(REL) South Wall, Den of Iniquity

Post » Thu Aug 19, 2010 3:20 pm

So I guess to run this mod you need to have the files from Arena and the Rusty Sword, huh? Well, that mod is giving me about 500 errors when I try to enter the Arena Pit in Vivec.

Click image:
http://img35.imageshack.us/img35/1590/51626922.jpg


To recap, you do not need to plug in the actual mod. If you want to get rid of the error messages (which are harmless, as far as I can tell), you only need to copy the meshes/textures from AatRS into your morrowind/data files directory.
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Louise
 
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Post » Thu Aug 19, 2010 6:18 pm

Just looking to see if I can add this into my game, thought I'd run this through TESFiles. Here's its output:
=================================================================   TESFILES V3.06 LOG FILE   South WallMon Aug 31 16:57:22 GMT Standard Time 2009=================================================================>>> MODULE: South Wall.ESP  [OK] Sound ID:"_Bal_SW_Ambiance"   [MISSING] +SouthWall/Mus3.mp3+ MUSIC  [MISSING] +SouthWall/Mus4.mp3+ MUSIC  [OK] +SouthWall/Silent.mp3+ MUSIC  [MISSING] +SouthWall/Mus2.mp3+ MUSIC  [OK] +SouthWall/Mus1.mp3+ MUSIC  [OK] Creature ID:"_Bal_luteplaying_f_01" (Bard)     ^[MISSING] {FP_b_n_PT&D_m_wh.dds}    ^[MISSING] {LOCH_B_N_Nd_H08.dds}  [OK] Creature ID:"_Bal_luteplaying_f_02" (Bard)     ^[MISSING] {FP_b_n_PT&D_m_bk.dds}    ^[MISSING] {LOCH_B_N_Nd_H11.dds}    ^[MISSING] {Zul_B_N_Nord_Head16.dds}  [OK] Creature ID:"_Bal_musician_drum_01" (Bard)     ^[MISSING] {FP_b_n_crewcut_bk.dds}    ^[MISSING] {1BG_B_N_Nord_M_Head01.DDS}  [OK] Creature ID:"_Bal_cr_SittingWoman1" (Patron)     ^[OK] {db_misc_rumbottletop.dds}  [OK] Creature ID:"_Bal_cr_DrunkenPirate1" (Patron)     ^[OK] {db_misc_rumbottle.dds}    ^[OK] {db_cloth_piratehatfeather_red.dds}    ^[OK] {db_cloth_piratehat01.dds}  [OK] Creature ID:"_Bal_cr_SittingWoman3" (Patron)   [OK] Creature ID:"_Bal_cr_SittingWoman4" (Patron)   [OK] NPC ID:"_Bal_DancerGirl_1" (Natesse)   [OK] Static ID:"_Bal_Rack"   [OK] Static ID:"_Bal_TortureChair"   [OK] Static ID:"_Bal_Cage"   [OK] Clothing ID:"_Bal_SittingPants" (Pants)    [WARNING] Blank (invalid) inventory icon for "_Bal_SittingPants" Clothing object.  [OK] NPC ID:"_Bal_Sitting1" (Augustus Falcus)   [OK] Bodypart ID:"_Bal_SittingLegs" (Argonian)    [WARNING] Blank (invalid) inventory icon for "_Bal_SittingPants2" Clothing object.  [OK] NPC ID:"_Bal_Sitting2" (Calius Pegrinius)   [OK] NPC ID:"_Bal_Sitting3" (Portia Castus)   [OK] NPC ID:"_Bal_Sitting4" (Caleb)   [OK] Static ID:"_Bal_blood_1"     ^[OK] {Blood_1.tga}  [OK] Static ID:"_Bal_blood_2"     ^[OK] {Blood_2.tga}  [OK] Static ID:"_Bal_blood_3"     ^[OK] {Blood_3.tga}  [OK] Static ID:"_Bal_blood_4"     ^[OK] {Blood_4.tga}  [OK] Static ID:"_Bal_blood_5"     ^[OK] {Blood_5.tga}  [OK] Static ID:"_Bal_blood_7"     ^[OK] {Blood_7.tga}  [OK] Static ID:"_Bal_torture_frame"     ^[OK] {/../Textures/Tx_metal_manacle_01.tga}    ^[MISSING] {/Data Files/Textures/Tx_metal_iron_rusty_01.tga}    ^[MISSING] {/Data Files/Textures/TX_C_slavebracers.bmp }    ^[OK] {/../Textures/Tx_metal_manacle_02.tga}    ^[MISSING] {/Data Files/Textures/Tx_metal_iron_rusty_strip_01.tga}    ^[MISSING] {/Data Files/Textures/Tx_metal_strip_01.tga R}    ^[MISSING] {/Data Files/Textures/Tx_velothi_doorstrip_01.tga}  [OK] Static ID:"_Bal_PillarManacles"     ^[MISSING] {/Data Files/Textures/Tx_metal_square_01.tga }    ^[MISSING] {/Data Files/Textures/TX_C_slavebracers.bmp}    ^[MISSING] {/Data Files/Textures/Tx_metal_strip_01.tga}  [OK] Static ID:"_Bal_skell2"     ^[MISSING] {/Data Files/Textures/TX_Skeleton_radius.BMP}    ^[MISSING] {/Data Files/Textures/TX_Skeleton_skull.BMP}    ^[MISSING] {/Data Files/Textures/TX_Skeleton_ribcage01.BMP}    ^[MISSING] {/Data Files/Textures/TX_Skeleton_scapula.BMP}    ^[MISSING] {/Data Files/Textures/TX_Skeleton_hipbone.BMP}    ^[MISSING] {/Data Files/Textures/TX_Skeleton_clavicle.BMP}    ^[MISSING] {/Data Files/Textures/TX_Skeleton_jaw.BMP}    ^[MISSING] {/Data Files/Textures/TX_Skeleton_foot01.BMP}    ^[MISSING] {/Data Files/Textures/TX_Skeleton_spine.BMP}    ^[MISSING] {/Data Files/Textures/TX_Skeleton_hand.BMP}    ^[MISSING] {/Data Files/Textures/TX_Skeleton_sacrum.BMP}    ^[MISSING] {/Data Files/Textures/Tx_metal_square_01.tga}    ^[MISSING] {/../Textures/Tx_metal_iron_rusty_01.tga}  [OK] NPC ID:"_Bal_Prisoner4" (Camonna Tong Prisoner)   [OK] NPC ID:"_Bal_DancerGirl_1_Alt" (Natesse)   [OK] Static ID:"_Bal_DG-WO_Basin"   [OK] Static ID:"_Bal_DG-WO_Bathtub"   [OK] NPC ID:"_Bal_DancerGirl_2_Alt" (Saeydwil)   [OK] Bodypart ID:"_Bal_Bottom_1" (Argonian)     ^[OK] {rdsqexp.dds}    ^[OK] {clip.dds}  [OK] Clothing ID:"_Bal_Undergarments2" (Expensive Underwear)    ^[MISSING]   [OK] Clothing ID:"_Bal_Undergarments_1" (Expensive Bra)    ^[MISSING]   [OK] Bodypart ID:"_Bal_Top_1" (Argonian)     ^[OK] {rdsqcom.dds}  [OK] NPC ID:"_Bal_Thief_Spar1" (Torga the Blade)   [OK] Light ID:"_Bal_Pipe" (Pipe)     ^[OK] {wooddarkb.bmp}  [OK] Container ID:"_Bal_TreasureChest" (Chest)     ^[MISSING] {max_silver_reflect.dds}    ^[MISSING] {max_gfx_ruby_refl.dds}    ^[MISSING] {max_gfx_emerald_refl.dds}    ^[MISSING] {max_pearl_refl.dds}    ^[MISSING] {max_lake_reflection.dds}    ^[MISSING] {max_coinside_01.dds}    ^[MISSING] {max_cointop_01.dds}    ^[MISSING] {Q_gold_01.dds}    ^[MISSING] {1s5_Wood_02.dds}   ### "ex_h_trapdoor_01" KEY<_Bal_SWKey> CELL(Balmora, South Wall Cornerclub)   ### "in_hlaalu_loaddoor_01" KEY<_Bal_SWKey> CELL(Balmora, South Wall Cornerclub)   ### "in_hlaalu_door" KEY<_Bal_SWKey> CELL(Balmora, South Wall Cornerclub)   ### "in_hlaalu_door" KEY<_Bal_SWKey> CELL(Balmora, South Wall Cornerclub)   ### "in_impsmall_door_jail_01" KEY<_Bal_SWKey> CELL(South Wall Cornerclub, Caves)   ### "in_impsmall_door_jail_01" KEY<_Bal_SWCellKey> CELL(South Wall Cornerclub, Caves)   ### "in_impsmall_door_jail_01" KEY<_Bal_SWCellKey> CELL(South Wall Cornerclub, Caves)   ### "in_impsmall_door_jail_01" KEY<_Bal_SWEscapeKey> CELL(South Wall Cornerclub, Caves)   ### "in_impsmall_door_jail_01" KEY<_Bal_SWKey> CELL(South Wall Cornerclub, Caves)   ### "in_impsmall_door_jail_01" KEY<_Bal_SWCellKey> CELL(South Wall Cornerclub, Caves)   ### "in_impsmall_door_jail_01" KEY<_Bal_SWCellKey> CELL(South Wall Cornerclub, Caves)   ### "Ex_imp_loaddoor_02" KEY<_Bal_SWKey> CELL(Balmora, Forgotten Sewers)   ### "in_hlaalu_door" KEY<_Bal_SWKey> CELL(Balmora, Forgotten Sewers)   ### "_Bal_lootchest" KEY<_Bal_vampchestkey> CELL(Balmora, Forgotten Ruins)$$$$ERROR Missing end quote " in script line (424407/424407)LINE: 2Dialog topic "Gildrin""Och, yes, I knows him.  What'che want ta' know bout' 'im""_Bal_Thumbscrew"=================================================================DONE 00:00:07 Output "D:/Game Progs/Morrowind/TESFiles" 92 Files 23566780 Bytes
I'll have a look at this and that Rusty Swordsman mod. Note the script dialogue error though, not checked out in TES:CS.

