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The Wanderer

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TheWanderer001

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21 comments

  1. Apaseall
    Apaseall
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    So I got an oopsie. I used another mod, I think its called perfect placement? Anyway I got the little rectanglular bookcase just where I wanted it but when I activated it, it rotated, so now I am looing at the back of it and not the front.
    Anyone know how to delete it? Currently empty.
    On a similar note, during first 'play' with the mod I accidentally placed two of the same deco items, not realizing that all containers of type are linked.
    Yes its probably full of stuff, but I can empty it, thus would also like that one to 'be gone from my sight' lol.
    One more request, is there a mod that also allows buying of storage items, but not cloud storage'd, i.e. buy a chest or something that I can actually drop down and store things in? Yes I have too many items I just want to keep and only so much wall space!
    1. Apaseall
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      Can you confirm that the following will not break something unexpectedly?
      console
      click on item to delete
      type disable then enter(temporarily gone)
      type setdelete 1 then enter(permanently gone)
      Assume that I either want to delete something that I am unhappy with the placement of, as above issue or that I have multiple CS containers and would like to delete only one of them.
      For the latter, have you an idea of what would happen if there were items in CS and I deleted say one weapon rack out of two in the same cell?
      i.e. two weapon racks in the same room, with weapons in the CS, I keep one but delete the other.
    2. TheWanderer001
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      Not sure what you are trying to do ?

      But if it's just a case removing an addtitional placed item from the shop all you need to do is open the containeer and from the menu select to remove it /pick it up.
    3. Apaseall
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      As mentioned, I had something from the shop, rotated it etc, placed it, fine, then it rotated itself when I activated it. Thus I could not pick it up again. Meaning I had to find a way of destroying it. Destroying stuff that has been activated, therefore not able to pick up is what I am trying to do. Thanks for the reply.
  2. kelsarhu
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    I;ve got TR_Data and OAAB_Data and double/tripple checked the other dependencies.  However when entering the Shoppe, I get this error:

    Model Load Error: Meshes\SS\ss_in_plain_recwin_wall.nif cannot load file in Meshes\SS\ss_in_plain_recwin_wall.nif.
    Will use the default object Marker_Error.NIF.
    Model Load Error: Meshes\SS\ss_corner_entry.nif cannot load file in Meshes\SS\ss_corner_entry.nif.
    Will use the default object Marker_Error.NIF.
    Model Load Error: Meshes\SS\ss_in_plain_wall.nif cannot load file in Meshes\SS\ss_in_plain_wall.nif.
    Will use the default object Marker_Error.NIF.

    I did find "ss_corner_entry.nif" in your Lost Rooms mod, any help on locating the other two missing meshes?
    1. kelsarhu
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      I found them!
      https://www.nexusmods.com/morrowind/mods/43597?tab=files
    2. TheWanderer001
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      Happy you found them 

      But I will add them to the download.
      Thanks for the report.

      New update with missing meshes now available v1.03
  3. I am not sure if there's anything to be done about it, but I thought I ought to report it anyways:

    While using the the Perfect Placement mod to move the containers around, there's a bit of odd behavior when trying to pick up/set a container, mostly duplicate containers appearing in the inventory. It's just a minor thing though, and the containers still work as expected once I place it down. 

    Also, just for documentation's sake: using 'setscale' on an unset container will change the size, but it'll revert once it's set. But using it on a set container does work, which is useful. 
    1. TheWanderer001
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      Thank you for reporting this

      As I don't use Perfect Placement I can't comment on how it works.
      It sounds though like it is best to set the containers first before moving them into their final position with PP.

      Just for clarity... when a container is set it's mesh is swapped with the container activator one, that is why resizeing it before doesn't work.
    2. Sadly, PP doesn't let you move it once it's set. I'll just be careful to avoid activating the item when positioning it. 
    3. TheWanderer001
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      Ah.
      From PP "anything else you can pick up" that explains it. Once set these becomes an activator.

      I'll will look into it though to see if I can come up with a way around this.
      If only to allow resizing to be used when set.
    4. TheWanderer001
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      New update available
      This update will transfer any scaling added to a display when it is 'set'

      Hope this helps
  4. I'm feeling a bit dumb right now, but how exactly do I pick up the containers? I tried the activate key but nothing happened.
    1. TheWanderer001
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      In the shoppe all you do is activate the display you want... it should then put a misc copy of that in your inventory... that is what you drop wherever you want it to go... once in place select it will give you a menu selecting 'set' will make it the CSW container.

      If nothing is happening do you have the latest version of the required mods also installed ?
    2. Yes, I have the base mod installed. I head to the shop, go inside, and press the 'activate' key on a container, but it doesn't appear in the inventory.
    3. TheWanderer001
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      I've PM'ed you
    4. TheWanderer001
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      Okay it seems I missed a file from the original download
       
      There is now a Lua code update available for download. You only need this if you have already downloaded the full mod.
      The full download has been updated too include it.

      @ihatemandatoryregistration
      Thank you for reporting the problem
    5. Thanks for the update. It's working now. 

      There seems to be a few missing models though in the shop -- I get errors about ss_in_plain_recwin_wall.nif and some others that I missed and part of the stairwell is missing. :(

      EDIT: It happens with the version of the ESP dated 2022-03-12. Putting back the esp from the older version (dated 2022-03-10) fixed the issue.
    6. TheWanderer001
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      That sounds like a problem with the way Morrowind handles, or should I say doesn't handle, things very well when an esp is updated.
      The only way I know of to fix it is to uninstall the mod make a new save, then reinstall the mod and reload the new save.

      But as far as I can remember the only difference between the 2 esp's is the date.
      So if it now works for you then I'd say just continue.


      Hope that helps :)
  5. qwerqqwerq
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    Do you use MGE XE or it's vanilla graphics on first two pics?
    1. TheWanderer001
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      MGE XE
      but I've not really spent any time setting it up.