NOM - problems with wells/water containers

Post » Wed Mar 24, 2010 2:34 pm

First of all, forgive me if this duplicates another topic. I did a search and couldn't find a thread on the subject but I wouldn't be surprised if I just missed it.

Anyway, my problem is this:

I've had NOM for a while and it worked great at first (I had it years ago on another computer as well and had no issues) but now I can't seem to collect any water. I'm not getting the message that says "you don't need any water right now," it's just not doing anything when I activate the wells/barrels/spouts. I was hoping someone might have encountered the same problem and would be able to give me a tip.

These are the mods I'm running, in case the information would be helpful:

World of Faces
Morrowind Comes Alive
NOM
Living Cities of Vvardenfell
Animal Behaviour
Archmage Fix
Adamantium Armor
Vivec Expansion
Werewolf Realism
Better Bodies
Nymeria's Monthly Respawn
Nymeria's Faster Walk
Wrye Patches A, B, C, G, M, and W
Acheron's Camping Gear
Acheron's Camping Gear NOM patch
MCA Guard patch
MCA - NOM patch
Vos Plantation
Go To Jail 3.5
OT Vivec Beta 0.6b
OT Vivec MCA patch
Antare's Big Mod 5
Antare's Big Mod MCA patch

EDIT: Also running MGE but I doubt that's got anything to do with it.

Cheers.
User avatar
Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Wed Mar 24, 2010 5:36 pm

I think I would check to see that load orders are correct. NoM usually works best when it is loaded nearly last and then patches that are to be applied to NoM.

EDIT:
Although some patches should be in the load order just before NoM...
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Wed Mar 24, 2010 10:12 am

I'd suggest getting http://www.gamesas.com/index.php?/topic/1083121-relz-mlox-a-tool-for-anolyzing-and-sorting-your-load-order/ and seeing what it suggests. It's pretty good on load order...
User avatar
Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Wed Mar 24, 2010 4:50 pm

I get this error when I try to add NOM to a mod. I'd also like to know what's going on.
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Wed Mar 24, 2010 3:38 am

Okay, I'm going to try mlox. I sorta thought it might be load order but I didn't know what to do about it before. Wrye Mash wasn't showing any problems, you know? Hopefully this will do the trick.
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Wed Mar 24, 2010 11:45 am

Right, so I tried mlox and went with the load order it recommended but to no avail. Perhaps I should try some manual arrangement? Has anyone run into this particular problem?
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Wed Mar 24, 2010 7:21 am

Could you post your mod list (ideally in load order, in mlox the bottom right textbox will allow you to select all, copy and then paste here) and the contents, if any, of your warnings.txt?
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Wed Mar 24, 2010 2:53 pm

I've had NOM for a while and it worked great at first (I had it years ago on another computer as well and had no issues) but now I can't seem to collect any water. I'm not getting the message that says "you don't need any water right now," it's just not doing anything when I activate the wells/barrels/spouts.

These are the mods I'm running, in case the information would be helpful:
[...]


One of those two mods might be causing your trouble.
Acheron's Camping Gear NOM patch
MCA - NOM patch


Short explanation:
I think I would check to see that load orders are correct. NoM usually works best when it is loaded nearly last and then patches that are to be applied to NoM.

EDIT:
Although some patches should be in the load order just before NoM...


Long explanation:
After releasing NoM, Taddeus and Nymeria also released a NoM compatibility pack. That was a collection of icons, meshes, textures, and an .esp file. That .esp file was meant to be merged into a modder's own project so that NoM's resources would be available in that mod. So far, so good. Unfortunately, that compatibility pack wasn't identical to NoM itself as it didn't feature NoM's scripts. It only contained script stubs, the likes of
Begin NOM_well_beerend

Obviously, that script doesn't do anything. It is only a placeholder that's meant to be overwritten with a functional version (thus allowing NoM updates without having to alter all NoMified mods in the aftermath). This design led to the absurd situation that NoM's compatibility pack is incompatible with NoM itself. Consequently, all mods based on the compatibilty pack are incompatible with NoM, unless NoM loads after those mods. In that case, NoM will overwrite those script stubs with their functional versions, thus making them work again.
So any mod that contains NoM's compatibility pack *and* is dated later than NoM itself (loads after NoM) breaks NoM's functionality.

[Sidenote]
That's why I made all my NoM addons by loading my mod alongside NoM in the CS and simply used NoM's resources. As a consequence, my NoM addons only work when NoM is also present, but as far as I'm concerned that's the point of NoMifying. It also means that my mods don't install a ton of icons, meshes, and textures for NoM's ingredients.
[/Sidenote]

"Solution" to make NoM functional again:
Make sure that NoM loads last by setting its date to something in the distant future. December 2050 should do nicely. (Honestly, I'd rather consider this a workaround than a solution; it is and remains clunky workmanship.) And if you're making a NoM Addon for your mod: don't just merge it with NoM's compatibility pack: you will inevitably create a "dirty" mod that way.
User avatar
Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Wed Mar 24, 2010 5:10 pm

Load NOM dead last and don't merge it or any dependent esp's into TESTools merged objects or Wrye Mashed Lists.
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm


Return to III - Morrowind