as i've deactivated the boats mod, i can only summise it must be this mod to which the error is referring: Expression Error Unable to find cell id Molagreahd Region in script ab01ssgEndTrip2Script
my load order is below, and i use mwse mgexe mcp tamriel rebuilt with most of their recommended mods
ab01ss is the prefix for Silt Striders mod, you are probably using abotSiltStridersTR2101.esp with a version of Tamriel Rebuilt > TR2101 where they nuked Molagreahd Region. Follow the suggested procedure in abotSiltStriders mod page info to replace abotSiltStridersTR2101.esp with abotSiltStriders.esp if you want to keep using scenic striders in Vvardenfell routes while using later Tramriel Rebuilt version.
sorry i'm confused, where is that? between poor sleep and lots of appointments i'm a bit mentally fatigued... and yet i still insist on modding morrowind xD
I've moved the related post in the Silt Strider mod page sicky posts section on top, look for "Instructions for dummies" In your specific case, as the boat update should already have been done: 1. if you are using anything ending with TRYYMM.esp (YY = year, MM = month of related TR release) untick (e.g. using Mash) from your loading order anything starting with abotSiltStriders, abotRiverStriders. 2. start the game, load a save, ignore error messages, save again as newsave 3. exit game, use Mash repair all/remove debris cells on your newsave 4. add back to the loading order abotSiltStriders.esp (those NOT ending with TRYYMM.esp) 5. load newsave, play with striders hopefully still working in Vvardenfell
lol thankyou for dummy recognition and appreciation, coz i know i stopped thinking upon graduating high school, so i need speshul help for speshul people! xD
akortunov said that https://forum.openmw.org/viewtopic.php?p=55997&sid=973b9cfcedd4a764aa3c43301e0738ac#p55997
I just tested with OpenMW 0.49, commit 7910f5baed (june 3): indeed it works, but with the collisions problems between player and gondolier, for now. (only 1 test with Gondoliers 1.10b. It doesn't work with my other tests: the player fall into the water)
So i add the constant levitation to player as in abot's Boats (make the spell, edits scripts) ; one example:
DisableTeleporting player->SetWaterWalking 1 set x1 to ( z1 + 96 ) player->SetPos Z x1
become DisableTeleporting player->SetWaterWalking 1 EnableLevitation player->AddSpell "ab01goSailAbility" set x1 to ( z1 + 96 ) player->SetPos Z x1indeed it resolve the collisions problems. And the player doesn't fall into the water, for now.
- Create a levitation spell like in abot's Boat: Type "Ability", Effect "Levitate", Magnitude "5 - 5", and let's say we give it the ID "ab01goSailAbility"
- With the same abot's Boat philosophy, in the ab01goGond0[1-9]Script scripts add these 2 lines just before "set x1 to ( z1 + 96 )": EnableLevitation player->AddSpell "ab01goSailAbility"
- and in ab01gogDismountHereScript & ab01gogEndTripScript scripts add these 2 lines just before "SetInvisible 0": player->RemoveSpell "ab01goSailAbility" player->RemoveSpellEffects "ab01goSailAbility"
Thank you for responding I just have these questions left then.
How do you mean "create the spell" and give it the "ID "ab01goSailAbility"" and more importantly where do I make the spell? (If its in a file can you tell me exactly which file?)
And how do I edit scripts and if that is something I can just look up easily then feel free to not answer this question?
Other than that I understand everything else, in advance thank you again for responding despite your original comment being a few months old its really appreciated. Also sorry for any ignorance I displayed with these questions hahaha.
