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I followed the steps in the OP to the letter as well, and while my game is running, I have two primary issues with it: One, I chose very fast because my computer was in the settings it recommended; my game runs very slow resultantly. Am I hosed and I have to work at totally reinstalling everything? Two, morrowind does not want to close right now, when I close I am left with a black screen on the desktop and cannot use the task manager to force close it, as the task manager is hidden under the black screen. Any fixes here? Also Not terribly important, but I'd be interested in removing the clock and the fps monitor from my screen's top corners. My OS is windows 8, my graphics card is an ati radeon HD 7640 G and my processor is an AMD A8-4500M 4 gig. I'm using the steam morrowind.
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# ? Dec 31, 2012 10:44 |
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# ? Jun 4, 2024 20:51 |
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Dr Snofeld posted:Can anyone recommend me a housing mod that doesn't have free daedric armour sets or dirt-cheap enchanters hanging around, and doesn't give you a place half the size of Vivec for nothing? Although failing that I can just do what I used to as a kid, which is to break into a house whose occupant isn't at home and live there forever. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=166 Morrowind abodes are reasonably sized (the Vivec one's kind of big though) and have tons of storage. No added items or NPC's either.
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# ? Dec 31, 2012 11:47 |
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Quantumfate posted:I followed the steps in the OP to the letter as well, and while my game is running, I have two primary issues with it: One, I chose very fast because my computer was in the settings it recommended; my game runs very slow resultantly. Am I hosed and I have to work at totally reinstalling everything? Two, morrowind does not want to close right now, when I close I am left with a black screen on the desktop and cannot use the task manager to force close it, as the task manager is hidden under the black screen. Any fixes here? You can rerun the msgo installer to change your options. I was in the same boat so I changed my trees to a simpler model in the installer and it is much smoother now. As for the time and fps - you can disable the time plugin in the morrowind launcher and fps display in the mge control panel.
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# ? Dec 31, 2012 12:37 |
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I installed the MGSO and Oggumogoggum's Morrowind Mods Compilation, and whenever I start a new game, after the big cutscene, I get the error shown below: What can I do to fix that?
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# ? Dec 31, 2012 20:55 |
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Elephant posted:I installed the MGSO and Oggumogoggum's Morrowind Mods Compilation, and whenever I start a new game, after the big cutscene, I get the error shown below: This looks like an error coming from MGEXE's 3rd-person camera controls. I might be wrong, but doesn't MGEXE include some sort of optional 3rd-person camera/crosshair scripts? I'd start fiddling with those.
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# ? Dec 31, 2012 22:52 |
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CharlesDexterWard posted:You can rerun the msgo installer to change your options. I was in the same boat so I changed my trees to a simpler model in the installer and it is much smoother now. Thanks! Where can I find the MGE control panel though? Quantumfate fucked around with this message at 02:12 on Jan 1, 2013 |
# ? Jan 1, 2013 02:01 |
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Quantumfate posted:Thanks! Where can I find the MGE control panel though? Hey, sorry I didn't go on about it earlier I was away from my PC and couldn't remember the details from the top of my head. Now for the time plugin, start up the Morrowind launcher and click data files. The plugin you want to untick is called Time Display.esp. The MGE control panel should be in your Morrowind install directory, so mine is \steam\steamapps\common\Morrowind. The MGE I am using is MGEXE, so I run MGEEXEgui that is located in my Morrowind folder. The control panel should come up. On the graphics tab, under the renderer section you should see a "Display FPS" checkbox, just untick that and it should get rid of the fps display. I think I had an issue with the companion health bar display mod that was causing me to crash. I got a companion and set his health to display, but it ended up bugging out. When I tried to reload that save when I came to play another day it would instantly crash. When I disabled the vampire blood display and companion health display plugins the crashes stopped.
