Broken Activators, What could be the cause?

Post » Tue May 18, 2010 5:58 am

So I'm playing a heavily modded game right now, using Mlox and Wyre Mash to clean it and sort it in the most efficient matter. And beyond this one problem, it is completely playable. The problem is that all the activators in the game dont work. This hasn't been an issue for a while, since before the only thing that has been effected is that I can't use any shrines. But now I'm playing the Tribunal Quest and I'm at the point where certain quest items need to be attached to certain activators, but because none of my activators work, I can't continue these quests. I've advanced very far into the quests and this game, and would rather not have to scrap it yet. Does anybody know a mod that could be affecting the activators and resulting in them not working, or why the activators couldn't be working universally for some other reason?

[Game Files]
GameFile0=Assassins Armory.esm
GameFile1=Better Heads Bloodmoon addon.esm
GameFile2=Better Heads Tribunal addon.esm
GameFile3=Better Heads.esm
GameFile4=Bloodmoon.esm
GameFile5=GIANTS.esm
GameFile6=Havish.esm
GameFile7=MCA.esm
GameFile8=MW_Children_1_0.esm
GameFile9=Morrowind Advanced.esm
GameFile10=Morrowind.esm
GameFile11=Pegas Horse Ranch v3.1.esm
GameFile12=Rise of House Telvanni.esm
GameFile13=TR_Data.esm
GameFile14=TR_Map1.esm
GameFile15=TR_Map2.esm
GameFile16=The Wilderness Mod 2.0 T & B.esm
GameFile17=Tribunal.esm
GameFile18=Veldion2.0.esm
GameFile19=Weapon Rotate.esm
GameFile20=A Call to Issilar.esp
GameFile21=ACG2 NOM Compatible.esp
GameFile22=ARJAN_A_Lords_Men_v2.0.esp
GameFile23=Acheron's Camping Gear 2.esp
GameFile24=Ald-Vendras_V3.esp
GameFile25=Art Of War Museum.esp
GameFile26=Assassins Armory - Bolt Rifles.esp
GameFile27=Assassins Bastard Fix.esp
GameFile28=BB_Clothiers_of_Vvardenfell_v1.1.esp
GameFile29=BM-Fixes.esp
GameFile30=Balmora Expansion v1.4.esp
GameFile31=Better Bodies.esp
GameFile32=Birthsigns.esp
GameFile33=Bloody Oath_v1.0.esp
GameFile34=Bricks.esp
GameFile35=Building Up Uvirith's Grave 1.1.esp
GameFile36=CM_Cutthroat_Armory.esp
GameFile37=Clean Combat Angle Adjustment.esp
GameFile38=Clean Morrowind_Bandits_Unlocked.esp
GameFile39=Clean Morrowind_Cities_Unlocked.esp
GameFile40=Clean Morrowind_Cities_Unlocked_BM.esp
GameFile41=Clean Morrowind_Cities_Unlocked_TB.esp
GameFile42=Clean NOM_Com_TRmap1beta2.esp
GameFile43=Consignment_chests.esp
GameFile44=Creatures.esp
GameFile45=Creeper_gold.esp
GameFile46=Dulsya Isle.esp
GameFile47=Dwarven Submersible.esp
GameFile48=Elders 0 Count NPC add-on (Trib & BM).esp
GameFile49=Elders of Vvardenfell.esp
GameFile50=Elskjiver v.v 1.4.esp
GameFile51=Erengard Mines.esp
GameFile52=FAP Low Chance.esp
GameFile53=Farmer Mod v4.3.esp
GameFile54=GIANTS_Ultimate_Official_Fixes.esp
GameFile55=Havish Mini Patch.esp
GameFile56=HelioS - Darker Weather.esp
GameFile57=Helios_Keep.esp
GameFile58=Hlaalu Rank-Adjust v1.0.esp
GameFile59=House of Earthly Delights, Harem Style.esp
GameFile60=Improved Lockpicking.esp
GameFile61=Improved Open Spell Balance-LD.esp
GameFile62=Improved_No_Glow_v1-MW_Trib_Blood.esp
GameFile63=Juniper's Twin Lamps (1.1 Tribunal).esp
GameFile64=Kwerner_Complex_103.esp
GameFile65=LGNPC_AldVelothi_v1_20.esp
GameFile66=LGNPC_Aldruhn_v1_13.esp