Ok, so you must learn how to edit mod. The official tool is TES Construction Set. See this page to begin: https://en.uesp.net/wiki/Morrowind_Mod:Construction_Set
I resume what you will have to do: - Open abotGondolier.esp with TES CS (check Morrowind.esm as Master file, and abotGondolier.esp as Active file) - In the Spellmaking tab, create the spell as i say - Then the script part: click on the Scripts button, open one of the scripts i mention, and do the modification i say. - Once you done the modification in this script, click the Save button of the script window, and if there is no error, open another script i mention... Repeat this process until you've done all the scripts i mention. - Then click "Save plugin" in the main window - Now you have to clean the plugin. I recommend you the "tes3cmd" tool. See this page for example: https://www.tamriel-rebuilt.org/content/utility-tes3cmd . This is the command you will have to do: tes3cmd clean abotGondolier.espThen rename the Clean_abotGondolier.esp in abotGondolier.esp
... And i think you can make the same modifications with the OpenMW editor (openmw-cs) in place of TES CS (with openmw-cs you will get a abotGondolier.omwaddon file: you can use this file in place of the .esp, or rename this .omwaddon in .esp . And i think you don't need to clean a mod save with openmw-cs (to be confirmed...))
Alrighty thank you so much! I managed to actually do it! I gotta test it later to see if it worked but i believed i followed your instructions perfectly. Also I wanted to know if i can follow this guide for the other travel mods such as Boats and Silt Strider (obviously boats as these instructions were based on the same principles you mentioned"? Also I check the openmw-cs like you mentioned but it gave me warnings that it wasn't fully implemented and that it "should be safe" so i'm not gonna bother, ima just stick with tes-cs.
The others abot travel mods (Boats and Silt Striders) don't need modifications. They work out of the box with OpenMW. The openmw-cs warnings are just here to say it's still in beta version. But it's ok. In general, when a mod come from TES CS, i use TES CS to edit it. When it comes from openmw-cs, i use openmw-cs. It's just a precautionary measure.
I just found a glitch. If you take a scenic gondolier ride with a constant effect water walking, the water walking will no longer work. This can be fixed by removing the constant effect water walking item and taking another scenic gondolier ride.
Thank you for this wonderful mod <3 -- Now, asking other OpenMW users: does your game behave the same way?
Example 1: lvl 1 character, low acrobatics/athletics: stays inside the gondola in the running animation (frozen), travels just fine in 1st person. Example 2:godlike high lvl character, maxed stats, slowly glides off the gondola and falls down, no matter what. -- It's clearly an OpenMW-related issue, I suppose. My buddy has nothing of it with the regular Morrowind + code patch etc.
Also, would it be appropriate for me to edit the mesh, if I'm using Mackom's head? I'm asking for permission. I managed to replace the animated head mesh part (while keeping Mackom's animation), tweak the neck and hat parts a bit to cover the ears. Sorry for this messed up/chunky look, it's the first time I've ever opened Nifskope...
Spoiler:
Show
I've finished editing 2 gondoliers so far. The necks for Mackom's heads aren't easy to edit... They remain clunky no matter what I do.
if you mean toggling collision off for a couple seconds it could be a workaround, if you mean for the whole trip i don't think it is a good idea, you could have other NPCs around walking into walls or the like (at least, if that part of the OpenMW collision system works like morrowind)
all travel mods working now in the new openMW. OpenMW 0.47 is an absolut beast, a new universe, check it out, and i swear, you will never go back, because it is so buttery smooth, so stable, 340+ mods and absolutly no stutter, nearly instant loading times on my M2 SSD, it looks great with viewing distance over the whole island and OMW has so much new features, in 0.48 comes new shader support and more. Anyone not switching to openMW wil miss a new world with absolutly no restriction in modding, 0.47 is blowing me from my chair, and it will blow you from your chair because it is fantastic !
Actually Openmw 0.47 kind of works. From the Temple to Ebonheart my character fell off the Gondolier. Also, my Character fell off going from Hlaalu to the Arena Canton. Also Toggling off Collision no longer works in OpenMw 0.47.
This is another mod by the man himself that I enjoy using. I must say that I like mods that add stuff to the game, but mods like this that enhance the experience are a joy to behold.
