[RELz] Morrowind Comes Alive 6.0

Post » Tue Nov 23, 2010 10:39 pm

:facepalm: edited - see post #131
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Rebecca Clare Smith
 
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Post » Tue Nov 23, 2010 11:55 pm

But do you still get all those warnings on a new game with all your mods still installed?
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Christine
 
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Post » Tue Nov 23, 2010 5:59 pm

But do you still get all those warnings on a new game with all your mods still installed?


These warnings appear before I try load my current save game.
The same error messages on a new character.
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Angelina Mayo
 
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Post » Tue Nov 23, 2010 2:45 pm

Probably the best mod out there.
Mine works perfectly fine, although I had few troubles at first though.
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Krista Belle Davis
 
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Post » Tue Nov 23, 2010 3:47 pm

These warnings appear before I try load my current save game.
The same error messages on a new character.


Most of those references in your post are to IDs that were removed with MCA 6.x, so the new mod isn't your problem. Is there by any chance a file called Merged_Objects.esp in your load order?
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Mariaa EM.
 
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Post » Tue Nov 23, 2010 2:18 pm

Most of those references in your post are to IDs that were removed with MCA 6.x, so the new mod isn't your problem. Is there by any chance a file called Merged_Objects.esp in your load order?


Ouch!! :excl:
I feel like a complete novice to the game.
How could I possibly forget that? :blush: :facepalm:
I'll save half a page of the thread by editing my previous post.

(Hides under the bad for the rest of the weekend) :ph34r:
Thanks.
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Stephy Beck
 
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Post » Tue Nov 23, 2010 11:55 am

Hehee. Just glad your game isn't screwed up because of my mod. ;)
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mollypop
 
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Post » Tue Nov 23, 2010 6:30 pm

Also, on a completely another note... I was accidentally running two versions of MCA earlier, which effectively doubled the spawnrates of NPCs too... And damn, I liked that! Now that was how I wanted it, fairly crowded in the cities. So I would wonder if it'd be possible to "double" the spawns of MCA or so (running two versions gave some problems too) :P


Would still want to know if this would be possible, Neoptolemus? :)
Or if someone could point me towards a guide on how to change spawnrates in mods... :P
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Samantha Pattison
 
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Post » Tue Nov 23, 2010 6:54 pm

all the changments are well done. The only thing I'd change, is the level of the npcs in Vvardenfell. While in Mournhold you may find 40 level clothier and booksellers, in Vvardenfell the levels are more balanced. Higher the rank in a faction, higher the level of the npc. I'd say in Vvardenfell, most of the mca npcs' levels should be 5 - 12.
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Nicole Mark
 
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Post » Tue Nov 23, 2010 11:06 pm

If anyone would like to put out a list of these unique companions (so I don't accidentally kill them mid tomb) I'd still love to see it :D
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Eve Booker
 
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Post » Tue Nov 23, 2010 3:54 pm

Jirki88: Try running MCA alongside Starfire's NPC Additions. The only other way is to manually go through and add extra spawnpoints to the towns.

Arcimaestro Anteres: I made them high level so they'd survive the bandit attacks, but I could probably tone them down somewhat.

DarkDiva: The only ones you might accidentally kill are Arran at Bal Fell (look out for a paralyzed dremora), Erik the Rotten in the Samarys Ancestral Tomb near Seyda Neen, Pharakor the Damned in the Indalen Ancestral Tomb near Caldera, and Zharna in the Tel Branora Dungeon. And possibly Telania Neloth on the road between Moonmoth Legion Fort and Caldera, because she is dressed sorta like a bandit. ;)
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Alexandra walker
 
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Post » Tue Nov 23, 2010 11:52 pm

Daaaamn... Alright. Guess I'll download that Starfire's NPC-mod then. If it's not enough I guess I'll have to pester someone here about telling me how to add extra spawnpoints. :P
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Nathan Risch
 
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Post » Tue Nov 23, 2010 3:18 pm

Daaaamn... Alright. Guess I'll download that Starfire's NPC-mod then. If it's not enough I guess I'll have to pester someone here about telling me how to add extra spawnpoints. :P


There's also The Regulars, Partners Mod, Elders of Vvardenfell, and Children of Morrowind. Between MCA, Starfire's NPC Additions, and those other 4 mods I mentioned, your game world should be jam-packed with NPCs. I would be shocked if you still need more after that. However, IF you do, then what you want to do is open up MCA and find the NPC spawn points in towns, click on them, and hit Ctrl+D to duplicate them. That's what I did in mine just for Vivec because I like the idea of it being crowded. :)
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aisha jamil
 
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Post » Tue Nov 23, 2010 4:45 pm

Hrm, so do you happen to know of any guide which would explain the procedure of adding further spawnpoints... As well as what they look like in the CS? :P
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Karen anwyn Green
 
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Post » Tue Nov 23, 2010 1:02 pm

DarkDiva: The only ones you might accidentally kill are Arran at Bal Fell (look out for a paralyzed dremora), Erik the Rotten in the Samarys Ancestral Tomb near Seyda Neen, Pharakor the Damned in the Indalen Ancestral Tomb near Caldera, and Zharna in the Tel Branora Dungeon. And possibly Telania Neloth on the road between Moonmoth Legion Fort and Caldera, because she is dressed sorta like a bandit. ;)


Erik! That's definately my characters rotting paramour of old! Thanks for the info.

