[Relz] Arktwend English 3.1

Post » Tue May 17, 2011 9:36 am

On first start-up, I had Bip01 Animation warnings that are associated with the AnimKit.
So I point the AnimKit to my Arktwend version and run "Fix Animation" This normally works fine for Morrowind and its mods when fixing the Bip01 problem.
AnimKit gives me this warning:
WRN: meshes\Arktwend\Ani\xXTanzsixfnb.nif does not exist. There may be a problem with this mod. (Arktwend_English.esm)

Now the game starts fine, with no warnings.
But when I leave the first cell, I get animation errors and the game freezes.
There is a warning like this for basically every animation in the game:
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.Unable to LayerActivate for AnimGroup "Idle" for "CLONE ANFBurger0400000000".


Can this be solved just be getting that missing Mesh (xXTanzsixfnb.nif) and running the AnimKits repairs again?

I have a "XTanzsixfnb" mesh, but it seems to be looking for a "xXTanzsixfnb" mesh. (note the 2 X's)
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Rodney C
 
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Post » Tue May 17, 2011 12:21 pm

On first start-up, I had Bip01 Animation warnings that are associated with the AnimKit.
So I point the AnimKit to my Arktwend version and run "Fix Animation" This normally works fine for Morrowind and its mods when fixing the Bip01 problem.
...
Can this be solved just be getting that missing Mesh (xXTanzsixfnb.nif) and running the AnimKits repairs again?


Uh oh.
This is the first time I've seen this error reported, and I've never seen an animation error in Arktwend myself. Has anyone else seen this error?
I'm unable to run the animkit on my system, so I've never used it. I'll have to do some more investigating.
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Sophie Morrell
 
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Post » Tue May 17, 2011 5:26 am

Can this be solved just be getting that missing Mesh (xXTanzsixfnb.nif) and running the AnimKits repairs again?

I have a "XTanzsixfnb" mesh, but it seems to be looking for a "xXTanzsixfnb" mesh. (note the 2 X's)

This error seems to be for an unused animation, and I think it can be ignored.

The warning about ANFBurger04 is quite worrying, though. But it's something I know zero about (animations) and I didn't change any animations. If anyone has any ideas on that one, please let me know.
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Tammie Flint
 
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Post » Tue May 17, 2011 9:09 am

This error seems to be for an unused animation, and I think it can be ignored.

Right. The game itself doesn't seem to have an error for that one.

The NPCs in the first room all move normally, so is there something special being animated in the next cell, or some CharGen script getting broken during my warnings? Because it's a weird crash.
I click 'Yes To All' past the warnings, and the game seems to continue. I can move the cursor and my FPS is changing, but the NPCs and I are frozen.
Usually, Bip animation errors don't stop gameplay, they just make people move funny.

I'm going to try to remove all AnimKit associations from my Arktwend folder, since now my AnimKit crashes when opened. :(
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kirsty williams
 
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Post » Tue May 17, 2011 2:10 am

The NPCs in the first room all move normally, so is there something special being animated in the next cell, or some CharGen script getting broken during my warnings? Because it's a weird crash.


I just tried a fresh install from scratch and don't see any animations warnings at all. I'm at a loss so far.
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TOYA toys
 
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Post » Tue May 17, 2011 4:47 am

Hello, well while I was re-installing from scratch, I found out that I'd put the wrong Morrowind.ini in the v3.1 archive. So there's a new patch at http://tesnexus.com/downloads/file.php?id=29239 that just has the correct plugin activated. If you're already up and running, you don't need that patch.
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M!KkI
 
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Post » Tue May 17, 2011 12:19 pm

Uninstalling the Kit and removing its folder from Data Files didn't help.
Hopefully someone else with the AnimKit can test this, so you can see if the results are duplicated.

I'm going to try re-installing Arktwend.
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Sophie Louise Edge
 
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Post » Tue May 17, 2011 11:45 am

I'm going to try re-installing Arktwend.


