[RELZ] Children of Morrowind - thread 2

Post » Wed Jan 05, 2011 2:50 am

After being away for a week due to dysfunctional internet connection (it's still only half-functioning :(), I noticed that the releasethread for Children of Morrowind had been closed due to +200 posts. So, I thought I'd better start a second thread... So here we go again:


Finally, it is done!

Thank you each and every one who has contributed, supported, helped and encouraged!!

I'm not going to write so much here, as this would probably end up in a War- and Peace-long post. Instead, I'll just give you a brief intro and links to the rest:



CHILDREN OF MORROWIND ver 2

- featuring new head- and body models by Robert

beast bodies from LizTail's New Beasts Bodies Mod


Requires: Bloodmoon and Tribunal

This mod adds approx. 330 talking, playing, interacting children of various ages and of all races to exterior and interior locations in Morrowind, Mournhold and Solstheim. In ver 2, all the non-beast children have new body models made by Robert. The beast-races have bodyparts from LizTail's New Beast Bodies-mod. Children of Morrowind also adds babies-in-papooses and pregnant women, as well as new models for playgrounds and swingsets.

http://lovkullen.net/Emma/index.htm

http://lovkullen.net/Emma/COM_readme.htm



I hope you will enjoy the children - myself, I'm so utterly fond of them all that I could no longer imagine Morrowind without them

User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Wed Jan 05, 2011 7:27 am

Ha! You can ignore my PM! :D

I've just updated Sadrith Mora Academy on my own website and will upload it to PES as soon as I can. The new version updates the dependency to COM version 2 and fixes the issues with them not being dressed properly as a result of the update. I got an email telling me there was a missing texture and one of the rings was too hard to reach, so I've fixed those too.

I'm going to update all my other COM-related mods over the next 3-4 weeks. Call it the 12 mods of Christmas (not that I recall how many COM-related mods I've made) ;)

Thanks again for a wonderful update to a wonderful mod, Emma. :hugs:
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Tue Jan 04, 2011 10:17 pm

Quote DWS (from previous thread):


I tried to fix a problem, maybe someone could help with this. Some NPCs like cm_partners, the guild guide in Havish run away, attack me or just call me a murderer although I have paid my fines, bounty is at zero. All NPCs still have starting dialogs like "You are very foolish, to make this sort of scene in the public", "... senseless murderer" etc.

How to fix this?

Why do I post in this topic... I tried to fix the above problem by going to a guard near Wolverine Hall, children were watching the scene. Now, since bounty was down to zero, I punched the guard into his face to get a small bounty (I think this usually costs 40 or something). The normal dialog about pay fine, go to jail etc. - I chose "pay fine". After that, all of the guards attacked me, so I checked my bounty after I paid the fine(!) : Bounty is at 14,000. What's up with this? I did not attack a child, all right I did not set a good example, but common, 14,000 drakes plus death penalty?



Yes, I think the extra high penalty might be related to CoM. I have heard others who have occasionally ran into the same issue when they have been attacking friendly guards in front of children. But it seems to happen randomly rather than regularly, could be a conflict where other mods are also involved.
User avatar
michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Tue Jan 04, 2011 7:32 pm

Quote Aeven (from previous thread):

Emma, will you be making a plugin for Tamriel Rebuilt Maps 1 & 2?



I'm planning to PLAY Tamriel rebeuilt as soon as possible, and if it's half as good as I suspect, it would surely be nice to have children there as well :).

However, I'm right now updating some other mods and want to finish that first... (the children in White Wolf of Lokken still use the old bodyparts, and I'd like to attend to that as well as sort out some other minor issues)
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Tue Jan 04, 2011 6:36 pm

After updating, i get a whole series of these errors:
I get a whole load of these type of errors:
Unable to LayerActivate for AnimGroup "IdleStorm" for "CLONE 1em_child_32300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle4" for "CLONE 1em_child_32300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle5" for "CLONE 1em_child_32300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "WalkForward" for "CLONE 1em_child_32300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle" for "CLONE 1em_child_36600000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle2" for "CLONE 1em_child_36600000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle3" for "CLONE 1em_child_36600000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle4" for "CLONE 1em_child_36600000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle5" for "CLONE 1em_child_36600000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle6" for "CLONE 1em_child_36600000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle7" for "CLONE 1em_child_36600000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle8" for "CLONE 1em_child_36600000000".

I have used BASReg.exe. And they still happen even if i start a new game

As per this thread:
http://www.gamesas.com/bgsforums/index.php?showtopic=926403
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Tue Jan 04, 2011 11:05 pm

Have you used the animation kit to add new animations? I had these same errors for a few mods until I removed the animation kit and it's generated animation files. Upon removal the errors went away.
User avatar
Stephanie I
 
Posts: 3357
Joined: Thu Apr 05, 2007 3:28 pm

Post » Wed Jan 05, 2011 4:19 am

Emma, I noticed some skirts and ears were glowing.

