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  1. rsc587
    rsc587
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    What does the mod creator mean when they said "bug fixes section in Morrowind Code Patch"? When I install MCP no options show up and I see instructions about accessing a "bug fixes section".
    1. qqqbbb
      qqqbbb
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      "bug fixes " category
  2. Kevinhoh
    Kevinhoh
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    Why my game is crashing after a trade with this mod?
    1. qqqbbb
      qqqbbb
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      Did you enable fixes in MW code patch?
  3. haraldo21
    haraldo21
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    Hello, i installed morrowind a long time ago with Overhaul. Now i'm currently at solstheim and all the chests are empty (V.1.0) therefore i followed your instructions and updated the mod to V.1.2 but now i always get into a loop of error-messages about missing objects and cant load into my saves, here are some examples:

    Spoiler:  
    Show
    1. qqqbbb
      qqqbbb
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      So what are complaining about? You can not get past error messages because there are too many of them?
    2. totya4
      totya4
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      The forum destroyed this message after I edited...

      I wrote this:

      I have a similar problem as I read above. My Morrowind is a community translated version, with MGSO 3.0.

      Today I upgrade MGSO shipped version this mod to the latest version (1.2.1). And after I upgrade too the Morrowind Code Patch to the latest version (as I read this mod description this needed). When I load the saved game, I got similar messages as above (full message from warnings.txt):

      Spoiler:  
      Show


      I'm about beginning of the game (about 10 hours play). So, my question is, these messages are right? Can I play safely with this new mod version?

      Remark: with MCP 2.4 chests open are crash-free)... I hope in this time this forum engine works...
  4. Superzombie42
    Superzombie42
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    I was using this mod with part of the Morrowind graphics and sound overhaul and it was working great until I noticed one thing: The satchel charges in Bamz Amschend were missing, blocking Tribunal main quest progress. I looked around online and was directed that I needed to update to the latest version of this mod, so I did, then the containers worked just fine and the charges were there. But then, for some reason, whenever I bartered with any merchant, the game would instantly crash when I exited dialogue. Since this was the only mod that changed, it msut have conflicted with another but I'm not sure how.

    I uninstalled the mod but now I cannot open any containers at all!
    update: read another post from someone having the same issue. will try updating code patch.
    That worked. Apologies for not reading before posting.
    Endorsed
  5. eqagunn
    eqagunn
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    Awesome mod, I've been using it for two weeks without problems. However, I think it's missing a few configuration options.

    - close container when contents respawn:
    Containers which we have only opened to inspect the contents without taking anything out will have their contents respawned (with the new roll of items) once the room they are in reloads. If we leave them with opened animation, they should close automatically once the contents respawn and this would indicate that we never checked the new contents.

    - autoclose only if contents unchanged:
    Some users might prefer the autoclose feature to act only if they didn't took out any item. This would tell them whether the cointainer will have new set of items next time the room reloads or not.

    - inspect the container without the need to close it first:
    Having to close the the opened container to re-check its contents is an inconveniece.

    - play the animation after checking the contents:
    I don't find this option neccessary but it would improve the mod.

    I'm loading Graphic Herbalism before this mod and everything works great. Kollops behave as animated containers and I'm happy with that. Regardless of beign coded as plants in the game, they are not plants and they shouldn't be.
    1. qqqbbb
      qqqbbb
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      - close container when contents respawn
      good idea but scripts will be too complecated and will affect performance
  6. Nelious
    Nelious
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    In the older version of the mod that came with MGSO containers would be missing loot (including quest related loot). I updated it to the newest version and the loot was there, but now I started crashing when trading with merchants. I ran the uninstaller and now I can no longer open containers at all.
     
    Edit: How foolish of me. The problem was an older version of the code patch that came with MGSO. Download the newest version and run the exe, make sure the animated containers fix is enabled among with the other bugfixes, and now no longer do I crash when I trade with vendors.
  7. j1812
    j1812
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    I don't recommend this because it simply gets too frustrating to wait a second just to open something. An ideal version would play after closing the inventory screen, so that we are not forced to wait
    1. abot
      abot
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      Ideal is a relative concept. Your suggestion would totally ruin the effect IMO, you would use the container when it is still visually closed, at this point better simply not use the mod.
      There is already the option to skip animation while sneaking, it is meant to avoid animation clipping when you see items placed above container but maybe you could always use it when in a hurry
      [EDIT]but if your point is just to have a way to visually mark already opened containers, then it makes sense, maybe qqqbbb could add something like this as optional

      [EDIT2]For anybody interested. I think there's a typo: meshes in high poly cauldron folder
      Anim_Couldron.nif
      xAnim_Couldron.kf
      xAnim_Couldron.nif
      should be renamed to
      Anim_Cauldron.nif
      xAnim_Cauldron.kf
      xAnim_Cauldron.nif
      to use the meshes, put them in Data Files\Meshes\Ac\
    2. Judassem
      Judassem
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      Hey abot,

      What would happen if I use your Container Sounds mod with this version of Animated Containers? Is there any way to make these mods compatible?
  8. bloodmourn
    bloodmourn
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    Hi, once in a while I will open a container and the game crashes. Is anyone else having this problem?
    Or know a fix? Other than that, I love this mod.
    1. Roger44477
      Roger44477
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      I've also been having this problem, whatever you do DON'T UNINSTALL THE MOD!!! it makes all the chests in the game broken, even in the newest version
    2. qqqbbb
      qqqbbb
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      Did you enable "animated containers crash fix" and "mod removal fixes" in MCP?
    3. hiimbob45
      hiimbob45
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      I'm having the same problem, but "animated containers crash fix" and "mod removal fixes" are not showing up in the list of options for MCP
    4. PikachunoTM
      PikachunoTM
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      Make sure you have the latest version of the MCP ( version 2.2) and MCP Skunkworks. The one included in MGSO 3.0 is very outdated :3

      The animated crash fix is option five or six from the top of the Bug Fix section, and mod removal fix is #16-17 from the very bottom of the Bug Fix section.
  9. Totenglocke
    Totenglocke
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    So, where do you put the files in the MWCA extras folder? Definitely not complaining (glad for your work), but it would be nice if the description or readme included installation instructions. It's my first time installing mods for Morrowind and I have no clue where I'm supposed to put these files.
    1. qqqbbb
      qqqbbb
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      Cauldron mesh goes to "C:\Games\Morrowind\Data Files\MESHES\AC". bar_clockfabric.dds goes to "C:\Games\Morrowind\Data Files\Textures". But you don't need them.
    2. Totenglocke
      Totenglocke
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      Thanks!
  10. MaeseAtorrante
    MaeseAtorrante
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    I think this mod should be cleaned.
    1. qqqbbb
      qqqbbb
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      There is nothing to clean.
    2. MaeseAtorrante
      MaeseAtorrante
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      TES3cmd report:

      1 duplicate object instance - In_MH_temple_01
      1 duplicate record - bm_corpseloot_02
      1 redundant cell.ambi
      1 redundant cell.whgt
    3. MaeseAtorrante
      MaeseAtorrante
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      Now it is clean, good!
    4. qqqbbb
      qqqbbb
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      Those dirty edits were harmless anyway.
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