I've just updated the installation instructions on the first page. If you find anything you think I should add to make them more clear, let me know and I'll fix them up. Thanks.
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OnlyDumazzapplyhere
 
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Post » Tue May 17, 2011 3:03 pm

I have found a few small issues in the early part of the game:

In the forge in Ion monastry, the messagebox says you can forge using "Ore, Ore and wood" but it does not specify what ore.
When you hand over the kobolt skins, they are not removed from your inventory (I didn't check the wheat and the eggs).
In fort Ronan the generic guards are missing their arms.
I haven't yet seen if "sechs pferdes" has been translated, since I haven't been there yet, but the questgiver calls it still "sechs pferdes"
I meet two robbers in Stormhold (close to the barracks and the harbour), who didn't attack, which seems wrong.
Prem still has a very large inventory with duplicate items and at least on of the top cuirasses (Cuirass of the saviours hide I believe).

But it's good to be back in Stormhold :)
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Eoh
 
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Post » Tue May 17, 2011 9:13 am

I have found a few small issues in the early part of the game:

In the forge in Ion monastry, the messagebox says you can forge using "Ore, Ore and wood" but it does not specify what ore.
When you hand over the kobolt skins, they are not removed from your inventory (I didn't check the wheat and the eggs).
In fort Ronan the generic guards are missing their arms.
I haven't yet seen if "sechs pferdes" has been translated, since I haven't been there yet, but the questgiver calls it still "sechs pferdes"
I meet two robbers in Stormhold (close to the barracks and the harbour), who didn't attack, which seems wrong.
Prem still has a very large inventory with duplicate items and at least on of the top cuirasses (Cuirass of the saviours hide I believe).

But it's good to be back in Stormhold :)

Thanks! I appreciate the feedback, but I need some more information for some of them.

For ore, it wants 1 "ductile ebony ore" and 1 "indurate ebony ore". I'll try to make that clearer in the next release.

The string "sechs pferdes" does not exist in Arktwend_English.esm or TAO.esp. This sounds like a problem from an earlier release of Arktwend.

I find no problem with delivering the kobold skins to Brother Tuk. The correct ID for kobold skins is "kobold_skin_01", and this is what is checked for and removed from your inventory via dialogue. Please check the ID of the skins you have by dropping one on the ground the beta comment feature, as explained in the Readme section on Reporting Problems. This also sounds like a problem from an earlier release.

I do not see guards missing arms in Ft. Ronan. Could you please give me a ID of one of these guards (you can use the beta comment feature). This also sounds like a problem from an earlier release.

IDs of the Robbers in Stormwend would help too.

In version 3.1 Prem does not have Cuirass of the Saviours Hide. There is only one copy of that item, and it belongs to a prominent NPC you will meet. In 3.1, Prem sells mostly Bonemold, Chitin and Iron armors, repair items and a small assortment of lower level weapons. Inside the shop, Merre sells lots of higher end stuff. This also sounds like a problem from an earlier release.

The issues you are encountering seem like you have somehow gotten version 2.014 installed, and it is overriding v3.1, so I must ask you to please post your load order. There seems to be something very seriously wrong going on.
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kasia
 
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Post » Tue May 17, 2011 6:12 am

This is a bit embaressing, because I hadn't activated version 3.1 but 2.14 instead. I had downloaded 3.1 though :banghead:

I have now installed and activated this:
GameFile0=Arktwend EMaster v2.014.esm
GameFile1=Arktwend_English.esm
GameFile2=TAO.esp

Which causes doubling issues among the Stormhold people, eventhough I have cleaned both the esm's and the savefile.
I thought that only one of the ESM is needed, but your mod TAO requires EMaster and Arktwend_English is the new file, so they both seems to be needed.

I feel kind of stupid with all these installation problems, and I have looked at the readme, so I don't know, what I'm doing wrong.
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James Smart
 
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Post » Tue May 17, 2011 9:40 am

I have now installed and activated this:
GameFile0=Arktwend EMaster v2.014.esm
GameFile1=Arktwend_English.esm
GameFile2=TAO.esp

Which causes doubling issues among the Stormhold people, eventhough I have cleaned both the esm's and the savefile.
I thought that only one of the ESM is needed, but your mod TAO requires EMaster and Arktwend_English is the new file, so they both seems to be needed.