Awesome as Silt Strider Scenic Travel! Well done. Is it possible that u slow down the tempo of the direction changing? If so for ur Boats mod too. https://www.nexusmods.com/morrowind/mods/42270 They turn arround 180° in one second, that always cuts the immersion.
why am I getting the error animation class not found when ever I try to use your mod
No idea exactly, but a reason could be you did not install the mod correctly and you are missing proper resources placed in proper folder. If you open the Warning.txt file in morrowind folder, it could have the exact error message, that maybe could help determine if and what file you are missing Oh, and also I have no idea if you are using OpenMW
70 comments
Expression Error Unable to find cell id Molagreahd Region in script ab01ssgEndTrip2Script
my load order is below, and i use mwse mgexe mcp tamriel rebuilt with most of their recommended mods
Active Mods:
001 Morrowind.esm
002 Tribunal.esm
003 Bloodmoon.esm
004 Patch for Purists.esm
005 Tamriel_Data.esm
006 OAAB_Data.esm
007 Dr_Data.esm
008 Solstheim Tomb of The Snow Prince.esm
009 TR_Mainland.esm
010 Wares-base.esm
011 F&F_base.esm
012 Cyr_Main.esm
013 RepopulatedMorrowind.ESM
014 Mixed Cantons of Vivec.esm
015 DN_Dwemer_Tileset.esm
016 Patch for Purists - Book Typos.ESP
017 Patch for Purists - Semi-Purist Fixes.ESP
018 bcsounds.esp
019 Wares_TR_npcs.esp
020 Wares_TR_npcs_purist.esp
021 More Barter Gold TR 2023.ESP
022 Morrowind Crafting 3.1a.ESP
023 F&F_TR.ESP
024 Wares_lists_TD.ESP
025 Wares_TR_traders.esp
026 RepopulatedMainland.ESP
027 LDM - Context Matters 1.7.ESP
028 Dramatic Vivec.esp
029 Animated_Morrowind - Danaes Edits.esp
030 AlmalexiaVoiceAI.esp
031 Morag Tong Polished.esp
032 Ket's Tired and Hungry TR - Economics.ESP
033 RepopulatedMorrowind_OAAB_Data.ESP
034 Taddeus_Foods_of_Tamriel.ESP
035 Village near Balmora.esp
036 PopulatedMainland 1.7.esp
037 Bloodmoon Rebalance.esp
038 Bob's Diverse Blood.ESP
039 Tribunal Rebalance.ESP
040 Aoimevelho Wares with ALL NPCs.ESP
041 Immersive Mournhold.esp
042 Holgarr Village V 1.5.esp
043 ABE.esp
044 RepopulatedMorrowind.ESP
045 Booze for PuristTR.esp
046 TR_Firemoth_Vanilla_patch.esp
047 Irisie Caldera 1.ESP
048 Wares_lists_hold.ESP
049 Memento Mori.ESP
050 tribunal npc rebalance.ESP
051 Cutting Room Floor - Items.esp
052 Cutting Room Floor - ItemsTR.esp
053 abotSiltStridersTR2101.esp
054 Irisie Pelagiad 1.ESP
055 More Dunmers.esp
056 ST_Books_Wares.ESP
057 TealPanda Wares.ESP
058 EE_Wares_Curated.esp
059 abotRiverStridersTR2101.esp
060 Main_Quest_Overhaul.ESP
061 Legend of Chemua.esp
062 Tel Isatumu v1.ESP
063 Graphic Herbalism Extra.esp
064 DRPV1.9.ESP
065 MTC.esp
066 Irisie Gnisis 3.ESP
067 Izi cities - Pelagiad.esp
068 Andrano Tomb Rework.ESP
069 Izi cities - Ebonheart.esp
070 Cutting Room Floor - Conjuration.esp
071 RepopulatedBloodmoon.ESP
072 DN_Dwemer_Tileset_TR.esp
073 Cutting Room Floor - Characters.esp
074 Izi cities - Suran.esp
