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  1. lykaner05
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    Hello I use OpenM and MR with MET. When I have NOM active, the landscape changes for me.
    Then I have splits and cracks. And land under the map. I installed the mod as described. Any ideas?

    Greetings Lycans
    1. abot
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      LOL this is the most funny OpenM related post I've seen so far. Have fun.

      P.S. I guess MET is Morrowind Enhanced Textures, if it is only a texture replacer it should not cause landscape seams.
      What is MR? maybe try removing that one.

      In any case this is a MWSE-Lua only mod, nothing to do with OpenMW or landscape seams
  2. leeus
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    Hey abot!

    I wanted to report that I got a Morrowind crash when talking to an NPC, and MWSE reported that it was on you main.lua at line #218. It only started happening after activating this mod: Taddeus' Foods of Tamriel on an ongoing save. My player is inside Balmora Mage's guild, and the crash happened when talking to the nice Altmer lady :)

    I think I was able to fix it on my end, by changing (line #218):

       ref = v.reference

    with:
                if v then 
                    ref = v.reference

    I guess the variable 'v' is holding a null in some circumstances, for some reason :/

    I also changed the same code in line 233 below too, because I guessed the same thing could happen there... but not sure. That made the crash not happen again, at least for now.


    Just in case is important, here's my load order (sorted by MLOX 1.1.5 with updated data from DanaePlays repo): 
    https://pastebin.com/kmAVHwaN
    1. abot
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       Strange, it seems something is making some raycast results nil. I will make next version more robust.
      What version of NOM are you using? because that mod by Danae alone has not the NOM scripts inside to make this mod work,  you need some NOM version installed too to use this mod for NOM interaction.
      Or, check your MWSE.log and verify there is a line like this
      abot/NOM MC Integration, NOM detected
      else it means you are missing NOM functionalities needed for this mod NOM interaction to work. The Morrowind Crafting integration may still work if the item ids did not change in MC3, although it is only tested with MC2.x
    2. leeus
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      You're right! I initially intended to install NoM again, as in my previous playtrhough, and as I was going through the list of new released mods over the past 3 years, I found about Ashfall and MC3, so I decided to go with those instead! 

      I'm still in the preparation phase of my mod list, testing with a disposable character for now, so no harm done! 

      In the log you mention, there's the lines:
      [MC3 Init] JEWELRY: 80 recipes
      Container Labels initialized
      abot/NOM MC Integration, Morrowind Crafting detected
      abot/NOM MC Integration initialized
      Found deprecated: 100  T_De_RedWatchChitin_Boots_01
      Found deprecated: 101  T_De_RedWatchChitin_Cuirass_01
      Found deprecated: 102  T_De_RedWatchChitin_Greaves_01

      So, as you said, it's not detecting NOM!  EDIT: Sorry, I meant to clarify that yeah, I was confused about the fact that DanaePlays mod might serve as a light replacement for NoM just for adding the food items, totally my bad on that!  The thing I'll miss the most is all NoM teas, juices and beverages :)

      Here's the full log, in case it's useful -> https://pastebin.com/a2KPVXFQ

      There are some error messages related to the fact that I'm not loading Better Bodies.esp (I think!) I already knew about those and I'll fix them before starting the real character.

      Best wishes o/
  3. ulysses
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    Aaand I found the second culprit:

    In your NoM3_PT.esp the light source NoM_FlameLight was borked, which also caused some serious lags. I toggled the flag 'Off by Default' now lags are gone.
    ;)
    1. abot
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      Uhm. It is a dynamic light placed by NOM firekit (not changed from NOM3.04). Dynamic lights, especially with big radius, are more FPS heavy because they are applied on real time on moving actors. But as it is meant to be used once per firekit, that should be hardly noticeable unless for some reason a lot more of those firekits are placed at the same time (or a lot of actors are in the light radius). Probably lowering the light radius e.g. to 256 could help without having to set the light full off
    2. ulysses
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      Well, but the lag just appeared when running around with this 'light source' in the inventory. Placing the light in the world worked as intended (I had no lag whatsoever, even if I placed a few fire kits on the ground).