[Edit:
OK, done some looking around. From what I can work out the following are missing textures included with The Arena & The Rusty Swordsman:
1bg_b_n_nord_m_head01.dds
fp_b_n_crewcut_bk.dds
FP_b_n_PT&D_m_bk.dds
FP_b_n_PT&D_m_wh.dds
zul_b_n_nord_head16.dds

These missing textures come with Starcon5's treasure chests:
1s5_Wood_02.dds
max_coinside_01.dds
max_cointop_01.dds
max_gfx_emerald_refl.dds
max_gfx_ruby_refl.dds
max_lake_reflection.dds
max_pearl_refl.dds
max_silver_reflect.dds
Q_gold_01.dds

No idea where these are from, probably one of Lochnarus' Nord head packs, found them in THE NPC Makeover BSAs:
loch_b_n_nd_h08.dds
loch_b_n_nd_h11.dds

The icons for "_Bal_Undergarments2" and "_Bal_Undergarments_1" are set in the ESP to point to Icons\Misc\Misc\srdsqexp.tga and Icons\Misc\Misc\trdsqexp.tga. The TGAs are in Icons\Misc, this can be fixed by altering the file paths in the ESP or (maybe) moving the icons into a new folder called Misc

The dialogue associated with the "Gildrin" topic was:
"Och, yes, I knows him. What'che want ta' know bout' 'im? 5
I think it needs to be:
"Och, yes, I knows him. What'che want ta' know bout' 'im?" 5

TESTool (with Restricted Dialogue cleaning on) cleaned up some dirty references in Balmora, South Wall Cornerclub (couple of bottles, a bed, hallway and candle)

The meshes "torture_frame.nif", "PillarManacles.nif" (from The Prison Mod by by andysaurus) and "skell2.nif" (I don't know where from) had screwy texture paths defined in the NIFs. That's what threw TESFiles off. I fixed them with NIFTexture, a lot of the textures are from vanilla Morrowind. Not sure how these would appear in-game, whether the engine would be able to work out the textures needed or not. Anyhoo...

