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
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.
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.
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>
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
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.
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.
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.
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)
22 comments
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.
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>
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
This a much-needed addition, but you didn't mention it's MWSE dependent and therefore unfit for OpenMW.