For anyone that uses Archimag's Impact Sounds, keep in mind that you will have to interact with the fish corpse to loot. Seems the sound script interferes with the spear string, unfortunately. Still, everything else works great! Thanks for the mod!
MWSE-Lua sound replacer mods like that one that generally block vanilla sounds are going to conflict with vanilla mods using sound detection. I will see if I am able to make some fix. [EDIT] fix is here, give it a try
Had something weird happen when I found a seahorse. My character tried to ride it like it was a mount when I clicked on it and it locked up the entire game.
You could try associating the activate action with a key (e.g. E key) instead of using the left mouse click, usually a key means less activate spamming than a mouse button.
To investigate the error, you could try something like this after loading a previous save from the in game console, type togglescripts
and try activating the seahorse, if it still freezes it could be some problem with the seahorse mesh/animation, maybe try reinstalling the mod ensuring all mod meshes/textures are correctly installed
if it still freezes it could be some problem/conflict with the scripts, if you are using MWSE-Lua you could try temporarily renaming the Data Files\MWSE\mods\ folder to e.g.Data Files\MWSE\modsdisabled\ and see if it still freezes without MWSE-Lua mods running
I suddenly found that my character had an effect called "airbubbles" giving seemingly permanent waterbreathing. The representative icon is non existent, showing up on my list of effects as an empty space among the others. I don't think I did anything to acquire this effect. How did I get it? And can some artwork be added so it does not show up as a gap in my effects?
If it is coming from Water Life, it is a timed curse giving waterbreathing effect. Exact name displayed should be "Air Bubbles Breathing" You can check if you have it with this console command: player->GetSpellEffects "ab01bubblesBreathing"
If for some reason the scripts removing it did not work and you have it, you can try removing it from the in game console with this command: player->RemoveSpell ab01bubblesBreathing
Yeah, I don't think the lua module can work with negative progress so it is disabled. You can try changing the Data Files\MWSE\mods\abot\WLFSV\main.lua code like this (changing non negative tests to not zero tests) but I doubt the Lua module will works with negative progress. The Lua module does not allow to directly set a skill value, just progress and levelup local diff = globValue - totValue if diff == 0 then return end diff = math.round(diff, 2) local int, frac = math.modf(diff) if not (int == 0) then if dbug then mwse.log("%s fishingSkillRef:levelUpSkill(%s)", modPrefix, int) end fishingSkillRef:levelUpSkill(int) end if not (frac == 0) then frac = frac * 100 if dbug then mwse.log("%s fishingSkillRef:progressSkill(%s)", modPrefix, frac) end fishingSkillRef:progressSkill(frac) end globValue = fishingSkillRef.value + (fishingSkillRef.progress / 100) globValue = math.round(globValue, 2) if dbug then mwse.log("%s fishingGlobalVarRef.value = %s", modPrefix, globValue) end
abot, Yes, that new code worked. I was able to increase and decrease now. However, if I get to skill level 100, then it no longer allows me to decrease. Is something telling everything to stop as soon as it hits that variable?
I'm getting a massive land shear at coordinates 4, 27 while using the Tamriel Rebuilt Ghost Islands preview territories. Every time I try to use ori to identify the cause by selecting an underwater arch, it tells me Content File: -1 [None], meaning the cause of the land shear is scripted. I am also experiencing a high number of spawns in this grid as well which seem to be the Water Life from this mod. Would like to get a confirmation as to whether this mod is the cause.
abotWaterLife.esm should not change any landscape. It should not touch CELL 4, 27 at all, and even in cells changed by the mod it should only add some fish-like spawning activator.
underwater arches are scripted activators, not part of the landscape.
Land seams cannot be caused from vanilla scripting.
Scripted spawns from Water Life (e.g. creatures, kelps, rocks...) may dynamically appear in any detected exterior water zone
If you have huge landscape seams covered by some water it is possible something is spawned there from the mod
to find the mods changing that cell landscape you could e.g. use tes3cmd like this:
An awesome mod and actually, seems to work fairly well with OpenMW. I think the spawn pool is limited (i've yet to see any dolphins, sharks, whales or other bigger, creatures) but it still makes water feel more "lived in" by adding various small fishes and stars, sand dollars. Just don't forget to add "content=abotWaterLife.esm" into your openmw.cfg file.
