Two problems

Post » Sun Sep 26, 2010 9:53 pm

Well, I recently updated from MCA 6.0 to 6.1, and I didn't read the Wrye Mash help on updating a mod. I updated my masters list and repaired my save. When I got into the game, I was met with an error:

Local count for script 'mca_adventurers' differs from local count for saved reference data.


And I noticed some NPC spawn points were spawning two NPCs. I left the game opened Mash again and used the deleted creature spawn points feature. Now my NPCs don't double outside, I suspect they still do inside, as I'm seeing like four Commoners spawn inside. As for outside, the NPCs barely spawn at all, like one NPC maybe in Balmora. My question is, did I completely screw up my save when it comes to MCA? And some NPCs follow me across cells too. :(

Secondly, Imperial Archers everywhere are just dropping dead.

_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Book Rotate.esm
_005_ MW_Children_1_0.esm
_006_ Morrowind Patch v1.6.5-BETA.esm
_007_ Bloodmoon Landscape Overhaul 1.0.esm
_008_ Texture Fix 1.8.esm
_009_ abotWaterLife.esm
_010_ MCA.esm
_011_ AtmosphericSoundEffects-3.0-Tribunal.esp
_012_ Hold it replacer.esp
_013_ LGNPC_NoLore_v0_83.esp
_014_ Clean Weapon Sheaths Ultimate.esp
_015_ Book Rotate - Tribunal v5.3.esp
_016_ Book Rotate - Bloodmoon v5.3.esp
_017_ Better Bodies.esp
_018_ Illuminated Windows.esp
_019_ ASE Bloodmoon Expansion.esp
_020_ Illuminated Windows - Bloodmoon.esp
_021_ ASE Tribunal Expansion.esp
_022_ Lgnpc_SN.esp
_023_ abotWhereAreAllBirdsGoing.esp
_024_ Hold it-COM addon.ESP
_025_ k_weather (louder sounds).esp
_026_ Book Jackets - Morrowind - BookRotate.esp
_027_ Book Jackets - Tribunal - BookRotate.esp
_028_ LGNPC_GnaarMok_v1_10.esp
_029_ LGNPC_AldVelothi_v1_20.esp
_030_ Book Jackets - Bloodmoon - BookRotate.esp
_031_ Less_Generic_Bloodmoon.esp
_032_ LGNPC_MaarGan_v1_20.esp
_033_ LGNPC_HlaOad_v1_32.esp
_034_ Vality's Bitter Coast Addon.esp
_035_ LGNPC_Aldruhn_v1_20.esp
_036_ LGNPC_Aldruhn_v1_20_suppl.esp
_037_ LGNPC_Pelagiad_v1_22.esp
_038_ LGNPC_TelMora_v1_20.esp
_039_ LGNPC_Khuul_v2_10.esp
_040_ LGNPC_VivecFQ_v2_10.esp
_041_ Better Clothes_v1.1_nac.esp
_042_ LGNPC_TelUvirith_v1_20.esp
_043_ LGNPC_SecretMasters_v1_30.esp
_044_ LGNPC_IndarysManor_v1_51.esp
_045_ Creatures.esp
_046_ LGNPC_VivecRedoran_v1_50.esp
_047_ Less_Generic_Nerevarine.esp
_048_ Less_Generic_Tribunal.esp
_049_ Vurt's Leafy West Gash.ESP
_050_ LGNPC_PaxRedoran_v1_20.esp
_051_ Mournhold Expanded COM NC.esp
_052_ Westly's Master Headpack X.esp
_053_ NPC LCV Schedules 03.esp
_054_ NPC LCV Locks.esp
_055_ Animated Morrowind 1.0.esp
_056_ Ryan's Magic Ring.ESP
_057_ KS_Julan_Ashlander Companion_1.3.esp
_058_ Galsiahs Character Development.esp
_059_ GCD StartScript for Trib or Bloodmoon.esp
_060_ GCD better balanced birthsigns.esp
_061_ GCD Restore Potions Fix.esp
_062_ GCD settings fairly easy.esp
_063_ Divine_domina_part_1.esp
_064_ Divine_domina_part_2.esp
_065_ Divine_domina_part_3_Tribunal.esp
_066_ Divine_domina_part_4.esp
_067_ Divine_domina_part_5.esp
_068_ Syc_HerbalismforPurists (Pearl Bug Edit).esp
_069_ Syc_HerbalismforPurists_BM.esp
_070_ Syc_HerbalismforPurists_TB.esp
_071_ Clean Welcome to the Arena!.esp
_072_ Healers.esp
_073_ New Argonian Bodies - Clean.esp
_074_ New Khajiit Bodies - Clean.esp
_075_ TravelingMerchants_v2.2.esp
_076_ Books of Vvardenfell.esp
_077_ MCA - Divine Domina Addon.ESP
_078_ MCA - Guards Patch.ESP
_079_ Merged_Objects.esp
_080_ Mashed Lists.esp


