Great, just what I was looking for. I love it. One thing I've noticed for which I have no explanation is that in the Andrano ancestral tomb, items that are not in containers are not declared as grave goods. But so far only in this one.
Great idea! I always felt the same way about this how it was immersion breaking some quests have you kill their ancestor guardian and steal all their s#*! for no reason.
Please make your dump function in common.lua a local function instead of global. Global functions pollute the environment for all of the mods using MWSE.
Morrowind has crashed! To help improve game stability, send MWSE_Minidump.dmp and mwse.log to the #mwse channel at the Morrowind Modding Community Discord: https://discord.me/mwmods MWSE version: 2.1.0-3246 Build date: 20230605 Memory usage: 0 bytes. Lua traceback at time of crash: stack traceback: [C]: in function '__index' .\Data Files\MWSE\mods\revered dead\main.lua:312: in function <.\Data Files\MWSE\mods\revered dead\main.lua:308> [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> [C]: in function 'equip' .\Data Files\MWSE\mods\mer\shiftequip\main.lua:87: in function <.\Data Files\MWSE\mods\mer\shiftequip\main.lua:58> [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 'trigger' .\Data Files\MWSE\mods\ui expansion\menuinventory.lua:59: in function <.\Data Files\MWSE\mods\ui expansion\menuinventory.lua:48> MiniDump creation successful.
Experiencing the same issue, although in my case, it sometimes occurs on equipping random items (ex., clothes) rather than just weapons. Not using Quick Equip or anything like that.
Morrowind has crashed! To help improve game stability, send MWSE_Minidump.dmp and mwse.log to the #mwse channel at the Morrowind Modding Community Discord: https://discord.me/mwmods MWSE version: 2.1.0-3455 Build date: 20231029 Memory usage: 2009309184 bytes. Lua traceback at time of crash: stack traceback: [C]: in function '__index' .\Data Files\MWSE\mods\revered dead\main.lua:312: in function <.\Data Files\MWSE\mods\revered dead\main.lua:308> [C]: in function 'xpcall' .\Data Files\MWSE\core\lib\event.lua:311: in function 'trigger' .\Data Files\MWSE\core\lib\event.lua:331: in function <.\Data Files\MWSE\core\lib\event.lua:298> MiniDump creation successful.
Sorry for the absurdly long wait time, Nexus doesn't give me any indication when there's a comment on here! Looks like this was caused by me grossly misusing globals to track worn stolen items instead of MWSE player data? I've disabled the "are you wearing grandma's hat" checks for now, since I think not crashing people's games at random (this was very inconsistent to recreate, but I managed to crash myself a few times, which is how it slipped through testing) is more important than a fairly secondary feature. If I have more time on my hands again I'll try to reimplement that in a less broken way. 1.2 should at least be usable, minus this feature.
Maybe some exclusions can be added to the MCM for faction merchants that don't really care if the item is stolen from a tomb (e.g. Telvanni, Thieves Guild or full-blown necromancers), as well as interactions with members of these factions.
To add on to that idea, could also be cool to have a toggle for only dunmer caring about this (and calling the guards immediatly). But really cool mod! Awesome work!
Thanks for the feedback. There are already conditions like this, though I suppose it isn't very obvious when you're just playing! Dunmer are already FAR more likely to cause a fuss, and Thieves Guild members are very unlikely to unless they really don't like you for other reasons. Will try to make that more clear in the description.
It's a little hidden in the main description (intentionally), but if you want a full list of 'spoilers' without diving into the code, there's a document here: Revered Dead Calculations Explainer
I plan on doing an update pretty soon which will include a few more conditional suggestions I've been given, and well as some more config options.
17 comments
Morrowind has crashed! To help improve game stability, send MWSE_Minidump.dmp and mwse.log to the #mwse channel at the Morrowind Modding Community Discord: https://discord.me/mwmods
MWSE version: 2.1.0-3246
Build date: 20230605
Memory usage: 0 bytes.
Lua traceback at time of crash:
stack traceback:
[C]: in function '__index'
.\Data Files\MWSE\mods\revered dead\main.lua:312: in function <.\Data Files\MWSE\mods\revered dead\main.lua:308>
[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>
[C]: in function 'equip'
.\Data Files\MWSE\mods\mer\shiftequip\main.lua:87: in function <.\Data Files\MWSE\mods\mer\shiftequip\main.lua:58>
[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 'trigger'
.\Data Files\MWSE\mods\ui expansion\menuinventory.lua:59: in function <.\Data Files\MWSE\mods\ui expansion\menuinventory.lua:48>
MiniDump creation successful.
Morrowind has crashed! To help improve game stability, send MWSE_Minidump.dmp and mwse.log to the #mwse channel at the Morrowind Modding Community Discord: https://discord.me/mwmods
MWSE version: 2.1.0-3455
Build date: 20231029
Memory usage: 2009309184 bytes.
Lua traceback at time of crash:
stack traceback:
[C]: in function '__index'
.\Data Files\MWSE\mods\revered dead\main.lua:312: in function <.\Data Files\MWSE\mods\revered dead\main.lua:308>
[C]: in function 'xpcall'
.\Data Files\MWSE\core\lib\event.lua:311: in function 'trigger'
.\Data Files\MWSE\core\lib\event.lua:331: in function <.\Data Files\MWSE\core\lib\event.lua:298>
MiniDump creation successful.
I've disabled the "are you wearing grandma's hat" checks for now, since I think not crashing people's games at random (this was very inconsistent to recreate, but I managed to crash myself a few times, which is how it slipped through testing) is more important than a fairly secondary feature. If I have more time on my hands again I'll try to reimplement that in a less broken way.
1.2 should at least be usable, minus this feature.
But really cool mod! Awesome work!
It's a little hidden in the main description (intentionally), but if you want a full list of 'spoilers' without diving into the code, there's a document here:
Revered Dead Calculations Explainer
I plan on doing an update pretty soon which will include a few more conditional suggestions I've been given, and well as some more config options.