects itself after expansion. begin RoHT_CouncilHouse_beams_Script; global RoHT_TelvanniCouncilExpansion; This variable is set to 1 and 2 by Llunela Hleran in the dialogue topic "Consulate"; or by RoHT_advisor in the dialogue "Greeting 1"; and it is set to 3 by "RoHT_ilmeni dren_2" in the dialogue topic "my father" or by RoHT_advisor in the dialogue "control it all"; 0 = the Council hasn't been expanded yet; 1 = the player has ordered Llunela Hleran to expand the Council's structure; 2 = the Council's structure has been expanded, the new Mouths haven't yet arrived; 3 = the Council's structure has been expanded and the new Mouths have arrived if ( MenuMode == 1 )returnendif if ( RoHT_TelvanniCouncilExpansion > 1 )if ( GetDisabled == 1 )Enableendifelseif ( GetDisabled == 0 )Disableendifendif end Load Order: Morrowind.esmTribunal.esmBloodmoon.esmGOTYMinImpactSomeMPPv2.01.esmMorrowind Patch v1.6.6_beta.esmTexture Fix 2.0.esmRise of House Telvanni.esmHilgya the Seamstress.esmHavishM.esmPoorly Placed Object Fix 1.2.esmMCA.esmMRM-Non Pointy.esmGDR_MasterFile.esmwl_SolstheimOverhaul_v1.3.esmThe Undead.esmTamriel_Data.esmTR_Mainland.esmTexture Fix - Extended.espNX9_Guards_Complete.ESPNeo's Unique Creatures.espThe Merchant Fendus.ESPUlfric'sMorrowindFunSettings.ESPMW_Public_Library.espHirstaang Mill SO.espNeverhalls + Forgotten Halls SO.espCreatures.espSolstheim_mage_tower SO.espSiege at Firemoth.espExoticsBoutique.espMRM_PuzzleCanal_Fix.espBetter Skulls.ESPThe Forgotten.espTheurgist.espDjangos Dialogue.ESPHold it - replacer.ESPIlly's Solstheim Rumour Fix.espWestly_Presents_FCOT.espArn_DungeonTunnels.espApostates of Oblivion_2.1.espLess_Generic_Tribunal.espDaggerfall Collection Ver 1.1 (BTB Edit).espCorrespondances_of_Morrowind.espTR_Preview.espTR_Travels_(Preview_and_Mainland).espLGNPC_SeydaNeen.espLGNPC_GnaarMok_v1_20.espLGNPC_AldVelothi_v1_20.espLGNPC_HlaOad.espLGNPC_Aldruhn.espLGNPC_Pelagiad.espLGNPC_TelMora_v1_30.espBlades Safe House.espLGNPC_Khuul_v2_21.espLGNPC_VivecFQ.espIdle Talk.ESPAld Redaynia Extended.espAmalyanTempleRelease1.espSotha Sil Expanded.ESPAESPassiveCliffracers.ESPTR_Mainland_2002_hotfix.espNON2.RoadtoMournhold.v1.0.2b.espNON2.RtM_Propylons_Patch.ESPLGNPC_TelUvirith.espBetter Robes.ESPUvirith's Legacy_3.53.espPropylons_1.3.espApoapse's Attack.espFace of the Hortator.espMK_Khajiit.espVurt's Leafy West Gash.espVivec Waistworks Expansion.ESPVurt's BC Tree Replacer II.ESPgr_ScriptImprovements.espBetter Bodies.espab01scenicCompilationNOM.espThe Sanguine Rose.ESPThe Sable Dragon 1.7.espErengard Mines.espLandscape Lavafalls.ESPTheLostCity_6.3MNaz.espTel NechimM.espLokken+SolstheimCastle+AldVendrasVogar SO.espA_flock_of_seagulls.espApothecary's Demise.ESPVurt's Grazelands Unique Trees.ESPExpanded Sounds.espIoC_Clean_FullV1.0.espabotSiltStriders.espabotBoats.espScrolls of The Nine Barriers.ESPMagicka Expanded - Resource Pack.ESPAlchemyFilter.espmwse_PoisonCrafting.espCaldera Mages Guild Expanded v1.2.ESPGuarded GhostGate.espVeteran Dungeon Pack.ESPMoonlightOnTheOdaiRiver.espNew Arenthia 1.2.ESPTR_Factions.espJMK - Discoveries And Adventures.espentertainers.espDaedricArmor.espWelcome to the Arena! v6.7.espPelagiad Guard Tower Home.espXen-Arien's Manor V1.0.espdx_Ascadian Mansion v1.2.espVaro Manor v1.3.espEBQ_Artifact.espTrader the Secret Trader.ESPBounty Hunter BUNDLE.ESPBuilding Up Uvirith's Legacy1.1.ESPRoHT Havish Patch.espUL_3.5_MWSE_Add-on.espROHT_2_0_8.ESPFLG - Balmora's Underworld V1.1.espProtective Guards.espTel Dranori, Wizard Tower 1.1.ESPNX9_Guard_LGTrib_patch.ESPHaldenshore_1.2.espDaedric Cathedral.espOAAB_Tel Mora.ESPDD_Caldera_Expansion.espBetter Robes_v0.3.1 Patch.espReal_wildlife_2b Complete.espRR_Telvanni_Lighthouse_Tel Vos_Eng.ESPWhiteSuran2_MD_Edition.espMolag Mar X.ESPMeteorite Ministry Temple - Higher.ESPMage Robes.ESPUFR_v3dot2_noRobe.espClean Aln'Baldrahn.espDN-GDRv1.2.MRMnp.espCultSheog.ESPBloodwind.ESPDemonOfKnowledge.ESPAnimated_Morrowind - merged.espRedaynia Village.espPearls and Pirates.ESPTel Morgana v1.11.espMamaea Awakened.ESPThieves Guild in Gnaar Mok.ESPKogoruhnExpanded.espAncient Foes.espSeyda Supplies 1.1.espDB_Attack_Mod.espDetritus Caria shady premonition.espOf Dungeons and Abodes.espWhiteSuran2_PPOF_Patch.espBetter Morrowind Armor.espBetter Morrowind Armor DeFemm(o).ESPDramatic Vivec.espRR_Holamayan_Eng.ESPUL_3.5_RoHT_1.52_Add-on.espMerged Objects.espmultipatch.esp Edited October 25, 2020 by AYLeiDRuiN Link to comment Share on other sites More sharing options...