Also, may I try cleaning up some audio in Adobe Audition? :)
User avatar
jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

Post » Tue Jan 04, 2011 9:17 pm

Have you used the animation kit to add new animations? I had these same errors for a few mods until I removed the animation kit and it's generated animation files. Upon removal the errors went away.

Alternativley, you can open the AnimKit UI and press the "Fix Animation Errors" button. I just tried this myself and it worked perfectly. Some people report that they need to extract the BSA file first, but as long as you have your Morrowind directory set properly, and have the BSA file stored in the Data Files folder, it should work fine.

Emma - You could prevent these errors from affecting people who use the AnimKit without causing any harm to people who don't by installing the http://www.gamesas.com/bgsforums/index.php?showtopic=868016, running the Fix Anim Error function (which will cause it to add tails and toes to the skeletons of all animated NPCs in all your mods, including your children), and then releasing a new version that has the modified files. The problem is caused because you need to have tails and toes in the NPC skeleton for it to be compatibile with the base animations after applying the AnimKit, otherwise allowing beasts to use the upright animations wouldn't be possible.

By the way, you mentioned that my beast mod was used to create some beast children but I haven't found any yet and there are no screen shots of them on your site. Could you post some screen shots or tell me where to find some? Thanks =)

EDIT - Actually now that I've downloaded it, it'd probably be easier if I just did it for you and sent you the result. http://www.liztail.com/em_kids.zip that were modified. Anyone having the animation errors above should be able to extract this to their Morrowind folder to fix the problem.

Note that this also allows animations to be interchangeable between beast and non-beast characters as well, though you'll have to add tail animation if you don't want the tail to be rigid when the animation is applied to a race with a tail.
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Wed Jan 05, 2011 6:38 am

Yep i have installed the Animation Kit, and tried 'fix animation errors', but i still get the same errors once in game. I have tried removing CoM, walking outside in Balmora, i get no errors. Then adding CoM, updating BSAReg, fixing animation errors, loading the saved game, and going outside. Then i get the errors :(

Could it be caused by the fact that i copied my MW directory from another computer? And so technically didn't install the game like normal on this one? Or perhaps the fact that windows is installed in F: rather than C:?
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Wed Jan 05, 2011 2:40 am

Yep i have installed the Animation Kit, and tried 'fix animation errors', but i still get the same errors once in game. I have tried removing CoM, walking outside in Balmora, i get no errors. Then adding CoM, updating BSAReg, fixing animation errors, loading the saved game, and going outside. Then i get the errors :(

Try downloading http://www.liztail.com/em_kids.zip and extracting it to your Morrowind folder. Does that clear it up?

I'm also curious, do you have multiple copies of Morrowind installed? Does the Morrowind Directory at the top of the UI match the one that you're trying to play?
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Tue Jan 04, 2011 9:21 pm

Yes that zip file fixed. Thanks! :D
What caused this error?

No i don't have multiple MW directories installed. And yes they match as i browsed to it myself :)
User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Tue Jan 04, 2011 6:21 pm

Yes that zip file fixed. Thanks! :D
What caused this error?

No i don't have multiple MW directories installed. And yes they match as i browsed to it myself :)

Great! I'm not sure why the fix animation errors function didn't just work for you then. It seems like it didn't find the BSA file for some reason, but I can't think of why. The fact that you had to browse to it yourself might mean that it wasn't able to detect it automatically from the registry, but I don't think it should be looking at the registry when you're running the animation fixing function. Anyway, I'm glad the files I sent you resolved it.

As far as the deeper cause of the error, the way the kit allows beast and non-beast animations to be compatible is by adding tail and toe bones to the standard skeleton. This makes the two skeletons fully compatible so animations become interchanable between them. However, when you set a NIF file as the animation of an NPC, it actually changes their skeleton to be that file instead of the base skeleton... but the base animations are still used. In Morrowind, it is an error for an animation to try to move a bone that doesn't exist in the skeleton, so if you have an NPC that has no tail and no toes, but the animation tries to move them... you get an error. The only way to address this is to have the "fix" function in the GUI that you have to run whenever you install a mod that has a custom animated NPC. Basically it automatically adds the missing toe and tail bones, bringing the custom NPC skeleton into compliance and eliminating the errors.

