Graphic herbalism some containers erroneously opening

Post » Sat Dec 10, 2011 7:21 am

Title pretty much sums it up. Just testing around Seyda Neen, and some ground mushroom containers are opening rather than getting harvested. I have found a few instances of luminous russula and violet coprinus that work correctly, but then some that do not. All instances of the improper containers exist right around that sumgglers' cave, right outside of Seyda Neen. Anyone know what could be causing this?
User avatar
Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Sat Dec 10, 2011 3:37 am

My first thought, is that they may be nonstandard plant containers from some other mod. Alternatively some other mod may be (likely unintentionally) changing these plants back to normal.

Try this: Bring up the console (~ key), click one of the offending plants and type ORI. If the File is not Morrowind.esm, then there's a good chance you've found the mod causing this. Next check the "Reference" (AKA the Object ID), if this looks unusual (i.e. starts with anything other than "flora_") then it's a whole new object, and compatibility patch would be required to make it work the Graphic Herbalism. If it's a standard ID, then the simplest solution is to change the load order so Graphic Herbalism loads after whatever mod is interfering. This could potentially cause problems with that mod, but more likely I think the plants were changed by accident, or changed in some trivial way, like the number of ingredients, so it won't really matter.
User avatar
Kortknee Bell
 
Posts: 3345
Joined: Tue Jan 30, 2007 5:05 pm

Post » Sat Dec 10, 2011 4:34 am

I checked out a few of the instances. Here are two screenshots.

http://imgur.com/gDKUD
http://imgur.com/hcCaf

Everything seems to be in order in these pics. I'm using the MGSO, and have only added a few of my own mods, which are mostly texture packs... so if it is an issue in load order, I would have assumed someone else had experienced it by now. Have you heard of this problem before when using MGSO?
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Sat Dec 10, 2011 5:17 am

I checked out a few of the instances. Here are two screenshots.
Everything seems to be in order in these pics. I'm using the MGSO, and have only added a few of my own mods, which are mostly texture packs... so if it is an issue in load order, I would have assumed someone else had experienced it by now. Have you heard of this problem before when using MGSO?


I had the same thing happening in the Seyda Neen area & I dont use MGSO.
Furthermore after reading this thread & before posting, with my latest save, I've just run around the area picking mushrooms & they all work properly, so plant respawn seems to fix it.


Probably not with my existing mod-load, previous games were 1 based around MGSO & another based around Rebirth.

So sorry for confusion!
User avatar
roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Sat Dec 10, 2011 6:14 pm

I checked out a few of the instances. Here are two screenshots.

http://imgur.com/gDKUD
http://imgur.com/hcCaf

Everything seems to be in order in these pics. I'm using the MGSO, and have only added a few of my own mods, which are mostly texture packs... so if it is an issue in load order, I would have assumed someone else had experienced it by now. Have you heard of this problem before when using MGSO?

Yeah, that looks normal. Although I notice they're both mushroom_08, is that the only one effected as far as you can tell? You'd think I would have heard before if Morrowind Overhaul brook anything in Graphic Herbalism, but I can't guarantee it. About all I can suggest at this point is experimentation. If you've installed any mods besides MGSO (other than pluginless texture packs), I would try either disabling them, or opening them in the editor to check if they alter flora_bc_mushroom_08.
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Sat Dec 10, 2011 4:58 pm

Yeah, that looks normal. Although I notice they're both mushroom_08, is that the only one effected as far as you can tell? You'd think I would have heard before if Morrowind Overhaul brook anything in Graphic Herbalism, but I can't guarantee it. About all I can suggest at this point is experimentation. If you've installed any mods besides MGSO (other than pluginless texture packs), I would try either disabling them, or opening them in the editor to check if they alter flora_bc_mushroom_08.


One is mushroom 06. But as you've said, it's probably a mod I've installed. I've sure I've harvested these mushrooms before with Graphic Herbalism, and I don't remember this problem. I'll let you know if I figure out the problem.
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Sat Dec 10, 2011 11:45 am

So I found the mod that is causing the problem. I'm not a modder, so I don't know WHY, but Darknut's Greater Dwemer Ruins is causing the problem. I'm guessing that somewhere in that mod, some mushrooms were added to caves with different variables, and that led to the problem. I'm not very proficient in mlox usage, but I created an mlox_user.txt file and made a rule stating that DNGDR loads before GH, and that seems to have solved the problem. But as I said, I'm a novice with this stuff; does anyone foresee a problem with forcing that load order? Could something be effed up with DNGDR now?
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am


Return to III - Morrowind