Mod conflicts help appreciated

Post » Sat Apr 17, 2010 3:15 am

I have a few questions about my Morrowind mods first being that Mlox and the Warning.txt seems to be upset about some of the mods ill include the list's.

Mlox:

[CONFLICT]
> 'AtmosphericSoundEffects-3.0.esp'
> 'Tribunal.esm'
| You should use AtmosphericSoundEffects-3.0-Tribunal.esp instead.
| (Ref: "readme_ase30.htm")
[NOTE]
> 'Illuminated Windows.esp'
| ! Dark Angel suggests changing your morrowind.ini so quadratic lighting is used.
| ! See Illuminated Windows.zip/"DrkAngel readme.doc"
[NOTE]
> 'Service_Requirements+WGI.esp'
| The latest version of Service Requirements is 1.4.3, available from Elricm:
| http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4524
[Plugins already in sorted order. No sorting needed!]
current saved to: current_loadorder.out
mlox sorted saved to: mlox_new_loadorder.out

Warning.txt:

One of the files that "AreaEffectArrows.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "WeatheredSigns.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "farrp_WeaponCompilationMod_V2.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
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.
Texture "Textures\Tx_BC_moss.tga" count 3.
Texture "Data Files\Textures\Astion_Gold_Ref.dds" count 3.
Texture "Data Files\Textures\Tx_A_Silver_cuir_duke01.dds" count 4.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.

I have yet to have any problems with the mods listed should i be worried?
And Lastly i do have a problem with a mod it seems that whenever i draw my weapon CM_Partners NPC's seems to go nuts. No matter what the purpose for me drawing a weapon might be ETC killing a rat.

Modlist:
_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch v1.6.4.esm
_005_ Bloodmoon Landscape Overhaul 1.0.esm
_006_ Better Heads.esm
_007_ Better Heads Tribunal addon.esm
_008_ Better Heads Bloodmoon addon.esm
_009_ Morrowind Advanced.esm
_010_ Texture Fix 1.8.esm
_011_ MCA.esm
_012_ Service_Requirements_V1.4.3&WGI.esp
_013_ AreaEffectArrows.esp
_014_ WeatheredSigns.esp
_015_ LGNPC_NoLore_v0_83.esp
_016_ Service_Requirements+WGI.esp
_017_ AtmosphericSoundEffects-3.0.esp
_018_ Lgnpc_SN.esp
_019_ Sn_FastTravelbySea v1.0.esp
_020_ Better Bodies.esp
_021_ Siege at Firemoth.esp
_022_ Healers.esp
_023_ farrp_WeaponCompilationMod_V2.esp
_024_ abotGuars.esp
_025_ EcoAdj Ingredients.esp
_026_ StateBasedHitPointsv1.1.esp
_027_ EcoAdjDaedricDrops.esp
_028_ Illuminated Windows.esp
_029_ ASE Bloodmoon Expansion.esp
_030_ Illuminated Windows - Bloodmoon.esp
_031_ Syc_HerbalismforPurists (Pearl Bug Edit).esp
_032_ k_weather.esp
_033_ EcoAdjMerchantSkills.esp
_034_ EcoAdjMisc.esp
_035_ EcoAdjCrime.esp
_036_ CM_Partners_3.0.esp
_037_ CM_Partners_3.0_Child_Upgrade.esp
_038_ Louis_BeautyShop_v1.5.esp
_039_ DM_DB Armor Replacer-ExpDDBA.esp
_040_ KS_Julan_Ashlander Companion_1.3.esp
_041_ Less_Generic_Bloodmoon.esp
_042_ LGNPC_GnaarMok_v1_10.esp
_043_ LGNPC_AldVelothi_v1_20.esp
_044_ LGNPC_MaarGan_v1_20.esp
_045_ LGNPC_HlaOad_v1_32.esp
_046_ Acheron's Camping Gear 2.esp
_047_ The Neverhalls.esp
_048_ LGNPC_Aldruhn_v1_20.esp
_049_ MCA - Guards Patch.esp
_050_ MCA - More Enemies.esp
_051_ LGNPC_Pelagiad_v1_22.esp
_052_ LGNPC_SecretMasters_MCA5.esp
_053_ LGNPC_TelMora_v1_20.esp
_054_ LGNPC_Khuul_v2_10.esp
_055_ LGNPC_VivecFQ_v2_10.esp
_056_ LGNPC_TelUvirith_v1_20.esp
_057_ LGNPC_SecretMasters_v1_30.esp
_058_ LGNPC_IndarysManor_v1_51.esp
_059_ LGNPC_VivecRedoran_v1_50.esp
_060_ Syc_HerbalismforPurists.esp
_061_ Syc_HerbalismforPurists_BM.esp
_062_ Syc_HerbalismforPurists_TB.esp
_063_ A_flock_of_seagulls.esp
_064_ ASE Tribunal Expansion.esp
_065_ LGNPC_PaxRedoran_v1_20.esp
_066_ LGNPC_SoulSicknessPatch_v1_00.esp
_067_ EcoAdjMerchantSkills (Disposition Edit).esp
_068_ New Argonian Bodies - Clean.esp
_069_ New Khajiit Bodies - Clean.esp
_070_ EcoAdjCrime (Tresspass Edit).esp
_071_ Less_Generic_Tribunal.esp
_072_ Quieter_UI_Sounds.esp
_073_ Clean Welcome to the Arena!.ESP
_074_ BTB - Alchemy.esp
_075_ BTB - Spells.esp
_076_ BTB - Equipment.esp
_077_ Animated Morrowind 1.0.esp
_078_ MW_Adv_Required (Disease Edit).esp
_079_ BTB - Settings.esp
_080_ BTB - Character.esp

