TR Census Office Travel

Post » Sat May 28, 2011 5:59 pm

Does anyone use the "Tamriel Rebuilt Census & Excise Office Travel" mod?

When I start a new game I get some kind of error referencing object "TC_CEGate" in "TC_ShipDockScript" or something.

It looks like the object is a valid object in the esp, so I don't know what's causing that error.

I tried opening in TESCS without opening the dependencies, but that crashes TESCS.
I tried opening in TESCS along with its dependencies, and then resaving, but I'm still getting the error.
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JD bernal
 
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Post » Sat May 28, 2011 5:55 am

Does anyone use the "Tamriel Rebuilt Census & Excise Office Travel" mod?

When I start a new game I get some kind of error referencing object "TC_CEGate" in "TC_ShipDockScript" or something.

It looks like the object is a valid object in the esp, so I don't know what's causing that error.

I tried opening in TESCS without opening the dependencies, but that crashes TESCS.
I tried opening in TESCS along with its dependencies, and then resaving, but I'm still getting the error.


The scripts and mod were made for an old version... and it sounds like the script needs to be updated to match new object IDs or something like that. It'll need to be again with the next TR release, too.
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Peter lopez
 
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Post » Sat May 28, 2011 8:12 am

Nah, this error's independent of TR files (TC rather than TR initials) - it looks like another mod you're running is somehow deleting the Census and Excise Office Gates in Seyda Neen (which I substituted for the unique TC_CEGate). So when the game tries to compile that script it can't find the gate anymore. I don't know how you'd find the source of this conflict (maybe Wrye Mash?) but an alternative might be to load up the plug-in in the CS and move the position of the gate slightly. See if that snaps the game out of it.
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Krystal Wilson
 
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Post » Sat May 28, 2011 2:27 pm

It's the official Siege at Firemoth plugin that conflicts.

If I turn that off then the TR Census Travel Link mod works along with my 250 other mods.

Is it possible that "firemoth_gate_1" or "firemoth_gate_2" objects conflict with your mod?
I think in that mod you also have to talk with Socucious to get things started.
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[Bounty][Ben]
 
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