SmartMerger

Post » Fri Oct 01, 2010 3:24 am

I have a problem with SmartMerger. This time it isn't the dialogue:

Load order:
Plugin1=Morrowind.esmPlugin2=Tribunal.esmPlugin3=Bloodmoon.esmPlugin4=Morrowind Patch v1.6.5-BETA.esmPlugin5=Texture Fix 1.8.esmPlugin6=TR_Data.esmPlugin7=TR_Map1.esmPlugin8=TR_Map2.esmPlugin9=Book Rotate.esmPlugin10=MW_Children_1_0.esmPlugin11=Vurt's Ashlands Grass.espPlugin12=Texture Fix -TR -1.0.espPlugin13=Better Bodies.espPlugin14=New Argonian Bodies - Clean.espPlugin15=New Khajiit Bodies - Clean.espPlugin16=Better Clothes_v1.1_nac.espPlugin17=KS_Ren's_Oblivion_Hair_for_Morrowind_1.0.espPlugin18=Westly's Master Headpack X.espPlugin19=Book Rotate - Tribunal v5.3.espPlugin20=Book Rotate - Bloodmoon v5.3.espPlugin21=Book Jackets - Morrowind - BookRotate.espPlugin22=Book Jackets - Tribunal - BookRotate.espPlugin23=Book Jackets - Bloodmoon - BookRotate.espPlugin24=WA_Signy_Signposts(!).ESPPlugin25=WA_Signy_Signposts(!)_TR.ESPPlugin26=Key Replacer Trib & BM.espPlugin27=Divine_domina_part_1.espPlugin28=Divine_domina_part_2.espPlugin29=Divine_domina_part_3_Tribunal.espPlugin30=Divine_domina_part_4.espPlugin31=Divine_domina_part_5.espPlugin32=Hold it - replacer.espPlugin33=LGNPC_NoLore_v0_83.espPlugin34=Lgnpc_SN.espPlugin35=LGNPC_GnaarMok_v1_10.espPlugin36=LGNPC_AldVelothi_v1_20.espPlugin37=LGNPC_MaarGan_v1_20.espPlugin38=LGNPC_HlaOad_v1_32.espPlugin39=LGNPC_Aldruhn_v1_20.espPlugin40=LGNPC_Aldruhn_v1_20_suppl.espPlugin41=LGNPC_Pelagiad_v1_22.espPlugin42=LGNPC_TelMora_v1_20.espPlugin43=LGNPC_Khuul_v2_10.espPlugin44=LGNPC_VivecFQ_v2_10.espPlugin45=LGNPC_TelUvirith_v1_20.espPlugin46=LGNPC_SecretMasters_v1_30.espPlugin47=LGNPC_IndarysManor_v1_51.espPlugin48=LGNPC_VivecRedoran_v1_50.espPlugin49=Less_Generic_Nerevarine.espPlugin50=Less_Generic_Tribunal.espPlugin51=Less_Generic_Bloodmoon.espPlugin52=LGNPC_PaxRedoran_v1_20.espPlugin53=LGNPC_SoulSicknessPatch_v1_00.espPlugin54=P.R.E. v4.0.espPlugin55=Nudity Greeting Expansion V1.espPlugin56=Vurt's Ashlands Overhaul.espPlugin57=Vurt's Leafy West Gash.ESPPlugin58=Vurt's Grazelands Trees.ESPPlugin59=Bloated Caves.espPlugin60=Expanded Sounds.espPlugin61=Graphic Herbalism.espPlugin62=Graphic Herbalism Extra.espPlugin63=GH_ES1.3 Patch.espPlugin64=GH_Extra_ES1.3 Patch.espPlugin65=Quick Char.espPlugin66=NX9_Guards_Complete.ESPPlugin67=NX9_Guard_LGTrib_patch.ESPPlugin68=NX9_Guard_LGRedoran_Patch.ESPPlugin69=Starfires NPC Additions ver-1.11.espPlugin70=Starfire Over Telvannis.espPlugin71=Hold it - SF npc addon.espPlugin72=Hold it - TR&CoM addon.ESPPlugin73=Creatures.espPlugin74=A_flock_of_seagulls.espPlugin75=IceNioLivRobeReplacerALL.espPlugin76=Balance - Magic Effects.espPlugin77=Balance - spells.espPlugin78=Balance - NPC Spellcasting.espPlugin79=Balance - game settings.espPlugin80=Gameplay - Faction.espPlugin81=TLM - Ambient Light + Fog Update.espPlugin82=TLM - Light Sources (Clearer Lighting).espPlugin83=TLM - Light Sources (Natural Water).espPlugin84=TLM - Light Sources (Lanterns).espPlugin85=TLM - External Lights Ownership.espPlugin86=TLM - NPC Light Sources.espPlugin87=NEDE v1.2.espPlugin88=NEDE WGI patch.espPlugin89=BirthsignsAMFun_BM.espPlugin90=RAMF_Mer.esp


