MGE and Redesigned Vivec.

Post » Sat May 28, 2011 10:00 am

I was minding my own business, happy as larry, when all of a sudden I came to Vivec. I've been using http://www.pirates.retreat.btinternet.co.uk/Vivec.htm mod, and I noticed that the original buildings are still in place from Vanilla MW. I have no idea how to get around this. The original buildings are only from MGE's distant land, so they aren't actually statics, and don't get in the way, it's just a painful graphical error.

If anyone knows what's going on, I'd be grateful to hear from you ^_^

That mod uses ancient versions of COM and MCE for a patch, and I had to create my own patches, so I doubt I'll get support from the owner.
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Nick Jase Mason
 
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Post » Fri May 27, 2011 9:34 pm

Two possibilities: you're using an old MGE (most likely) and/or you need to regenerate your statics.
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Brandon Bernardi
 
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Post » Sat May 28, 2011 5:16 am

you need to regenerate your statics.

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Samantha Jane Adams
 
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Post » Fri May 27, 2011 9:11 pm

I believe the latest version fo MGE can detect if a mod deletes statics and do doesn't generate distant statics for them.
Other solution is to put the cantons as a list of expections. The other vivec style building in the mountain area (forget name) uses a different mesh, so it shouldn't affect that, but it might then affect other mods using the canton meshes.
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Rob Smith
 
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Post » Fri May 27, 2011 7:42 pm

I thought I'd not regenerated my statics at first, but I have done so many times, and it's still the same. I downloaded the lastest MGE a month agoish, so it's fairly new. What do you mean by putting them as a list of expectations?
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Jimmie Allen
 
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Post » Fri May 27, 2011 10:14 pm

Not sure. It works fine for me.

http://img94.imageshack.us/img94/7994/morrowind20100222223221.jpg

edit: might not be the same mod? Can you post a screen shot?

edit to the edit:
My version is called PW_Redesigned_Vivec-Vivec_Expansion, as PW did a merge of RV and VE. Otherwise they are they same. It is not the mod it seld giving you problems.
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Kira! :)))
 
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Post » Sat May 28, 2011 10:30 am

Not sure. It works fine for me.

http://img94.imageshack.us/img94/7994/morrowind20100222223221.jpg

edit: might not be the same mod? Can you post a screen shot?

edit to the edit:
My version is called PW_Redesigned_Vivec-Vivec_Expansion, as PW did a merge of RV and VE. Otherwise they are they same. It is not the mod it seld giving you problems.

Hmm... that's the mod I have, but named simply "Redesigned Vivec.esp", different version? Anyways, the mod shouldn't be a problem, that works fine, it's vanilla's statics that aren't working correctly... Would my load order have anything to do with it? I usually just select "use Morrowind.ini" when generating statics and such. Obviously that would mean Morrowind.esm comes before Redesigned Vivec.esp.
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Queen of Spades
 
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Post » Fri May 27, 2011 8:33 pm

Would my load order have anything to do with it? I usually just select "use Morrowind.ini" when generating statics and such.


I'm using this mod, too, and I'm not having any problems. It's probably a conflict somewhere.

Would you mind posting your load order to make sure? It's the chunk at the bottom of your Morrowind.ini. Also any static override lists you might be using to generate statics.
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K J S
 
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Post » Fri May 27, 2011 7:28 pm

I have a similar problem with a mod that alter's the land in the uvirith's grave cell. It is the two towers of Uvirith mod. The other tower isn't showing up in distant land, and then pops in when I get close to it. I selected the plugin in the distant land creation wizard.
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kevin ball
 
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Post » Sat May 28, 2011 4:38 am

Sure, here goes... I've labelled my own mods to explain what they are. A lot of these I can't remember what they are. Still, they're all important ^_^