075 suran_flowery_bench.esp
076 EDT - Arrille.ESP
077 Expansion Delay.ESP
078 Galen's Quest for Truth.ESP
079 OAAB Creature Loot.ESP
080 Cutting Room Floor - Creatures.esp
081 Cutting Room Floor - Extras.esp
082 Irisie Ald Velothi.ESP
083 Ultimate Creeper Party House.ESP
084 Nine-holes - TR Addon.esp
085 Sacred_Necromancer.esp
086 Izi cities - Ald'ruhn.esp
087 Nine-holes - Core.esp
088 mwse_Containers.esp
089 Markgran Forest.esp
090 DD_Caldera_Expansion.esp
091 Izi cities - Caldera.esp
092 Izi cities - Gnisis.esp
093 Wares_TR_containers.esp
094 F&F_heads_Westly.ESP
095 abotBoats.esp
096 Cutting Room Floor - Voices.esp
097 The Wrath of God.esp
098 VersusVivec.ESP
099 Little Landscape - Path to Vivec Lighthouse.esp
100 Cutting Room Floor - Diseases.esp
101 Beware the Sixth House.ESP
102 Bob's Diverse Dagoths - Hostile Gilvoth.esp
103 GfNL-LGNPC Patch.esp
104 Irisie Dagon Fel 1.ESP
105 PopulatedVvardenfellMerged.esp
106 Suran sewers.ESP
107 Shinies_TR.ESP
108 Dankes Armors Wares.esp
109 Hilgya for Wares.ESP
110 Bob's Armories for Wares.ESP
111 Dwemer Loot Wares .esp
112 House of Spears Wares.esp
113 Daduke Amulet Rings Wares.esp
114 ExcellentMagicSounds.esp
115 RM_moon_wares.ESP
116 Wulfgars Lots of Rings Wares.esp
117 Lich Robe Wares.ESP
118 Botanical Haven - Suran Apothecary Redux.esp
119 Little Landscape Vivec Islands.ESP
120 Cutting Room Floor - Mispers.esp
121 Cutting Room Floor - MispersTR.esp
122 Shabby Gnaar Mok.ESP
123 TOTSP TD Content Integration - Spiders.esp
124 Cutting Room Floor - Spells.esp
125 Cutting Room Floor - Redaynia.esp
126 LGNPC_Aldruhn.esp
127 TR_Hlan_Oek_Player_HomeV1_0.esp
128 Cutting Room Floor - Neloth.esp
129 TR_Dra-Vashai for Addamasartus418.ESP
130 The Publicans - LGNPC Patch.ESP
131 Netch Adamantium Armor II_RP.esp
132 Cutting Room Floor - Quests.esp
133 LGNPC_NoLore.esp
134 F&F_scarce.ESP
135 Hanging Gardens of Suran.esp
136 abotGondoliers_RVP.esp
137 LGNPC_AldVelothi_v1_20.esp
138 Cutting Room Floor - Containers.esp
139 Cutting Room Floor - Keys.esp
140 Kogoruhn - Extinct City of Ash and Sulfur.esp
141 LGNPC_Aldruhn_suppl.esp
142 LGNPC_GnaarMok_v1_20.esp
143 LGNPC_HlaOad.esp
144 LGNPC_MaarGan.esp
145 Diverse Khajiit.ESP
146 LGNPC_Pelagiad.esp
147 LGNPC_TelMora.esp
148 LGNPC_Suran.esp
149 Cutting Room Floor - Orders.esp
150 LGNPC_Ebonheart.esp
151 LGNPC_SeydaNeen.esp
152 Irisie Khuul.ESP
153 LGNPC_Khuul.esp
154 LGNPC_TelUvirith.esp
155 Fishysticks_for_Everyone.ESP
156 Ket's Tired and Hungry 2.0.ESP
157 LGNPC_SecretMasters.esp
158 LGNPC_IndarysManor.esp
159 LGNPC_VivecRedoran.esp
160 LGNPC_SoulSicknessPatch_v1_00.esp
161 LGNPC_PaxRedoran.esp
162 Enchanting Balance Redone.esp
163 RacesRESPECted.esp
164 TR_Factions.esp
165 Graphic Herbalism TR Extra.ESP
166 Graphic Herbalism TR.ESP
167 Graphic Herbalism.esp
168 GH - MWSE Ownership Add-on.ESP
169 Red Vos.ESP
170 MTC-MC patch.ESP
171 NearVanillaRoadSigns.esp
172 NearVanillaRoadSigns-AldRuhnPatch.esp
173 Meteorite Ministry Palace - Higher.ESP