Used parameters:

smartmerger Morrowind.esm Tribunal.esm Bloodmoon.esm --reference --load_ini merged.esp



Error (Only a part of the Warnings.txt):

Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 8.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 8.Land (17, 16) unable to load texture idx 8.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 8.Land (17, 16) unable to load texture idx 8.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 8.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 13.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 13.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 13.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 13.Land (29, -2) unable to load texture idx 7.Land (29, -2) unable to load texture idx 7.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 7.Land (29, -2) unable to load texture idx 7.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 13.Land (29, -2) unable to load texture idx 13.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 13.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 7.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 7.Land (29, -2) unable to load texture idx 7.Land (29, -2) unable to load texture idx 7.Land (29, -2) unable to load texture idx 7.Land (29, -2) unable to load texture idx 7.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 13.Land (29, -2) unable to load texture idx 13.Land (29, -2) unable to load texture idx 13.Land (29, -2) unable to load texture idx 13.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (29, -2) unable to load texture idx 14.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 7.Land (30, -2) unable to load texture idx 14.Land (30, -2) unable to load texture idx 14.Land (30, -2) unable to load texture idx 14.Land (30, -2) unable to load texture idx 14.Land (30, -2) unable to load texture idx 14.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 13.Land (30, -2) unable to load texture idx 14.Land (30, -2) unable to load texture idx 14.Land (30, -2) unable to load texture idx 14.Land (30, -2) unable to load texture idx 14.Land (30, -2) unable to load texture idx 14.Land (30, -2) unable to load texture idx 13.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 13.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 13.Land (26, 9) unable to load texture idx 14.Land (26, 9) unable to load texture idx 14.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 14.Land (25, 19) unable to load texture idx 0.Land (25, 19) unable to load texture idx 0.Land (35, -7) unable to load texture idx 14.Land (35, -7) unable to load texture idx 14.Land (35, -7) unable to load texture idx 14.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 14.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 14.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 14.Land (35, -7) unable to load texture idx 14.Land (35, -7) unable to load texture idx 7.Land (35, -7) unable to load texture idx 14.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 13.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (27, 17) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 7.Land (33, -5) unable to load texture idx 14.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 7.Land (40, -4) unable to load texture idx 14.Land (40, -4) unable to load texture idx 14.Land (40, -4) unable to load texture idx 14.Land (40, -4) unable to load texture idx 14.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 14.Land (28, 18) unable to load texture idx 14.Land (28, 18) unable to load texture idx 14.Land (28, 18) unable to load texture idx 14.Land (28, 18) unable to load texture idx 14.Land (28, 18) unable to load texture idx 14.Land (28, 18) unable to load texture idx 14.Land (28, 18) unable to load texture idx 14.Land (28, 18) unable to load texture idx 14.Land (28, 18) unable to load texture idx 14.Land (28, 18) unable to load texture idx 14.Land (28, 18) unable to load texture idx 14.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 7.Land (28, 18) unable to load texture idx 0.Land (28, 18) unable to load texture idx 0.Land (28, 18) unable to load texture idx 0.Land (28, 18) unable to load texture idx 0.Land (28, 18) unable to load texture idx 0.Land (28, 18) unable to load texture idx 0.Land (28, 18) unable to load texture idx 0.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 9.Land (34, 17) unable to load texture idx 9.Land (34, 17) unable to load texture idx 9.Land (34, 17) unable to load texture idx 9.Land (34, 17) unable to load texture idx 9.Land (34, 17) unable to load texture idx 9.Land (34, 17) unable to load texture idx 9.Land (34, 17) unable to load texture idx 9.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 9.Land (34, 17) unable to load texture idx 9.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 9.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (34, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 9.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.Land (35, 17) unable to load texture idx 8.