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# ? Jan 1, 2013 06:26 |
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CharlesDexterWard posted:One issue I have had with MGSO is that a certain table mesh is messed up, looking at it in the console it had the name "furn_de_r_table_03". To fix it I went into meshes/f/ and renamed the "furn_de_table_03" mesh to "furn_de_table_03BAK" to see if it would fix it and the issue was resolved and the table appears now, so maybe an improved mesh was corrupt or something and removing the mesh causes the game to load the default table mesh. I think this was my problem too, I didn't think to use the console but after doing what you did my missing tables seem to have been solved. Thanks!
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# ? Jan 3, 2013 03:36 |
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I just bought Morrowind in the Steam sale and downloaded and installed Morrowind Overhaul 3.0. After loving around with it for a while, I noticed something weird - I cannot sneak outdoors at all? I have Sneak of 90 but even if I go and hide, at night-time, in a dark alleyway totally blanketed by shadow, with no NPCs anywhere around, I don't get the Sneak icon no matter how long I wait. If I then go back into a building I can stand six feet away from an NPC who is looking right at me in a brightly lit room, press Ctrl and the Sneak icon pops up immediately. Is this a Morrowind Overhaul thing or was it always the case that you can't sneak outside and I just forgot? the glow fucked around with this message at 18:15 on Jan 3, 2013 |
# ? Jan 3, 2013 08:49 |
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Just found my old Morrowind discs after unpacking some boxes and I was wondering if Oggumogoggum had updated his modpack as yet? I've got a new rig so I can definately handle most of the things that MGSO can throw at me, but I'm lazy as gently caress and prefer gameplay-oriented modpacks to graphical ones, and so Oggumogoggum's pack appeals massively more to me. Does MGSO play nice with any other modpack at all, or would I be stuck to manually adding everything were I to use it?
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# ? Jan 4, 2013 20:17 |
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I don't have an official third release prepared yet, but the second one still works fine, especially with MGE-XE. If you like I can let you know what mods I plan to add/remove to the third release.
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# ? Jan 4, 2013 20:30 |
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Cool (I was mostly wondering if your 2nd release was bugged out, but that was a silly thing to wonder in retrospect). I'll tool around with MGE XE a bit and your modpack; you just cut down on my annual reinstall morrowind/mod the living hell out of it, so I might actually play the game this time! And yeah, what mods are you adding? I saw that you're switching to MADD because the previous leveler is buggy as crap, would I be able to easily switch those two myself by downloading+installing? Thanks man!
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# ? Jan 4, 2013 20:38 |
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I have the new MGO v3 working perfectly right now. Should I just stop there or add more mods. Are there any other massive mods that have been finished along the lines of Tamriel rebuilt? edit: Will Sacred East, the part of Tamriel Rebuilt that's been released, work with the MGO v 3? Bright Future fucked around with this message at 21:59 on Jan 4, 2013 |
# ? Jan 4, 2013 21:25 |
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TheChad posted:I have the new MGO v3 working perfectly right now. Should I just stop there or add more mods. Are there any other massive mods that have been finished along the lines of Tamriel rebuilt? Works just fine. You may want to add the graphical herbalism pack for TR though.
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# ? Jan 4, 2013 22:37 |
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nutranurse posted:And yeah, what mods are you adding? I saw that you're switching to MADD because the previous leveler is buggy as crap, would I be able to easily switch those two myself by downloading+installing? Thanks man! I'm sticking with GCD, as it happens. After using MADD leveler for a while I decided it's a little more intrusive than GCD, and when it comes to mods, for me, intrusive is bad. - I've replaced Better Heads with the Changing Faces Replacer, though I haven't tested this change super extensively. - I no longer use the Creatures plugin, as there are some things about it that bother me (too many shalks/rats in cities, weird new mobs, 'Blackend Dream' armor). - I no longer use LGNPC plugins, myself, mostly because they contain spelling errors and weird dialogue (my immersion!) but they would be fine for most people to use. - I added (not sure if these are in release 2 or not:) The Lighting Mod, Nighttime Door Locks, and NPC Schedules. - There are updated versions of Vurt's foliage replacers that have been released since Version 2 of my modpack. These are the biggest changes I can think of. If you have any questions or are unsure of everything, post here and I'm likely to respond pretty quickly.