      Don't know if you still use NoM. But if you do and got bad cell loading times, try it out!

      I just tested it with around ~30 fires. No frame drops whatsoever. ;)
    3. abot
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      Strange, I see no scripts placing that light in player inventory, and I've never experienced that lag. But I don't use firekits usually, I will give it a try. as far as I understand, it is a light without mesh (so you should not be able to grab it) that should be spawned where you drop the firekit, not put in player inventory.
    4. ulysses
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      Well I thought it was that item with the fire icon in the inventory. 'NoM_FlameLight' is treated as an inventory item. Maybe it would be enough to toggle the 'can be carried' flag off? I'm confused now too, but it works, lol.

      The last time I modded MW slightly was at least fifteen years ago. :)
    5. abot
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      I only see those lights placed by activators with placeatme or placeatpc, nothing adding those lights to player, player should only have the firekit misc items added. Anyway, probably these NOM lights details are not so relevant for this  MWSE-Lua mod.
    6. ulysses
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      You might be asking yourself how I identified 'NoM_FlameLight' as a troublemaker. That's what I did:

      First I singled out your mod NoM3_PT.esp with disabling all esps and working my way through the mod list.
      Then I did the same with TESAME12 ripping your mod apart and reloading the game until the lag was gone. That's how I narrowed it down to 'NoM_FlameLight'. Then I toggled on/off every possibility. 'Off by Default' did the trick. ;)
    7. ulysses
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      I don't use your 'NOM MC integration' as mentioned earlier in this thread. I just use NoM3_PT.esp + folder. But I didn't know where else to contact you, since you have no nexus page for NoM.
    8. abot
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      The problem is not the light though, it is some script not deleting it properly when done, setting the light off works but the light although no more visible is still there and I want to fix the real problem. I think I have more or less the info to find the broken script(s), I will update the mods if/when I find the fix.
      Maybe talking about a mod not published on Nexus is better done on messages.

      [EDIT] ok, I've updated the packages.
      I have also reduced the radius of the light so it should lag a little less.
      If you find an area that still lags a lot from an old save, placing a firekit and setting the fire off should also get rid of previous lagging lights in that cell
    9. ulysses
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      'Maybe talking about a mod not published on Nexus is better done on messages.'

      Okay, next time I will use the message system.

      '[EDIT] ok, I've updated the packages. '

      Okay, thanks. Which script(s) did you change if I may ask?
      Is it enough to switch esps?
    10. abot
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      NOM_firekit_light, NOM_firekit_light_perm, NOM_cookingfire_kit, NOM_cookingfire_kit_int

      you can switch .esp, but if you load an old save and find lagging exteriors you should place/use a firekit
      or use this console command
      set NoM_fire_dis to 1
      , wait a couple seconds for the light to disappear and then use
      set NoM_fire_dis to 0
    11. ulysses
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      Thanks.
  4. ulysses
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    Well, the lag came back again and again. But I'm quite confident that'Limited Recall' from Necrolesian was the culprit.
    I fixed the script and everything seems to work now. Fingers crossed...

    I don't know how to delete posts on this forum. But I wouldn't care if you would delete my older posts cluttering this thread.
  5. ulysses
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    The lag came back!
    I got rid of it by disabling Distant Land, MGE and the mod Heat Haze and later turning them back on. This slowly drives me nuts!
    1. ulysses
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      Everything seems to work fine now again. Just to let you know.

      Super strange!
  6. ulysses
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    Hi Abot!

    I'm level 6 now ingame and suddenly got serious framerate drops and cell loading times (~15 sec). I disabled everything (MWSE, MGE, every ESP) and narrowed it down to your NOM3_PT.esp. It is DEFINITELY this mod causing it!