Spoiler
GameFile0=Better Heads Bloodmoon addon.esm
GameFile1=Better Heads Tribunal addon.esm
GameFile2=Better Heads.esm
GameFile3=Bloodmoon.esm
GameFile4=BT_Whitewolf_2_0.esm
GameFile5=MCA.esm
GameFile6=Morrowind.esm
GameFile7=MW_Children_1_0.esm
GameFile8=Pegas Horse Ranch v3.1.esm
GameFile9=Rise of House Telvanni.esm
GameFile10=Tribunal.esm
GameFile11=TR_Data.esm
GameFile12=TR_Map1.esm
GameFile13=TR_Map2.esm
GameFile14=Animated Morrowind 1.0.esp
GameFile15=Atronach Expansion X.ESP
GameFile16=Balance - Character.esp
GameFile17=Balance - game settings.esp
GameFile18=Balance - items.esp
GameFile19=Balance - Magic Effects.esp
GameFile20=Balance - NPC Spellcasting.esp
GameFile21=Balance - spells.esp
GameFile22=Balmora Expansion v1.4.esp
GameFile23=Balmora Riverside Home.ESP (My custom home mod)
GameFile24=Better Bodies.esp
GameFile25=Better Clothes_v1.1.esp
GameFile26=Better Clothes_v1.1_nac.esp
GameFile27=Big Paulds.ESP (My mod that adds some custom paudrons to Meldor in Balmora)
GameFile28=blackjack.esp
GameFile29=blacklightsilgradr1.esp
GameFile30=Brittlewind_Fix.esp
GameFile31=BT_Lokken_child1.esp
GameFile32=Building Up Uvirith's Legacy1.01.ESP
GameFile33=Clean backup heads.esp
GameFile34=Clean Bags O´Bones.esp
GameFile35=Clean Bonelord Robe.ESP
GameFile36=Clean Lich Robes addon.esp
GameFile37=Creatures 6th House Patch.esp
GameFile38=Creatures.esp
GameFile39=Dahrk Creatures I.ESP
GameFile40=Dirnae's Slower Walk.ESP
GameFile41=DM_DB Armor Replacer-ExpRanks.esp
GameFile42=Dodge Mod 1.2-WD (Enhanced-LD) (Tribunal).esp
GameFile43=Fair Dark Brotherhood.ESP
GameFile44=Farmer Mod v4.3.esp
GameFile45=Fast Eddie Fix v .0001.esp
GameFile46=Fligg's Slave Mod.esp
GameFile47=Galsiahs Character Development.esp
GameFile48=Gameplay - Dialogue.esp
GameFile49=Gameplay - Faction.esp
GameFile50=GCD Restore Potions Fix.esp
GameFile51=GCD StartScript for Trib or Bloodmoon.esp
GameFile52=Go To Jail 3.5 - T B - MCA.esp
GameFile53=HelmExperiment.esp
GameFile54=HospitalityPapers.esp
GameFile55=Illuminated Order v1.0 - Bloodmoon Compatibility Extras.esp
GameFile56=Illuminated Order v1.0.esp
GameFile57=Improved Lockpicking.esp
GameFile58=Improved Open Spell Balance-LD.esp
GameFile59=Improved Trap Settings (Tribunal).esp
GameFile60=ImprovedTeleportation2.0.esp
GameFile61=LCV Schedule Markers.esp
GameFile62=LGNPC_Aldruhn_v1_20.esp
GameFile63=LGNPC_Aldruhn_v1_20_suppl.esp
GameFile64=LGNPC_AldVelothi_v1_20.esp
GameFile65=LGNPC_GnaarMok_v1_10.esp
GameFile66=LGNPC_HlaOad_v1_32.esp
GameFile67=LGNPC_IndarysManor_v1_51.esp
GameFile68=LGNPC_Khuul_v2_10.esp
GameFile69=LGNPC_MaarGan_v1_20.esp
GameFile70=LGNPC_NoLore_v0_83.esp
GameFile71=LGNPC_PaxRedoran_v1_20.esp
GameFile72=LGNPC_Pelagiad_v1_22.esp
GameFile73=LGNPC_SecretMasters_MCA5.esp
GameFile74=LGNPC_SecretMasters_v1_30.esp
GameFile75=Lgnpc_SN.esp
GameFile76=LGNPC_SoulSicknessPatch_v1_00.esp
GameFile77=LGNPC_TelMora_v1_20.esp
GameFile78=LGNPC_TelUvirith_v1_20.esp
GameFile79=LGNPC_TelUvirith_v1_20_UI.esp
GameFile80=LGNPC_VivecFQ_v2_10.esp
GameFile81=LGNPC_VivecRedoran_v1_50.esp
GameFile82=llm-hard.esp
GameFile83=MCA - Guards Patch.esp
GameFile84=MDP - Dagon Fel.ESP
GameFile85=MDP - Ebonheart.ESP
GameFile86=MDP - Khuul.ESP
GameFile87=MDP - Maar Gan.ESP
GameFile88=MDP - Sadrith Mora.ESP
GameFile89=Morag Tong Index.esp
GameFile90=Morrowind Code Patch Showcase.esp
GameFile91=My Passive Creatures Mod.ESP (My mod that makes certain creatures less agressive - I never really liked what other ones did)
GameFile92=New Gnaar Mok.ESP
GameFile93=NOM 2.13.esp
GameFile94=NPC LCV Locks.esp
GameFile95=NPC LCV Schedules 03.esp
GameFile96=Nymeria's Faster Walk.esp
GameFile97=Nymeria's Monthly Respawn.esp
GameFile98=PlayableChildren2.0.esp
GameFile99=Psy_VGR_Armour.esp
GameFile100=Pursuit Enhanced -Go To Jail Patch.esp
GameFile101=Pursuit Enhanced.esp
GameFile102=Ravenous Hunger - Lite.esp
GameFile103=Redesigned Vivec Patch.ESP (My patch for Redesigned Vivec - only moves a few NPC's around from MCA and COM)
GameFile104=Redesigned Vivec.esp
GameFile105=RoHT CoM Addon.esp
GameFile106=Scripted_Spells.esp
GameFile107=Serabul - NOM Patch.ESP
GameFile108=Serabul.esp (My WIP Town mod)
GameFile109=Silgrad Tower No Fight.ESP (My Mod to stop the fight at the start of Silgrad Tower)
GameFile110=Sixth House.esp
GameFile111=Stealth Enhancements-LD 1.5b (Tribunal).esp
GameFile112=Taddeus'BalancedArmors(light).esp
GameFile113=UL_chess_addon.esp
GameFile114=UL_RoHT_Compatibility_1.3.esp
GameFile115=UL_TLM_ambiance.esp
GameFile116=Uvirith's Legacy Book Jackets Add-on.esp
GameFile117=Uvirith's Legacy_BETA1.10.esp
GameFile118=VGreetings-Attack.esp
GameFile119=VGreetings-Flee.esp
GameFile120=VGreetings-Hit.esp
GameFile121=VGreetings-Idle.esp
GameFile122=VGreetings-Thief.esp
GameFile123=VGreetings.esp
GameFile124=Weapons of Tamriel v1.2.esp
GameFile125=Westly_Presents_BB_Almalexia_Add_on.esp