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# ? Jan 5, 2013 01:18 |
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Can i add a mod pack/leveller mod or will that mess up the MGO? I love the graphics but game still needs some updates to be super fun.
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# ? Jan 5, 2013 01:25 |
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the glow posted:I just bought Morrowind in the Steam sale and downloaded and installed Morrowind Overhaul 3.0. After loving around with it for a while, I noticed something weird - I cannot sneak outdoors at all? I have Sneak of 90 but even if I go and hide, at night-time, in a dark alleyway totally blanketed by shadow, with no NPCs anywhere around, I don't get the Sneak icon no matter how long I wait. If I then go back into a building I can stand six feet away from an NPC who is looking right at me in a brightly lit room, press Ctrl and the Sneak icon pops up immediately. I'm pretty sure the sneak icon only shows up if you are actually sneaking around something. Try seeking someone out outside and going into sneak around them, see if the icon shows up then.
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# ? Jan 7, 2013 02:01 |
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TheChad posted:Can i add a mod pack/leveller mod or will that mess up the MGO? I love the graphics but game still needs some updates to be super fun. Yeah - I actually use most of BTB's recommended plugins and his Game Improvements plugins on top - works great.
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# ? Jan 7, 2013 15:14 |
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Antignition posted:I'm pretty sure the sneak icon only shows up if you are actually sneaking around something. Try seeking someone out outside and going into sneak around them, see if the icon shows up then. Yes, this is the issue. If the Nerevarine sneaks in the forest and there's no one to not-see them then they do not, in fact, gain experience.
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# ? Jan 8, 2013 07:40 |
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Antignition posted:I'm pretty sure the sneak icon only shows up if you are actually sneaking around something. Try seeking someone out outside and going into sneak around them, see if the icon shows up then. GrumpyDoctor posted:Yes, this is the issue. If the Nerevarine sneaks in the forest and there's no one to not-see them then they do not, in fact, gain experience. That isn't what it is, because the Sneak icon displays indoors even when exploring houses that are completely empty. You only gain experience if you sneak in line-of-sight of somebody, but the Sneak icon is (supposedly) visible whenever you aren't detected, whether there are NPCs around or not. Even with 100 Sneak, if I go outdoors in the dead of night and with the Amulet of Shadows active, position myself directly behind a lone NPC and start sneaking, I still don't get the icon. It just seems odd, but I can't remember whether that's how it worked in vanilla Morrowind.
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# ? Jan 8, 2013 08:17 |
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It's not supposed to work that way. I remember leveling up my sneak back in the day by stalking the mudcrabs south of balmora for an hour. I got pretty familiar with all the contours and textures of that sneak icon.
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# ? Jan 8, 2013 15:02 |
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So one of the numerous mods that's been apparently lost with ElricM's site going down is The Lost Artifacts of Morrowind, which is a base mod that is needed for Fliggerty's Lost Artifacts of Tamriel, which adds MWSE-required items and functionality into TLAM. Anyone have a copy of TLAM around?
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# ? Jan 9, 2013 14:41 |
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Apoplexy posted:So one of the numerous mods that's been apparently lost with ElricM's site going down is The Lost Artifacts of Morrowind, which is a base mod that is needed for Fliggerty's Lost Artifacts of Tamriel, which adds MWSE-required items and functionality into TLAM. Anyone have a copy of TLAM around? Here you go. People are taking it upon themselves to archive mods that would otherwise be lost to the ages at Morrowind Modding History, so if you ever can't find a mod, check there. It's pretty cool of the community to do so.