This mod is the first one that I've ever heard anyone having problems with this process for... it'd be nice to know what the cause was, but if Emma replaces those files in the mod then it shouldn't be a problem anymore. It's not an error to have bones in a skeleton that an animation file doesn't move, so it shouldn't affect people who don't use the AnimKit.
User avatar
Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Wed Jan 05, 2011 5:39 am

Hm, i think i understand

It could be something to do with finding MW in the registry, Testool says it can't find MW in the registry, unless it is placed in exactly the right file

Btw, looking at your signature, i think Better Clothes v1.1 was realised a while ago
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Wed Jan 05, 2011 1:33 am

Hm, i think i understand

It could be something to do with finding MW in the registry, Testool says it can't find MW in the registry, unless it is placed in exactly the right file

Btw, looking at your signature, i think Better Clothes v1.1 was realised a while ago


Well, I checked the code and it's not looking in the registry when doing the fixing, it's just looking at the path you set. So I'm not sure what the problem is. The path should be to the location of Morrowind.exe, though. So not to "Data Files" or anything like that.

And it looks like you're right, I updated my sig. Thanks =)
User avatar
Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Wed Jan 05, 2011 10:41 am

Emma, I noticed some skirts and ears were glowing.

Try downloading the latest version - Emma fixed that issue in the bsa file.
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Wed Jan 05, 2011 3:24 am

Ha! You can ignore my PM! :D

I've just updated Sadrith Mora Academy on my own website and will upload it to PES as soon as I can. The new version updates the dependency to COM version 2 and fixes the issues with them not being dressed properly as a result of the update. I got an email telling me there was a missing texture and one of the rings was too hard to reach, so I've fixed those too.

I'm going to update all my other COM-related mods over the next 3-4 weeks. Call it the 12 mods of Christmas (not that I recall how many COM-related mods I've made) ;)

Thanks again for a wonderful update to a wonderful mod, Emma. :hugs:

Just a note for anyone who downloaded this ... uhhhh ... I made a boo-boo :embarrass:

It's still dependent on version 1.2 of Playable Children, which of course is now version 2.0, and an .esp instead of an .esm.

It's not as easy as just stripping out the dependency in Mash and clicking Repair All - there may be other issues that need fixing. I'm going to put a cautionary note on the PES download page and test it properly before uploading a new version. Sorry. Good job this was caught (thanks to an email from Sankekur) before I update my other COM-dependent mods :)
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Wed Jan 05, 2011 8:20 am

Sorry to hijack the thread, but I realise I made a promise here to get something done and I've had a bit of a cold lately and have been slacking off. Sorry if anyone was waiting for me to update my COM-dependent mods to take advantage of Emma's hard work and I'll get to them as soon as I can. :)

(If you just use Mash to update the dependencies, thanks to Emma's forethought in setting them up to use the same names, the mods will at least work, but there will be weirdness such as missing shoes.)
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Tue Jan 04, 2011 7:47 pm

Model Load Error: Meshes\Em_kids\a rocking horse2.NIF cannot load file in Meshes\Em_kids\a rocking horse2.NIF.
Will use the default object Marker_Error.NIF.

I keep getting this when I'm in seyda neen.
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Wed Jan 05, 2011 11:04 am

Emma, the girl skirts still glow in the dark, as do the ears. Even in the supposedly updated BSA. Do you want me to clean the audio files like I offered before?
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Wed Jan 05, 2011 7:49 am

Model Load Error: Meshes\Em_kids\a rocking horse2.NIF cannot load file in Meshes\Em_kids\a rocking horse2.NIF.
Will use the default object Marker_Error.NIF.

I keep getting this when I'm in seyda neen.


Have you registered the bsa in the ini?
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Tue Jan 04, 2011 10:01 pm

Have you registered the bsa in the ini?

Of course. :P

I also ran BSAreg, and checked in the ini file myself.

Oh, and it isn't just Seyda Neen, its everywhere. Everything shows up fine, but that.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Wed Jan 05, 2011 1:59 am

Of course. :P

I also ran BSAreg, and checked in the ini file myself.

Oh, and it isn't just Seyda Neen, its everywhere. Everything shows up fine, but that.


I too am getting the same rocking horse error. Yes it's registered correctly BSAreg.
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Tue Jan 04, 2011 10:21 pm

Unpacked the BSA I have (CRC: 631EC5FC, last modified 5th November 2008 @ 18:12) and whilst there's a "a rocking horse.nif" there's no "a rocking horse2.NIF". There is a "em_rockinghorse2.nif" though...
User avatar
sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

Post » Wed Jan 05, 2011 7:28 am

Seems to be a minor bug with the naming, hope Emma sees this.
User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Post » Wed Jan 05, 2011 7:57 am

I have the same problem regarding the rocking horse mesh, so I hope Emma will fix this soon.

For the time being, I've made a quick fix esp (now offline), hope Emma doesn't mind ;)

(ofcourse, if someone else has done this before, please tell me, my bandwith isn't unlimited ;) (it's only 2,65k or so, but still) )

Edit: Fix taken offline because of bug
User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Next

Return to III - Morrowind