It works fine after I unchecked the .esp generated by Smartmerger
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Fri Oct 01, 2010 4:42 am

I have a problem with SmartMerger. This time it isn't the dialogue:

Error (Only a part of the Warnings.txt):

Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 8.Land (17, 16) unable to load texture idx 9.Land (17, 16) unable to load texture idx 9....


It works fine after I unchecked the .esp generated by Smartmerger


If i remember right with the index textures there's one of two things happening. One, the duplicate/new index for those textures aren't copying right. Oddly enough i recognize those numbers, there's about 5, i believe they were bloodmoon indexs. 3?,7,9 & 14 for sure. (Yes a duplicate index ID is allowed with the land textures, so i found out).

I noticed not too long ago, shortly after releasing 1.6 that for some reason the Cells & Lands weren't attaching properly, so out of order may be a symptom of that issue. This one is more likely.

I'll likely resume work on friday, been trying out a custom made mod (considering release) and the Deux Machina Steampunk mod. Expect the next release next week some time.
User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Thu Sep 30, 2010 10:47 pm

Is this the script that is inserted with the NPC fix?

;Should fix the situations where the NPC's are present but
;you can't seem to talk to them without crashing the game.
float SM_firstRun
if SM_firstRun == 0
disable
enable
set SM_firstRun to 1
endif


If so, I noticed when looking at some scripts that it was inserted starting in the second line. Unfortunately some scripts from mods have one or more comment lines before the beginning of their scripts. Can you make it so it finds the first "non commented" Begin then insert a line after that. Otherwise it might break those scripts.
User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Fri Oct 01, 2010 9:54 am

Is this the script that is inserted with the NPC fix?

If so, I noticed when looking at some scripts that it was inserted starting in the second line. Unfortunately some scripts from mods have one or more comment lines before the beginning of their scripts. Can you make it so it finds the first "non commented" Begin then insert a line after that. Otherwise it might break those scripts.


Yes that's the script, as simple as it is.

I could have it later in the script, as that shouldn't make a difference in the opcodes. But for simplicity sake, and consistency i had it before anything else. But having code before or after a comment, i don't see how that should break it... unless for some reason the code bleeds into the comment?

EDIT: Anyways, i'll have it make sure it inserts it after the start of the script.


EDIT: Wow, looking over all the things i need to do, it's quite a list. This may take longer than a week.
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Fri Oct 01, 2010 4:21 am

Yes that's the script, as simple as it is.

I could have it later in the script, as that shouldn't make a difference in the opcodes. But for simplicity sake, and consistency i had it before anything else. But having code before or after a comment, i don't see how that should break it... unless for some reason the code bleeds into the comment?

EDIT: Anyways, i'll have it make sure it inserts it after the start of the script.


EDIT: Wow, looking over all the things i need to do, it's quite a list. This may take longer than a week.


Thought I'd let you know. I was cleaning up some scripts (just syntax because I don't know the scripting side of the house yet) and saw that several wouldn't compile...after investigating, I saw that. Also, not sure if it's mando or not but I think the line " if SM_firstRun == 0" might need to be " if ( SM_firstRun == 0 )". At least all the other scripts I checked had it and MWedit wouldn't compile it without it.

I don't mind waiting. The fact that you are working on it is good enough for me. Thanks again.
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Fri Oct 01, 2010 6:27 am

Thought I'd let you know. I was cleaning up some scripts (just syntax because I don't know the scripting side of the house yet) and saw that several wouldn't compile...after investigating, I saw that. Also, not sure if it's mando or not but I think the line " if SM_firstRun == 0" might need to be " if ( SM_firstRun == 0 )". At least all the other scripts I checked had it and MWedit wouldn't compile it without it.

I don't mind waiting. The fact that you are working on it is good enough for me. Thanks again.


Originally i intended to have the parentheses, but it slipped by for some reason. Partially due to the built-in data to re-create the script and injections. I'll be sure to update that as well.