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# ? Jan 9, 2013 15:19 |
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Sky Shadowing posted:Here you go. Thank you, and thank them! I'm hoping I can cobble together something stable and smooth-running to play here. I loved Morrowind when last I played it, even if my computer was being absolutely destroyed by the MGE and all. I think I was getting 15 FPS average.
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# ? Jan 9, 2013 21:40 |
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Yeah that MWMod history site is great - most of the GCD packages on it have all the unofficial fixes included which is also good.
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# ? Jan 9, 2013 22:12 |
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So out of curiosity, I've been adding mods and testing after each one, and didn't run into any errors until I installed 2 mods back to back. Then I got missing textures while running Distant Lands, as so: 1 Warning: Texture 'bar_railtop01.tga' could not be converted to a distant texture, original texture will be used 2 Warning: Texture 'tx_ex_windmill_01.dds' could not be converted to a distant texture, original texture will be used 3 Warning: Texture 'tx_furn_glasspane_01.dds' could not be converted to a distant texture, original texture will be used 4 Warning: Texture 'bar_rails.tga' could not be converted to a distant texture, original texture will be used 5 Warning: Texture 'bar_stone01.tga' could not be converted to a distant texture, original texture will be used 6 Warning: Texture 'bar_blackburnt.tga' could not be converted to a distant texture, original texture will be used 7 Warning: Texture 'spider_try.tga' could not be converted to a distant texture, original texture will be used 8 Warning: Texture 'spider_try2.tga' could not be converted to a distant texture, original texture will be used I've tried uninstalling one of the mods, but it didn't fix it. Any idea how I can fix this error?
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# ? Jan 13, 2013 05:30 |
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Okay, I cleared everything and started over. No missing textures, but I did get a few errors that I'm working on cleaning up.
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# ? Jan 14, 2013 06:42 |
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Does anyone have a freaking clue about how Merged Objects are supposed to work, and how you're supposed to figure out which mods need merging?
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# ? Jan 18, 2013 05:55 |
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Is it possible to tie particular music to particular locations or types of location? For example, if I want one of the tracks that can play in Dwemer ruins to be Robo's theme from CT, or for Sixth House bases to only play disco? I know you can add stuff with no trouble to the general playlists, just wondering if you can specify things at all.
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# ? Jan 18, 2013 06:11 |
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Okay I have had a massive fiddle around. I went back to vanilla and went to equip a weapon and it still locked up. However after some playing I found that it only Sunder and Keening which lock the game up. It happens whether I have Wraithguard on or not. Now I can only assume it is one of the weapon's effects that the game isn't liking. I was always a bit of an Umbra man and can play the game with just that, but it will be a shame to lose Sunder. That hammer and I have had some good times
fuckpot fucked around with this message at 13:21 on Jan 18, 2013 |
# ? Jan 18, 2013 09:50 |
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Musical_Daredevil posted:You're not the first person who's had this problem and I think I found out what's causing this. I also thought it was the gamma at first, but then I checked and mine was set just fine but my game was still too dark at that point. The installation of the TLM mod also makes changes to the Morrowind.ini file. When I went through the MSGO options to change to "No Lighting Mods" it didn't undo these changes so the outdoors remained dark as gently caress. I had to copy paste all the color entries (e.g., Sky Sunset Color=056,089,129) from a clean .ini to restore Morrowind defaults for ambient light levels at night. Weird that doing so deleted audio files though the error messages make sense. Inside the modified .ini you'll have such entries like "Ambient Loop Sound ID=_ase_rain loop01," while a clean .ini would ID to "none."
