[RELz] Morrowind Comes Alive 6.0

Post » Tue Nov 23, 2010 3:31 pm

Shouldn't all of the npc's be able to be talked to? Seems weird to me that they wouldn't be.


guess we'll just have to wait for Neoptolemus to tell us if this is a deliberate feature or a bug.
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SEXY QUEEN
 
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Post » Tue Nov 23, 2010 9:30 am

guess we'll just have to wait for Neoptolemus to tell us if this is a deliberate feature or a bug.


Nah, it's another bug. I'll upload a fix in a minute. :P

EDIT: Okay, done. Same link as before - download the MCA fix again and overwrite the files. Sorry folks. ;)

And keep us updated, Pwin. Really not sure how MCA could be causing your problem, but I guess anything's possible.
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Sian Ennis
 
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Post » Tue Nov 23, 2010 4:04 am

Nah, it's another bug. I'll upload a fix in a minute. :P

EDIT: Okay, done. Same link as before - download the MCA fix again and overwrite the files. Sorry folks. ;)

And keep us updated, Pwin. Really not sure how MCA could be causing your problem, but I guess anything's possible.


sweet thanks!

another thing I've noticed (again, not sure if this is intended or not) I've been attacked a few times now by hairless women. They seem to all be dark elves so far, and they spawned in bandit caves.
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BlackaneseB
 
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Post » Tue Nov 23, 2010 5:31 pm

sweet thanks!

another thing I've noticed (again, not sure if this is intended or not) I've been attacked a few times now by hairless women. They seem to all be dark elves so far, and they spawned in bandit caves.


Oh yeah. Just checked in the CS and it seems '_MCA_dunmer_thug_f1' is bald. Oops.

Keep 'em coming guys. The more bugs you find the sooner I'll have to make MCA 6.1 ;)
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Miss Hayley
 
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Post » Tue Nov 23, 2010 9:42 am

Got an animation error that caused a crash to desktop.

"Actor Animation problem with '_MCA_noble_dunmer_f700000000' This actor has no Animation class!"

This error happens only with the COV addon.

The addon adds a few female noble NPCs that use Axel sixy walk/run.
But the animation files are missing in the MCA package.

You can fix that by downloading "RunWalk_01.rar" here:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7971

...put the files directly in the "meshes" folder and you're done. :)
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Charlie Sarson
 
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Post » Tue Nov 23, 2010 3:33 pm

This error happens only with the COV addon.

The addon adds a few female noble NPCs that use Axel sixy walk/run.
But the animation files are missing in the MCA package.

You can fix that by downloading "RunWalk_01.rar" here:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7971

...put the files directly in the "meshes" folder and you're done. :)


Argh, you're right, Raym. Well spotted.

That's the problem when a mod like this is WIP for a couple of years. You forget some of the stuff you did. Argh. Hopefully no more surprises.

Version 6.1 coming this weekend, with some of the old companions included...
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Hannah Whitlock
 
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Post » Tue Nov 23, 2010 11:38 am

Pwin,

Sorry to confuse you. Unchecking the unbeast mods and getting the run/walk .rar should fix your COV-addon issue, but it may not fix your dremora problem. If it doesn't, be sure to post again. Using altered base animation file replacers (like Axel's sixy walk) has caused me problems with mod-added NPC skeletons, courtesans, and dancing girls. The symptom is always the same, the NPC looks and acts as if she/she is running/walking, but their feet are glued to the spot. The errors are always about tail and toe bones.

There are only three ways to fix this that I know of:

- Run Liztail's AnimKit "Fix animation errors" function.
- Revert to the default animations by removing all default .kf files from the main meshes folder and force the game to extract from the BSA. (this will break any mod-added NPCs which rely on the base animation replacer)
- using NifSkope, manually remove the toe and tail bones from the altered default animation .kf files. Custom animations only used for specific mod-added NPCs won't be affected.
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Matt Fletcher
 
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Post » Tue Nov 23, 2010 4:08 pm

Argh, you're right, Raym. Well spotted.

It just was sheer luck, I'm using the same animation for my character... so when I read the error I recognized the file name. ;)

Glad to help, anyway... MCA it's an old favourite of mine! :)

(I've made a few addons for my own use, too... now I'm thinking about releasing them, but I'm bit nervous on this: I've been modding for a few years now, but never released anything before...)