Three missing MP3 files:
SouthWall/Mus3.mp3
Called by Cave Ambiance script and apparently from Vampire the Masquerade: Bloodlines
SouthWall/Mus4.mp3
Called by Deep Cave Ambiance script and apparently from Vampire the Masquerade: Bloodlines
SouthWall/Mus2.mp3
Called by Guild Ambiance script
Any idea what these files were?

I compiled the scripts through MWEdit to check them out, there were some errors reported in some of the scripts. Not sure how bad they are (I'm no scripter). I'll try fixing them for my own version.

Finally, in using TESFiles the following files don't seem to be needed:
Meshes\LadyE\crows_cageB.NIF
Meshes\Misc\rdsqexp.NIF
Meshes\Xanim_DrinkShotAtBar2.kf
Meshes\Xanim_DrinkShotAtBar2.nif
Textures\belt.dds

Looking forward to getting this in my game! :thumbsup: Wouldn't be spending so much time on it if I didn't like the sound of it!
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Eve Booker
 
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Post » Fri Aug 20, 2010 4:23 am

I compiled the scripts through MWEdit to check them out, there were some errors reported in some of the scripts. Not sure how bad they are (I'm no scripter). I'll try fixing them for my own version.


Looking forward to getting this in my game! :thumbsup: Wouldn't be spending so much time on it if I didn't like the sound of it!



The script errors are almost certainly to do with additional music that was cut in the final release (to keep the file size down). I left the scripts in there, but if you're compiling them, they're probably looking for music files that aren't included in the download. They won't cause you any problems in the game.

Believe it or not, I tested this mod obsessively. About the only thing I didn't catch was the missing textures (which I had in my files, but which apparently didn't make it into the download).

I'm going to find my discs and reinstall MW just to fix those gorram misting textures. I tried like 8 times to reupload them, and even had people tell me that the last reupload fixed the problem. But apparently not. They should all be in the Arena and Rusty Swordsman mod, but I'll be the first to admit that's a crap fix. Sorry for the hassle, guise.

edit; btw, thanks Dragon32 for pointing out the dialog error and the icon errors. Neither of those are likely to be noticed in game (the icons are for the dancers' clothes, which you probably won't ever get, and that dialog entry is pretty obscure), but I'll fix those too.
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vanuza
 
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Post » Thu Aug 19, 2010 5:59 pm

In this https://download.yousendit.com/cmczZXR5OC9rUmxjR0E9PQ (YouSendIt link, good for 7 days / 100 downloads) are the textures I've identified as being missing. I've also included the 3 meshes I edited, they all now point to just the texture name rather than all sorts of weird paths.

I don't believe the script errors were related to the missing MP3s (I guess you're saying the Ambiance scripts are never called?), from memory a number of them were because "=" was used rather than "==", another was because DoOnce was referred to but the variable had been commented out, some others were because there were two EndIfs when only one was needed. MWEdit is a lot more rigorous in its checking than the TES:CS is. I'm not sure on the impact these would have

Also, I think that "Meshes\Misc\rdsqexp.NIF" is needed. I searched the ESP using Enchanted Editor and it found a reference to that NIF. None of the others though. I've used Inforapid Search & Replace to look through the NIFs for "belt.dds" or "belt.bmp" or belt.tga" with no luck so I'm pretty sure that's not needed. Yes it does work with NIFs.

