Anyone been able to move Tusar?

Post » Mon Mar 14, 2011 10:51 pm

Hi all. Spent the past hour trying to get tesfaith to move the island of Tusar so I can add Deux Ex Machinia to my setup. Tesfaith keeps crashing on me with a standard "tesfaith.exe has run into a problem" error however. I have used it successfully twice in the past to move small islands added by other mods but no luck with this one.

Anyone able to assist?



Many thanks!
-Kwm


ps - what's the limit of mods again? 250, 255 or 256? Is that a combined total of esm and esp files? Thx.
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Emma louise Wendelk
 
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Post » Tue Mar 15, 2011 3:10 am

There is no need for a separate thread when you have already http://www.gamesas.com/index.php?/topic/1116916-relz-deus-ex-machina-a-steampunkyish-mod/page__view__getlastpost in the relz thread. Please use that instead. Thank you. :)
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Rusty Billiot
 
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Post » Tue Mar 15, 2011 4:12 am

There is no need for a separate thread when you have already http://www.gamesas.com/index.php?/topic/1116916-relz-deus-ex-machina-a-steampunkyish-mod/page__view__getlastpost in the relz thread. Please use that instead. Thank you. :)
Errr...

This thread is asking if anyone has a version of Tusar that has been moved. The post in the Deus Ex MAchina thread points out the conflict, which AFAIK had not previously been reported.

Why ask in the Deus Ex Machina thread for an altered copy of a mod that Trainwiz didn't make?

So, yes, there is a need for this thread.


@ Mr KWMonk: IIRC, the mod limit is 254 (ESMs and ESPs) assuming you only have one save game. So ESS + ESM + ESP < 256

I'm not aware of any moved versions of Tusar. Maybe abot'll drop by as I think he's moved a few mountains in his time...

Maybe http://forumplanet.gamespy.com/morrowind_cs_general/b49689/7290130/r7290132/ might help. Are you using the latest version of TESFaith, http://projectmanager.f2s.com/morrowind/TESfaith.html?
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Laura Samson
 
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Post » Mon Mar 14, 2011 3:00 pm

Hi all. Spent the past hour trying to get tesfaith to move the island of Tusar so I can add Deux Ex Machinia to my setup. Tesfaith keeps crashing on me with a standard "tesfaith.exe has run into a problem" error however. I have used it successfully twice in the past to move small islands added by other mods but no luck with this one.

Anyone able to assist?



Many thanks!
-Kwm


ps - what's the limit of mods again? 250, 255 or 256? Is that a combined total of esm and esp files? Thx.



Did a quick check with TesFaith# and looks like you could just "nudge it" 4 cells to east (and maybe 1 north) and it wouldn't conflct with Deux Ex mod. I'd use the command line beta version for actually moving it though. The thread Dragon32 provided covers the likely culprits (my guess is the last entry was a deleted item). If you don't have any luck, I'll try and do it.

Pinkertonius

EDIT: Tried it with the beta version...crashes. Have to figure out where the crash is happening. Let me know if you have any luck. I'll try to find it later tonight or tomorrow if I can.

EDIT2: Success!
I haven't tested it out yet though. I ran it through Tes3cmd (results below) then moved it 4 east and 1 north.

Tes3cmd results:CLEANING: "tusar_v1.2.1.esp" ...
Loaded cached Master: /morrowind.esm
Loaded cached Master: /tribunal.esm
Cleaned duplicate object instance (crate_01_random_pos FRMR: 36194) from CELL: dagon fel, onmi hard-mouth's house
Cleaned redundant AMBI,WHGT from CELL: dagon fel, onmi hard-mouth's house
Cleaned redundant AMBI,WHGT from CELL: gnaar mok, druegh-jigger's rest
Cleaned redundant AMBI,WHGT from CELL: maar gan, assirari zama-rasour's hut
Cleaned redundant AMBI,WHGT from CELL: vos, menus felas's farmhouse
Cleaned duplicate record (INFO): 823412209491413526
Cleaned duplicate record (INFO): 65927892190922886
Cleaned duplicate record (INFO): 4462288581407428084
Cleaned duplicate record (INFO): 1549320051688330402
Cleaned duplicate record (INFO): 17796307692827726707
Cleaned duplicate record (INFO): 232585731902213449
Output saved in: ".\Clean_tusar_v1.2.1.esp"
Original unaltered: "tusar_v1.2.1.esp"

Cleaning Stats for "tusar_v1.2.1.esp":
duplicate object instance: 1
duplicate record: 6
redundant CELL.AMBI: 4
redundant CELL.WHGT: 4

TesFaith results:"You will need to recompile the following scripts in the TES Construction Set:

0. You will need to recompile the script called "_Tusar_openGate" in the TES Construction Set.
1. You will need to recompile the script called "_Tusar_snd_Valkosar" in the TES Construction Set.


TESFaith has finished. The new data has been written to TFOUT.ESP

Total CELL records found: 320
Total LAND records found: 66
Total CELL/LAND records modified or copied: 64
Total objects modified/found: 3119/22513
Total Script Commands modified/Scripts found: 12/124
Total Dialog entries modified/found: 0/1017
Total Path Grids modified/found: 109/109"


I did check Tesfaith# and the land shows that it was moved. Unfortunately the mod changed the region of 0,0 to "Island of Tusar" and when I moved the region that one moved too. So I'll have to go back and fix it. I'll likely undo the region change for 0,0 then when I move the island that cell doesn't move too.
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Erika Ellsworth
 
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Post » Mon Mar 14, 2011 6:19 pm

Many thanks. After running tes3cmd over the Tusar esp I was able to shift the island.

Will test it out over the coming weeks.


:foodndrink:

Appreciate the help.

-KwM
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Nana Samboy
 
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Post » Tue Mar 15, 2011 3:11 am

I don't know if my relocation of Tusar ( cells 2,26 - 7,31 ) is compatible with Deux Ex Machinia, anyway http://www.mediafire.com/?2cn9epksf64o410 for anybody interested (no guarantee it works as I did not play through it already).
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Lori Joe
 
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Post » Mon Mar 14, 2011 10:22 pm

Thx abot. I just finished regenerating grass in the correct cells and then distant land. Will see how mine goes and use yours as a reference/fall back.

:foodndrink:
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Alexander Lee
 
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Post » Tue Mar 15, 2011 2:14 am

Many thanks. After running tes3cmd over the Tusar esp I was able to shift the island.

Will test it out over the coming weeks.


:foodndrink:

Appreciate the help.

-KwM



I did get it moved and it worked (i didn't do any quests but everything else seemed fine). Hope it works fine for you.
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~Sylvia~
 
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Post » Mon Mar 14, 2011 7:22 pm

Man I should just move DEM so far north it's not even funny, and fix all these conflict issues.
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steve brewin
 
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Post » Tue Mar 15, 2011 12:37 am

Don't stress mate, you've done enough work creating the mod as it is!

:)
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sexy zara
 
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