Better Looking Morrowind tree glitch

Post » Sat Aug 21, 2010 2:18 pm

It is a minor yes-to-all tree glitch in both 1.3.esm/esp exclusive to Khuul:
Object reference "flora_tree_jw_ayse_004"
missing in master file.

Current file "BL-Morrowind.esp"
Cell "West Gash Region"
It means you can't save your game outdoors in Khuul. Can these trees be edited [if the trees could found] or just delete this object? What would be the possible [domino] consequences?
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Kara Payne
 
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Post » Sat Aug 21, 2010 4:57 pm

Why not use a real account?
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darnell waddington
 
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Post » Sat Aug 21, 2010 2:38 pm

Why not use a real account?

BBBUUUZZZ.... Wrong answer!
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Krystal Wilson
 
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Post » Sat Aug 21, 2010 7:18 pm

I'm not familiar with BL-Morrowind.esp, but why is your first solution always something like "Can these trees be edited [if the trees could found] or just delete this object? What would be the possible [domino] consequences? "

That's like fixing a paper cut with a hammer. :P
Why not just locate the file and remedy it at the source? Or it's just a slight mistake by the modder, and can easily be fixed without editing anything.
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OTTO
 
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Post » Sat Aug 21, 2010 5:57 pm

I'm not familiar with BL-Morrowind.esp, but why is your first solution always something like "Can these trees be edited [if the trees could found] or just delete this object? What would be the possible [domino] consequences? "

That's like fixing a paper cut with a hammer. :P
Why not just locate the file and remedy it at the source? Or it's just a slight mistake by the modder, and can easily be fixed without editing anything.

BBBUUUZZZ.... Wrong answer!
"I'm not familiar with BL-Morrowind.esp" Install and find out then give an answer. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7494 It covers Morrowind with thousands of trees making it feel bigger and mysterious.
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Cody Banks
 
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Post » Sat Aug 21, 2010 10:34 pm

OK I'm going to give a shot at an answer - even though your replies are somewhat rude - are you asking for help or quizzing people?

At first I couldn't understand what the opening post was saying and the first reply about a real account remains over my head (what does that even mean?) I'm assuming you are buggingmy on PES (as that would be similar to the reverse of your name), who has the same problem.

So I looked over the question a few times and got more confused at what was being asked. Then I recalled http://www.gamesas.com/index.php?/topic/1184424-q-cleaning-mods-with-tespcd/page__view__findpost__p__17592701 where I'm asking about the effects of deletion edits from an earlier loading mod and their effect on later loading mods and the game. I quote Dragon32's answer:
Yes it can happen in Morrowind mods; when running Vality's Bitter Coast Addon with Illuminated Windows you'll get:

Quote
'Object reference "flora_bc_fern_03" missing in master file.'

Can't remember which of the two does it but the one loading first has deleted the fern and then the one loading second wants to move it (for example) and the error is reported.

So if an earlier loading mod (even the main Morrowind.esm) has a tree (your tree in the example) and then another plugin (esm or esp I suppose) loads later and deletes that tree. Then if yet a third mod comes along and tries to reference (alter by making so called 'better looking') the tree - you will get this warning.

With Oblivion and Fallout3 the norm for reporting problems is to generally include load order in reports.

Also with this kind of thing in Oblivion (though you would never see that warning only its effects) is to load up all mods in tes4edit and look up the formID of the tree - can enchanted editor do that?

If it is not a matter of another mod having deleted this tree prior to BL morrowind trying to reference it then - well obviously I'm wrong and curious what the answer is.

If that is the answer then I wish to understand Pluto's suggestion. Is Pluto suggesting that this could arise purely within this BL mod alone or as I propose by mod conflicts?

Then finally is this at all addressed in current cleaning procedures as in http://www.gamesas.com/index.php?/topic/1184424-q-cleaning-mods-with-tespcd/?
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Laura Cartwright
 
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Post » Sat Aug 21, 2010 8:06 pm

>the first reply about a real account remains over my head (what does that even mean?)

http://www.bugmenot.com/
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Tasha Clifford
 
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Post » Sat Aug 21, 2010 10:33 pm

OK I'm going to give a shot at an answer - even though your replies are somewhat rude - are you asking for help or quizzing people?

At first I couldn't understand what the opening post was saying and the first reply about a real account remains over my head (what does that even mean?) I'm assuming you are buggingmy on PES (as that would be similar to the reverse of your name), who has the same problem.

So I looked over the question a few times and got more confused at what was being asked. Then I recalled http://www.gamesas.com/index.php?/topic/1184424-q-cleaning-mods-with-tespcd/page__view__findpost__p__17592701 where I'm asking about the effects of deletion edits from an earlier loading mod and their effect on later loading mods and the game. I quote Dragon32's answer:

So if an earlier loading mod (even the main Morrowind.esm) has a tree (your tree in the example) and then another plugin (esm or esp I suppose) loads later and deletes that tree. Then if yet a third mod comes along and tries to reference (alter by making so called 'better looking') the tree - you will get this warning.

