Error for Darknut's little weapon mod

Post » Sat Jul 23, 2011 6:26 am

Every time I try dropping or equipping an imperial or steel broadsword, I get this error saying it couldn't find the mesh. Then it shuts down. I put the w folder inside the mesh folder just like I was instructed to. I don't know what I did wrong. I'm not suppose to take the files from the w folder and put them straight into the mesh folder without the w folder am I?
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Philip Rua
 
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Post » Sat Jul 23, 2011 9:37 am

Nope. You have to maintain the file structure.
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Spaceman
 
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Post » Sat Jul 23, 2011 10:14 am

Nope. You have to maintain the file structure.


Why am I getting this error then? I don't know what I'm missing.

I copied the 512 folder into the texture folder, and I don't have the 1024 folder in there as well, and I copied the w folder inside the mesh folder. Tell me what's missing.
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Lalla Vu
 
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Post » Sat Jul 23, 2011 12:42 am

Why am I getting this error then? I don't know what I'm missing.

I copied the 512 folder into the texture folder, and I don't have the 1024 folder in there as well, and I copied the w folder inside the mesh folder. Tell me what's missing.

If you literally copied the 512 folder into textures then that's the problem. You should copy the contents of that folder into textures.
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Georgine Lee
 
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Post » Sat Jul 23, 2011 2:39 pm

Install the meshes as you normally would, bu the texture folder need to be opened up (then pick 512 or 1024) and place them all in the Textures folder.
All this is clearly explained in the ReadMe file .

edit: totally ninjad .. forgot I was posting
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Matthew Warren
 
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Post » Sat Jul 23, 2011 3:18 pm

Install the meshes as you normally would, bu the texture folder need to be opened up (then pick 512 or 1024) and place them all in the Textures folder.
All this is clearly explained in the ReadMe file .

edit: totally ninjad .. forgot I was posting


So, what you're saying is to take the files OUT of 512 and move them to text. Am I correct?
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Minako
 
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Post » Sat Jul 23, 2011 2:23 am

Yes
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Doniesha World
 
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Post » Sat Jul 23, 2011 12:36 pm

Yes


Ah, it worked!

I have a bunch of other folders within my texture folder from other mods... Am I suppose to unload them from those folders as well?
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David John Hunter
 
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Post » Sat Jul 23, 2011 3:11 am

Ah, it worked!

I have a bunch of other folders within my texture folder from other mods... Am I suppose to unload them from those folders as well?


Short answer: always maintain the file structure present in the mod's download.

Darknut is a special case because he seemingly goes out of his way to make his folder structure as difficult to deal with as humanly possible.
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Alyna
 
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Post » Sat Jul 23, 2011 9:38 am

So, uh, how do I install Darknuts Armor Texture mod?
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Eileen Collinson
 
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Post » Sat Jul 23, 2011 2:36 pm

For reasons that will forever elude me, Darknut just didn't feel like including both versions of the armor textures in the same download as he did with the weapons mod, thus resulting in the confusing array of links above. Both armor replacers consist of about twenty separate subfolders - one for each armor type - whose files must be individually copied over to your "textures" folder. Remember that these files belong just inside the "textures" folder in your data files directory, and thus the extra subfolders for each armor type serve no purpose except to make more work for the end user. And just for that extra bit of "[censored] you", there's a few overlapping textures in some of the subfolders so that you'll think you've [censored] something up halfway through the installation (protip: install them in alphabetical order).

But wait, there's more! One of the textures in the 1024-res armor download is broken (and remains so as of version 1.1). So, if you're using it, you'll either have to download the 512-res version and fish the "tx_a_imperialchain_f_c.dds" texture out of the "Misc" folder, or just live with the giant, black crotch flaps that the broken one gives to Imperial Chain Armor. This is completely unrelated to the "alternate" Imperial Chain texture found in the 1024 version that, as far as I can tell, is completely identical to the original. I'm starting to think that Darknut is just trying to piss me off.

