UMP166 team decided to insert NEW STATIC item, a hook on boat. So if you don't use UMP166, you will be fine. If you do use UMP166, you would be seeing hook (that holds lantern) doesn't move at all. So I put up "patch" for UMP166+Floaty Boaties. UMP166 was popular around the time I made the mod.
I don't recommend UMP166 anymore, your go-to patchfix should be "Patch For Purists." I'm not sure if there's hook inserted there or not in Patch for Purists.
Nice immersive idea with great potential, I like how you researched proper movement parameters for more realistic movement! a note though: - you should not replace a boat loading door with activator, but with unique copy of the door linked to then same interior if possible. [EDIT]Uhm, forget it I checked in CS and you already done it, I don't know why but replacement doors do not seem to work in game for me, needs more testing [EDIT2]if this helps, so far Vos ship doors seem to work, Ebonheart, Sadrith Mora, Dagon Fel and Ald Velothi don't
Alternatively, script the activator to positioncell the player to the interior, else you make boat interiors not accessible any more
other possible improvements: - I'm not sure replacing with activators the persistent unique chargen static items meant to disappear will make them always disappear after char generation, maybe it would be better to add code to replacement activators to disappear after char generation - scripts could be optimized a little using e.g. SetAtStart
In [EDIT2] I mean, I see the linked cell name when howering cursor over the ship door (e.g. trap door to Chun-Ook, Upper Level) but when I activate the door nothing happens. tested also from a fresh new game with only mod and Bethesda esms loaded. I will retry with latest mod update (..tried, no dice, Chun-Ook doors still not working)
In e.g. script CharGenClassNPC you can see the list of references that are disabled after character generation. Some of them are unique persistent statics to be able to be referred from the CharGenClassNPC script If you replace one of these statics with activators, I think it would be safer to add to the activator local script the disabling code because I am not sure the original CharGenClassNPC can always disable them correctly as they may be no more the same original reference [EDIT]or at least recompile the CharGenClassNPC script so it can hopefully catch the new references
YAY! problem solved, mod door is working, it's just me being silly! Finally I tried to see if there was some difference without the mod loaded, and found I was still unable to activate the door... and I realized I had recently disabled the MCP option to display item ownership to avoid being able to see free-to-take items. But I forgot I have also the hide locks MCP option enabled and guess what, that some boat doors can be locked. So I tried a simple unlock on modded ship door from console, and it worked like a charm.
At least this could be of use for players with similar MCP settings not realizing doors could just be locked
1. remove the mod from your loading list (do not uninstall it, just untick it from Mash ) 2. load the previous save, skip the error messages 3. save 4. use Mash "repair all" and "remove debris cells" right clicking the new save 5. tick/reenable the mod from mash so it is loaded again 6 load the new save and go on from there
[EDIT] previous steps could help in case it is a save problem. if this does not solve the problem, try using the mod from a fresh new game. If doubling is still there from a fresh new game, it means it's not a old save game problem but there is some mod conflicting with it in your loading order
I abandoned the game because of this freaking mod! 1. It decreases perfomance (that is critical in my low-end laptop case) 2. After disabling this mod I returned to Seyda Neen after couple weeks and saw freaking GHOST SHIP. Yeah, same ship on which you arrived, but without working doors, with hole (literaly HOLE) instead captains's deck door. Whithout crew on it, of course. This ship appears after you're disabling this mod and load saved game made with this mod plugged in. So this ghost ship is undeleteable for the end of the times. It breaks immersion a lot and I was forced to delete all saved games broken by this mod and lose progress.
I think this is a great idea and would really love to use it in my game but...I have used the MCP to patch my game and i still get the objects floating to high over the boats. I am also using MGE XE to create dynamic waves and liztails animation kit. Could either of these things cause problems? Thanks .
29 comments
A good thing. Well done, thanks!
Хорошая вещь. Молодец, спасибо!
UMP166 team decided to insert NEW STATIC item, a hook on boat. So if you don't use UMP166, you will be fine. If you do use UMP166, you would be seeing hook (that holds lantern) doesn't move at all. So I put up "patch" for UMP166+Floaty Boaties. UMP166 was popular around the time I made the mod.
I don't recommend UMP166 anymore, your go-to patchfix should be "Patch For Purists." I'm not sure if there's hook inserted there or not in Patch for Purists.
a note though:
- you should not replace a boat loading door with activator, but with unique copy of the door linked to then same interior if possible.
[EDIT]Uhm, forget it I checked in CS and you already done it, I don't know why but replacement doors do not seem to work in game for me, needs more testing
[EDIT2]if this helps, so far Vos ship doors seem to work, Ebonheart, Sadrith Mora, Dagon Fel and Ald Velothi don't
Alternatively, script the activator to positioncell the player to the interior, else you make boat interiors not accessible any more
other possible improvements:
- I'm not sure replacing with activators the persistent unique chargen static items meant to disappear will make them always disappear after char generation,
maybe it would be better to add code to replacement activators to disappear after char generation
- scripts could be optimized a little using e.g. SetAtStart
I didn't make anything new for chargen stuff, they aren't static, i just plug in "float2" (new script)
I realized i didn't fix cabin doormarker position, fixed and reuploaded new one. If that's the one you meant.
I will retry with latest mod update (..tried, no dice, Chun-Ook doors still not working)
In e.g. script CharGenClassNPC you can see the list of references that are disabled after character generation. Some of them are unique persistent statics to be able to be referred from the CharGenClassNPC script
If you replace one of these statics with activators, I think it would be safer to add to the activator local script the disabling code because I am not sure the original CharGenClassNPC can always disable them correctly as they may be no more the same original reference
[EDIT]or at least recompile the CharGenClassNPC script so it can hopefully catch the new references
Finally I tried to see if there was some difference without the mod loaded, and found I was still unable to activate the door... and I realized I had recently disabled the MCP option to display item ownership to avoid being able to see free-to-take items. But I forgot I have also the hide locks MCP option enabled and guess what, that some boat doors can be locked.
So I tried a simple unlock on modded ship door from console, and it worked like a charm.
At least this could be of use for players with similar MCP settings not realizing doors could just be locked
2. load the previous save, skip the error messages
3. save
4. use Mash "repair all" and "remove debris cells" right clicking the new save
5. tick/reenable the mod from mash so it is loaded again
6 load the new save and go on from there
[EDIT] previous steps could help in case it is a save problem. if this does not solve the problem, try using the mod from a fresh new game. If doubling is still there from a fresh new game, it means it's not a old save game problem but there is some mod conflicting with it in your loading order
1. It decreases perfomance (that is critical in my low-end laptop case)
2. After disabling this mod I returned to Seyda Neen after couple weeks and saw freaking GHOST SHIP. Yeah, same ship on which you arrived, but without working doors, with hole (literaly HOLE) instead captains's deck door. Whithout crew on it, of course.
This ship appears after you're disabling this mod and load saved game made with this mod plugged in.
So this ghost ship is undeleteable for the end of the times. It breaks immersion a lot and I was forced to delete all saved games broken by this mod and lose progress.
or, more simply, from in game console, just click the "ghost" object you want to nuke and type:
disable
setdelete 1
in game console, then save/reload
Get MCP here - http://www.nexusmods.com/morrowind/mods/19510/?
Get MCP beta patch here - http://www.nexusmods.com/morrowind/mods/26348/?