CTD during Bloodmoon Main Quest

Post » Thu Apr 02, 2015 4:52 am

I'm running through the BM MQ. After I help Aeslip in the lake, I return to the Skall village and meet Hart-Fang in the Great Hall. I turn to leave and get the "Attack" warning. When I step outside, I see the village, I see the werewolves appear, and I see a black screen with a CTD.

Using WryeMash 84, all of my mods are Green. I made a savegame before I spoke with Hart-Fang and cleaned that with WM84. Still got a CTD.

Here's my mod listing:

GameFile0=Morrowind.esm
GameFile1=Tribunal.esm
GameFile2=Bloodmoon.esm
GameFile3=Better Heads.esm
GameFile4=Better Heads Tribunal addon.esm
GameFile5=Better Heads Bloodmoon addon.esm
GameFile6=Pelagiad Fix.esp
GameFile7=Suran Ferry.esp
GameFile8=RRRM.esp
GameFile9=BarenziahUncensored.esp
GameFile10=RealBarenziah2Uncut.esp
GameFile11=AragonsBow.esp
GameFile12=master_index.esp
GameFile13=PotionSorter.esp
GameFile14=ring_teleport.esp
GameFile15=DwemerClock.esp
GameFile16=Wooden Fort Raven Rock.esp
GameFile17=Secret Areas.esp
GameFile18=Flying Star.esp
GameFile19=Nemon's_Vivec_Interiorator.esp
GameFile20=ship_to_mournhold.esp
GameFile21=MixedSignposts.esp
GameFile22=RichScamp1.esp
GameFile23=Thirsk and Raven Rock Alterations.esp
GameFile24=Unique Banners and Signs.esp
GameFile25=Better Bodies.esp
GameFile26=Chalk20.esp
GameFile27=Wrye Patches A.esp
GameFile28=Wrye Patches B.esp
GameFile29=Wrye Patches C.esp
GameFile30=Wrye Patches G.esp
GameFile31=Wrye Patches M.esp
GameFile32=Wrye Patches W.esp
GameFile33=PropylonLighting1.0.esp
GameFile34=LeftGloves.esp
GameFile35=Scroll Icons.esp
GameFile36=Index fix.esp
GameFile37=MoragTongWritFix.esp
GameFile38=sg1_alchemy_book.esp
GameFile39=Plaza Fix.esp
GameFile40=frostmoth_repaired_v0_31.esp
GameFile41=Westly's Master Headpack X.esp
GameFile42=Appropriate Greetings M - T.esp
GameFile43=Clean Wearable Skulls.esp
GameFile44=Short Ranged Teleport.esp
GameFile45=Spirit Estate.esp
GameFile46=Master Index Upgrade.esp
GameFile47=TLR Hla Oad-Fortress Road.esp
GameFile48=abotBoats.esp
GameFile49=db_attack_fixed.esp
GameFile50=Cheat & Fun Spells.esp
GameFile51=NPC_Commands_V8b.esp
GameFile52=Godshrine.esp
GameFile53=mel_teleportPlugin_1_3.esp
GameFile54=Godsreach-Great Bazaar.ESP
GameFile55=MCR_Caldera Imperial Banners.esp
GameFile56=MCR_Desele Dancing Stage Fix.esp
GameFile57=MCR_Koal Entrance Fence Fix.esp
GameFile58=MCR_Sadrith Mora Door Fix.esp
GameFile59=MCR_Suran Guard Tower Door Fix.esp
GameFile60=MCR_Vivec Gate.esp
GameFile61=MCR_Foyada Mamaca Arch.esp
GameFile62=Magickgain.esp
GameFile63=Slof's Pillow Book.esp
GameFile64=abotSiltStriders.esp
GameFile65=A Forgotten Heresy - Cheat.esp
GameFile66=ExpansionIntegration.esp
GameFile67=Cast On Use B-Gone.esp
GameFile68=Zipzods_Atlas_Addon.ESP
GameFile69=Spells.ESP
GameFile70=MQE_MainQuestEnhancers.ESP
GameFile71=All Spell Effects.esp
GameFile72=SwissMultiTool.esp
GameFile73=Forever Charged.esp
GameFile74=Bruno's Box Home 2.5.esp
GameFile75=Bruno's Toys - New.esp

Any thoughts?

User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Wed Apr 01, 2015 10:22 pm

All I could find Philip. http://www.uesp.net/wiki/Bloodmoon:The_Siege_of_the_Skaal_Village

User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Wed Apr 01, 2015 8:47 pm

Are there any errors saved in the Warnings.txt file? If so then post the content here.

I think you need to post the exact loadorder preferably via mlox, because GameFiles from Morrowind.ini doesn't provide the information we need to know.