@Jirki88 spawn points look like ninja monkey's in the CS. How to use them, I don't actually know though.
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Mr.Broom30
 
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Post » Tue Nov 23, 2010 2:07 pm

I get the 4 errors about some zombie/skeleton rings when i load char and the mercenary in seyda neen has the question mark thing but thats the only problems I have :)
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Eileen Müller
 
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Post » Tue Nov 23, 2010 9:34 pm

Thanks for the new release Neoptolemus. That's awesome. :)
@Jirki88 spawn points look like ninja monkey's in the CS. How to use them, I don't actually know though.

It works exactly like everything else (static, activator, NPC...):
1- go in the Levelled list tab and choose the one you want to use
2- drag and drop it at the place where you want to put it
http://www.gamesas.com/index.php?/topic/523132-levelled-list-tutorial/page__hl__leveled%20tutorial
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Queen
 
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Post » Tue Nov 23, 2010 11:54 am

One thing I was just thinking about... Well, I ran MCA 5.2 or something and MCA 6.1 at the same time... And it was a heavy spawn of NPCs. Though it went somewhat awry because of them being somewhat different too... Anyhow, what I'm thinking is... What if I'd copy the MCA.esm (the 6.1 one then), rename the copy MCA1.esm, activate both and then merge leveled lists and run both of them? Would the NPC spawns double? Or would one of them just overrule the other, even if leveled lists would be merged? And could it cause a lot of other problems too (except of FPS-harakiri that is)?

Sorry for all those silly questions, I be noob at how mods actually work. :P
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helen buchan
 
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Post » Tue Nov 23, 2010 8:01 pm

Ok, because I was bored, and because my internet has been down and still is(got access somewhere for right now), I went did the names for MCA 6.1. I hope to upload the esp when I am able. So far while tesing it, it seems to work as it should, as the only thing I edited in MW Enchanted Editor was the names. Took most of the names from the MCA Names 5.2. So if anyone was planning on doing this soon, I have saved you the work since I did it myself.(If anyone is wondering, Verizon says it will take them up to a week to fix my net, which I think is rediculous, either way, the names add on shouldnt interfere with any games in progress were it to be added in the middle of one)
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Cat
 
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Post » Tue Nov 23, 2010 10:31 pm

Will Neoptolmus be able to integrate that with the main esp so that it's altogether in one file instead of having a bunch of little files ?
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Neil
 
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Post » Tue Nov 23, 2010 8:57 pm

I read that the "talking to npcs" bug was fixed, but I still get only a "what do you want" responsefrom each of them, with no option to talk. I installed 6.0 and overwrote with 6.1 files. It is supposed to do so?
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Annika Marziniak
 
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Post » Wed Nov 24, 2010 1:12 am

I was wondering if there ever was a release of a standalone esp for the mca companions (partners)?
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Benito Martinez
 
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Post » Tue Nov 23, 2010 8:11 pm

One thing I was just thinking about... Well, I ran MCA 5.2 or something and MCA 6.1 at the same time... And it was a heavy spawn of NPCs. Though it went somewhat awry because of them being somewhat different too... Anyhow, what I'm thinking is... What if I'd copy the MCA.esm (the 6.1 one then), rename the copy MCA1.esm, activate both and then merge leveled lists and run both of them? Would the NPC spawns double? Or would one of them just overrule the other, even if leveled lists would be merged? And could it cause a lot of other problems too (except of FPS-harakiri that is)?

Sorry for all those silly questions, I be noob at how mods actually work. :P


Anyone know? I don't quite dare to try it out myself, as I'm a bit afraid it would screw up stuff beyond repair. :P
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Sandeep Khatkar
 
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Post » Tue Nov 23, 2010 3:46 pm

Will Neoptolmus be able to integrate that with the main esp so that it's altogether in one file instead of having a bunch of little files ?


I would like him to integrate the names in as well. If he wants to do that, lll just send him the esp I did.
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Keeley Stevens
 
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Post » Tue Nov 23, 2010 1:34 pm

Okay here's a weird one. Anyone else getting massive lagging in and around Urshilaku Camp? I average about 70 fps out in the wilderness but it drops to about 1 fps at the camp. Problem goes away if I deactivate MCA.
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Oceavision
 
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