My game is showing the lock level on anything, plants, unlocked doors and so on. Did I do something wrong or am I able to disable it somehow without removing the mod? I really like the other features, so it'd be nice to make it only show the message on locked things.
Having the same problem. Thought this would've been caused by not having Lock level scripting enabled on MCP but I made sure that I had it enabled and the game still kept telling me the lock levels of open doors, sacks, etc.
I would have to look at the script, but it may be failing to make an allowance for a LockLevel value of -1, which indicates an object that has never been locked. EDIT: I just looked in the script. It uses the variable n2 for the lock level. For exact detection, it has the condition "if n2 > 0", but the vague lock detection has "if n2 <= 30 MessageBox "Lock level: weak"". Unless you can detect the exact lock level, it reports unlocked doors and containers as having weak locks.
I'm also having this problem, but it seems like NexusUser found a fix. Could you give a short description as to how to make the mod work as intended? I'll have to disable the mod until I can fix it...
To both run the mod and edit it we need the MWSE nightly here: https://github.com/MWSE/MWSE
As this esp is using MWSE, to fix the script you'll need mwedit and to copy paste customfunctions.dat from the above MWSE release so it can compile and save any changes you make to the script nksh_etl_main
I made the below change so that whenever n2 <= 0 it will generate an empty text box. I believe morrowind code patch has the option to hide empty comments.
Thank you, that worked perfectly! Had to figure out how to set up mwedit myself, but its pretty self explanitory if you follow the guide on the uesp page. Once i opened the mod and went to the "scripts" tab, i was able to make the exact changes you did. I sincerely hope that a bugfix comes out soon patching this for the less script literate of us.
I Would really like to play this plugin, but I am not able to install that MWSE Merzasphor's updated version, when i copy MWSE.dll into my morrowind directory I have an error from morrowind exe and I can't run the game. I have Morrowind Code Patch v. 2.3 ( in game it shows like 2.3 but when i run setting there is written v. 2.2 )and MCP beta on it, MGE XE 0.9.10 and MGE XE beta on it ( MCP Skunk Works by classified ). Can somebody help, please ?
Code Patch 2.4 and the MWSE specified in the description. I get "Script Error: EXPRESSION in nksh_etl_main" and "Right eval" when the game starts. I'm guessing they're coming from this mod, since I didn't see them until I installed it.
...There are 2 requirements, and both of them are generally recommended for just about any Morrowind install so you probably already have them. Did you even read the description?
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EDIT: I just looked in the script. It uses the variable n2 for the lock level. For exact detection, it has the condition "if n2 > 0", but the vague lock detection has "if n2 <= 30 MessageBox "Lock level: weak"". Unless you can detect the exact lock level, it reports unlocked doors and containers as having weak locks.
https://github.com/MWSE/MWSE
As this esp is using MWSE, to fix the script you'll need mwedit and to copy paste customfunctions.dat from the above MWSE release so it can compile and save any changes you make to the script nksh_etl_main
I made the below change so that whenever n2 <= 0 it will generate an empty text box. I believe morrowind code patch has the option to hide empty comments.
if ( n1 >= nksh_etl_vague ) ;30 by default.
if ( n2 <= 0 )
MessageBox ""
elseif ( n2 <= 30 )
MessageBox "Lock level: weak"
elseif ( n2 <= 50 )
MessageBox "Lock level: sturdy"
elseif ( n2 <= 75 )
MessageBox "Lock level: strong"
elseif ( n2 <= 98 )
MessageBox "Lock level: very strong"
elseif ( n2 <= 100 )
MessageBox "Lock level: incredible"
else
MessageBox "Lock level: unbelievable"
endif
endif
I have Morrowind Code Patch v. 2.3 ( in game it shows like 2.3 but when i run setting there is written v. 2.2 )and MCP beta on it, MGE XE 0.9.10 and MGE XE beta on it ( MCP Skunk Works by classified ). Can somebody help, please ?
I get "Script Error: EXPRESSION in nksh_etl_main" and "Right eval" when the game starts.
I'm guessing they're coming from this mod, since I didn't see them until I installed it.
I love the idea of the mod, but don't know how to fix this
The MWSE it incorporates might not be the Merzasphor's updated version?