[RELz] Morrowind Comes Alive 6.0

Post » Tue Nov 23, 2010 11:26 pm

Firstly awesome work as usual!

*Ahem* However....

Model Load Error: Meshes\Anim_WRunNew_01.NIF cannot load file in Meshes\Anim_WRunNew_01.NIF.
Will use the default object Marker_Error.NIF.
Actor Animation problem with "_MCA_minstrel_dunmer_f00000000".
This actor has no Animation class!


This is causing me a CTD.

Any one know of a fix?
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joeK
 
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Post » Tue Nov 23, 2010 1:37 pm

Firstly awesome work as usual!

*Ahem* However....



This is causing me a CTD.

Any one know of a fix?


Look on page 2 of this thread, second post from bottom and read from there on. I believe there were another problem similar to that (animation problem) of which there was a solution presented. :P
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Phillip Hamilton
 
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Post » Wed Nov 24, 2010 3:19 am

I noticed there's an MCA patch for http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4449. Does that need to be updated to work with the new version?
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Tinkerbells
 
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Post » Tue Nov 23, 2010 4:08 pm

^ Maybe it's just me, but I didn't see any mention of an mca patch on the link you provided.
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Kortknee Bell
 
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Post » Tue Nov 23, 2010 11:16 pm

Look on page 2 of this thread, second post from bottom and read from there on. I believe there were another problem similar to that (animation problem) of which there was a solution presented. :P


Oh awesome! I actually used that mod for a character I had a couple of years ago so Im quite familiar with it. Now to see some Noblewomen walking sixily yes?
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Emily abigail Villarreal
 
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Post » Tue Nov 23, 2010 4:58 pm

A little announcement:

For moogle lovers, MCC (Mogmog Community Compilation) will include a completely redone MCA 6 patch. I hope to have an alpha out soon so be patient.
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IM NOT EASY
 
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Post » Tue Nov 23, 2010 11:47 pm

That'd be awesome enough to get me to try MCA on this horribly under qualified laptop!
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Kate Schofield
 
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Post » Wed Nov 24, 2010 4:37 am


Pwin: Checked all my leveled lists and thugs shouldn't spawn until level 3. You positive you were at level 1? And the main problem with 5.2 was that they all had enchanted claymores and hammers and stuff, but I got rid of all the 2 handed weapons from their weapon lists.




http://i15.photobucket.com/albums/a382/newguyde/MGEScreenshot23.jpg?t=1280188483

Fairly sure I was level 1. Chance I was level 2, but I haven't reached lv 3 yet in the game. Its the cave near Seyda Neen.


So I finally went through and checked MCA.esm.

The weapon in question was not a two-handed weapon, but enchanted shortswords. I was definitely level 1 though. The thugs I ran into carried 'cruel flameblade' s and 'cruel shardsword' s.

_MCA_Dunmer_thug_m1
_mca_dunmer_thug_f1

The two above are the only two I've encountered carrying these and taken screenshots, but they are found in _MCA_in_cave_dunmer and set to spawn at player lvl 1. All the cruel and dire blades/swords are set to appear at player lvl 1 in the fighter_weapon leveled list as well.


I just installed the upgrade and checked the esm and it seems to be fixed now. :)
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I love YOu
 
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Post » Wed Nov 24, 2010 12:41 am

Thank you for the great update. One question: Since the 150 creatures that are in your Undead plugin are included in MCA now, I assume that we should not be using Undead and MCA together now?

Beryl
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Yama Pi
 
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Post » Tue Nov 23, 2010 1:33 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


*cries*
I really wanna know this ;o
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Justin
 
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Post » Tue Nov 23, 2010 9:47 pm

You should have an installation guide in the read me :(
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Andy durkan
 
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Post » Tue Nov 23, 2010 5:39 pm

I installed the mod fine.

The only problem is both my character and my NPC companion loss their hair. I managed to fix it with my own character, it seems the name of the hair was slightly changed, but i am at a loss as to how to fix it for my NPC companion.

Also is there any way to get the cross back for the crusade armor. I'm kinda doing a Imperial Cult role-play with me and and my NPC.

And does anyone know where i can find the leveled list "_MCA_BM_warrior_pauldrons". I missing four items from in it.
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Johnny
 
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Post » Wed Nov 24, 2010 3:40 am

Ok, MCA Names 6.1 is now uploaded to PES and should appear there soon. I wasnt sure if I should give it its own thread so I am just posting this here. I will post the link when it becomes available.
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Charity Hughes
 
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Post » Tue Nov 23, 2010 8:03 pm

Yay. :) Now it will fit in perfectly with Starfire's hopefully.

*cries*
I really wanna know this ;o

Creating another MCA.esm and merging leveled lists would not give you the result you want.

Spawn points work by randomly picking only one creature/npc from its assigned leveled list(s). So even if you added more of them to the leveled list it would still only spawn one of them.

You would need to place a spawnpoint into the map using the construction set. I haven't done this myself yet, but I think the steps are pretty easy:
Spoiler

Open MCA.esm in the construction set, but do not activate it.

