NPC's randomly die when entering cell...

Post » Thu May 26, 2011 10:56 pm

Okay. So I think I've got a mod conflict or something... My game has NPC's that randomly die and can't be resurrected-- they just die again. Any notorious mods in this list I should check out before I just have to hunt 'em down? I've heard about this problem before, I'm sure... I'm fairly certain it's just luck of the draw, but most of the vampires in ashmelech are dead by the time I get in there, including Dhudkoatkfzqoeayne Aundae herself, which is something of a problem. Any ideas? The ones marked YUK are my own personal adjustments, by the way.

MODLIST:
GameFile0=Aduls_Master_Mod.esm
GameFile1=Bloodmoon.esm
GameFile2=Havish.esm
GameFile3=Morrowind Patch v1.6.4.esm
GameFile4=Morrowind.esm
GameFile5=THE Argonian & Khajiit Facepack.esm
GameFile6=THE BrImRg Facepack.esm
GameFile7=THE Elven Facepack.esm
GameFile8=THE Facepack Compilation.esm
GameFile9=THE Morrowind NPC Makeover.esm
GameFile10=THE Nord & Orc Facepack.esm
GameFile11=Tribunal.esm
GameFile12=TR_Data.esm
GameFile13=TR_Map1.esm
GameFile14=Aduls_Leggings.esp
GameFile15=Aduls_Leggings_Bloodmoon.esp
GameFile16=Aduls_Leggings_Tribunal.esp
GameFile17=All Boat Ports.esp
GameFile18=All Silt Strider Ports.esp
GameFile19=Antares' Big Mod 5.esp
GameFile20=Artifact Level Requirements - BM Add-On.esp
GameFile21=Artifact Level Requirements - TB Add-On.esp
GameFile22=Artifact Level Requirements.esp
GameFile23=bcsounds.esp
GameFile24=Better Skulls.ESP
GameFile25=Better Telekinesis.esp
GameFile26=Blasphemous Revenants.esp
GameFile27=BM-Fixes.esp
GameFile28=BR Dead Heros.esp
GameFile29=Brittlewind fix.esp
GameFile30=Building Up Uvirith's Legacy1.01.ESP
GameFile31=Cattle Herders.esp
GameFile32=correctUV Ore Replacer 1.0.esp
GameFile33=Creature Pack 1.1.esp
GameFile34=Diablerie.esp
GameFile35=Diablerie_MWSE_AddOn.esp
GameFile36=Dirty Deeds.esp
GameFile37=Disturb_the_dead.esp
GameFile38=DM_DB Armor Replacer.esp
GameFile39=DW_assassination.esp
GameFile40=EcoAdj Ingredients.esp
GameFile41=EcoAdjCrime.esp
GameFile42=EcoAdjDaedricDrops.esp
GameFile43=EcoAdjMerchantSkills.esp
GameFile44=EcoAdjMisc.esp
GameFile45=EnchantMod_Full.esp
GameFile46=Enhanced Detection.esp
GameFile47=Farmer Mod v4.3.esp
GameFile48=Fast Eddie Fix v .0001.esp
GameFile49=FleeAIFixes.esp
GameFile50=Fligg's Slave Mod.esp
GameFile51=Galsiahs Character Development.esp
GameFile52=GCD PATCHES.ESP
GameFile53=Go To Jail 3.5 - T B.esp
GameFile54=Horror Mod.esp
GameFile55=Illuminated Order v1.0 - Bloodmoon Compatibility Extras.esp
GameFile56=Illuminated Order v1.0.esp
GameFile57=Immersive Chargen.esp
GameFile58=Improved Lockpicking.esp
GameFile59=Improved Open Spell Balance-LD.esp
GameFile60=Improved Trap Settings (Tribunal).esp
GameFile61=ImprovedTeleportation2.0.esp
GameFile62=JC_MagicImprovements.esp
GameFile63=LGNPC MOD YUK VERSION.ESP
GameFile64=LGNPC_NoLore_v0_83.esp
GameFile65=magica.esp
GameFile66=master_index.esp
GameFile67=Merged_Leveled_Lists.esp
GameFile68=Merged_Objects.esp
GameFile69=MN_DarkElf_Vampires_3_v1.esp
GameFile70=MW_CultOfTheClouds_v10.esp
GameFile71=New Argonian Bodies - Clean.esp
GameFile72=New Corprus Stalker.esp
GameFile73=New Khajiit Bodies - Clean.esp
GameFile74=ScentOfBlood_MWSE_AddOn.esp
GameFile75=ScentOfBlood_VR.esp
GameFile76=Scripted_Spells.esp
GameFile77=sg1_alchemy_book.esp
GameFile78=Skooma Anonymous.esp
GameFile79=SOL_LockedCavesTombs.esp
GameFile80=Starfires NPC Additions ver-1.11.esp
GameFile81=Starfires NPC Additions VR patch.esp
GameFile82=Time Display.esp
GameFile83=ToggleSneak.esp
GameFile84=Tombs Expanded.esp
GameFile85=UL_TLM_ambiance.esp
GameFile86=Undeads arise from death 1.5.esp
GameFile87=Undeads Skeletons Arise from Death.esp
GameFile88=UniqueFinery.esp
GameFile89=Uvirith's Legacy_BETA1.10.esp
GameFile90=Vality's Balmora Addon.esp
GameFile91=Vampire Mage-Telvanni FIX.ESP
GameFile92=Vampire Realism II - BM Add-On.esp
GameFile93=Vampire Realism II - TB Add-On.esp
GameFile94=Vampire Realism II - VE Patch.esp
GameFile95=Vampire Realism II.esp
GameFile96=Vampire_Embrace.esp
GameFile97=Vampiric Hunger Base.esp
GameFile98=Vampiric Hunger Extended.esp
GameFile99=Vampiric Hunger MGE Addon for MGE 1.11+.esp
GameFile100=Vurt's Ashlands Overhaul.ESP
GameFile101=Vvardenfell Druglord.esp
GameFile102=Vvardenfell Footpad MWSE.esp
GameFile103=Westly's Dark Elf Male Headpack.esp
GameFile104=WildDurzogs_hard.esp
GameFile105=YUK CLAN AUNDAE.ESP
GameFile106=VampiricIllusion_MWSE_AddOn.esp
GameFile107=VampiricIllusion.esp
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Fri May 27, 2011 5:01 am

