Chargen script not working

Post » Sat May 28, 2011 7:05 pm

I'm working on a translation of Morrowind to Portuguese. As it is a simple translation, I'm not changing anything that is not related to text. That's why I'm puzzled about something.

When I'm testing the game with my plugin, character creation works fine until the moment I have to speak to Ganciele Douar in the Census & Excise Office in order to proceed. The original script unlocks the door, giving me access to the next area, but when my plugin is active I just get Ganciele's dialogue and the door remains locked.

I've compared both scripts and they're identical, except for the texts I translated -- two sentences spoken by Ganciele. I didn't change anything else, so I'm not sure what is going on here.

I've checked the door in question and it doesn't have any script attached to it. But I noticed that in the 'Door' tab the problematic door is listed twice (Count - 2) while in the original .esm it just appears once. Don't know if it is related or not.

Any help would be appreciated. :)
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joeK
 
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Post » Sat May 28, 2011 6:43 pm

The script is probably unlocking the wrong door (it won't unlock *every* door of that ID, just the first one it finds). Clean the extra door out of the mod (which you should do anyway if you added it by accident) and see if it works then.
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Princess Johnson
 
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Post » Sat May 28, 2011 9:27 pm

The script is probably unlocking the wrong door (it won't unlock *every* door of that ID, just the first one it finds). Clean the extra door out of the mod (which you should do anyway if you added it by accident) and see if it works then.


Thanks for the answer. :thumbsup:

I'm not an experienced modder, so I'm not sure how I can clean the extra door. Do I just delete it from the original cell? (I've changed the original cell when I've translated it - it appears with an asterisk mark next to its name, followed by the letter "D").
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ZANEY82
 
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Post » Sat May 28, 2011 6:26 pm

So this is not going to be an esm? Oh... Not really sure what the best thing to do there would be actually! Normally if I did something like that I'd made new objects (new IDs) for the unique objects in the new cell, but that's probably not practical here. Sorry, this isn't something I've ever looked into much! :(
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HARDHEAD
 
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Post » Sun May 29, 2011 1:47 am

If you're just changing text, then there shouldn't be any modification to the door. Get Enchanted Editor and open your mod. Find the offending door in the list (should be easy to find) and check its checkbox. Click "Delete Selected" at the top.

If you want to change the name of the door to the equivalent name in Portugese, change it in the Door List in the CS (where statics, activators, NPCs are listed..), not the reference's name in the render window.
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Charles Mckinna
 
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Post » Sat May 28, 2011 6:00 pm

If you're just changing text, then there shouldn't be any modification to the door. Get Enchanted Editor and open your mod. Find the offending door in the list (should be easy to find) and check its checkbox. Click "Delete Selected" at the top.

If you want to change the name of the door to the equivalent name in Portugese, change it in the Door List in the CS (where statics, activators, NPCs are listed..), not the reference's name in the render window.


I'll get the Enchanted Editor, thanks.

As for the name of the door, I didn't change it in the render window, but in the Door List as you suggested (I just needed to change the name that appears on screen when you move the crosshair over the object). When I click with the right mouse button over the offending door entry in the door list to check what is using that door, I always get two cells - the original cell and the cell which name I translated in the render window. I guess that the game is unlocking the door in the original cell, not the translated one.
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Dina Boudreau
 
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Post » Sat May 28, 2011 11:14 am

Then use EE to turn Morrowind.esm into a .esp file, make your changes, and save it back. Then again.. I don't think you would be able to distribute that.
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Vivien
 
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Post » Sat May 28, 2011 1:17 pm

I solved the problem going into the original cell (the one marked with an asterisk and the letter "D") and deleting the offending door. Suddenly the script unlocked the right door and everything worked.

As was suggested, I think that the script was unlocking the wrong door and I think it was because the old original cell was still being used in the game -- I can recall at least one quest (the tax collector one) that uses that cell and I hadn't translated it yet. So maybe the game thought that two Census and Excise Office cells were being used and kept unlocking the door in the original cell. Well, it is just a theory, but at least the problem is solved.

Thanks everyone for the answers. :thumbsup:
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ZzZz
 
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