I would really appreciate if someone could help me! Thanks in advance.
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Fri Apr 16, 2010 9:59 pm

Here's some explanations:
[CONFLICT]
> 'AtmosphericSoundEffects-3.0.esp'
> 'Tribunal.esm'
| You should use AtmosphericSoundEffects-3.0-Tribunal.esp instead.
| (Ref: "readme_ase30.htm")

This one above just means that you activated the wrong esp for ASE. You want AtmosphericSoundEffects-3.0-Tribunal.esp instead of AtmosphericSoundEffects-3.0.esp because you have Tribunal.
[NOTE]
> 'Illuminated Windows.esp'
| ! Dark Angel suggests changing your morrowind.ini so quadratic lighting is used.
| ! See Illuminated Windows.zip/"DrkAngel readme.doc"

This message above is just a suggestion. No need to worry about it.
[NOTE]
> 'Service_Requirements+WGI.esp'
| The latest version of Service Requirements is 1.4.3, available from Elricm:
| http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4524

This is just a suggestion that it looks like there is a newer version of the mod available, and you might want to upgrade it. You don't need to worry about it.

All of the messages in Warnings.txt of the following form:
One of the files that "AreaEffectArrows.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.

Can be ignored. It just means the plugin was made with a different version of one of the masters than what you have in your Data Files. You can clear this warning with Wrye Mash by updating the list of masters for the plugin, if you wish it to go away.

The texture count messages are harmless and can all be ignored:
Texture "Textures\Tx_BC_moss.tga" count 3.
Texture "Data Files\Textures\Astion_Gold_Ref.dds" count 3.
Texture "Data Files\Textures\Tx_A_Silver_cuir_duke01.dds" count 4.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.


And Lastly i do have a problem with a mod it seems that whenever i draw my weapon CM_Partners NPC's seems to go nuts. No matter what the purpose for me drawing a weapon might be ETC killing a rat.

Dunno about this one, I don't use that mod. What do you mean by "nuts"?
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Fri Apr 16, 2010 10:02 pm

It looks like you downloaded several mods from my list, but didn't get the versions with the updated headers. Either download them from my site, or download TESTool and update the headers.

As for the Atmospheric Sound Effects error... well, just read the information I have on it on my mod list.
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Fri Apr 16, 2010 8:37 pm

It looks like you downloaded several mods from my list, but didn't get the versions with the updated headers. Either download them from my site, or download TESTool and update the headers.

As for the Atmospheric Sound Effects error... well, just read the information I have on it on my mod list.


I quite dont get what these "headers" are, do you care to explain?

As for the "going nuts" part, they try to kill me and the guards dont get alerted. It seems only to affect the NPC's added by that mod.
Thanks in advance!
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Fri Apr 16, 2010 7:18 pm

I quite dont get what these "headers" are, do you care to explain?

As for the "going nuts" part, they try to kill me and the guards dont get alerted. It seems only to affect the NPC's added by that mod.
Thanks in advance!


Well...

If you don't particularly give a damn about what they are and just want to fix it (as mentioned, it's a harmless error), just download TESTool and use the "update headers" function. Should take you about a minute, tops.

If you're looking for an explanation of what they are... they're basically the part of the mod which indicates which version of Morrowind that they were built for. Morrowind was eventually patched, but these are old mods which were made before that. So, they're reliant on old versions of Morrowind. But since none of them edit anything that was directly addressed in any of the patches, it's not like they're problematic or anything.
User avatar
Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am


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