Morrowind
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Golken

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Golken

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16 comments

  1. alexsilvestre
    alexsilvestre
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    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.
    1. OffworldDevil
      OffworldDevil
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      Same problem here. : (
    2. darkzona1
      darkzona1
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      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.
    3. ProfArmitage
      ProfArmitage
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      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.
    4. NexusUser
      NexusUser
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      By adding the check n2 > 0, using MWedit with customfunctions.dat from mwse nightly 2.1, I was able to get the mod working as intended.
    5. kittyfart101
      kittyfart101
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      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...
    6. NexusUser
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      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.

      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
    7. kittyfart101
      kittyfart101
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      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.
  2. Kuldario
    Kuldario
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    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 ?
    1. don3bren
      don3bren
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      I think you have to extract the files, not copy-and-paste. I don't know why, but it worked for me
  3. ProfArmitage
    ProfArmitage
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    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.
    1. don3bren
      don3bren
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      I have just had the exact same problem. I used TextCrawler to find this esp.
      I love the idea of the mod, but don't know how to fix this
  4. Luj1
    Luj1
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    The problem is everyone is using the latest MGE XE build.

    The MWSE it incorporates might not be the Merzasphor's updated version?
  5. annachibi2
    annachibi2
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    Excellent idea, and very immersive! I'm going to try this out ASAP!
  6. Luj1
    Luj1
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    Too many requirements, and for what?
    1. annachibi2
      annachibi2
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      ...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?