GameFile67=LGNPC_GnaarMok_v1_10.esp
GameFile68=LGNPC_HlaOad_v1_32.esp
GameFile69=LGNPC_Indarys_Manor_v1_45.esp
GameFile70=LGNPC_Khuul_v2_01.esp
GameFile71=LGNPC_MaarGan_v1_11.esp
GameFile72=LGNPC_PaxRedoran_v1_12.esp
GameFile73=LGNPC_Pelagiad_v1_13.esp
GameFile74=LGNPC_SM_MCA5.esp
GameFile75=LGNPC_Secret_Masters_v1_21.esp
GameFile76=LGNPC_SoulSicknessPatch_v1_00.esp
GameFile77=LGNPC_TelMora_v1_11.esp
GameFile78=LGNPC_TelUvirith_v1_10.esp
GameFile79=LGNPC_VivecFQ_v2_03.esp
GameFile80=LGNPC_VivecRedoran_v1_42.esp
GameFile81=Lgnpc_SN.esp
GameFile82=MCA - COV Addon.esp
GameFile83=MCA - Guards Patch.esp
GameFile84=MCA - More Enemies.esp
GameFile85=MCA - NOM Patch.esp
GameFile86=MCA Names 5.2.esp
GameFile87=MCA cm Armory Addon.esp
GameFile88=MWE_Base.esp
GameFile89=MWE_Blocking.esp
GameFile90=MWE_Combat.esp
GameFile91=MW_Adv_Required.esp
GameFile92=Mashed Lists.esp
GameFile93=Mercenaries.esp
GameFile94=Moreclasses_0605.esp
GameFile95=Morrowind Crafting 2-1.esp
GameFile96=Morrowind Crafting Equipment.esp
GameFile97=Mournhold Mage's Guild.esp
GameFile98=NOM 2.13.esp
GameFile99=NPC Functionality.esp
GameFile100=Nature of Morrowind - rainforest of the bitter coast.esp
GameFile101=Nymeria's Faster Walk.esp
GameFile102=Nymeria's Monthly Respawn.esp
GameFile103=P.R.E. v4.0.esp
GameFile104=Pegas Horse Ranch v3.1.esp
GameFile105=Protective Guards.esp
GameFile106=RKCriminals TR&BM.esp
GameFile107=Ranger Tent.esp
GameFile108=Richer Traders.esp
GameFile109=RoHT CoM Addon.esp
GameFile110=RoHT Havish Patch.esp
GameFile111=Slof's BB neck fix.esp
GameFile112=Slof's Better Beasts a.esp
GameFile113=Slof's Better Beasts b.esp
GameFile114=Soul Gems For Sale Version 2.0.esp
GameFile115=Stanegau Isle.esp
GameFile116=Starfires NPC Additions ver-1.11.esp
GameFile117=Stealth Enhancements-LD 1.5b (Tribunal).esp
GameFile118=TelvannisComesAliveSecondEdition.esp
GameFile119=The Battlespire v1.1.esp
GameFile120=The Ultimate Knight Shop.esp
GameFile121=Touche! - Focused Attack.esp
GameFile122=Ultimate Galleon v2.2.esp
GameFile123=Universal Companion Share.esp
GameFile124=VGreetings-Attack.esp
GameFile125=VGreetings-Flee.esp
GameFile126=VGreetings-Hit.esp
GameFile127=VGreetings-Idle.esp
GameFile128=VGreetings-Thief.esp
GameFile129=VGreetings.esp
GameFile130=Vivec Expansion 2.0.esp
GameFile131=Weapon Rotate - Bloodmoon.esp
GameFile132=Weapon Rotate - Tribunal.esp
GameFile133=Weapon Rotate - Vendors.esp
GameFile134=Yagrum Advanced 2.0.esp
GameFile135=Z4K_Giants_AddToLev_Patch.esp
GameFile136=ab01Wilderness2.1patch.esp
GameFile137=abotGuars.esp
GameFile138=almalexia armor.esp
GameFile139=altbegin.esp
GameFile140=cloakanddagger.esp
GameFile141=construction v1.02.esp
GameFile142=farrp_WeaponCompilationMod_V2.esp
GameFile143=havish13_nom_patch.esp
GameFile144=ship_to_mournhold.esp

They're all sorted by the latest mlox data file, and my saves are all cleaned with Wyre Mash. Any ideas?
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Tue May 18, 2010 5:29 am

Pegas Horse Ranch v3.1.esm

Pegas Horse Ranch v3.1.esp


from the read me
****VERY IMPORTANT****
DO NOT CHECK BOTH ESM AND ESP. SELECT EITHER ONE!!
**********************

and what is your actual load order you can copy it from mlox
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Tue May 18, 2010 1:50 pm