Didn't we go over this before :)
You only need:
Arktwend_English.esm (Version 3.1)
TAO.esp (Version 0.14)

The new version of TAO only needs Arktwend_English.esm (Version 3.1), and should not be used with Arktwend EMaster v2.014.esm.

Edit: if it wasn't clear from the readme, version 3.1 of Arktwend English is a complete replacement for version 2.014. So you will get doubling if you run both versions together.
And the previous version of TAO-0.12 was for Arktwend EMaster 0.214.esm
The new version of TAO-0.14 is for Arktwend_English.esm (Version 3.1).
Let me know if that gets you going.
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Christine Pane
 
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Post » Tue May 17, 2011 2:55 pm

I don't use TAO so I don't know if perhaps this is fixed in TAO, but I've discovered a flaw that can break the main quest. When talking to Salvadore the butcher, the player automatically gets a journal update pertaining to the first Thieves Guild quest, and if the player has not yet talked to Golia, then when he/she does, there's no way to start the quest without resetting the Journal index. I would advise that you filter Salvadore's entry so that the journal update only occurs during the quest itself.
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trisha punch
 
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Post » Tue May 17, 2011 8:56 am

When talking to Salvadore the butcher, the player automatically gets a journal update pertaining to the first Thieves Guild quest, and if the player has not yet talked to Golia, then when he/she does, there's no way to start the quest without resetting the Journal index.

Thanks. I'll take a look at it.
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Kelvin
 
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Post » Tue May 17, 2011 3:43 am

Ok so i got done with the murder quest, what do i do now... both gortez and the guy in the armory does not give me anymore quest, is this even the main quest? what's the main quest? help please i'm stuck :(
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Mrs Pooh
 
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Post » Tue May 17, 2011 2:53 am

Ok so i got done with the murder quest, what do i do now... both gortez and the guy in the armory does not give me anymore quest, is this even the main quest? what's the main quest? help please i'm stuck :(

After you finished the City Guard quests (the murder is the last one), you should have gotten the journal entry:
"General Gortez rewarded me and gave me a promotion. The city is peaceful. I should continue my adventures."
Which is the indicator you are supposed to go find something else to do now.

To start the main quest talk to Golia in Stormwend and join the Thieves Guild. The quests you get for the Thieves will lead into the main quest.
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Cameron Garrod
 
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Post » Tue May 17, 2011 1:45 am

Hi guys, I am stuck with one of the Hunters Guild quest.

Spoiler
The quest is to find the missing Pyter in the Old Forest. I have already found him, and returned to Chert to get the hunting sword. After giving Pyter the hunting sword, we are supposed to go kill the bandits but I can't seem to find them. I found a place called the Old Forest hideout but the place is empty except for a black stone sticking out of the ground that I can't interact with. Have also killed the Untier nearby.


Any hints on the above ? :shrug:
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Del Arte
 
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Post » Tue May 17, 2011 3:59 am

Hi guys, I am stuck with one of the Hunters Guild quest.

Here's a big hint:
Spoiler
The bad guys are supposed to be not far from the trail if you just walk back in a fairly straight way from Pyter's location to the Hunters Guild. I'll try to describe the path from the Hunter's Guild do Pyter and the bad guy's location. From the HG forest camp take the trail to the Old Forest. Shortly inside the forest you should have encountered some kobolds. If you keep going along the trail there are two rock bridges you encounter. Near the first one is where the bad guys will appear after you get Pyter. And Pyter is waiting near the second rock bridge. If you are walking from the forest camp to Pyter's original location, the bad guys would be just a few yards off to the right (West) of the trail as you pass under the first rock bridge. Actual location where they appear is (X: 60288, Y: -17988, Z: 929), there should be a torch stuck in the ground there where they are hanging out. Does that give you enough to go on?