Good to know someone is avidly awaiting updates. So far i am working on the GUI, got the basic structure set up. For simplicity certain features are not present, otherwise it would be more complex and more error prone.

As always, feedback is appreciated.

http://i1035.photobucket.com/albums/a431/rtcvb32/SmartMerger_mockup.jpg
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Thu Sep 30, 2010 11:12 pm

i'll be waiting for the gui. i'll use it to merge patches into the main files.

it's not that i'm opposed to CLI, i just like to have visual confirmation of what i'm doing. too easy to screw something up with a mistyped command.
User avatar
Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Fri Oct 01, 2010 6:59 am

Should not SM_firstRun better be a short variable?
User avatar
joannARRGH
 
Posts: 3431
Joined: Mon Mar 05, 2007 6:09 am

Post » Fri Oct 01, 2010 12:47 pm

Should not SM_firstRun better be a short variable?


It used to be. The only reason i changed it to a float, would be depending on how MW stores it's variables. Everything that i've seen with the Structure suggests that it goes in the order of Shorts, Longs, Floats. The injection precompiled script happens to use the last variable ID.

Let's give an example. I have a script with 3 shorts, 2 ints, and 2 floats, right? I add the injection script using a short, so now it's 4,2,2, with the newest short being at the very end. However if MW decides to store it grouping all shorts together (4 shorts in a row, 2 longs, 2 floats) instead of how it's injected (3 shorts, 2 longs, 2 floats, 1 short), everything after the 3 original shorts may/will be messed up and pointing to something else, and the types would be wrong.

But this is only a guess. Without a lot of testing, i went for safe than sorry. It could just be based on SCVR and type doesn't matter...

EDIT: Here's the latest preview for the GUI.

http://i1035.photobucket.com/albums/a431/rtcvb32/SmartMerger_preview.jpg
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Fri Oct 01, 2010 7:34 am

I've had trouble merging some files together, specifically involving NPC's. Seems when you go to talk/activate them, the game crashes.

There is still something unclear for me:
this kind of crash when talking may appear only with mods merged by smartmerger, or is this a more general problem (I.E. you have found mods causing this to happen without merging with smartmerger?)
In both cases, what about a solution based on standard modding dialog hello/greetings/resultbox code instead of injecting potentially problematic code in preexisting local scripts?
[edit]typo
User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Fri Oct 01, 2010 7:30 am

There is still something unclear for me:
this kind of crash when talking may appear only with mods merged by smartmerger, or is this a more general problem (I.E. you have found mods causing this to happen without merging with smartmerger?)
In both cases, what about a solution based on standard modding dialog hello/greetings/resultbox code instead of injecting potentially problematic code in preexisting local scripts?
[edit]typo


This is a general problem, pretty sure since i had the game crash without the disabled fix, on a NPC that wasn't added or modified at all. I don't know where or why, i can only assume it's a bug during NPC initialization when they are first created (when first entering a cell for the first time). I believe there are two steps during NPC creation, first the NPC's existence and ID/location is generated, then the enable/show. During that second step, they are still disabled (i think), but shown/visible. You can identify them if they don't move the way they are suppose to, standing there doing nothing when they would walk around or do idle actions. (Interestingly they still stay 'disabled yet visible' in the savegame). SmartMerger did bring it forward more obviously and consistently during certain merging in earlier versions making the fix possible.

Thanks goes to 'Arcimaestro Antares' for helping me with identifying it, and giving me a solution to work towards.

In both cases, the dialog has nothing to do with the bug, as the game will crash before it gets to (or opens) the dialog menu. I'd rather not needing the fix at all. I remember emailing a suggested fix for MCP, but i perhaps i should post it in the fourms here.
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Fri Oct 01, 2010 3:43 am

any new news?

I still have the texture problem and I am waiting for the fix.
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Fri Oct 01, 2010 12:33 pm

any new news?

I still have the texture problem and I am waiting for the fix.


Yes, quite a bit actually.