[Edit: Typo and bit about unneeded files]
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Budgie
 
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Post » Thu Aug 19, 2010 5:51 pm

In this https://download.yousendit.com/cmczZXR5OC9rUmxjR0E9PQ (YouSendIt link, good for 7 days / 100 downloads) are the textures I've identified as being missing. I've also included the 3 meshes I edited, they all no point to just the texture name rather than all sorts of weird paths.

I don't believe the script errors were related to the missing MP3s (I guess you're saying the Ambiance scripts are never called?), from memory a number of them were because "=" was used rather than "==", another was because DoOnce was referred to but the variable had been commented out, some others were because there were two EndIfs when only one was needed. MWEdit is a lot more rigorous in its checking than the TES:CS is. I'm not sure on the impact these would have


Thanks for the download; that's a big help. I've never used MWEdit before; I'll try that, too (I'm so oldschool I've just been using TESAME, lol)

I'm not sure what impacts those script errors would have, either. I'm not a great scripter by any means, but I never encountered any script errors during the latter 50+ run-throughs of the mod. On the other hand, a couple of people reported weird problems to me that I couldn't duplicate; maybe those errors were the cause? I'll have to check it out. Thanks again.

edit: I don't even remember what "Meshes\Misc\rdsqexp.NIF" could have been. Hmmm.
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Eire Charlotta
 
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Post » Thu Aug 19, 2010 5:04 pm


edit: I don't even remember what "Meshes\Misc\rdsqexp.NIF" could have been. Hmmm.
Damn, was right first time. Just done the check again and yes "rdsqexp.NIF" is found when searching the ESP. It's found in two body parts: "_Bal_Bottom_1" and "_Bal_Top_1" but reading the ModelPath properly this time I see that "_Bal_Bottom_1" is Misc\srdsqexp.NIF and "_Bal_Top_1" is Misc\trdsqexp.NIF. So, "rdsqexp.NIF" isn't referred to in the ESP at all, it's only those other two prefixed with a "s" or "t".

rdsqexp.NIF isn't needed.

I'd recommend packing the mod with http://www.mentalelfz.com/tesfiles.html or http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1224. Both good tools.
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Janette Segura
 
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Post » Fri Aug 20, 2010 5:41 am

Damn, was right first time. Just done the check again and yes "rdsqexp.NIF" is found when searching the ESP. It's found in two body parts: "_Bal_Bottom_1" and "_Bal_Top_1" but reading the ModelPath properly this time I see that "_Bal_Bottom_1" is Misc\srdsqexp.NIF and "_Bal_Top_1" is Misc\trdsqexp.NIF. So, "rdsqexp.NIF" isn't referred to in the ESP at all, it's only those other two prefixed with a "s" or "t".

rdsqexp.NIF isn't needed.

I'd recommend packing the mod with http://www.mentalelfz.com/tesfiles.html or http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1224. Both good tools.


Ah, ok, thanks. I'm still not sure what it could be, but at least it's not missing. :)

I copied the missing files you uploaded into the file I downloaded from PES, and you're right, most of them weren't in there. I got a couple of overwrites, strangely, but the next upload should finally be complete. Maybe I'll put the cut music back in, too...

Actually, next time, I'm just uploading my entire data files directory. It'll be a six gig download, but NO MORE MISSING FILES! (maniacal laugh)

Thanks for the tool suggestions, too.
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stevie critchley
 
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Post » Fri Aug 20, 2010 4:03 am

The overwrites were probably the three meshes I edited. They were in the download but I changed them as the texture paths caused TESFiles to complain at me. They might have worked OK in game, not sure.
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Jeff Tingler
 
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Post » Fri Aug 20, 2010 2:15 am

The overwrites were probably the three meshes I edited. They were in the download but I changed them as the texture paths caused TESFiles to complain at me. They might have worked OK in game, not sure.


