[Relz] LGNPC Updates

Post » Tue Mar 15, 2011 1:10 am

Thank you all for helping me to track down the issue. I was fixated on the official script referenced in the error message and forgot how that is generated when dialog results tries to read or write from a local script that is not/no longer attached to the NPC.

I presume DM_ is for Dark Master, the original administrator of the project. I suspected it could be, but I do not recall ever seeing elements with that prefix. I found the original release of LGNPC Aldruhn and the script DM_vevul is not attached to Vevul Alver. Instead he wore the new script LGNPCVenimGuardScript. All the latter does is declare noLore. That script has since been 'cleaned' from that NPC (very likely by me :blush: ). The fact that there were no consequences to removing the LGNPCVenimGuardScript may be why I felt it would be harmless. There were seven other NPCs that wore the LGNPCVenimGuardScript, but happily their dialog does not attempt to write to a phantom variable. Anyway, the line in dialog results has commented out so it should not cause anyone else grief after the next update of Ald'ruhn.
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MISS KEEP UR
 
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Post » Tue Mar 15, 2011 1:47 am

I really like what you did to the Foreign Quarter in Vivec. It has improved that section a lot. Are you planning on doing more cantons? I hope so.
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Rinceoir
 
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Post » Tue Mar 15, 2011 4:27 am

Hi. If I use the mod "Morrowind Comes Alive 6.1", do I need to use the mod LGNPC_SecretMasters_MCA5.esp? Or is LGNPC compatible with MCA 6.1 out of the box?
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Jodie Bardgett
 
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Post » Tue Mar 15, 2011 12:18 am

@Richard: We are gratified that you are enjoying our mods. LGNPC Vivec Redoran already exists and we do intend to complete other cantons - Telvanni and Hlaalu would be the next in Vivec to be undertaken.

@Ayrus: I have not been following the update of Morrowind Comes Alive very closely, however I believe the most recent version of LGNPC Secret Masters predates it so it would be impossible for us to reconcile a conflict with a mod that did not exist at the time of release. However that does not mean that MCA version 6.1 does not accommodate LGNPC, but I doubt it.

The nature of the conflict is the addition of spawn point that introduces a hostile NPC in the location of a friendly LGNPC quest. Our patch merely removed that spawn point. I do not have any reason to believe that solution will not work with the latest version of MCA.
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Emma Parkinson
 
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Post » Mon Mar 14, 2011 12:51 pm

@Ayrus: I have not been following the update of Morrowind Comes Alive very closely, however I believe the most recent version of LGNPC Secret Masters predates it so it would be impossible for us to reconcile a conflict with a mod that did not exist at the time of release. However that does not mean that MCA version 6.1 does not accommodate LGNPC, but I doubt it.

The nature of the conflict is the addition of spawn point that introduces a hostile NPC in the location of a friendly LGNPC quest. Our patch merely removed that spawn point. I do not have any reason to believe that solution will not work with the latest version of MCA.


All right, good to know. It was just that mlox complained about those mods, and I was not sure if the same file is still valid in MCA 6.1. I guess I will have to find out and see.
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Sarah Bishop
 
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Post » Mon Mar 14, 2011 6:32 pm

Post Limit.
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suniti
 
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