NPC "Doubling?"

Post » Wed Dec 07, 2011 4:11 am

This is a problem I am having with Morrowind Crafting and Ambient Sounds of Morrowind, There are some NPCs that are doubled. Infact the woodworker next to the silt strider in Balmora has 4. I tried deleting them in the CS that did nothing.
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Trent Theriot
 
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Post » Wed Dec 07, 2011 1:45 am

If you merge objects with testool, you need to use Enchanted Editor to remove NPC records. You'll get doubling otherwise. This could be contributing to your problem.
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Kayla Keizer
 
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Post » Tue Dec 06, 2011 8:39 pm

Looks like your Save file has duplicate refs.
Just Repair/Update your Save with Wrye Mash. easy.

And then install the Morrowind Code Patch to help eliminate the problem in the future.

If you merge objects with testool, you need to use Enchanted Editor to remove NPC records. You'll get doubling otherwise. This could be contributing to your problem.

I've never seen that happen.
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Jeremy Kenney
 
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Post » Wed Dec 07, 2011 2:04 am

Thanks Pluto, I tried but in Wrye Mash it says nothing is wrong with my save. I also have Morrowind Code Patch already.
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Jade Barnes-Mackey
 
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Post » Wed Dec 07, 2011 3:59 am

I've found moving mods around in the load order will cause doubling, as there is one copy in the savegame and then the mod introduces a second copy after it's moved.
I don't know if it would help, but you could sleep for 72 hours and see if the 72-hour bug will clean them up.
You could try TESPCD and see if you have multiple mods with references to those same NPCs.
Finally, john.moonsugar has expressed an interest in looking at savegames that seem inexplicably corrupted; he may be interested in helping you sort through this. Send him a PM, it can't hurt to just ask.
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Rudi Carter
 
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Post » Tue Dec 06, 2011 7:03 pm

Thanks, I haven't done any load order editing but I have been using crafting in the construction set while making and editing an esm that adds Crafting Supplies signs and better lighting near each crafter. Mainly for my own personal use because I find they are hard to find sometimes, if anyone expresses interest I could release it. Would this cause cloning?
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Chad Holloway
 
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Post » Wed Dec 07, 2011 3:40 am

Yes, if, during the testing process, you saved and then edited the mod again and saved again, especially if you used different names each time. Try going back to a save made before the first time you edited the mod and see if you have any doubles.
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Roy Harris
 
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Post » Tue Dec 06, 2011 3:40 pm

If you are working on a mod in the CS, and want to test it, I strongly suggest setting your starting cell to somewhere near where you are working - and NOT saving. This is especially true for landmass mods, but it is strong protection in any case.

The only downside is that you start out as a low-level acrobatic Dunmer, but for most things, this is perfectly adequate. It also keeps you from toasting a perfectly good save game.
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Mason Nevitt
 
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