[RELz] Morrowind Rebirth 1.5

Post » Tue May 08, 2012 2:56 am

There are some floating rocks around the marked area:
http://www7.pic-upload.de/28.01.12/kxrkvq537j4.jpg

I have 2 holes in Balmora, see them in front of this screeny:
http://www7.pic-upload.de/28.01.12/4a2ekcmmf55.jpg

Since I cannot see them with MR in the CS, it seems to be another incompatibility issue. But it is not from Expanded Sounds this time. Still under investigation.

It's a real bummer, that MR is not compatible with some of my favorites like Morrowind Crafting and Children of MW...

Fixed the rocks, thanks!

Regarding the holes I read somewhere that it might be caused by the engine, that really can't handle too many references. I've had that specific issue too during some playthroughs, but during 80 % of these there's no holes to be found. It's kinda strange really. Try start a new game and go to Balmora, if the issue is still present you'll have to repeat that step.

I know that MR have a lot of issues with other mods, nothing I can do atm really. Later on I might be able to take requests, but we'll see.
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kiss my weasel
 
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Post » Mon May 07, 2012 11:13 pm

Regarding the holes I read somewhere that it might be caused by the engine, that really can't handle too many references. I've had that specific issue too during some playthroughs, but during 80 % of these there's no holes to be found. It's kinda strange really. Try start a new game and go to Balmora, if still present repeat that step.
OK, I tried to start a new game, even without any other mods. Just with MW Rebirth, the 2 holes are persistent. Maybe you could remove some refs in Balmora? I mean, even if cells just do this only 20%, this would cause a lot of NPCs falling into the Odai over time.
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Cayal
 
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Post » Mon May 07, 2012 9:57 pm

OK, I tried to start a new game, even without any other mods. Just with MW Rebirth, the 2 holes are persistent. Maybe you could remove some refs in Balmora? I mean, even if cells just do this only 20%, this would cause a lot of NPCs falling into the Odai over time.

Yeah I'll see what I can do about it, kinda annyoing issue really.
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Sudah mati ini Keparat
 
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Post » Tue May 08, 2012 1:24 pm

I can assure you these holes have nothing to do with the amount of references in a cell.

My Balmora cell, exact same cell has 1700+ refs and no holes :D
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elliot mudd
 
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Post » Mon May 07, 2012 11:56 pm

I can assure you these holes have nothing to do with the amount of references in a cell.

My Balmora cell, exact same cell has 1700+ refs and no holes :biggrin:

Lol I have 1500 :P

Well it's there sometimes and the next playthrough it's not. Although I havent had the issue since I installed MGE XE, some distant land issue?

Perhaps it might be related to what hardware you got too. I'm not sure tbh.
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Chloe :)
 
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Post » Tue May 08, 2012 1:42 am

But then it is not related to high- or lowend hardware. I am playing with a more or less highend PC. The Morrowind.exe is patched with the 4GB patch, exe optimized, MC patched etc.

And I am playing with MGE XE too, distant land is active, 25 cells drawing distance and no stuttering at all.
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Kelly Osbourne Kelly
 
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Post » Tue May 08, 2012 5:10 am

My system, also 4GB Patch and MGE XE

CPU: AMD Phenom II, 6x3.2Ghz 1090T
GPU: Sapphire ATI HD6950 2048MB
Mobo: Asus Crosshair V Formula
RAM: 8GB Corsair 1333Mhz
SSD: Corsair 90GB 550/500
HDD: WD 1TB 8.9/64/7200
PSU: OCZ 700W

OS: W7 64bit Ultimate
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Rachel Hall
 
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Post » Tue May 08, 2012 9:16 am

Aight then we can agree upon that this is no hardware related error. Hm perhaps might be to a duplicate cell or something?
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Jessica Stokes
 
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Post » Tue May 08, 2012 11:54 am

I think it might be a GMST or so, have you checked in a cleaning editor?
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Killah Bee
 
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Post » Mon May 07, 2012 10:58 pm

Next to Arrille's shop:
http://www7.pic-upload.de/25.01.12/ahr98vddm4xy.jpg [see the middle segment with 3 NPCs]
Expanded Sound adds sound activators to bridges and other statics, so if you have repositioned many of those parts, there may be some more. But I can patch it easily for myself, I think.
ES replaces the static rope bridges and wooden decking used to make bridges and walkways, with scripted activators so that you get creaking noises when any NPC/player walks on them, instead of the constant creaking of vanilla method.
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Claire
 
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Post » Tue May 08, 2012 7:23 am

Praedator, are you testing with 1.6 beta from an old save or is it a new game under 1.6 beta? If you have visited Balmora before, this could be different to my situation.

Interestingly there are always the exact same two persistant holes, the cell is not randomly punched or something. I have tested this with distant land switched off as well.

EDIT: @Piratelord, I was not able to patch it, even with both mods loaded. I just have disabled the misplaced part in-game.
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Curveballs On Phoenix
 
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Post » Mon May 07, 2012 10:38 pm

DWS I am not testing at all, just trying to help with solving the annoying problem.
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SiLa
 
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Post » Tue May 08, 2012 11:15 am

I think it might be a GMST or so, have you checked in a cleaning editor?

