Searching for Clothiers of Vvardenfell v1.1

Post » Sun Aug 15, 2010 2:37 am

I've been playing using COV and better Bodies for years, and I never get those errors. The only error I get is the one caused by Better Bodies "One or more plugins could not fine the master files they depend on."

The "Not Able to Fine Body Part....." errors are very common for any BB mods. Mostly with foot and knees.
The BC Patch does remove them from your Warning.txt so that you won't see them, so maybe you use that. But the patch is not recommended, as it makes all the in-game shoes look like crap.

Your "One or more plugins" error is also harmless, but I'm sure you know how to correct it. Just update the Masters with Wrye Mash.


I dunno, removing objects from the .esp sounds suspiciously like deleting them to me, because that's exactly what I meant by delete.

Deleting files, as t0nemgub specifically asked about, means you remove the file from it's place in the Data Files folder. This could cause problems if the esp is looking for the file for other objects.
Removing an Object from an esp just means that you delete all the references of that specific Object (a piece of clothing in this case) from the esp. Which shouldn't cause any problems unless it's used in a script or Leveled List.
These two forms of "removing" are very different indeed.
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Sun Aug 15, 2010 2:29 am

The "Not Able to Fine Body Part....." errors are very common for any BB mods. Mostly with foot and knees.
The BC Patch does remove them from your Warning.txt so that you won't see them, so maybe you use that. But the patch is not recommended, as it makes all the in-game shoes look like crap.


I never used BC or it's patch, so I don't know why I don't see it.

Your "One or more plugins" error is also harmless, but I'm sure you know how to correct it. Just update the Masters with Wrye Mash.
I've mentioned before in other threads,, I have a non-standard installation, so when I riginally tried to use Wrye Mash, I could never get it to work due to path issues. I've recently been told that there is a much easier stand-alone version, but I still haven't tried it. Really, I have few problems that it would solve, mostly I have graphics issues especially with MGE. I think though that my problems with that were more about MCP than MGE. I'm planning to try it again...



Deleting files, as t0nemgub specifically asked about, means you remove the file from it's place in the Data Files folder. This could cause problems if the esp is looking for the file for other objects.
Removing an Object from an esp just means that you delete all the references of that specific Object (a piece of clothing in this case) from the esp. Which shouldn't cause any problems unless it's used in a script or Leveled List.These two forms of "removing" are very different indeed.


Sorry, it never occurred to me that t0nemgub or anyone else actually meant deleting files from the data files folder rather than deleting something from the CS. That would obviously cause issues, and no good at all could come from it. I guess I was focused on what I was suggesting to the exclusion of hearing what t0nemgub was saying. My bad... :)
User avatar
Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Sun Aug 15, 2010 7:34 am

Well, perhaps "patch" is too strong a word for taking care of one pair of boots... We can probably fix that easily. I will forewarn you though that there are other issues about COV that you will probably not like.

The female clothes are great, and I love the tavern in Caldera, but the clothes and armors available in Gnisis have problems. You put on a cuirass and your pants disappear, or vise versa. That sort of thing. Anyway, the boots are not much of an issue. If the mesh is in your meshes folder, you can add the body part and fix the boots or just delete the boots and forget about them. Those are pretty much your alternatives.

It won't be a "patch" so much as you straightening out a path issue.

None of these people are giving me a strait answer. They are barking at MY finger that's pointing at the bone you tossed. "...you can add the body part and fix the boots or just delete the boots and forget about them." I know nothing about this procedure. So, I will ask the question again. If, adding or deletion was in order, EXACTLY how would I go about editing in/out file[s] without creating a domino affect of missing clothes-linked body parts that can lock up a cell [freeze the game]? Thank you
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Sun Aug 15, 2010 8:56 am

