Combining Mods For A Game

Post » Tue Dec 14, 2010 9:34 am

I've been trying to set up a new game using certain mods. I added some towns, villages and expansions, as well as a few shops and places of business (such as Wayfarer's Rest & Racer's Roost). In total, this so far adds up to about 55-65 mods, give or take. I also use the portcullis mods by Nonsuch and decided to combine the .esp's. I use the official MW/BM/Trib patches, MPP (MW Patch Project) and MCP (MW Code Patch), mlox and Wrye Mash. I merged objects as well. All seemed to be in the correct load order. To test the game, I used trunksbomb's Mod testing CharGen so I don't have to go through the beginning just to test what i've added so far. I've used most of these mods in previous games and haven't had a problem. I've also used the testing mod when creating my own mod and never had a problem. The problem I seem to be having now is a when I try to start a new game, it crashes. The only thing I seem to be doing differently aside from a few extra mods is combining the portcullis mods, but I didn't think that would be the problem. Could combining mods as simple as this cause the game to crash consistently?
User avatar
Grace Francis
 
Posts: 3431
Joined: Wed Jul 19, 2006 2:51 pm

Post » Tue Dec 14, 2010 1:39 pm

Post your Load Order from Mash (or mlox)
And anything that your Warning.txt says after the crash.

You can also always do a http://www.mwmythicmods.com/argent/tech/bin_srch.html
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Tue Dec 14, 2010 8:10 am

I'm actually in the midst of installing mods for another attempt. I test it out every so many mods to see if I can start a new game and so far, so good. I haven't combined any mods at all just to be safe. I tried Esper yesterday and it created an .esp, but the game wouldn't start. Not saying it had anything to do with the Esper .esp, but I did read in the forum on the program that there were missing body parts in some games due to merging objects. I generally use TESTools, but after installing close to 250 mods, it crashed. One thing I was curious about was when merging objects, does TESTools merge only the active mods, or does it recognize everything in the list? And if it only merges active mods, i'd like to know which mods in general I should activate when doing this. I know mlox gives a few warning to leave out of a merge, such as Creatures X, Darknut's GDR NoM .esp and MCA_COV comp. patch. Any suggestions?

Edit: Ok. I'm starting to crash to the desktop now. I'm systematically disabling each mod I installed , starting from the last one. So far, this is what the Warnings.txt says:

One of the files that "Well.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Morrowind Toy Shoppe.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Dwemer Clock v12.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "DagonFel_Well_v2.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Illuminated Order v1.0 - Bloodmoon Compatibility Extras.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Northern Winds V1.1.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Havish Mini Patch.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "The Sable Dragon 1.5.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "UG2PhaseC_v07.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
Object reference "in_c_door_arched"
missing in master file.

Current file "Improved Caldera.esp"
Cell "Caldera, Shenk's Shovel"
Unable to find script 'NOM_grill_01LS' on object 'NOM_grill_03'.
Unable to find script 'NOM_cookingoven' on object 'NOM_oven_telv'.
Unable to find script 'NOM_cookingoven' on object 'NOM_stove_iron'.
Unable to find referenced object "mel_tpp_name" in script cdc_companion_call_script.

At the moment, there's a few mods I have installed that I haven't enabled. These require CoM, MCA or NoM. I don't really know what any of those warnings mean. A lot of things have 'changed since the last save', but I haven't saved any games yet. I noticed Improved Caldera can't find certain NoM scripts. I thought Imrpoved Caldera could be used with or without NoM. Maybe i'm wrong. I also see an object reference missing (in_c_door_arched). Can anyone decipher this for me?

Edit: @Pluto...a binary search would most likely find the culprit. I know the test was working about 13 mods ago. Most of these 13 are mods i've used several times in the past, but some are new to me. I'm not exactly sure how to read my load order out from mlox, so i'll just copy and paste the load order:

