Well, I just made it worse

Post » Mon Apr 05, 2010 11:13 pm

I always got the Nine_Toes Balmora script error but it never really crashed the game, so I didn't worry about it. But in the inner shrine of ald daedroth, boy was my game crashing. There was a mephisto script problem, and I found out that it was due to an incompatibility with TheBlackMill1.1 and Rogues. OK, so I uninstalled rogues, that went fine. Except that it crashed faster this time because it was looking for those items. OK, black mill. That got ride of the Nine_Toes error but replaced it with a whole slew of new errors. Well, not all the nine_toes, but it reduced them down from 4 to 1.

Mlox says I'm fine but, wow, am I ever crashing.

One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
Required plugin / master file 'TheBlackMill11.esp' not found or not currently loaded.
Required plugin / master file 'Clean jet_gold_armor.esp' not found or not currently loaded.
Required plugin / master file 'Clean Kynareth.esp' not found or not currently loaded.
Required plugin / master file 'Clean Arkay.esp' not found or not currently loaded.
Required plugin / master file 'Clean Akatosh.esp' not found or not currently loaded.
Required plugin / master file 'Clean Dibella.esp' not found or not currently loaded.
Required plugin / master file 'Clean Mara.esp' not found or not currently loaded.
Could not locate global script '00TBMStart'.
Could not locate global script 'aapossessedcurse'.
Could not locate global script 'Meph_RogueGlobal_AreaTBM'.
Could not locate global script 'NoLevitate'.
Could not locate global script 'NoTeleport'.
Unable to find region 'Tradeport region'.
Unable to find region 'aer region'.
Unable to find base object '0candalf' for cloning.
Unable to find base object '0inquihelp1' for cloning.
Unable to find base object '0inquisitor' for cloning.
Unable to find base object '0inquihelp2' for cloning.
Unable to find base object '0bmorcguard' for cloning.
Unable to find base object '0baimp1' for cloning.
Unable to find base object '0baimp2' for cloning.
Unable to find base object '0baimp3' for cloning.
Could not find Interior Cell 'Sadrith Mora, Timpy's Home' during SaveGame load.
Could not locate dialogue '00candalf'.
Unable to locate speaker '0candalf' in Info load.
Could not locate dialogue 'Timpy'.
Unable to locate Killed Object '0bmratcandalf'.
Unable to locate Dialogue 'Timpy' in PC mob load.
Unable to locate Dialogue 'Travel to Sunset Isle' in PC mob load.
Unable to locate Dialogue 'travels toward Morrowind' in PC mob load.
Errors were encountered loading from file 'quiksave.ess'.
Unable to find referenced object "nine_toes" in script SC_Balmora1_1.
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Davorah Katz
 
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Post » Mon Apr 05, 2010 9:39 pm

Clean your save with http://wryemusings.com/index.html#WryeMash
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Megan Stabler
 
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Post » Mon Apr 05, 2010 10:01 pm

I come across this with almost every game, and I am beginning to believe it might not be mod related.

There is something, that I can't pin down yet, about Ald Daedroth, not the place in general, but when you come into the Inner Shrine with Sheogorath that as soon as the scripted fighting is underway, it causes a CTD. At first, a few years ago, I thought it might be because of the placement of one of the special bows from that bow mod that attaches a quiver in Oblivion fashion. But removing the mod, and subsequent Wrye cleaning proved ineffective.

Then, on one of the rare occasion "clean outs(reinitializing the entire game)", I tried it with only the barest mods that should not impact it, like Children of Morrowind, MCA, Better Bodies and Better Clothes. When the player character came to Ald Daedroth upon the quest request; outside-fine. First chambers and left and right wings-fine. Immediately stepping into the Inner Shrine and as soon as I walked a foot, the fighting started and an immediate CTD. Not the kind of CTD that usually takes a few minutes with the usual Microsoft Send/Don't Send reply, but a CTD that brings back the full desktop in a matter of seconds.

On the Mrs. computer, she encounters the same situation. It got so that even with multiple cleanings, multitple ways of "getting around the fight(levitation, sneaking, invisibility, etc.) the result was the same.

It got so that we usually have to COC directly into the Antechamber , and once you square things away with Hlireni Indavel, and the fighting cessates, so did the CTD's. Rather odd, that. As I said, not every character, but nearly them all have experienced this occurence. All Warning.TXT messages didn't show anything, yet, reading the hexidecimal dump (the one you are prompted with at CTD end on Microsoft Windows) was showing some odd code to software errors, which I am trying to catalog to see if a definite pattern is at play.

If anyone else is experiencing the Ald Daedroth CTD, it would be interesting to see if this is more than an isolated incident.
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Your Mum
 
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Post » Mon Apr 05, 2010 1:22 pm

Thanks for the reply, both of you.

Weird stuff, man. I just Journal ID'ed it, but it feels like cheating to become the Patriarch that way. Plus I'd like to meet the kitty-orc. But you've got to take the good with the bad, I suppose.

It is funny how I always assume it is the mods, when the game itself does have a fair number of bugs. Crazy stuff.
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Emma-Jane Merrin
 
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Post » Tue Apr 06, 2010 2:26 am

It is funny how I always assume it is the mods, when the game itself does have a fair number of bugs. Crazy stuff.

I thought all those CTD at Ald Daedroth were because of my mods but reading your posts, I'm beginning to wonder...
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trisha punch
 
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Post » Mon Apr 05, 2010 4:57 pm

At least part of Ald Daedroth's instability is due to summoned creature spells being active when the game loads a different area(this may also happen with their bound shields). When a summon spell ends in a different "cell" than the player is in, the game doesn't know how to handle it. Try going through again, but make sure the summons and bound shields are gone before moving to the next room.
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My blood
 
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Post » Mon Apr 05, 2010 3:38 pm

At least part of Ald Daedroth's instability is due to summoned creature spells being active when the game loads a different area(this may also happen with their bound shields). When a summon spell ends in a different "cell" than the player is in, the game doesn't know how to handle it. Try going through again, but make sure the summons and bound shields are gone before moving to the next room.

Do mean the ordinator's bound spell effects?
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Daddy Cool!
 
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Post » Tue Apr 06, 2010 4:12 am

All self-targeted spells fall under this category of bug, but only on the aggressive spell caster will cause this problem. I've seen this numerous time in my old games and not only in Ald Daedroth, but the rush hour of this bug happen in all massive battle with numerous differents spells. my remedy : wait or dispel all lasting effects, calm humanoid and or creature and terminate all the summoned creatures their master don't mind but be wary with the non-summoned passive creatures.

Or simply hide yourself and wait for the end of the storm. Only the spell casted by the locals NPC are affecting this, not yours companions.
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Dragonz Dancer
 
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