With Oblivion and Fallout3 the norm for reporting problems is to generally include load order in reports.

Also with this kind of thing in Oblivion (though you would never see that warning only its effects) is to load up all mods in tes4edit and look up the formID of the tree - can enchanted editor do that?

If it is not a matter of another mod having deleted this tree prior to BL morrowind trying to reference it then - well obviously I'm wrong and curious what the answer is.

If that is the answer then I wish to understand Pluto's suggestion. Is Pluto suggesting that this could arise purely within this BL mod alone or as I propose by mod conflicts?

Then finally is this at all addressed in current cleaning procedures as in http://www.gamesas.com/index.php?/topic/1184424-q-cleaning-mods-with-tespcd/?

This answer makes sense. BLM is an attractive mod,lots of texture seams and repetitious ground. I always open/save all land mods CS, escog, mlox, reordermod, finally LLmerger. BLM has 8308 trees, 1008 "flora_tree_jw_ayse_004" and Khuul is in a forest. The only other mod in Khuul is Velothi boat transport. There are no yellow question marks.
I don't quiz. I assume that there are people on this forum that have used this or other plant covering mods, have an explanation to these inexplicable 'missing in masterfile' and possible remedies.
As for rude. No matter what I say, How clear I make it, you people don't understand anything I say and usually twist my words around. All I get when I point out mod problem, solutions, suggestions are chiwawas that bark at my finger or sniff my socks.
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gandalf
 
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Post » Sat Aug 21, 2010 4:54 pm

No it is rude.

First off - no one works for you. Did you pay me for that answer? No. So by helping people are also treated to rude comments by an obviously distrusting individual who demonstrates a lack of patience and disregard for the community of knowledge. Now that I understand further that you don't even have 'a real account' - you get the rest. Sniffing your socks like a chihuahua? No thanks. Why would anyone want to answer knowing this is the reception?

But let me be clear - I answered that to bone up on my morrowind debugging not to be of service to you.

Secondly - I'm not seeing the clear reporting of a problem. What I saw was a kind of run on sentence in the title, and a lack of details about what mods are involved. You assume everyone knows about that 3 year old mod and only give only the error message. That would not work on the other bethesda forums either - where people constantly ask for more details such as when the error happens, load orders, how new the game is, attempted fixes so far, etc. By leaving all the unanswered - it means going through answering it - likely till the details come out. Giving all the information up front and being concise reduces bad answers and actually will help to define the problem further. Quickening the time to a real answer.

Thirdly - And this is projecting into the future some but is very telling - will there be a post back by the person who started the thread to describe how the problem was resolved for that person? What the answer was? Or, did the opening poster just keep the answer to themselves and not share back with the community about how they used the answer given or their own ideas to solve the issue. Will a thread only state a problem have a few vague answers then dangle without a clear set of information that all who search it out will not be able to use. Does it contribute to the knowledge of the community so that others can use it too?

I say all this not to start an argument with you but give some feedback as to how it appears to others. I'm not a moderator so, of course, you can ignore this. It is just advice from one to another- take it or leave it.

I am curious though if you are going to implement a fix for this issue and how you do it - if you do it.
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Big mike
 
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Post » Sat Aug 21, 2010 3:08 pm

No it is rude.

First off - no one works for you. Did you pay me for that answer? No. So by helping people are also treated to rude comments by an obviously distrusting individual who demonstrates a lack of patience and disregard for the community of knowledge. Now that I understand further that you don't even have 'a real account' - you get the rest. Sniffing your socks like a chihuahua? No thanks. Why would anyone want to answer knowing this is the reception?

But let me be clear - I answered that to bone up on my morrowind debugging not to be of service to you.

Secondly - I'm not seeing the clear reporting of a problem. What I saw was a kind of run on sentence in the title, and a lack of details about what mods are involved. You assume everyone knows about that 3 year old mod and only give only the error message. That would not work on the other bethesda forums either - where people constantly ask for more details such as when the error happens, load orders, how new the game is, attempted fixes so far, etc. By leaving all the unanswered - it means going through answering it - likely till the details come out. Giving all the information up front and being concise reduces bad answers and actually will help to define the problem further. Quickening the time to a real answer.

Thirdly - And this is projecting into the future some but is very telling - will there be a post back by the person who started the thread to describe how the problem was resolved for that person? What the answer was? Or, did the opening poster just keep the answer to themselves and not share back with the community about how they used the answer given or their own ideas to solve the issue. Will a thread only state a problem have a few vague answers then dangle without a clear set of information that all who search it out will not be able to use. Does it contribute to the knowledge of the community so that others can use it too?

I say all this not to start an argument with you but give some feedback as to how it appears to others. I'm not a moderator so, of course, you can ignore this. It is just advice from one to another- take it or leave it.

I am curious though if you are going to implement a fix for this issue and how you do it - if you do it.

"...don't understand anything I say and usually twist my words around."
The information I give is enough. You gave areasonable answer, so let it go
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Jade Barnes-Mackey
 
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Post » Sat Aug 21, 2010 8:52 pm

I will let go ever helping you again.

done
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Jonathan Montero
 
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