Trouble With Dwemer Sentinel Mod

Post » Mon Dec 20, 2010 2:08 am

Every time I try to load a file with the Dwemer Sentinel plug-in activated, I get this error message:

Creature "Dwemer_Golem_Giant00000000" has no animation groups.
Morrowind will crash!


And yes, it does indeed crash when I get to Dagon Fel, where one of the Sentinels is supposed to be located. I'm pretty sure I installed it properly, it isn't exactly difficult. I've tried fixing the problem through the CS, but I get a "cannot load Mesh" error message, which probably has something to do with the mod not working in-game either.

I appreciate any help. I'd list my other mods, but I haven't been running any of them while trying to work the issues with the Dwemer Sentinel mod, so I doubt they're the issue.

Hopefully it's something simple that an even-less-than-novice like myself can handle. If not, oh well. :)
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Reanan-Marie Olsen
 
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Post » Mon Dec 20, 2010 9:28 am

I have just downloaded and tested the mod, it doesn't crash the construction set and was able to visit the one near Dagonfel. My guess is that the mod isn't installed correctly on your pc.
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Nitol Ahmed
 
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Post » Mon Dec 20, 2010 6:27 am

I have just downloaded and tested the mod, it doesn't crash the construction set and was able to visit the one near Dagonfel. My guess is that the mod isn't installed correctly on your pc.


Okay. So how do I install it properly then?

*feels like idiot*
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Dean Brown
 
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Post » Mon Dec 20, 2010 3:02 am

Okay. So how do I install it properly then?

*feels like idiot*


It sounds like you have placed the esp file in the right place and activated it correctly hence the crashing and warning messages, so my guess is that the meshes and probably the texture file the mod needs to work are not in the right place.

Solutions for installing mods vary depending on which version of windows you are using and whether it is the steam version of Morrowind or CD.

However, Look in the same location as you placed the Dwemer Sentinel esp and you will see several folders, one will be called 'meshes' and there will be another called 'textures'

Look inside the 'meshes' folder and and there should be another folder called 'Daves lab' inside that there should be 10 files , 7 with the .nif suffix and 3 with .kf suffix, if yes then they are in the right place , if not you will need to extract the Daves Lab + 10 files from your mod download and place them in your morrowind/data files/meshes folder. Ensure that there is not a second folder called meshes inside your main meshes folder as the 'Daves lab 'folder could be inside that in which case take the daves lab folder out of the second meshes folder and drop it in the first, then delete the second meshes folder with extreme prejudice.

Then look in the 'textures folder' and there should be a file called Dwemer_skin.TGA if yes it is in the right place, if not you will need to extract that file from your mod download and place it in your morrowind/data file/textures folder. Check to see that there is not a second folder called textures inside your main textures folder as the missing file could be in that, if so take it out of the second textures folder and drop it in the first , when empty delete the second textures folder .

Once the respective resource files from the mod are placed on their respective folders the game refers to inside your morrowind/data files folder, the mod should work.
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Suzie Dalziel
 
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Post » Mon Dec 20, 2010 12:44 am

It sounds like you have placed the esp file in the right place and activated it correctly hence the crashing and warning messages, so my guess is that the meshes and probably the texture file the mod needs to work are not in the right place.

Solutions for installing mods vary depending on which version of windows you are using and whether it is the steam version of Morrowind or CD.

However, Look in the same location as you placed the Dwemer Sentinel esp and you will see several folders, one will be called 'meshes' and there will be another called 'textures'

Look inside the 'meshes' folder and and there should be another folder called 'Daves lab' inside that there should be 10 files , 7 with the .nif suffix and 3 with .kf suffix, if yes then they are in the right place , if not you will need to extract the Daves Lab + 10 files from your mod download and place them in your morrowind/data files/meshes folder. Ensure that there is not a second folder called meshes inside your main meshes folder as the 'Daves lab 'folder could be inside that in which case take the daves lab folder out of the second meshes folder and drop it in the first, then delete the second meshes folder with extreme prejudice.

Then look in the 'textures folder' and there should be a file called Dwemer_skin.TGA if yes it is in the right place, if not you will need to extract that file from your mod download and place it in your morrowind/data file/textures folder. Check to see that there is not a second folder called textures inside your main textures folder as the missing file could be in that, if so take it out of the second textures folder and drop it in the first , when empty delete the second textures folder .

Once the respective resource files from the mod are placed on their respective folders the game refers to inside your morrowind/data files folder, the mod should work.


Okay, I just did exactly as you said, and I'm still coming up with the same problem. However, perhaps this has something to do with it:

DG_Statue_2_Eyes.nif
DwemerGolem0.nif
DwemerGolem1.nif
DwemerGolem1Arm.nif
DwemerGolem2.nif
DwemerGolem3.nif
XDwemerGolem1.kf
XDwemerGolem1.nif
XDwemerGolem2.kf
XDwemerGolem2.nif
XDwemerGolem3.kf
XDwemerGolem3.nif


That's what I see when I open up "Dave's Lab" folder. Nine nif files, and three kf files. So which ones don't belong?

If it helps to know, my copy is on CD, and I have Windows 7.
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le GraiN
 
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Post » Mon Dec 20, 2010 9:29 am

My mistake , sorry. All those files are required , not just 10 as i previously stated. Windows Vista and 7 can be problematic because of security features and quirks that have to be bypassed/disabled/ fixed but once that is sorted out , playing Morrowind and installing Mods shouldn't be an issue.

http://www.gamesas.com/?showtopic=781497may come in handy for resolving certain problems you may encounter.

I am able to recreate your problems by removing the Daves lab folder from the morrowind/data files/meshes folder.so to enable us to eliminate the most probable cause please post a screenshot from within your daves lab folder http://i70.photobucket.com/albums/i109/Slartibartfast_2006/ScreenShot002.jpg?t=1284596773 so we can check the file path which is displayed in the blue line above the toolbar.
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Sara Lee
 
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Post » Mon Dec 20, 2010 2:09 pm

It works now. And it is glorious! :)

I was looking up how to delete my old save files a few minutes ago, and finally discovered that elusive Warnings.txt I'd been trying to locate. I looked up what the text that it contained meant, which eventually led me to loading the Dwemer Sentinel plug-in in the CS, setting it as an Active File, and saving it. After that, everything was just peachy.

I figure that it would've worked just fine if I'd thought to do that after following your previous instructions on installing the mod properly. Of course, I've only located one of the Dwemer Sentinels so far, there's two more out there, waiting... :P

Thank you for your assistance. I think I'm a lot more Morrowind Mod-savvy now. :)
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Brentleah Jeffs
 
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