You are not telling if you tried swimming/exploring deep enough salt water areas (more than 700 game units depth, player height is about 128 units), usually bigger things spawn mostly there so it could be not a OpenMW compatibility problem but just that.
What do you mean by that ? Where and how exactly would I do that ?
For me everything seems to work fine, I only have one downside : Several entity regularly become followers, so if I TP or enter somewhere during that, they follow. I end up with flying dolphins in my room ! lol What a blast to finally have some life underwater tho ! Hope to see OpenMW working for the birds one day, so sad to see that it breaks the mod… Thanks much Abot.
Looks great but immersion breaking book and rings ported to player inventory at start is big no for me. I am copying lot mods to a friend who never played MW and dont want to give him such huge intrusive, non lore friendlly and immersion breaking stuff at start. Thanks for upload anyway.
210 comments
[EDIT] fix is here, give it a try
I was thinking of a playthrough of a hard survivalist madman that refuses to trade with civilized folks haha ...
Wondering if the creatures can be skinned and their meat cooked?
Looks an amazing mod.
Thank you fro creating such wonderful mods Abot! :D
To investigate the error, you could try something like this after loading a previous save
from the in game console, type
togglescripts
and try activating the seahorse, if it still freezes it could be some problem with the seahorse mesh/animation, maybe try reinstalling the mod ensuring all mod meshes/textures are correctly installed
if it still freezes it could be some problem/conflict with the scripts, if you are using MWSE-Lua you could try temporarily renaming the Data Files\MWSE\mods\ folder to e.g.Data Files\MWSE\modsdisabled\ and see if it still freezes without MWSE-Lua mods running
No other ideas at the moment
You can check if you have it with this console command:
player->GetSpellEffects "ab01bubblesBreathing"
If for some reason the scripts removing it did not work and you have it, you can try removing it from the in game console with this command:
player->RemoveSpell ab01bubblesBreathing
You can try changing the Data Files\MWSE\mods\abot\WLFSV\main.lua code like this (changing non negative tests to not zero tests) but I doubt the Lua module will works with negative progress.
The Lua module does not allow to directly set a skill value, just progress and levelup
local diff = globValue - totValue
if diff == 0 then
return
end
diff = math.round(diff, 2)
local int, frac = math.modf(diff)
if not (int == 0) then
if dbug then
mwse.log("%s fishingSkillRef:levelUpSkill(%s)", modPrefix, int)
end
fishingSkillRef:levelUpSkill(int)
end
if not (frac == 0) then
frac = frac * 100
if dbug then
mwse.log("%s fishingSkillRef:progressSkill(%s)", modPrefix, frac)
end
fishingSkillRef:progressSkill(frac)
end
globValue = fishingSkillRef.value + (fishingSkillRef.progress / 100)
globValue = math.round(globValue, 2)
if dbug then
mwse.log("%s fishingGlobalVarRef.value = %s", modPrefix, globValue)
end
It should not touch CELL 4, 27 at all, and even in cells changed by the mod it should only add some fish-like spawning activator.
underwater arches are scripted activators, not part of the landscape.
Land seams cannot be caused from vanilla scripting.
Scripted spawns from Water Life (e.g. creatures, kelps, rocks...) may dynamically appear in any detected exterior water zone
If you have huge landscape seams covered by some water it is possible something is spawned there from the mod
to find the mods changing that cell landscape you could e.g. use tes3cmd like this:
tes3cmd.exe dump --list --type land --match "\(4, 27\)" "*.es[mp]" > out.txt
it should print to out.txt file the list of mods changing that cell landscape
e.g. with my setup its output is
Plugin: Tusar_v122.esp
LAND: (4, 27)
For me everything seems to work fine, I only have one downside :
Several entity regularly become followers, so if I TP or enter somewhere during that, they follow.
I end up with flying dolphins in my room ! lol What a blast to finally have some life underwater tho !
Hope to see OpenMW working for the birds one day, so sad to see that it breaks the mod… Thanks much Abot.