Hm, what did you change in them? Not the file names, obviously, or else they wouldn't have overwritten the old ones. But yeah, they were the 3 files in the "misc" directory, I believe.
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Saul C
 
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Post » Fri Aug 20, 2010 6:04 am

I missed this, it looks awesome, thanks!

edit: i've read the last few posts, i'm guessing i should wait a bit for a new upload?
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TWITTER.COM
 
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Post » Thu Aug 19, 2010 8:06 pm

I missed this, it looks awesome, thanks!


I hope you like it! Grab Dragon32's missing file pack on the previous page, too, in lieu of the next upload.
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Melly Angelic
 
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Post » Thu Aug 19, 2010 6:49 pm

Looks good, but I'm waiting for the next upload.
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Harry Leon
 
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Post » Thu Aug 19, 2010 11:39 pm

Hm, what did you change in them? Not the file names, obviously, or else they wouldn't have overwritten the old ones. But yeah, they were the 3 files in the "misc" directory, I believe.

OK, as an example torture_frame.nif:
Originally (as reported by NifTexture):
\Data Files\Textures/TX_C_slavebracers.bmp
\Data Files\Textures\Tx_metal_iron_rusty_01.tga
\Data Files\Textures\Tx_metal_iron_rusty_strip_01.tga
\..\Textures\Tx_metal_manacle_01.tga
\..\Textures\Tx_metal_manacle_02.tga
\Data Files\Textures\Tx_metal_strip_01.tga
\Data Files\Textures\Tx_velothi_doorstrip_01.tga

Changed to:
TX_C_slavebracers.bmp
Tx_metal_iron_rusty_01.tga
Tx_metal_iron_rusty_strip_01.tga
Tx_metal_manacle_01.tga
Tx_metal_manacle_02.tga
Tx_metal_strip_01.tga
Tx_velothi_doorstrip_01.tga

The three files I changed in a similar way:
PillarManacles.nif
skell2.nif
torture_frame.nif
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willow
 
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Post » Thu Aug 19, 2010 11:37 pm

A great mod, but there are a few things that I think could be improved:
Spoiler
The two living Cattle in the vampire layer still say something to the effect of "it looks at you with dispair but says nothing, it appears as if it's tounge is cut out", not sure how accurate that is, but the corpse's say that even when killed (and activated).
99% of the theives guild is openable by a single key found beside the cook, a little odd? I think so. Perhaps a few more doors with other locks and other keys, it seems odd that I can fly through the entire complex without a single journal entry as a pitiful toad.
Also, some interaction with the people would be nice, even a popup [like those you used for the prisoners] saying they are busy would be better.

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Rude_Bitch_420
 
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Post » Thu Aug 19, 2010 4:09 pm

Great mod, very atmospheric.

I had problems with floating bottles but i evetually figured out that this mod has to be loaded after NoM.. mlox does not seems to agree with this though and puts it the other way around. i'm not sure its a good sorter though, i've just recently started playing morrowind again and i havent really read much about which sorter you should use..
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Marta Wolko
 
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Post » Thu Aug 19, 2010 11:36 pm

Great mod, very atmospheric.

I had problems with floating bottles but i evetually figured out that this mod has to be loaded after NoM.. mlox does not seems to agree with this though and puts it the other way around. i'm not sure its a good sorter though, i've just recently started playing morrowind again and i havent really read much about which sorter you should use..
mlox is unique for automating load order.

This mod (South Wall.ESP) isn't in the mlox rule set and so there are no specific rules for it. NoM is. NoM is one of the few mods set to load late in the load order. So, until rules for South Wall are written, NoM will load after South Wall.

AFAIR there is nothing in the South Wall readme about this mod needing to load after NoM. Can any one else confirm? Vurt: what NoM version are you using? I didn't think it changed references just the objects themselves.