The armor mods also contain a single mesh file in the Ebony armor folder that needs to be placed in the "data files/meshes/a" folder. This one is technically a fix, and as such is already included as part of the Morrowind Patch Project (from back in the old days when the MPP actually tried fixing [censored] like this). Thus, copying it over isn't really necessary unless you're some kind of a nitwit who isn't using the Morrowind Patch Project, in which case I'd have to teabag you incessantly until you realized the error of your foolish, foolish ways.

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Georgine Lee
 
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Post » Sat Jul 23, 2011 11:48 am

For reasons that will forever elude me, Darknut just didn't feel like including both versions of the armor textures in the same download as he did with the weapons mod, thus resulting in the confusing array of links above. Both armor replacers consist of about twenty separate subfolders - one for each armor type - whose files must be individually copied over to your "textures" folder. Remember that these files belong just inside the "textures" folder in your data files directory, and thus the extra subfolders for each armor type serve no purpose except to make more work for the end user. And just for that extra bit of "[censored] you", there's a few overlapping textures in some of the subfolders so that you'll think you've [censored] something up halfway through the installation (protip: install them in alphabetical order).

But wait, there's more! One of the textures in the 1024-res armor download is broken (and remains so as of version 1.1). So, if you're using it, you'll either have to download the 512-res version and fish the "tx_a_imperialchain_f_c.dds" texture out of the "Misc" folder, or just live with the giant, black crotch flaps that the broken one gives to Imperial Chain Armor. This is completely unrelated to the "alternate" Imperial Chain texture found in the 1024 version that, as far as I can tell, is completely identical to the original. I'm starting to think that Darknut is just trying to piss me off.

The armor mods also contain a single mesh file in the Ebony armor folder that needs to be placed in the "data files/meshes/a" folder. This one is technically a fix, and as such is already included as part of the Morrowind Patch Project (from back in the old days when the MPP actually tried fixing [censored] like this). Thus, copying it over isn't really necessary unless you're some kind of a nitwit who isn't using the Morrowind Patch Project, in which case I'd have to teabag you incessantly until you realized the error of your foolish, foolish ways.



I read your installation, but for some reason, I didn't see the part where you said copy individually to your texture folder. LOL, I read your entire list btw in your sig. Had a great time reading it, and got most of my mods from your list. Keep up the humor!
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Tiffany Holmes
 
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Post » Sat Jul 23, 2011 4:45 pm

Thus, copying it over isn't really necessary unless you're some kind of a nitwit who isn't using the Morrowind Patch Project, in which case I'd have to teabag you incessantly until you realized the error of your foolish, foolish ways.

Or you are from another country with an own language-game and so just CAN'T use the MPP. this does not mean, that you aren't some kind of nitwit anyways.
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Elizabeth Lysons
 
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Post » Sat Jul 23, 2011 6:20 am

BTW, I can't find that single mesh file in the ebony section that needs to be placed in the data files/meshes/a" folder. But you're saying I don't have to do it right, since mpc fixes it?
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Katy Hogben
 
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Post » Sat Jul 23, 2011 8:53 am

Or you are from another country with an own language-game and so just CAN'T use the MPP. this does not mean, that you aren't some kind of nitwit anyways.


Yeah, but my color commentary isn't as funny if I add in qualifiers like that.

Besides, I'm self-admittedly completely ignorant of how translation issues affect Morrowind modding.
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Cagla Cali
 
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Post » Sat Jul 23, 2011 10:29 am

not mcp - the morrowind code patch. it's fixed by mpp - the morrowind patch project. these are different.
I'm self-admittedly completely ignorant of how translation issues affect Morrowind modding.

never mind. we know these issues since we are the ones struggling with :D
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Madeleine Rose Walsh
 
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Post » Sat Jul 23, 2011 6:18 am

BTW, I can't find that single mesh file in the ebony section that needs to be placed in the data files/meshes/a" folder. But you're saying I don't have to do it right, since mpc fixes it?