    Would be cool if you could take a look at it. Maybe it's some checking for water sources or another script that loops without end?
    The strange thing is, I didn't have any problems at the beginning of the game.

    Edit:
    I already tried exchanging NOM3_PT.esp with original NOM 3.0.esp. But then game hangs at save load forever.
    1. abot
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      Hard to say without error messages. 1st thing you could try is checking if it is some problem with a script:
      open the in game console and type:
      togglescripts
      [enter]
      this will toggle the scripting engine off (repeat to toggle it on again)
      if things speed up with scripting off it could be a script problem,
      if things do not speed up with scripting engine disabled it is not a scripting problem but some other incompatibility
      no other ideas at the moment
      maybe check you have the Project Tamriel resources installed and registered in Morrowind.ini, it should be something like
      [Archives]
      Archive 0=Tribunal.bsa
      Archive 1=Bloodmoon.bsa
      Archive 2=PT_Data.bsa
      Archive 3=TR_Data.bsa
    2. ulysses
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      Well, Project Tamriel is installed correctly, don't worry.
      After some more testing (with different saves), it seems one of my older saves was corrupted with a crash. I scan my saves with Wrye Mash every day, but it didn't find any problems. I will try now your suggestion and hope to get the save running again. Otherwise I have to go back a few game days. What worries me is that it might happen again.
    3. ulysses
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      'togglescripts' didn't help either, hmmm...

      Really strange, when I make a clean save and reload everything works fine again. (Losing all NoM possessions and quest progress ofc).
    4. ulysses
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      Well, saves are definitely borked. This is bitter...
      :D
    5. abot
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      If you have a big loading list, It could also be some low-memory problem, the game easily starts misbehaving in low memory conditions. if you are not using it already, try installing Memory Monitor and check your memory usage.
      Also posting loading order may help diagnosing problems, Mod List allows to easily post also Lua mods list.
      You said you already tried disabling MWSE, but if you disable it completely sometimes old saves containing baked Lua data may crash on reload. To exclude lua mods alternatively you can keep the MWSE engine running and temporarily rename the Data Files\MWSE\mods\ folder to something else. if the problem goes away, it is likely some MWSE-Lua mod conflict. I'm assuming this specific MWSE-Lua mod is the first one you tried disabling, if not try disabling it (just temporarily rename the Data Files\MWSE\mods\abot\NOM MC Integration\ folder to e.g. Data Files\MWSE\mods\abot\NOM MC Integration.disabled\) and so on
      When there are no clues from error messages, not much you can do other than binary search-like method "divide et impera": remove half of possible culprits, check if the problem goes away, if it goes away, problem is in that half part, else it is in the other half part, rinse and repeat...
    6. ulysses
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      Thanks abot for your massive help!
      But I already deleted the affected save files...

      What happened was a massive crash (after a MWSE update maybe? can't remember...) where MWSE made a save called 'Restore'. I didn't use that save consciously, but maybe accidentally through Continue button or ingame loading.
      These saves were definitly borked!

      'try installing Memory Monitor and check your memory usage'
      I do this already with Rivatuner...

      'Also posting loading order may help diagnosing problems, Mod List allows to easily post also Lua mods list.'
      I use the new Mlox as load order sorting tool...

      'temporarily rename the Data Files\MWSE\mods\ folder to something else'
      Very useful tip, didn't think about that myself!

      'NOM MC Integration'
      I don't even use that mod. I'm just using your NOM3_PT.esp (+folder of course) without Morrowind Crafting. I just didn't know where else to ask since you have no nexus page for that mod.