I'd try this:
click the acttivator, open the console, type ORI; if you see the object is from a mod file name different from standard Morrowind, Tribunal, Bloodmoon the you should have found the mod.
if the object seems to come from standard morrowind, type TFH, and hover the mouse over the object. If you can see the name of a script attached to the object, try looking for your loaded .esp and .esm containing the script name (you can use WInGrep or any other search tool, even standard window search, I prefer http://www.ghisler.com/ ).
Hope this can help.
User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Tue May 18, 2010 1:49 pm

Well the issue is its just not one Activator, its a ton of them, pretty much from what I can tell. And they're all vanilla ones. Absolutely none of the shrines work, form the Imperial Cult's to Vivecs to Almexia's and pretty much every god's shrine under the sun has stopped working. I can go up to it and have a name pop up like usual, but when I hit spacebar nothing happens, its as if the activator is like the activators of silt striders or signs, they just stay inactive. The issue is I'm now on the quest where *SPOILERS* I need to reactivate the Dwemer weather machine under Mournhold and cause ashstorms. First, the collapsed rock activators did not work even though I had the Dwemer Satchels. They just wouldn't let me stick anything in them, wouldn't respond to activation. I used tcl to no clip through those and get into the Dwemer Weather Machine, but now there is no way to bypass sticking the Power Conduit in the Dwemer Junction Box to power the machine back up. So I don't think its connected to one or two broken scripts in particular, but that something is breaking down activators in general.

And here's my proper, Mlox load order.