you would:
1. Open the construction set to the blank stage
2.press "file" to show installed mods
3. press "data files" to open the window which shows installed mods in data files
3. tick the box beside "bb_clothiers_of_Vvardenfel_v1.1.esp"
4. press the button at the bottom that says "set as active file"
5. press "OK"
6. If you have Bloodmoon installed, I hope you have "allowyestoall" set in your Morrowind.ini... Anyway, if you do press cancel when a warning box opens, otherwise press "yes" over and over again for a very long time.
7. After the CS loads the mod, press the "clothing" tab in the Object Window.
8. Scroll down to "KO_Black_fold_boots_long"
9. Right click on "KO_Black_fold_boots_long"
(NOTE: You can see each instance where the boots are in use by pressing "info", and you might want to go and provide those NPCs with alternate footwear)
10. Select "delete" from the pop-up menu
11. Consider carefully whether you want to do this or not (note that the boots are in use a number of times, so those NPCs will likely be barefoot after you delete the boots.)
12. If you are certain you have done everything correctly to this point and you want to delete the boots, press "yes".
13. If you are ABSOLUTELY certain that this is what you want to do, press "save" on the main toolbar at the top.

*********************************

As an alternative, you might want to open the object try checking to see if both of those windows on the right say "KO_Black_fold_boots_long".

If they do, press the tab that says "body part" in the object window. scroll down to "KO_Black_f_boot_f" and open it. look to see that the "part" window says "foot", " and "female" and "clothing"are both ticked and skin info is greyed out. the button on the right should say "KO\RK\KO_Black_Lboot.nif".

If it doesn't, press that button, and a browse window will open. navigate to your data files folder, then open "Meshes" then "KO" then "RK" and finally, select "KO_Black_Lboot.nif".

When this window matches those parameters, press "save" on the little pop up window, then press save on the main tool bar at the top.

If what Pluto says is correct, that won't correct the issue, but it's odd that only that one boot would cause the errors when Korana made a number of very similar boots.

[EDIT] I should mention that if you open a save game at this point, you should immediately save then exit Morrowind, and then reload the game.

If you have questions about any of this just ask.
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Sun Aug 15, 2010 6:08 am

you would:
1. Open the construction set to the blank stage
2.press "file" to show installed mods
3. press "data files" to open the window which shows installed mods in data files
3. tick the box beside "bb_clothiers_of_Vvardenfel_v1.1.esp"
4. press the button at the bottom that says "set as active file"
5. press "OK"
6. If you have Bloodmoon installed, I hope you have "allowyestoall" set in your Morrowind.ini... Anyway, if you do press cancel when a warning box opens, otherwise press "yes" over and over again for a very long time.
7. After the CS loads the mod, press the "clothing" tab in the Object Window.
8. Scroll down to "KO_Black_fold_boots_long"
9. Right click on "KO_Black_fold_boots_long"
(NOTE: You can see each instance where the boots are in use by pressing "info", and you might want to go and provide those NPCs with alternate footwear)
10. Select "delete" from the pop-up menu
11. Consider carefully whether you want to do this or not (note that the boots are in use a number of times, so those NPCs will likely be barefoot after you delete the boots.)
12. If you are certain you have done everything correctly to this point and you want to delete the boots, press "yes".
13. If you are ABSOLUTELY certain that this is what you want to do, press "save" on the main toolbar at the top.

*********************************

As an alternative, you might want to open the object try checking to see if both of those windows on the right say "KO_Black_fold_boots_long".

If they do, press the tab that says "body part" in the object window. scroll down to "KO_Black_f_boot_f" and open it. look to see that the "part" window says "foot", " and "female" and "clothing"are both ticked and skin info is greyed out. the button on the right should say "KO\RK\KO_Black_Lboot.nif".

If it doesn't, press that button, and a browse window will open. navigate to your data files folder, then open "Meshes" then "KO" then "RK" and finally, select "KO_Black_Lboot.nif".

When this window matches those parameters, press "save" on the little pop up window, then press save on the main tool bar at the top.

If what Pluto says is correct, that won't correct the issue, but it's odd that only that one boot would cause the errors when Korana made a number of very similar boots.

[EDIT] I should mention that if you open a save game at this point, you should immediately save then exit Morrowind, and then reload the game.

If you have questions about any of this just ask.

Your efforts are appreciated sir. How would this affect the NPCs that use these 'shoes'? Will there be foot glitches. I did find something 'KO_Pel\black boots plain.tga' is not present in the Icons list.
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Previous

Return to III - Morrowind