Pff.. that's a lot of mods :bonk:

EDIT:
I have a similar problem with a mod that alter's the land in the uvirith's grave cell. It is the two towers of Uvirith mod. The other tower isn't showing up in distant land, and then pops in when I get close to it. I selected the plugin in the distant land creation wizard.

Try selecting "use Morrowind.ini", just incase you've forgotten to select anything by accident. It's always more accurate, we're humans, we're dumb like that :P
You'll have to select anything that you don't tick off in data files, though, such as Animated Grass.
If not, then I'm not sure, and I think you could have a similar problem to me, whatever it is. (Most likely a :facepalm: )
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Marcin Tomkow
 
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Post » Fri May 27, 2011 8:28 pm

Yeah much of my setbacks come from minor ignorances.
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gemma king
 
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Post » Sat May 28, 2011 1:40 am

...named simply "Redesigned Vivec.esp", different version?

The mod Zanderat is talking about is a compatability patch I made for Redesigned Vivec and Vivec Expansion.
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Manny(BAKE)
 
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Post » Sat May 28, 2011 9:18 am

I tried manually removing my distant land data from data files, and recreating them again in MGE, but the problem is still exaly the same. I'm utterly stumped.
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Astargoth Rockin' Design
 
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Post » Sat May 28, 2011 12:07 am


you're using an old MGE (most likely)

I downloaded the lastest MGE a month agoish, so it's fairly new.
r101 of MGE introduced: "Added: Scanning for deleted object references and changed reference handling, so you no longer need exception lists for objects moved/removed from map by some mods (e.g. Redesigned Vivec) (r101)"

When you say latest version is that, as it is now, "mge3.8.1-rev.0120.7z" or are you using 3.8.0 "mge3.8.0b.7z"?
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Blackdrak
 
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Post » Fri May 27, 2011 8:29 pm

When you say latest version is that, as it is now, "mge3.8.1-rev.0120.7z" or are you using 3.8.0 "mge3.8.0b.7z"?

I'm using MGE 3.8.0
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Steven Hardman
 
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Post » Fri May 27, 2011 7:49 pm

Not one of the Sourceforge SVN revisions then? That's the problem. Get the one kryzmar just released and try that, it'll include the change I quoted (that was made in revision 101 this latest relase is revision 120)
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DAVId MArtInez
 
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Post » Sat May 28, 2011 3:51 am

:bowdown:
It worked! Thanks a lot. I still have a slight problem, though - for some reason the telvanni canton still shows the original, but I have a plan, and I'm about to try and work my magic.

edit: Ah! for some reason one of my mods added the canton again, all I had to do was remove it in a patch and put it to the bottom of the load order. ^_^
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rolanda h
 
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