174 Lake Fjalding Anti-Suck.ESP
175 Cutting Room Floor - Travel.esp
176 tribunal goblin rebalance.ESP
177 dark brotherhood armor nerf.ESP
178 tribunal more goblins.ESP
179 New Gnaar Mok.ESP
180 Daedric Artifact Names in Daedric Font.ESP
181 correctUV Ore Replacer_respawning.esp
182 XE Sky Variations.esp
183 Unique Dagoth Brandy & Amulet.ESP
184 Nine-holes.esp
185 Illuminated Palace of Vivec.esp
186 Illuminated Palace of Vivec - No Flowers.esp
187 Revered Dead.esp
188 Seyda Kaal.esp
189 TOTSP_abotBoats.esp
190 Missing snow armor.esp
191 TOTSP_Patch_for_Purists_4.0.2.esp
192 Nordic Dagon Fel.ESP
193 The Publicans.ESP
194 GITD_Telvanni_Dormers.ESP
195 Thirteen Telvanni.esp
196 Adventurer's backback.ESP
197 Shattered Stones - An Earthquake Mod.esp
198 Lucky CoinsRAREST.ESP
199 chuzei_helm_no_neck.esp
200 MDMD - Creatures Add-On.ESP
201 Morag_Tong_Armor_Revisited_TR_add-on.ESP
202 RepopulatedMorrowind_MoragTongPolished.ESP
203 Morag_Tong_Armor_Revisited.esp
204 MDMD - More Deadly Morrowind Denizens.ESP
205 Shabby Seyda Neen.ESP
206 Triumph at Firemoth - Siege at Firemoth.ESP
207 mdmd - uvirith legacy cooperation.ESP
208 Treasure maps Wares.esp
209 Welkynd Stones Wares.esp
210 Jobashas Spell Tomes Wares.ESP
211 Potted Plants - Wares.esp
212 Diseases Restored.ESP
213 GnaarMokExpanded.esp
214 Dwemer Scrap Armor V2.ESP
215 Third Person Crosshair.esp
216 Close Inspection.esp
217 Ownership Indicator.esp
218 Time Display.esp
219 Companion Health Bars.esp
220 Vampiric Hunger UI (MGE XE).esp
221 BetterGoverningAttributes.esp
222 Redaynia Village.esp
223 VSBR.ESP
224 Arukinn-style signposts for TR.ESP
225 Better Character Classes.esp
226 Bloated Morrowind Magnified Mines & Caverns compatible.esp
227 Better Blight.ESP
228 gedna relvel rebalance.ESP
229 tribunal throwing weapon rebalance.ESP
230 Secured City Vivec.ESP
231 Unique_Tavern_Signs_for_Tamriel_Rebuilt_v2.ESP
232 MC_Animated Morrowind II.esp
233 HlaOadBrujoEdit.esp
234 HlaOadBrujoEdit_RP.esp
235 17_percent_faster_walking.esp
236 Improved Argonians.esp
237 Balanced Passive Races and Birthsigns.esp
238 Not Clairvoyant Nerevarine.esp
239 Mournhold_Style_Canton_1-1.ESP
240 Cutting Room Floor - Slaves.esp
241 Free Argonians are not servile.ESP
242 Cutting Room Floor - Sounds.esp
243 Cozy Hla Oad&Gnaar Mok Ver.1.1.esp
244 TR_Seaside_House.ESP
245 Cutting Room Floor - Prince.esp
246 Fabulous Suran Ver.1.0.1.esp
247 Cutting Room Floor - Lair.esp
248 solWeatherRebalance.esp
249 solBlightByDay.esp
250 PopulatedStirk.ESP
251 solDeadlyBlight.esp
252 Cutting Room Floor - Dagoth.esp
253 Tradehouse Third Floor.ESP
254 ahnassi-flamemirror-robe.esp
255 Cutting Room Floor - Herders.esp
256 Clean_Mines & Caverns.esp
257 Cutting Room Floor - Jobs.esp
258 Cutting Room Floor - Heroes.esp
259 Vampire Hood.ESP
260 surfracers.ESP
261 Useful Maps and Guides.ESP
262 Heleran_Replacer_Quest_418_v1_3.esp
263 Addamasartus418_v1_1.esp
264 Useful Maps and Guides TR Addon.ESP