Edit:
Just a question: I noticed the old "make love" option disappeared.
At first I thought you decided to remove advlt content from MCA... but then I saw that courtesans are still in.
So, was it intentional or not?
Just curious, really... I'm fine either way. :)
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Charlie Ramsden
 
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Post » Tue Nov 23, 2010 5:38 am

Freaking sweet! I had to drop MCA because my computer couldn't take it but my new one certainly will. Thanks Neo! :)

One question, does this mod still include random guard patrols? I can't remember if it does, and I loved seeing guards out in the wild to help me out.
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Darrell Fawcett
 
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Post » Tue Nov 23, 2010 3:02 pm

This error happens only with the COV addon.

The addon adds a few female noble NPCs that use Axel sixy walk/run.
But the animation files are missing in the MCA package.

You can fix that by downloading "RunWalk_01.rar" here:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7971

...put the files directly in the "meshes" folder and you're done. :)



Pwin,

Sorry to confuse you. Unchecking the unbeast mods and getting the run/walk .rar should fix your COV-addon issue, but it may not fix your dremora problem. If it doesn't, be sure to post again. Using altered base animation file replacers (like Axel's sixy walk) has caused me problems with mod-added NPC skeletons, courtesans, and dancing girls. The symptom is always the same, the NPC looks and acts as if she/she is running/walking, but their feet are glued to the spot. The errors are always about tail and toe bones.

There are only three ways to fix this that I know of:

- Run Liztail's AnimKit "Fix animation errors" function.
- Revert to the default animations by removing all default .kf files from the main meshes folder and force the game to extract from the BSA. (this will break any mod-added NPCs which rely on the base animation replacer)
- using NifSkope, manually remove the toe and tail bones from the altered default animation .kf files. Custom animations only used for specific mod-added NPCs won't be affected.


Aaah. See I'm using Axel's walk also, but I have it installed using the AnimKit. To boot I have Dirnae's walk animations for female run.

I'll download the files and that should fix that issue. I haven't had anymore Dremora errors since I unchecked the unbeast mods though. But I haven't been around the wilderness much since then either.

Will post again (or edit this post) once I try it out.
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TASTY TRACY
 
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Post » Tue Nov 23, 2010 4:10 am

Just ran into a "dead pilgrim" he was a skeleton, but wasn't dead.

_MCA_corpse_pilgrim_k

He didn't attack either, just stood there and spoke to me :)

edit: another thing I found, though I'm not sure if it's entirely caused by MCA: the dunmer priests sell a bunch of spells called NPC_whatever (restore fatigue, restore health, etc.)

one more thing, does the item previously attached to the _mca_hood2 itemID still exist? I quite liked that hood.
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Ronald
 
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Post » Tue Nov 23, 2010 8:00 am

Thanks all. :)

The NOM patch will work with NOM 3 if Taddeus doesn't change the Bed_Standard script. Otherwise I'll just update the patch.

Not sure about MCA Names and the Mog add on, but probably not. I suppose the original authors of those aren't around anymore to update them? I'll download them and do some testing. They might work if you use TESTool and merge your items.

Neoptolemus, Taddeus did change his bed_standard scripts in this new version. http://www.gamesas.com/index.php?/topic/1098931-wip-necessities-of-morrowind-30/page__view__findpost__p__16178263.

So I guess that means you'll have to make an update for it, huh?
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gemma
 
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Post » Tue Nov 23, 2010 7:46 pm

Thanks Neo, this is awesome. Looking forward to my new playthrough!!!
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Laura Hicks
 
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Post » Tue Nov 23, 2010 7:39 am

Hey Stranger! Good to see you around again.
And thank you for this! :goodjob:

Don't disappear again for a day or two, nyet?
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michael flanigan
 
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Post » Tue Nov 23, 2010 2:54 pm

Argh, you're right, Raym. Well spotted.

That's the problem when a mod like this is WIP for a couple of years. You forget some of the stuff you did. Argh. Hopefully no more surprises.

Version 6.1 coming this weekend, with some of the old companions included...


Version 6.1 .... awesome! Thanks in advance for so quickly updating the most recent MCA!
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Chloe Mayo
 
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Post » Tue Nov 23, 2010 9:44 am

No more animation issues after adding those files and running "fix animation errors" in the AnimKit.

I have noticed a few bald thugs and I also seem to get attacked often by thugs with enchanted weapons...at level 1. ^^"

I took a few screenshots but I don't have them uploaded at the moment.
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FITTAS
 
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Post » Tue Nov 23, 2010 6:46 pm

Question... are those illusionists and mystics supposed to go around naked (but wearing shoes), or is it an oversight? :)
- Removed St. George crosses from the Crusader armour.

