animated mw and animated mw expanded

Post » Fri May 13, 2011 11:53 am

testool shows some conflicts between these 2 mods. is the am-expanded esp meant to replace the other?
should i use both? which one should overwrite?
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Fri May 13, 2011 6:20 pm

WEAP AM_Hammer
> Animated Morrowind 1.0.esp
FNAM Armorer's Hammer
> Animated_Morrowind - Expanded.esp
FNAM ò?????é êó?í?÷í?é ì???ò

ARMO AM_Book
> Animated Morrowind 1.0.esp
AODT Type=8, Weight=1.00, Value=http://forums.bethsoft.com/index.php?/topic/1158772-animated-mw-and-animated-mw-expanded/1, HP=1, Ench=0, AC=1
> Animated_Morrowind - Expanded.esp
AODT Type=8, Weight=1.00, Value=http://forums.bethsoft.com/index.php?/topic/1158772-animated-mw-and-animated-mw-expanded/1, HP=1, Ench=0, AC=100

ARMO AM_FishingPole
> Animated Morrowind 1.0.esp
AODT Type=8, Weight=1.00, Value=http://forums.bethsoft.com/index.php?/topic/1158772-animated-mw-and-animated-mw-expanded/1, HP=1, Ench=0, AC=1
> Animated_Morrowind - Expanded.esp
AODT Type=8, Weight=1.00, Value=http://forums.bethsoft.com/index.php?/topic/1158772-animated-mw-and-animated-mw-expanded/1, HP=1, Ench=0, AC=20

ARMO AM_Lute
> Animated Morrowind 1.0.esp
AODT Type=8, Weight=1.00, Value=http://forums.bethsoft.com/index.php?/topic/1158772-animated-mw-and-animated-mw-expanded/1, HP=1, Ench=0, AC=1
> Animated_Morrowind - Expanded.esp
AODT Type=8, Weight=1.00, Value=http://forums.bethsoft.com/index.php?/topic/1158772-animated-mw-and-animated-mw-expanded/1, HP=1, Ench=0, AC=100

ARMO AM_Pestle
> Animated Morrowind 1.0.esp
AODT Type=8, Weight=1.00, Value=http://forums.bethsoft.com/index.php?/topic/1158772-animated-mw-and-animated-mw-expanded/200, HP=200, Ench=0, AC=10
> Animated_Morrowind - Expanded.esp
AODT Type=8, Weight=1.00, Value=http://forums.bethsoft.com/index.php?/topic/1158772-animated-mw-and-animated-mw-expanded/200, HP=200, Ench=0, AC=100

BOOK AM_Warehouse_log
> Animated Morrowind 1.0.esp
FNAM Warehouse shipping log
TEXT << 123 bytes >>
> Animated_Morrowind - Expanded.esp
FNAM ??eò?aà? êíè?à
SCRI noPickUp
TEXT << 99 bytes >>

SCPT AM_Writer_script
> Animated Morrowind 1.0.esp
SCTX << 1246 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 1399 bytes >>

SCPT AM_StopMusic_Script
> Animated Morrowind 1.0.esp
SCTX << 567 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 601 bytes >>

SCPT AM_Smith_Script
> Animated Morrowind 1.0.esp
SCTX << 1358 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 1513 bytes >>

CELL -3 -2, Balmora
> [NO CONFLICTS] Animated Morrowind 1.0.esp
> [NO CONFLICTS] Animated_Morrowind - Expanded.esp

SCPT AM_Reader2_Script
> Animated Morrowind 1.0.esp
SCTX << 1033 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 1172 bytes >>

SCPT AM_Reader1_Script
> Animated Morrowind 1.0.esp
SCTX << 1228 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 1347 bytes >>

SCPT AM_GrannyVaris_Script
> Animated Morrowind 1.0.esp
SCTX << 362 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 391 bytes >>

SCPT AM_Fisherman_script
> Animated Morrowind 1.0.esp
SCTX << 1470 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 1759 bytes >>

SCPT AM_Eater1_Script
> Animated Morrowind 1.0.esp
SCTX << 1568 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 1733 bytes >>

SCPT AM_Drummer_script
> Animated Morrowind 1.0.esp
SCTX << 1324 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 1593 bytes >>

CELL -9 17, Khuul
> [NO CONFLICTS] Animated Morrowind 1.0.esp
> [NO CONFLICTS] Animated_Morrowind - Expanded.esp

SCPT AM_Beggar_Script
> Animated Morrowind 1.0.esp
SCTX << 1350 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 1601 bytes >>

SCPT AM_Bard2_script
> Animated Morrowind 1.0.esp
SCTX << 1891 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 2048 bytes >>

SCPT AM_Bard1_script
> Animated Morrowind 1.0.esp
SCTX << 1448 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 1729 bytes >>

SCPT AM_Alchemist_script
> Animated Morrowind 1.0.esp
SCTX << 1599 bytes >>
> Animated_Morrowind - Expanded.esp
SCTX << 1794 bytes >>

NPC_ AM_Bard1
> Animated Morrowind 1.0.esp
FNAM Martin Kenor
> Animated_Morrowind - Expanded.esp
FNAM Martin Clenor

CELL 18 3, Wolverine Hall
> [NO CONFLICTS] Animated Morrowind 1.0.esp
> [NO CONFLICTS] Animated_Morrowind - Expanded.esp

CLOT AM_SmithGloveR
> Animated Morrowind 1.0.esp
FNAM Right Glove
> Animated_Morrowind - Expanded.esp
FNAM Right glove

CLOT AM_SmithGloveL
> Animated Morrowind 1.0.esp
FNAM Left Glove
> Animated_Morrowind - Expanded.esp
FNAM Left glove

CLOT AM_Mortar
> Animated Morrowind 1.0.esp
FNAM Mortar
> Animated_Morrowind - Expanded.esp
FNAM Mortal

CELL Mournhold, The Winged Guar
> [NO CONFLICTS] Animated Morrowind 1.0.esp
> [NO CONFLICTS] Animated_Morrowind - Expanded.esp

CELL Mournhold, Great Bazaar
> [NO CONFLICTS] Animated Morrowind 1.0.esp
> [NO CONFLICTS] Animated_Morrowind - Expanded.esp

; ------------------------------------------------------------------------
; List of non-conflicting plugins


; ------------------------------------------------------------------------
; Conflict plugin cross-reference list

Animated Morrowind 1.0.esp
Animated_Morrowind - Expanded.esp

Animated_Morrowind - Expanded.esp
Animated Morrowind 1.0.esp
User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Fri May 13, 2011 9:47 am

I have nothing useful to say about the conflicts, but I noticed that this messed up string is actually visible in game if you look at the book the guy is writing into in the Census & Excise warehouse.

BOOK AM_Warehouse_log
> Animated_Morrowind - Expanded.esp
FNAM ??eò?aà? êíè?à
User avatar
Sophie Miller
 
Posts: 3300
Joined: Sun Jun 18, 2006 12:35 am

Post » Fri May 13, 2011 4:27 am

To override forgotten not-english (Russian?) item names, I'd try loading Animated Morrowind 1.0.esp after Animated_Morrowind - Expanded.esp.
Personally, I merge and hand-fix.
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am


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