sounds like merged objects might have set some of the npcs to health 0. you'll just need to edit that and set their health to normal.
User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Thu May 26, 2011 10:43 pm

Really? I'm using TES tool at the moment, if that helps clear things up... I'll take a look at that once I have a bit more free time. Thanks. :)
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Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Fri May 27, 2011 6:34 am

I always end up removing all NPC entries from my Merged Objects file...probably not the best idea ever, but some mods need certain ones removed if included in the merge and I am just too lazy to narrow it down, so I just pull them all with TESAME.
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Thu May 26, 2011 8:48 pm

(1) Load Merged Objects in TES:CS
(2) File > Export Data > NPCs > New NPCs
(3) save as "NPCs.csv"
(4) Open with Open Office Calc
(5) Sort on column E (health) then on B (name)
(6) Check "Auto Calculate Stats", should sort most out. Beware of those with *no* Class.

AFAIK, tes3cmd can do most of that (steps 1 to 5 are just identifying which NPCs are the problem), but I've not gone round to installing perl...
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Thu May 26, 2011 8:00 pm

(1) Load Merged Objects in TES:CS
(2) File > Export Data > NPCs > New NPCs
(3) save as "NPCs.csv"
(4) Open with Open Office Calc
(5) Sort on column E (health) then on B (name)
(6) Check "Auto Calculate Stats", should sort most out. Beware of those with *no* Class.

AFAIK, tes3cmd can do most of that (steps 1 to 5 are just identifying which NPCs are the problem), but I've not gone round to installing perl...


(1) Load Merged Objects in TES:CS
(2) File > Export Data > NPCs > New NPCs
(3) save as "NPCs.csv"
(4) Open with Open Office Calc
(5) Sort on column E (health) then on B (name)
(6) Check "Auto Calculate Stats", should sort most out. Beware of those with *no* Class.

AFAIK, tes3cmd can do most of that (steps 1 to 5 are just identifying which NPCs are the problem), but I've not gone round to installing perl...


Yea, I would do what Dragon says. Npcs are the main reason I even merge objects at all. Removing them will prevent the bigger problem but it will also make many mods pointless. Many mods add scripts and items to npcs and you need all of those things. It also means you don't have to poke through your load list with a fine-toothed comb trying to decide if you want mod a to give this npc and object or modb to give it something else. Not merging npcs can and will break many mods in a bad way. Most of the time you will just be missing stuff but quest mods have you interacting with a lot of npcs that are already in the world otherwise they would just feel like the mod is taking place in its own little universe. If that mod has an npc overwritten (Highly likely if you use something like Hold It) and you need to, say, get an item from that npc. Boom quest is broke. Items aren't nearly as bad as they don't have an inventory that can be changed. It's simple really if you freak out about balance load your balance mod last and then check for odd conflicts. Also, mod makers should be much less likely to add a script to a current item because you can just create a new one and place it into the old Morrowind world without breaking immersion.

Obviously it really depends on the kind of mods you use and your conflict report. I find that I also need to take great care in merging my Magic Effects properly and in the right order because I use a lot of mods that change those in different ways.

I can sit there and tweak my mergedobjects file for hours. Honestly, if you aren't willing to carefully examine your conflicts it's not worth generating the file as you will probably do more damage then good and are unlikely to fix a serious problem, like a script being overwritten by another mod that has a script on the same object--one script has to be dropped, that you couldn't fix by simply tweaking your load order to have all your mods with important scripts load after your mass replacers (hold it, head replacers, etc). Not that doing that would have helped you in this case at all. Just saying.

In other words to anyone that cares if you are about to boot up your game for the first time after adding mods don't just click the merged objects button as an afterthought and be done with it.
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Fri May 27, 2011 5:42 am

Whoa. Thanks guys! I'm working on it as we speak... On the matter of reorganizing merged objects, I've found that I rarely ever has problems, in fact it's only been these last two times I've reinstalled (changing computers) that I've had any doomed NPC's at all.

EDIT: Also... Anyone know why testool does this? And can it be fixed? Or the perhaps if anyone knew the pattern amongst the plague'd NPCS's, which seems to be random after running through the list.... Thanks much for the help, I'm officially naming my sons after you guys.
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Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am


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