_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Better Heads.esm
_005_ Better Heads Tribunal addon.esm
_006_ Better Heads Bloodmoon addon.esm
_007_ Morrowind Advanced.esm
_008_ Weapon Rotate.esm
_009_ Assassins Armory.esm
_010_ The Wilderness Mod 2.0 T & B.esm
_011_ Veldion2.0.esm
_012_ Pegas Horse Ranch v3.1.esm
_013_ Havish.esm
_014_ MCA.esm
_015_ MW_Children_1_0.esm
_016_ TR_Data.esm
_017_ TR_Map1.esm
_018_ TR_Map2.esm
_019_ GIANTS.esm
_020_ Rise of House Telvanni.esm
_021_ Mournhold Mage's Guild.esp
_022_ Lgnpc_SN.esp
_023_ Birthsigns.esp
_024_ cloakanddagger.esp
_025_ Mercenaries.esp
_026_ Moreclasses_0605.esp
_027_ Stanegau Isle.esp
_028_ Creeper_gold.esp
_029_ ship_to_mournhold.esp
_030_ Improved Open Spell Balance-LD.esp
_031_ Stealth Enhancements-LD 1.5b (Tribunal).esp
_032_ Improved Lockpicking.esp
_033_ VGreetings-Hit.esp
_034_ Bloody Oath_v1.0.esp
_035_ Elskjiver v.v 1.4.esp
_036_ farrp_WeaponCompilationMod_V2.esp
_037_ VGreetings-Thief.esp
_038_ altbegin.esp
_039_ VGreetings-Flee.esp
_040_ Yagrum Advanced 2.0.esp
_041_ VGreetings-Idle.esp
_042_ Ranger Tent.esp
_043_ VGreetings-Attack.esp
_044_ VGreetings.esp
_045_ Slof's Better Beasts a.esp
_046_ ARJAN_A_Lords_Men_v2.0.esp
_047_ BB_Clothiers_of_Vvardenfell_v1.1.esp
_048_ Morrowind Crafting 2-1.esp
_049_ Morrowind Crafting Equipment.esp
_050_ MCA cm Armory Addon.esp
_051_ Universal Companion Share.esp
_052_ HelioS - Darker Weather.esp
_053_ MCA - Guards Patch.esp
_054_ MCA - COV Addon.esp
_055_ MCA - More Enemies.esp
_056_ MCA Names 5.2.esp
_057_ LGNPC_GnaarMok_v1_10.esp
_058_ LGNPC_AldVelothi_v1_20.esp
_059_ Juniper's Twin Lamps (1.1 Tribunal).esp
_060_ LGNPC_MaarGan_v1_11.esp
_061_ LGNPC_HlaOad_v1_32.esp
_062_ LGNPC_Aldruhn_v1_13.esp
_063_ Richer Traders.esp
_064_ LGNPC_Pelagiad_v1_13.esp
_065_ LGNPC_TelMora_v1_11.esp
_066_ LGNPC_Khuul_v2_01.esp
_067_ Improved_No_Glow_v1-MW_Trib_Blood.esp
_068_ LGNPC_VivecFQ_v2_03.esp
_069_ LGNPC_TelUvirith_v1_10.esp
_070_ Slof's Better Beasts b.esp
_071_ Vivec Expansion 2.0.esp
_072_ BM-Fixes.esp
_073_ P.R.E. v4.0.esp
_074_ abotGuars.esp
_075_ Helios_Keep.esp
_076_ Slof's BB neck fix.esp
_077_ GIANTS_Ultimate_Official_Fixes.esp
_078_ The Battlespire v1.1.esp
_079_ Kwerner_Complex_103.esp
_080_ Assassins Bastard Fix.esp
_081_ Acheron's Camping Gear 2.esp
_082_ ACG2 NOM Compatible.esp
_083_ Clean Morrowind_Cities_Unlocked.esp
_084_ ab01Wilderness2.1patch.esp
_085_ Clean Morrowind_Cities_Unlocked_TB.esp
_086_ Clean Morrowind_Cities_Unlocked_BM.esp
_087_ Clean Morrowind_Bandits_Unlocked.esp
_088_ Ultimate Galleon v2.2.esp
_089_ Clean NOM_Com_TRmap1beta2.esp
_090_ The Ultimate Knight Shop.esp
_091_ RKCriminals TR&BM.esp
_092_ Hlaalu Rank-Adjust v1.0.esp
_093_ Elders of Vvardenfell.esp
_094_ Elders 0 Count NPC add-on (Trib & BM).esp
_095_ Building Up Uvirith's Grave 1.1.esp
_096_ LGNPC_Secret_Masters_v1_21.esp
_097_ LGNPC_Indarys_Manor_v1_45.esp
_098_ LGNPC_SM_MCA5.esp
_099_ Protective Guards.esp
_100_ Creatures.esp
_101_ havish13_nom_patch.esp
_102_ Art Of War Museum.esp
_103_ TelvannisComesAliveSecondEdition.esp
_104_ LGNPC_VivecRedoran_v1_42.esp
_105_ MW_Adv_Required.esp
_106_ FAP Low Chance.esp
_107_ Better Bodies.esp
_108_ Bricks.esp
_109_ Nymeria's Monthly Respawn.esp
_110_ Dwarven Submersible.esp
_111_ MWE_Base.esp
_112_ CM_Cutthroat_Armory.esp
_113_ House of Earthly Delights, Harem Style.esp
_114_ Nature of Morrowind - rainforest of the bitter coast.esp
_115_ MWE_Blocking.esp
_116_ MWE_Combat.esp
_117_ NPC Functionality.esp
_118_ Nymeria's Faster Walk.esp
_119_ Balmora Expansion v1.4.esp
_120_ Erengard Mines.esp
_121_ Weapon Rotate - Tribunal.esp
_122_ Weapon Rotate - Bloodmoon.esp
_123_ almalexia armor.esp
_124_ Weapon Rotate - Vendors.esp
_125_ Clean Combat Angle Adjustment.esp
_126_ A Call to Issilar.esp
_127_ construction v1.02.esp
_128_ Dulsya Isle.esp
_129_ Assassins Armory - Bolt Rifles.esp
_130_ RoHT CoM Addon.esp
_131_ RoHT Havish Patch.esp
_132_ Ald-Vendras_V3.esp
_133_ Farmer Mod v4.3.esp
_134_ LGNPC_PaxRedoran_v1_12.esp
_135_ LGNPC_SoulSicknessPatch_v1_00.esp
_136_ Havish Mini Patch.esp
_137_ Starfires NPC Additions ver-1.11.esp
_138_ Consignment_chests.esp
_139_ Z4K_Giants_AddToLev_Patch.esp
_140_ Touche! - Focused Attack.esp
_141_ Soul Gems For Sale Version 2.0.esp
_142_ NOM 2.13.esp
_143_ MCA - NOM Patch.esp
_144_ Mashed Lists.esp
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Tue May 18, 2010 1:14 pm

I know this is just a quick stopgap and not a solution, but it should work to open the console, click the item, and type activate. It worked for me, at any rate, in getting through a door in the census office that wouldn't work.
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i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Tue May 18, 2010 11:35 am

First, the collapsed rock activators did not work even though I had the Dwemer Satchels. They just wouldn't let me stick anything in them, wouldn't respond to activation. I used tcl to no clip through those

I've had this problem before, there's something odd in the Tribunal "cavein_script" script that I could only fix by rearranging the conditionals.

It might help to test a bunch of known activators to really see if all of them aren't working or if it's just some buggy scripts.

