Morrowind
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AdituV and VitruvianGuar

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VitruvianGuar

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20 comments

  1. Theoteus
    Theoteus
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    This mod freezes the game on warning pop ups. Also, cannot exit the game in the main menu. 
    1. ArdaSevanoS
      ArdaSevanoS
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      You have to enable Hidden Locks & Doors from MCP, readme.
    2. Strix2206
      Strix2206
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      • 42 kudos
      Installs a mod, doesnt read the mod description and requirements... typical
  2. verity147
    verity147
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    Posting here again in case someone might see this and have an answer. I am getting this crash every few hours when walking through a door:

    ?Morrowind has crashed! To help improve game stability, send MWSE_Minidump.dmp and mwse.log to [email protected] or to NullCascade#1010 on Discord.
    Additional support can be found in the #mwse channel at the Morrowind Modding Community Discord: https://discord.me/mwmods
    MWSE version: 2.1.0-2553
    Build date: 20220814
    Memory usage: 2520064000 bytes.
    Lua traceback at time of crash:
    stack traceback:
        [C]: in function '__index'
        .\Data Files\MWSE\mods\adituv\detecttrap\lockdata.lua:47: in function 'clearExtraData'
        .\Data Files\MWSE\mods\adituv\detecttrap\lockdata.lua:232: in function 'forgetAllKnownData'
        .\Data Files\MWSE\mods\adituv\detecttrap\detecttrap.lua:159: in function <.\Data Files\MWSE\mods\adituv\detecttrap\detecttrap.lua:150>
        [C]: in function 'xpcall'
        .\Data Files\MWSE\core\lib\event.lua:180: in function 'trigger'
        .\Data Files\MWSE\core\lib\event.lua:200: in function <.\Data Files\MWSE\core\lib\event.lua:170>
    MiniDump creation successful.

    If there is interest in the minidump, please tell. Would be awesome if someone knew a fix since no one answered the bug report. It's quite annoying even though I have the autosave mod and thus only have to replay a bit every time. I am strting to mistrust doors.
    1. WinterGhoul
      WinterGhoul
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      So you couldn't find help on the discord?
    2. Azulyn
      Azulyn
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      • 9 kudos
      I have also been getting this bug and would randomly crash when using doors. 
    3. descawed
      descawed
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      I haven't used this mod yet, but I want to, so I decided to look into the crashes. I've got some ideas on fixes, although note that I haven't tested these yet, so I can't confirm that they work.

      Basically, every time you transition between interior and exterior, the mod tries to forget all the locks and traps you've detected - according to the author's comments, this is to avoid bloating the save. The problem (as diagnosed by NullCascade on Discord) is that if one of the doors it's trying to forget is in a cell that's not loaded anymore, the game crashes. I can think of a few ways we might try to fix this.

      Option 1: The safest way is probably to forget detection info on every cell transition, not just interior <-> exterior. We can remove that condition by deleting lines 157, 158, and 160 in DetectTrap.lua. It might also be a good idea to delete lines 153-161 in LockData.lua, which has a special case that sets a timer to delete detection info for doors in exterior cells. I think that should be handled by the above code now since it will trigger on every cell transition.

      Option 2: It might be annoying to have detection forgotten as soon as you leave a cell and come back. You might also argue that it would be nicer if it remembered what you've detected forever. Like the author suggests, this could bloat your save with a bunch of info on every door you've ever looked at, but I don't know for sure whether that would cause any problems per se. If you're not worried about that, we can also try to fix the problem by disabling the forgetting mechanic entirely. To do that:

      • Delete line 238 in DetectTrap.lua, which registers for the cellChanged event
      • Delete lines 117-125 in DetectTrap.lua, which forget detection for doors after the forgetDuration from the config elapses
      • Delete lines 147-162 in LockData.lua, which set a timer to forget detection for exterior doors after the forgetDuration

      Option 3: A fix without changing the mechanics of the mod too much might be to listen for the cellDeactivated event. I'm not super familiar with the MWSE API, but I assume "deactivated" means unloaded. If that's the case, we could listen for cellDeactivated instead of cellChanged and forget detection info cell-by-cell at the time they're unloaded. That would require new code and restructuring some things, so I don't want to attempt that right now when I haven't even started my playthrough.

      I also noticed one non-crash bug. The getInExterior function that the mod uses to detect if the door is in an exterior is backwards - it actually detects if the door is in an interior. The body of that function on line 187 in LockData.lua should read:
        return self.parent.cell.isOrBehavesAsExterior
      I'll try to remember to update this post after I get around to testing these changes, but if anyone else tries them before that, let us know if they worked for you.
    4. Pherim
      Pherim
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      I tried option 1 and it appears to be working flawlessly, no more crashes when changing cells.
  3. JosephRivers
    JosephRivers
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    Good day, all.
    VitruvianGuar, thank you for the mod.
    This adds to the game a lot
  4. mulletman1271
    mulletman1271
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    This is a great mod that adds extra depth to gameplay. It would be fun to have an extra option which would add nighttime door locks to shops / houses and the like. I know that Nighttime door locks? exist, but an MWSE version of the mod would be amazing, as it could add the functionality to mod-added buildings.. or even Tamriel Rebuilt. anyway thanks again for all your hard work and your wonderful mods.
  5. midknightblu
    midknightblu
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    I'm using Wyre Mash to install this mod, and it's not working, I was able to install Silver Tongue with Wyre Mash no problem, but this mod doesn't populate on the in game MCM stuff, as well as after testing just doesn't function at all when installing with Wyre Mash. It's the first mod after installing 50+ that doesn't seem to work with Wyre Mash, and I was wondering if you knew potentially why?

    Thank you in advance for this mod, I hope I can use it soon!


    EDIT: I actually figured out why it wouldn't work with Wyre Mesh, and it's due to the files that are nested in this main file. Just move the "Data Files" to be the primary file after unzipping, and then it works perfectly.
  6. ajc0502
    ajc0502
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    • 1 kudos
    I'm sure this is a cool mod but it affects the main menu UI. Can't exit or start a new game
  7. ffann1998
    ffann1998
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    • 15 kudos
    I have Hidden traps and Hidden locks features installed, but somehow your mod doesn't see them. I'm using MCP 2.5 Beta. Maybe lua script doesn't recognize this version?
  8. VitruvianGuar
    VitruvianGuar
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    With the last update, Locks and Traps Detection is fully compatible with Visually Trapped Objects. Extra option was added to MCM for this matter. Everyone is recommended to try out these mods together.
  9. Dollet
    Dollet
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    • 1 kudos
    A nice touch for more immersive gameplay!
  10. NihilisticPoet
    NihilisticPoet
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    • 12 kudos
    Works as advertised, really fun to see the divergent numbers and no ????