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Ashley Clifft
 
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Post » Tue May 17, 2011 4:53 am

Thanks alot ! Can't believe I missed that hehe. I went searching deeper and deeper into the forest instead... :facepalm:
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alicia hillier
 
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Post » Tue May 17, 2011 8:05 am

Has anyone else had a problem with a conversation with Tate?

Spoiler
I'm doing the Thieves guild quest where both of us go to Nembrest, and he asks me to get information from the dwarf. After I meet the "informant", I'm supposed to meet him outside of the city on the bridge. I meet him, and he automatically starts the conversation with something like:
"Well, what have you found out?"
I have no choice but to answer what I was told by the dwarf, but once I choose that, he asks the same question again. This loop of his question and my answer never ends, no matter how many times I try to choose other options or break out of the conversation.


Is this a bug, or did I just miss something earlier in the script? Once we decided to "travel together", I took us directly to Nembrest.

Spoiler
I didn't take the train or the boat to Bregen, we went directly cross-country to Nembrest because I already knew where it was.


Did I miss something that would have prevented this conversation loop? How can I stop it?

I'm also wondering if there is a map of Arktwend? I went looking on some German forums, but the only link to one that I found 404's.
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Jacob Phillips
 
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Post » Tue May 17, 2011 8:55 am

Hi Meridian007, just did the Tate quest too, I took a train to Nembrest instead of going cross-country, didn't encountered the loop though when I spoke to him again.

Need some hints again on the following heh:

Spoiler
For the cleric quests, the one to retreive the feather of wend. After giving Dr Mobius the plans, he gave me a key to the box which he said is hidden in some shrubbery behind the beach. I can't seem to find any chests or box nearby.

Also where can I find the murderer Antonia for the city guard quest ?


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Jack Walker
 
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Post » Tue May 17, 2011 11:01 am

Has anyone else had a problem with a conversation with Tate?
...
Did I miss something that would have prevented this conversation loop? How can I stop it?

Is this with version 3.1? Would you be able to post your load order please?

I'm also wondering if there is a map of Arktwend?

I'm not aware of any maps.
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herrade
 
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Post » Tue May 17, 2011 9:41 am

Need some hints again on the following heh:


Spoiler
Morbius' crate is on the beach a little bit North of Nembrest. The exact location is: "Gronbart Land (9,3) 75873 26426 311".
Antonia's location is behind some rocks near the city wall, west of "Stormwend, Warehouse" , or more precisely: "Stormwend (-1,5) -6089 43268 345"

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Tikarma Vodicka-McPherson
 
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Post » Tue May 17, 2011 8:36 am

Thanks for the quick response John!

While looking at my install, I realised that it was from this package: Arktwend_EMaster_v2.014.7z

This really surprised me because I was sure that I had downloaded 3.1! (I only downloaded and installed this last week for the first time)

I double checked Sureai's website, (that was where I downloaded Arktwend and the English update from), and sure enough, their link to download 3.1 from their website (instead of TESnexus which makes you sign in) is incorrectly directed to version 2.014. You can see it for yourself here (under the link to download 3.1 from TESnexus):

http://www.sureai.de/index.php?option=com_content&task=view&id=43&Itemid=64


This is probably why I'm having the problem, so I will try to update to 3.1 and see if it happens again. I looked on Sureai's site for a feedback or contact address to let them know about the incorrect link, but I couldn't find one.

Maybe this is also why the person on page one of this thread was surprised to see that they didn't have 3.1? I didn't expect to download 2.014 from the 3.1 section, but I can't complain because this is a great TC!
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Matt Fletcher
 
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Post » Tue May 17, 2011 3:03 am

While looking at my install, I realised that it was from this package: Arktwend_EMaster_v2.014.7z

Ok, yes that dialogue loop was a known problem in that release, which should be fixed in 3.1.
I'll see about the SureAI link. I thought they'd updated it. Thanks for letting me know.
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Dorian Cozens
 
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