Click Leveled Creature, scroll through, and select the creature/npc list you want to use.

On the right hand side, find and double click the place you want to add the spawnpoint to in the Cell View window.

When the area is loaded up in the Map window, drag the leveled list you selected into the map where you want them to appear at/near.

Save and name your mod something so you will remember what it is like "MCA -More NPCs addon"


I hope that helps. :) Please someone correct me if I got it wrong. But each spawn point has to be hand placed unless someone has made a utility that randomly places them in a cell.
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Marion Geneste
 
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Post » Tue Nov 23, 2010 9:24 pm

Well, just tried to start a new game with 6.1 and got an immediate CTD. Something in the warnings.txt about a bed script. Unchecked MCA and could start a new game fine. Sad. :(
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Darrell Fawcett
 
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Post » Tue Nov 23, 2010 4:36 pm

Well, just tried to start a new game with 6.1 and got an immediate CTD. Something in the warnings.txt about a bed script. Unchecked MCA and could start a new game fine. Sad. :(


Uncheck 'MCA - Nom Patch.esp'. You don't need to use it with 6.1 and if you do MW will crash.
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Jade Barnes-Mackey
 
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Post » Tue Nov 23, 2010 3:32 pm

I'm pretty sure the drunkards bug was fixed, because they're not crashing my game. If anyone is still having problems it may be that they've upgraded from an earlier version, but haven't cleaned their save file with Wrye Mash.


Drunks are crashing my game. Only tested a drunk that caught me in Seyda Neen so I'm not sure if all drunks do it but I assume so. It crashes me in dialog like before after clicking "Please I don't want trouble"

It's a brand new game. It works great other than that. Thank you for this great release.

Edit:

To clarify the crash happens when the drunk inside a tavern initiates dialog. I think but I'm not sure it has to be outside of my vision, it takes so long to find a drunk that it's hard to test it. I can't get the drunks walking around outside to initiate dialog yet so I'm not sure if they can cause this crash. This crash basically happens the same way it did in old versions. You walk into an Inn some guy that you can't see talks to you, you answer the dialog and then game crash. That basically sums it up.
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Roy Harris
 
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Post » Tue Nov 23, 2010 7:47 pm

Are commoners or others supposed to have no topics when you talk to them?
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Lalla Vu
 
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Post » Tue Nov 23, 2010 10:35 pm

Are commoners or others supposed to have no topics when you talk to them?

Yup.
[snip...]
most MCA NPCs have the nolore flag so won't have conversation topics. They're only really meant to be scenery.
[snip...]

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brian adkins
 
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Post » Wed Nov 24, 2010 1:27 am

Uncheck 'MCA - Nom Patch.esp'. You don't need to use it with 6.1 and if you do MW will crash.

Whoops... Indeed you are right sir. Working great now... haven't encountered any drunkards yet though - we'll see if they crash the game for me or not when the time comes I suppose...
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Steph
 
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Post » Tue Nov 23, 2010 9:40 pm

I have seen plenty of drunkards..they aren't causing any problems though :S
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Lakyn Ellery
 
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Post » Wed Nov 24, 2010 5:25 am

Thanks Vharlak. If I have some time free this weekend I'll try and get to the bottom of this. Does it happen as soon as you enter the cell, or after you've walked around for a bit?
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Emilie Joseph
 
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Post » Wed Nov 24, 2010 1:17 am

Thanks Vharlak. If I have some time free this weekend I'll try and get to the bottom of this. Does it happen as soon as you enter the cell, or after you've walked around for a bit?


Glad to be of help. As soon as I enter the cell. That's when the dialog box pops up and it doesn't crash until I respond by choosing a dialog option. I can't be sure that's the only way to get it to crash but it's the one I've been able to reproduce so far. I always used to get that crash before too. The invisible drunk crash. He's like outside your vision somehow.
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Krystina Proietti
 
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Post » Wed Nov 24, 2010 3:31 am

Yay. :) Now it will fit in perfectly with Starfire's hopefully.


Creating another MCA.esm and merging leveled lists would not give you the result you want.

Spawn points work by randomly picking only one creature/npc from its assigned leveled list(s). So even if you added more of them to the leveled list it would still only spawn one of them.

You would need to place a spawnpoint into the map using the construction set. I haven't done this myself yet, but I think the steps are pretty easy:
Spoiler

Open MCA.esm in the construction set, but do not activate it.

Click Leveled Creature, scroll through, and select the creature/npc list you want to use.

On the right hand side, find and double click the place you want to add the spawnpoint to in the Cell View window.

When the area is loaded up in the Map window, drag the leveled list you selected into the map where you want them to appear at/near.

Save and name your mod something so you will remember what it is like "MCA -More NPCs addon"


I hope that helps. :) Please someone correct me if I got it wrong. But each spawn point has to be hand placed unless someone has made a utility that randomly places them in a cell.


Thanks, I'm going to try it :P
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Emerald Dreams
 
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Post » Wed Nov 24, 2010 5:19 am

MCA 6.1 Names is now up at PES: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8657
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Breautiful
 
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