001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch v1.6.4.esm
_005_ Havish.esm
_006_ Well.esp
_007_ Morrowind Toy Shoppe.esp
_008_ Illuminated Order v1.0.esp
_009_ Dwemer Clock v12.esp
_010_ B79_RacersRoost_v1.1.esp
_011_ DagonFel_Well_v2.esp
_012_ Abu's Retreat v.2.esp
_013_ Abu Manor v.2.esp
_014_ BM-Fixes.esp
_015_ Amulets and Rings 2.1 Upgrade A.esp
_016_ Illuminated Order v1.0 - Bloodmoon Compatibility Extras.esp
_017_ DwemerLoot1.0.esp
_018_ dh_furn.esp
_019_ dh_furn_stores.esp
_020_ dh_homes.esp
_021_ dh_thriftshop.esp
_022_ Lighthouse.esp
_023_ Guarded GhostGate.esp
_024_ Northern Winds V1.1.esp
_025_ Sils_Pottery V1.0.esp
_026_ INDYBANK.ESP
_027_ Redesigned Vivec.esp
_028_ Mournhold Clockmaker 1.0.esp
_029_ Kaylas_Kick-Knacks.esp
_030_ Lich Father Act I.esp
_031_ A Portcullis for Pelagiad (v1.1).esp
_032_ A Portcullis for Hawkmoth (v1.1).esp
_033_ A Portcullis for Moonmoth (v1.1).esp
_034_ A Portcullis for Wolverine Hall (v1.0).esp
_035_ Lich Father Act II.esp
_036_ LMHistoricalTapestries.esp
_037_ Arms of the Empire V.1.2.esp
_038_ Wayfarer's Rest v1.21.esp
_039_ Toys.esp
_040_ BB_Clothiers_of_Vvardenfell_v1.1.esp
_041_ IoC_Clean_FullV1.0.esp
_042_ Seyda Neen Armory, Version 1.1.esp.esp
_043_ VoduniusNucciusixtended.esp
_044_ Clean Ebonheart Interior Expansion.esp
_045_ Vos Plantation.esp
_046_ Museum of Artifacts Improved Expanded.esp
_047_ Eight Plates.esp
_048_ Windmill.esp
_049_ The Neverhalls.esp
_050_ Improved Caldera.esp
_051_ The Haunted Tavern of the West Gash.esp
_052_ UT2walkthrough.esp
_053_ Anya's Directions.esp
_054_ Art Of War Museum.esp
_055_ CR Caldera Cellar 2.0.esp
_056_ TLR_Gnisis_Bridge.esp
_057_ Evil Eye - Dark Robe v1-5.esp
_058_ Hla Oad Expanded.ESP
_059_ The Raven.esp
_060_ Clean Aln'Baldrahn.esp
_061_ MoreGems.esp
_062_ New Gnaar Mok.ESP
_063_ Make_sure_you_check_this_esp.esp
_064_ The_Ebonheart_Well.esp
_065_ New Gnaar Mok COV Patch.ESP
_066_ Hlaalu Vault Extended.ESP
_067_ Telvanni Vault Extended.ESP
_068_ Havish Mini Patch.esp
_069_ Mir_Vistas_SN.ESP
_070_ The Sable Dragon 1.5.esp
_071_ witchwoodXx.esp
_072_ plazahideout_v2_cleaned.esp
_073_ Pearls Enhanced - Colored Pearls Add-on.ESP
_074_ Velanbannu1-4.esp
_075_ A Hermit's Request.esp
_076_ MGP PearlsEnhancedB.esp
_077_ Clean POTD Paintings.esp
_078_ Gnisis Riverfront.esp
_079_ Building Up Uvirith's Legacy1.1.ESP
_080_ UG2PhaseC_v07.esp
_081_ Sanity Globe for TU2_v1.esp
_082_ BB_Grimoires.esp
_083_ Khuul Expanded.esp
_084_ mel_teleportPlugin_1_3.esp
_085_ Redoran Vault Extended.ESP
_086_ Books of Vvardenfell.esp
_087_ Uvirith's Legacy_Final_2.0.esp
_088_ Hold it - replacer.esp
_089_ MCR_Lighthouse for Khuul Expanded.esp
_090_ Clean Atmospheric Balmora.ESP
_091_ New_Skaal_Village.esp
_092_ CD_ebonheart.esp
_093_ Suran_Underworld_2.5.esp
_094_ UL_NoM2.13_backwardscompat.esp
_095_ UL_Primus_MWSE.esp
_096_ UL_MWSE_patch.esp
_097_ mel_teleportPlugin_1_3_Patches.esp

I do see a few patches for MWSE and NoM, both of which I haven't installed yet. The UL patches were already enabled when the test was working. Melian's Teleport Mod was not though. I still have a bunch more mods to add, but a lot of them are just pluginless replacers. Anyone see anything odd?
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Tue Dec 14, 2010 3:31 pm

I just disabled the last 13 mods I installed and trhe game still crashed once I clicked 'New'. I'm using a list I had from a previous game. In that game, I had everything installed that I wanted to use, even up to the point of an Esper merge .esp and Mashed Lists. Very frustrating to say the least.
User avatar
Emma Louise Adams
 
Posts: 3527
Joined: Wed Jun 28, 2006 4:15 pm


Return to III - Morrowind