Now, I can only guess but any mod that touches Skaal Village is causing the CTD. I would also like to know what exactly these Wrye Patches A, B, C, G, M, W is for and what purpose each patch has.

GameFile27=Wrye Patches A.esp
GameFile28=Wrye Patches B.esp
GameFile29=Wrye Patches C.esp
GameFile30=Wrye Patches G.esp
GameFile31=Wrye Patches M.esp
GameFile32=Wrye Patches W.esp

My best advice is to add your current loadorder into http://mw.modhistory.com/download-33-7040 and search for any error in the Warnings.txt, if there are any errors saved of course, or just run a detect a mod conflict check in TESPCD.

User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Thu Apr 02, 2015 9:49 am

# INTRODUCTION ================================================================
@ OVERVIEW
- This set of mods is primarily concerned with rationalizing names so that items are more accessible both in inventories and in the spell menu.
- The effects of these mods are apparent pretty much immediately. Just load them up and then check your inventory and spell menu.
- Some changes are pretty obvious (e.g. scrolls and keys), others less so (e.g. having left and right pauldrons appear next to each other). But basically,
you should see similar things appearing next to each other much more often.
- Also, you should see some ranked items appear in ascending or descending rank order...
- Clothes will appear in reverse order of price/quality
- Court = Exquisite
- Dress = Extravagant
- Fine = Expensive
- Folk = Common
- Rag = Common (Ragged looking)
...
- Khan = Fine (Ashlander)
- Tribe = Common (Ashlander)
- Gems, Repair items, etc. will appear in reverse order of quality (and now have the same ranking terms).
- Grand = Secret
- Great = Grandmaster = Greater
- High = Master = Common
- Low = Journeyman = Lesser
- Petty = Apprentice
- Marksman weapons
- Have weapons codes (AR, BW, etc.) to group them together.
- Some are ordered by ascending rank
- Basic, Cruel, Dire, Fell, Grave, Grim
- The last three won't appear unless you've used Bethesda's Area Arrows (or some other plugin) to add them to your game.

- Each mod covers a different type of object:

- A: Armor

- B: Books, scrolls, notes

- C: Clothing, jewelry

- G: Game Settings

- M: Miscellaneous, alchem. apparatus, repair items, lockpicks, probes

- W: Weapons

User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Thu Apr 02, 2015 6:07 am

Any reason you're not using a version of the Unofficial Morrowind Patch / Morrowind Patch Project?
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Wed Apr 01, 2015 5:52 pm

Yeah. I was wondering that also.

User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Thu Apr 02, 2015 5:52 am

Morrowind Code Patch 2.1 is in use.

User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Wed Apr 01, 2015 11:51 pm

Sorry to say this, but you're playing an outdated patched game. :tongue:

Thus MCP 2.1 is almost obsolete by now at least it's outdated, so you should update MCP to the latest (MCP 2.4/2.5?). and I think it's MCP 2.3.

User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Thu Apr 02, 2015 7:54 am

Morrowind Code Patch fixes the executable and the Unofficial Morrowind Patch / Morrowind Patch Project fixes the game's data. You should be running both.

Dunno if it'll fix your CTD though...
User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Thu Apr 02, 2015 6:22 am

I can't find anything beyond the 2.1 online. Could I get a link please?

User avatar
Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am

Post » Thu Apr 02, 2015 3:03 am

Morrowind Code Patch 2.2 beta @ Skunkworks --> http://www.nexusmods.com/morrowind/mods/26348/

User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Wed Apr 01, 2015 7:33 pm

Leonardo's talking about the latest version of the MCP http://www.nexusmods.com/morrowind/mods/26348/.

[Edit: And a shuriken to the back of the head.]
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Post » Thu Apr 02, 2015 3:58 am

Damn ninjad by two people, oh god what slow I am today. :tongue:

http://www.gamesas.com/topic/1513140-repairing-the-cogs-of-morrowind-32-mcp/page-3#entry23904130 post has the changelog for the latest MCP 2.2 beta.

You can also disregard what I said about using the latest MCP, because I realize now that I was wrong about that. Sorry for the confusing. :blush:

User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Thu Apr 02, 2015 9:12 am

I remember having the same problem and looking through your load list, I didn't use any of your mod. I think the problem is, when you leave the great hall all the werewolf NPC simultaneously turn into werewolf and all the guards start attacking them. There is a lot of things happening at once. So it isn't the most stable moment.

Try loading from an older save. If the problem repeats, then try coc ing to thirsk and walk from there. After killing the werewolves inside the hall enter

coc thirsk

in the console. This teleports you to outside thirsk. Then walk from there to skaal village.

User avatar
Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am


Return to III - Morrowind