Lots of examples in the readme added,
The pathgrids move with the cells, or at least it says it does for the grid x,y. There's something more that needs to change, not sure what yet.
The GUI is complete.
Disabled_fix script returned to short, added ()'s, starts at beginning of script and not second line, and won't add the default script unless there's NPC's
Decisions/Approving changes (--choice) is complete.
csv output is working and complete, but may not fully consistent output from the subrecords.
Cells, Lands & Pathgrids now attach properly, regardless of order in the file.

So far i couldn't find exactly what the problem was with --no_dialog_merge, we'll see later. Next project(s) on it were going to be the --move_land to have limits and slightly change it's usage from all the following files, to the current merged state. And adding --force_relink, intended to reorder the dialog if needed and then forcibly re-link it like the original algorithm.

EDIT: The properly attaching land/pathgrids should fix your texture problem, i think.
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Fri Oct 01, 2010 8:09 am

Actually that brings an interesting question...

for --no_dialog_merge, what does it mean to you?

A ) Doesn't add any dialog (Not new topic, not anything)
B ) Adds dialog but appends it to the end regardless of order
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Fri Oct 01, 2010 6:57 am

Era:
I have a question regarding Nif Texture Stripper... I used it to remove the absolute paths from my textures in a couple of folders, and it seems that now when I save new textures in those folders, they automatically are without absolute paths. I think that's great, but I'm kinda wondering if that was intentional because I've heard no mention of that anywhere. I'd be bragging about that if I were you...
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Thu Sep 30, 2010 11:58 pm

Era:
I have a question regarding Nif Texture Stripper... I used it to remove the absolute paths from my textures in a couple of folders, and it seems that now when I save new textures in those folders, they automatically are without absolute paths. I think that's great, but I'm kinda wondering if that was intentional because I've heard no mention of that anywhere. I'd be bragging about that if I were you...


Well, it's not intentional, actually i have no control over it. My program cannot influence other programs in any way.

What I believe is happening, is because it's converted to a relative path the editing program stays with a relative path unless required otherwise. This depends on where your stuff is located vs the default location. You can get around anywhere in windows with relative paths, except between drives. But sometimes absolute paths are more complex, or simple than it's counterparts depending on circumstance.
User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Fri Oct 01, 2010 3:16 am

Actually that brings an interesting question...

for --no_dialog_merge, what does it mean to you?

A ) Doesn't add any dialog (Not new topic, not anything)
B ) Adds dialog but appends it to the end regardless of order


Well, as I intend to use SmartMerger roughly as a replacement for Merge Objects / Mashed Lists (via --reference), I would prefer that --no_dialog_merge means no dialog ends up in the merged file.

On the other hand, the true purpose of SmartMerger is to merge mods, not just changes. In that case, leaving out dialog is ridiculous, because you will be replacing the original files with the merged file. Obviously having missing dialog at that point would be silly. If --no_dialog_merge means "no dialog in final plugin", it doesn't really have a use for this use case.

So: I know what I want --no_dialog_merge to mean. But I don't know what it ought to mean.

(If --no_dialog_merge ends up meaning B, may I request some other option that means A?)
User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Fri Oct 01, 2010 8:09 am

Your answer confirms that there's ambiguity on the purpose and use of the option. The way the option is intended, is you would merge the object, but the NEW dialog in the following objects weren't included. However if you are expecting them to be there and not trying to connect/merge them, or remove them entirely, then that might cause a lot of confusion.

I'm going to say the option means B, dialog is kept/added but isn't bothered with merging and order. this most likely will make the order wrong, but other than it complaining a little, and certain dialogs breaking (that need to be first for some reason) It should do fine.

My workaround with --forced_relink, (later on) is to re-order the dialog if need be, and then re-link it based on it's current order, not what it used to be.
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Fri Oct 01, 2010 2:02 pm

Your answer confirms that there's ambiguity on the purpose and use of the option. The way the option is intended, is you would merge the object, but the NEW dialog in the following objects weren't included. However if you are expecting them to be there and not trying to connect/merge them, or remove them entirely, then that might cause a lot of confusion.

I'm going to say the option means B, dialog is kept/added but isn't bothered with merging and order. this most likely will make the order wrong, but other than it complaining a little, and certain dialogs breaking (that need to be first for some reason) It should do fine.