      I'm quite sure now that it was a partially corrupted script of NoM in the Restore save file. Since I didn't know if more than that was damaged, I decided to delete all following saves.
  7. ulysses
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    Just another minor observation:

    Your NOM3_PT.esp is SMALLER than the original NOM 3.0.esp (3.54 MB versus 3.64 MB).
    A bit worrying.
    1. abot
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      ]It's based on my NOM3.04 tweaked version
    2. ulysses
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      ...which is 3.53 MB in size.
      What did you change that it got smaller?
    3. abot
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      I don't remember, cleaned it better and changed mostly some scripts probably
      you can check differences with e.g.
      tes3cmd.exe diff mod1.esp mod2.esp > out.txt
      and using some text comparison tool like winmerge
    4. ulysses
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      Lol, your answer didn't calm my nerves. But I trust your modding skills. Fingers crossed. :D
  8. ulysses
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    Sorry, for buging you again:

    I decided now to drop Morrowind Crafting completely, but still try to use NoM.
    So, I want to use TR 21.01 with Tomb of the Snow Prince 2.2.2 and your NOM3_PT SO.7z.

    Now my (hopefully last) question:
    Is your NOM3_PT SO.7z compatible with both mods mentioned above?

    I doubt it because the readme of NOM3_PT SO.7z says it needs wl_SolstheimOverhaul_v1.3.esm.
    If that was the case I would drop Tomb of the Snow Prince 2.2.2 too and just use TR 21.01 with NOM3_PT.esp.

    Right?
    :)
    1. abot
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      Right. The recent version of SO moves the whole island so it is only compatible with itself and its patches. But I am unsure about any version of NOM being compatible with it, as NOM3.04 too is adding a tavern in Fort Frostmoth so any NOM version would need a special patch to move everything where Solstheim has been moved. not something I'll ever do
    2. ulysses
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      Good, thanks again...
  9. ulysses
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    Am I right that NOM3_PT SO.7z is standalone or is NOM 3.03a still needed? (We had this discussion already some years ago, but I forgot, sorry). :D
    I'm using that new 'Morrowind Crafting 3.0 Full (TR Edition)' btw. Do you think these three will be compatible?

    PS: Great things you're doing lately. Massively impressed...
    1. abot
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      NOM3_PT .esp are standalone replacers for NOM3.x. The package should include all needed resources (except PT_Data.bsa, PT_Data.bsa resources from Project Tamriel/TR that should be loaded as .bsa) 
      NOM3_PT SO.esp requires wl_SolstheimOverhaul_v1.3.esm
      NOM3_PT.esp does not

      So in any case you should choose and load only one of these/they are replacers:
      NOM3_PT SO.esp
      NOM3_PT.esp
      NOM3.04.esp

      The Lua mod should be compatible with any of the NOM3 versions
    2. ulysses
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      Okay, what do you think about 'NoM_MC Compatibility Patch.esp' and 'NoM_MC Lists for Merging.esp' from the vanilla NoM?
      Would you still use them?
    3. abot
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      NoM_MC Compatibility Patch.esp is still something I'm using, Not the leveled list currently as I am using Morrowind Crafting mostly for the alchemy/food ingredients, but if you like to craft things it should be useful.
    4. ulysses
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      Well. I was asking because I use the new 'Morrowind Crafting 3.0' and don't know if it's still compatible. I also asked Dracdrac but have no answer yet.
    5. abot
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      Ah, I don't know about Morrowind Crafting 3.x, if they did not change item identifiers it should work, but I am not using it for now (waiting to see if it works with next TR release as upgrading for TR has historically been the Achille's heel)
    6. ulysses
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      Well, seems I have to rethink my next playthrough then. But thanks for your answers anyway.

      What I still wanted to know:
      Is your newest Water Life version compatible with TR 21.01?
    7. abot
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      >is your newest Water Life version compatible with TR 21.01?
      yes
    8. ulysses
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      Okay, thanks Abot, happy modding. ;)
  10. fireheather
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    I'm curious. Will this work with other necessity mods or just NOM?
    1. abot
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      Probably the temporary anvil buff to armorer skill will work. The rest needs NOM3.x or Morrowind Crafting 2.x (maybe Morrowind Crafting 3 will work too but not sure).
    2. fireheather
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      I have the crafting mod so I'll give it a shot and see how it goes. :)