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# ? Jan 19, 2013 07:45 |
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Shinino Kage posted:Does anyone have a freaking clue about how Merged Objects are supposed to work, and how you're supposed to figure out which mods need merging? TESTool should be able to do it all for you automatically. Is there something specific that you're having a problem with or don't understand? Mister Adequate posted:Is it possible to tie particular music to particular locations or types of location? For example, if I want one of the tracks that can play in Dwemer ruins to be Robo's theme from CT, or for Sixth House bases to only play disco? I know you can add stuff with no trouble to the general playlists, just wondering if you can specify things at all. You can do it, but it requires creating a mod where you write your own script that uses the streammusic command. You then attach it to an activator and put it in every cell you want to play a specific file in the Construction Set. This guy has all the details on how to do it. theDOWmustflow posted:The installation of the TLM mod also makes changes to the Morrowind.ini file. When I went through the MSGO options to change to "No Lighting Mods" it didn't undo these changes so the outdoors remained dark as gently caress. I had to copy paste all the color entries (e.g., Sky Sunset Color=056,089,129) from a clean .ini to restore Morrowind defaults for ambient light levels at night. That also might be why I get similar errors when I switch tree mods. I'll add this link to the OP and make sure to emphasize backing up the ini file.
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# ? Jan 19, 2013 21:18 |
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Musical_Daredevil posted:TESTool should be able to do it all for you automatically. Is there something specific that you're having a problem with or don't understand? I completely did not understand how to do it with TESTool. I ended up getting one created in SmartMerger, but it's yellow in WryeMash, and gives an error when I try to right-click on the masters: Traceback (most recent call last): File "mash\masher.pyo", line 1351, in OnSave File "mash\mosh.pyo", line 5119, in load File "mash\mosh.pyo", line 868, in load File "mash\mosh.pyo", line 1280, in loadData AttributeError: 'NoneType' object has no attribute 'append'
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# ? Jan 19, 2013 23:28 |
Hey folks. I'm looking to give Morrowind a shot after buying it ages ago on Steam. Any idea what step 4 of the installation instructions in the OP is about? The Mediafire link no longer works. Edit: Specifically, the game-specific stuff. "File 6" and "File 7" are pretty vague. nvm; figured it out. :P QuantaStarFire fucked around with this message at 11:44 on Jan 20, 2013 |
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# ? Jan 20, 2013 11:13 |
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Note: The problem with TESTool is that I have too many mods for it. If I knew which mods needed to be in the MergedObjects, I could narrow it down some. That's where my problem lies, to be honest.
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# ? Jan 20, 2013 21:54 |
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TESTool's Merged Objects isn't a necessary thing like merged item/creature lists are. Disregard using TESTool at all and just Wrye Mash stuff together, importing the lists into Merged Lists.esp. edit: Here's a silly minor complaint: BTB's slightly modified/bugfixed Herbalism for Purists seems broken in that it resets every harvested object to its pre-harvest state on reload/cell change, which is sad for the gameplay balance purist in me. Any way of fixing that, or do I just switch to Graphical Herbalism and ignore the very minor differences between each? Apoplexy fucked around with this message at 22:13 on Jan 20, 2013 |
# ? Jan 20, 2013 21:57 |
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Musical_Daredevil posted:You can do it, but it requires creating a mod where you write your own script that uses the streammusic command. You then attach it to an activator and put it in every cell you want to play a specific file in the Construction Set. This guy has all the details on how to do it. Thanks for that, not really worth the effort for too many places but I might tinker with it.
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# ? Jan 20, 2013 22:48 |
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I'm exploring the Tamriel Rebuilt areas which are super awesome but I wanted to get a mod that adds more quick travel points/connects it with the old areas. All the mods I can find are outdated because they were for the old TR release system, anyone know of any that are up to date?