My workaround with --forced_relink, (later on) is to re-order the dialog if need be, and then re-link it based on it's current order, not what it used to be.

I think option B is the best then if you're main purpose is not to have the source plugins activated (rather just the new "merged" one). That way you'd still have the same dialogue available as if you were just loading all the plugins (with the newest dialogues trumping the older ones). That way the program is still useable as intended (minus dialogue relinking/merging till that's all fixed up).

Very happy to see the --choices option and the export option. I'm sure many many others will be happy to see the GUI. Hopefully that spikes the user level so you can get more detailed feedback and find the really hard to find bugs.
User avatar
teeny
 
Posts: 3423
Joined: Sun Feb 25, 2007 1:51 am

Post » Fri Oct 01, 2010 12:06 pm

I think option B is the best then if you're main purpose is not to have the source plugins activated (rather just the new "merged" one).


Brings back the main reason i took out forced relinking. If you plan on having multiple plugins merging that aren't related and don't have any referencing of the main files, then re-linking them would likely fail, or cause problems and be silent about it. (Infinite dialogs, quests impossible to finish due to dialog out of order).

I am thinking of releasing it As Is, since it fixes a lot of earlier issues. But a few features planned to add/improve won't be there just yet.
User avatar
Mark Churchman
 
Posts: 3363
Joined: Sun Aug 05, 2007 5:58 am

Post » Fri Oct 01, 2010 1:48 am

Version: 1.7
All default GMST's included as a separate file
disabled fix script and injection updated
added --choice for manual control of accepted clashing changes
Fixed Cell/Land/Pathgrid Relationship
Included Cygwin build as alternate exe.
Updated --no_dialog_merge



--move_land
I intended to add requested limitations for better control, and pathgrids to work right. However right now only the grid x,y is updated on pathgrids. It doesn't seem to show up right in the CS.

GMST's
Added a GMST's esp file, these are the default the CS editor uses. They should help with unclean mods. use with --reference.

Disabled Fix
Modified injection to go to the next line after Begin, rather than the second line. Since some like to put comments before hand. The example esp has been updated to reflect this.

--choice
The all powerful final decision is now in your hands. On each clash it output's it's two options, and you specify if you wanted the left (current value) or the right (merging/new value). You can even put your choices in a text file and direct them in as standard input. (Doesn't currently save choices made to a file)

Cell/Land/Pathgrid Relationship
Previous assumed the relationship was done correctly by the CS, it seems it doesn't always. Now on each file load, it searches and forces the relationship, making the file more consistent, and hopefully preventing land texture index issues.

--no_dialog_merge
Due to ambiguity, the option has been updated. It now appends dialog rather than attempting to merge it, so all the contents are there, even if they are out of order. For use on those files that absolutely won't merge right. Once dialog merging is off, not recommended to turn it back on.

A Cygwin build of the program is included as a separate zip. It runs a little faster, a little cleaner, and the query modes work a little better. Plus it's just awesome!
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Fri Oct 01, 2010 7:39 am

--no_dialog_merge
Due to ambiguity, the option has been updated. It now appends dialog rather than attempting to merge it, so all the contents are there, even if they are out of order. For use on those files that absolutely won't merge right.


Let me try to understand this. The dialog stuff will definitely be in the merged plugin, but it will be in the same order as if you had just loaded the merged plugins separately: mod1dialog, mod2dialog, mod3dialog, etc.? So this should not cause any problems that weren't there in the load order to begin with. (And likewise, won't fix anything dialog-y either.)

Once dialog merging is off, not recommended to turn it back on.


Within the same run of SmartMerger, I assume? (Also, if there's only --no_dialog_merge but no --dialog_merge, how would you turn it back on anyway?)

This tool gets cooler and more useful-looking with every update. I appreciate your work on it a lot!
User avatar
mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Fri Oct 01, 2010 12:18 pm

Version: 1.7
--no_dialog_merge
Due to ambiguity, the option has been updated. It now appends dialog rather than attempting to merge it, so all the contents are there, even if they are out of order. For use on those files that absolutely won't merge right. Once dialog merging is off, not recommended to turn it back on.



