thank you for the reply. Will take this in mind. They sometimes break through walls or animate through other things, is this something that can be resolved?
I have an interesting occurrence. My animated containers are in french - and the "you've got a map now" message is also in french. Did a search on "Caisse" and the only files that contain it is AC_Optimized and AC_Optimized_AA.
So for some reason, they're taking total control of my containers and making it be in french instead of the language of the game itself.
Would it be possible to have an option where you need to hold a hotkey (e.g. shift) when activating an already opened container. So as to prevent the issue of having to close an already open container so that you can open it again and access it's contents?
I just got back into playing Morrowind and modding and all of that. I downloaded the latest version of Containers Animated, and I am getting these errors:
Unable to find script 'AC_chest' on object 'de_p_chest_02_meldor'. Unable to find script 'AC_chest' on object 'de_p_chest_02_aryne'. Unable to find script 'AC_crate' on object 'crate_01_dandera'. Unable to find script 'AC_Closet' on object 'com_closet_01_fg'. Unable to find script 'AC_Barrel' on object 'barrel_01_manicky'.
I read that this is due to out of date versions, so maybe it is something on my end.
EDIT: It was on my end. I overlooked something with a previous merge. Trying to organize 300 mods will do that...
Hey qqqbbb and thank you for all the years! Getting this after the last nightly update of MWSE (12/1) anytime I open a container, which seems to mention this mod. Will let them know as well since my knowledge is limited here. Hiding the MWSE folder of this mod in MO2 stops all errors (with no animations of course) :
[MWSE] WARNING: An unknown object type was identified with a virtual table address of 0x5f415c61. Report this to MWSE developers.stack traceback:[C]: in function '__index'Data Files\MWSE\mods\MWCA\main.lua:313: in function 'GetItems'Data Files\MWSE\mods\MWCA\main.lua:641: in function <Data Files\MWSE\mods\MWCA\main.lua:497>[C]: in function 'xpcall'.\Data Files\MWSE\core\lib\event.lua:180: in function 'trigger'.\Data Files\MWSE\core\lib\event.lua:200: in function <.\Data Files\MWSE\core\lib\event.lua:170>
Sorry about the formatting...couldn't get Nexus to cooperate!
How do I uninstall the mod,I know that I can't open any containers after uninstalling the Mod normally and that I apparently need to clean the savegame. So how do I do that?
151 comments
Missing Sounds: sound/AC/AC_kollop_open and AC_kollop_close
Otherwise: Great mod...Great Animations. Thank You.
My animated containers are in french - and the "you've got a map now" message is also in french.
Did a search on "Caisse" and the only files that contain it is AC_Optimized and AC_Optimized_AA.
So for some reason, they're taking total control of my containers and making it be in french instead of the language of the game itself.
Would it be possible to have an option where you need to hold a hotkey (e.g. shift) when activating an already opened container.
So as to prevent the issue of having to close an already open container so that you can open it again and access it's contents?
I just got back into playing Morrowind and modding and all of that. I downloaded the latest version of Containers Animated, and I am getting these errors:
Unable to find script 'AC_chest' on object 'de_p_chest_02_meldor'.
Unable to find script 'AC_chest' on object 'de_p_chest_02_aryne'.
Unable to find script 'AC_crate' on object 'crate_01_dandera'.
Unable to find script 'AC_Closet' on object 'com_closet_01_fg'.
Unable to find script 'AC_Barrel' on object 'barrel_01_manicky'.
I read that this is due to out of date versions, so maybe it is something on my end.
EDIT: It was on my end. I overlooked something with a previous merge. Trying to organize 300 mods will do that...
Getting this after the last nightly update of MWSE (12/1) anytime I open a container, which seems to mention this mod. Will let them know as well since my knowledge is limited here. Hiding the MWSE folder of this mod in MO2 stops all errors (with no animations of course) :
[MWSE] WARNING: An unknown object type was identified with a virtual table address of 0x5f415c61. Report this to MWSE developers.stack traceback:[C]: in function '__index'Data Files\MWSE\mods\MWCA\main.lua:313: in function 'GetItems'Data Files\MWSE\mods\MWCA\main.lua:641: in function <Data Files\MWSE\mods\MWCA\main.lua:497>[C]: in function 'xpcall'.\Data Files\MWSE\core\lib\event.lua:180: in function 'trigger'.\Data Files\MWSE\core\lib\event.lua:200: in function <.\Data Files\MWSE\core\lib\event.lua:170>
Sorry about the formatting...couldn't get Nexus to cooperate!
So how do I do that?