Nah I don't think so. I do have some GMST.s but those I've changed myself. And none of them should cause this type of issue.. (mainly travel-cost, running speed and those type of GMST.s)

But yeah the plugin itself needs some cleaning like duplicate cells and such (mentioned by abot waaay back). I'm not sure if that will just make the esp larger or if that will have any effect in-game.
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Claire
 
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Post » Tue May 08, 2012 4:57 am

Cleaned it mainly from duplicates with TES3cmd and it is a little bit smaller now.

DWS I am not testing at all, just trying to help with solving the annoying problem.
Testing, playing, whatever. I just wanted to know if your cells are rendered from scratch or if they have been visited with a previous version of MW Rebirth. I am not sure if older saves affect statics, but they do it for moveable objects for sure.

EDIT: I do not get it. Distant land renders the missing parts, but if I get closer, physically the parts are gone: http://www7.pic-upload.de/28.01.12/nl7kt8yhklsf.jpg and http://www7.pic-upload.de/28.01.12/s5pn8y28cx8y.jpg

EDIT2: MW crashed two times with the following error:
Music Error: Can not play file. Data Files/Music/Battle/MW_Rebirth_FutileRetreat_RichDouglas.mp3
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Isabell Hoffmann
 
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Post » Tue May 08, 2012 5:05 am

Cleaned it mainly from duplicates with TES3cmd and it is a little bit smaller now.


Testing, playing, whatever. I just wanted to know if your cells are rendered from scratch or if they have been visited with a previous version of MW Rebirth. I am not sure if older saves affect statics, but they do it for moveable objects for sure.

EDIT: I do not get it. Distant land renders the missing parts, but if I get closer, physically the parts are gone: http://www7.pic-upload.de/28.01.12/nl7kt8yhklsf.jpg and http://www7.pic-upload.de/28.01.12/s5pn8y28cx8y.jpg

EDIT2: MW crashed two times with the following error:
Music Error: Can not play file. Data Files/Music/Battle/MW_Rebirth_FutileRetreat_RichDouglas.mp3

1) Try removing the "missing" ex_hlaalu_canol_01 pieces in the cs and replace them with new ones. Might be worth a shot.

2) Remove that specific track, it's in the wrong format. Thanks for the notice.
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Alba Casas
 
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Post » Tue May 08, 2012 10:39 am

Here's the 2.nd BETA build: http://www.4shared.com/rar/n1Zja5Y_/Morrowind_Rebirth_v_16.html

Enjoy :)
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Sabrina garzotto
 
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Post » Tue May 08, 2012 11:38 am

Thanks mate. :banana:
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Lil'.KiiDD
 
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Post » Mon May 07, 2012 9:29 pm

Thanks mate. :banana:

Np! :biggrin:

Enjoy!
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chinadoll
 
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Post » Tue May 08, 2012 11:52 am

Please check \Extras (Opinial)\New Visual Enhancements\Fixed Meshes (MW, TB & BM)\Meshes\

Some of the meshes are missing textures: Folder i, meshes beginning with active_port..., In_Dae..., maybe more.

Also it seems that the meshes of the new Ghostgate have wrong collision borders. Whenever there is an energy barrier, I cannot move past invisible borders. E.g.: Puzzle channel, center. Try to swim to the stairways, it is not possible.
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James Rhead
 
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Post » Tue May 08, 2012 12:24 am

Please check \Extras (Opinial)\New Visual Enhancements\Fixed Meshes (MW, TB & BM)\Meshes\

Some of the meshes are missing textures: Folder i, meshes beginning with active_port..., In_Dae..., maybe more.

Also it seems that the meshes of the new Ghostgate have wrong collision borders. Whenever there is an energy barrier, I cannot move past invisible borders. E.g.: Puzzle channel, center. Try to swim to the stairways, it is not possible.

I removed it entirely a week ago since I were having some issues.

Yupp I'm aware of the ghostgate, it's fixed.

Thanks for letting me know though.
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Katie Pollard
 
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Post » Tue May 08, 2012 12:21 pm

The beta wasn't that stable as I assumed but most errors have now been fixed, sorry for any issues. Give me another week and I'll should be ready with the final 1.6 build. (Skyrim CK might slow me down though :P)
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Alexis Estrada
 
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Post » Tue May 08, 2012 12:28 pm

I think Danke's Daedric greaves (Greaves of Marian Zenas) are missing a texture as well.

TES3Stream Warning: Model "Meshes\danke\a_d_daedric_grv_gnd.nif" tex not found "tx_a_daedric_codpiece00_nm.dds"!

I checked that the texture isn't in MR1.6 beta.

jc
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Sharra Llenos
 
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Post » Tue May 08, 2012 1:01 am

I think Danke's Daedric greaves (Greaves of Marian Zenas) are missing a texture as well.

TES3Stream Warning: Model "Meshes\danke\a_d_daedric_grv_gnd.nif" tex not found "tx_a_daedric_codpiece00_nm.dds"!

I checked that the texture isn't in MR1.6 beta.

jc

Aight will have to check that out, thanks!
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ezra
 
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