Yeah, it's not necessary. It's the same mesh as from the MPP.
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Sierra Ritsuka
 
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Post » Sat Jul 23, 2011 6:14 am

Yeah, it's not necessary. It's the same mesh as from the MPP.


MPP?
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W E I R D
 
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Post » Sat Jul 23, 2011 6:18 am

never mind. we know these issues since we are the ones struggling with :D


Yeah, I definitely feel ya. Someone asked me awhile back for permission to translate my mod into German, which makes me wonder how anything in my mod could possibly need translating.

From what parts do you hail, anyway?

Sogar: Morrowind Patch Project
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Ysabelle
 
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Post » Sat Jul 23, 2011 9:06 am

Yay, it worked! Thanks guys!
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Emily Jones
 
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Post » Sat Jul 23, 2011 10:38 am

Yeah, I definitely feel ya. Someone asked me awhile back for permission to translate my mod into German, which makes me wonder how anything in my mod could possibly need translating.

From what parts do you hail, anyway?

Germany...

And we have a german translation, so it worked. What needs translation in your mods, let's see... well, it isn't that much, just

the names of the spells, the names of the potions, the names of the races, the birthsigns, the ingredients, the armor and all equipment stuff. if scripts are included all cell names included in scripts and all message boxes. I surely forgot something... :hubbahubba:
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neil slattery
 
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Post » Sat Jul 23, 2011 11:59 am

the names of the spells, the names of the potions, the names of the races, the birthsigns, the ingredients, the armor and all equipment stuff. if scripts are included all cell names included in scripts and all message boxes. I surely forgot something... :hubbahubba:


Wow, I feel very stupid all of a sudden >.>
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Emerald Dreams
 
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Post » Sat Jul 23, 2011 4:03 am

I'm thinking about installing the helluva mod weapons and armor... but all those folders.
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Chenae Butler
 
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Post » Sat Jul 23, 2011 4:38 am

Wow, I feel very stupid all of a sudden >.>

you actually don't need to :D since you mostly altered vanilla stuff, many of the vanilla names are maintained and we have an excellent tool that translates these names automatically. so most of the work is done in three mouse clicks. what really svcks are scripts because you have to look through each one by one and search for english indications like cell names or "addtopics" or similar things. do you know scout's services by arcimaestro antares? it contains 900 scripts with cell names in mostly all of them. pure hell. i had quite a time translating abots silt striders. there i had to adjust the dialogue as well.

but all in all it's okay. i like to translate nice mods for the community like graphical herbalism. 20 scripts with message boxes, hell yeah :D but the success of those mods like yours and the others gives energy to do it again and again :D
I'm thinking about installing the helluva mod weapons and armor... but all those folders.

helluva has not thet many folders. you install the mod and then write the bb-meshes (better bodies) over it. takes 10 minutes, maximum.
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Emily Rose
 
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Post » Sat Jul 23, 2011 11:58 am

you actually don't need to :D since you mostly altered vanilla stuff, many of the vanilla names are maintained and we have an excellent tool that translates these names automatically. so most of the work is done in three mouse clicks. what really svcks are scripts because you have to look through each one by one and search for english indications like cell names or "addtopics" or similar things. do you know scout's services by arcimaestro antares? it contains 900 scripts with cell names in mostly all of them. pure hell. i had quite a time translating abots silt striders. there i had to adjust the dialogue as well.

but all in all it's okay. i like to translate nice mods for the community like graphical herbalism. 20 scripts with message boxes, hell yeah :D but the success of those mods like yours and the others gives energy to do it again and again :D

helluva has not thet many folders. you install the mod and then write the bb-meshes (better bodies) over it. takes 10 minutes, maximum.


I am already confused. Are there parts where I'm suppose to take the files out from the folder like I did with darknuts'? And how do I know if it conflicts with any of my current mods?
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A Boy called Marilyn
 
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