Actually, I still see NPCs with a red cross on their armour. Always thought those don't really fit in the game world, but maybe it's just me. :shrug:
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Rex Help
 
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Post » Tue Nov 23, 2010 10:10 am

Okay guys thanks for all the comments :)

clodcosades: Yeah, turns out none of the dead pilgrims had health set to 0. Oops. Fixed in 6.1. And the weird spells isn't MCA. As for the hood, I renamed it _MCA_hood_niero. Hlaalu Agents wear them, so look around the Balmora council building I guess.

Tes96: Yep, I'll make a new patch as soon as NOM 3 is released.

Ronin49. Hey dude. I won't just yet. ;)

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.

Raym: No, they weren't meant to be nvde. My bad. ;) And yeah, I screwed up the removing of the crosses. I put the replacement texture in the wrong directory so it didn't overwrite the old one. Duh. Again, fixed in 6.1.

Got a nasty case of flu last week and didn't even have the energy to sit at the computer, so 6.1 has been delayed for a few days. But it's progressing well. Just adding in some mini-quests for the Daedric companions (Arran, Zharna and Shareel) so there's a bit of a reason behind them agreeing to travel with you. Zharna's (the seducer) is all done, and I'm part way through Shareel's at the moment. Not long to go.
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Claire Mclaughlin
 
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Post » Tue Nov 23, 2010 10:31 am

As for the hood, I renamed it _MCA_hood_niero. Hlaalu Agents wear them, so look around the Balmora council building I guess.


awesome, thanks :)

one thing: a drunkard just crashed my game (when I asked him if he wanted the [censored] kicked out of him :P)
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Jack Walker
 
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Post » Tue Nov 23, 2010 4:42 am

Very nice work, man!

With this mod, Morrowind feels like it's really alive. The NPCs finally make use of all the weapons and armor found in the game! Morrowind is finally better and more challenging.

Thank you for making this mod!
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Britta Gronkowski
 
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Post » Tue Nov 23, 2010 7:20 pm

Got a nasty case of flu last week and didn't even have the energy to sit at the computer, so 6.1 has been delayed for a few days. But it's progressing well. Just adding in some mini-quests for the Daedric companions (Arran, Zharna and Shareel) so there's a bit of a reason behind them agreeing to travel with you. Zharna's (the seducer) is all done, and I'm part way through Shareel's at the moment. Not long to go.


I have got to say thankyou for this, I liked the compnanions but always thought the backstory etc was a little weak for Shareel and practically non-existant for Zharna. If possible, do you mind switching the voice to something other then a winged twilight sound? I always found it a bit weird. I unfortunatly dont have much of a suggestion on what to switch it to though.
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Conor Byrne
 
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Post » Tue Nov 23, 2010 5:55 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.
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Kyra
 
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Post » Tue Nov 23, 2010 7:41 am

Hope you feel better soon Neo, flu in the summer? The worst.

Added mini-quests? Interesting. Personally, I enjoyed Shareel's backstory as it was well thought out, and a perfect reason to want and take her along with your travels. I hope the redo still retains this, as I would hate to see it changed to the tired and most overused story lines of some sort of uber-fighting disenfranchised being looking for revenge. Far too much of that as it is.

Would be interesting to see Zharna have one. Arran as well. Oh, and I hope we didn't lose Luthien Morvayn at the Balmora Fighter's Guild. Have a fondness for that Penelope Cruz looking Dunmer former Royal Guard. Liked her so much, she figures prominently in the Lokken fanfic novel.
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Marlo Stanfield
 
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Post » Tue Nov 23, 2010 9:35 am

I have got to say thankyou for this, I liked the compnanions but always thought the backstory etc was a little weak for Shareel and practically non-existant for Zharna. If possible, do you mind switching the voice to something other then a winged twilight sound? I always found it a bit weird. I unfortunatly dont have much of a suggestion on what to switch it to though.


Hmm in earlier versions was there an Undead in one of the tombs to the west of Seydra Neen not far from Mr. Dave's clothing spot? Way back in the day I was testing the romance mod and half a dozen other things and my little necromancer came across that fellow. It was love at first sight for those two - scared the shimmy out of me though and I haven't gone back to check and get her companion back since though I know she'd love to have him back. I don't think he said much of anything at all just eagerly agreed to follow her around. Never noticed the others sadly as I usually ignore most of MCA's companions and go through most dungeons with a "kill it before it sees us" mentality. These do sound interesting to 'collect' as it where, does anyone have a list or a guide so I don't kill my new besties when I find them?
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Glu Glu
 
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Post » Tue Nov 23, 2010 9:26 pm

Hope you feel better soon Neo, flu in the summer? The worst.

lol don't you see it that it says he's in New Zealand?
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Sabrina Schwarz
 
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