Do beds work? (the bed_standard script).
Do bar doors flip up when you activate them? (Many taverns have these, like "Suran, Desele's House of Earthly Delights").
Does the script on the skull on the desk in Shishi work to remove the obstacle to the hidden door?
Does activating 6th house bells make them play their bell sounds?
User avatar
Emma Louise Adams
 
Posts: 3527
Joined: Wed Jun 28, 2006 4:15 pm

Post » Tue May 18, 2010 4:40 pm

I've had this problem before, there's something odd in the Tribunal "cavein_script" script that I could only fix by rearranging the conditionals.

It might help to test a bunch of known activators to really see if all of them aren't working or if it's just some buggy scripts.

Do beds work? (the bed_standard script).
Do bar doors flip up when you activate them? (Many taverns have these, like "Suran, Desele's House of Earthly Delights").
Does the script on the skull on the desk in Shishi work to remove the obstacle to the hidden door?
Does activating 6th house bells make them play their bell sounds?


Actually yes, all of these work (Beyond the Shishi skull). Beds work, doors and bar doors work, and I recently raided a 6th House Dungeon and used the bells. This has mostly been non-game breaking. What makes me think this is a general problem though is the that the Shrines you can usually donate money towards to cure diseases and aliments or get blessings don't work. None of them work. But beyond the Shrines, much of the other in game activators work, such as the ones you listed yes.
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Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Tue May 18, 2010 11:19 am

Actually yes, all of these work (Beyond the Shishi skull). Beds work, doors and bar doors work, and I recently raided a 6th House Dungeon and used the bells. This has mostly been non-game breaking. What makes me think this is a general problem though is the that the Shrines you can usually donate money towards to cure diseases and aliments or get blessings don't work. None of them work. But beyond the Shrines, much of the other in game activators work, such as the ones you listed yes.

Maybe you have a mod that has mucked with the shrine scripts.

A fair number of the shrines are in "Ghostgate, Temple" or in "Vivec, High Fane". Maybe you could go to one of those cells, try all the shrines, and see if any work. Then use the "TFH" console command and if you mouseover a broken shrine, it will tell you the script running on that activator. Then you could search your plugins in "Data Files" for any mods that modify that script (I'd just use a tool like http://www.inforapid.de/html/searchreplace.htm or something like it to search for the name of the script in your *.esm *.esp files).
User avatar
dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Tue May 18, 2010 7:58 pm

Okay, I'll try that. I dont have access to my computer that has that Morrowind installation on it until tomorrow though. So I won't be able to try it now. I'll post a checkup tomorrow on how the script searching goes, thanks for all the help guys.
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Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Tue May 18, 2010 8:49 am

You wouldn't by chance have chosen the Atronach Birthsign? It's spell absorption will usually prevent shrines (and similar activators that trigger spell effects) from bestowing their blessings.
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Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Post » Tue May 18, 2010 6:58 pm

You wouldn't by chance have chosen the Atronach Birthsign? It's spell absorption will usually prevent shrines (and similar activators that trigger spell effects) from bestowing their blessings.


No, and its not like the shrine affect works or anything. Its literally like if I went up to a blowing sign and pressed spacebar, just nothing happens. When I press spacebar on a shrine it just sits there and does nothing. I dont even get a pop up about donating money or anything, its sufficiently broken.
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Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Tue May 18, 2010 4:37 pm

I know this is just a quick stopgap and not a solution, but it should work to open the console, click the item, and type activate. It worked for me, at any rate, in getting through a door in the census office that wouldn't work.



Hey i had that problem, do you know whats wrong with it and what mods are causing it?

on topic now:

have you tried running it through tespd? it might have some information in that?
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Tue May 18, 2010 9:31 am

Maybe you have a mod that has mucked with the shrine scripts.

A fair number of the shrines are in "Ghostgate, Temple" or in "Vivec, High Fane". Maybe you could go to one of those cells, try all the shrines, and see if any work. Then use the "TFH" console command and if you mouseover a broken shrine, it will tell you the script running on that activator. Then you could search your plugins in "Data Files" for any mods that modify that script (I'd just use a tool like http://www.inforapid.de/html/searchreplace.htm or something like it to search for the name of the script in your *.esm *.esp files).


Okay I tried to the InfoRapid Search and it worked like a charm! I searched the the Dwemer Power Box Script and it turns out the Elskjiver mod uses the same script, which apparently broke it. I turned it off and the power box worked, the dwemer satchels worked, and my shrines all work too. Thanks for the help guys, my morrowind game is fixed!.
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Zach Hunter
 
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Joined: Wed Aug 08, 2007 3:26 pm


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