265 Cutting Room Floor - Ordinators.esp
266 LBNPC Zainab.esp
267 Cutting Room Floor - Underground.esp
268 Height & Weight.ESP
269 LBNPC Sadrith Mora.esp
270 LGNPC_VivecFQ.esp
271 LBNPC Ghostgate.esp
272 LBNPC Balmora.esp
273 RepopulatedMorrowind_NetchAdamantiumArmor.ESP
274 RepopulatedMorrowind_CRF_AldRedaynia.ESP
275 RepopulatedStirk.ESP
276 RepopulatedMorrowind_CamonnaTongChitin.ESP
277 RepopulatedMorrowind_MageRobes.ESP
278 RepopulatedMorrowind_SacredNecromancerArmor.ESP
279 RepopulatedMorrowind_MoragTongArmorRevisited.ESP
280 RepopulatedMorrowind_ImmersiveMournhold.ESP
281 RepopulatedMorrowind_MoragTongEquipmentDiversity.ESP
282 Concept Art Dunmer Helms.ESP
283 RepopulatedMorrowind_RP_CalderaMineExpanded.ESP
284 RepopulatedMorrowind_ConceptArtDunmerHelmets.ESP
285 MTC-no buff.esp
286 Cammona Tong Chitin Armor.ESP
287 OAAB Leveled Creatures.ESP
288 OAAB Leveled Lists.ESP
289 Morag Tong Equipment Diversity.ESP
290 TR_Preview_Warning_Immersive.esp
291 Great Service.ESP
292 Whats_Up_With_Galbedirs_and_Ajiras_Stats.ESP
293 Sheathe your weapon.ESP
294 EE_Wares_Curated_FemaleRobe62Fix.ESP
295 tel fyr village.esp
296 Bustling Vivec.ESP
297 Simply Slower Leveling 30.esp
298 immersive_maps_compass.esp
299 Better Sotha Sil mesh.ESP
300 Mashed Lists.esp
301 multipatch.esp
Follow the suggested procedure in abotSiltStriders mod page info to replace abotSiltStridersTR2101.esp with abotSiltStriders.esp if you want to keep using scenic striders in Vvardenfell routes while using later Tramriel Rebuilt version.
In your specific case, as the boat update should already have been done:
1. if you are using anything ending with TRYYMM.esp (YY = year, MM = month of related TR release) untick (e.g. using Mash) from your loading order anything starting with abotSiltStriders, abotRiverStriders.
2. start the game, load a save, ignore error messages, save again as newsave
3. exit game, use Mash repair all/remove debris cells on your newsave
4. add back to the loading order abotSiltStriders.esp (those NOT ending with TRYYMM.esp)
5. load newsave, play with striders hopefully still working in Vvardenfell
akortunov said that
https://forum.openmw.org/viewtopic.php?p=55997&sid=973b9cfcedd4a764aa3c43301e0738ac#p55997
I just tested with OpenMW 0.49, commit 7910f5baed (june 3): indeed it works, but with the collisions problems between player and gondolier, for now. (only 1 test with Gondoliers 1.10b. It doesn't work with my other tests: the player fall into the water)
So i add the constant levitation to player as in abot's Boats (make the spell, edits scripts) ; one example:
DisableTeleporting
player->SetWaterWalking 1
set x1 to ( z1 + 96 )
player->SetPos Z x1
become
DisableTeleporting
indeed it resolve the collisions problems. And the player doesn't fall into the water, for now.player->SetWaterWalking 1
EnableLevitation
player->AddSpell "ab01goSailAbility"
set x1 to ( z1 + 96 )
player->SetPos Z x1
Note: i've just done a quick test.
