Morrowind
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Merlord

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Merlord

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22 comments

  1. KirbonatedBeverage
    KirbonatedBeverage
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    How does this work with dungeons that are made up of multiple cells? does the mod somehow detect conjoined cells or does it only care about the first cell in a dungeon
    1. Strix2206
      Strix2206
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      Good question. I would like to know an answer to that question. Its easy to test in game btw if you have the time and will...
  2. 438642
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    As someone has mentioned, there seems to be a bug where upon leaving a dungeon that's been labelled as cleared, the map on the menu won't correctly display the place you're currently in. Instead, it will say whatever the dungeon's name you were just in but without the (Cleared) suffix.

    For example, the very first dungeon in the game - Addamasartus - after you cleared out the dungeon and go outside, the map should say that you're in Bitter Coast Region. With this mod, however, the map will tell you that you're in Addamasartus. Going to a different place or even going inside Addamsartus again and back out won't clear out this issue. Only saving and reloading the game corrects the map to display where you are.

    Do note the 'map' and 'display' in this context is not the tiny minimap you see at the bottom right of the screen, and the text messages on top of it telling you where you are every now and then when you move to some place. I'm on about the map you see when you open up your menu.
    1. Merlord
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      Fixed in v1.0.1
    2. Pherim
      Pherim
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      Except now there appears to be kind of the opposite problem: Entering a cleared cell will display the name of the previous cell with the "(Cleared)" Suffix.
  3. AstralJam8
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    I think there's an error which caused the exit door for "Addamasartus" to disappear, I'm now trapped in the cave with Jasmine.  here's from my MWSE log:
    Error in event callback: .\Data Files\MWSE\mods\mer\beenthere\main.lua:130: attempt to index field 'cell' (a nil value)
    stack traceback:
    .\Data Files\MWSE\core\lib\event.lua:166: in function '__index'
    .\Data Files\MWSE\mods\mer\beenthere\main.lua:130: in function <.\Data Files\MWSE\mods\mer\beenthere\main.lua:127>
    [C]: in function 'xpcall'
    .\Data Files\MWSE\core\lib\event.lua:179: in function 'trigger'
    .\Data Files\MWSE\core\lib\event.lua:199: in function <.\Data Files\MWSE\core\lib\event.lua:169>

    1. Merlord
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      While that error is a known issue, there's no chance this mod made a door disappear. 
    2. AstralJam8
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      ok, thanks.  I need to find which other mod is doing this then:  I can click on something invisible in the door frame and get a generic ID (it shows the right cell target) while the console is open, but can't activate it after closing the console (using "enable" on it does nothing.)  using TCL, I see the actual door model is moved about 1 meter inside the wall.  does this sound like something any MWSE mod would have done, or could it just be a static relocation in a regular ESP?  here are the plugins I have that contain the string "Addamasartus":
      Friends and Frens.ESP
      lack_stridersnest.esp
      GMST Nevena's Twin Lamps and Slave Hunters_Edited.esp
      The Dungeoneering Journey.ESP
      The Dedale Chasm.ESP
      JAC_Jasmine.esp
      KS_Julan_Ashlander Companion_1.3.esp
      Morrowind Crafting 2-1.esp
      BB_Clothiers_of_Vvardenfell_v1.1.esp
      vn_lichcraft2.esp
      Apostates of Oblivion_2.1.esp
      Farmer Mod v4.3.esp
      Muffinwind.esp
      SticksAndStones_v0.esp
      Clean Sexy_Black_Collar_Dress_v.1a.esp
      lgnpc_Ald'ruhn.esp
      Key Replacer Trib & BM.esp
      Clean jet_gold_armor.esp
      GIANTS.esp
      UvirithsTomb_0807.esp
      cow.esp
  4. inpv
    inpv
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    I assume, the cave with respawning hostiles won't ever be set as cleared? Or will the tooltip be updated as soon as any hostiles appear in that cell?
    1. Merlord
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      It'll be cleared, then reset to uncleared when the enemies respawn.
    2. AgoraPhobia
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      What's the point to reset the tooltip after enemies are respawned? In my understanding, the whole idea of marking cave as cleared is to indicate you've been there already, so you don't have to enter it again, even if enemies are respawned.
    3. Merlord
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      I guess you're right, maybe I'll make the cleared status permanent then
    4. AgoraPhobia
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      Thank you for your reply :) Other than that little titbit, absolutely essential in my book. Endorsed!
    5. Maziou
      Maziou
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      Don't you need to actually enter the dungeon and reload the cell for enemies to respawn? If it shows Cleared, but resets when enemies respawn in that cell, that would imply you re-entered the dungeon, which is why it is no longer cleared. If the point of this mod is to prevent you from going back to a dungeon you cleared, then don't go back there. If you do go back there, accept that it isn't cleared any more.
    6. Wubbledee
      Wubbledee
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      I'd prefer the cleared status to be permanent.  I normally make notes on the map for cleared dungeons so I don't end up going back there 100 hours later.  Permanent cleared status would be much more useful.
  5. tanstele
    tanstele
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    Might be old MWSE or one time bug, but so far it took name of first interior cell I entered and displayed it for the rest of session. Map markers were unaffected. (shown proper names but without "cleared" addnotation)
  6. PrxjectDestroyer
    PrxjectDestroyer
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    OMG IM CHIMING EVERYWHERE OH MY GOD!
  7. CoffeeBeard0
    CoffeeBeard0
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    This is an unrivaled win on all levels! Have my Chim Chips!
  8. Aendruu
    Aendruu
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    May the 4th be with you, Merlord!

    This a much-needed addition, but you didn't mention it's MWSE dependent and therefore unfit for OpenMW.
  9. ExoExis
    ExoExis
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    CHIM
  10. reznorms
    reznorms
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    So, basically, I'm installing every mod you make Thank you!