So do you think the dialogue issue can be sorted out? (So that the dialogue can be relinked so it works like a proper "merge") Or is it just too diffucult/unruly? Maybe an option to relink all "modified" dialogue trees into one "merged dialogue" plugin (pulling all necessary dialogue from even the ESMs and putting it in there. Not sure if that'd work. But dialogue is one of the few areas one can't power thru and fix on their own and thus ensures some mods will never be compatible with certain others.

Thanks for the awesome update, can't wait to try it out.

Edit: you should put a link to it in you sig. You deserve to brag about it and it'll advertise it in the other topics you post in!
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Fri Oct 01, 2010 7:09 am

Let me try to understand this. The dialog stuff will definitely be in the merged plugin, but it will be in the same order as if you had just loaded the merged plugins separately: mod1dialog, mod2dialog, mod3dialog, etc.? So this should not cause any problems that weren't there in the load order to begin with. (And likewise, won't fix anything dialog-y either.)


It's not the resolution I'd prefer, but until I have dialog merging working perfectly. But it may cause problems. Namely, if you have a plugin that adds dialog to the very beginning (say, Greeting 5) then it won't happen unless the Game is smart enough to fix it. It will instead be at the bottom.

Within the same run of SmartMerger, I assume? (Also, if there's only --no_dialog_merge but no --dialog_merge, how would you turn it back on anyway?)

This tool gets cooler and more useful-looking with every update. I appreciate your work on it a lot!


Yes there is. And thank you for your support and enthusiasm.

--dialog_merge - Turns back on Dialog Merging. (see --no_dialog_merge)



So do you think the dialogue issue can be sorted out? (So that the dialogue can be relinked so it works like a proper "merge") Or is it just too difficult/unruly? Maybe an option to relink all "modified" dialogue trees into one "merged dialogue" plugin (pulling all necessary dialogue from even the ESMs and putting it in there. Not sure if that'd work. But dialogue is one of the few areas one can't power thru and fix on their own and thus ensures some mods will never be compatible with certain others.

Thanks for the awesome update, can't wait to try it out.

Edit: you should put a link to it in you sig. You deserve to brag about it and it'll advertise it in the other topics you post in!


Once again as I've said before. The dialog is the biggest pain in the butt so far of the entire project.

Yes the dialog can get sorted out. If we always include all references, (as in we don't merge two plugins by themselves, if we do then we can't do the new method) Then I don't see why it wouldn't work. I was planning on getting the forced-relink like my original one, with reordering. My idea was correct in perfectly merging dialog, however if it changes all dialog orders, making a simple plugin with dialog may include 12Meg (all the master's dialog combined). Not something I want to see happen. I'm thinking a hybrid, one that only shifts them if they have to based on certain requirements, like choices being above certain ones so you don't get in an infinite loop.

It can and will work, I wanted to do it but I don't feel up to it for this week; So I released the current version after I ensured the --no_dialog_merge was working the way I believe it should work. I'm pretty sure it's no longer broken.



I'll add the link. It will get more publicity that way :) I can only hope soon it gets into the Hall of Fame. I'm not sure how you nominate a program/plugin for that. Maybe the site does it based on popularity or usefulness. *shrugs*
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Fri Oct 01, 2010 8:10 am

I'm thinking a hybrid, one that only shifts them if they have to based on certain requirements, like choices being above certain ones so you don't get in an infinite loop.

It can and will work, I wanted to do it but I don't feel up to it for this week; So I released the current version after I ensured the --no_dialog_merge was working the way I believe it should work. I'm pretty sure it's no longer broken.


I'll add the link. It will get more publicity that way :) I can only hope soon it gets into the Hall of Fame. I'm not sure how you nominate a program/plugin for that. Maybe the site does it based on popularity or usefulness. *shrugs*


Ha, yeah 12 mb might be a bit of a bear just for dialogue. You're hybrid idea is a good idea. Tried out the program a couple of times. GUI works but I didn't read the readme through to see the changes (too impatient) so I didn't know how to decipher the Choices part. I'll play with it more.

I think the HOF is based on votes. I think your program in it's current state surpasses what TesTool does and now with a GUI should pick up steam as more folks get familiar with it.

I like the sig too... entices one to click it to see what is this "Smartmerge" :)
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

PreviousNext

Return to III - Morrowind