Crash still happens - bad NIF reference when using normals.
This still happens, I am using Release 48 (with normal maps for doors in my mod load) ... seem Tel Vos Lighthouse triggers a CTD...yes a crash to desktop - not a hang, a CTD, clear - no ambiguity.
CODE: SELECT ALL [16:05:39.951 I] Loading cell Vos, Lighthouse[16:05:40.577 V] Out of bounds UV set 0 on shape "Tri In_t_lh_02_door_02:4" in meshes/rr/tlv/in_t_lh_02_door_02.nif
Hello! Thanks for this mod, it's beautiful! Only issue, as an FYI, I'm running OpenMW 0.47, and this is the only mod out of 400+ that causes my game to freeze/crash. It will happen any time my character gets too close to the lighthouse. Just wanted to let you know, thanks!
Please do more lighthouses. Also, download link in fliggerty results to bizarre error, when trying to download BSA Registration Utility. I don't really understand what registering .bsa file means, should morrowind.ini archive list change in some way? Or can something be done with Wrye Mash? Multipatch? I ran BSA Registration utility and it just said all .bsa is registered, but I need more documentation on the confirmation to be sure than just one line of text. Utility has done nothing to my archive list, could you tell just what is the line that should be listed there so i can manually list it there
Going to assume you figured this out by now, but in case anyone else reads this and has the same issue--open the Morrowind.ini file, and scroll down to where you see some lines that look like this:
Hi! The model in_t_lh_02_door_02.nif seems to be inconsistent at least in OpenMW. The door shape (Tri In_t_lh_02_door_02:4) wears no texture, just a dark background instead, and crashes the game while approaching the lighthouse if normal/specular maps of the door shape texture are present.
Upd. OK, I've sorted out with this issue: it's necessary to set UV mapping in NiTriShapeData.
Geting this when trying to extract happens with other version aswellC:\Users\EricW\Desktop\Morrowind attempt at moding it\part14\ENG Telvanni Lighthouse - Tel Vos-42744-1-3.rar: Checksum error in RR - Telv_Lighthouse_Tel_Vos\English\Data Files\RR_Telvanni_Lighthouse_Tel Vos_Eng.ESP. The file is corrupt
This is a great atmosphere and immersion mod, it fits in perfectly with the Azura's Coast region and I simply love the cliff path design. There was a bit of an oddity with the doors though, their names weren't in English or really any other language, just a bunch of weird characters, but perhaps it was just me. Anyway, this is an excellent mod! Endorsed.
By the way, for anyone having trouble with BSA Reg and the tower not showing up, don't worry, BSA Reg doesn't always work but luckily it's easy to fix the problem. Just go to your Morrowind folder, find your Morrowind config file, back it up first, then edit it by adding the archive in manually underneath [Archives] near the bottom of the config. Here's a screenshot of what it should look like (note Archive 3).
34 comments
- small mesh optimisation
- .bsa archive unpacked
- BAIN system implemented
This still happens, I am using Release 48 (with normal maps for doors in my mod load) ... seem Tel Vos Lighthouse triggers a CTD...yes a crash to desktop - not a hang, a CTD, clear - no ambiguity.
CODE: SELECT ALL
[16:05:39.951 I] Loading cell Vos, Lighthouse[16:05:40.577 V] Out of bounds UV set 0 on shape "Tri In_t_lh_02_door_02:4" in meshes/rr/tlv/in_t_lh_02_door_02.nif
This repeatable and can be replicated in game if running Tel Vos Lighthouse https://www.nexusmods.com/morrowind/mod ... escription and Tx_wood_brown_posts_02_n.dds
https://www.nexusmods.com/morrowind/mod ... 1000020680
CLEANING: "RR_Telvanni_Lighthouse_Tel Vos_Eng.ESP" ...
Loaded cached Master: <DATADIR>/morrowind.esm
Cleaned junk-CELL: azura's coast region (13, 16)
Output saved in: "RR_Telvanni_Lighthouse_Tel Vos_Eng.ESP"
Original backed up to: "tes3cmdbck/RR_Telvanni_Lighthouse_Tel Vos_Eng.ESP"
Cleaning Stats for "RR_Telvanni_Lighthouse_Tel Vos_Eng.ESP":
junk-CELL: 1
Yes. Nothing to register anymore.
[Archives]
Archive 0=Tribunal.bsa
Archive 1=Bloodmoon.bsa
All you have to do to register a new bsa is add the filename in the same numerical format, like:
Archive 2=Lighthouse.bsa **(or whatever the filename is)**
Archive 3=Lots of Nudity.bsa
etc.
etc.
Upd. OK, I've sorted out with this issue: it's necessary to set UV mapping in NiTriShapeData.
What program did you use to make the bsa file ?
By the way, for anyone having trouble with BSA Reg and the tower not showing up, don't worry, BSA Reg doesn't always work but luckily it's easy to fix the problem. Just go to your Morrowind folder, find your Morrowind config file, back it up first, then edit it by adding the archive in manually underneath [Archives] near the bottom of the config. Here's a screenshot of what it should look like (note Archive 3).
Fixed. Mod updated to V1.2