If anyone can help me I'll be so happy, I don't wanna have to restart as I'm pretty far in the MQ.
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KIng James
 
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Post » Sun Sep 26, 2010 7:45 pm

Well, I recently updated from MCA 6.0 to 6.1, and I didn't read the Wrye Mash help on updating a mod. I updated my masters list and repaired my save. When I got into the game, I was met with an error:

Local count for script 'mca_adventurers' differs from local count for saved reference data.

I think you can usually just ignore that warning, that's what you will see when a script on some object has been changed to use a different number of local variables.

And I noticed some NPC spawn points were spawning two NPCs. I left the game opened Mash again and used the deleted creature spawn points feature. Now my NPCs don't double outside, I suspect they still do inside, as I'm seeing like four Commoners spawn inside. As for outside, the NPCs barely spawn at all, like one NPC maybe in Balmora. My question is, did I completely screw up my save when it comes to MCA?

You're probably ok. If you really want to start from scratch, remove MCA. make a clean save, then add MCA back in.

And some NPCs follow me across cells too. :(

Is that bad? Sounds like a new feature.

Secondly, Imperial Archers everywhere are just dropping dead.

Probably due to Merged_Objects.esp. Try taking that out and see if they still keel over. If that fixes it, you may need to leave MCA out of merged objects, or else edit it after you create it to mark the mca NPCs as autocalced. (I've just seen that advice mentioned elsewhere, never tried it myself).
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Heather Dawson
 
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Post » Sun Sep 26, 2010 2:06 pm

Merging Objects can cause NPCs to drop dead. I don't know the reason (other than something causes their health to drop to 0 or below), but unchecking Auto Calculate for each NPC it affects keeps them alive. Of course, you need to uncheck it before they drop dead. I found that I had to spot check various locations in my modded game before playing to try to find affected NPCs. I recommend that you create a save game before entering any new area so if anyone dies you can exit, fix them, and then restart before that area.
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Chase McAbee
 
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Post » Sun Sep 26, 2010 11:07 pm

I think you can usually just ignore that warning, that's what you will see when a script on some object has been changed to use a different number of local variables.
Okay sounds good.


You're probably ok. If you really want to start from scratch, remove MCA. make a clean save, then add MCA back in.
I think I'll just play with it for awhile and see how it goes. Maybe it's just my mind playing tricks on me and thinking I have problems and I really don't. :P


Is that bad? Sounds like a new feature.
Well I was in a tavern, and there was a bounty hunter and ranger, and I left and they appeared outside and just stood, then I went back inside through a different door and went out the same door and a paladin followed me out. I haven't been able to replicate it though.


Probably due to Merged_Objects.esp. Try taking that out and see if they still keel over. If that fixes it, you may need to leave MCA out of merged objects, or else edit it after you create it to mark the mca NPCs as autocalced. (I've just seen that advice mentioned elsewhere, never tried it myself).
Oh I'm sorry they weren't MCA archers, they were vanilla archers. I shoulda mentioned that.


Merging Objects can cause NPCs to drop dead. I don't know the reason (other than something causes their health to drop to 0 or below), but unchecking Auto Calculate for each NPC it affects keeps them alive. Of course, you need to uncheck it before they drop dead. I found that I had to spot check various locations in my modded game before playing to try to find affected NPCs. I recommend that you create a save game before entering any new area so if anyone dies you can exit, fix them, and then restart before that area.

