» Thu May 19, 2011 3:14 am
So it seems that something in your savegame is interfering with the bow/quiver (and keeps interfering even if the items are cleaned out of the save, and then added back in). The problem apparently exists in the savegame (and not elsewhere) because when you start a new character with the same setup, the bow/quiver work correctly.
If no one else comes up with an idea ... I do have some more things that you could try, but we're entering the stages where further anolysis requires much more work. So you'll have to decide whether it's worth it to you.
If you still want to find the reason for this strange bug, here's what I'd do next:
A ) Drop bow/quiver, leave cell, save game. Backup savegame. Remove all mods _except_ the race and the bow/quiver. Restart game, load the savegame. See if the problem is solved. If yes, then removing one of these mods has solved the problem. Now you have to find out which one. Make a new copy of the backup-ed savegame and re-activate half of your mods. Start the game, load the savegame. See if the problem is still solved. If yes, continue to add mods until the problem reappears. If not, add only half of the mods from the last batch and see if the problem still reappears. This way you may be able to nail down the mod that interferes (or that put an item into your savegame which interferes) with the bow/quiver.
Another method that works in a similar (though not identical) way:
B ) Drop bow/quiver, leave cell, save game. Backup savegame. Load savegame in enchanted editor. Remove all records from the savegame that are not essential (i.e. that cause a crash on reload when removed). Save, restart Morrowind, load the edited savegame. See if the quiver problem if solved. If yes, then one of the records you removed did solve the problem. Now you have to find out which one. make a new copy of the backup-ed savegame and this time delete only half of the records ... etc., see above.
Basically, both methods follow the same strategy: First remove a lot of stuff until the quiver works again, then repeat the process with removing not-quite-so much stuff, until you find out what exactly needs to be removed to solve the problem. As long as the first step (removing everything possible) does solve the problem, this process has a high chance of leading to success - _but_ it may require a lot of work, depending on the amount of mods and/or the size of your savegame. I once used a similar method two find two conflicting single records in a 22MB savegame, but it took me half a day.