- Create a levitation spell like in abot's Boat: Type "Ability", Effect "Levitate", Magnitude "5 - 5", and let's say we give it the ID "ab01goSailAbility"
- With the same abot's Boat philosophy, in the ab01goGond0[1-9]Script scripts add these 2 lines just before "set x1 to ( z1 + 96 )":
EnableLevitation
player->AddSpell "ab01goSailAbility"
- and in ab01gogDismountHereScript & ab01gogEndTripScript scripts add these 2 lines just before "SetInvisible 0":
player->RemoveSpell "ab01goSailAbility"
player->RemoveSpellEffects "ab01goSailAbility"
I think i don't forget something.
How do you mean "create the spell" and give it the "ID "ab01goSailAbility"" and more importantly where do I make the spell? (If its in a file can you tell me exactly which file?)
And how do I edit scripts and if that is something I can just look up easily then feel free to not answer this question?
Other than that I understand everything else, in advance thank you again for responding despite your original comment being a few months old its really appreciated. Also sorry for any ignorance I displayed with these questions hahaha.
https://en.uesp.net/wiki/Morrowind_Mod:Construction_Set
I resume what you will have to do:
- Open abotGondolier.esp with TES CS (check Morrowind.esm as Master file, and abotGondolier.esp as Active file)
- In the Spellmaking tab, create the spell as i say
- Then the script part: click on the Scripts button, open one of the scripts i mention, and do the modification i say.
- Once you done the modification in this script, click the Save button of the script window, and if there is no error, open another script i mention... Repeat this process until you've done all the scripts i mention.
- Then click "Save plugin" in the main window
- Now you have to clean the plugin. I recommend you the "tes3cmd" tool. See this page for example: https://www.tamriel-rebuilt.org/content/utility-tes3cmd . This is the command you will have to do:
tes3cmd clean abotGondolier.esp
Then rename the Clean_abotGondolier.esp in abotGondolier.espThat's it.
The openmw-cs warnings are just here to say it's still in beta version. But it's ok.
In general, when a mod come from TES CS, i use TES CS to edit it. When it comes from openmw-cs, i use openmw-cs. It's just a precautionary measure.
--
Now, asking other OpenMW users: does your game behave the same way?
Example 1: lvl 1 character, low acrobatics/athletics: stays inside the gondola in the running animation (frozen), travels just fine in 1st person.
Example 2:godlike high lvl character, maxed stats, slowly glides off the gondola and falls down, no matter what.
--
It's clearly an OpenMW-related issue, I suppose. My buddy has nothing of it with the regular Morrowind + code patch etc.
Also, would it be appropriate for me to edit the mesh, if I'm using Mackom's head? I'm asking for permission.
I managed to replace the animated head mesh part (while keeping Mackom's animation), tweak the neck and hat parts a bit to cover the ears. Sorry for this messed up/chunky look, it's the first time I've ever opened Nifskope...
I've finished editing 2 gondoliers so far. The necks for Mackom's heads aren't easy to edit... They remain clunky no matter what I do.
This is another mod by the man himself that I enjoy using. I must say that I like mods that add stuff to the game, but mods like this that enhance the experience are a joy to behold.
Endorsed.
Well done.
Is it possible that u slow down the tempo of the direction changing?
If so for ur Boats mod too.
https://www.nexusmods.com/morrowind/mods/42270
They turn arround 180° in one second, that always cuts the immersion.
Maybe OpenMW > 1.0 will add something that allows to change that.
Thx 4 ur reply anyway =)
It would be nice to have a chance travelling directly from Foreign Quarter to Temple.
No idea exactly, but a reason could be you did not install the mod correctly and you are missing proper resources placed in proper folder. If you open the Warning.txt file in morrowind folder, it could have the exact error message, that maybe could help determine if and what file you are missing
Oh, and also I have no idea if you are using OpenMW