I'll have to take a look. :)

Thanks guys.
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Kelly John
 
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Post » Sun Sep 26, 2010 11:24 pm

I definitely think I have a problem. I'm not getting MCA NPCs to spawn in certain towns and too many NPCs are spawning inside. I better remove it and add it again. How should I go about doing this?

NVM Got it.
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Nims
 
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Post » Sun Sep 26, 2010 4:31 pm

Alright I'm having another problem with my save after updating MCA. Dark Elf Courtesans and all interior drunkards are spawning naked, with no heads and don't have their unique dialog. :( I don't know what to do, my save is clean.

It started happening after I removed MCA cleaned my save and re added it...
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Tiff Clark
 
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Post » Sun Sep 26, 2010 12:16 pm

Try Wrye Mash's 'repair all' feature. It's the best thing to do when you start seeing two of everybody because these double are the left overs in your save file, and repair all removes all objects without parents. However, it might fix your problem. Back up first though.
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Steph
 
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Post » Sun Sep 26, 2010 12:20 pm

Alright I'm having another problem with my save after updating MCA. Dark Elf Courtesans and all interior drunkards are spawning naked, with no heads and don't have their unique dialog. :( I don't know what to do, my save is clean.

Doesn't sound like a problem with your Save, but that you didn't install correctly.
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dell
 
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Post » Sun Sep 26, 2010 9:52 am

Doesn't sound like a problem with your Save, but that you didn't install correctly.

Unfortunately not, with new games and in the CS, the NPCs in question are correct. :( Weird I know!
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Anthony Rand
 
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Post » Sun Sep 26, 2010 11:07 pm

Unfortunately not, with new games and in the CS, the NPCs in question are correct. :( Weird I know!

Wrye Mash 'Repair All' will not remove NPC entries from your save - those NPC references are probably pointing to non-existent references to heads/hairs and clothing or to old references that have been renumbered due to changes in the load order. Some of the references are still valid which is why you're getting just the bodies to show up.

You need to use a Remover for MCA to clear the save of MCA NPC references before updating to the new version. Please see the Wrye Mash docs for details regarding Removers.

Also it's good practice when you replace an old version of a plugin with a new version to redate the new version so that it loads in the same plugin position as the old one to match what the expected order is in the save file.
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Josh Trembly
 
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Post » Sun Sep 26, 2010 12:00 pm

So should I remove the current version of MCA? Use the remover function to remove the NPCs I'm having problems with, then reinstall MCA?
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Makenna Nomad
 
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Post » Sun Sep 26, 2010 11:24 am

Hmm, on second thought looking thru the Wrye Mash documentation there is a 'Mod Updating' feature which might be better to use since your intention is to continue using MCA and not actually remove it completely from your game. Using the Remover function should also work - the difference would be complete removal of MCA content which might also remove MCA companions you don't want to reset.

Read thru the 'Mod Updating' section of the docs and give it a try. You should backup your save before trying any of this in case things don't work out correctly.


If you still want to go the Remover route, then yes you would go about it in that order. Please read the Wrye Mash docs regarding 'Removers' as there are some caveats involved. ;)
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Saul C
 
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Post » Sun Sep 26, 2010 2:30 pm

Will the updating function still work if I'm just intending to use the same version as I am currently? I'm not actually updating per-say. :laugh:
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Ice Fire
 
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Post » Sun Sep 26, 2010 10:57 pm

Just a small bump to my query above, along with another issue.

Somehow I contaminated my save, and I cleaned the mod in question: "The Regulars" with TesTool. But because I didn't find out about the GMSTs until after I had saved (I'm dumb :shakehead: ), the in game problems persist. How do I fix it?

EDIT: Nevermind. But now mlox is only seeing that I have 81 plugins installed, despite actually having 85. I redated Mashed Lists and Merged Objects to load last with Mash, but I'm curious to why mlox isn't seeing these extra four esps. They are all checked in the launcher.

EDIT2: And another error:

Local count for script 'TribunalMain' differs from saved local count. Variables will be reinitialized.


Harmful or ignorable?

EDIT3: The esp. files I added are also not in the ini. :unsure:

EDIT4: So the MCA issue fixed itself after I reverted to a backup save that still had MCA 6.0 installed, and then I synced to load list. It seemingly works.
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OnlyDumazzapplyhere
 
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