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# ? Jan 21, 2013 00:48 |
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Apoplexy posted:TESTool's Merged Objects isn't a necessary thing like merged item/creature lists are. Disregard using TESTool at all and just Wrye Mash stuff together, importing the lists into Merged Lists.esp. Okay, well, in that case, here's my load order, if anyone wants to look and make sure I don't have any OBVIOUS red flags (although I've cleared most of those with Mlox before starting, and loading the game after each few mods with a save file outside Seyda Neen. Warnings.txt only had like 6-7 items, and most were minor). I apologize in advance for the length of this. _001_ Morrowind.esm _002_ Tribunal.esm _003_ Bloodmoon.esm _004_ Morrowind Patch 1.6.5 Beta (BTB Edit).esm _005_ Poorly Placed Object Fix 1.2.esm _006_ abotWaterLife.esm _007_ Bloodmoon Landscape Overhaul 1.1.esm _008_ Texture Fix 2.0.esm _009_ Morrowind Advanced.esm _010_ Weapon Rotate.esm _011_ GDR_MasterFile.esm _012_ H.E.L.L.U.V.A._Merchant_Containers.esm _013_ BT_Whitewolf_2_0.esm _014_ Hilgya the Seamstress.esm _015_ Rise of House Telvanni.esm _016_ MCA.esm _017_ TR_Data.esm _018_ TR_Mainland.esm _019_ LCV Schedule Markers.esp _020_ Barabus' fireplaces 2.esp _021_ Taddeus'BalancedWeapons.esp _022_ Hold it - replacer.esp _023_ Creatures (lore).esp _024_ Better Weapons and Armors.esp _025_ OTR_Coast_Variety.esp _026_ STA_guides_replacer.esp _027_ MW Containers Animated.esp _028_ Antares' Big Mod 5.9.esp _029_ Better_Sounds.esp _030_ Djangos Dialogue.ESP _031_ Morrowind Rebirth 2.03.ESP _032_ UG2PhaseC_v07b.esp _033_ Clean super_adventurers302.esp _034_ PW_Redesigned Vivec-Vivec_Expansion.esp _035_ Taddeus'BalancedArmors.esp _036_ Clean Tales of Tel Branora.esp _037_ Clean Tales of the Bitter Coast.esp _038_ NPC LCV Schedules 03.esp _039_ MW_CultOfTheClouds_v10.esp _040_ LGNPC_NoLore_v0_83.esp _041_ Improved Trap Settings.esp _042_ Improved Lockpicking.esp _043_ Stealth Enhancements-LD 1.5b (Non-Tribunal).esp _044_ time_2x.esp _045_ Dodge Mod 1.2-WD (Enhanced-LD) (Tribunal).esp _046_ Cait's Critters Unleashed 2.0 (Tribunal).esp _047_ Illuminated Order v1.0.esp _048_ Illuminated Order v1.0 - Bloodmoon Compatibility Extras.esp _049_ Lgnpc_SN.esp _050_ TravelingMerchants-1.2_BETA.esp _051_ Faster-v10.esp _052_ Improved Open Spell Balance-LD.esp _053_ NPC LCV Locks.esp _054_ MournholdMagesGuild10CleanFinal.esp _055_ dh_furn.esp _056_ dh_furn_stores.esp _057_ dh_thriftshop.esp _058_ SirLuthor-Tools.esp _059_ Unique Banners and Signs.esp _060_ t_lostheir.esp _061_ Nudity Greeting Expansion V1.esp _062_ Better Bodies.esp _063_ newarrows.esp _064_ Windows Glow.esp _065_ DB_Attack_Mod.esp _066_ Key Replacer Trib & BM.esp _067_ Molag Mar Revisited.esp _068_ BE_dh_homes.esp _069_ JEB_muffin_fix.esp _070_ Disturb_the_dead.esp _071_ Great House Dagoth.esp _072_ Windows Glow - Tribunal Eng.esp _073_ Lothavor's Legacy.esp _074_ Lothavor's Legacy BB addon.esp _075_ Windows Glow - Bloodmoon Eng.esp _076_ Oluhan V1.13.esp _077_ Windows Glow - Raven Rock Eng.esp _078_ WA_Signy_Signposts(!).ESP _079_ RKCriminals TR&BM.esp _080_ Syc_MorrowindsStupidestCriminals.esp _081_ Better Skulls.ESP _082_ Better Solsthiem Creatures.esp _083_ Horror Mod.esp _084_ abotWaterLifeTRaddon.esp _085_ Psy_VGR_Armour.esp _086_ EcoAdjCrime.esp _087_ Creatures Great House Dagoth Patch.esp _088_ MA_snowprincetomb_v3.esp _089_ Scamp Lord - Doppleganger 2.5.esp _090_ Mournhold Expanded.esp _091_ Vurt's Grazelands Trees.esp _092_ AtmosphericSoundEffects-3.0-Tribunal.esp _093_ Morrowind Crafting 2-1.esp _094_ Morrowind Crafting Equipment.esp _095_ abotWindowsGlow.esp _096_ frostmoth_repaired_v0_31.esp _097_ Statue Replacer - Normal.esp _098_ bones.esp _099_ Shieldfx.esp _100_ Book Jackets - Morrowind.esp _101_ LGNPC_SecretMasters_MCA5.esp _102_ Oblivion_and_LGNPC_Books.esp _103_ Museum of Artifacts Improved Expanded.esp _104_ Less_Generic_Bloodmoon.esp _105_ Book Jackets - Tribunal.esp _106_ LGNPC_GnaarMok_v1_20.esp _107_ LGNPC_AldVelothi_v1_20.esp _108_ Real_wildlife_2b Complete.esp _109_ Book Jackets - Bloodmoon.esp _110_ LGNPC_MaarGan_v1_20.esp _111_ LGNPC_HlaOad_v1_32.esp _112_ NewBlood_MwTbBm1.1.esp _113_ No Trespassing - Pelagiad 1.1.esp _114_ No Trespassing - Vivec, Molag Mar.esp _115_ Bounty Hunters 1.1.esp _116_ Knock Knock Mod 1.2.esp _117_ The Neverhalls.esp _118_ No trespassing - Suran.esp _119_ Camonna Tong's violence 1.2.esp _120_ No trespassing - Ebonheart, Maar Gan.esp _121_ No trespassing - Balmora 1.3.esp _122_ Neo's Unique Creatures.esp _123_ DNGDR-GHD Patch.esp _124_ The Doors - Ald-Ruhn 1.2.esp _125_ The Doors - Balmora, Suran 1.2.esp _126_ No Trespassing - Ald-Ruhn.esp _127_ The Doors - Caldera.esp _128_ Improved Gold Weight.esp _129_ LGNPC_Aldruhn_v1_20.esp _130_ LGNPC_Aldruhn_v1_22_suppl.esp _131_ LGNPC_Pelagiad_v1_31.esp _132_ LGNPC_TelMora_v1_30.esp _133_ LGNPC_Khuul_v2_21.esp _134_ LGNPC_VivecFQ_v2_20.esp _135_ Less_Generic_Nerevarine.esp _136_ LGNPC_TelUvirith_v1_20.esp _137_ LGNPC_SecretMasters_v1_30.esp _138_ LGNPC_IndarysManor_v1_51.esp _139_ LGNPC_VivecRedoran_v1_61.esp _140_ LGNPC_PaxRedoran_v1_20.esp _141_ LGNPC_SoulSicknessPatch_v1_00.esp _142_ correctUV Ore Replacer 1.0.esp _143_ beware of pickpockets! 1.4.esp _144_ No Trespassing Mournhold 1.3.esp _145_ RW2B_NoTownCreatures.ESP _146_ Clean To Serve Sithis_.esp _147_ Bloated Caves.esp _148_ Graphic Herbalism.esp _149_ EcoAdjCrime (Tresspass Edit).esp _150_ EcoAdjMerchantSkills (Disposition Edit).esp _151_ No Trespassing - Caldera.esp _152_ ExcellentMagicSounds.esp _153_ Xenn's Strict Factions.ESP _154_ Less_Generic_Tribunal.esp _155_ almalexia armor.esp _156_ abotWhereAreAllBirdsGoing.esp _157_ abotGondoliersRV.esp _158_ GH MC Patch.esp _159_ Psy_UniqueDremora_T.esp _160_ Starfires NPC Additions ver-1.11.esp _161_ Clean Tales of Seyda Neen.esp _162_ BTB - Character.esp _163_ BTB - Spells.esp _164_ BTB - Alchemy.esp _165_ BTB - Equipment.esp _166_ BTB - Settings.esp _167_ Golden Gold.esp _168_ NX9_Guards_Complete.ESP _169_ The Tribe Unmourned (GHD).esp _170_ The Sable Dragon 1.6.esp _171_ New Voices.esp _172_ Fast Eddie Fix v .0001.esp _173_ Sleepers, Awake!.esp _174_ NX9_Guard_LGTrib_patch.ESP _175_ NX9_Guard_LGRedoran_Patch.ESP _176_ Clean POTD Paintings.esp _177_ Building Up Uvirith's Legacy1.1.ESP _178_ guarskin_drum_replacer.esp _179_ MCA - TR Addon.ESP _180_ LeftGloves_Addon_v2.esp _181_ Uvirith's Legacy_Final_2.0.esp _182_ SneakingRealism_En_v3.esp _183_ UniqueFinery.esp _184_ MDP Compilation.ESP _185_ Water Level Fix - Full.esp _186_ MiscastModv3.0.esp _187_ Unique Jewelry and Accessories.esp _188_ Elemental Magicka 1.0.esp _189_ What Thieves Guild.ESP _190_ True_Lights_And_Darkness_1.0-NoDaylight.esp _191_ abotSiltStridersTR.esp _192_ sm_ForgottenHalls.esp _193_ Service Requirements (BTB Edit).esp _194_ MW_Adv_Required (BTB Edit).esp _195_ Training_Limit.esp _196_ Clean MCFC_1.0.esp _197_ Nasty Cammona Tong.esp _198_ Uvirith's Legacy Book Jackets Add-on.esp _199_ The Raven.esp _200_ RoHT Taddeus Balancing.esp _201_ UL v2.0 RoHT v1.52 Compatibility.esp _202_ ab01NPCLCVSchedulesFix.esp _203_ imperial chain fix.esp _204_ UF_HortRobeF001.esp _205_ Magical Missions.ESP _206_ Cast On Use B-Gone.esp _207_ Morag Tong Armor.esp _208_ New Bodies - Mature.esp _209_ Female Armor - Complete.esp _210_ Balmora Expansion v1.4.esp _211_ Improved Cursed Items.esp _212_ Weapon Rotate - Tribunal.esp _213_ Weapon Rotate - Bloodmoon.esp _214_ Weapon Rotate - Vendors.esp _215_ BE 1.4 -Golden Arrow fix-.esp _216_ DN-GDRv1.esp _217_ H.E.L.L.U.V.A. Bountiful Books.esp _218_ Westly's Master Headpack X.esp _219_ Publicans 1.1.esp _220_ RAMF.esp _221_ BirthsignsAMFun_BM.esp _222_ Mashed Lists.esp
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# ? Jan 21, 2013 02:45 |
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# ? Jun 4, 2024 20:51 |
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After removing the merged objects and all, these are the only errors I have in warnings.txt Enchanting 'sparkbolt_en' has invalid cast type for object 'sparkbolt ring'. Texture "Data Files\Textures\@_metal_pewter_04_nm.dds" count 3. Texture "Textures\_land_default.tga" count 3. Texture "Data Files\Textures\vfx_flare02.dds" count 3. Texture "Data Files\Textures\reflection.dds" count 6. Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2. The last 5 change every time, just need to figure out what's causing the first one. Shinino Kage fucked around with this message at 04:42 on Jan 21, 2013 |
# ? Jan 21, 2013 04:26 |