Need Help Cleaning A Mod

Post » Tue May 17, 2011 1:30 am

Hello all, as some of you know I recently released my mod Balmora Undercity, and too my surprise there seems to be numerous issues with this mod x.x
Not exactly what a mod creator wants to hear, but it's all part of bugfixing process :) Now the problem with that is...I don't know exactly how to fix all these bugs and I need some help.

For starters here are the comments that I have received regarding the issues with Blamora Undercity:

I ran into a like 20 errors in the smithshop meshes and texture errors.
There are some house floating in the air but it could be a good mod, just needs to be finished.


This I attribute to the pathfile of the Meshes and Textures, They may need to be reworked on my end. As well as the 'floating houses"

Houses with no doors, for a start, spelling errors "extreme", and it mucked up my MW (even with the plugin off) until I deleted the ESP. It said stuff like sWeaponTabs and sCancel. Not recommended until modder fixes everything.]


The houses with No Doors would be the unclaimed lots so that's not an issue.
Spelling errors I need someone to proof read everything for me. (I am a terrible speller >.<)
And as for the sWeaponsTab and sCancel I have no idea what would cause this or how to fix it. However, I have not had these issues myself, nor has it been reported anywhere else.

If anyone has any information on this that would help me I would be truly grateful! And if you would like to test for further bugs for your self, or if you just want the mod the links are here:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9108
http://tesnexus.com/downloads/file.php?id=37899&tab=6&navtag=/modules/comments/index2.php?tid=321952|:|fid=37899
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Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Tue May 17, 2011 1:19 pm

Here's a link to Morrowind Enchanted Editor.

http://planetelderscrolls.gamespy.com/View.php?view=other.detail&id=52

This should allow you to view any changes you've made. you can then delete the undesirables. Anything you remove will not effect the main game file, only your mod. Takes a little while to learn, so make a backup of your ESP file and experiment.

Maybe this helps....

Cheers!
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GPMG
 
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Joined: Sat Sep 15, 2007 10:55 am

Post » Tue May 17, 2011 8:17 am

This I attribute to the pathfile of the Meshes and Textures, They may need to be reworked on my end.
If your textures are in Data Files/Textures/somefolder you need to include the Textures part in the .nif (silly engine, don't ask).
example
texture location: Data Files\Textures\mytexture.dds
correct texture path inside .nif: mytexture.dds

texture location: Data Files\Textures\myfolder\mytexture.dds
correct texture path inside .nif: Textures\myfolder\mytexture.dds
texture path inside .nif is not case sensitive. There is also this handy http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=73 you could try.
And as for the sWeaponsTab and sCancel I have no idea what would cause this or how to fix it.
see this http://www.gamesas.com/index.php?/topic/1181948-script-float-in-xxxesp-has-not-been-compiled-signrotate-in-xxxesp-has-not-been-compiled/page__view__findpost__p__17520089 for similar problems/solutions
However, I have not had these issues myself, nor has it been reported anywhere else.
You/most people are probably unaware of possible problems, not necessarily without them.
Don't worry, but the sooner you learn how to deal with these quirks, the sooner your mods will be clean which is important.
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Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Tue May 17, 2011 8:50 am

I had a quick look at the mod and didn't find anything wrong with it, the floating house could be down to the other person having a conflicting mod running simultaneously ie one that changes the land in Balmora whilst the problem with meshes and textures could be down to someone not installing the mod correctly.


If you use testool to clean your mod that will get of a lot of junk out of the esp and use the enchanted editor to delete those junk cells like all the Bitter coast ones which are added because of a bug in the cs.


i do have a couple of suggestions you might like to consider.

1. i'd be tempted to use hlaalu architecture as using velothi reminds me too much of vivec i've added a few screenies that may give you some ideas, they were from a Suran expansion WIP from a few years back that sadly the creator ultimately chose not to release.

http://i70.photobucket.com/albums/i109/Slartibartfast_2006/_ExS_underport_009.jpg?t=1303670170
http://i70.photobucket.com/albums/i109/Slartibartfast_2006/_ExS_underport_007.jpg?t=1303670249
http://i70.photobucket.com/albums/i109/Slartibartfast_2006/_ExS_underport_008.jpg?t=1303670300
http://i70.photobucket.com/albums/i109/Slartibartfast_2006/_ExS_UP_006.jpg?t=1303670655
http://i70.photobucket.com/albums/i109/Slartibartfast_2006/_ExS_UP_007.jpg?t=1303670714
http://i70.photobucket.com/albums/i109/Slartibartfast_2006/_ExS_UP_008.jpg?t=1303670755

2. If you sre having difficulty getting people to take up claims then you could track down obscure mods , WIPS and use interiors from those, permissions and suitability permitting.
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Breautiful
 
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