[Edit messed up my tags...]
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Alkira rose Nankivell
 
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Post » Fri Aug 20, 2010 2:45 am

I'm using NoM 2.13 which is the latest version i have found.

i disabled everyhing except for NoM and this mod.. disabling NoM fixed it, or letting South Wall load after.
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Richard
 
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Post » Thu Aug 19, 2010 2:37 pm

I'm using NoM 2.13 which is the latest version i have found.

i disabled everyhing except for NoM and this mod.. disabling NoM fixed it, or letting South Wall load after.
Thanks for the info, AFAIK that's the latest version (Version 2.13-02 [11/2/2008] according to the readme I have).

Checking the plugin in Enchanted Editor reveals that it does add some references to the Council Club (e.g. NOM_wine_08). My guess is that internal changes to the layout by South Wall cause these floating bottles. I'm not sure if Balathustrius is up for making another compatibility patch, but according to EE there are only 11 references added to the cell by NoM...

A quick check in TESPCD reveals no conflicts between NoM and South Wall (although TESPCD doesn't check CELL records) so you should be fine loading South Wall after NoM. However, I do feel a patch is the right way to go (hint hint :) )
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Laura Ellaby
 
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Post » Thu Aug 19, 2010 5:57 pm

I've loaded South Wall, Den of Iniquity last in my load order - Habasi still appears in her usual spot, close to the door in the hallway.
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emily grieve
 
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Post » Fri Aug 20, 2010 1:48 am

I've loaded South Wall, Den of Iniquity last in my load order - Habasi still appears in her usual spot, close to the door in the hallway.

I had this problem at first, too.
I discovered why Sugar-Lips was not in her new location for me.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1112 little mod causes her to remain in her usual place when used with Balathustrius' mod.
After removing this little mod, the Den of Iniquity works fine.


If it's not that, it might be just a dirty Save.
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xxLindsAffec
 
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Post » Thu Aug 19, 2010 6:54 pm

would Havish affect the placement of Sugar-Lips Habasi? I know Havish adds an introduction quest through Habasi herself.
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Chloe Lou
 
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Post » Thu Aug 19, 2010 7:39 pm

Is this still with life? I wonder if anyone have a walktrough for this mod...
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Cat Haines
 
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Post » Fri Aug 20, 2010 1:27 am

This looks great. I'll give it a try soon.
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Maddy Paul
 
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Post » Fri Aug 20, 2010 1:22 am

I loved the
Spoiler
Prison in the center of the cavern complex in the extreme dark. It terrified me when I first discovered the horrid torture down in the dungeons, and it changed my view of the Thieves Guild forever more.

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Tanika O'Connell
 
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Post » Thu Aug 19, 2010 4:49 pm

hey i installed this mod played it and all but i got all these warning's about animations and clones and stuff heres a sample:

ble to LayerActivate for AnimGroup "IdleCrossbow" for "CLONE _Bal_DancerGirl_200000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "IdleSneak" for "CLONE _Bal_DancerGirl_200000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "IdleStorm" for "CLONE _Bal_DancerGirl_200000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle4" for "CLONE _Bal_DancerGirl_200000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle5" for "CLONE _Bal_DancerGirl_200000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "WalkForward" for "CLONE _Bal_DancerGirl_200000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle" for "CLONE _Bal_DancerGirl_300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle2" for "CLONE _Bal_DancerGirl_300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle3" for "CLONE _Bal_DancerGirl_300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle4" for "CLONE _Bal_DancerGirl_300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle5" for "CLONE _Bal_DancerGirl_300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle6" for "CLONE _Bal_DancerGirl_300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle7" for "CLONE _Bal_DancerGirl_300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle8" for "CLONE _Bal_DancerGirl_300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle9" for "CLONE _Bal_DancerGirl_300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idlehh" for "CLONE _Bal_DancerGirl_300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle1h" for "CLONE _Bal_DancerGirl_300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle2c" for "CLONE _Bal_DancerGirl_300000000".
NiAnimation Error: Object "Bip01 Tail" not found in NiAnimation.
Unable to LayerActivate for AnimGroup "Idle2w" for "CLONE _Bal_DancerGirl_300000000".


it goes on and on, on, on just the 1 digets of the numbers change from 1 to 4 can any1 help?
User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

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