Dragon32 Posted October 24, 2020 Share Posted October 24, 2020 It sounds like it could be mis-assigned references, did you try Renumber Refs? Link to comment Share on other sites More sharing options...
AYLeiDRuiN Posted October 24, 2020 Author Share Posted October 24, 2020 (edited) Thank you for the reply, Dragon32. No I have not "Renumbered Refs". Just did it and will let you know how I make out. I'm following this guide at assimilation labs. EDIT: It didn't work. Same problem. Renumbered Refs on ROHT.2_0_8.esp. Couldn't do it to Rise.of.house.telvanni.esm probably bc it's a master. Followed the guide but when I copied ROHT2x.esp it said no need for an "updater". Renumbered to 4379 or something like that. Since added plugin ROHT.2xx.esp doesn't do anything but dialogue, what if I edit the Council Hall as References Persist like I did before THEN Renumber Refs? I'm going to try that and see what happens. IOW set mesh in_t_councilhall.nif in ROHT_2_0_8.ESP as References Persist in CS. Then Renumber Refs on that esp. Edited October 24, 2020 by AYLeiDRuiN Link to comment Share on other sites More sharing options...
leonardo2 Posted October 24, 2020 Share Posted October 24, 2020 What does the GOTYMinImpactSomeMPPv2.01.esm do? I suggest that you get rid of MPP 1.6.6 (I consider it to be unfinished) since it has dirty edit and use an older MPP version e.g UMP 1.6.3, MPP 1.6.4, MPP 1.6.5 (NOT MPP 1.6.5d as it has have the same dirty edit as MPP 1.6.6). Not sure about MPP 1.6.5c though as I haven't checked. Link to comment Share on other sites More sharing options...
AYLeiDRuiN Posted October 25, 2020 Author Share Posted October 25, 2020 (edited) Thank you for the reply, Leonardo2. It probably comes from the <2016 STEP Morrowind Guide. You think it's safe to switch them mid-playthrough? Back from Hayride so I'm going to do what I said in previous post. EDIT: No go. Restoring plugin & look forward to anymore replies. Thanks again y'all :) Edited October 25, 2020 by AYLeiDRuiN Link to comment Share on other sites More sharing options...
Dragon32 Posted October 25, 2020 Share Posted October 25, 2020 Hrm, I'm not sure what to suggest then I'm afraid. IIRC, "GOTYMinImpactSomeMPPv2.01.esm" is one of the options available in Script Tidy. Link to comment Share on other sites More sharing options...
leonardo2 Posted October 26, 2020 Share Posted October 26, 2020 (edited) IIRC, "GOTYMinImpactSomeMPPv2.01.esm" is one of the options available in Script Tidy.It is? I've never heard of Script Tidy before. Edited October 26, 2020 by leonardo2 Link to comment Share on other sites More sharing options...
AYLeiDRuiN Posted December 25, 2020 Author Share Posted December 25, 2020 Merry Christmas and/or Happy Holidays, Morrowind Community. Apologies for necro'n my Old Thread but I found my Problem / Solution. Tel Dranori added a Static to the in_t_CouncilHall.nif. It added a Sky_Moon_Large.nif. Idn what that is, other than some sort of moon :PAnyways if anyone has this problem in the future; I opened all the mods I run in TESPCD. Checked all and found Tel Dranori...esp added a static to above. I then opened Enchanted Editor and deleted the Static Entry. Just checked and all is well. Cleaned the plugin just in case, but yea. I'm good. The Mouths Now have something to stand on xD Enjoy the Holidays :) Link to comment Share on other sites More sharing options...
abot Posted December 28, 2020 Share Posted December 28, 2020 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 savesMore details in Mash help, my site posts and my youtube Morrowind modding playlist Link to comment Share on other sites More sharing options...
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